CA2254277C - Video game apparatus and memory medium therefor - Google Patents

Video game apparatus and memory medium therefor Download PDF

Info

Publication number
CA2254277C
CA2254277C CA002254277A CA2254277A CA2254277C CA 2254277 C CA2254277 C CA 2254277C CA 002254277 A CA002254277 A CA 002254277A CA 2254277 A CA2254277 A CA 2254277A CA 2254277 C CA2254277 C CA 2254277C
Authority
CA
Canada
Prior art keywords
player object
pointing
data
pointing mark
mark
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Expired - Lifetime
Application number
CA002254277A
Other languages
French (fr)
Other versions
CA2254277A1 (en
Inventor
Shigeru Miyamoto
Yoichi Yamada
Toshio Iwawaki
Toru Osawa
Tsuyoshi Kihara
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Nintendo Co Ltd
Original Assignee
Nintendo Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Nintendo Co Ltd filed Critical Nintendo Co Ltd
Publication of CA2254277A1 publication Critical patent/CA2254277A1/en
Application granted granted Critical
Publication of CA2254277C publication Critical patent/CA2254277C/en
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

Links

Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

A video game apparatus including a CPU. The CPU determines straight lines respectively connecting the player object and a North Pole, target and marker, and determines respective directions of a direction pointing mark, target pointing mark and marker pointing mark to point directions parallel to their respective straight lines. The player object or other objects are combined with these pointing marks, and displayed on a display.

Description

TITLE OF THE INVENTION
Video Game Apparatus and Memory Medium Therefor BACKGROUND OF THE INVENTION
Field of the invention This invention relates generally to a three dimensional display video game apparatus and memory medium used therefor. More particularly, the invention relates to a novel video game apparatus which is adapted to show on the game screen a direction in which the player object is to move, a particular azimuth and the like, and a memory medium used therefor.
Description of the prior art In conventional role playing or action games, a two dimensional size-reduction map is displayed at a corner on the screen by reducing the size of a two dimensional scene as viewed from above a map for the game, thereby displaying the position of a player object using points or symbols on the map. Also, some games are adapted to display a destination that a player object is to advance to, using a symbol on a size-reduction map.
In the conventional technique of displaying symbols or marks on a size-reduction map, it is necessary to create a size-reduction map in relation to the creation of image or polygon data or background map scenes for the game. Due to this, the background map scene, if changed, causes a requirement to change the size-reduction map in a corresponding manner, thereby complicating programming.
With the conventional size-reduction map display technique, the player has to look at both a player object and a size-reduction map simultaneously or sequentially while playing the game. There has been a disadvantage in that the player is forced to frequently move his/her line of sight, leading to eye fatigue.
Furthermore, if a size-reduction is applied to a currently popular game utilizing three dimensional image representation, the size-reduction map is displayed in a two dimensional form, despite the player object or its background scene, and the like being displayed in three dimensions. Accordingly, the player has to consider the relationship between a direction or movement of a player object existing in three dimensional space and its position being displayed on the size-reduction map.
This may cause confusion in game manipulation or erroneous findings about a position of the player object in the three dimensional scene. Thus there has been difficulty in operating a three dimensional image displaying video game.
SUMMARY OF THE INVENTION
Therefore, it is an object of the present invention to provide a three dimensional display video game apparatus that can make it easy to recognize the current position of a player object in a three-dimensional space.
It is another object of the present invention to provide a three dimensional display video game apparatus with which a player can readily determine the position and direction in which the player object is to move without reference to a map.
It is still another object of the present invention to provide a three dimensional display video game apparatus that can make it easy to show a direction in which the player object is to move without displaying a map, and to develop a game program therefor.
It is another object of the present invention to provide a three dimensional display video game apparatus that can show a destination where the player object is to advance to without reference to a map, to facilitate game progression so that the player can focus on enjoying the game.
A three dimensional display video game apparatus in accordance with the present invention has, in association therewith, an operating means including a direction instructing means to instruct a direction in movement of the player object, wherein when the player object is placed within a virtual three dimensional space, image data for displaying the player object as viewed from a certain point of sight is generated and supplied to a display unit to thereby provide a game scene within which the player object can be moved to a predetermined region on a screen of the display in accordance with an indication of the direction instructing means. The video game apparatus is characterized in that a direction pointing mark having a pointing direction variable depending upon a position of the player object is displayed at a location close to the player object on the game screen.
More specifically, a three dimensional display video game apparatus has, in association therewith, an operating means including a direction instructing means to instruct a direction in movement ofthe player object, wherein when the player object is placed within a virtual three dimensional space, image data for displaying the player object as viewed from a certain point of sight is generated and supplied to a display unit. The video game apparatus comprises an image data generating means for generating image data to display the player object and a direction pointing mark; a player object coordinate data generating means for generating player object coordinate data representative of a current position of the player object in the virtual three dimensional space based upon an operating state of the direction instructing means; a pointed-subject data generating means for generating data of a pointed-subject to be pointed by the direction pointing mark; a pointing direction determining means for determining a pointing direction of the direction pointing mark in the virtual three dimensional space based on the pointed-subject data and the player object coordinate data; a direction pointing mark data generating means for generating a direction pointing mark data to display the direction pointing mark at a location close to the player object and in a direction determined by the direction determining means; and a display data generating means for generating display data according to the image data, the player object coordinate data and the direction pointing mark data in order to combine the player object with the direction pointing mark to display a two-dimensional combined image on the display unit.
A memory medium used in the aforementioned three dimensional display video game apparatus comprising an image data generating area for generating image data to display the player object and a direction pointing mark; a player object coordinate data generating program for generating player object coordinate data representative of a current position of the player object in the virtual three dimensional space based upon an operating state of the direction instructing means; a pointed-subject data generating program for generating data of a pointed-subject to be pointed by the direction pointing mark; a pointing direction determining program for determining a pointing direction of the direction pointing mark in the virtual three dimensional space based on the pointed-subject data and the player object coordinate data; a direction pointing mark data generating program for generating a direction pointing mark data to display the direction pointing mark at a location close to the player object and in a direction determined by the direction determining program; and a display data generating program for generating display data according to the image data, the player object coordinate data and the direction pointing mark data in order to combine the player object with the direction pointing mark to display a two-dimensional combined image on the display unit.
The pointing direction determining means determines a direction of the direction pointing mark based on the player object coordinate data from the player object coordinate data generating means and the pointed-subject data for the pointed subject, such as destination, article, path marker, azimuth or the like, from the pointed subject data generating means. For example, a straight line is determined that connects the player object and the target (destination or article), and a pointing direction is determined such that it is in parallel with the straight line. The direction pointing mark data generating means generates, for example, two-point coordinate data of the direction pointing maxk so as to direct the direction pointing mark to that pointing direction.
The display data generating means combines the player object and other objects with the direction pointing mark and generates display data to display a two dimensional combined image on the display unit based on the player object coordinate data and the direction pointing mark data. Accordingly, a direction pointing mark is two-dimensionally displayed together with the player object or other objects in a game scene on the display screen.
In accordance with the present invention, it is possible to readily ascertain the position or direction in a three dimensional space where the player object is to advance to. Due to this, the player object is easy to move and operate therefor.
Furthermore, in accordance with the present invention, because the direction pointing mark indicative of an advancing direction or azimuth is displayed at a location close to the player object, the player is required merely to operate the direction instructing means, such as an analog joystick, in a manner advancing the player object in a pointed direction, thus facilitating game progression. As a result, a relatively difficult game can become clear. It is therefore possible for most players to feel a sense of achievement or other satisfactory feelings.
The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is a schematic illustrative view showing a video game system in accordance with an embodiment of the present invention;
Figure 2 is a block diagram showing in detail the video game machine in Figure 1;
Figure 3 is a block diagram showing with greater detail the controller control circuit in Figure 2;
Figure 4 is a block diagram showing in detail the controller and cartridge in Figure 1;
Figure 5 is an illustrative view showing the memory map of an external ROM
in Figure 2;
Figure 6 is an illustrative view showing the memory map of a RAM in Figure 2;
Figure 7 is an illustrative view showing in detail the image data area included in the RAM of Figure 6;
Figure 8 is an illustrative view showing three types of direction pointing marks to be displayed in the aforementioned embodiments;
Figure 9 is a flowchart showing the overall operation of the Figure 1 embodiment;
Figure 10 is a flowchart showing in detail a player object process routine for the Figure 9 embodiment;
Figure 11 is a flowchart showing in detail a target process routine for the Figure 9 embodiment;
Figure 12 is a flowchart showing in detail a marker object process routine for the Figure 9 embodiment;
Figure 13 is an illustrative view showing an icon displaying screen to set a marker;
Figure 14 is a flowchart showing in detail a pointing mark object process routine for the Figure 9 embodiment;
Figure 1 S is a flowchart showing in detail an azimuth pointing mark process routine for the Figure 15 embodiment;
Figure 16 is a flowchart showing in detail a target pointing mark process routine for the Figure 14 embodiment;
Figure 17 is an illustrative view showing a display example of a target pointing mark;
Figure 18 is a flowchart showing in detail a marker pointing mark process routine for the Figure 14 embodiment;
Figure 19 is an illustrative view showing a rendering process routine for the Figure 9 embodiment;
Figure 20 is an illustrative view showing one example of an actual game scene; and Figure 21 is an illustrative view showing another example of an actual game scene.
DETAILED DESCRIPTION OF ONE PREFERRED EMBODIMENT
Referring to Figure 1, a video game system in this embodiment includes a video game machine 10, a ROM cartridge 20 as one example of a memory medium, a display unit 30 connected to the video game machine 10, and a controller 40.
The controller 40 is dismountably mounted with a cartridge S0.
The controller 40 is structured by a plurality of switches or buttons provided on the housing 41 in a form graspable by one or both hands. Specifically, the controller 40 includes handles 41 L, 41 C, 41 R downwardly extending respectively from a left end, a right end and a center of the housing 41, providing an operation area on a top surface of the housing 41. In the operation area, there are provided an analog-inputtable joystick (hereinafter referred to as "analog joystick") 45 at a central lower portion thereof, a cross-shaped digital direction switch (hereinafter called "cross switch") 46 on the left side, and a plurality of button switches 47A, 47B, 47D, 47E
and 47F on the right side.
The analog joystick 45 is used to input moving directions and/or moving speeds or moving amounts of the player object as determined by an amount and direction of joystick inclination. The cross switch 46 is used to designate a moving direction of the player object, in place of the joystick 45. The button switches 47A and 47B are used to designate a motion of the player object. Button switches 47C -are used to switch over a sight point for a three-dimension image camera or to adjust the speed of the player object or the like.
A start switch 47S is provided almost at a center of the operation area. This start switch 47S is operated when starting a game. A switch 47Z is provided at a backside of the central handle 41C. This switch 47Z is utilized, for example, as a trigger switch in a shooting game. This switch (may be hereinafter called "Z
button") 47Z is operated when the player object is to be caused to pay attention to a non-player object. That is, this switch 47Z functions as a second operating means.
Switches 47L
and 47R are provided at the upper left and right of a lateral surface of the housing 41.
Incidentally, the above-stated button switches 47C - 47F can also be used to control the moving speed {e.g. acceleration or deceleration) of the player object in a shooting or action game, in addition to switching the camera visual point.
However, these switches 47A - 47F, 475, 47Z, 47L and 47R can be arbitrarily defined in their function depending upon a game program.
Figure 2 is a block diagram of the video game system of the Figure 1 embodiment. The video game machine 10 incorporates therein a central processing unit (hereinafter referred to as "CPU") 11 and a coprocessor (reality coprocessor:
hereinafter referred to as "RCP") 12. The RCP 12 includes a bus control circuit 121 for controlling buses, a signal processor (reality signal processor;
hereinafter referred to as "RSP")122 for performing polygon coordinate transformation, shading treatment and so on, and a rendering processor (reality display processor; hereinafter referred to _g_ as "RDP") 46 for rasterizing polygon data into an image to be displayed and converting the same into a data form (dot data) stored on a frame memory.
The RCP 12 is connected with a cartridge connector 13 for unloadably loading a ROM cartridge 20 having an external ROM 21 incorporated therein, a disc-drive connector 197 for detachably mounting a disc drive 29, and a RAM 14. Also, the RCP 12 is connected with DAC (Digital/Analog Converters) 15 and 16 for respectively outputting a sound signal and video signal to be processed by the CPU 11. Further, the RCP 12 is connected with a controller control circuit 17 to serially transfer operating data on one or a plurality of controllers 40 and/or data of the cartridge 50.
The bus control circuit 121 included in the RCP 12 performs parallel/serial conversion on a command supplied in a parallel signal from the CPU via a bus, to thereby supply a serial signal to the controller control circuit 18. Also, the bus control circuit 121 converts a serial signal inputted from the controller control circuit 17 into a parallel signal, giving an output to the CPU 11 via the bus. The data representative of an operating state (operating signal or operating data) read out of the controller 40A
- 40D is processed by the CPU 11, and temporarily stored within a RAM 14, and so on. In other words, the RAM 15 includes a storage site for temporarily storing the data to be processed by the CPU 11, so that it is utilized for smoothly reading and writing data through the bus control circuit 121.
The sound DAC 15 is connected with a connector 195 provided at a rear face of the video game machine 10. The image DAC 16 is connected with a connector provided at the rear face of the video game machine 10. The connector 195 is connected with a speaker 31 of a display 30, while the connector 196 is connected with a display 30 such as a TV receiver or CRT.
The controller control circuit 17 is connected with a controller connector provided at the front face of the video game machine 10. The connector 18 is disconnectably connected by a controller 40 through a connecting jack. The connection of the controller 40 to the connector 18 places the controller in electrical connection with the video game machine 10, thereby enabling transmission/reception or transfer of data therebetween.

