Character control method of video game, video game device and computer readable recording medium for recording program of video game
Abstract
[Task] It gives the player a new sense of operation, causes excitement, and increases the fun of the game.
Solution.Two characters on the game screen displayed on the television monitor 30 are displayed in response to the right-hand operation signal and the left-hand operation signal output from the right-hand operation unit and the left-hand operation unit of the controller 40 operated by the same player, respectively. Make it work. The player controls the two characters on the game screen at the same time by operating the right-hand operation unit and the left-hand operation unit at the same time with the right hand and the left hand, respectively, and cooperates with the two characters by coordinating both hands. It becomes possible to advance the game.

Term
Term ended
Projected expiry passed 7 January 2020, 6.7 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
12 claims: 7 independent, 5 dependent
- 1【特許請求の範囲】 【請求項1】 ゲーム画面上の2体のキャラクタを、同一プレイヤーにより操作される操作手段の右手操作部及び左手操作部からそれぞれ出力される右手操作信号及び左手操作信号に応じて、それぞれ動作させることを特徴とするビデオゲームのキャラクタ制御方法。
- 2【請求項2】 前記操作手段からの所定の操作信号に応じて、前記右手操作信号に応じて動作されるキャラクタと前記左手操作信号に応じて動作されるキャラクタとを入れ替えることを特徴とする請求項1記載のビデオゲームのキャラクタ制御方法。
- 3【請求項3】 ゲーム画面上の複数対のキャラクタを、各対ごとに、当該対のキャラクタに対応するプレイヤーにより操作される操作手段の右手操作部及び左手操作部からそれぞれ出力される右手操作信号及び左手操作信号に応じて、それぞれ動作させることを特徴とするビデオゲームのキャラクタ制御方法。
- 4【請求項4】 前記各操作手段からの所定の操作信号に応じて、当該操作手段から出力される前記右手操作信号に応じて動作されるキャラクタと当該操作手段から出力される前記左手操作信号に応じて動作されるキャラクタとを入れ替えることを特徴とする請求項3記載のビデオゲームのキャラクタ制御方法。
- 5【請求項5】 複数のキャラクタが登場し前記キャラクタの動作に従って進行するビデオゲームを行うビデオゲーム装置において、ゲーム画面上の2体のキャラクタを、同一プレイヤーにより操作される操作手段の右手操作部及び左手操作部からそれぞれ出力される右手操作信号及び左手操作信号に応じて、それぞれ動作させるキャラクタ制御手段を備えたことを特徴とするビデオゲーム装置。
- 6【請求項6】 前記操作手段からの所定の操作信号に応じて、前記右手操作信号に応じて動作されるキャラクタと前記左手操作信号に応じて動作されるキャラクタとを入れ替える入れ替え手段を備えたことを特徴とする請求項5記載のビデオゲーム装置。
- 7【請求項7】 各チームにそれぞれ複数のキャラクタが所属する複数チームが登場し前記キャラクタの動作に従って進行するビデオゲームを行うビデオゲーム装置において、 ゲーム画面上の少なくとも2つのチームにそれぞれ所属する複数対のキャラクタを、各チームのキャラクタの対ごとに、当該チームに対応するプレイヤーにより操作される操作手段の右手操作部及び左手操作部からそれぞれ出力される右手操作信号及び左手操作信号に応じて、それぞれ動作させるキャラクタ制御手段を備えたことを特徴とするビデオゲーム装置。
- 8【請求項8】 前記各操作手段からの所定の操作信号に応じて、当該操作手段から出力される前記右手操作信号に応じて動作されるキャラクタと当該操作手段から出力される前記左手操作信号に応じて動作されるキャラクタとを入れ替える入れ替え手段を備えたことを特徴とする請求項7記載のビデオゲーム装置。
- 9【請求項9】 複数のキャラクタが登場し前記キャラクタの動作に従って進行するビデオゲームのプログラムを記録したコンピュータ読み取り可能な媒体であって、 前記ビデオゲームのプログラムは、コンピュータに読み取られた際、このコンピュータに、 ゲーム画面上の2体のキャラクタを、同一プレイヤーにより操作される操作手段の右手操作部及び左手操作部からそれぞれ出力される右手操作信号及び左手操作信号に応じて、それぞれ動作させる機能を、実現させることを特徴とするビデオゲームのプログラムを記録したコンピュータ読み取り可能な媒体。
- 10【請求項10】 前記操作手段からの所定の操作信号に応じて、前記右手操作信号に応じて動作されるキャラクタと前記左手操作信号に応じて動作されるキャラクタとを入れ替える機能を、前記コンピュータに実現させることを特徴とする請求項9記載のビデオゲームのプログラムを記録したコンピュータ読み取り可能な媒体。
- 11【請求項11】 各チームにそれぞれ複数のキャラクタが所属する複数チームが登場し前記キャラクタの動作に従って進行するビデオゲームのプログラムを記録したコンピュータ読み取り可能な媒体であって、 前記ビデオゲームのプログラムは、コンピュータに読み取られた際、このコンピュータに、 複数のチームのうちの少なくとも2つのチームにそれぞれ所属する複数対のキャラクタキャラクタを、各チームのキャラクタの対ごとに、当該チームに対応するプレイヤーにより操作される操作手段の右手操作部及び左手操作部からそれぞれ出力される右手操作信号及び左手操作信号に応じて、それぞれ動作させる機能を、実現させることを特徴とするビデオゲームのプログラムを記録したコンピュータ読み取り可能な媒体。
- 12【請求項12】 前記各操作手段からの所定の操作信号に応じて、当該操作手段から出力される前記右手操作信号に応じて動作するキャラクタと当該操作手段から出力される前記左手操作信号に応じて動作するキャラクタとを入れ替える機能を、前記コンピュータに実現させることを特徴とする請求項11記載のビデオゲームのプログラムを記録したコンピュータ読み取り可能な媒体。
Independent claims12
159 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a character control method for a video game in which a plurality of characters appear and proceed according to the movement of the characters, a video game device for playing the video game, and a computer-readable recording medium on which a video game program is recorded. is there.
【0002】
In the present specification, the character includes a person, an animal, a vehicle, or any other object (movement object) that appears on the game screen.
【0003】
[Conventional technology]
