JPH07155463A - Waging war type fight game device - Google Patents

Waging war type fight game device

Info

Publication number
JPH07155463A
JPH07155463A JP5340729A JP34072993A JPH07155463A JP H07155463 A JPH07155463 A JP H07155463A JP 5340729 A JP5340729 A JP 5340729A JP 34072993 A JP34072993 A JP 34072993A JP H07155463 A JPH07155463 A JP H07155463A
Authority
JP
Japan
Prior art keywords
user
screen
character
game device
fighting
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.)
Pending
Application number
JP5340729A
Other languages
Japanese (ja)
Inventor
Tetsuya Akimoto
哲也 秋元
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.)
Hudson Soft Co Ltd
Original Assignee
Hudson Soft 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 Hudson Soft Co Ltd filed Critical Hudson Soft Co Ltd
Priority to JP5340729A priority Critical patent/JPH07155463A/en
Publication of JPH07155463A publication Critical patent/JPH07155463A/en
Pending legal-status Critical Current

Links

Classifications

    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/8029Fighting without shooting

Abstract

PURPOSE:To provide an image screen display means by which a character action can be absily inputted and the content of a fight can be properly expressed and which is rich in the virtual sense for the real by outputting alternately an image screen to display a competitor character in a visual point of a user and an image screen to display a user character manipulated by a user in a switching system according to practice of an input action. CONSTITUTION:A game device has an animation screen 3 to display a character manipulated by a competitor or a user on an image screen, a damage meter 1 to show physical strength, a fatigue degree window 2 to display a fatigue degree, an action barometer 4 to show activeness and a sub-window such as an attack sign 5 to show a kind of attack. Outputs of an animation image depicted in a visual point of the user and an animation image depicted in a visual point of the competitor are switched to/from each other, and the positional relationship and an interval between characters operated by both are expressed. Thereby, the game device which is rich in the virtual sense for the real and by which the content of a fight is easily seized and whose operation is easy, is formed.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】本発明は、対戦型コンピュータゲ
ーム装置の画面表示切り換え手段に関する。詳しくは、
格闘ゲーム装置における動画の画面表示手段に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to screen display switching means for a competitive computer game device. For more information,
The present invention relates to a moving image screen display means in a fighting game device.

【0002】[0002]

【従来の技術】現在、特に家庭用の小型コンピュータゲ
ーム装置は、ゲームソフトウェアとゲームソフトウェア
を利用する装置の組み合わせにより構成されるものが一
般的である。ゲームソフトウェアは、ロールプレイング
ゲーム、パズル、各種遊技を画面上で行うゲームに代表
される思考型のゲームと、シューテングゲームや格闘ゲ
ーム等のアクション型のゲームに分けることが出来る。
2. Description of the Related Art At present, small-sized computer game devices, especially for home use, are generally composed of a combination of game software and a device utilizing the game software. The game software can be divided into a role-playing game, a puzzle, a thought-type game represented by a game in which various games are played on the screen, and an action-type game such as a shooting game and a fighting game.

【0003】コンピュータゲーム装置は、比較的データ
量が小さく、装置の性能による制限を受けにくいパズル
ゲーム等から始まり、高性能の装置を要求するロールプ
レイングゲーム、臨場感が得られる格闘ゲームへと発展
を遂げている。
A computer game device has a relatively small amount of data and is started from a puzzle game or the like that is not easily restricted by the performance of the device, and then develops into a role-playing game that requires a high-performance device or a fighting game that gives a sense of presence. Has achieved.

【0004】格闘ゲーム等の対戦型ゲームソフトウェア
の画面上での実行態様には、シミュレーション的ゲーム
としての臨場感を実現するために、第三者の視点で対戦
者と使用者を表示するものと、使用者の視点のみで対戦
者を表示するものの、概ね二種類に分かれている。
In the execution mode of the fighting game software such as a fighting game on the screen, the opponent and the user are displayed from the viewpoint of a third party in order to realize a realistic feeling as a simulation game. , The opponent is displayed only from the user's point of view, but it is roughly divided into two types.

