U.S. patent application number 09/784895 was filed with the patent office on 2001-08-23 for entertainment system, entertainment apparatus, recording medium, and program.
Invention is credited to Hino, Akihiro, Motomura, Kentaro.
Application Number | 20010016511 09/784895 |
Document ID | / |
Family ID | 26585597 |
Filed Date | 2001-08-23 |
United States Patent
Application |
20010016511 |
Kind Code |
A1 |
Hino, Akihiro ; et
al. |
August 23, 2001 |
Entertainment system, entertainment apparatus, recording medium,
and program
Abstract
An entertainment system has a normal action rendering means for
displaying a normal action image in which at least two hypothetical
characters are making a normal action, and a special action
rendering means for displaying a special action image in which at
least one of the hypothetical characters changes from a normal
action to a special action when a predetermined condition is
satisfied, and the special action made by the one of the
hypothetical characters is completed when a control action made by
the user satisfies a predetermined control condition indicated in a
guidance, and a image display means for outputting image data
stored in an image memory to a display monitor to enable the
display monitor to display an image based on the image data.
Inventors: |
Hino, Akihiro; (Fukuoka-ken,
JP) ; Motomura, Kentaro; (Tokyo, JP) |
Correspondence
Address: |
DERGOSITS & NOAH LLP
Attn: Michael E. Dergosits
Suite 1150
Four Embarcadero Center
San Francisco
CA
94111
US
|
Family ID: |
26585597 |
Appl. No.: |
09/784895 |
Filed: |
February 14, 2001 |
Current U.S.
Class: |
463/8 ; 463/30;
463/33 |
Current CPC
Class: |
A63F 2300/303 20130101;
A63F 13/44 20140902; A63F 2300/638 20130101; A63F 13/833 20140902;
A63F 2300/8029 20130101; A63F 13/10 20130101; A63F 13/822 20140902;
A63F 2300/6054 20130101; A63F 13/5375 20140902; A63F 13/422
20140902 |
Class at
Publication: |
463/8 ; 463/30;
463/33 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 17, 2000 |
JP |
2000-40033 |
Feb 17, 2000 |
JP |
2001-015426 |
Claims
What is claimed is:
1. An entertainment system comprising: an entertainment apparatus
for executing various programs; at least one manual controller for
entering control requests from the user into said entertainment
apparatus; a display unit for displaying images outputted from said
entertainment apparatus; normal action rendering means for
displaying a normal action image in which at least two hypothetical
characters are making a normal action; and special action rendering
means for displaying a special action image in which at least one
of said hypothetical characters changes from a normal action to a
special action when a predetermined condition is satisfied, and the
special action made by said one of the hypothetical characters is
completed when a control action made by the user satisfies a
predetermined control condition indicated in a guidance.
2. An entertainment system according to claim 1, wherein said
special action rendering means comprises: icon rendering means for
displaying an icon indicative of said special action when said
hypothetical character 25 changes from the normal action to the
special action.
3. An entertainment system according to claim 1, wherein said
special action rendering means comprises: guidance rendering means
for rendering an indicia representing at least one of control
members on said manual controller as said guidance; and special
action continuation determining means for comparing a time to
prompt the user to press the control member corresponding to said
indicia with a time when the user presses the corresponding control
member, and determining whether said hypothetical character is to
make the special action based on a compared result.
4. An entertainment system according to claim 3, wherein said
special action continuation determining means comprises: means for
transferring control over to said normal action rendering means
when the time when the user presses the corresponding control
member deviates from the time to prompt the user to press the
control member corresponding to said indicia beyond an allowable
range.
5. An entertainment system according to claim 3, wherein said
special action rendering means comprises: means for changing the
number of indicia and the time to prompt the user to press the
control member corresponding to each of said indicia, depending on
characteristics of the hypothetical character other than the
hypothetical character which makes the special action, among said
at least two hypothetical characters.
6. An entertainment system according to claim 3, wherein said
special action rendering means comprises: bar rendering means for
rendering a bar which progresses randomly toward said indicia;
wherein said time to prompt the user to press the control member
corresponding to said indicia represents a time when a leading end
of said bar reaches said indicia.
7. An entertainment system according to claim 6, wherein said
special action rendering means comprises: means for changing a
progressing pattern of said bar depending on characteristics of the
hypothetical character other than the hypothetical character which
makes the special action, among said at least two hypothetical
characters.
8. An entertainment system according to claim 6, further
comprising: means for rendering at least said bar as a
semitransparent bar in front of said hypothetical characters.
9. An entertainment apparatus for connection to a manual controller
for outputting a control request from the user and a display unit
for displaying images, comprising: normal action rendering means
for displaying an image in which at least two hypothetical
characters are making a normal action; and special action rendering
means for displaying an image in which at least one of said
hypothetical characters changes from a normal action to a special
action when a predetermined condition is satisfied, and the special
action made by said one of the hypothetical characters is completed
when a control action made by the user satisfies a predetermined
control condition indicated in a guidance.
10. A recording medium storing a program and data for use in an
entertainment apparatus for connection to a manual controller for
outputting a control request from the user, and a display unit for
displaying images, said program comprising the steps of: displaying
a normal action image in which at least two hypothetical characters
are making a normal action; and displaying a special action image
in which at least one of said hypothetical characters changes from
a normal action to a special action when a predetermined condition
is satisfied, and the special action made by said one of the
hypothetical characters is completed when a control action made by
the user satisfies a predetermined control condition indicated in a
guidance.
11. A recording medium according to claim 10, wherein said step of
displaying a special action image comprises the step of: displaying
an icon indicative of said special action when said hypothetical
character changes from the normal action to the special action.
12. A recording medium according to claim 10, wherein said step of
displaying a special action image comprises the steps of: rendering
an indicia representing at least one of control members on said
manual controller as said guidance; and comparing a time to prompt
the user to press the control member corresponding to said indicia
with a time when the user presses the corresponding control member,
and determining whether said hypothetical character is to make the
special action based on a compared result.
13. A recording medium according to claim 12, wherein said step of
determining whether said hypothetical character is to make the
special action based on a compared result comprises the step of:
transferring control over to said normal action rendering means
when the time when the user presses the corresponding control
member deviates from the time to prompt the user to press the
control member corresponding to said indicia beyond an allowable
range.
14. A recording medium according to claim 12, wherein said step of
displaying a special action image comprises the step of: changing
the number of indicia and the time to prompt the user to press the
control member corresponding to each of said indicia, depending on
characteristics of the hypothetical character other than the
hypothetical character which makes the special action, among said
at least two hypothetical characters.
15. A recording medium according to claim 12, wherein said step of
displaying a special action image comprises the step of: rendering
a bar which progresses randomly toward said indicia; wherein said
time to prompt the user to press the control member corresponding
to said indicia represents a time when a leading end of said bar
reaches said indicia.
16. A recording medium according to claim 15, wherein said step of
displaying a special action image comprises the step of: changing a
progressing pattern of said bar depending on characteristics of the
hypothetical character other than the hypothetical character which
makes the special action, among said at least two hypothetical
characters.
17. A recording medium according to claim 12, further comprising
the step of: rendering at least said bar as a semitransparent bar
in front of said hypothetical characters.