Conventionally, various video game devices have been provided in which a plurality of characters appear and play a video game that progresses according to the movement of the characters. For example, a sports game such as a soccer game, a friendly character and an enemy character fight against each other. A video game device for playing a battle game or the like is known.
【0004】
In these conventional video game devices, a player manually operates a controller (so-called controller) to control the operation of only one of a plurality of characters appearing on the game screen at the same time. Was configured to allow Then, in the case of so-called one-player play, the actions of other characters (other ally characters, enemy characters, etc.) are predetermined according to the actions and situations of one character to be controlled by the player. It was running automatically according to the program. Further, even in the case of a multiplayer play such as a so-called two-player play, each player can control only one character by his / her own controller.
【0005】
Conventionally, the operating devices operated by the player include a right-handed operation unit operated by the right hand and a left-handed operation unit operated by the left hand, but both of these operation units control the movement of one character. Was used for
【0006】
[Problems to be Solved by the Invention]
In the conventional video game device, as described above, one player can control only one character out of a plurality of characters appearing on the game screen at the same time, so that the player's operation feeling There was a limit to appealing to and increasing the excitement and fun of the game.
【0007】
The present invention has been made in view of such circumstances, and is capable of giving a new operation feeling to a player, causing excitement, and increasing the fun of a game. Another object of the present invention is to provide a computer-readable recording medium on which a video game program is recorded.
【0008】
[Means for solving problems]
In order to solve the above problems, in the character control method of the video game according to the first aspect of the present invention, two characters on the game screen are operated by the same player (player, that is, the operator of the operating means). The operation means are operated according to the right-hand operation signal and the left-hand operation signal output from the right-hand operation unit and the left-hand operation unit, respectively.
【0009】
According to this first aspect, the player controls the two characters on the game screen at the same time by simultaneously operating the right-hand operation unit and the left-hand operation unit with the right hand and the left hand, respectively, and cooperates with both hands. This makes it possible to advance the game by coordinating the two characters. For example, while controlling two characters with the right hand and the left hand separately according to the player's intention, various tasks in the game can be achieved by cooperation, cooperation, or team play of the two characters. Therefore, according to this first aspect, it is possible to give the player a new operation feeling that could not be obtained before, to cause excitement, and to increase the fun of the game.
【0010】
In the first aspect, the operating means may have a right-handed operating portion and a left-handed operating portion integrally configured, or both may be configured separately. This point is the same for each aspect described later.
【0011】
Further, in the present specification, the right (left) hand operation unit is not only the operation unit operated by the right (left) hand, but also the right (left) side portion of the player's body (for example, the right (left) foot). The operation unit operated by the above is generically referred to, and also includes a so-called motion sensor that emits an operation signal by the movement of the body.