【0005】第三者の視点で画面表示する対戦型ゲーム
ソフトウェアは、一の使用者と対戦者が操るそれぞれの
キャラクタを第三者の視点で横からとらえ、同一画面上
に表示し、両者の位置関係、状態を映像、色彩、文字、
数値やグラフ、音声等で表現している。動画は、背景の
静画となるバックグラウンド画面と、キャラクタを形成
して各動作を表現する複数枚のスプライト画面を重ね合
わせ、設定された表示優先順位に従って表示する手法が
利用されることが多い。
The battle-type game software displaying on the screen from the third person's point of view captures the characters manipulated by one user and the opponent from the side from the third party's point of view and displays them on the same screen. Positional relations, state, video, colors, characters,
It is expressed by numbers, graphs, and voice. For a moving image, a background screen that is a still image of the background and a plurality of sprite screens that form a character to express each action are overlapped and displayed in accordance with a set display priority order. .

【0006】キャラクタの動作には、各種の攻撃、防
御、移動等の形態があり、キャラクタは各々、動作ある
いは動作を受けて変化する数種の属性値を有する。
There are various forms of attacks, defenses, movements, etc. in the motion of the character, and each character has a motion or several attribute values that change in response to the motion.

【0007】属性値は、攻撃を受けることにより変化す
る体力、能動性等について示すものである。また属性値
は、他の属性値や、一の使用者の入力指定による使用者
キャラクタの動作、および、コンピュータによる自動指
定または他の使用者の入力指定による対戦者キャラクタ
の動作の発生時間と位置関係に、相互に干渉して変動す
る。
The attribute value indicates physical strength, activity, etc. which change due to an attack. The attribute value is the time and position of another attribute value, the movement of the user character specified by one user's input, and the movement of the opponent character automatically specified by the computer or specified by another user. The relationship changes and interferes with each other.

【0008】動作による攻撃を命中された場合の体力の
減少、次の動作への体勢の立て直しや可能動作頻度を示
す能動性を、属性値が示し、両者の位置関係、状態等を
様々な手法で表現している。格闘ゲームは属性値の増減
によって進行していく。コンピュータによるキャラクタ
動作は、数段階の難易度に設定された動作入力ルーチン
により自動指定する。
[0008] The attribute value indicates a decrease in physical strength when an attack by an action is hit, a re-establishment of the posture for the next action, and an activity indicating the frequency of possible actions, and the positional relationship and state of the two are determined by various methods. expressing. The fighting game progresses as the attribute value increases or decreases. The character motion by the computer is automatically designated by a motion input routine set to several difficulty levels.

【0009】最近の傾向として現れた、使用者の視点で
のみ画面表示する対戦型ゲームソフトウェアでは、対戦
者が操るキャラクタが使用者と向かい合った状態でほぼ
画面一杯に表示される。動画表示は使用者が行った攻撃
動作に対しての対戦者の変化と対戦者の攻撃動作が主で
ある、いわゆるアニメーションと同様に、一画面から成
り、画面単位で出力していく手法が利用されることが多
い。
In the battle-type game software that has appeared as a recent tendency and is displayed on the screen only from the viewpoint of the user, the character operated by the opponent is displayed almost on the screen in a state of facing the user. The animation display mainly consists of changes in the opponent's attacking action performed by the user and the attacking action of the opponent. Similar to so-called animation, it consists of one screen and is output in screen units. It is often done.

【0010】対戦者キャラクタと格闘を展開すべき使用
者キャラクタは、データとして装置内のメモリ等に保持
されるが、ゲーム開始時および終了時を除いて画面上に
キャラクタとして表示されることはほとんどない。
The user character, which should develop a fight with the opponent character, is held as data in a memory or the like in the device, but is almost always displayed as a character on the screen except when the game starts and ends. Absent.

【0011】先述のものと同様に、格闘ゲームは使用
者、対戦者が操るキャラクタに付帯する属性値の増減に
よって内容が展開する。属性値の一部を、文字、数値等
で補助的に表示しているもののある。
Similar to the one described above, the content of the fighting game develops by increasing or decreasing the attribute value attached to the character operated by the user or the opponent. Some of the attribute values are supplementarily displayed with characters, numerical values, etc.

【0012】対戦者キャラクタが大型である点を生か
し、対戦者キャラクタの複雑な動作や格闘内容を表現
し、使用者に臨場感を与えるため、大型で高性能のコン
ピュータゲーム装置を利用することが多い。また、対戦
者キャラクタを他の使用者が操るとが可能なときは、表
示手段等を二つ用意する。
Taking advantage of the fact that the opponent character is large in size, it is possible to use a large-sized and high-performance computer game device in order to express the complicated action and fighting content of the opponent character and give the user a sense of presence. Many. Further, when it is possible for another user to control the opponent character, two display means and the like are prepared.

