Video game system and video game memory medium

Abstract
A video game system includes a video game machine and a controller connected thereto, wherein the game machine is further connected with a display device. A video-game memory medium, detachably attached to the game machine, generates image data for displaying a player object, a plurality of courses, and objects other than the player object. A player chooses a course of play by operating the controller. A score-giving condition is detected according to a relation of the player object to another object. Depending on the detection, a first score is counted for the course. When the player object comes under a condition satisfying a course clear, the first score is memorized in a score-register area of a RAM. If the user chooses to play a same course, an initial value is written to the score-register area.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




This invention relates to video game systems and video-game memory mediums, and more particularly to a video game system and video-game memory medium for playing a game by choosing a course therefor or displaying a player object moving to defeat enemies, such as in a shoot game.




2. Description of the Prior Art




In the conventional video game it is impossible to replay a once-cleared course in the middle of the game. The once-cleared course cannot be replayed unless the game machine is reset to replay the game from the beginning. Furthermore, prior art video games that display a moving player object on which hit determination is made only register a hit at one point thereof.




In a game to compete with a total score of clearing courses of among a plurality of courses, when one course is cleared at a high score, and another course is cleared at a low score, the total score would still be low. Due to this, a high score is difficult for a player to achieve. Furthermore, in order to replay a course, the game machine requires resetting in order to allow the game to replay from the beginning. Thus, even if the player does not want to play a course again, he is forced to replay the game from the beginning. Accordingly, the player is burdened with unwanted labor, thereby losing his interest in the game or having a burdensome feeling during the game.




Also, games using a player object operable to determine hit at only one point thereof, it is impossible to give variation of display to each effected portion of the player object. This makes it difficult to display the player object with diversification, thus imposing limitation on image representation. As a result, interest in such a game is reduced.




SUMMARY OF THE INVENTION




Therefore it is a principal object of this invention to provide a novel video game system and game-processing memory medium.




It is another object of this invention to provide a video game system and game-processing memory medium, which makes it possible, where a plurality of courses are provided, to gain a high score even in a difficult game, and advance to a same course (i.e. replay) even after clearing a course or scene difficult to manipulate, so that the player can win a high and satisfactory score without requiring resetting of the game data, thereby enhancing game amusement and the player's feeling of achievement.




It is a further object of this invention to provide a video game system and video-game memory medium, which has a player object divided into a plurality of portions which can register hit determinations so that the display player object is changed depending upon the portion damaged, thereby providing greater display variation and improving interest in the game.




It is still another object of this invention to provide a video game system and video game memory medium, having a player object that is varied in movement in a diversified manner depending upon how the player operates an operating means, giving realistic motion to the player object and providing player interest.




It is another object of this invention to provide a video game system and video game memory medium, having a player object that is varied in movement based on each divisional portion, thereby giving realistic motion to the player object and improving player interest.




A video game system according to this invention, having an operating means to be operated by a player, and an image processing apparatus for supplying image data to a display unit to display and vary a display image according to a program and depending on operation of the operating means, wherein the operating means includes a direction designating means to designate a direction of movement of a player object, and a plurality of motion designating switches for designating a motion of the player object, comprises: a player object image data generating means for generating data to display an image of the player object; a course image data generating means for storing with a plurality of course data to display different courses through which the player object can advance, and displaying one course chosen based on an operating state of the operating means by the player; an object image data generating means for displaying an image of an object other than the player object on each of the courses through which the player object advances; a choosing-screen data generating means for displaying a course choosing screen by which a course next to play is chosen from among the courses by operation of the operating means when starting a game or clearing a course; a score-giving condition setting means for setting a condition to give an in-a-course score to the respective courses; a score-giving condition detecting means for detecting that a score-giving condition set by the score-giving condition setting means is met depending on the relationship between the player object and the other object when the player object is advancing on the course chosen; a first score count means for counting a score on the course depending on an output of the score-giving condition detecting means when the player object is advancing on the course chosen; a course-clear detecting means for detecting that a clear condition for each course is met by the player object; a course-score memorizing means for memorizing on a course-by-course basis a score that has been counted for the course of among the courses by the first score count means; a control means for writing a cleared-course score that is counted by the first score count means into a corresponding area of the course-score memorizing means to the cleared course when the course-clear detecting means detects a course clear, and resetting the first score counting means to write an initial value into a corresponding area of the course-score memorizing means for a course immediately-before cleared, based on choosing to advance to a same course; and a second score count means for determining a sum of the course-scores memorized in the course-by-course area of the course-score memorizing means.