【0012】
In the first aspect of the video game character control method according to the second aspect of the present invention, the character operated in response to the right-hand operation signal and the left-hand in response to a predetermined operation signal from the operation means. It replaces the character that operates according to the operation signal.
【0013】
In the first aspect, as described above, since the player can control each of the two characters with the right hand and the left hand at the same time, the two characters move and the two characters are displayed on the game screen. The positional relationship between the left and right may change. At this time, if the character controlled by the right hand is relatively located on the left side and the character controlled by the left hand is relatively located on the right side on the game screen, the character intended to be controlled by the game player is determined. There is a risk of misidentifying and controlling the other character, which may reduce operability.
【0014】
On the other hand, according to the second aspect, the player can freely switch the assignment of the right-hand operation unit and the left-hand operation unit to the two characters by operating the operation means. Therefore, the player operates the operating means when the character controlled by the right hand is relatively located on the left side and the character controlled by the left hand is relatively located on the right side. By exchanging the assignments, the risk of misidentification as described above is eliminated, and operability is improved.
【0015】
In the character control method according to the third aspect of the present invention, a right-hand operation unit and a left-hand operation unit of an operation means in which a plurality of pairs of characters on a game screen are operated by a player corresponding to the pair of characters for each pair. It operates according to the right-hand operation signal and the left-hand operation signal output from, respectively.
【0016】
This third aspect is an example in which the first aspect is applied to a multiplayer play. According to this third aspect, in a multiplayer play, it is possible to give each player a new sense of operation to cause excitement and increase the fun of the game.
【0017】
In the third aspect of the video game, the character control method according to the fourth aspect of the present invention responds to the right-hand operation signal output from the operation means in response to a predetermined operation signal from each operation means. The character that is operated in response to the left-hand operation signal output from the operation means is exchanged with the character that is operated.
【0018】
According to this fourth aspect, in the multiplayer play, as in the second aspect, the operability is improved without causing misunderstanding (or error) in operation for each player.
【0019】
The video game device according to the fifth aspect of the present invention is a video game device in which a plurality of characters appear and play a video game that progresses according to the movement of the characters, and two characters on the game screen are operated by the same player. It is provided with character control means for operating in response to the right-hand operation signal and the left-hand operation signal output from the right-hand operation unit and the left-hand operation unit, respectively. According to this fifth aspect, the same advantages as those of the first aspect can be obtained.
【0020】
The video game device according to the sixth aspect of the present invention is the video game device according to the fifth aspect, in the fifth aspect, in response to a predetermined operation signal from the operation means, and in response to the right-hand operation signal. It is provided with a replacement means for swapping a character that is operated in response to a character that is operated in response to the left-hand operation signal. According to this sixth aspect, the same advantages as those of the second aspect can be obtained.
【0021】
The video game device according to the seventh aspect of the present invention is a video game device in which a plurality of teams to which a plurality of characters belong to each team appear and play a video game that progresses according to the movement of the characters. The right-hand operation signal and the right-hand operation signal output from the right-hand operation unit and the left-hand operation unit of the operation means operated by the player corresponding to the team for each pair of characters belonging to each team. It is provided with character control means for operating each of them according to a left-hand operation signal. According to this seventh aspect, the same advantages as those of the third aspect can be obtained.
【0022】
In the seventh aspect, the video game device according to the eighth aspect of the present invention is operated in response to a predetermined operation signal from each of the operation means and in response to the right-hand operation signal output from the operation means. The character is provided with a replacement means for replacing the character and the character operated in response to the left-hand operation signal output from the operation means. According to this eighth aspect, the same advantages as those of the fourth aspect can be obtained.
【0023】
The medium according to the ninth aspect of the present invention is a computer-readable medium in which a plurality of characters appear and a program of a video game progressing according to the movement of the characters is recorded, and the program of the video game is read by a computer. When it is done, this computer will realize the following functions. This function is a function to operate two characters on the game screen according to the right-hand operation signal and the left-hand operation signal output from the right-hand operation unit and the left-hand operation unit of the operation means operated by the same player, respectively. Is. According to this ninth aspect, the same advantages as those of the first aspect can be obtained.
【0024】
In the ninth aspect, the medium according to the tenth aspect of the present invention responds to the character operated in response to the right-hand operation signal and the left-hand operation signal in response to a predetermined operation signal from the operation means. The computer is provided with a function of exchanging a character to be operated. According to this tenth aspect, the same advantages as those of the second aspect can be obtained.
