Abstract: Display control is made so that meteor blocks (101-104) falling from the outer space are piled up on the surface of earth. When the player operates a cursor (106) for piled up meteor blocks (105) to designate them as objects to be operated, and presses a button, the meteor blocks are vertically re-arranged. When the meteor blocks of the same type line up as a result of re arranging, they can be ignited and launched. When the meteor blocks rise up to the outer space, they can be cleared. On the other hand, when the meteor blocks stall halfway, they cannot be cleared, and fall on the surface of earth again.
Abstract: A skeleton motion control device that control a motion of a skeleton model in which a parent bone and a child bone are linked via a joint. A movable range setting section sets a movable range of the joint on a projection plane, the projection plane being a plane that is orthogonal to an axis that connects a center point of a sphere and a focus that is a given point on the sphere surface, the center point of the sphere being the joint. A coordinate transformation section projects a point on the sphere surface onto the projection plane based on the focus, the point indicates a direction of the child bone. A skeleton motion calculation section calculates the direction of the child bone with respect to the parent bone within the movable range set by the movable range setting section based on a position of the point projected onto the projection plane.
Abstract: A transfer file stored in a game cartridge has a transfer file nested structure in which a transfer file in which a game program is converted into a transfer file is further converted into a transfer file. Specifically, the game program is converted into a transfer file at a level “1” (base level) of the nested structure, and a transfer file [n?1] converted at an immediately lower level “n?1” and the game program are converted into a transfer file at a level “n”. Note that n=1, 2, . . . N.
Abstract: A parameter of a consumption item (fuel, life) consumed as a game progresses is calculated. When a setting of a game termination condition changes, a rate of change of the parameter of the consumption item is changed according to the change of the setting. The game termination condition is a condition relating to the number of laps on a course, a time limit of a game or a game quota. The rate of change of the parameter of the consumption item is increased as the number of laps on a course is reduced, as the time limit of a game is shortened, or as the game quota is reduced. When a value of the parameter of the consumption item becomes equal to zero as a game progresses, the movement or motion of an object is disabled. The parameter of the consumption item is changed from an initial value set by a player with the rate of change which has been specified based on the game termination condition set by the player.
Abstract: An image generation system including: a drawing section which draws an object to generate image data; and an overdrive effect processing section which performs overdrive effect processing for the generated image data and generates image data to be output to a display section. The overdrive effect processing section performs the overdrive effect processing based on differential image data between image data generated in a Kth frame and image data generated in a Jth frame (K>J).
Abstract: A computer-readable information storage medium storing a program that causes a computer to function as: an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects; a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player; an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and a drawing section that generates an image of the object space viewed from a given viewpoint.
Abstract: A game system including: a music reproduction section which reproduces given music data stored in a storage section; a display control section which performs display control of changing a relative positional relationship among a direction mark which directs an operation to be performed by a player using an operation section, a special direction mark for the second game and a reference mark for timing judgment of the operation in association with a reproduction state of the music data to cause the direction mark and the reference mark to come closer; a timing acquisition section which acquires operation timing when the player operates the operation section for the direction mark; and a game calculation section which performs calculation processing of a first game of comparing the acquired operation timing with timing criteria and calculation processing of a second game differing from the first game based on operation information of the operation section for the special direction mark.
Type:
Grant
Filed:
September 9, 2004
Date of Patent:
May 25, 2010
Assignees:
Namco Bandai Games Inc., Nintendo Co., Ltd.
Abstract: A program for generating an image, the program causing a computer to function as: an object space setting section which sets an object in an object space; a vertex processing section which performs per-vertex processing; and a pixel processing section which performs per-pixel processing, wherein, when subjecting an object of a first group to predetermined processing which is implemented by a first processing and a second processing, the vertex processing section performs the first processing with a processing load lower than a processing load of the second processing, and the pixel processing section performs the second processing; and wherein, when subjecting an object of a second group differing from the first group to the predetermined processing which is implemented by a third processing and a fourth processing, the vertex processing section performs the third processing with a processing load higher than a processing load of the fourth processing, and the pixel processing section performs the fourth proc
Abstract: A computer game which makes the player operate a falling object that falls in a predetermined display area, and clears the falling object and falling stop objects by combining the falling object and falling stop objects under a predetermined condition. If falling stop objects including blocks that stop falling include a group of blocks which meet a predetermined clear condition, the group of blocks are registered as blocks to be cleared, and the control waits for a clear waiting state. Even in this waiting state, the next falling object begins to fall. After that, when a sequence bar (701) which moves vertically or horizontally in synchronism with a music output along with the progress of the game has passed the blocks to be cleared, these blocks are cleared.
