Abstract: Provided is a game device capable of notifying a player of the timing for observing individual display units without ruining the game-world view. A game device comprising a first display unit (113) for displaying a, first image in conformity with the game progress and a second display unit (39) for displaying a second image corresponding to the first image further comprises perceptive stimulation elements (34-37) for stimulating the perception of the player operating the game device. In consideration of the game progress, when it is desired for the player to observe the second display unit (39), the perspective stimulation elements (34-37) are individually activated in order to stimulate the perception of the player operating the game device. The player learns the display of individual information by sound or vibration.
Abstract: An image processing system for generating an enjoyable moving picture of an object simulating a live fish moving in a three-dimensional virtual space, comprising a calculating means (steps S1-S13) for simulating the movement of the object with reference to the target point of the movement of the object and calculates image data and a means (step S14) for displaying the image data.
Abstract: The present invention provides a picture processing device capable of realizing the detailed shape and pattern of a display object which is far away from a viewpoint and which attracts a game player's attention. For example, a display object (or player) in a soccer game is composed of a small number of polygons to be displayed on a CRT-type display, etc. when the display object is far away from the viewpoint (or camera position). However, even if the player is at a far position, the player will attract the game player's attention when a ball is passed to the player. If the number of polygons composing the player is small in such a situation, the game player will gain an unnatural impression. For example, assuming that a ball rolls to a certain player and this player obtains priority, a priority mark will be displayed above the player's head. Then, it is determined whether or not the player with the priority mark is close to a certain viewpoint.
Type:
Application
Filed:
October 2, 2002
Publication date:
February 13, 2003
Applicant:
KABUSHIKI KAISHA SEGA ENTERPRISES, d/b/a SEGA ENTERPRISES, LTD.
Abstract: A game processing device processes a simulated game wherein an input device is modeled on an instrument required for a prescribed action in real life. This game processing device comprises game developing means for developing a game simulating said real-life action and providing a display indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; and instruction means for outputting an instruction signal to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received. When movement information indicating the movement of said input device and supplied by said input device reaches prescribed conditions, the development of the game by said game developing means is changed.
Abstract: The invention provides an image processing unit for a shooting game in which suitable images can be displayed according to a given situation, and in which more exciting and easy-to-manipulate images are displayed. Coordinate values for objects in three-dimensional virtual space are established on the basis of prerecorded object shape data, view point positions are established on the basis of distances x1 and x2 from predetermined objects defined in; three-dimensional virtual space (for example, the positions are lower when the distance is shorter, and higher when the distance is longer), the coordinate values established as described above are received, and the coordinate values are converted to a visual field coordinate system as seen from the view points established in the manner described above.
Abstract: The object of the present invention is to implement, by a simple arrangement, means for making the same information recording medium function selectively as a product version or as a demo version, and to provide a method of information processing whereby illicit use by a third party can be prevented. In a method of information processing according to the present invention, game software (a CD ROM) on which a game program is stored is inserted into a game device (step A1), and the content of back-up memory is read (step A2). A determination is made as to whether or not license information is written in the back-up memory (step A3) and, if no license information is written therein, the game software is made to function as the demo version (step A8). If license information is written therein, license checking is performed (step A4) and, as a result of the checking, the game software is made to function as the product version or as the demo version (steps A6, A7).
Abstract: To achieve a more realistic and richer shifting field, such as water surface over which a jet-ski or other object travels, thereby heightening the interest and ambiance of the game.
Abstract: In a simulation game machine for play on the basis of images of three-dimensionally constituted terrain features and characters which are represented as if viewed from a prescribed camera within a virtual space, allows the viewing point to be shifted in three dimensions while looking over a stage, thereby enhancing the interest of the game. Upon entering a topographical mapping data check (ST1), the viewing point is shifted while panning and zooming in movie-like fashion along a predetermined path (ST2), and messages disposed along the path are displayed (ST4).
Abstract: It is an object of this invention to provide a method of expressing, in an easily visible manner, a game proceeded in a plurality of game fields formed hierarchically.
Type:
Application
Filed:
July 31, 2002
Publication date:
December 26, 2002
Applicant:
Kabushiki Kaisha Sega Enterprises, Ltd.
Abstract: When a car turns, a visual point position CP and a sight line direction T are moved (from CP′ to CP and from T′ to T) in accordance with a turning angle of the car, and a displacement u of the visual point position (CP″) is made different from a displacement v of the sight line direction (T″). A ratio of the visual point position displacement u to the sight line direction displacement v is about 1:5.