【0025】
The medium according to the eleventh aspect of the present invention is a computer-readable medium in which a plurality of teams to which a plurality of characters belong to each team appear and a program of a video game progressing according to the movement of the characters is recorded. When a video game program is read by a computer, the computer realizes the following functions. This function is a right-hand operation unit of an operation means in which a plurality of pairs of character characters belonging to at least two teams of a plurality of teams are operated by a player corresponding to the team for each pair of characters of each team. It is a function to operate according to the right-hand operation signal and the left-hand operation signal output from the left-hand operation unit, respectively. According to this eleventh aspect, the same advantages as those of the third aspect can be obtained.
【0026】
In the eleventh aspect of the present invention, the medium according to the twelfth aspect of the present invention includes a character that operates in response to a predetermined operation signal from each of the operation means and a right-hand operation signal output from the operation means. The computer is provided with a function of exchanging a character that operates in response to the left-hand operation signal output from the operation means. According to this twelfth aspect, the same advantages as those of the fourth aspect can be obtained.
【0027】
In addition, in the first to twelfth aspects, in addition to the character to be controlled by the player, a friendly character and an enemy character that are automatically operated according to a predetermined program or the like according to the operation or situation. Needless to say, characters of the own team and characters of other teams may appear.
【0028】
In addition, the present invention is particularly preferably applied to a game in which two characters achieve various tasks through cooperation, cooperation, or team play, and examples of such a game include a ball throwing game, soccer, basketball, and professional wrestling. Tag match, tennis doubles, sports games such as volleyball, battle games with characters such as people, animals and airplanes, competitive games, adventure games (clear each stage with two team play, etc.) Can be mentioned. However, the present invention may be applied to games other than these.
【0029】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, a video game character control method according to the present invention, a video game device, and a computer-readable recording medium on which a video game program is recorded will be described with reference to the drawings.
【0030】
FIG. 1 is a schematic configuration diagram showing a video game device according to an embodiment of the present invention.
【0031】
This video game device includes a game machine main body using a computer and a CD-ROM (may be another recording medium such as a DVD-ROM, a game cartridge, or a memory card) 20 as a recording medium on which program data is recorded. , Equipped with a controller 40 as an operating means operated by one player. In this video game device, a home-use television monitor 30 is used as a display unit and a sound generation unit, and is configured for home use. However, in the present invention, for example, the game machine main body, the operation unit 40, the display unit, and the like may be integrally configured for business use.
【0032】
In the present embodiment, the game machine main body includes elements 1 to 12 in FIG. RAM2 stores basic programs and control data for common control. The CPU 1 executes the contents of the game read from the CD-ROM 20 via the CD-ROM drive 4 while referring to the contents. The voice processing CPU 9 is a CPU that performs voice processing, and control data and control programs for voice processing are stored in RAM 10 and ROM 11. The VDP (Video Display Processor) 6 is a video data processing device that processes image data from the CPU 1, converts the image data into a video signal, and outputs the image data to the monitor 30 via the encoder 7.
【0033】
When the player inserts the CD-ROM 20 into the CD-ROM drive 4 and turns on the power of the game machine, the CPU 1 reads the contents of the CD-ROM 20 into the RAM 2. CPU1 creates image data based on the contents of RAM2 and the operation signal (operation information) input from the controller 40 via the input / output interface circuit 3, sends the image data to VDP6, and responds to the display scene. The audio data to be input is written to RAM 10 via the bus arbiter 8. The VDP6 that receives the image data reads the image display information (information such as the color to be painted on the pixels) from the V / RAM5, converts the image data into a video signal, and outputs it to the monitor 30 via the encoder 7. On the other hand, when the voice data is written to the RAM 10, the voice generator 12 follows the instruction of the voice processing CPU 9 and determines a predetermined music or sound effect based on the voice control data stored in the ROM 11 and the voice data of the RAM 10. Is generated, and the generated sound is output to the monitor 30.