The controller control circuit 17 is used to transmit and receive data in serial between the RCP 12 and the connector 18. The controller control circuit 17 includes, as shown in Figure 3, a data transfer control circuit 171, a transmitting circuit 172, a receiving circuit 173 and a RAM 174 for temporarily memorizing transmission and reception data. The data transfer control circuit 171 includes a parallel/serial converting circuit and a serial/parallel converting circuit in order to convert a data format during data transfer, and further performs write/read control on the RAM 174.
The serial/parallel converting circuit converts the serial data supplied from the RCP 12 into parallel data, supplying it to the RAM 174 or the transmitting circuit 172.
The parallel/serial converting circuit converts the parallel data supplied from the RAM 174 or the receiving circuit 173 into serial data, to supply it to the RCP
12. The transmitting circuit 172 converts the command for reading signals from the controller 40 and the writing data (parallel data) to the cartridge S0, into serial data to be delivered to channels CHl - CH4 corresponding to the respective controllers 40. The receiving circuit 173 receives, in serial data, operational state data of the controllers inputted through corresponding channels CH1- CH4 and data read from the cartridge 50, to convert them into parallel data to be delivered to the data transfer control circuit 171. The data transfer control circuit 171 writes into the RAM
174 data transferred from the RCP 12, data of the controller received by the receiving circuit 183, or data read out of the RAM cartridge 50, and reads data out of the RAM 174 based on a command from the RCP 12 to transfer it to the RCP 12.
The RAM 174, though not shown, includes memory sites for the respective channels CH1 - CH4. Each of the memory sites is loaded with a command for the channel, transmitting data and/or reception data.
Figure 4 is a detailed circuit diagram of the controller 40 and the cartridge 50.
The housing of the controller 40 incorporates an operating signal processing circuit 44 and so forth in order to detect an operating state of the joystick 45, switches 46, 47, and so forth and transfer the detected data to the controller control circuit 17. The operating signal processing circuit 44 includes a receiving circuit 441, a control circuit 442, a switch signal detecting circuit 443, a counter circuit 444, a joyport control circuit 446, a reset circuit 447 and a NOR gate 448. The receiving circuit 441 converts a serial signal, such as a control signal transmitted from the controller control circuit 17 or writing data to the cartridge 50, into a parallel signal to supply it to the control circuit 442. The control circuit 442 generates a reset signal to reset (0), through the NOR gate 448, count values of an X-axis counter 444X and a Y-axis counter 444Y within the counter 444, when the control signal transmitted from the controller control circuit 17 is a signal for resetting X, Y coordinates of the joystick 45.
The joystick 45 includes X-axis and Y-axis photo-interrupters in order to decompose a lever inclination into X-axis and Y-axis components, generating pulses in number proportional to the inclination. The pulse signals are respectively supplied to the counter 444X and the counter 444Y. The counter 444X counts a number of pulses generated in response to an inclination amount when the joystick 45 is inclined in the X-axis direction. The counter 444Y counts a number of pulses generated responsive to an inclination amount when the joystick 45 is inclined in the Y-axis direction. Accordingly, the resultant X-axis and Y-axis vector determined by the count values of the counters 444X and 444Y serves to determine a moving direction and a coordinate position of the player object or hero character or a cursor.
Incidentally, the counter 444X and the counter 444Y are reset when a reset signal is supplied from the reset signal generating circuit 447 upon turning on the power or when a reset signal is supplied from the switch signal detecting circuit 443 by simultaneous depression of two predetermined switches.
The switch signal detecting circuit 443 responds to a switch-state output command supplied at a constant interval (e.g. a 1/30 second interval as a TV
frame period) from the control circuit 442, to read a signal varying depending upon a depression state of the cross switch 46 and the switches 47A - 47Z. The read signal is delivered to the control circuit 442. The control circuit 442 responds to a read-out command signal of operational state data from the controller control circuit 17 to supply, in a predetermined data format, the operational state data on the switches 47A - 47Z and count values of the counters 444X and 444Y to the transmitting circuit 445. The transmitting circuit 445 converts the parallel signal outputted from the control circuit 442 into a serial signal, and transfer it to the controller control circuit 17 via a converting circuit 43 and a signal line 42. The control circuit 442 is connected with a joystick control circuit 446 via an address bus and a data bus as well as a port connector 46. The joystick control circuit 446 performs data input/output (or transmission/reception) control according to a command from the CPU 11 when the cartridge 50 is connected to the port connector 46.
The cartridge SO is structured by connecting the RAM 51 to the address bus and data bus and connecting the RAM 51 with a battery 52. The RAM 51 is a RAM
having a capacity (e.g. 256k bits), for example, of lower than one half of maximum memory capacity accessible through the address bus. The RAM S 1 stores backup data in relation to a game, and saves backup data by the application of electric power from the battery 52, even if the cartridge 50 is withdrawn from the port connector 46.
Figure 5 is a memory map showing a memory space of the external ROM 21 incorporated in the ROM cartridge 20 (Figure 1 ). The external ROM 21 includes a plurality of memory areas (hereinafter referred to merely as "area"), for example, such as a program area 22, a character code area 23, an image data area 24 and a sound memory area 25, as shown in Figure 5, thereby pre-loading various programs in a fixed manner.
The program area 22 is stored with programs required to run for game images, and game data and the like in accordance with pre-load game content.
Specifically, the program area 22 includes a plurality of memory areas to operating programs for the CPU 11 in a fixed manner. A main program area 22a is stored with a main routine processing program, for example, for the game shown in Figure 8 to be discussed. A
controller data program area 22b is stored with a program for processing operational data on the controller 40. A write program area 22c is stored with a write program by which the CPU 11 causes the RCP 12 to perform writing to a frame memory and Z
buffer. For example, the write program area 22c is stored with a program to write, into an image data area 203 (Figure 6, Figure 7) of the RAM 14, color data as image data based on texture data for a plurality of movable objects or background objects to be displayed in one background scene. A camera control program area 22d is stored with a camera control program that controls in which direction and/or position the movable objects including player object or the background objects are to be photographed in three dimension space. A player object program area 22e is stored with a program that controls, in displaying, an object operated by the player (player object). A
target processing program area 22f is stored with a program to process or display a destination to which the player object is required to advance to, or an article (important item) that the player object has to acquire in the course of a game (they may be hereinafter referred to as "target"). A marker object processing program area 22g is stored with a program to display a marker object according to marker object data for pointing a marker set on a path that the player object has passed, or at a site important for the player object. A pointing mark object processing program area 22h is stored with a program to display, in a predetermined state, a direction pointing mark object for pointing at an azimuth or direction in which the player object is required to move. There are further provided an other-object processing program area 22i, a sound processing program area 22k and a game-over processing program area 22k.
The character code area 23 is an area for storing a plurality of types of character codes, e.g. a plurality of types of character dot data corresponding to the codes. The character code data stored in the character code area 23 is utilized to display an instruction sentence to the player in the process of a game.
An image data area 24 is stored with image data, such as coordinate data of a plurality of polygons for each of the background object and/or movable objects, and texture data, and also a display control program to display these objects at a predetermined stationary position, or in a state of movement.
A sound memory area 25 is loaded with sound data, such as audio phrases for the aforementioned message, sound effects, game music (BGM), and the like, in a manner appropriate for a scene.
Incidentally, the memory medium or external memory device may include various types of memory media, such as CD-ROMs or magnetic discs, in place of or in addition to the ROM cartridge 20. In such a case, a disc drive 29 (Figure 2) is provided in order to read or write, if required, various data (including program data and data for image presentation) for a game, from or onto an optical or magnetic disc memory medium such as a CD-ROM or magnetic disc. The disc drive 29 reads data out of a magnetic disc or aptical disc, magnetically or optically memorizing program data similar to the external ROM 21, and transfers the same data to the RAM
14.
Figure 6 is a memory map illustrative of a memory space of the RAM 14. The RAM 14 includes a display list area 201. When the player object or another object (including a direction indicative mark object) is to be displayed, its object number or the like is registered in the display list area 201. The RAM 14 further includes a program area 202 and an image data area 203. The image data area 203 includes a frame memory area 203a to temporarily store one frame of image data, and a Z
buffer area 203b to store, dot by dot, depth data of the frame memory area.
The image data area 203 further includes, as shown in Figure 7, a player object image data area 203c, a target object image data area 203d, a marker object image data area 203e and a direction pointing mark object image data area 203f. The areas 203c-203f temporarily store therein polygon data or texture data for their respective objects.
The program data area 202 is for temporarily storing a program. The program data given on each area of the ROM 21 (Figure 5) is temporarily stored, as required, in the program data area 202. The CPU 11 and the RCP 12 (Figure 2) access the program area, thereby running the game. Similarly, the image data area 203 (Figure 6, Figure 7) is for temporarily storing, as required, the image data stored in the ROM 21, which is directly accessible by the CPU 11 or the RCP 12. That is, the image data area stores coordinate data and texture data for a plurality of polygons to constitute a stationary object and/or movable object stored, for game image display, in the external ROM 21, to which one course or stage of data is transferred from the external ROM 21 prior to image processing.
A sound memory area 204 temporarily stores sound data of BGM or sound effect given on the sound memory area 25 of the ROM 21, as shown in Figure 5.
A
controller data memory area 205 temporarily stores operation status data indicative of an operation status read out through the controller 40.
Also, a flag register area 206 sets a flag, or memorizes variables or constants as required during execution of a program by the CPU 11.