A video game machine in accordance with the invention includes an external memory medium such as a ROM. The external memory medium comprises: a player object image data generating program for generating data to display an image of the player object; a course image data generating program for storing a plurality of course data to display different courses through which the player object can advance, and displaying one course chosen based on an operating state of the operating means by the player; an object image data generating program for displaying an image of an object other than the player object on each of the courses through which the player object advances; a choosing-screen data generating program for displaying a course choosing screen by which a course next to play is chosen from among the courses by operation of the operating means when starting a game or clearing a course; a score-giving condition setting program for setting a condition to give an in-a-course score to the respective courses; a score-giving condition detecting program for detecting that a score-giving condition set by the score-giving condition setting means is met depending on the relationship between the player object and the other object when the player object is advancing on the course chosen; a first score count program for counting a score on the course depending on an output of the score-giving condition detecting means when the player object is advancing on the course chosen; a course-clear detecting program for detecting that a clear condition for each course is met by the player object; a course-score memorizing program for memorizing on a course-by-course basis a score that has been counted for the course of among the courses by the first score count means; a control program for writing a cleared-course score that is counted by the first score count means into a corresponding area of the course-score memorizing means to the cleared course when the course-clear detecting means detects a course clear, and resetting the first score counting means to write an initial value into a corresponding area of the course-score memorizing means to a course immediately-before cleared, based on choosing to advance to a same course; and a second score count program for determining a sum of the course-scores memorized in the course-by-course area of the course-score memorizing means.




The memory medium, e.g. an external ROM, has stored therein a player object image data generating program, a course image data generating program and an object image data generating program so that the video game machine can display a player object image and other object images, according to image data provided by these programs, on the display device.




The video game machine includes a CPU and a RCP (Reality Co-Processor) by which a choosing screen is displayed on the displaying device so that the player is allowed to choose a course at the start of a game or upon clearing a course. Thus, the player can choose a course to begin the game.




During playing a game, the score condition detecting means detects whether or not a score-giving condition (hit detection) is satisfied by the relation of the player object to another object. If the condition is satisfied, the first score count means counts a score for the course. If a course clear is detected by the course-clear detecting means, a first score counted by the first score count means is written into an area of the course-score memorizing means, and the first score count means is reset.




When a course that is already cleared is again chosen by the player, an initial value is written to a relevant area of the course-score memorizing means. Therefore, this course is started, and a first score is counted. The first score is summed up by the second score count means.




According to this invention, a video game system and video game memory is provided which can enhance a realism feeling in a video game, improve a player's feeling of achievement, and increase interest in the video game.




Also, where a plurality of courses are provided, it is possible to achieve a high score even in a difficult game, and advance to the same course (i.e. replay) even after clearing the course or scene difficult to manipulate, so that the player can win a high and satisfactory score without having to re-play the entire game, thereby enhancing game amusement and satisfying the player's feeling of achievement.




In one aspect of this invention, a video game system comprises: a player-object image data generating means for generating data to display an image of the player object combined by a plurality of divided portions of the player object; an influencing object image data generating means for generating influencing object image data to display an influencing object image displayed around the player object to have an effect upon the player object; a hit determining means for determining a hit for each of the divided portions of the player object when the player object is influenced by the influencing object; an image changing means for changing the image data generated by the player-object image data generating means so as to vary the display of the divided portions of the player object hit-determined by the hit determining means; and a moving state changing means for changing a moving state of the player object depending on a position of the divided portion of the player object given change by the image changing means.




Each divisional portion of the player object may be further constituted by a plurality of sub-divisional portions. In such a case, the image changing means changes the image data generated by the player-object image data generating means in such a manner that change in display is given to a sub-divisional portion of a divisional portion of the player object on which the hit determining means has determined a hit.




Note that the player object is typically selected in symmetry in left and right as viewed in plan. The hit determining means detects which portion in left or right has been hit on the player object. The image changing means causes change to a shape on a side determined to be hit by the hit determining means. The moving state changing means causes to change the moving state in a manner different between a side changed and a side unchanged by the image changing means.




For example, if the player object is in a shape of an airplane, if the right wing is assumed hit-determined, the image changing means changes the right-wing shape. In this state, if the player object is designated to move by the joystick, the moving state changing means slows down the moving speed of the right wing as compared to the left-wing moving speed. Accordingly, the player object (airplane) begins to fly in a curved path toward the right in a natural fashion.




As a result, it is possible to realize a dramatic and interesting video game, if a divisional portion of the player object is hit-determined to change a state of display of the player object depending upon a portion damaged.




If the player object is configured to vary in movement in a diversified manner so that the player has to operate an operating means to cope with the variation, a dramatic and interesting video game is provided that has increased realistic movement of the player object.




If the player object is changed in movement depending on an amount affected for each divisional portion of the player object, a dramatic and interesting video game is provided that has realistic movement of the player object.











The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.




BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is an external view showing a structure of a video game system according to one embodiment of this invention;





FIG. 2

is a block diagram of the video game system of the one embodiment of this invention;





FIG. 3

is a detailed circuit diagram of a controller control circuit


18


;





FIG. 4

is a block diagram of a controller


40


;





FIG. 5

is a memory map illustratively representing an entire memory space of an external ROM


21


;





FIG. 6

is a memory map showing in detail one part of the memory space of the external ROM


21


;





FIG. 7

is a memory map illustratively representing an entire memory space of a RAM


15


;





FIG. 8

is a memory map showing in detail one part of the memory space of the RAM


15


;





FIG. 9

is a view showing game courses as one example to which this invention is applied;





FIG. 10

is a view showing a course choosing scene of the game;





FIG. 11

is a diagram showing a game area map for explaining a game content as one example of which this invention is applied;





FIG. 12

is a view illustratively representing message output content in a communication process with fellows in the

FIG. 11

game;





FIG. 13

is a view showing one example of message outputting on-screen display expressed based on the communication process with the fellows in the

FIG. 11

game;





FIG. 14

is a view showing one example of on-screen display of combating against a boss character in the

FIG. 11

game;





FIG. 15

is a main flowchart for processing a game according to one embodiment of this invention;





FIG. 16

is a subroutine flowchart showing a detailed process on a course choosing screen;





FIG. 17

is a subroutine flowchart showing a detailed process for mode shift;





FIG. 18

is a flowchart for explaining data transfer between the controller control circuit


18


and the video game machine main body;





FIG. 19

, FIG.