【0034】
In the present embodiment, as shown in FIG. 1, the controller 40 has a stick 42R and push buttons 43R, 44R, 52 to 55 operated by the fingers of the right hand holding the right grip portion 41L, and a left grip portion 41L. It is equipped with sticks 42L, push buttons 43L, 44L and direction keys 56 to 59 operated by the fingers of the left hand grasped, and push buttons 49 to 51 operated by either the left or right hand, and can be operated according to each operation. Output a signal. The sticks 42R and 42L can be tilted by the desired amount in any desired direction by the thumbs of the right and left hands, respectively, and the X-axis tilt amount and the Y-axis tilt amount according to the direction and amount, respectively. Outputs an operation signal indicating. As can be seen from the above description, in the present embodiment, the stick 42R and the push buttons 43R, 44R, 52 to 55 form a right-hand operation unit, and output a right-hand operation signal corresponding to each operation. Further, the stick 42L, the push buttons 43L, 44L and the direction keys 56 to 59 form the left hand operation unit, and output the left hand operation signal corresponding to each operation.
【0035】
In the present embodiment, the two characters on the game screen displayed on the monitor 30 according to the above-described operation correspond to the right-hand operation signal and the left-hand operation signal output from the right-hand operation unit and the left-hand operation unit, respectively. It is configured to perform operations such as movement.
【0036】
Next, a ball-filling game is given as an example of a game played by this video game device, and a function realized by CPU1 or the like is assumed that programs and data for realizing this game are recorded on a CD-ROM20. And the flow of the game will be described with reference to FIGS. 2 to 7.
【0037】
FIG. 2 is a schematic flowchart showing an example of the operation of CPU 1 along the flow of the game. FIG. 3 is a schematic flowchart showing an example of the controller input process (step S100) in FIG. 4 and 5 are schematic flowcharts showing an example of player character processing (step S120) in FIG. FIG. 6 is a schematic flowchart showing an example of the ball movement / score determination process (step S160) in FIG. FIG. 7 is a diagram showing an example of a game screen displayed on the monitor 30.
【0038】
In this ball throwing game, as shown in Fig. 7, two characters (player characters) A and B that are controlled by the player (operation targets) belong to the same team, but two characters that are not controlled by the player. Characters C and D belong to the enemy team, and both teams put the ball 300 in their goals, baskets 301 and 302, and compete for the score. Each character A to D can move regardless of possession of the ball 300 and faces the direction in which it has moved. Each character A to D can throw the ball 300 in their possession in the direction they are facing, and by throwing the ball 300, they can pass the ball 300 to a friendly character or shoot into the basket 301. be able to. When the character of the opponent team collides with the character possessing the ball 300, the character of the opponent team takes the ball 300. When the ball 300 comes into contact with the character, the character receives and possesses the ball 300.
【0039】
As will be described later, one of the player characters A and B moves according to the operation of the stick 42R of the right hand operation unit of the controller 40, and the possessed ball 300 is moved according to the operation of the push button 43R. throw. The other of the player characters A and B moves according to the operation of the stick 42L of the left hand operation unit of the controller 40, and throws the possessed ball 300 according to the operation of the push button 43L. When the push button 53 is pressed, the player character A or B whose operation is controlled by the operation of the right-hand operation unit and the player character B or A whose operation is controlled by the operation of the left-hand operation unit are exchanged. On the other hand, the characters C and D are automatically changed according to the situation (the position of each character A to D, the character possessed by the ball 300, the position of the ball 300, etc.) according to the program recorded on the CD-ROM20. , Move or throw the ball 300. These characters C and D will be referred to as automatic characters here. An automatic character is a character that is not subject to control by the player's operation.
【0040】
Such a ball throwing game is realized by the CPU 1 performing the processing shown in FIG.
【0041】
When the CPU1 starts operation, after the initialization processing (not shown) such as resetting various flags is completed, first, as shown in FIG. 2, the preprocessing according to the operation signal input from the controller 44 (not shown). Controller input processing) is performed (step S100). Next, processing related to player characters A and B (player character processing) is performed based on the information obtained according to this controller input processing, information indicating the current state, and the like (step S120). Next, the CPU 1 performs processing related to automatic characters C and D (automatic character processing) based on information indicating the current situation (step S140). After that, the CPU 1 performs a process related to the movement of the ball 300 and a process of determining the score (ball movement / score determination process) (step S160). Next, the CPU 1 performs a process (image output process) of outputting an image forming a game screen to the monitor 30 based on the information obtained in steps S100, S120, S140, and S160 (step S180). After that, based on the score obtained in step S160, it is determined whether or not to end the game (the game end determination is made (step S200). If it is determined that the game is not ended in step S200, the process returns to step S100, and so on. On the other hand, when it is determined in step S200 that the process is completed, CPU1 ends the operation.
【0042】
Here, an example of the controller input process (step S100) in FIG. 2 will be described with reference to FIG.