Explanations will now be made on a target, a marker and various direction pointing marks with reference to Figure 8. The "target" includes not only an "article", such as an essential item (e.g., a treasure, weapon, and the like) that the player object is required to obtain, but also a destination (e.g., a delivery article destination, goal point, exit, and the like) where the player object has to advance. The "marker" refers to a sign which is to be put at a site, eg., an entrance, and the like, where the player object has passed at least once, and with which the player object can, by advancing toward the marker, easily return to the site.
A direction pointing mark in this embodiment includes three types, as shown in Figure 8. A first direction pointing mark is to point a direction of a marker stated above viewed from the player object PO, and for this embodiment is a white-colored triangular pyramid (tetrahedron) to point, at its tip, to a direction in which the marker is placed. The first direction pointing mark is referred to as a marker pointing mark M.
A second direction pointing mark is, for example, referred to as a target pointing mark T, which is formed for example, by a red-colored triangular pyramid (tetrahedron) utilized to point to a target (destination or article) position viewed from the player object, and having a tip directed to the target. This second direction pointing mark in the embodiment differs in color from that of the first direction pointing mark in order to distinguish therebetween. Alternatively, it may differ in shape.
A third direction pointing mark is utilized as a so-called azimuth pointing mark D to point "North and South" in a game scene, which in the embodiment includes two direction pointing marks displayed back to back in order to point "North"
by one and "South" by the other. The third direction pointing mark is different in shape, color, and so forth, from that of the first and second direction pointing marks.
This third direction pointing mark is displayed to point "North" in the direction of the North Pole as viewed from the player object.
Where the first, second and third direction pointing marks respectively employ triangular pyramids as shown in Figure 8, they are controlled to point their apexes in such a direction that a top surface thereof represents a horizontal plane and/or an angle of elevation to a target or marker, with a ridgeline on a backside of the triangular pyramid always positioned on a straight line connecting the player object and a target or marker, or on a straight line representing an azimuth thereto.
Incidentally, these direction pointing marks are not limited in shape to a triangular pyramid but may be represented by an arbitrary shape, color or pattern, such as a planar triangle, bold arrow mark or arrowed line.
Figure 9 shows a main flowchart for the video game system in this embodiment. When power is turned on, the CPU 11 at a first step S 1 sets the video game machine 10 to a predetermined initial state in order to start operation.
For example, the CPU 11 transfers a start program among the game programs stored in the program area 22 of the external ROM into the program area 202 of the RAM 14, sets each parameter to an initial value, and executes the steps of Figure 9 in order.
The operation of the main flowchart of Figure 9 is executed, for example, every one frame ( 1 /60 second) or every two or three frames, wherein steps S