18. A program readable and executable by a computer, for use in an
entertainment apparatus for connection to a manual controller for
outputting a control request from the user, and a display unit for
displaying images, said program comprising the steps of: displaying
a normal action image in which at least two hypothetical characters
are making a normal action; and displaying a special action image
in which at least one of said hypothetical characters changes from
a normal action to a special action when a predetermined condition
is satisfied, and the special action made by said one of the
hypothetical characters is completed when a control action made by
the user satisfies a predetermined control condition indicated in a
guidance.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to an entertainment system
having at least an entertainment apparatus for executing various
programs, a manual controller, and a display unit, an entertainment
apparatus for executing various programs, a recording medium
storing a program and data that are used by the entertainment
apparatus, and a program for realizing the entertainment
system.
[0003] 2. Description of the Related Art
[0004] Some entertainment systems including entertainment apparatus
such as video game machines display video game images based on
video game data stored in a recording medium such as a CD-ROM or
the like on the display screen of a television receiver while
allowing the user or game player to play the video game with
commands entered via a manual controller.
[0005] In those entertainment systems, the entertainment apparatus
and the manual controller are usually connected to each other by a
serial interface. When a clock signal is supplied from the
entertainment apparatus to the manual controller, the manual
controller sends key switch information based on the user's control
entries in synchronism with the clock signal.
[0006] Recently developed manual controllers incorporate a
vibration generating means for applying vibrations to the user
based on a request from an external apparatus such as an
entertainment apparatus, for example. While a video game is in
progress, the vibration generating means applies various different
kinds of vibrations to the user in response to user's different
control entries.
[0007] Games that are played on video game machines include
role-playing games, shooting games, driving games, combat games,
etc.
[0008] When the game player plays a role-playing game, which is
constructed around one basic story, the game progresses as a
principal character travels to various regions in the story, and
experiences events or searches for hidden items in various scenes.
Since the role-playing game is primarily focused on experiencing
events and searching for hidden items, battle scenes, if any, in
the game tend to be boring to the user or game player.
[0009] A combat game is designed for a principal character to
attack and knock out an opponent, and offers a variety of attack
patterns available for the principal character to employ. The user
or game player selects an attack pattern depending on the situation
in which the principal character is placed. The user or game player
wages an attack on an opponent in the selected attack pattern at an
optimum time to cause substantial damage to the opponent for
thereby placing the principal character in an advantageous position
in the progress of the game. Therefore, the user or game player can
enjoy the excitement of the combat game.
[0010] In order to deliver a succession of attacking techniques in
the combat game, however, the user or game player has to be well
aware of sequences of pressing a plurality of control members on
the manual controller and times to press those control buttons. It
takes a considerable period of time until the user or game player
gets used to well manipulating the manual controller and enjoys the
combat game to a satisfactory extent.
SUMMARY OF THE INVENTION
[0011] It is therefore an object of the present invention to
provide an entertainment system, an entertainment apparatus, a
recording medium, and a program which are capable of turning battle
scenes, which would tend to be monotonous in role-playing games,
for example, into realistic scenes, allows the user or game player
to easily deliver a succession of attacking techniques by operating
a manual controller according to a guidance, and keeps the user or
game player interested in a video game if applied to the video
game.
[0012] According to an aspect of the present invention, there is
provided an entertainment system comprising an entertainment
apparatus for executing various programs, at least one manual
controller for entering control requests from the user into the
entertainment apparatus, a display unit for displaying images
outputted from the entertainment apparatus, normal action rendering
means for displaying a normal action image in which at least two
hypothetical characters are making a normal action, and special
action rendering means for displaying a special action image in
which at 5 least one of the hypothetical characters changes from a
normal action to a special action when a predetermined condition is
satisfied, and the special action made by the one of the
hypothetical characters is completed when a control action made by
the user satisfies a predetermined control condition indicated in a
guidance.
[0013] According to another aspect of the present invention, there
is provided an entertainment apparatus for connection to a manual
controller for outputting a control request from the user and a
display unit for displaying images, comprising normal action
rendering means for displaying an image in which at least two
hypothetical characters are making a normal action, and special
action rendering means for displaying an image in which at least
one of the hypothetical characters changes from a normal action to
a special action when a predetermined condition is satisfied, and
the special action made by the one of the hypothetical characters
is completed when a control action made by the user satisfies a
predetermined control condition indicated in a guidance.
[0014] According to still another aspect of the present invention,
there is provided a recording medium storing a program and data for
use in an entertainment apparatus for connection to a manual
controller for outputting a control request from the user, and a
display unit for displaying images, the program comprising the
steps of displaying a normal action image in which at least two
hypothetical characters are making a normal action, and displaying
a special action image in which at least one of the hypothetical
characters changes from a normal action to a special action when a
predetermined condition is satisfied, and the special action made
by the one of the hypothetical characters is completed when a
control action made by the user satisfies a predetermined control
condition indicated in a guidance.
[0015] According to yet another aspect of the present invention,
there is provided a program readable and executable by a computer,
for use in an entertainment apparatus for connection to a manual
controller for outputting a control request from the user, and a
display unit for displaying images, the program comprising the
steps of displaying a normal action image in which at least two
hypothetical characters are making a normal action, and displaying
a special action image in which at least one of the hypothetical
characters changes from a normal action to a special action when a
predetermined condition is satisfied, and the special action made
by the one of the hypothetical characters is completed when a
control action made by the user satisfies a predetermined control
condition indicated in a guidance.
[0016] If the present invention is applied to a battle scene in a
role-playing game or a combat game, for example, a normal action,
i.e., a normal battle action, is performed between the two
hypothetical characters. When a certain condition is satisfied in
the normal battle action, e.g., when one of the hypothetical
characters stands with its back facing a wall or puts a foot into a
step, at least one of the principal characters changes from the
normal battle action to a special battle action. The special battle
action is an action to deliver a dead blow such as a succession of
attacking techniques in a combat game, for example.
[0017] When the control input from the user satisfies a control
condition indicated by the guidance displayed on the display
monitor, the special battle action is completed, and the opponent,
e.g., a monster, falls down.
[0018] Therefore, battle scenes, which would tend to be monotonous
in role-playing games, for example, are turned into realistic
scenes, and the user or game player is allowed to easily deliver a
succession of attacking techniques by operating the manual
controller according to the guidance. If the entertainment system
according to the present invention is applied to play a video game,
then the user or game player is continuously interested in the
video game.
[0019] The special action rendering means or step may comprise icon
rendering means for, or the step of, displaying an icon indicative
of the special action when the hypothetical character changes from
the normal action to the special action. Therefore, the user is
aware of the entry into the special action, i.e., can be mentally
prepared to enter the special action, and hence can subsequently
make smooth control actions to perform the special action. The icon
is thus effective to allow children and old people to enjoy the
video game.
[0020] The special action rendering means or step may comprise
guidance rendering means for, or the step of, rendering an indicia
representing at least one of control members on the manual
controller as the guidance, and special action continuation
determining means for, or the step of, comparing a time to prompt
the user to press the control member corresponding to the indicia
with a time when the user presses the corresponding control member,
and determining whether the hypothetical character is to make the
special action based on a compared result. The user thus only needs
to operate the control member corresponding to the indicia at the
prompting time indicated by the guidance.
[0021] The special action continuation determining means or step
may comprise means for, or the step of, transferring control over
to the normal action rendering means when the time when the user
presses the corresponding control member deviates from the time to
prompt the user to press the control member corresponding to the
indicia beyond an allowable range. Therefore, if the time when the
user presses the corresponding control member deviates from the
time to prompt the user to press the control member corresponding
to the indicia while the hypothetical character is making the
special action, then the hypothetical character which is making the
special action returns to the normal action.