【0043】
When this process starts, CPU1 first determines whether or not an operation signal from the push button 53 of the controller 40 has been obtained, and if that operation signal has been obtained, the left / right swap flag (its initial value is Invert the value of "0") (set to "1" if the current value is "0" and set to "0" if the current value is "1") On the other hand, the operation signal from the push button 53 If is not obtained, the value of the left / right swap flag is not changed (step S101).
【0044】
Next, the CPU1 calculates the amount of parallel movement of the character from the amount of X-axis tilt of the stick 42R based on the operation signal from the stick 42R of the right-hand operation unit (step S102), and also from the amount of Y-axis tilt of the stick 42R. The amount of forward / backward movement of the character is calculated (step S103). Next, it is determined whether or not an operation signal is obtained from the push button 43R of the right-hand operation unit, and if the operation signal is obtained, the right-hand operation throw flag (its initial value is "0" and is shown in the drawing. Is not shown, but it is reset to "0" after player character processing (step S120).) While setting the value to "1", if no operation signal is obtained from the push button 43R, right-hand operation Leave the throw flag at "0" (step S104).
【0045】
After that, the CPU1 calculates the translation amount of the character from the X-axis tilt amount of the stick 42L based on the operation signal from the stick 42L of the left hand operation unit (step S105), and the character from the Y-axis tilt amount of the stick 42L. The amount of forward / backward movement of is calculated (step S106). Next, it is determined whether or not an operation signal is obtained from the push button 43L of the left-hand operation unit, and if the operation signal is obtained, the left-hand operation throw flag (its initial value is "0", is shown in the drawing. Is not shown, but it is reset to "0" after player character processing (step S120).) While setting the value to "1", if no operation signal is obtained from the push button 43R, left-hand operation Leave the throw flag at "0" (step S107). As a result, the controller input process (step S100) in FIG. 2 ends.
【0046】
Next, an example of the player character processing (step S120) in FIG. 2 will be described with reference to FIGS. 4 and 5.
【0047】
When this process starts, CPU1 performs the character A movement process (step S121) and the character B movement process (step S122). At this time, if the left / right swap flag is "0", the movement process of the character A is the translation amount and the back-and-forth movement amount calculated in steps S102 and 103 (the movement amount according to the operation of the stick 42R of the right hand operation unit). The movement process of the character B is performed according to the parallel movement amount and the front-back movement amount (movement amount according to the operation of the stick 42L of the left-hand operation unit) calculated in steps S105 and 106. On the other hand, if the left-right swap flag is "1", on the contrary, the movement process of the character A is the translation amount and the back-and-forth movement amount calculated in steps S105 and 106 (movement according to the operation of the stick 42L of the left hand operation unit). The movement process of the character B is performed according to the parallel movement amount and the front-back movement amount (the movement amount according to the operation of the stick 42R of the right-hand operation unit) calculated in steps S102 and 103.
【0048】
Next, the CPU 1 determines whether or not any of the player characters A and B possesses the ball 300 (step S123). If either of them has the ball 300, the process proceeds to step S132, and if none of them have the ball 300, the process proceeds to step S124.
【0049】
In step S132, the CPU 1 determines whether or not the character A should perform the ball throwing operation. If the left / right swap flag is "0", this determination is made based on the right-hand throw flag that depends on the operation of the push button 43R of the right-hand operation unit. If this right-handed throw flag is "1", CPU1 determines that character A should perform a throwing operation, and performs a ball throwing process for causing character A to perform a ball 300 throwing operation. Perform (step S133), and move to step S134. On the other hand, if the right-hand throw flag is "0", CPU1 determines that the character A should not perform the ball throwing operation, and proceeds to step S134 without going through step S133.
【0050】
In step S134, the CPU 1 determines whether or not the character B should perform the ball throwing operation. If the left-right switching flag is "0", this determination is made based on the left-hand throwing flag that depends on the operation of the push button 43L of the left-hand operation unit. If this left-handed throw flag is "1", CPU1 determines that character B should perform a ball-throwing operation, and performs ball-throwing processing to cause character B to perform a ball-throwing operation ( Step S135) and the player character processing (step S120) are completed. On the other hand, if the left-handed throw flag is "0", the CPU1 determines that the character B should not perform the ball-throwing operation, and ends the player character processing (step S120) without going through step S135.