are repeatedly executed before the course is cleared. If the game becomes over without success, a game-over process is effected at a step S 14 following the course 1 S clear step S 13. If the course is successfully cleared, the process returns from the course clear step S 13 to step S 1.
That is, at step S1 a game course screen and/or course opting screen is displayed. However, when the game is started after turning on the power, a first course screen is displayed. If the first course is cleared, a next course is initiated.
At a step S2 following the step S 1, a controller process is performed. This process includes searching for any joystick 45, cross switch 46 and/or switches 47A - 47Z activity on the controller. The operation state detection data (controller data) is read, and subsequently written into the controller data area 205 of the RAM 14.
At a step S3, a process for displaying a player object is performed. This process is performed by the subroutine of Figure 10. At first step S31 in Figure 10, the player object is moved in response to an operating state of the player-operated joystick 45 and cross key 46 or a program transferred from the memory area 22e (Figure 6) of the external ROM 21, the polygon data of the player object transferred from the memory area 24, and the controller data, such as an operating state of the joystick 45 and the cross key 46. That is, this step S31 determines coordinate data representative of a current position of a player object. At a succeeding step S32 the player object is changed in movement in response to an operating state (controller data) of the button 47 on the controller 40 to calculate polygon data after the change.
The resulting polygons are given colors by putting texture data thereon. At a step 533, the relevant player object is registered in the display list area 201.
At a step S4, other objects are subjected to processing. At this step, the display positions or shapes for other objects are calculated based on a program partly transferred from the memory area 22i, and polygon data of other objects are transferred from the memory area 24 (Figure 5).
At a step SS a process for displaying a target object is performed. This step SS
is performed by the subroutine shown in Figure 11.
That is, it is determined at a first step SS 1 in Figure 11 whether there is a necessity at that time to display a target or not. If there is no necessity to display a target, the process returns. If necessary, coordinate data is set for the relevant target at a next step 552. Because the target includes not only an "article" that the player object has to obtain, but also a destination where the player object is required to advance to as stated before, it is determined at a next step S53 whether the target is an "article" or not. That is, if the target is an "article", it is possible to display the target. However, if it is not an "article" such as a destination, it is impossible to display.
Accordingly, determination is made at this step 553.
If "YES" is determined at the step 553, then it is determined at a step S54 whether or not the "article" target is existing within a display range of the display unit 30 (Figure 1) depending, for example, on a target coordinate display or the like.
At a step 555, a target object that can be displayed is registered with the display list area 201 (Figure 6). Incidentally, when "NO" is determined at step S53 or 554, the process returns at that point.
In this manner, the display screen is capable of displaying a target in the game scene, as shown in Figure 8.
Returning to Figure 9, at a step S6 a program is executed to process and display a marker object (Figure 8) as stated before. Specifically, at a first step S61 in Figure 12 it is determined whether or not a marker exists. For example, the program determines whether or not a marker has already been put on an entrance or on the ground at a branch. If "NO" is determined at this step S61, it is determined at step S62 whether an icon for setting markers, as shown in Figure 13, is being displayed on the display screen. Note that the screen displaying the icon shown in Figure 13 is displayable by operating one or more specific buttons (switches) on the controller 40 (Figure 1). That is, the operation of specific buttons enables setting a marker. At step S62, whether marker setting is possible or not is determined.
If it is determined at step S62 that marker setting is possible, then at a next step S63 it is determined whether or not MARKER is selected on the icon displaying screen of Figure 13. By operating the cross key 45 (Figure 1), the MARKER icon can be selected by moving the "hand"-shaped cursor in Figure 13 to a position to point the MARKER icon. Accordingly, this step S63 determines whether the cursor has been moved to such a position or not.
If the MARKER icon is selected at step 563, coordinates for the marker are determined at step S64 such that the marker (Figure 8) is put on the ground immediately beneath the player object.
Where "YES" is determined at step 561, or after executing step 564, it is determined at step S65 whether or not a marker, whether previously placed or newly placed, lies within a display range. If "YES", the marker object is registered with the display list area 201. Accordingly, a marker object displayable state is established, as shown in Figure 8.
At step S7 shown in Figure 9, a process for setting and displaying a direction pointing mark object is performed according to the flowchart shown in Figure 14. At a first step S71 in Figure 14, determination is made as to whether or not it is at a field beginning of raster scanning over the display 30 (Figure 1). If it is at a field beginning, a North-and-South azimuth is determined at step 572. Specifically, this step determines in a virtual three dimensional space a North Pole coordinate, and sets the coordinate data therefor. In this manner, the azimuth is determined at only the field beginning, and the process advances to a next step 573. This step S73 makes processing for a third direction pointing mark, such as an azimuth pointing mark.

Specifically, at a first step 5731 in Figure 5, a direction is determined in which the North Pole is viewed from the player object PO shown in Figure 8. That is, a straight line is determined that connects two coordinates based on the player object coordinate data determined by step S31 (Figure 10), and the North Pole coordinate data determined by step S72 (Figure 14). Then at step 5732, an azimuth pointing mark S (third direction pointing mark) is calculated by coordinates such that it is directed parallel to that line. Because the direction pointing mark in this embodiment is a triangular pyramid, the azimuth pointing mark is determined by its two point coordinates such that a top and a bottom surface center are positioned on the previously determined straight line (or a straight line parallel to that straight line). At step 5733, the azimuth pointing mark is registered with the display list area 201 so that the azimuth pointing mark (third direction pointing mark) is rendered in a displayable state.
Returning to Figure 14, at a step S74 after step 573, it is determined whether a target has been set or not. If a target has been set, step S75 is executed according to the flowchart shown in Figure 16. At a first step 5751 in Figure 16, a direction is determined from which the target is viewed from the player object PO shown in Figure 8. That is, a straight line connecting two coordinates is determined based on the player object coordinate data determined by step S31 (Figure 10) and the target coordinate data set provided by former step S52 (Figure 11).
At a next step 5752, it is determined whether or not an angle of that straight line with respect to a horizontal line is equal to, or smaller than, a predetermined angle. This is because, if the angle given by the straight line and the horizontal line is too large, as shown in Figure 17, the direction pointing mark rises in position and loses its direction-pointing role (the point at which the direction pointing mark points becomes obscure). Due to this, when the angle is greater than a given degree, pointing to a direction in which the target exists is not made. That is, the target pointing mark (second direction pointing mark) is allowed to indicate an actual direction to the target only when the angle given by the straight line and the horizontal line is at a predetermined angle or smaller.