[0022] The special action rendering means or step may comprise
means for, or the step of, changing the number of indicia and the
time to prompt the user to press the control member corresponding
to each of the indicia, depending on characteristics of the
hypothetical character other than the hypothetical character which
makes the special action, among the at least two hypothetical
characters. For example, if the hypothetical character which is
making the special action is a principal character and the other
hypothetical character is a monster, then the number of indicia and
the time to prompt the user to press the control member
corresponding to each of the indicia may be changed depending on
characteristics of the monster. Accordingly, elements of fun are
added to battle scenes which would tend to be monotonous, keeping
the user interested in the video game.
[0023] The special action rendering means or step may comprise bar
rendering means for, or the step of, rendering a bar which
progresses randomly toward the indicia, and the time to prompt the
user to press the control member corresponding to the indicia may
represent a time when a leading end of the bar reaches the indicia.
Therefore, the user may press the control member corresponding to
the indicia at the time when the leading end of the bar reaches the
indicia.
[0024] The special action rendering means or step may comprise
means for, or the step of, changing a progressing pattern of the
bar depending on characteristics of the hypothetical character
other than the hypothetical character which makes the special
action, among the at least two hypothetical characters.
[0025] If the bar is displayed in a lower region or a corner of the
display screen of the display unit, then the user may possibly
overlook a special action made by the hypothetical character
displayed in a central area of the display screen because the user
may be distracted to the progress of the bar displayed in the lower
region or the corner of the display screen.
[0026] If at least the bar is displayed as a semitransparent bar in
front of the hypothetical characters, then the bar may be displayed
as a semitransparent image of a large size in the center of the
display screen, rather than in a lower region or a corner of the
display screen. As a result, the user can see a special action made
by the hypothetical character and press control members on the
manual controller while simultaneously confirming the progressing
pattern of the bar. Therefore, the user can see and enjoy various
special actions made by the hypothetical character.
[0027] The above and other objects, features, and advantages of the
present invention will become more apparent from the following
description when taken in conjunction with the accompanying
drawings in which a preferred embodiment of the present invention
is shown by way of illustrative example.
BRIEF DESCRIPTION OF THE DRAWINGS
[0028] FIG. 1 is a block diagram of a circuit arrangement of an
entertainment system according to the present invention;
[0029] FIG. 2 is a perspective view of a manual controller;
[0030] FIG. 3 is a plan view of the manual controller;
[0031] FIG. 4 is a block diagram of a circuit arrangement of the
manual controller;
[0032] FIG. 5 is a view showing a displayed image of a normal
battle action of a principal character;
[0033] FIG. 6 is a view showing a displayed image similar to FIG.
5, with an icon displayed indicating that the principal character
is about to wage a special attack;
[0034] FIG. 7 is a view showing a displayed image similar to FIG.
5, with the principal character waging a special attack as a bar
progresses in a guidance;
[0035] FIG. 8 is a view showing another guidance;
[0036] FIG. 9 is a functional block diagram of a battle mode
processing means according to the present invention;
[0037] FIG. 10 is a flowchart of a processing sequence of the
battle mode processing means, particularly, a process of rendering
a normal action of a monster with a normal action rendering
means;
[0038] FIGS. 11 through 14 are flowcharts of a process of rendering
a normal action of a principal character with the normal action
rendering means;
[0039] FIG. 15 is a flowchart of a processing sequence of an icon
rendering means of a special action rendering means;
[0040] FIG. 16 is a flowchart of a processing sequence of a
guidance rendering means of the special action rendering means;
[0041] FIG. 17 is a flowchart of a processing sequence of a special
action continuation determining means of the special action
rendering means; and
[0042] FIG. 18 is a flowchart of a processing sequence of the
special action rendering means.
DESCRIPTION OF THE PREFERRED EMBODIMENT
[0043] An entertainment system, an entertainment apparatus, a
recording medium, and a program according to the present invention
as applied to a video game apparatus will be described below with
reference to FIGS. 1 through 18.
[0044] As shown in FIG. 1, an entertainment system 10 basically
comprises an entertainment apparatus 12 for executing various
programs, a memory card 14 detachably connected to the
entertainment apparatus 12, a manual controller 16 detachably
connected to the entertainment apparatus 12, and a display monitor
18 such as a television receiver which is supplied with video and
audio output signals from the entertainment apparatus 12.
[0045] The entertainment apparatus 12 reads a game program recorded
in a mass storage medium such as an optical disk 20 such as a
CD-ROM or the like, and executes a game, for example, based on the
program depending on commands supplied from the user, e.g., the
game player, via the manual controller 16. The execution of the
game mainly represents controlling the progress of the game by
controlling the display of images and the generation of sounds on
the display monitor 18 based on manual input actions entered from
the manual controller 16.
[0046] The entertainment apparatus 12 generally comprises a control
system 200, a graphic generating system 204 connected to the
control system 200 via a system bus 202, a sound generating system
206 connected to the control system 200 via the system bus 202, and
an optical disk control system 208 connected to the control system
200 via the system bus 202. A communication controller 210 for
controlling data to be inputted to and outputted from the manual
controller 16 and the memory card 14 is also connected to the
control system 200 via the system bus 202.
[0047] The manual controller 16 supplies commands (including
control data) from the user via a communication controller 150 (see
FIG. 4) of the manual controller 16 and the communication
controller 210 to the entertainment apparatus 12. The optical disk
control system 208 includes an optical disk drive 212 in which the
optical disk 20, which may comprise a CD-ROM or the like as a
specific example of a recording medium according to the present
invention, is loaded.
[0048] The control system 200 controls motions of characters
displayed on the display monitor 18 based on a program and data
read from the optical disk 20 and commands supplied from the manual
controller 16.
[0049] The control system 200 includes an MPU 220 for controlling
the entertainment apparatus 12, a main memory 222 used for
operating various programs and storing various data, a peripheral
device controller 224 for controlling interrupts and direct memory
access (DMA) data transfer, a read-only memory (ROM) 226 which
stores various programs such as an operating system program for
managing the graphic generating system 204, the sound generating
system 206, etc., and which has an OSD function to execute a
control program such as kernel, and a real-time clock (RTC) 228
having a calendar and clock function. The main memory 222 is
capable of executing at least the game program thereon.
[0050] The MPU 220 controls the entertainment apparatus 12 in its
entirety by executing the operating system program stored in the
ROM 226. The MPU 220 comprises a 32-bit RISC-CPU, for example.
[0051] When the entertainment apparatus 12 is turned on, the MPU
220 executes the operating system program stored in the ROM 226 to
start controlling the graphic generating system 204, the sound
generating system 206, etc.
[0052] When the operating system program is executed, the MPU 220
initializes the entertainment apparatus 12 in its entirety for
confirming its operation, and thereafter controls the optical disc
control system 208 to execute an application program such as a game
program recorded in the optical disk 20.
[0053] As the application program such as a game program is
executed, the MPU 220 controls the graphic generating system 204,
the sound generating system 206, etc. depending on commands entered
by the user for thereby controlling the display of images and the
generation of music sounds and sound effects.
[0054] The graphic generating system 204 comprises a vector
calculating unit 230 for performing floating point vector
calculations required for geometry processing, an image processor
232 for generating image data under the control of the MPU 220 and
outputting the generated image data to the display monitor 18,
which is a CRT in this embodiment, a graphic interface (GIF) 234
for arbitrating transfer paths between the MPU 220, the vector
calculating unit 230, and the image processor 232, and an image
decoder 236 for decoding image data compressed and encoded by an
orthogonal transform such as a discrete cosine transform.