【0013】一の使用者はコンソール、スティックコン
トローラ等の入力手段を用いて動作を入力し、対戦者の
動作はコンピュータあるいは他の使用者が入力する。使
用者は、画面に表示される対戦者キャラクタの映像に反
応して動作入力を行う。対戦者がコンピュータであると
きは、先と同様に数段階の難易度に設定された動作入力
ルーチンにより自動指定する場合もあるが、使用者の入
力動作をデータ判定して、適当な動作を応答出力するこ
とにより、多彩なゲーム展開を繰り広げることが可能と
なっている。
One user inputs an action using an input means such as a console or a stick controller, and the action of the opponent is input by a computer or another user. The user inputs a motion in response to the image of the opponent character displayed on the screen. When the opponent is a computer, it may be automatically specified by a motion input routine set to several difficulty levels as before, but the user's input motion is judged and the appropriate motion is responded. By outputting it, it is possible to develop various game developments.

【0014】第三者の視点で対戦者と使用者を表示する
ものと、使用者の視点で対戦者を表示するもの、いずれ
も、適宜属性値の初期値、属性値の変動に影響を及ぼす
様々な係数が異なり、個性を有する数種のキャラクタが
用意されている。使用者、対戦者はキャラクタを選択
し、数段階の格闘ゲームを行うことが多い。
Both the display of the opponent and the user from the viewpoint of the third party and the display of the opponent from the viewpoint of the user both affect the initial value of the attribute value and the variation of the attribute value as appropriate. Several types of characters with different coefficients and different personalities are prepared. Users and opponents often select a character and play a fighting game of several stages.

【0015】[0015]

【発明が解決しようとする課題】このように従来の対戦
型ゲームソフトウェアは第三者の視点で画面表示するも
のと、使用者の視点で画面表示するものの二種類があ
る。第三者の視点で画面表示するものは、対戦者、使用
者の操るキャラクタの体勢と格闘内容が容易に把握でき
るため、操作しやすく、使用者がゲームに馴染みやす
い。データ規模を抑えながら、高速で複雑なゲームを構
成することが可能であるため、小型汎用コンピュータゲ
ーム装置への適用に向いている等の利点がある。
As described above, there are two types of conventional battle-type game software, one for displaying on the screen from the viewpoint of a third party and one for displaying on the screen from the viewpoint of the user. What is displayed on the screen from a third person's point of view is easy to operate and the user is familiar with the game because the posture of the character operated by the opponent and the user and the content of the fight can be easily grasped. Since it is possible to form a high-speed and complicated game while suppressing the data size, there are advantages such as being suitable for application to a small general-purpose computer game device.

【0016】しかし、対戦者がコンピュータであって、
特に難易度によって数種設けられたルーチンにより対戦
者キャラクタの動作が自動指定される場合など、ゲーム
展開が乏しいものとなる。ゲームでの臨場感は、画面上
のキャラクタが使用者の感覚を捉え、感情移入と自己投
影による面が大きい。第三者の視点で画面表示する場
合、画面上のキャラクタが小さく、感情移入等は起こり
にくい。臨場感に欠けており、シミュレーション的な要
素はほとんどない。
However, if the opponent is a computer,
In particular, when the action of the opponent character is automatically designated by a routine provided depending on the difficulty level, the game development becomes poor. The sense of presence in the game is largely due to the fact that the characters on the screen capture the user's senses and the emotional empathy and self-projection. When the screen is displayed from the viewpoint of a third party, the characters on the screen are small and it is difficult for empathy to occur. It lacks realism and has few simulation-like elements.

【0017】一方、使用者の視点で画面表示するもの
は、大型の表示手段との組み合わせにより、等身大に近
づいた対戦者キャラクタに対面して、使用者が入力動作
を行うと、あたかも使用者自らがキャラクタと対戦する
かのうような仮想現実感を得ることができる。
On the other hand, what is displayed on the screen from the user's point of view is as if the user performs an input operation by facing an opponent character approaching a life size by combining with a large display means. It is possible to obtain a virtual reality feeling as if one were fighting against the character.

【0018】しかし、対戦者キャラクタと格闘する使用
者キャラクタの攻撃等の動作を見ることができないた
め、使用者が行った入力動作の有効性や正確さを判断す
ることが難しい。補助的に表示される数値等で体力等の
一部の属性値が数値等で補助的に表示されるに過ぎず、
格闘内容の把握が容易でない。使用者の動作入力が難し
いため、ゲームに馴染みにくい。
However, it is difficult to judge the validity and accuracy of the input action performed by the user, because the action such as the attack of the user character fighting with the opponent character cannot be seen. Some attribute values such as physical strength are only displayed as numerical values, etc. as auxiliary values,
It is not easy to understand the content of the fight. Since it is difficult for the user to input motions, it is difficult to get familiar with the game.

