Claims
- 1. A video game system, comprising:an operating member for use by a player of the video game system, said operating member including a motion designator for enabling the player to designate movement of a player controlled object within a three-dimensional game display image; an image processing system for supplying three-dimensional image data to a display unit and operable to vary the game display image according to a program and based on operation of the operating member; wherein the player controlled object is moved on said display in a direction that is opposite to a direction that the player moves the operating member.
- 2. The video game system of claim 1, wherein a distance between a horizontally centered on-screen position and a position at which the player controlled object is displayed changes depending on a moving speed of the object within the game display image.
- 3. The video game system of claim 2, wherein said distance between the horizontally centered on-screen position and a position at which the player controlled object is displayed increases as said moving speed increases and decreases as said moving speed decreases.
- 4. The video game system of claim 2, wherein said video game system includes a one-directional scroll mode and an all-range scroll mode.
- 5. The video game system of claim 2, wherein said game is a shoot game and a sight for shooting by the player controlled object is positioned substantially at an on-screen center.
- 6. The video game system of claim 4, including a process for preventing an abrupt change in a background scene of said game display image in response to a change of direction of said player controlled object.
- 7. The video game system of claim 4, wherein in said one-directional scroll mode a single XYZ coordinate system is defined and a player viewing angle is defined to be parallel with respect to a −Z-axis direction of said XYZ coordinate system regardless of the movement of the player controlled object, wherein the XZ coordinate defines a planar coordinate system when the player controlled object is viewed from above, and the YZ coordinate defines a planar coordinate system when the player controlled object is viewed from a left toward a right.
- 8. The video game system of claim 7, wherein in said all-range scroll mode a first XYZ coordinate system and a second XYZ coordinate system are defined, and further wherein said first XYZ coordinate system defines a game space coordinate system and is fixed during said game and is used for representing a three dimensional space wherein a plurality of objects exist, and said second XYZ coordinate system defines a player coordinate system and varies based on movement of the player controlled object, wherein a player viewing angle is defined to be parallel with a −Z-axis of said second XYZ coordinate system.
- 9. The video game system of claim 8, wherein said video game operates in accordance with the following equations:θx1=C1*Xj θy1=C2*Yj θx2=C3*θx1+θx2(C3*θx1 increased per 1 frame) Xs=−As*sin(θx1+θx2) Zs=−As*cos(θx1+θx2) Ys=−As*sin θy1wherein Xj and Yj are joystick data; C1, C2, and C3 are constants; θx1 is an angle of an As directional vector of the player controlled object with respect to a −Z2-axis direction on an XZ coordinate of said player coordinate system as the player controlled object is viewed from above, and has a value that increases in a positive direction when said motion designator is moved leftward and decreases in a negative direction when said motion designator is moved rightward; θy1 is an angle of the As directional vector of the player controller object with respect to the −Z2-axis direction on a YZ coordinate of said player coordinate system as the player controlled object is viewed from left to right, and has a value that increases in a positive direction when the motion designator is moved forward and decreases in a negative direction when said motion designator is moved rearward; θx2 is an angle between a −Z1 axis direction of said game space coordinate system and the −Z2-axis direction of the player object on said XZ coordinate of said player coordinate system as the player controlled object is viewed from above, and has a value that increases and decreases in proportion to θx1 each frame; and Xs, Zs and Ys are respectively an X-axis component, a Y-axis component and a Z-axis component of the As directional vector in the game space coordinate system.
- 10. The video game system of claim 8, wherein a filtering process is provided for preventing abrupt movement of a background scene observed by said player upon movement of said player controlled object.
- 11. The video game system of claim 9, wherein a filtering process is provided for preventing abrupt movement of a background scene observed by said player upon movement of said player controlled object.
- 12. The video game system of claim 11, wherein said filtering process is performed during deducing θx1 from C1*Xj and during deducing θy1 from C2*Y.