20


and

FIG. 21

are subroutine flowcharts of a communication process with fellows as one example of a message outputting process for assisting game advancement;




FIG.


22


and

FIG. 23

are subroutine flowcharts of a replenish material supply process as another example of a message outputting process for assisting game advancement;





FIG. 24

, FIG.


25


and

FIG. 26

are subroutine flowcharts of a fellow object process;





FIG. 27

is a subroutine flowcharts of an enemy object process;





FIG. 28

is an operation of a part step included in the enemy object process of

FIG. 27

;





FIG. 29

is a subroutine flowchart of a stationary object process;





FIG. 30

is a subroutine flowchart of a rendering process;





FIG. 31

is a subroutine flowchart of a sound process;





FIG. 32

is a subroutine flowchart of a player object process;





FIG. 33

is a subroutine flowchart of a player object process;





FIG. 34

is an X(−Z)-coordinate in a three-dimensional space in a one-direction scroll mode;





FIG. 35

is an external view of a player object


60


;





FIG. 36

is a subroutine flowchart of a player object process;





FIG. 37

is an X(−Z)-coordinate in a three-dimensional space in an all-range mode;





FIG. 38

is a subroutine flowchart of the player object process;





FIG. 39

is a subroutine flowchart of a hit determination process;





FIG. 40

is an external view of the player object


60


losing a part of both wings;





FIG. 41

is an external view of the player object


60


losing a part of a left wing;





FIG. 42

is a subroutine flowchart of the player object process;





FIG. 43

is an external view of the player object


60


losing greater part of the left wing;





FIG. 44

is a subroutine flowchart of a camera process;





FIG. 45

is a subroutine flowchart of the camera process;





FIG. 46

is a view showing one example of on-screen display of the player object;





FIG. 47

is a view showing another example of on-screen display of the player object


60


; and





FIG. 48

is a subroutine flowchart of a hit determination process for enemy objects.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS




Now, the preferred structures of a video game system of the present invention and a video game memory medium used therefore will be described. It is noted that, although in the below embodiments relative to an exclusive video game machine, an image processing apparatus can also be used, such as a personal computer or the like. Although the operating means is explained on a game-exclusive controller, an input device, such as a keyboard or a mouse may be employed if the video game system of the invention is with an image processing apparatus such as a personal computer.





FIG. 1

is an external view showing a video game system according to one embodiment of the present invention. The video game system includes a video game machine main body


10


, a ROM cartridge


20


as an example of an external memory device, a CRT display


30


as an example of a display device connected to the video game machine main body


10


, and a controller


40


as an example of an operating means (or an operating input means). The controller


40


is detachably mounted, as required, with a RAM cartridge


50


(or a vibration cartridge


50


A).




The controller


40


is provided with a plurality of switches or buttons on a housing


41


that is in a hand graspable form. Specifically, the controller


40


is provided with handles


41


L,


41


C,


41


R at lower portions on the respective left, right and center of the housing


41


, thus providing an operating area at an upper surface thereof. In the operating area, there are provided an analog-input joystick


45


at a central lower portion thereof, a cross-shaped digital direction switch (hereinafter called “cross switch”)


46


on the left side, and a plurality of button switches


47


A-


47


Z on the right side. The joystick


45


is used to designate or input a moving direction and/or moving speed (or the moving amount) of the player object based on the amount and direction of joystick inclination. The cross switch


46


is used to input a player object moving direction, in place of the joystick


45


. The plurality of button switches


47


include switches


47


A,


47


B for designating the motion of the player object, a switch


47


C for use to switch an observer's viewpoint as viewed through a camera, a start switch


47


S, a motion switch


47


L provided on a lateral surface of a left upper portion of the housing


41


, a motion switch


47


R provided on a lateral surface of a right upper portion of the housing


41


, and a switch


47


Z provided on a backside of the handle


41


C. The switch


47


C is comprised of four button switches


47


Cu,


47


Cd,


47


Cl,


47


Cr arranged at the upper, lower, left and right so that it can be used in an application other than changing the view point of the camera, such as to control the moving speed (e.g. acceleration, deceleration, etc.) in a shoot or action game. These button switches


47


A-


47


Z can have defined functions according to a game program.