【0019】本発明は、対戦型格闘ゲーム装置におい
て、キャラクタ動作入力が容易で格闘内容を適当に表現
し、かつ、仮想現実感に富んだ画面表示手段を得ること
を目的とする。
It is an object of the present invention to provide a screen display means for a fighting type fighting game device, in which character movement input is easy, the fighting content is appropriately expressed, and the virtual reality is rich.

【0020】[0020]

【課題を解決するための手段】上記の課題を解決するた
めに、本発明の対戦型格闘ゲーム装置は、使用者の視点
で対戦者キャラクタを表示する画面と、使用者が操る使
用者キャラクタを表示する画面を入力動作の実行に合わ
せて切り替えて交互に出力する。
In order to solve the above-mentioned problems, the battle-type fighting game device of the present invention displays a screen displaying the opponent character from the user's point of view and a user character operated by the user. The screen to be displayed is switched and output alternately according to the execution of the input operation.

【0021】図1に本発明の対戦型格闘ゲーム装置の出
力切替の説明図を示す。図にあるように、例えば先発と
して、対戦者が動作入力した内容が再生されている時間
内に、後発として、使用者が行う動作入力について、入
力動作の種類、入力時間等から属性値等を変更し、出力
優先順位の判定を行う。判定結果に基づいて出力の継続
/切替を決定し、結果を出力する。結果が出力されてい
る間に対戦者が行う動作入力について、出力優先順位の
判定を行って結果を出力する過程を繰り返して、ゲーム
が進行していく。
FIG. 1 is an explanatory view of output switching of the fighting type fighting game device of the present invention. As shown in the figure, for example, as the starter, within the time when the content input by the opponent is being reproduced, as the starter, for the operation input performed by the user, the attribute value and the like from the type of input operation, the input time, etc. Change and determine the output priority. Output continuation / switching is determined based on the determination result, and the result is output. With respect to the motion input performed by the opponent while the result is being output, the process of determining the output priority and outputting the result is repeated, and the game proceeds.

【0022】出力優先順位の判定として、後発側の入力
動作が、先発側の属性値に影響しない範囲である場合、
あるいは後発側からの動作入力がない場合は、出力継続
となる。後発側の入力動作が先発側の属性値に影響を及
ぼした場合、出力切替となる。出力継続が長引いた場合
は、ダメージ画面に出力切替をする。また、属性値の高
い防御を入力した場合、即座に防御画面に出力切替とな
る。
In order to determine the output priority order, if the input operation on the later side is in a range that does not affect the attribute value on the first side,
Alternatively, if there is no operation input from the latecomer side, the output continues. When the input operation on the later side affects the attribute value on the first side, the output is switched. If the output continues for a long time, the output is switched to the damage screen. When a defense with a high attribute value is input, the output is immediately switched to the defense screen.

【0023】図2に本発明の対戦型格闘ゲーム装置の出
力切替の一例の説明図を示す。図2にある左2枚の絵図
は、対戦者キャラクタを表示する画面で、攻撃技の画面
出力の始まりと終わりを構成している。また右3枚の絵
図は使用者キャラクタを表示する画面で、上からそれぞ
れ、防御、返し技、ダメージを示している。
FIG. 2 shows an example of output switching of the fighting type fighting game device of the present invention. The two left-hand pictorial diagrams in FIG. 2 are screens displaying the opponent character, and constitute the beginning and end of the screen output of the attack technique. Further, the three pictures on the right are screens for displaying the user character, and respectively show defense, return technique, and damage from the top.

【0024】先発として左上から始まる対戦者キャラク
タの攻撃技が出力されている時間内に、使用者が防御の
動作入力を行った場合、攻撃技の出力は直ちに中止さ
れ、結果として右上の防御のアニメーションへ出力切替
される。使用者が、返し技の動作入力を行った場合は、
攻撃技の出力が直ちに中止され、右中の返し技のアニメ
ーションが出力される。
If the user inputs a defense action within the time when the attacking technique of the opponent character starting from the upper left is output as the starter, the output of the attacking technique is immediately stopped and, as a result, the attacking action of the upper right is performed. Output is switched to animation. When the user inputs the action of the return move,
The output of the attack technique is immediately stopped, and the animation of the return technique in the right is output.