【0051】
In step S124, whether or not the CPU 1 should cause the character A to perform the action of stealing the ball 300 (including the action of stealing the ball 300 from the character C or D as well as the action of acquiring the loose ball 300). Is determined. This determination is made based on the positional relationship between the character A and the ball 300 and the positional relationship between the character A and the character possessing the ball 300. When it is determined that the action to capture the ball should be performed, the CPU 1 performs a ball capture process for causing the character A to perform the operation to capture the ball 300 (step S125), and proceeds to step S126. On the other hand, if it is determined that the capture operation should not be performed, the process proceeds to step S126 without going through step S125.
【0052】
In step S126, the CPU 1 determines whether or not the character B should perform an action of capturing the ball 300. This determination is made based on the positional relationship between the character B and the ball 300 and the positional relationship between the character B and the character possessing the ball 300. When it is determined that the action to capture the ball should be performed, the CPU 1 performs a ball capture process for causing the character B to perform the operation to capture the ball 300 (step S127), and proceeds to step S128. On the other hand, if it is determined that the capture operation should not be performed, the process proceeds to step S128 without going through step S127.
【0053】
In step S128, the CPU 1 determines whether or not the character A should perform an operation of receiving the ball 300 (receiving a pass). This determination is made based on the positional relationship between the character A and the ball 300 and whether or not the character B has performed the ball throwing operation in advance. When it is determined that the receiving operation should be performed, the CPU 1 performs a ball receiving process for causing the character A to perform the ball 300 receiving operation (step S129), and proceeds to step S130. On the other hand, if it is determined that the receiving operation should not be performed, the process proceeds to step S130 without going through step S129.
【0054】
In step S130, the CPU 1 determines whether or not the character B should perform an operation of receiving the ball 300 (receiving a pass). This determination is made based on the positional relationship between the character B and the ball 300 and whether or not the character A has performed the ball throwing operation in advance. When it is determined that the receiving operation should be performed, the CPU 1 performs a ball receiving process for causing the character B to perform the ball 300 receiving operation (step S131), and ends the player character processing (step S120). On the other hand, if it is determined that the receiving operation should not be performed, the player character processing (step S120) is terminated without going through step S131.
【0055】
Next, an example of the ball movement / score determination process (step S160) in FIG. 2 will be described with reference to FIG.
【0056】
When this process starts, CPU1 first calculates the position of the ball 300 (step S161). This calculation is performed based on the position and direction (that is, the throwing direction) of the character who has thrown the ball 300.
【0057】
Next, based on the position of the ball 300 calculated in step S161 and the position of the baskets (goals) 301 and 302, whether or not the basket 301 or 302 is entered, and if so, which basket 301 or It is determined whether or not the driver has entered 302 (step S162). If the ball 300 enters any of the baskets 301 or 302, the score of the team in the basket is added (step S163), and the game layout is initialized (characters A to D are returned to the desired positions, etc.). (Step S164), and the ball movement / score determination process (step S160) is completed. On the other hand, if it is determined that the ball 300 has not entered any of the baskets 301 and 302, the ball movement / score determination process (step S160) is completed without going through steps S163 and S164.
【0058】
As can be seen from the above description, in the present embodiment, the controller 40 in which the steps S102 to S107, S121, S122, S132 to S135 operate the two characters A and B on the game screen by the same player. Corresponds to the character control means that operates according to the right-hand operation signal and the left-hand operation signal output from the right-hand operation unit and the left-hand operation unit, respectively. Further, in the present embodiment, the step S101 is a character A or B operated in response to a right-hand operation signal and a character B operated in response to a left-hand operation signal in response to a predetermined operation signal from the controller 40. Or, it corresponds to a replacement means for replacing A.
【0059】
According to the present embodiment described above, the player simultaneously controls the two characters A and B on the game screen by simultaneously operating the right-hand operation unit and the left-hand operation unit of the controller 40 with the right hand and the left hand, respectively. However, by coordinating both hands, it is possible to advance the game by coordinating the two characters A and B. Therefore, according to the present embodiment, it is possible to give the player a new operation feeling that could not be obtained before, to cause excitement, and to increase the fun of the game.
【0060】
Further, according to the present embodiment, when the push button 53 of the controller 40 is operated, the character A or B controlled by the right-hand operation unit of the controller 40 is replaced with the character B or A controlled by the left-hand operation unit. Therefore, the assignments of the right-hand operation unit and the left-hand operation unit to the two characters A and B can be freely exchanged. Therefore, the player operates the push button 53 when the character controlled by the right hand is relatively located on the left side and the character controlled by the left hand is relatively located on the right side. By exchanging the assignments, there is no possibility that the control targets of the right hand and the left hand are mistakenly mistaken, and the operability is improved.