Abstract: Printed material for stereoscopic viewing is fabricated by creating images for the left eye and the right eye IL1 and IR1 for stereoscopic viewing, performing correction processing to remove perspective of images in the IL1 and IR1 at a base surface, creating images for the left eye and the right eye IL2 and IR2, and performing anaglyph processing or the like, based on the IL2 and IR2. An image IL for the left eye is created by rendering a projection of each point of a graphic object onto a base surface BS in a projection direction linking a viewpoint position for the left eye VPL to each point of the graphic object OB, and an IMAGE IR FOR THE RIGHT EYE is created by rendering a projection of each point of the graphic object onto the base surface BS in a projection direction linking a viewpoint position for the right eye VPL to each point of the graphic object OB. Printed material for stereoscopic viewing is fabricated by anaglyph processing or the like, based on the IL and IR.
Abstract: An image generation system including a vertex processing section and a pixel processing section. When subjecting an object which is distant from a virtual camera to predetermined processing which is implemented by a first processing and a second processing, the vertex processing section performs the first processing with a processing load lower than a processing load of the second processing, and the pixel processing section performs the second processing. When subjecting an object which is close to the virtual camera to the predetermined processing which is implemented by a third processing and a fourth processing, the vertex processing section performs the third processing with a processing load higher than a processing load of the fourth processing, and the pixel processing section performs the fourth processing.
Abstract: A pusher-type prize dispensing device in which each of two support plates on which a bonus prize is placed is pivotally supported on one end on an axis of which the axial direction coincides with the horizontal and depth direction, and is locked almost horizontally by allowing the other end to be suspended on a locking member. A suspended string is tied to a bent upper portion, and the other end of the support plate is suspended on the top surface of a lower portion, whereby the locking member locks the support plate. When a weight member falls from a stationary table, the locking member moves rotationally due to the fall of the weight member so that the upper portion moves downward, whereby the support plate falls downward, causing the prize P placed on the top surface of the support plate to fall toward a prize receiving port.
Abstract: A part object which forms a model object is disposed by receiving a disposition direction for the part object and updating slot state data indicating a disposition state of the part object in a part slot provided corresponding to each part object. When another part object has been disposed in the part slot corresponding to the part object for which the disposition direction has been issued, whether or not to update the slot state data of the part slot is determined based on priority information which determines disposition priority of each part object, and the slot state data is updated based on the determination result.
Abstract: A game system includes: a music reproduction section that reproduces music data stored in a storage section; a character display control section that displays a character disposed on a map; a timing mark display control section that displays a timing mark in relation to the character, the timing mark indicating an evaluation timing that is set according to the music data; an input timing acquisition section that acquires an input timing of an input through an operation section; and an evaluation section that evaluates an operation of a player based on the acquired input timing and the evaluation timing, and the character display control section changes a motion of the character based on an evaluation result of the evaluation section.
Abstract: A computer terminal changes the non-evaluation property of one of the reference timings to the evaluation property based on a result of the evaluation conducted by comparing one of the reference timings having the evaluation property with the timing of the input performed by the operator.
Abstract: A method for executing a game having a motif of rolling an object combined with another object with which the object is contacted, on a surface of the object, and growing large like a snowball. The method has: controlling a rotation and a movement of a first object as an operated object, in a virtual space; combining one of a plurality of second objects, with which the operated object is contacted, around a contact position of the operated object, at which the operated object is contacted with the one of the second objects, when the operated object is contacted with the one of the second objects; and determining the operated object with which the one of the second objects is combined, and the one of the second objects, when the one of the second objects is combined with the operated object, as an operated object, newly.
Abstract: An object group is selected from enemy groups a and b that are positioned within the current battle area. A reference point that corresponds to the representative point of the positions of all enemy NPCs that belong to the selected group is calculated A target angle of view at which all of the enemy NPCs included in the object group can be photographed when a photographing direction of a virtual camera aims at the reference point is calculated. The virtual camera is controlled so that the photographing direction aims at the reference point and the angle of view coincides with the target angle of view.
Abstract: In a first-person gun shooting game or the like, when the player has performed a shooting operation, a bullet is fired from a gun held by a player's character. When the bullet has hit an enemy character, the enemy character is damaged. The bullet that has hit the enemy character rebounds from the enemy character and hits another object (wooden box) positioned near the enemy character so that the other object breaks.