【0025】左下の画面により攻撃技が完結する間に、
使用者が行った入力動作が、対戦者の攻撃技や属性値に
影響しない範囲である場合、あるいは使用者が動作入力
しない場合は、対戦者の攻撃技の出力に続いて、右下の
ダメージ画面の出力となる。
While the attack technique is completed by the screen on the lower left,
If the input action performed by the user is within a range that does not affect the attack technique or attribute value of the opponent, or if the user does not input the action, the damage in the lower right corner is output following the output of the attack technique of the opponent. It will be the output of the screen.

【0026】以上の画面出力切替を行う例についてまと
めると、図3のようになる。図3は本発明の対戦型格闘
ゲーム装置における出力処理の一例の説明図である。図
上にあるように、使用者は、相手つまり対戦者が仕掛け
てきた攻撃技の種類を表示するアクションサインや、対
戦者キャラクタの動作を映像で表示するアニメスクリー
ンから見極めることができる。対戦者の攻撃技に対し、
使用者は自分側のアクションバロメータを参照して、入
力可能な動作の種類について判断し、動作入力を行うこ
とができる。
A summary of the above example of switching the screen output is as shown in FIG. FIG. 3 is an explanatory diagram of an example of output processing in the fighting type fighting game device of the present invention. As shown in the figure, the user can see from the action sign that displays the type of attacking technique that the opponent, that is, the opponent has set up, and the animation screen that displays the action of the opponent character as a video. Against the attack technique of the opponent,
The user can refer to the action barometer on his side to determine the type of action that can be input and input the action.

【0027】さらに本発明の対戦型格闘ゲーム装置で
は、画面をいくつかのサブウィンドウ画面に分割し、い
わゆるアニメーション画面としてキャラクタを大型表示
するアニメスクリーンや、両キャラクタの体力、疲労
度、能動性等の属性値や実行した攻撃種類を、文字、画
像、メータ等で表示するサブウィンドウとする。
Furthermore, in the fighting type fighting game device of the present invention, the screen is divided into several sub-window screens, and an animation screen for displaying a large character as a so-called animation screen, and attributes such as physical strength, fatigue level, and activeness of both characters are displayed. The value and the type of attack executed are sub-windows that display characters, images, meters, etc.

【0028】本発明の対戦型格闘ゲーム装置について一
例を挙げて図面とともに説明する。図4は本発明の対戦
型格闘ゲーム装置の一例を示す説明図である。ここに示
す一例では、画面表示が、対戦者ないし使用者の操るキ
ャラクタを表示するアニメスクリーン3、体力を示すダ
メージメータ1、疲労度を表示する疲労度ウィンドウ
2、能動性を示すアクションバロメータ4、攻撃種類を
示すアタックサイン5等のサブウィンドウで構成され
る。
A battle-type fighting game device according to the present invention will be described with reference to the drawings by way of example. FIG. 4 is an explanatory view showing an example of the competitive fighting game device of the present invention. In the example shown here, the screen display is an animation screen 3 that displays a character operated by an opponent or a user, a damage meter 1 that indicates physical strength, a fatigue level window 2 that indicates fatigue level, an action barometer 4 that indicates activeness, and an attack. It is composed of sub-windows such as attack sign 5 indicating the type.

【0029】図5〜図8は、本発明の対戦型格闘ゲーム
装置の一例における各サブウィンドウの説明図で、図5
はダメージメータ、図6は疲労度ウィンドウ、図7はア
クションバロメータ、図8はアタックサインについて示
している。
5 to 8 are explanatory views of each sub-window in an example of the fighting type fighting game device of the present invention.
Shows a damage meter, FIG. 6 shows a fatigue window, FIG. 7 shows an action barometer, and FIG. 8 shows an attack sign.

【0030】ダメージメータとは、ダメージ=体力−攻
撃力で得られる属性値で、これをインジケータ形態で表
示するものである。疲労度ウィンドウは、初期値=90
で1〜90の値を有する属性値で示される疲労度を表現
する。疲労度は、ダメージを生じると、値が減少する。
疲労度は、アクションバロメータの回復速度に干渉し、
属性値が低下すると、回復速度も低下する。疲労度は、
図5にあるように90〜61、60〜31、30〜1に
分割して、疲労度A、疲労度B、疲労度Cの3段階と
し、各段階を映像で表す。この例では、キャラクタの顔
をモチーフとした映像で表現している。
The damage meter is an attribute value obtained by damage = physical strength-attack strength, and is displayed in the form of an indicator. Fatigue window is initial value = 90
Represents the degree of fatigue indicated by an attribute value having a value of 1 to 90. The fatigue level decreases when damage occurs.
Fatigue interferes with the recovery rate of the action barometer,
If the attribute value decreases, the recovery speed also decreases. Fatigue is
As shown in FIG. 5, it is divided into 90 to 61, 60 to 31, and 30 to 1 into three stages of fatigue level A, fatigue level B, and fatigue level C, and each stage is represented by an image. In this example, the face of the character is used as a motif in the image.