[0055] The image processor 232 comprises a rendering engine 240, a
memory interface 242, an image memory 244, and a display controller
246 such as a programmable CRT controller.
[0056] The rendering engine 240 renders (stores) image data into
the image memory 244 via the memory interface 242 according to a
rendering command supplied from the MPU 220.
[0057] A first bus 248 is connected between the memory interface
242 and the rendering engine 240, and a second bus 250 is connected
between the memory interface 242 and the image memory 244. The
first and second buses 248, 250 each have a 128-bit width to allow
the rendering engine 240 to render (store) image data at a high
speed into the image memory 244.
[0058] The rendering engine 240 is capable of rendering image data
of 320.times.240 pixels or 640.times.480 pixels according to the
NTSC or PAL standards on a real-time basis ten and several times to
several tens times in a period of time ranging from {fraction
(1/60)} to {fraction (1/30)} second.
[0059] The image memory 244 is of a unified memory structure
capable of specifying a texture rendering area and a display
rendering area as one area.
[0060] The display controller 246 serves to write texture data read
from the optical disk 20 via the optical disk drive 212 and texture
data generated in the main memory 222 into the texture rendering
area of the image memory 244 via the memory interface 242, and read
image data stored in the display rendering area of the image memory
244 via the memory interface 242 and output the read image data to
the display monitor 18, which displays an image thereon based on
the image data.
[0061] The sound generating system 206 comprises a sound processing
unit (SPU) 260 for generating music sounds, sound effects, etc.
based on instructions from the MPU 220, and a sound buffer 262 for
storing music sounds, sound effects, etc. generated by the SPU 260.
Audio signals representing music sounds, sound effects, etc.
generated by the SPU 260 are supplied to audio terminals of the
display monitor 18. The display monitor 18 has a speaker 264 which
radiates music sounds, sound effects, etc. generated by the SPU 260
based on the supplied audio signals.
[0062] The SPU 260 has an ADPCM (adaptive differential PCM)
demodulating function for reproducing 16-bit audio data which has
been encoded as 4-bit differential signal by ADPCM, a reproducing
function for reproducing waveform data stored in the sound buffer
262 to generate sound effects, etc., and a modulating function for
modulating and reproducing the waveform data stored in the sound
buffer 262.
[0063] The sound generating system 206 with these functions can be
used as a sampling sound source which generates music sounds, sound
effects, etc. based on the waveform data stored in the sound buffer
262 according to instructions from the MPU 220.
[0064] The optical disk control system 208 comprises an optical
disk drive 212 for reproducing application programs and data
recorded on the optical disk 20, a decoder 270 for decoding
programs and data that are recorded with an error correcting code
added thereto, and a buffer 272 for temporarily storing data read
from the optical disk drive 212 so as to allow the data from the
optical disk 20 to be read at a high speed. An auxiliary CPU 274 is
connected to the decoder 270.
[0065] Audio data recorded on the optical disk 20 which is read by
the optical disk drive 212 includes PCM data converted from analog
sound signals, in addition to the ADPCM data.
[0066] The ADPCM data, which is recorded as 4-bit differential data
of 16-bit digital data, is decoded by the decoder 270, supplied to
the SPU 260, converted thereby into analog data, and applied to
drive the speaker 264.
[0067] The PCM data, which is recorded as 16-bit digital data, is
decoded by the decoder 270 and then applied to drive the speaker
264.
[0068] As shown in FIGS. 2 and 3, the manual controller 16 has
first and second control pads 34, 36, an L (Left) button 38L, an R
(Right) button 38R, a start button 40, and a selection button 42.
The manual controller 16 also has joysticks 44, 46 for inputting
analog control actions, a mode selection switch 48 for selecting
control modes of the joysticks 44, 46, and a mode indicator 50 for
indicating a selected control mode. The mode indicator 50 comprises
a light-emitting element such as a light-emitting diode or the
like.
[0069] As shown in FIG. 2, the manual controller 16 has a housing
104 comprising an upper member 100 and a lower member 102 which are
mated and joined to each other by fasteners such as screws.
[0070] As shown in FIGS. 2 and 3, a pair of left and right grips
106, 108 projects from one side of respective opposite ends of the
housing 104. The left and right grips 106, 108 are shaped so as to
be gripped by the palms of left and right hands of the user or game
player when the manual controller 16 is connected to the
entertainment apparatus 12 and information retrieval is carried out
or the game is played thereby, for example.
[0071] As shown in FIG. 3, the left and right grips 106, 108 are
progressively spaced away from each other toward their distal ends.
To allow the game player to grip the left and right grips 106, 108
comfortably for a long period of time, the left and right grips
106, 108 are tapered from their joint with the housing 104 toward
their distal ends, and have arcuate outer peripheral surfaces and
arcuate distal end surfaces.
[0072] As shown in FIGS. 2 and 3, the first control pad 34 is
disposed on one end of the housing 104 and comprises a first
pressable control member (up button) 110a, a second pressable
control member (right button) 110b, a third pressable control
member (down button) 110c, and a fourth pressable control member
(left button) 110d. The first through fourth pressable control
members 110a, 110b, 110c, 110d project on an upper surface of the
housing 104 and are arranged in a crisscross pattern.
[0073] The first control pad 34 includes switch elements as signal
input elements associated respectively with the first through
fourth pressable control members 110a, 110b, 110c, 110d. The first
control pad 34 functions as a directional controller for
controlling the direction of movement of a displayed game
character, for example. When the game player selectively presses
the first through fourth pressable control members 110a, 110b,
110c, 110d to turn on or off the switch elements associated
respectively with the first through fourth pressable control
members 110a, 110b, 110c, 110d, the displayed game character moves
in the direction corresponding to the pressed one of the first
through fourth pressable control members 110a, 110b, 110c,
110d.
[0074] As shown in FIGS. 2 and 3, the second control pad 36 is
disposed on the other end of the housing 104 and comprises a first
pressable control member (.DELTA. button) 112a, a second pressable
control member (.quadrature. button) 112b, a third pressable
control member (.times. button) 112c, and a fourth pressable
control member (.smallcircle. button) 112d. The first through
fourth pressable control members 112a, 112b, 112c, 112d project on
the upper surface of the housing 104 and are arranged in a
crisscross pattern.
[0075] The first through fourth pressable control members 112a,
112b, 112c, 112d are constructed as independent members, and
associated with respective switch elements disposed in the second
control pad 36.
[0076] The second control pad 36 serves as a function
setting/performing unit for setting functions for a displayed game
character assigned to the pressable control members 112a-112d or
performing functions of a displayed game character when the switch
elements associated with the pressable control members 112a-112d
are turned on.
[0077] The L button 38L and the R button 38R are disposed on a side
of the housing 104 remote from the left and right grips 106, 108
and positioned respectively at the opposite ends of the housing
104. As shown in FIGS. 2 and 4, the L button 38L has a first left
pressable control member (L1 button) 114a and a second left
pressable control member (L2 button) 114b, and the R button 38R has
a first right pressable control member (R1 button) 116a and second
right pressable control member (R2 button) 116b, respectively. The
L button 38L and the R button 38R have respective switch elements
associated respectively with the pressable control members (the L1
button 114a, the L2 button 114b, the R1 button 116a, and the R2
button 116b).