【0061】
Although one embodiment of the present invention has been described above, the present invention is not limited to this embodiment.
【0062】
For example, in the above-described embodiment, in addition to the characters A to D, an automatic character belonging to the same team as the characters A and B, a team of the characters A and B, and a team other than the teams of the characters C and D belong to the team. An automatic character may appear.
【0063】
Further, although the above-described embodiment is an example in the case of a one-player video game, the present invention can also be applied to the case of a multiplayer video game. For example, in the above-described embodiment, another controller 40 that is the same as the controller 40 is prepared, the added controller 40 is also connected to the interface circuit 3, and corresponds to steps S101 to S107 in relation to the added controller 40. If the process is added to step S100 and the same process as step S120 is performed on the characters C and D in relation to the added controller 40, a two-player ball throwing game can be realized.
【0064】
The same is true for multiplayer video games with three or more players. FIG. 8 is a diagram showing an example of a game screen in the case of a three-player ball throwing game. In FIG. 8, the same or corresponding elements as those in FIG. 7 are designated by the same reference numerals. In the example shown in FIG. 8, characters A and B belong to the first team, characters C and D belong to the second team, and characters E and F belong to the third team. Characters A and B are controlled by the right-handed operation unit and the left-handed operation unit of the first controller 40 operated by the first player, respectively. Characters C and D are controlled by the right-hand operation unit and the left-hand operation unit of the second controller 40 operated by the second player, respectively. Characters E and F are controlled by the right-hand operation unit and the left-hand operation unit of the third controller 40 operated by the third player, respectively. In FIG. 8, 301 is the basket that is the goal of the first team, 302 is the basket that is the goal of the second team, and 303 is the basket that is the goal of the third team.
【0065】
Needless to say, the game to which the present invention can be applied is not limited to the above-mentioned ball throwing game.
【0066】
[Effect of the invention]
As described above, according to the present invention, a video game character control method, a video game device, and a video capable of giving a new operation feeling to a player, causing excitement to the player, and increasing the fun of the game. A computer-readable recording medium on which a game program is recorded can be provided.
【0067】
Further, on the premise that such an effect can be obtained, it is possible to prevent a decrease in operability, a video game character control method, a video game device, and a computer readable in which a video game program is recorded. Recording medium can be provided.
[Simple explanation of drawings]
[Figure 1]
It is a schematic block diagram which shows the video game apparatus by one Embodiment of this invention.
[Figure 2]
It is a schematic flowchart which shows an example of the operation along the flow of a game.
[Fig. 3]
It is a schematic flowchart which shows an example of the controller input processing in FIG.
[Fig. 4]
It is a schematic flowchart which shows a part of an example of a player character processing in FIG.
[Fig. 5]
It is a schematic flowchart which shows the other part of the example of the player character processing in FIG.
[Fig. 6]
It is a schematic flowchart which shows an example of the ball movement / score determination processing in FIG.
[Fig. 7]
It is a figure which shows an example of a game screen.
[Fig. 8]
It is a figure which shows another example of a game screen.
[Explanation of symbols]
1 CPU 2 RAM 3 interface circuit 4 CD-ROM drive 5 V / RAM 6 VDP 7 encoder 8 Bus Arbiter 9 Voice-only CPU 10 RAM 11 ROM 12 Speech generator 20 CD-ROM 30 television monitor 40 Controller (operation means)
9 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2020167526A | Cited by | Japan | Search report |
| US7198568B2 | Cited by | United States of America | Applicant |
| US10589174B2 | Cited by | United States of America | Applicant |
| JP2018064753A | Cited by | Japan | Search report |
| JP2020167526A | Cited by | Japan | Search report |
1 member in 1 office
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2000005977 | Japan | A | |
| JP20000005977 | – | – | – |
Members1
| Document | Office | Kind | |
|---|---|---|---|
| JP2001190833AThis record | Japan | A |
Numbers
- Publication
- 2001-190833
- Publication, DOCDB
- 2001190833
- Publication, EPODOC
- JP2001190833
- Application
- 5977
- Application, DOCDB
- 2000005977
- Application, EPODOC
- JP20000005977
Titles2
- Japanese
- ビデオゲームのキャラクタ制御方法、ビデオゲーム装置、並びにビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体
- English
- INDUSTRIAL APPLICABILITY: A computer-readable recording medium on which a video game character control method, a video game device, and a video game program are recorded.
Classification
- IPC, 2
- A63F13 55
- A63F13 42