FIG. 2

is a block diagram of the video game system of one embodiment of the present invention. The video game machine


10


incorporates therein a central processor unit (hereinafter abbreviated as “CPU”)


11


and coprocessor (reality coprocessor: hereinafter abbreviated as “RCP”)


12


. The RCP


12


includes a bus control circuit


121


for controlling buses, an image processing unit (reality signal processor; hereinafter abbreviated as “RSP”)


122


for performing polygon coordinate transformation, shading treatment and so on, an image processing unit (reality display processor; hereinafter abbreviated as “RDP”)


123


for rasterizing polygon data into an image to be displayed and converting the same into a data form (dot data) stored on a frame memory. The RCP


12


is connected with a cartridge connector


13


for detachably mounting with a ROM cartridge


20


, a disc-drive connector


14


for detachably mounting with a disc drive


26


, and a RAM


15


. Also, the RCP


12


is connected with an audio signal generating circuit


16


for outputting a sound signal processed by the CPU


11


, and an image signal generating circuit


17


for outputting an image signal. Further, the RCP


12


is connected with a controller control circuit


18


for serially transferring operational data for one or a plurality of controllers


40


A-


40


D and/or data for a RAM cartridge


50


for extension.




The bus control circuit


121


included in the RCP


12


parallel-serial converts the command supplied in a parallel signal from the CPU


11


via a bus so as to supply as a serial signal to the controller control circuit


18


. Also, the bus control circuit


121


converts the serial signal inputted from the controller control circuit


18


into a parallel signal to give an output to the CPU


11


via a bus. The data representing an operational state read out of the controller


40


A-


40


D is processed by the CPU


11


, and temporarily stored within a RAM


15


, and so on. In other words, the RAM


15


includes a storage area for temporarily memorizing the data to be processed by the CPU


11


so that it is utilized for smoothly reading and writing data through the bus control circuit


121


.




The sound signal generating circuit


16


is connected with a connector


195


that is provided at a rear face of the video game machine


10


. The image signal generating circuit


17


is connected with a connector


196


provided at the rear face of the video game machine


10


. The connector


195


is disconnectably connected with a connecting portion of a sound generating device


32


such as a TV speaker, etc. The connector


196


is disconnectably connected with a connecting portion of a display


31


such as a TV receiver or CRT.




The controller control circuit


18


is connected with controller connectors (hereinafter abbreviated as “connectors”)


191


-


194


that are provided at the front face of the video game machine


10


. The connectors


191


-


194


are detachably connected with a controller


40


A-


40


D through a connecting jack. The connection of a controller


40


A-


40


D to a connector


191


-


194


in this manner places the controllers


40


A-


40


D into electrical connection with the video game machine


10


, thereby enabling transmission/reception or transfer of data therebetween.





FIG. 3

is a detailed circuit diagram of the controller control circuit


18


. The controller control circuit


18


is used for transmitting and receiving data in serial form between the RCP


12


and the controller connectors


191


-


194


. The controller control circuit


18


includes a data transfer control circuit


181


, a transmitting circuit


182


, a receiving circuit


183


, and a RAM


184


for temporarily memorizing transmission or reception data. The data transfer control circuit


181


includes a parallel-serial converting circuit and a serial-parallel converting circuit to convert data format during data transfer, and further performs control to write into and read from the RAM


184


. The serial-parallel converting circuit converts the serial data supplied from the RCP


12


into parallel data to supply it to the RAM


184


or the transmitting circuit


182


. The parallel-serial converting circuit converts the parallel data supplied from the RAM


184


or the receiving circuit


183


into serial data to supply it to the RCP


12


. The transmitting circuit


182


converts the command for controlling controller-


40


signal reading supplied from the data transfer control circuit


181


and the writing data (parallel data) to the RAM cartridge, into serial data to be delivered to channels CH


1


-CH


4


respectively corresponding to the controllers


40


A-


40


D. The receiving circuit


183


receives, in serial data, the operational state data of the controllers


40


A-


40


D inputted through the corresponding channels CH


1


-CH


4


and read-out data from the RAM cartridge


50


to convert them into parallel data to be delivered to the data transfer control circuit


181


. The data transfer control circuit


181


serves to control writing into the RAM


184


on the data transferred from the RCP


12


, the operational state data of the controller


40


A-


40


D received by the receiving circuit


183


, or the data read out of the RAM cartridge


50


, and reads data out of the RAM


184


based on a command from the RCP


12


so as to transfer it to the RCP


12


.




The RAM


184


, though not shown, includes memory areas


184




a


-


184




h


. The area


184




a


is stored with a command for the first channel, while the area


184




b


is stored with transmission and reception data for the first channel. Similarly, the area


184




c


is stored with a command for the second channel, while the area


184




d


is stored with transmission and reception data for the second channel. The area


184




e


is stored with a command for the third channel, while the area


184




f


is stored with transmission and reception data for the third channel. The area


184




g


is stored with a command for the fourth channel, while the area


184




h


is stored with transmission and reception data for the fourth channel.