[0078] The L button 38L and the R button 38R serve as respective
function setting/performing units for setting functions for a
displayed game character assigned to the pressable control members
114a, 114b and 116a, 116b or performing functions of a displayed
game character when the switch elements associated with the
pressable control members 114a, 114b and 116a, 116b are turned
on.
[0079] As shown in FIGS. 2 and 3, the manual controller 16 also has
first and second analog control pads 118, 120 disposed respectively
at confronting corners defined between the housing 104 and the
proximal ends of the left and right grips 106, 108 which are joined
to the housing 104.
[0080] The first and second analog control pads 118, 120 have the
respective joysticks 44, 46 which can be tilted in all directions
(360.degree.) about control shafts thereof, and respective signal
input elements such as variable resistors or the 25 like which are
operable by the respective joysticks 44, 46. Specifically, the
control shafts of the left and right joysticks 44, 46 are normally
urged to return to their neutral positions by biasing members. The
left and the right joysticks 44, 46 can be freely tilted in all
directions (360.degree.) about the axes of the control shafts.
[0081] The first and second analog control pads 118, 120 can move a
displayed game character while rotating the same or while changing
its speed, and can make an analog-like action such as to change the
form of a displayed character, when the game player manipulates the
joysticks 44, 46. Therefore, the first and second analog control
pads 118, 120 are used as a control unit for entering command
signals for a displayed character to perform the above movement or
action.
[0082] Analog input values produced when the user moves the left
and right joysticks 44, 46 are available in a vertical range from
an uppermost vertical value of "0" to a lowermost vertical value of
"255" and a horizontal range from a leftmost horizontal value of
"0" to a rightmost horizontal value of "255".
[0083] When the joysticks 44, 46 are pushed in, the first and
second analog control pads 118, 120 output other signals different
from those signals in the horizontal and vertical ranges.
[0084] When the mode selection switch 48 is pressed, it can select
a control mode for allowing a command signal to be inputted from
the first and second analog control pads 118, 120 or a control mode
for inhibiting a command signal from being inputted from the first
and second analog control pads 118, 120.
[0085] When the mode selection switch 48 is pressed, the functions
of the first through fourth pressable control members 112a, 112b,
112c, 112d of the second control pad 36, and the functions of the
pressable control members 114a, 114b and 116a, 116b of the L button
38L and the R button 38R are changed depending on the control mode
selected by the pressed mode selection switch 48. Depending on the
control mode selected by the mode selection switch 48, the mode
indicator 50 flickers and changes its indication light.
[0086] As shown in FIG. 4, the manual controller 16 comprises a
communication controller 150, a CPU 152, a program memory 154, a
working RAM 156, a digital input block 158, an analog input block
160, a left motor driver 170L, a left motor 130L, a right motor
driver 170R, and a right motor 130R.
[0087] These components of the manual controller 16 are connected
to a bus 162.
[0088] The digital input block 158 functions as a manual input
controller for the pressable control members 110a-110d of the first
control pad 34 and the pressable control members 112a-112d of the
second control pad 36. The analog input block 160 functions as a
manual input controller for the left and right joysticks 44, 46.
The digital input block 158 and the analog input block 160 allow
the user to enter various items of information into the manual
controller 16.
[0089] The communication controller 150 has a function to effect
serial communications with an external device. The communication
controller 150 is electrically connectable to the communication
controller 210 (see FIG. 1) of the entertainment apparatus 12, for
example, for data communications with the entertainment apparatus
12.
[0090] A characteristic function of the entertainment system 10
according to the present embodiment will be described below with
reference to FIGS. 5 through 18.
[0091] According to the characteristic function, when a certain
condition is satisfied while at least two hypothetical characters
are making a normal action, at least one of the hypothetical
characters changes from the normal action to a special action, and
when a control action made by the user satisfies a certain control
condition indicated by a guidance displayed on the display monitor,
the special action performed by the hypothetical character is
completed.
[0092] The above function as applied to a scene of a battle between
a principal character and a monster in a role-playing game will be
described below with reference to FIGS. 5 through 8.
[0093] As shown in FIG. 5, one of two hypothetical characters
displayed on the display monitor 18 is used as a principal
character 300 that moves under control commands from the user and
the other hypothetical character as a monster 302 confronting the
principal character 300.
[0094] When the principal character 300 runs into the monster 302
and starts fighting against the monster 302, a normal battle action
takes place. The normal battle action is such an action that when
the user presses the control members 110a-110d, e.g., when the user
presses the .smallcircle. button 112d, the principal character 300
attacks the monster 302 with a sword 304, and when the user presses
the .times. button 112c, the principal character 300 defends
himself from the monster 302.
[0095] In the normal battle action, when a certain condition is
satisfied, e.g., when the monster 302 is put in a disadvantageous
position, e.g., when the monster 302 stands with its back facing a
wall or puts a foot into a step, or when 10l the HP (hit point) of
the principal character 300 becomes equal to or lower than a
certain value, the principal character 300 changes from the normal
battle action to a special battle action. The special battle action
is an action to deliver a dead blow such as a succession of
attacking techniques in a combat game, for example. When such a
dead blow strikes the monster 302, the HP of the monster 302 is
instantaneously eliminated, and the monster 302 falls down.
[0096] When the principal character 300 enters the special battle
action, as shown in FIG. 6, an icon 306 indicative of the special
battle action is displayed for 2 seconds, for example, in the
vicinity of the principal character 300. With the icon 306
displayed, the user can recognize that the principal character 300
enters the special battle action.
[0097] Thereafter, as shown in FIG. 7, a guidance 310 is displayed
substantially centrally on the display screen of the display
monitor 18. The guidance 310 comprises an area 312 for displaying a
bar 320 (hereinafter referred to as "bar display area 312"), and an
area 316 for displaying indicia 314 representing the four control
members, i.e., the .smallcircle. button 112d, the .DELTA. button
112a, the .times. button 112c, and the .quadrature. button 112b,
(hereinafter referred to as "indicia display area 316"). At least
the bar display area 312 is displayed in a semitransparent fashion.
In the example shown in FIG. 7, the indicia display area 316 is
displayed as a strip. As shown in FIG. 8, however, the indicia
display area 316 with the indicia 314 displayed therein may be
positioned above the bar display area 312, and strips 318 may be
displayed in the bar display area 312 at respective positions
aligned with the respective indicia 314.
[0098] When the guidance 310 is displayed, a bar 320 progresses or
moves from the left end of the bar display area 312 toward the
right end thereof with certain timing. While the bar 320 is
progressing, the principal character 300 performs the special
battle action different from the normal battle action, as shown in
FIG. 7. In FIG. 7, the principal character 300 jumps backward, and
at the same time cuts the monster 302 with the sword 304 which the
principal character 300 is holding.
[0099] When a leading end 320a of the bar 320 progressing toward
the right end of the bar display area 312 reaches the indicia
display area 316 (see FIG. 7) or one of the strips 318 (see FIG.
8), if the user presses the control member, e.g., the .smallcircle.
button 112d, indicated by the indicia 314 corresponding to the
indicia display area 316 or the strip 318, then the special battle
action made by the principal character 300 is continued.
[0100] When the user presses the control members corresponding to
the indicia 314 displayed in the guidance 310 at correct times, the
principal character 300 delivers a succession of attacking
techniques until finally the monster 302 falls down.