- 13. The video game system of claim 12, wherein said filtering process causes θx1 to gradually approximate to C1*Xj over on a plurality of frames so as to obtain θx1=C1*Xj at a time that the frames have been processed, without making the C1*Xj immediately become θx1 on one frame, and causes θy1 to gradually approximate to C2*Yj over on a plurality of frames so as to obtain θy1=C2*Yj at a time that the frames have been processed, without making C2*Yj immediately become θy1 on one frame.
- 14. The video game system of claim 4, wherein in said all-range scroll mode a first XYZ coordinate system and a second XYZ coordinate system are defined, wherein said first XYZ coordinate system defines a game space coordinate system and is fixed during said game and is used for representing a three dimensional space wherein a plurality of objects exist, and said second XYZ coordinate system defines a player coordinate system and varies based on movement of the player controlled object, wherein a player viewing angle is defined to be parallel with a −Z-axis of said second XYZ coordinate system.
- 15. The video game system of claim 14, wherein said video game operates in accordance with the following equations:θx1=C1*Xj θy1=C2*Yj θx2=C3*θx1+θx2(C3*θx1 increased per 1 frame) Xs=−As*sin(θx1+θx2) Zs=−As*cos(θx1+θx2) Ys=−As*sin θy1wherein Xj and Yj are joystick data; C1, C2, and C3 are constants; θx1 is an angle of an As directional vector of the player controlled object with respect to a −Z2-axis direction on an XZ coordinate of said player coordinate system as the player object is viewed from above, and has a value that increases in a positive direction when said motion designator is moved leftward and decreases in a negative direction when the motion designator is moved rightward; θy1 is an angle of the As directional vector of the player controlled object with respect to the −Z2-axis direction on a YZ coordinate of said player coordinate system as the player controlled object is viewed from left to right, and has a value that increases in a positive direction when the motion designator is moved forward and decreases in a negative direction when the motion designator is moved rearward; θx2 is an angle between a −Z1 axis direction of said game space coordinate system and the −Z2-axis direction of the player object on said XZ coordinate of said player coordinate system as the player controlled object is viewed from above, and has a value that increases and decreases in proportion to θx1 each frame; and Xs, Zs and Ys are respectively an X-axis component, a Y-axis component and a Z-axis component of the As directional vector in the game space coordinate system.
- 16. The video game system of claim 14, wherein a filtering process is provided for preventing abrupt movement of a background scene observed by said player upon movement of said player controlled object.
- 17. The video game system of claim 15, wherein a filtering process is provided for preventing abrupt movement of a background scene observed by said player upon movement of said player controlled object.
- 18. The video game system of claim 17, wherein said filtering process is performed during deducing θx1 from C1*Xj and during deducing θy1 from C2*Y.
- 19. The video game system of claim 18, wherein said filtering process causes the θx1 value to gradually approximate to C1*Xj over on a plurality of frames so as to obtain θx1=C1*Xj at a time that the frames have been processed, without making the value C1*Xj immediately become θx1 on one 1 frame, and causes the θy1 value to gradually approximate to C2*Yj over on a plurality of frames so as to obtain θy1=C2*Yj at a time that the frames have been processed, without making the value C2*Yj immediately become θy1 on one frame.
Priority Claims (1)
Number |
Date |
Country |
Kind |
9-123273 |
Apr 1997 |
JP |
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Parent Case Info
This is a continuation of application Ser. No. 09/065,485, now U.S. Pat. No. 6,261,179, filed Apr. 24, 1998, the entire content is hereby incorporated by reference in this application.
US Referenced Citations (7)
Foreign Referenced Citations (2)
Number |
Date |
Country |
2 287 629 |
Sep 1995 |
EP |
WO 9427677 |
Dec 1994 |
WO |
Non-Patent Literature Citations (1)
Entry |
Abstract: Dialog (R) File 275 Computer Database (TM) 01903810 “Sighs of Relief all Round at Games Developers as Nintendo Delays International Ultra 64 Launch”, Computergram International, n858, pcgn02230018, Feb. 23, 1996. |
Continuations (1)
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Number |
Date |
Country |
Parent |
09/065485 |
Apr 1998 |
US |
Child |
09/590302 |
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US |