【0031】アクションバロメータは、能動性あるいは
体勢を示す属性値をインジケータ形態で示す。能動性等
を示す属性値は、攻撃等の動作を発生し、あるいは、攻
撃によるダメージを受けて、大きく体勢が変化するとき
に減少し、経時的に回復する。属性値には、各種の動作
に呼応する数段階の最低限度が設定されており、属性値
が設定値を超えることが動作出力条件となる。この例で
はアクションバロメータは、2以上で動作可能となり、
ジャンプ、防御、通常攻撃、必殺攻撃が設定されてい
る。
The action barometer shows an attribute value indicating activity or posture in the form of an indicator. The attribute value indicating the activity or the like decreases when the action such as an attack occurs or is damaged by the attack and the posture greatly changes, and is recovered over time. The attribute value is set to a minimum limit of several steps corresponding to various operations, and the operation output condition is that the attribute value exceeds the set value. In this example, the action barometer can be operated at 2 or more,
Jump, defense, normal attack, and deadly attack are set.

【0032】アタックサインは、対戦者がどの攻撃を仕
掛けてきたかを、攻撃力を示す属性値から、数段階に分
けて表示する。本実施例では、点滅する記号で表す。こ
の例では、通常攻撃として、攻撃箇所を示す下段攻撃、
中段攻撃、上段攻撃、飛び攻撃について、各記号を一つ
点滅して表示する。また、下段〜上段の3つの記号を点
滅して表示する気弾攻撃、4つの記号を点滅して表示す
る必殺攻撃がある。
The attack sign indicates which attack the opponent has made by dividing it into several levels from the attribute value indicating the attack power. In this embodiment, it is represented by a blinking symbol. In this example, as a normal attack, the lower attack showing the attack location,
One symbol for each of the middle attack, upper attack, and jump attack is displayed by blinking. In addition, there is a bullet attack in which the three symbols in the lower row to the upper row are displayed by blinking, and a deadly attack in which four symbols are displayed by blinking.

【0033】以上のように、本発明の対戦型格闘ゲーム
装置では、画面出力切替とサブウィンドウ表示により、
使用者の視点で臨場感のあるダイナミックな映像を展開
しつつ、対戦者および使用者の操作するキャラクタの状
態、属性値等を的確に把握することができる。ここに説
明した例では、一対一対戦型であるが、必ずしも一対一
に限られることはない。
As described above, in the fighting type fighting game device of the present invention, by the screen output switching and the sub-window display,
It is possible to accurately grasp the states, attribute values, etc. of the characters operated by the opponent and the user while developing a realistic and dynamic image from the viewpoint of the user. The example described here is a one-on-one battle type, but the number is not necessarily limited to one-on-one.

【0034】本発明の対戦型ゲーム装置は、動画表示の
即時切替が要求されるため、アニメスクリーン等の表示
画面は、全て、オンメモリで保持されることが望まし
い。オンメモリで表示画面を保持することにより、自在
な画面表示が可能となり、多彩なゲーム内容が展開でき
る。
Since the battle-type game device of the present invention requires immediate switching of moving image display, it is desirable that all display screens such as an animation screen be held in on-memory. By holding the display screen in the on-memory, it is possible to freely display the screen and develop various game contents.

【0035】[0035]

【発明の効果】上記のように、本発明の対戦型格闘ゲー
ム装置によれば、使用者の視点でえがいたアニメーショ
ン映像と対戦者の視点で描いたアニメーション映像の出
力を切り替えることにより、両者の操作するキャラクタ
の位置関係、間合いを表現することができる。アニメー
ション映像から得られる情報が、正確さを欠く場合を考
慮して、画面をサブウィンドウに分割し、攻撃技等の入
力動作、体力、疲労度等の属性値を表示することによ
り、仮想現実感に富み、かつ、格闘内容が把握しやす
く、操作が容易なゲーム装置となる。使用者の視点で画
面表示を行う画面表示手段を一台備えるだけで、二以上
の使用者の対戦が可能な、対戦型格闘ゲーム装置を得る
ことができる等の効果がある。
As described above, according to the fighting type fighting game device of the present invention, by switching between the output of the animation video imaged from the user's viewpoint and the output of the animation video drawn from the competitor's viewpoint, both It is possible to express the positional relationship and the space between the operated characters. Considering the case where the information obtained from the animation video lacks accuracy, the screen is divided into sub-windows, and by displaying the attribute values such as input actions such as offensive techniques, physical strength, and fatigue, it is possible to create virtual reality. The game device is rich, easy to grasp the content of the fight, and easy to operate. By providing only one screen display means for displaying a screen from the user's point of view, there are effects such that two or more users can compete, and a competitive fighting game device can be obtained.