[0101] However, when the leading end 320a of the bar 320 displayed
in progress reaches the indicia display area 316 or one of the
strips 318, if the user fails to press the control member indicated
by the indicia 314 or if the user presses a wrong control member or
presses the correct control member at a wrong time, then the
special battle action made by the principal character 300 is put to
an end, and the principal character 300 enters the normal battle
action again.
[0102] One example of software for performing the above
characteristic function will be described below with reference to
FIGS. 9 through 18. As shown in FIG. 9, the software comprises a
battle mode processing means 400.
[0103] The battle mode processing means 400 can be supplied to the
entertainment apparatus 12 from a randomly accessible recording
medium such as the optical disk 20 or the memory card 14, or a
network. It is assumed in the present embodiment that the battle
mode processing means 400 is read from the optical disk 20 such
into the entertainment apparatus 12.
[0104] The battle mode processing means 400 is downloaded in
advance from the optical disk 20 played back by the entertainment
apparatus 12 into the main memory 222 in the control system 200
thereof according to a predetermined process, and executed by the
MPU 220 of the control system 200.
[0105] As shown in FIG. 9, the battle mode processing means 400
comprises a normal action rendering means 402 for displaying a
normal action image in which at least two hypothetical characters
(the principal character 300 and the monster 302) are doing a
normal action, a special action rendering means 404 for displaying
a special action image in which at least one of the hypothetical
characters (the principal character 300) changes from a normal
action to a special action when a certain condition is satisfied,
and the special action made by the hypothetical character (the
principal character 300) is completed when a control action made by
the user satisfies a certain control condition in the guidance 310,
and an image display means 406 for outputting image data stored in
the image memory 244 to the display monitor 18 to enable the
display monitor 18 to display an image based on the image data.
[0106] The special action rendering means 404 comprises a condition
determining means 410 for determining whether a condition to enter
the special action is satisfied or not, an icon rendering means 412
for displaying the icon 306 (see FIG. 6) indicative of the special
action when the hypothetical character (the principal character
300) changes from the normal action to the special action, a
guidance rendering means 414 for rendering the guidance 310 (see
FIG. 7) that comprises the semitransparent bar display area 312 and
the indicia display area 316 and also rendering the indicia 314
representing at least one control member on the manual controller
16 in the indicia display area 316, a bar rendering means 416 for
rendering the semitransparent bar 320 as it progresses randomly
from the left end to right end of the bar display area 312, and a
special action continuation determining means 418 for comparing the
time to prompt the user to press the control member corresponding
to the indicia 314, i.e., the time when the leading end 320a of the
bar 320 reaches the indicia display area 316 or one of the strips
318, with the time when the user presses the corresponding control
member on the manual controller 16, and determining whether the
principal character 300 is to make the special action based on the
compared result.
[0107] The guidance rendering means 414 has an indicia selecting
means 420 for changing the number of indicia 314 displayed in the
guidance 310 and an array of those indicia 314 depending on the
characteristics of the opponent, i.e., the monster 302. The bar
rendering means 416 has a progressing pattern selecting means 422
for changing a progressing pattern of the bar 320 depending on the
characteristics of the opponent, i.e., the monster 302.
[0108] A processing sequence of the battle mode processing means
400 will be described below with reference to FIGS. 10 through
18.
[0109] First, the normal action rendering means 402 of the battle
mode processing means 400 performs its own processing sequence. In
step S1 shown in FIG. 10, the normal action rendering means 402
stores initial values "0" respectively in an index register i used
to update the number of times that a special attack is continued,
an index register j used to update the display of the icon 306, and
an index register k used to cause the principal character 300 to
perform a normal attack action, thus initializing these registers
i, j, k.
[0110] In step S2, the normal action rendering means 402 generates
a random number. In step S3, the normal action rendering means 402
selects an attack action pattern corresponding to the generated
random number from a plurality of attack action patterns. Each of
the attack action patterns comprises an array of plural action
data, and object data of the monster 302 is rendered based on the
array of plural action data for thereby making one attack action on
the display monitor 18.
[0111] In step S4, the normal action rendering means 402 stores an
initial value "0" in an index register m used to wage an attack
action on the monster 302, thus initializing the index register m.
Thereafter, in step S5, the normal action rendering means 402
stores a background image based on the coordinates of a viewpoint
in the image memory 244.
[0112] In step S6, the normal action rendering means 402 reads mth
action data from the selection attack action pattern.
[0113] In step S7, the normal action rendering means 402 determines
whether there is action data or not. If there is action data, then
control proceeds to step S8 in which the normal action rendering
means 402 rewrites vertex data of the object data of the monster
302 based on the content of the action data. In step S9, the normal
action rendering means 402 renders three-dimensional image data of
the monster 302 based on the object data of the monster 302, and
stores the three-dimensional image data of the monster 302 in the
image memory 244.
[0114] In step S10 shown in FIG. 11, the normal action rendering
means 402 determines whether a special attack is being continued or
not based on whether a special attack flag is set to "1" or not. If
the special attack flag is "0" indicating that a special attack is
not presently waged, then control goes to step S11 in which the
normal action rendering means 402 determines whether a control
input from the manual controller 16 is different from the preceding
control input or not. A different control input is entered when the
user presses one of the direction buttons 110a-110d or the
.smallcircle. button 112d, for example, after the user has not
pressed any control members or buttons, or when the user presses
the right button 110b, for example, after the user has pressed the
left button 100d, for example.
[0115] If a control input from the manual controller 16 is judged
as being different from the preceding control input in step S11,
then control goes to step S12 in which the normal action rendering
means 402 stores an initial value "0" in the index register k, thus
initializing the index register k. Thereafter, in step S13, the
normal action rendering means 402 calculates an action of the
principal character 300 based on the present control input, thereby
generating an action pattern comprising a plurality of action data.
If a control input from the manual controller 16 is judged as being
the same as the preceding control input in step S11, then control
goes to step S14 in which the normal action rendering means 402
increments the value of the index register k by "1".
[0116] When the processing in step S13 or the processing in step
S14 is finished, control goes to step S15 in which the normal
action rendering means 402 determines whether the present action
pattern is an attack pattern or not based on whether the control
input is an input corresponding to the .smallcircle. button 112d,
for example, which indicates an attack.
[0117] If the present action pattern is an attack pattern, then
control goes to step S16 in which the normal action rendering means
402 reads kth action data from the present action pattern. In step
S17, the normal action rendering means 402 determines whether there
is action data or not, i.e., whether a normal attack action is
finished or not.
[0118] If there is action data, i.e., if a normal attack action is
not finished, then control goes to step S18 in which the normal
action rendering means 402 rewrites vertex data of the object data
of the principal character 300 based on the content of the present
action data. In step S19, the normal action rendering means 402
renders three-dimensional image data of the principal character 300
based on the object data of the principal character 300, and stores
the three-dimensional image data of the principal character 300 in
the image memory 244.
[0119] A hidden surface removal process for the background image
and the three-dimensional images of the principal character 300 and
the monster 302 is carried out according a Z buffering process.
[0120] If the present action pattern is not an attack pattern in
step S15, then control proceeds to step S20 shown in FIG. 13 in
which the normal action rendering means 402 reads kth action data
from the present action pattern. Thereafter, in step S21, the
normal action rendering means 402 determines whether there is
action data or not, i.e., whether a normal action other than an
attack action, e.g., a direction changing action or a defensive
action, is finished or not.