FIG. 4

is a detailed circuit diagram of the controller


40


and the RAM cartridge


50


. The housing of the controller


40


incorporates an operating signal processing circuit


44


, etc. in order to detect an operational state of the joystick


45


, switches


46


,


47


, etc. to transfer the detected data to the controller control circuit


18


. The operating signal processing circuit


44


includes a receiving circuit


441


, a control circuit


442


, a switch signal detecting circuit


443


, a counter circuit


444


, a joyport control circuit


446


, a reset, circuit


447


and a NOR gate


448


. The receiving circuit


441


converts a serial signal, such as a control signal transmitted from the controller control circuit


18


or writing data to the RAM cartridge


50


, into a parallel signal to supply it to the control circuit


442


. The control circuit


442


generates a reset signal to reset (0), through the NOR gate


448


, count values of an x-axis counter


444


X and a y-axis counter


444


Y within the counter


444


, when the control signal transmitted from the controller control circuit


18


is a signal for resetting X, Y coordinates of the joystick


45


.




The joystick


45


includes X-axis and Y-axis photo-interrupters in order to resolve a lever inclination into X-axis and Y-axis components to generate pulses in number proportional to the inclination so that it supplies pulse signals respectively to the counter


444


X and the counter


444


Y. The counter


444


X counts the number of pulses generated in response to the inclination amount when the joystick


45


is inclined in the X-axis direction. The Counter


444


Y counts the number of pulses generated responsive to the inclination amount when the joystick


45


is inclined in the Y-axis direction. Accordingly, the resultant X-axis and Y-axis vector that is determined by the count values of the counters


444


X and


444


Y serves to determine a moving direction and a coordinate position of the player object or hero character or a cursor. Incidentally, the counter


444


X and the counter


444


Y are also reset when a reset signal is supplied from the reset signal generating circuit


447


due to turning on the power or a reset signal is supplied from the switch signal detecting circuit


443


due to simultaneous depressing of two predetermined switches.




The switch signal detecting circuit


443


responds to an output command of a switch state supplied on a constant period (e.g. a TV frame period of a {fraction (1/30)} second interval) from the control circuit


442


, to read a signal varying depending upon a depression state of the cross switch


46


and the switches


47


A-


47


Z, then delivering it to the control circuit


442


. The control circuit


442


responds to a read-out command signal of the operational state data from the controller control circuit


18


to supply a predetermined data format of the operational state data on the switches


47


A-


47


Z and the count values of the counters


444


X,


444


Y to the transmitting circuit


445


. The transmitting circuit


445


converts the parallel signal outputted from the control circuit


442


into a serial signal, and transfer it to the controller control circuit


18


via a converting circuit


43


and a signal line


42


. The control circuit


442


is connected with a port control circuit


446


via an address bus and a data bus as well as a port connector


449


. The port control circuit


446


performs data input/output (or transmission/reception) control according to a command from the CPU


11


, when the RAM cartridge


50


is connected to the port connector


449


.




The RAM cartridge


50


is structured to connect the RAM


51


to the address bus and data bus and connect the RAM


51


with a battery


52


. The RAM


51


is a RAM having a capacity of lower than a half of a maximum memory capacity accessible through the address bus (e. g. 256 k bits). The RAM


51


is used to store backup data in relation to a game, and it keeps backup data by being supplied with electric power from the battery


52


even if the RAM cartridge


50


is withdrawn from the port connector


449


.




In order to represent an impact state with collisions, blasts and so on through images or sound outputting in a highly realistic manner, it is possible to use a RAM cartridge


50


incorporating a vibration generating circuit


53


or a vibration cartridge


50


A comprising a vibration generating circuit


52


without RAM


51


.




The ROM cartridge


20


includes an external ROM


21


mounted on a circuit board so as to accommodate the circuit board within a housing thereof. The external ROM


21


is stored with image data or program data to be image-processed for a game or the like, and sound data such as music, sound effects or messages, as desired.





FIG. 5

is a memory map illustratively representing the entire memory space of the external ROM


21


, while

FIG. 6

is a memory map showing in detail part (image display data area


24


) of the memory space of the external ROM


21


. The external ROM


21


includes a plurality of memory areas (hereinafter the “memory area” is abbreviated as “area” when it is used with a data kind name put in front thereof), for example as shown in

FIG. 5

, a program area


22


, a character code area


23


, an image data area


24


and a sound memory area


25


, thus memorizing various programs beforehand.




The program area


22


is stored with programs required for performing image processing such as for a game (programs for realizing the functions of flowcharts shown in FIG.


15


-

FIG. 31

hereinafter stated or game data conforming to a game content, or the like). Specifically, the program area


22


includes memory areas


22




a


-


22




p


for previously memorizing operating programs for the CPU


11


in a fixed manner. A main program area


22




a


is stored with a main routine processing program for a game shown in

FIG. 15

hereinafter described, or the like. A control pad data (operating state) determining program area


22




b


is stored with a program for processing the data representative of an operating state, etc. of the controller


40


. A write program area


22




c


is stored with a write program by which the CPU


11


causes the RCP


12


to write into a frame memory and a Z buffer. For example, the write program area


22




c


is stored with a program for writing chrominance data, as image data based on texture data for a plurality of movable objects or background objects displayed in one background scene, into a frame memory area (


152


shown in

FIG. 7

) of the RAM


15


, and a program for writing depth data into a Z buffer area (


153


shown in FIG.