If "YES" is determined at step 5752, that is, when the angle given by the straight line and the horizontal line is smaller than a predetermined angle, coordinates for the target pointing mark (second direction pointing mark) are calculated such that it is directed to parallel the straight line. That is, the target pointing mark is determined by coordinates at two points such that a top and a bottom surface center of the target pointing mark triangular pyramid are positioned on the previously-determined straight line (or on a straight line parallel with that straight line). Accordingly, in this case the target pointing mark indicates a direction in which the target actually exists, as shown by the target pointing mark T1 or T2 in Figure 17.
If "NO" is determined at step S752, that is, when the angle between the straight line and the horizontal line exceeds a predetermined angle, then at step 5754 another straight line is determined with the predetermined angle taken as an upper or lower limit to calculate a target pointing mark coordinate so that the target pointing mark is directed in a direction parallel to this other straight line. That is, the target pointing mark is determined by coordinates at two points such that the top and the bottom surface center of the direction pointing mark triangular pyramid are positioned on the determined other straight line (or a straight line in parallel with that other straight line). In this case, the target pointing mark indicates a direction given by the upper-limit angle, as shown by a target pointing mark T3 in Figure 17, in which direction no target exists.
At step 5755, the target pointing mark is registered with the display list area 201 so that the target pointing mark (second direction pointing mark) is rendered in a displayable state.
Returning to Figure 14, it is determined at step S76 after step S75 whether or not a marker has been set. If a marker has been set, step S77 is executed according to the flowchart shown in Figure 18.
At a first step 5771 in Figure 18, a direction is determined in which a marker is viewed from the player object PO, shown in Figure 8. That is, a straight line connecting two coordinates is determined based on the player object coordinate data determined by step S31 (Figure 10) and the marker coordinate data set by step (Figure 12).

It is then determined at step 5772 whether or not an angle given by the straight line and the horizontal line is at a predetermined angle or smaller. This is due to the same reason as the case stated as to the target pointing mark.
If "YES" is determined at step 5772, that is, when the angle between the straight line and the horizontal line is at a predetermined angle or smaller, coordinates for the maker pointing mark (first direction pointing mark) are calculated at step 5773 such that it is directed in a direction parallel to this straight line. That is, the marker pointing mark is determined by coordinates at two points such that the top and bottom surface center of the marker pointing mark triangular pyramid are positioned on the determined straight line (or a line in parallel with that straight line).
Accordingly in this case, the marker pointing mark indicates a direction in which the marker is actually placed.
If "NO" is determined at step 5772, that is, when the angle between the straight line and the horizontal line exceeds a predetermined angle, then at step 5774 another straight line is determined with the predetermined angle taken as an upper or lower limit to calculate a marker pointing mark coordinate such that the marker pointing mark is directed in a direction parallel to this other straight line.
In this case, the marker pointing mark points in a direction given by the upper-limit angle, even though no marker actually exists therein.
At step 5775, the marker pointing mark is registered with the display list area 201, to put the marker pointing mark (first direction pointing mark) in a displayable state.
Returning to Figure 9, a camera process is performed at step S8. For example, coordinates for a point of sight with respect to each object is determined such that a line or field of sight, as viewed through a camera viewfinder, assumes an angle designated through a joystick 45 by the player. This hypothetical camera is controlled in position (point of sight) or is basically controlled in line direction of sight by the joystick 45.
At step S9, the RSP 122 performs a rendering process. That is, the RCP 12 performs transformation processing (coordinate transformation process and frame memory rendering process shown in Figure 19), under the control of the CPU 11, to display each object based on the texture data for object stored in the image data area 203 of the RAM 14.
Specifically, each object is developed by two dimensional bit map image data in consideration of a position of the hypothetical camera (such as in a manner distinguishing between visible and invisible portions), based on three dimensional coordinate data of a plurality of polygons for constituting the object. The texture data instructs as to what color, pattern or material feeling is rendered inside of a triangle defined by the three dimensional coordinate data of each polygon. The texture data is color data as considered for each dot of a bit map image. That is, the texture data is converted into color data. The color data for each dot of the bit map image is written into the frame memory 203a (Figure 6), while the depth data thereof is written into a Z buffer 203b (Figure 6). By thus performing coordinate transformation and rendering processes on each polygon, the player object or other objects (including enemy objects, stationary objects, direction pointing marks and markers) existing in the virtual three dimensional space can be displayed in a two dimensional fashion.
At step S 10 in Figure 9, the CPU 11 performs a sound process based on sound data, such as a message, music, sound effect, and the like.
At step S 11, the CPU 11 reads out image data stored in the frame memory area of the RAM 14, as a result of the rendering process at step S9.
Accordingly, the player object or other objects existing in the virtual three dimensional space are displayed in the game scene on the display 30 (Figure 1, Figure 2), as shown in Figure 20.
In Figure 20, there are displayed, besides the player object PO, a first direction pointing mark, such as a marker instructing mark M, a second direction pointing mark, such as a target pointing mark T, and a third direction pointing mark, such as an azimuth pointing mark D1, D2. Consequently, a player may operate an analog joystick 45 (Figure 1) so that the player object PO is moved in a direction according to these direction pointing marks. Therefore, the player object PO is comparatively easy to control in its movement. Thus the player object PO can be moved at a rapid speed in a desired direction.

Incidentally, a map screen MP may be separately created, in addition to displaying the direction pointing marks in the game screen, as shown in Figure 21. In this case, however, a direction pointing mark MP 1 provided within the map screen MP will indicate a direction in which the player object PO is directed.
At step S 12, the sound data obtained as a result of sound processing by the RCP 12 at step S 10 is read out, to thereby output sound such as music, sound effects, or speech.
At step S 13, whether or not the course has been cleared is determined (course clear detection). If the course has not been cleared, it is determined at step whether the game is over or not. If the game is not over, the process returns to step S2 to repeat steps S2 - S 14 until a game-over condition has been detected. If a game-over condition is detected, such as when the number of mistakes allowed by the player reaches a predetermined number, or the life of the player object is consumed by a predetermined amount, then a game-over process is performed at succeeding step that includes selections for game continuation or backup data storage options.
Incidentally, if a condition of clearing a course (such as defeating a course, and the like) is detected at step S 13, a course-clear process is formed at step S
16, and the process returns to step S 1.
Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.

Claims (43)

1. A three dimensional display video game apparatus comprising:
a player controller including a direction control member to instruct a direction in movement of a player object so that when said player object is placed within a virtual three dimensional space, image data for displaying said player object as viewed from a certain point of sight is generated and supplied to a display to thereby provide a game scene within which said player object can be moved to a predetermined region on a screen of said display in accordance with an indication of said direction control member, said video game apparatus including a display generating processing system operable to determine a three dimension coordinate position of said player object, and to generate a direction pointing mark for determining a pointing direction variable based upon said three dimension coordinate position of said player object, which is displayed at a location close to said player object on said game scene.
2. A three dimensional display video game apparatus having, in operative association therewith, a player controller including a direction control member to instruct a direction in movement of a player object so that when said player object is placed within a virtual three dimensional space, image data for displaying said player object as viewed from a certain point of sight is generated and supplied to a display unit, said video game apparatus comprising:
an image data generator for generating image data to display said player object and a direction pointing mark;
a player object coordinate data generator for generating player object coordinate data representative of a current position of said player object in said virtual three dimensional space based upon an operating state of said direction control member;
a pointed-subject data generator for generating data of a pointed-subject to be pointed by said direction pointing mark;
a pointing direction determiner for determining a pointing direction of said direction pointing mark in said virtual three dimensional space based on said pointed-subject data and said player object coordinate data;