[0121] If there is action data, i.e., if a normal action other than
an attack action is not finished, then the processing in step S18
and step S19 shown in FIG. 11 is performed, and three-dimensional
image data of the principal character 300 is stored in the image
memory 244.
[0122] If a normal action other than an attack action is finished
in step S21, then control returns to step S12 shown in FIG. 13, and
the normal action rendering means 402 generates an action pattern
again.
[0123] When the rendering process in step S19 is finished, control
goes to step S22 shown in FIG. 12 in which the normal action
rendering means 402 determines whether the icon 306 is being
presently displayed or not based on whether an icon display flag is
set to "1" or not. If the icon 306 is not being displayed, then
control goes to step S23 in which the condition determining means
410 determines whether a condition to wage a special attack is
satisfied or not.
[0124] Specifically, the condition determining means 410 determines
whether a condition to wage a special attack is satisfied or not
based on whether the monster 302 is put in a disadvantageous
position, e.g., whether the monster 302 stands with its back facing
a wall or puts a foot into a step, or whether the HP (hit point) of
the principal character 300 becomes equal to or lower than a
certain value.
[0125] If a condition to wage a special attack is not satisfied,
then control goes via a decision process in step S24 to step S25 in
which the image display means 406 outputs image data stored in the
image memory 244 to the display monitor 18, which displays a
corresponding image on the display screen. When the processing in
step S25 is finished, control goes back to step S5 in FIG. 10, and
the processing from step S5 is repeated.
[0126] The above processing is repeated to display a normal battle
action of the principal character 300 and the monster 302 on the
display monitor 18 as shown in FIG. 5.
[0127] If there is no action data and an attack action by the
monster 302 is finished in step S7, then control goes to step S26
in which the normal action rendering means 402 calculates an effect
imposed on the principal character 300 by the attack from the
monster 302 based on the hitting ratio of the attack from the
monster 302, the level difference between the monster 302 and the
principal character 300, the attacking power of the monster 302,
the physical strength of the principal character 300, and the
protective gear that the principal character 300 wears. If the
principal character 300 is not hit by the attack from the monster
302, then the effect imposed on the principal character 300 by the
attack from the monster 302 is "0".
[0128] In step S27, the normal action rendering means 402 reduces
the HP of the principal character 300 based on the calculated
effect. In step S28, the normal action rendering means 402
determines whether the HP of the principal character 300 is equal
to "0" or not.
[0129] If the HP of the principal character 300 is not equal to
"0", then control goes back to step S2 to render image data for a
next attack action by the monster 302. If the HP of the principal
character 300 is equal to "0", then control goes to step S29 in
which the normal action rendering means 402 performs a gameover
process, e.g., displays a message indicative of a gameover. The
processing sequence of the battle mode processing means 400 is now
put to an end.
[0130] If there is no action data, i.e., if a normal attack action
by the principal character 300 is finished, in step S17 shown in
FIG. 11, then control goes to step S30 shown in FIG. 14 in which
the normal action rendering means 402 calculates an effect imposed
on the monster 302 by the attack from the principal character 300
based on the hitting ratio of the attack from the principal
character 300, the level difference between the principal character
300 and the monster 302, the attacking power of the principal
character 300, the physical strength of the principal character
300, and the defending ratio of the monster 302.
[0131] In step S31, the normal action rendering means 402 reduces
the HP of the monster 302 based on the calculated effect. In step
S32, the normal action rendering means 402 determines whether the
HP of the monster 302 is equal to "0" or not.
[0132] If the HP of the monster 302 is not equal to "0", then the
normal action rendering means 402 initializes the index register k
in step S33. Thereafter, control goes back to step S16 in FIG. 11
to render image data for a next attack action by the principal
character 300. If the HP of the monster 302 is equal to "0", then
control goes to step S34 in which the normal action rendering means
402 displays an image showing a victory action, e.g., a triumphant
gesture, made by the principal character 300, and an acquisition of
a prize from the monster 302. The processing sequence of the battle
mode processing means 400 is now put to an end.
[0133] If a condition to wage a special attack is satisfied in step
S23 in FIG. 12, then control goes via the decision process in step
S24 to a processing sequence of the icon rendering means 412 of the
special action rendering means 404. According to the processing
sequence of the icon rendering means 412, the icon rendering means
412 sets the icon display flag to "1" in step S35 shown in FIG. 15,
and then renders the icon 306 indicative of the beginning of a
special attack in the vicinity of the principal character 300 in
step S36.
[0134] In step S37, the icon rendering means 412 increments the
value of the index register j by "1". Thereafter, in step S38, the
icon rendering means 412 determines whether the icon 306 has been
displayed for a predetermined time, e.g., 2 seconds, or not, based
on whether or not the value of the index register j is equal to or
greater than a number A which corresponds to the number of frames
for 2 seconds.
[0135] If the icon 306 has not been displayed for 2 seconds, then
control goes to step S25 in FIG. 12 to display image data. At this
time, the icon 306 is displayed in the vicinity of the principal
character 300 which is doing a normal attack action.
[0136] If the icon 306 has been displayed for 2 seconds, then
control goes to step S39 in which the icon rendering means 412
initializes the icon display flag, and sets a special attack flag
to "1", after which control goes to step S25 in FIG. 12 to display
image data.
[0137] After the special attack flag is set to "1", control goes
via step S10 shown in FIG. 11 to step S40 shown in FIG. 16 in which
the guidance rendering means 414 reads image data of the bar
display area 312 and the indicia display area 316 of the guidance
310. In step S41, the indicia selecting means 420 generates image
data of the guidance 310 based on the number of indicia 314 and an
array of those indicia 314 depending on the characteristics of the
monster 302 with which the principal character 300 is presently
fighting. Thereafter, in step S42, the indicia selecting means 420
stores the generated image data of the guidance 310 as
semitransparent image data in the image memory 244.
[0138] In step S43, the guidance rendering means 414 determines
whether the present cycle is a first cycle or not based on whether
the value of the index register i is "0" or not. If the present
cycle is a first cycle, then control goes to step S44 in which the
guidance rendering means 414 stores an initial value "0" in an
index register n used to display the bar 320, thus initializing the
index register n.
[0139] In step S45, the progressing pattern selecting means 422
reads a bar display progressing pattern corresponding to the
present monster 302 from a plurality of bar display progressing
patterns. Each of the bar display progressing patterns comprises a
plurality of registered progress data each representing the
interval which the bar progresses per frame, then control goes to
step S46 in which the progressing pattern selecting means 422
increments the value of the index register i by "1".
[0140] Then, the bar rendering means 416 performs its processing
sequence. First, in step S47, the bar rendering means 416 reads nth
progress data from the bar display progressing pattern read in step
S45. Then, in step S48, the bar rendering means 416 determines
whether there is progress data or not. If there is progress data,
then control goes to step S49 in which the bar rendering means 416
renders the bar 320 as a semitransparent bar whose leading end 320a
is in substantially alignment with the position represented by the
progress data.
[0141] Then, the special action continuation determining means 418
performs its processing sequence. First, in step S50 shown in FIG.
17, the special action continuation determining means 418
determines whether the leading end 320a of the bar 320 reaches the
indicia display area 316 (see FIG. 7) or one of the strips 318 (see
FIG. 8), i.e., whether the time to prompt the user to press the
control member is reached, or not, based on the coordinates of the
leading end 320a of the bar 320 and the range in which the indicia
display area 316 or the strip 318 is displayed.