7


). A movement program area


22




d


is stored; with a control program by which the CPU


11


causes the RCP


12


to vary the position of the movable object in a three-dimensional space. A camera control program area


22




e


is stored with a camera control program by which control is made as to which position and direction the movable object including the player object or the background object is photographed in the three-dimensional space. A course choosing program area


22




f


is stored with a course choosing subroutine program as shown in

FIG. 16

to be stated later. A mode shift program area


22




g


is stored with a mode shifting subroutine program as shown in

FIG. 17

to be described below. The program stored in the memory area


22




g


serves to change the direction and range of scroll, by shifting the scroll mode between one-directional scroll display and all-direction (all-range) scrolling.




A communication process program area


22




h


is stored with a communication process subroutine program as shown in FIG.


19


-

FIG. 21

hereinafter stated. A replenishing process program area


21




i


is stored with a replenishing process subroutine program as shown in FIG.


22


-

FIG. 23

hereinafter stated. A player object program area


22




j


is stored with a program for display-controlling the object operated by the player. A fellow object program area


22




k


is stored with a program (see FIG.


24


-

FIG. 26

) for display-controlling a fellow object that proceeds with a game in cooperation with the player object. An enemy object program area


221


is stored with a program (see FIG.


27


and

FIG. 28

) for display-controlling an enemy object that makes attacks on the player object. A background program area


22




m


is stored with a background creating program (see

FIG. 29

) by which the CPU


11


causes the RCP


12


to create a three-dimensional background picture (or course). A sound processing program area


22




n


is stored with a program (see

FIG. 31

) for generating a sound effect, music or voices. A game-over process program area


22




o


is stored with a program for a process to be carried out when a game is ended, e. g. detecting a state of a game-over or saving backup data on a state of the game up to the game-over. A message process program area


22




p


is stored with a subroutine program for processing a message (communication process in FIG.


19


-

FIG. 21

, processes including a supply of replenishment materials in FIG.


22


and FIG.


23


), in order to output, by displaying characters or outputting sounds, a message helpful for operation suited for the site or environment where the player object is positioned.




A literal code area


23


is an area for memorizing a plurality of kinds of literal codes, which are stored with literal dot data in plurality of kinds corresponding to a code. The literal code data stored in the literal code area


23


is utilized for displaying an explanatory note for the player during a game. In this embodiment, this area is used to display a literal message (or phrase) concerning an appropriate manipulating way or responding method at proper timing in conformity to the surrounding environment that the player object is standing (e. g. site, obstacle kind, enemy object kind) or the situation that the player object is placed in.




An image data area


24


includes memory area


24




a


-


24




f


, as shown in FIG.


6


. The image data area


24


is stored with respective coordinate data, texture data, etc. of a plurality of polygons for each of the background objects and/or the movable objects, and a display control program for displaying these objects stationarily at predetermined locations or moving around. For example, the memory area


24




a


is stored with a program for displaying the player object. The memory area


24




b


is stored with a fellow object program for displaying a plurality of fellow objects


1


-


3


. The memory area


24




c


is stored with a background object program for displaying a plurality of background (stationary) objects 1-n


1


. The memory area


24




d


is stored with an enemy object program for displaying a plurality of enemy objects 1-n


2


. The memory area


24




e


is stored with a boss object program for displaying a boss object. The memory area


24




f


is stored with data for outputting a phrase or message, for example, as shown in

FIG. 12

to be stated later.




A sound memory area


25


is stored with sound data, such as phrases, sound effects, and game music, for outputting a message as above in sound in a manner appropriate for the scene to cope therewith.




It is noted that the external memory device may employ other memory mediums such as a CD-ROM and a magnetic disc, in place of the ROM cartridge


20


or in addition to the ROM cartridge


20


. In such a case, a disc drive (record reproducing device)


26


is provided in order to read and, if required, write various data (including program data and image display data) from an optical or magnetic disc-type memory medium, such as a CD-ROM or a magnetic disc. The disc drive


26


reads data out of a magnetic or optical disc that magnetically or optically memorizes program data similar to that of the ROM


21


, to transfer the data to the RAM


15


.





FIG. 7

is a memory map illustratively showing an entire memory space of the RAM


15


, while

FIG. 8

is a memory map showing in detail part (image display data area


154


) of the memory space of the RAM


15


. The RAM


15


includes various memory areas


150


-


159


. For example, the RAM


15


includes a display list area


150


, a program area


151


, a frame memory (or image buffer memory) area


152


for temporarily storing one frame of image data, a Z buffer area


153


for storing depth data on a dot-by-dot basis in the frame memory area, an image data area


154


, a sound memory area


155


, an area


156


for memorizing an operational state data on the control pad, a working memory area


157


, a fellow data area


158


, and a register flag area


159


. The memory areas


151


-


159


are memory spaces that are accessible by the CPU


11


through the bus control circuit


121


or directly by the RCP


12


, so that they each have an arbitrary capacity (or memory space) assigned depending upon a game being used. The program area


151


, the image data area


154


, and the sound memory area


155


temporarily memorize a part of the data, e. g. a game program required for a certain one course or stage, of a one-game all-scene (or stage) game program stored in the memory areas


22


,


24


,


25


of the ROM


21


, when it is transferred thereto. If a part of program data required for a certain scene is stored in the memory areas


151


,


154


,


155


in this manner, the CPU


11


is enhanced in efficiency higher than the processing by directly reading out of the ROM


21


each time required by the CPU


11


, thus raising the image processing speed.