a direction pointing mark data generator for generating direction pointing mark data to display said direction pointing mark at a location close to said player object and in a direction determined by said pointing direction determiner; and a display data generator for generating display data according to said image data, said player object coordinate data and said direction pointing mark data, in order to combine said player object with said direction pointing mark to display a two dimensional combined image on said display unit.
3. A three dimensional display video game apparatus according to claim 2, wherein said pointed-subject data generator generates target coordinate data representative of a coordinate position of a target existing in a direction that said player object is to advance, said pointing direction determiner determines a direction of said direction pointing mark based on said target coordinate data and said player obj ect coordinate data such that said direction pointing mark points to a direction in which said target is viewed from said player object, and said direction pointing mark data generator generates data for a target pointing mark to point to a direction of said target.
4. A three dimensional display video game apparatus according to claim 3, wherein said pointing direction determiner determines a straight line connecting said player object and said target based on said target coordinate data and said player object coordinate data, and determines said pointing direction such that said pointing direction of said target pointing mark is along said straight line.
5. A three dimensional display video game apparatus according to claim 2, wherein said pointing direction determiner determines a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move to a particular azimuth point in said virtual three dimensional space based on said player object coordinate data, and said direction pointing mark data generator generates data for an azimuth pointing mark to point said particular azimuth point as viewed from said player object.
6. A three dimensional display video game apparatus according to claim 5, wherein said pointing direction determiner determines a straight line connecting said player object and said particular azimuth point based on the particular azimuth point coordinate data and said player object coordinate data, and determines said pointing direction such that said pointing direction of said azimuth pointing mark is along said straight line.
7. A three dimensional display video game apparatus according to claim 2, wherein said pointed-subject data generator generates target coordinate data representative of a coordinate point of a target existing in a direction that said player object is to advance, said pointing direction determiner determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said target is viewed from said player object based on said target coordinate data and said player object coordinate data, and determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move to a particular azimuth point in said virtual three dimensional space based on said player object coordinate data, and said direction pointing mark data generator generating data for a target pointing mark to indicate a direction of said target and data for an azimuth pointing mark to indicate a direction of said target and data for an azimuth pointing mark to indicate a particular azimuth point as viewed from said player object.
8. A three dimensional display video game apparatus according to claim 7, wherein said direction pointing mark data generator generates a direction pointing mark data to display said target pointing mark and said azimuth pointing mark in a display form different from each other.
9. A three dimensional display video game apparatus according to claim 2, wherein said pointed-subject data generator generates marker data representative of a marker set on a path that the player object has passed, said direction determiner determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move toward said marker in said virtual three dimensional space based on said player object coordinate data and coordinate data for said marker, and said direction pointing mark data generator generates data of a marker direction pointing mark to indicate said marker as viewed from said player object.
10. A three dimensional display video game apparatus according to claim 9, wherein said direction determiner determines a straight line connecting said player object and said marker based on coordinate data of said marker and said player object coordinate data, and determines said pointing direction such that said pointing direction of said marker direction pointing mark is along said straight line.
11. A three dimensional display video game apparatus according to claim 2, wherein said image data generator generates image data to display said direction pointing mark in a shape tapered in a direction from said player object to a pointed-subject.
12. A three dimensional display video game apparatus comprising:
a player controller including a direction control member to instruct a direction in movement of a player object so that when said player object is placed within a virtual three dimensional space, image data for displaying said player object as viewed from a certain point of sight is generated and supplied to a display to provide a game scene within which said player object can be moved to a predetermined region on a screen of said display in accordance with an indication of said direction control member, and a direction pointing mark having a pointing direction variable depending upon a position of said player object is displayed at a location close to said player object on said game scene, and an image data generator generating image data to display said direction pointing mark in a shape tapered in a direction from said player object to a pointed-subject.
13. A computer readable memory medium encoded with a computer program for use in a three dimensional display video game apparatus having, in operative association therewith, a player controller including a direction control member to instruct a direction in movement of a player object so that when said player object is placed within a virtual three dimensional space, image data for displaying said player object as viewed from a certain point of sight is generated and supplied to a display unit, said computer readable memory medium comprising:

an image data generating area for causing said video game apparatus to generate image data to display said player object and a direction pointing mark;

a player object coordinate data generating program for causing said video game apparatus to generate player object coordinate data representative of a current position of said player object in said virtual three dimensional space based upon an operating state of said direction control member;

a pointed-subject data generating program for causing said video game apparatus to generate data of a pointed-subject to be pointed by said direction pointing mark;

a pointing direction determining program for causing said video game apparatus to determine a pointing direction of said direction pointing mark in said virtual three dimensional space based on said pointed-subject data and said player object coordinate data;

a direction pointing mark data generating program for causing said video game apparatus to generate a direction pointing mark data to display said direction pointing mark at a location close to said player object and in a direction determined by said direction determining program; and a display data generating program for causing said video game apparatus to generate display data according to said image data, said player object coordinate data and said direction pointing mark data in order to combine said player object with said direction pointing mark to display a two dimensional combined image on said display unit.
14. A method of operating a game in which a player object is displayed on a display unit comprising the steps of:

receiving a direction instruction for movement of said player object so that when said player object is placed within a virtual three dimensional space, said player object is displayed as viewed from a certain point of sight and supplied to said display unit to thereby provide a game scene within which said player object can be moved to a predetermined region on a screen of said display in accordance with an indication of said direction instructions;

determining a three dimensional coordinate position of said player object; and displaying a direction pointing mark having a pointing direction variable determined based upon said three dimension coordinate position of said player object at a location close to said player object on said game scene.
15. A method of operating a game in which a player object is displayed on a display unit comprising the steps of:

receiving a direction instruction for movement of said player object so that when said player object is placed within a virtual three dimensional space, said player object is displayed as viewed from a certain point of sight and supplied to said display unit, generating image data to display said player object and a direction pointing mark;

generating player object coordinate data representative of a current position of said player object in said virtual three dimensional space based upon an operating state of said direction instructions;

generating data of a pointed-subject to be pointed by said direction pointing mark;

determining a pointing direction of said direction pointing mark in said virtual three dimensional space based on said pointed-subject data and said player object coordinate data;

generating direction pointing mark data and displaying said direction pointing mark at a location close to said player object and in a determined direction;
and generating display data according to said image data, said player object coordinate data and said direction pointing mark data in order to combine said player object with said direction pointing mark to display a two dimensional combined image on said display unit.
16. A method of operating a game according to claim 15, further comprising the steps of:

generating target coordinate data representative of a coordinate position of a target existing in a direction that said player object is to advance;

determining a direction of said direction pointing mark based on said target coordinate data and said player object coordinate data such that said direction pointing mark points to a direction in which said target is viewed from said player object; and generating data for a target pointing mark to point to a direction of said target.
17. A method of operating a game according to claim 16, further comprising the steps of:

determining a straight line connecting said player object and said target based on said target coordinate data and said player object coordinate data, and determining said pointing direction such that said pointing direction of said target pointing mark is along said straight line.
18. A method of operating a game according to claim 15, further comprising the steps of:

determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move to a particular azimuth point in said virtual three dimensional space based on said player object coordinate data, and generating data for an azimuth pointing mark to indicate said particular azimuth point as viewed from said player object.
19. A method of operating a game according to claim 18, further comprising the steps of:

determining a straight line connecting said player object and said particular azimuth point based on said particular azimuth point coordinate data and said player object coordinate data; and determining said pointing direction such that said pointing direction of said azimuth pointing mark is along said straight line.
20. A method of operating a game according to claim 15, further comprising the steps of:

generating target coordinate data representative of a coordinate point of a target existing in a direction that said player object is to advance, determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said target is viewed from said player object based on said target coordinate data and said player object coordinate data, and determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move to a particular azimuth point in said virtual three dimensional space based on said player object coordinate data, and generating data for a target pointing mark to indicate a direction of said target and data for an azimuth pointing mark to indicate said particular azimuth point as viewed from said player object.
21. A method of operating a game according to claim 20, further comprising the step of generating a direction pointing mark data to display said target pointing mark and said azimuth pointing mark in a display form different from each other.
22. A method of operating a game according to claim 15, further comprising the steps of:

generating marker data representative of a marker set on a path that said player object has passed, determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move toward said marker in said virtual three dimensional space based on said player object coordinate data and coordinate data for said marker, and generating data of a marker direction pointing mark to indicate said marker as viewed from said player object.
23. A method of operating a game according to claim 22, further comprising the steps of:

determining a straight line connecting said player object and said marker based on coordinate data of said marker and said player object coordinate data; and determining said pointing direction such that said pointing direction of said marker direction pointing mark is along said straight line.
24. A method of operating a game according to claim 15, further comprising the step of generating image data to display a direction pointing mark in a shape tapered in a direction from said player object to a pointed-subject.
25. A three dimensional display video game apparatus comprising:

a player controller including a direction control member to instruct a direction in movement of a player object so that when said player object is placed within a virtual three dimensional space, image data for displaying said player object as viewed from a certain point of sight is generated and supplied to a display to provide a game scene within which said player object can be moved to a predetermined region on a screen of said display in accordance with an indication of said direction control member, said video game apparatus including a display generating processing system operable to determine a three dimension coordinate position of said player object, and to generate a first marker direction pointing mark and a second marker direction pointing mark, said first and second direction pointing marks respectively having first and second pointing directions that are both variable as determined by said three dimension coordinate position of said player object, said first and second direction pointing marks being displayed at respective locations on said game scene.
26. A three dimensional display video game apparatus according to claim 25, wherein said display generating system is operable to generate a third marker direction pointing mark having a third pointing direction that is variable as determined by said three dimension coordinate position of said player object, said third direction pointing mark being displayed at a location on said game scene.
27. A three dimensional display video game apparatus according to claim 26, wherein:

said first pointing mark is a target pointing mark having a pointing direction that points to a position of a target;

said second pointing mark is a marker pointing mark have a pointing direction that points to a position of a marker, said marker representing a position on a path said player object has passed; and said third pointing mark is an azimuth pointing mark having a pointing direction that points to a particular azimuth as viewed from said player object.
28. A three dimensional display video game apparatus according to claim 25, wherein each of said first and second marker direction pointing marks is a mark selected from the group consisting of:

(a) a target pointing mark having a pointing direction that points to a position of a target;

(b) a marker pointing mark having a pointing direction that points to a position of a marker, said marker representing a position on a path said player object has passed;
and (c) an azimuth pointing mark having a pointing direction that points to a particular azimuth as viewed from said player object.
29. A three dimensional display video game comprising:

a player controller including a direction control member to instruct a direction in movement of a player object so that when said player object is placed within a virtual three dimensional space, image data for displaying said player object as viewed from a certain point of sight is generated and supplied to a display;

an image data generator for generating image data to display said player object, a first direction pointing mark and a second direction pointing mark;

a player object coordinate data generator for generating player object coordinate data representative of a current position of said player object in said virtual three dimensional space based upon an operating state of said direction control member;

a pointed-subject data generator for generating data of a first and a second pointed-subject to be pointed by said first and second direction pointing marks respectively;

a pointing direction determiner for determining pointing directions of said first and second direction pointing marks in said virtual three dimensional space based respectively on said first and second pointed-subject data and said player object coordinate data;

a direction pointing mark data generator for generating first and second direction pointing mark data to display said first and second direction pointing marks at respective locations and in respective directions determined by said pointing direction determiner;
and a display data generator for generating display data according to said image data, said player object coordinate data and said first and second direction pointing mark data in order to combine said player object with said first and second direction pointing marks to display an image on a display unit.
30. A three dimensional display video game according to claim 29, wherein:

said image data generator generates image data to display a third direction pointing mark;

said pointed-subject data generator generates data of a third pointed-subject to be pointed by said third direction pointing mark;

said pointing direction determiner determines a pointing direction of said third pointing mark in said virtual three dimensional space based on third pointed-subject data and said player object coordinate data;

said direction pointing mark data generator generates third direction pointing mark data to display said third direction pointing mark at a location and in a direction determined by said pointing direction determiner; and said display data generator generates display data according to said image data, said player object coordinate data and said third pointing mark data in order to combine said player object with said first, second and third direction pointing marks to display an image on said display unit.
31. A three dimensional display video game apparatus according to claim 30, wherein:

said first pointing mark is a target pointing mark having a pointing direction that points to a position of a target;

said second pointing mark is a marker pointing mark have a pointing direction that points to a position of a marker, said marker representing a position on a path said player object has passed; and said third pointing mark is an azimuth pointing mark having a pointing direction that points to a particular azimuth as viewed from said player object.
32. A three dimensional display video game apparatus according to claim 29, wherein each of said first and second marker direction pointing marks is a mark selected from the group consisting of:

(a) a target pointing mark having a pointing direction that points to a position of a target;

(b) a marker pointing mark having a pointing direction that points to a position of a marker, said marker representing a position on a path said player object has passed;
and (c) an azimuth pointing mark having a pointing direction that points to a particular azimuth as viewed from said player object.
33. A program storage device readable by a machine, tangibly embodying a program of instructions executable by said machine to perform a method of operating a game in which a player object is displayed on a display unit, said method comprising the steps of:

receiving a direction instruction for movement of said player object so that when said player object is placed within a virtual three dimensional space, said player object is displayed as viewed from a certain point of sight and supplied to said display unit to provide a game scene within which said player object can be moved to a predetermined region on a screen of said display in accordance with an indication of said direction instructions;

determining a three dimensional coordinate position of said player object; and displaying a direction pointing mark having a pointing direction that is variable as determined based upon said three dimension coordinate position of said player object at a location on said game scene.
34. A program storage device readable by a machine, tangibly embodying a program of instructions executable by said machine to perform a method of operating a game in which a player object is displayed on a display unit comprising the steps of:

receiving a direction instruction for movement of said player object so that when said player object is placed within a virtual three dimensional space, said player object is displayed as viewed from a certain point of sight and supplied to said display unit;

generating image data to display said player object and a direction pointing mark;

generating player object coordinate data representative of a current position of said player object in said virtual three dimensional space based upon an operating state of said direction instructions;

generating data of a pointed-subject to be pointed by said direction pointing mark;

determining a pointing direction of said direction pointing mark in said virtual three dimensional space based on said pointed-subject data and said player object coordinate data;

generating direction pointing mark data and displaying said direction pointing mark at a location and in a determined direction; and generating display data according to said image data, said player object coordinate data and said direction pointing mark data in order to combine said player object with said direction pointing mark to display a two dimensional combined image on said display unit.
35. A program storage device according to claim 34, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of:
generating target coordinate data representative of a coordinate position of a target existing in a direction that said player object is to advance;
determining a direction of said direction pointing mark based on said target coordinate data and said player object coordinate data such that said direction pointing mark points to a direction in which said target is viewed from said player object; and generating data for a target pointing mark to point to a direction of said target.
36. A program storage device according to claim 35, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of:
determining a straight line connecting said player object and said target based on said target coordinate data and said player object coordinate data; and determining said pointing direction such that said pointing direction of said target pointing mark is along said straight line.
37. A program storage device according to claim 34, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of:
determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move to a particular azimuth point in said virtual three dimensional space based on said player object coordinate data; and generating data for an azimuth pointing mark to indicate said particular azimuth point as viewed from said player object.
38. A program storage device according to claim 37, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of:
determining a straight line connecting said player object and said particular azimuth point based on said particular azimuth point coordinate data and said player object coordinate data; and determining said pointing direction such that said pointing direction of said azimuth pointing mark is along said straight line.
39. A program storage device according to claim 34, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of:
generating target coordinate data representative of a coordinate point of a target existing in a direction that said player object is to advance;
determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said target is viewed from said player object based on said target coordinate data and said player object coordinate data;
and determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move to a particular azimuth point in said virtual three dimensional space based on said player object coordinate data; and generating data for a target pointing mark to indicate a direction of said target and data for an azimuth pointing mark to indicate said particular azimuth point as viewed from said player object.
40. A program storage device according to claim 39, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the step of generating direction pointing mark data to display said target pointing mark and said azimuth pointing mark in a display form different from each other.
41. A program storage device according to claim 34, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of:
generating marker data representative of a marker set on a path that said player object has passed;
determining a direction of said direction pointing mark such that said direction pointing mark indicates a direction in which said player object is to move toward said marker in said virtual three dimensional space based on said player object coordinate data and coordinate data for said marker; and generating data of a marker direction pointing mark to indicate said marker as viewed from said player object.
42. A program storage device according to claim 41, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of:
determining a straight line connecting said player object and said marker based on coordinate data of said marker and said player object coordinate data; and determining said pointing direction such that said pointing direction of said marker direction pointing mark is along said straight line.
43. A program storage device according to claim 34, said program storage device being readable by said machine, tangibly embodying said program of instructions executable by said machine to perform said method, said method further comprising the steps of generating image data to display a direction pointing mark in a shape tapered in a direction from said player object to a pointed-subject.
CA002254277A 1997-11-20 1998-11-19 Video game apparatus and memory medium therefor Expired - Lifetime CA2254277C (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP9319667A JPH11151376A (en) 1997-11-20 1997-11-20 Video game device and its storage medium
JP9-319667 1997-11-20

Publications (2)

Publication Number Publication Date
CA2254277A1 CA2254277A1 (en) 1999-05-20
CA2254277C true CA2254277C (en) 2004-01-20

Family

ID=18112859

Family Applications (1)