[0142] If the time to prompt the user to press the control member
is reached, then control goes to step S51 in which the special
action continuation determining means 418 determines whether there
is a matching control input from the manual controller 16 or not,
i.e., whether a control member represented by the indicia 314
corresponding to the indicia display area 316 or the strip 318 is
pressed by the user or not. If there is a matching control input
from the manual controller 16, then control goes to step S52 in
which the special action continuation determining means 418 sets a
matching flag to "1".
[0143] In step S53, the special action continuation determining
means 418 stores an initial value "0" in an index register p used
to cause the principal character 300 to perform a special action,
thus initializing the index register p. In step S54, the special
action continuation determining means 418 selects a special action
pattern corresponding to the indicia 314, for example, from a
plurality of special action patterns. Each of the special action
patterns comprises an array of plural action data, and object data
of the principal character 300 is rendered based on the array of
plural action data for thereby making one special action on the
display monitor 18.
[0144] If there is no matching control input in step S51, then
control goes to step S55 in which the special action continuation
determining means 418 determines whether a matching control input
from the manual controller 16 has already been entered or not based
on whether the matching flag is set to "1" or not. If a matching
control input from the manual controller 16 has already been
entered, then control goes to step S56 in which the special action
continuation determining means 418 increments the value of the
index register p by "1".
[0145] If the time to prompt the user to press the control member
is not reached, then control goes to step S57 in which the special
action continuation determining means 418 sets the matching flag to
"0", thus resetting the matching flag. Thereafter, in step S58, the
special action continuation determining means 418 increments the
value of the index register p by "1".
[0146] When the processing in step S54, the processing in step S56,
or the processing in step S58 is finished, control goes to step S59
shown in FIG. 18 in which the special action continuation
determining means 418 reads pth action data from the selected
special action pattern. Thereafter, control goes to step S60 in
which the special action continuation determining means 418
rewrites vertex data of the object data of the principal character
300 based on the content of the present action data. Then, in step
S61, the special action continuation determining means 418 renders
three-dimensional image data of the principal character 300 based
on the object data of the principal character 300, and stores the
three-dimensional image data of the principal character 300 in the
image memory 244.
[0147] When the processing in step S61 is finished, control goes to
step S25 shown in FIG. 12 in which the image display means 406
outputs image data stored in the image memory 244 to the display
monitor 18, which displays an image thereon based on the image
data. After the processing in step S25, control returns to step S5
shown in FIG. 10 to repeat the processing from step S5.
[0148] The processing in steps S5-S10, steps S40-S61, step S25 is
repeated to display an image in which the principal character 300
makes a special action to deliver a succession of attacking
techniques to the monster 302.
[0149] If no matching input is entered when the leading end 320a of
the bar 320 reaches the indicia display area 316 or one of the
strips 318 while the principal character 300 is making the special
action, then control goes via step S55 shown in FIG. 17 to step S62
in which the special action continuation determining means 418
initializes the index register i. Thereafter, in step S63, the
special action continuation determining means 418 stores "0" in the
special attack flag, thus resetting the special attack flag.
Thereafter, control goes to step S5 shown in FIG. 10 in which the
normal action rendering means 402 performs its processing sequence.
That is, the principal character 300 changes from the special
action back to the normal action.
[0150] If a matching input is entered with respect to each of all
the indicia 314 displayed in the guidance 310, then control goes
from step S48 shown in FIG. 16 to step S64 in which the special
action continuation determining means 418 initializes the index
register i. Thereafter, in step S65, the special action
continuation determining means 418 stores "0" in the special attack
flag, thus resetting the special attack flag. Control then goes to
step S34 shown in FIG. 14 in which the special action continuation
determining means 418 displays an image showing a victory action,
e.g., a triumphant gesture, made by the principal character 300,
and an acquisition of a prize from the monster 302. The processing
sequence of the battle mode processing means 400 is now put to an
end.
[0151] As described above, the battle mode processing means 400 as
it is applied to a battle scene in a role-playing game or a combat
game, for example, first performs a normal action, i.e., a normal
battle action, between the principal character 300 and the monster
302. When a certain condition is satisfied in the normal battle
action, e.g., when the monster 302 stands with its back facing a
wall or puts a foot into a step, the principal character 300
changes from the normal battle action to a special battle action.
The special battle action is an action to deliver a dead blow such
as a succession of attacking techniques in a combat game, for
example.
[0152] When the control input from the user satisfies a control
condition indicated by the guidance 310 displayed on the display
monitor 18, the special battle action is completed, and the
opponent, i.e., the monster 302, falls down.
[0153] Therefore, battle scenes, which would tend to be monotonous
in role-playing games, for example, are turned into realistic
scenes, and the user or game player is allowed to easily deliver a
succession of attacking techniques by operating the manual
controller according to the guidance 310. If the entertainment
system according to the present invention is applied to play a
video game, then the user or game player is continuously interested
in the video game.
[0154] When the principal character 300 changes from the normal
action to the special action, the change is indicated by the icon
306. Therefore, the user is aware of the entry into the special
action, i.e., can be mentally prepared to enter the special action,
and hence can subsequently make smooth control actions to perform
the special action. The icon 360 is thus effective to allow
children and old people to enjoy the video game.
[0155] The guidance 310 includes an indicia 314 rendered to
indicate at least one control member on the manual controller 16.
The time to prompt the user to press a control member corresponding
to the indicia 314 and the time at which the user presses the
control member are compared with each other, and it is determined
whether the principal character 300 is to make a special action or
not based on the compared result. The user thus only needs to
operate the control member corresponding to the indicia 314 at the
prompting time indicated by the guidance 310.
[0156] In this embodiment, the prompting time is the time when the
leading end 320a of the bar 320 as it progresses randomly from the
left end to right end of the bar display area 312 reaches the
indicia display area 316 or strip 318 corresponding to the indicia
314. Therefore, the user may press the control member corresponding
to the indicia 314 at the time when the leading end 320a of the bar
320 reaches the indicia display area 316 or strip 318. The user can
deliver a succession of attacking techniques which are highly
difficult to achieve, after being trained to a certain extent in a
relatively short period of time. Consequently, the user will not
easily give up the video game while playing the video game.
[0157] The number and array of indicia 314 displayed in the
guidance 310 and the progressing pattern of the bar 320 displayed
in the bar display area 312 of the guidance 310 are changed
depending on the characteristics of the monster 302. Accordingly,
elements of fun are added to battle scenes, which would tend to be
monotonous, keeping the user interested in the video game.
[0158] If the guidance 310 is displayed in a lower region or a
corner of the display screen of the display monitor 18, then the
user may possibly overlook a special action made by the principal
character 300 displayed in a central area of the display screen
because the user may be distracted to the progress of the bar 320
displayed in the lower region or the corner of the display
screen.
[0159] According to the embodiment of the present invention, at
least the guidance 310 and the bar 320 are displayed as
semitransparent images, and hence can be displayed in a large size
in the center of the display screen, as shown in FIG. 7, rather
than in a lower region or a corner of the display screen. As a
result, the user can see a special action made by the principal
character 300 and presses control members on the manual controller
16 while simultaneously confirming the progressing pattern of the
bar 320. Therefore, the user can see and enjoy various special
actions made by the principal character 300.
[0160] Although a certain preferred embodiment of the present
invention has been shown and described in detail, it should be
understood that various changes and modifications may be made
therein without departing from the scope of the appended
claims.
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