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明の対戦型格闘ゲーム装置の出力切替の説
明図である。
FIG. 1 is an explanatory diagram of output switching of a competitive fighting game device according to the present invention.

【図2】本発明の対戦型格闘ゲーム装置の出力切替の一
例の説明図である。
FIG. 2 is an explanatory diagram of an example of output switching of the competitive fighting game device of the present invention.

【図3】本発明の対戦型格闘ゲーム装置における出力処
理の一例の説明図である。
FIG. 3 is an explanatory diagram of an example of output processing in the fighting type fighting game device of the present invention.

【図4】本発明の対戦型格闘ゲーム装置の一例を示す説
明図である。
FIG. 4 is an explanatory diagram showing an example of a competitive fighting game device according to the present invention.

【図5】本発明の対戦型格闘ゲーム装置の一例における
各サブウィンドウの説明図である。
FIG. 5 is an explanatory diagram of each sub-window in an example of the fighting fighting game device of the present invention.

【図6】本発明の対戦型格闘ゲーム装置の一例における
各サブウィンドウの説明図である。
FIG. 6 is an explanatory diagram of each sub-window in an example of the fighting fighting game device of the present invention.

【図7】本発明の対戦型格闘ゲーム装置の一例における
各サブウィンドウの説明図である。
FIG. 7 is an explanatory diagram of each sub-window in an example of the competitive fighting game device of the present invention.

【図8】本発明の対戦型格闘ゲーム装置の一例における
各サブウィンドウの説明図である。
FIG. 8 is an explanatory diagram of each sub-window in an example of the fighting fighting game device of the present invention.

【符号の説明】[Explanation of symbols]

1 ダメージメータ 2 疲労度ウィンドウ 3 アニメスクリーン 4 アクションバロメータ 5 アタックサイン 1 Damage meter 2 Fatigue window 3 Anime screen 4 Action barometer 5 Attack sign

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】 画面に表示される複数のキャラクタを操
作して対戦、格闘させる対戦型格闘ゲーム装置におい
て、使用者の視点で動画表示される対戦者キャラクタ画
面と対戦者の視点で動画表示される使用者キャラクタ画
面等の複数の画面をメモリに保持し、キャラクタ属性値
および入力データによる出力判定により、画面出力を切
り替える手段を備え、かつ、キャラクタに付随する属性
値として、ゲーム終了に関与する体力、動作入力の可否
と入力可能動作に関与する能動性、入力された動作種
類、能動性の回復速度に関与する疲労度等を表示するサ
ブウィンドウ画面表示手段を備えることを特徴とする対
戦型格闘ゲーム装置。
1. In a fighting type fighting game device in which a plurality of characters displayed on a screen are operated to compete and fight, a moving image is displayed from the viewpoint of the user and an opponent character screen displayed as a moving image from the viewpoint of the user. A plurality of screens such as user character screens are held in the memory, and means for switching the screen output depending on the output judgment based on the character attribute value and input data is provided, and is involved in the end of the game as an attribute value associated with the character. A fighting type fighting game device characterized by comprising sub-window screen display means for displaying physical strength, availability of motion input and activeness related to inputtable motion, type of input motion, fatigue level related to recovery speed of activeness, etc. .
JP5340729A 1993-12-09 1993-12-09 Waging war type fight game device Pending JPH07155463A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP5340729A JPH07155463A (en) 1993-12-09 1993-12-09 Waging war type fight game device

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP5340729A JPH07155463A (en) 1993-12-09 1993-12-09 Waging war type fight game device

Publications (1)

Publication Number Publication Date
JPH07155463A true JPH07155463A (en) 1995-06-20

Family

ID=18339757

Family Applications (1)

Application Number Title Priority Date Filing Date
JP5340729A Pending JPH07155463A (en) 1993-12-09 1993-12-09 Waging war type fight game device

Country Status (1)