Application Number Title Priority Date Filing Date
CA002254277A Expired - Lifetime CA2254277C (en) 1997-11-20 1998-11-19 Video game apparatus and memory medium therefor

Country Status (5)

Country Link
US (2) US6220962B1 (en)
EP (1) EP0920892B1 (en)
JP (1) JPH11151376A (en)
CA (1) CA2254277C (en)
DE (1) DE69833918T2 (en)

Families Citing this family (35)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11151376A (en) 1997-11-20 1999-06-08 Nintendo Co Ltd Video game device and its storage medium
JP2001149640A (en) * 1999-09-16 2001-06-05 Sega Corp Game machine, game processing method, and recording medium recording program
US6702677B1 (en) 1999-10-14 2004-03-09 Sony Computer Entertainment Inc. Entertainment system, entertainment apparatus, recording medium, and program
EP1095677B1 (en) 1999-10-14 2005-10-12 Sony Computer Entertainment Inc. Entertainment system, entertainment apparatus, recording medium, and program
JP2001198351A (en) 2000-01-19 2001-07-24 Konami Co Ltd Arcade game equipment, methofd for displaying throwing guide in arcade game and readable recording mediium recording throwing guide display program
JP2002095863A (en) * 2000-07-03 2002-04-02 Sony Computer Entertainment Inc Program exciting system, program exciting apparatus, recording medium and program, and method for switching viewpoint and method for switching sight
JP3637031B2 (en) * 2002-04-03 2005-04-06 任天堂株式会社 GAME DEVICE AND GAME PROGRAM
JP2003340144A (en) * 2002-05-22 2003-12-02 Copcom Co Ltd Game device, game control method, game program and recording medium
JP3888542B2 (en) * 2002-12-05 2007-03-07 任天堂株式会社 GAME DEVICE AND GAME PROGRAM
JP2004337256A (en) * 2003-05-13 2004-12-02 Konami Computer Entertainment Yokyo Inc Game apparatus, method for controlling game machine, and program
US8133115B2 (en) * 2003-10-22 2012-03-13 Sony Computer Entertainment America Llc System and method for recording and displaying a graphical path in a video game
CN100456328C (en) * 2003-12-19 2009-01-28 Td视觉有限公司 Three-dimensional video game system
US20060071933A1 (en) 2004-10-06 2006-04-06 Sony Computer Entertainment Inc. Application binary interface for multi-pass shaders
US7636126B2 (en) 2005-06-22 2009-12-22 Sony Computer Entertainment Inc. Delay matching in audio/video systems
US8543420B2 (en) * 2007-09-19 2013-09-24 Fresenius Medical Care Holdings, Inc. Patient-specific content delivery methods and systems
US20070112603A1 (en) * 2005-11-01 2007-05-17 Fresenius Medical Care Holdings, Inc. Digital data entry methods and devices
US7965859B2 (en) 2006-05-04 2011-06-21 Sony Computer Entertainment Inc. Lighting control of a user environment via a display device
US7880746B2 (en) 2006-05-04 2011-02-01 Sony Computer Entertainment Inc. Bandwidth management through lighting control of a user environment via a display device
US9327191B2 (en) * 2006-05-08 2016-05-03 Nintendo Co., Ltd. Method and apparatus for enhanced virtual camera control within 3D video games or other computer graphics presentations providing intelligent automatic 3D-assist for third person viewpoints
WO2008016064A1 (en) * 2006-07-31 2008-02-07 Camelot Co., Ltd. Game device, object display method in game device, and display program
US8616970B2 (en) * 2008-04-07 2013-12-31 Palo Alto Research Center Incorporated System and method for managing a multiplicity of text messages in an online game
US20090253512A1 (en) * 2008-04-07 2009-10-08 Palo Alto Research Center Incorporated System And Method For Providing Adjustable Attenuation Of Location-Based Communication In An Online Game
US8265252B2 (en) * 2008-04-11 2012-09-11 Palo Alto Research Center Incorporated System and method for facilitating cognitive processing of simultaneous remote voice conversations
US8698741B1 (en) 2009-01-16 2014-04-15 Fresenius Medical Care Holdings, Inc. Methods and apparatus for medical device cursor control and touchpad-based navigation
US10799117B2 (en) 2009-11-05 2020-10-13 Fresenius Medical Care Holdings, Inc. Patient treatment and monitoring systems and methods with cause inferencing
US8632485B2 (en) * 2009-11-05 2014-01-21 Fresenius Medical Care Holdings, Inc. Patient treatment and monitoring systems and methods
US10786736B2 (en) 2010-05-11 2020-09-29 Sony Interactive Entertainment LLC Placement of user information in a game space
US9560314B2 (en) 2011-06-14 2017-01-31 Microsoft Technology Licensing, Llc Interactive and shared surfaces
US9342817B2 (en) 2011-07-07 2016-05-17 Sony Interactive Entertainment LLC Auto-creating groups for sharing photos
JP6948124B2 (en) * 2016-12-14 2021-10-13 エヌエイチエヌ コーポレーション Program and image control method
CN109966738B (en) * 2019-02-22 2020-07-31 网易(杭州)网络有限公司 Information processing method, processing device, electronic device, and storage medium
CN109806595B (en) * 2019-02-22 2022-07-29 网易(杭州)网络有限公司 Orientation marking method and device, storage medium, processor and terminal
CN111957032B (en) * 2019-02-22 2024-03-08 网易(杭州)网络有限公司 Game role control method, device, equipment and storage medium
JP7233399B2 (en) * 2020-06-23 2023-03-06 任天堂株式会社 GAME PROGRAM, GAME DEVICE, GAME SYSTEM, AND GAME PROCESSING METHOD
CN111760285B (en) * 2020-08-13 2023-09-26 腾讯科技(深圳)有限公司 Virtual scene display method, device, equipment and medium

Family Cites Families (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH09167050A (en) * 1995-10-09 1997-06-24 Nintendo Co Ltd Operation device and image processing system using the device
US5679075A (en) * 1995-11-06 1997-10-21 Beanstalk Entertainment Enterprises Interactive multi-media game system and method
TW346611B (en) * 1996-03-28 1998-12-01 Sega Enterprises Kk An image processor, a game machine using the image processor, a method of image processing and a medium
US5947819A (en) * 1996-05-22 1999-09-07 Konami Co., Ltd. Object-throwing video game system
DE69739609D1 (en) * 1996-06-05 2009-11-12 Sega Kk Dba Sega Corp Graphics processing device, graphics processing method, game device and storage medium
JPH11151376A (en) 1997-11-20 1999-06-08 Nintendo Co Ltd Video game device and its storage medium

Also Published As

Publication number Publication date
DE69833918T2 (en) 2007-03-01
US20010011036A1 (en) 2001-08-02
US6220962B1 (en) 2001-04-24
EP0920892A3 (en) 2001-03-07
EP0920892B1 (en) 2006-03-22
DE69833918D1 (en) 2006-05-11
US6352476B2 (en) 2002-03-05
EP0920892A2 (en) 1999-06-09
JPH11151376A (en) 1999-06-08
CA2254277A1 (en) 1999-05-20

Similar Documents

Publication Publication Date Title
CA2254277C (en) Video game apparatus and memory medium therefor
US6203431B1 (en) Video game apparatus and memory medium used therefor
US6626760B1 (en) Video game apparatus and memory medium therefor
US6612930B2 (en) Video game apparatus and method with enhanced virtual camera control
CA2242702C (en) Video game system
US6712703B2 (en) Video game apparatus and information storage medium for video game
US6280329B1 (en) Video game apparatus outputting image and music and storage medium used therefor
US6325717B1 (en) Video game apparatus and method with enhanced virtual camera control
EP1213044B1 (en) Video game system, character action control method, and readable storage medium storing character action control program
US6692357B2 (en) Video game apparatus and method with enhanced player object action control
EP1002560B1 (en) Video game apparatus and information storage medium for video game
EP1002562B1 (en) Video game apparatus and information storage medium for video game
JP4148868B2 (en) GAME PROGRAM AND GAME DEVICE
JP3515398B2 (en) Sound generator

Legal Events

Date Code Title Description
EEER Examination request
MKEX Expiry

Effective date: 20181119

MKEX Expiry

Effective date: 20181119