Specifically, the frame memory area


152


has a memory capacity corresponding to the number of picture elements (pixels or dots) on the display


30


× the number of chrominance data bits per one picture element, so that it memorizes chrominance data for each dot correspondingly to the picture elements on the display


30


. The frame memory area


152


temporarily memorizes the chrominance data on a dot-by-dot basis of an object that can be seen from the observer's eye, based on the three-dimensional coordinate data for representing, in a set of a plurality of polygon, one or more of the stationary objects and/or the movable objects memorized in the image data area


154


to be displayed in one background scene in an image processing mode. The frame memory area


152


also temporarily memorizes, in a display mode, the chrominance data on a dot-by-dot basis when displaying various objects memorized in image data area


154


including the movable objects, i. e. the player object, the fellow objects, the enemy objects, the boss object, and the background (or stationary) objects, etc.




The Z buffer area


153


has a memory capacity corresponding to the number the picture elements (pixels or dots) on the display


30


× the number of bits of depth data per one picture element, so that it memorizes depth data on a dot-by-dot basis corresponding in a manner to the picture elements of the display


30


. The Z buffer area


153


, in the image processing mode, temporarily memorizes the depth data for each dot of the object that can be seen from the observer's eye, based on the three-dimensional coordinate data for representing, in a set of a plurality of polygons, one or more of the stationary objects and/or the movable objects. The Z buffer area


153


also temporarily memorizes, in the display mode, the depth data for each dot of the movable and/or stationary objects.




The image data area


154


memorizes coordinate data and texture data for polygons, in a plurality of sets of which constitute each of the stationary and/or movable objects stored, for game display, in the ROM


21


so that at least one of course or stage data is transferred thereto from the ROM


21


prior to an image processing operation. The detail of the memorized data in the image data area


154


will be explained with reference to FIG.


8


.




The sound memory area


155


is transferred by a part of sound data (data of phrases, music and sound effects) stored in the memory area of the ROM


21


which is temporarily memorized as sound data to be generated through the sound generating device


32


.




The control pad data (operational state data) memory area


156


temporarily memorizes operational state data representative of an operating state read out of the controller


40


.




The working memory area


157


temporarily memorizes data such as parameters, during execution of a program by the CPU


11


.




The fellow data area


158


temporarily memorizes data for display-controlling the fellow object stored in the memory area


22




k.






The register flag area


159


includes a plurality of register areas


159


R and a plurality of flag areas


159


F. The register area


159


R includes registers R


1


-R


3


for loading with the amounts of respective damages to a main body, a left wing and a right wing, a register R


4


for loading with the damage to the fellow, a register R


5


for loading with the damage to the enemy (boss), a register R


6


for loading with the number of the player objects, a register R


7


for loading with the player's life count, a register R


8


for loading with the number of the enemy objects to be displayed on one scene, a register R


9


for loading with the number of the stationary objects, a register R


9


for loading with the score points in a course being played, registers R


11


-R


1


n for loading with score points for the course 1-n, a register R


20


for loading with the total points and a register R


21


for loading with a highest point. The flag area


159


F is an area for memorizing a flag by which the state of the game under progress is known, and includes, for example, a fellow flag F


1


, a mode flag F


2


for discriminating a mode of display range, phrase flags F


31


-F


3


m for memorizing whether a phrase 1-m should be outputted or not, a game-over flag F


4


for discriminating the presence or absence of detection on a condition of reaching a game over, and hit determination flag F


5


.





FIG. 9

is a view showing one example of game courses to which the present invention is applied.

FIG. 10

is a view showing a course choosing screen for the game shown in FIG.


9


.

FIG. 11

is a diagram showing a game area map for explaining one example of a game content to which the present invention is applied.

FIG. 12

is an illustrative view showing a message output content in a process of communication with a fellow in the

FIG. 11

game.

FIG. 13

is a diagram showing one example of an on-screen representation of a message output that is represented based on the communication process with the fellow in the

FIG. 12

game.

FIG. 14

is a view showing one example of an on-screen representation in a state of waging war against a boss character in the

FIG. 11

game.




Referring to FIG.


9


-

FIG. 14

, explanations will be made on the outline of the video game to output a message helpful for advancing the game, which constitutes a feature of the present invention. Although the game content of the video game is determined by the program stored in the ROM


21


, a shoot game example will be shown in the embodiment. At a start of the game, the courses shown in

FIG. 9

are displayed. In

FIG. 9

, display is given for clear course display areas


81




a


-


81




e


below a course display area


80


, indicating a cleared state on a course-by-course basis. A course score display area


82


and a high score (top points) display area


83


are displayed in an upper portion of the screen.




At an initial stage of the game, if a course


1


is selected, a scene of a start point of

FIG. 11

is displayed as shown in FIG.