Type:
Application
Filed:
August 15, 2002
Publication date:
December 19, 2002
Applicant:
Kabushiki Kaisha Sega Enterprises, Ltd.
Abstract: A baseball game is provided which imitates reality more closely by reflecting player data in game characters. Data relating to good hitting courses and bad hitting courses for each batter are incorporated as batter parameters, and the selection of a good or bad course by the batter can be reflected in the result of a hit, by varying the size of a collision object, or the like, in accordance with the batter parameters.
Type:
Application
Filed:
April 9, 2002
Publication date:
November 28, 2002
Applicant:
Kabushiki Kaisha Sega Enterprises
Inventors:
Yoshiyuki Okitsu, Toyoji Kurose, Jun Okubo, Tomoko Hasegawa
Abstract: An object is to provide a free-entry type of race game apparatus wherewith a player can join at any time. This is a race game that simulates an endurance race in which many vehicles run for a long period of time. The vehicles are continually running on the track (ST 1), from which number a player selects any vehicle at will (ST 3) and joins the race in progress (ST 4, 5). The game is terminated on the basis either of a pass count indicating the number of cars passed (or passed by) (ST 6), or a limiting time (ST 7).
Abstract: The game system 1 comprises a plurality of game devices 2a, 2b, . . . , a host computer 3 for implementing respective processing, and communication lines 4a, 4b, . . . , 5a, 5b, . . . to connect the game devices and the host information processing means. When there is a request for a game, the game device 2a is connected with the host computer 3 in order to provide such request to the host computer 3 and to receive opponent information from the host computer 3. Furthermore, the operation above is also implemented between the game device 2b and the host computer 3. After obtaining opponent information, the game devices 2a and 2b cut off the communication line 4a connected with the host computer 4, and a competition-type game is implemented between the game devices 2a and 2b by way of a communication line 5a.
Abstract: It is an object of this invention to provide a method of expressing, in an easily visible manner, a game proceeded in a plurality of game fields formed hierarchically. At least first and second game fields are hierarchically formed in a three-dimensional virtual space. It is possible to enjoy games proceeded simultaneously and in parallel in upper and lower spaces by displaying the proceeds of the games in the respective fields as seen from a viewpoint in the space.
Abstract: An image generating apparatus displays a highly expressive display of a polyhedron representing an object made from a pliable material using only a very small computational load. The image generating device displays images of polyhedrons located in a virtual space and includes a mass point setting circuit setting mass points across an entire surface of a polyhedron, an influential force setting circuit setting influential forces acting on the mass points, a mass point position calculating circuit calculating the positional coordinates of the mass points on the basis of the influential forces set by the influential force setting circuit; and a figure generating circuit generating a figure of the polyhedron on the basis of the positional coordinates for the mass points calculated by said mass point position calculating circuit.
Abstract: A game device permits generation of images of objects moving through a virtual space. The game device permits generation of track data by sampling at stipulated intervals of time the track along which a first moving object has moved, setting of transit points at stipulated intervals of distance along the track, and moving a second object in such a manner as to pass through the transit points. In addition, the games device permits allocating a second moving object a new course to avoid a collision where the second object is likely to collide with an obstacle while moving through the transit points.
Abstract: To provide an electronic dictionary that stylizes the display based on data pertaining to the number of times and frequency with which a search is performed, thereby making it easy to use, and to provide an electronic dictionary that can be used by a plurality of users.
The device comprises a keyboard 1a and a mouse 1b, a dictionary memory 6 for storing text electronically, mark files 7-1, . . . , 7-n which store attribute data relating to text that has been searched for one or more times in the dictionary memory 6, a display component 5 for displaying text that has been searched for, and a CPU 3 for displaying searched for text in the display area 5 while changing the color based on the attribute data from the mark file 7 and for searching the dictionary memory 6 upon receiving an output signal from the input method 1a or 1b.
Abstract: An input device comprises a board 14B whereon a player stands with both feet, and supporting mechanisms 14S, 14R, 14P for supporting the board such that it can oscillate, and it supplies oscillatory information when the player causes the board to oscillate to the game machine. In the supporting mechanism, the central axis of oscillation is positioned on the lower portion of, or below, the board. The centre of rotation of swinging movement in the supporting mechanism is position below the board 14B.
Abstract: It is an object of this invention to provide a game apparatus which is capable of providing the progress of a semi-infinite new scenario and which requires less labor for the development and sale for the above-described object.