Country Link
JP (1) JPH07155463A (en)

Cited By (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0844010A3 (en) * 1996-11-26 1998-06-24 Konami Co., Ltd. Apparatus for and method of controlling the abilities of play character in video game and video game storage medium
EP0830879A3 (en) * 1996-08-22 1998-12-16 Konami Co., Ltd. A fighting-type television game machine and a storage medium for storing a program of such a game
US5885156A (en) * 1995-11-24 1999-03-23 Konami Co., Ltd. Video game apparatus, method of controlling the growth of play character in video game, and video game medium therefor
EP0972549A1 (en) * 1998-06-03 2000-01-19 Konami Co., Ltd. Video game machine, video game method, and computer-readable recording medium on which video game program is recorded
US6319121B1 (en) 1996-03-07 2001-11-20 Namco Ltd. Image synthesis method, games machine, and information storage medium
US6340330B1 (en) 1996-10-09 2002-01-22 Namco Ltd. Game machine and information storage medium
JP2002102409A (en) * 2000-09-29 2002-04-09 Nkb:Kk Game record distributing system for 'go'
EP1258272A3 (en) * 2001-05-16 2003-03-05 Konami Corporation Recording medium for storing gauge display program, gauge display method, video game device, and gauge display program
EP1518593A3 (en) * 1995-05-11 2005-12-07 Sega Enterprises, Ltd. Image processor and game device with image processor
US7864168B2 (en) * 2005-05-25 2011-01-04 Impulse Technology Ltd. Virtual reality movement system
WO2013180798A1 (en) * 2012-05-29 2013-12-05 Icelero Inc Method, apparatus and system for expressing and exchanging opinions on virtual objects
JP2018202234A (en) * 2018-10-04 2018-12-27 株式会社バンダイナムコエンターテインメント Information generating apparatus, information providing system, and program
JP2023105060A (en) * 2020-09-25 2023-07-28 株式会社 ディー・エヌ・エー Programs, systems and methods for providing games

Cited By (17)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1518593A3 (en) * 1995-05-11 2005-12-07 Sega Enterprises, Ltd. Image processor and game device with image processor
US5885156A (en) * 1995-11-24 1999-03-23 Konami Co., Ltd. Video game apparatus, method of controlling the growth of play character in video game, and video game medium therefor
WO2004082785A1 (en) * 1996-03-07 2004-09-30 Masanori Yamada Image synthesis method, game machine and information storage medium
US6319121B1 (en) 1996-03-07 2001-11-20 Namco Ltd. Image synthesis method, games machine, and information storage medium
EP0830879A3 (en) * 1996-08-22 1998-12-16 Konami Co., Ltd. A fighting-type television game machine and a storage medium for storing a program of such a game
US6093105A (en) * 1996-08-22 2000-07-25 Konami Co., Ltd. Fighting-type television game machine and a storage medium for storing a program of such a game
US6340330B1 (en) 1996-10-09 2002-01-22 Namco Ltd. Game machine and information storage medium
EP0844010A3 (en) * 1996-11-26 1998-06-24 Konami Co., Ltd. Apparatus for and method of controlling the abilities of play character in video game and video game storage medium
EP0972549A1 (en) * 1998-06-03 2000-01-19 Konami Co., Ltd. Video game machine, video game method, and computer-readable recording medium on which video game program is recorded
US6155924A (en) * 1998-06-03 2000-12-05 Konami Co., Ltd. Video game machine, video game method, and computer-readable medium on which video game program is recorded
JP2002102409A (en) * 2000-09-29 2002-04-09 Nkb:Kk Game record distributing system for 'go'
EP1258272A3 (en) * 2001-05-16 2003-03-05 Konami Corporation Recording medium for storing gauge display program, gauge display method, video game device, and gauge display program
US7014561B2 (en) 2001-05-16 2006-03-21 Konami Corporation Recording medium for storing gauge display program, gauge display method video game device, and gauge display program
US7864168B2 (en) * 2005-05-25 2011-01-04 Impulse Technology Ltd. Virtual reality movement system
WO2013180798A1 (en) * 2012-05-29 2013-12-05 Icelero Inc Method, apparatus and system for expressing and exchanging opinions on virtual objects
JP2018202234A (en) * 2018-10-04 2018-12-27 株式会社バンダイナムコエンターテインメント Information generating apparatus, information providing system, and program
JP2023105060A (en) * 2020-09-25 2023-07-28 株式会社 ディー・エヌ・エー Programs, systems and methods for providing games

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