12


. The long distance from a start point to a mode shift point, shown in

FIG. 11

, (e.g. a hundred thousand in a depth coordinate unit; unit arbitrary) is chosen as a display region for one-direction scroll mode. The one-direction scroll mode display region has a width selected in the same as the screen size that can be displayed on a display screen


31


of the display


30


, being used for scroll display from the upper to the lower. In the one-direction scroll mode display region, display is made, in order, for the objects


71


-


71




n


(see

FIG. 12

) constituting background pictures, such as buildings, trees, mountains, roads, and sky, representing backgrounds or stationary objects on the course. At predetermined points A-D in the midway thereof, a plurality of enemy objects


72




a


-


72




n


appear to attack a player object


60


or obstruct the player object


60


from advancing forward.




The places A, B, C, D in the course of the one-direction scroll mode display region are determined as sites to output, in display or sound, a message (or phrase) for letting the player know an appropriate manipulating way or assisting the player object


60


, in order to repel away the enemy objects


72




a


-


72




n


or skillfully avoid their attacks. As shown in

FIG. 12

, a message is displayed on the display area


31




a


. A fellow's face who is sending the message is displayed on the display area


31




b


. The score under playing is displayed in the display area


31




c


, and the life (amount capable of withstanding against the damage) is displayed on the display area


31




d.






The messages, as concrete examples, are illustratively shown in FIG.


13


. Among a plurality of messages, a message set for a site by the program is displayed in the display area


31




a


. In this game example, there is shown a case that phrases are outputted in sound and picture in different ways depending on the kind and scene of a person or entering character so that a message is taught by a fellow as to a manipulating method suited for the situation in relation to the phrase occurrence. The phrases


1


-


9


are determined in priority order so that, when detecting a condition of generating a plurality of phrases at the same timing, a higher preference order of a phrase is generated. In relation to the display of a message, a face of the fellow object


73


sending the message is displayed. The message includes a control method (a message “get over with brake” for designating deceleration) where the player object


60


is assumed to be a fighter, and a manipulating way telling as to which switch should be operated in what manner on the controller


40


for achieving the control method (a message “C button down” indicative of depression of the button


47


Cd: preferably displaying a different color of lower buttons among four buttons arranged at the upper, lower, left and right). In addition to the message display, sound outputting (“get over with brake”) is also made, as required. At the site C is generated a message “twice depressing either Z or R” telling on depressing the switch


47


Z or


47


R two times. In this manner, the message content is different by the site A-D depending upon the shape or movement of the enemy object. If the player manipulates the joystick


45


to control the position and direction of the player object


60


and operates a switch, of the switches


47


A-


47


Z, in conformity to the message output, he can easily perform an appropriate operation even where the number of the switches is large and appropriate and quick switch operation is difficult or impossible. It is possible to easily attack the enemy or avoid crises by quickly doing the indicated operation. The player, even if unskilled, can easily proceed to forward scenes.




When the player object


60


reaches a mode shift point, the display mode is shifted into an all-range mode in which scrolling is possible in every direction. In the all-range mode, a boss character (boss object) is placed at a center of a displayable area so that the player object


60


can make attacks on the boss character


74


while turning around thereof. The range over which the player object


60


can move about is selected in a short distance (e. g. a hundred thousand) in direction of upper, lower, left and right with respect to the boss character


74


. When the player object


60


comes close to a boundary of the moving range, the camera photographing the player object


60


is changed over in direction to thereby automatically change the moving direction of the player object


60


. At this time, a size-reduced map is displayed in the map display area


31




c


in the lower right of the display screen


31


so that the player can readily know the position the player object


60


is standing. The map includes the display of symbols of the boss character


74


, the player object


60


and the fellow object


73


.





FIG. 15

is a main flow chart of a video game system of one embodiment of the present invention. Referring to FIG.


9


-

FIG. 15

, explanations will be briefly made on the principle of this invention along the main flow chart of FIG.


15


.




Upon turning on the power, the CPU


11


during starting sets the video game machine


10


to a predetermined initial state. For example, the CPU


11


transfers a start program among the game programs stored in the program area of the ROM


21


to the program area


151


of the RAM


15


, to set parameters to their initial values, and thereafter execute, in order, processes of the

FIG. 15

flowchart.




The flow operation of

FIG. 15

is executed on every 1 frame ({fraction (1/30)} second). Before clearing the course, a step


1


(denoted with “S” in the Figure), a step


2


, and step


3


-step


17


are executed, and thereafter a step


3


-a step


17


are repeated. If the game is ended without success of course clear, a game-over process of a step


18


is executed. If the course clear is successfully made, the process returns from the step


16


to the step


1


.




That is, although at the step


1


display is made for the game course scene and/or course choosing scene, a course scene as shown in

FIG. 9

is displayed if the game is started after turning on the power. Incidentally, after advancing to course


2


by clearing course


1


shown in FIG.


9


and the course


2


is also cleared, a course choosing screen as shown in

FIG. 10

is displayed. When choosing a course on the course choosing screen, a course-choosing subroutine as shown in

FIG. 16

(operations of steps


101


-


116


) is executed. This, however, does not constitute an essential part of the present invention, and therefore a flowchart only is shown to thereby omit detailed operational explanations.




Since the game of the course


1


is performed immediately after the start, the game starting process is made for the course at the step


2


. For example, the register area


159


R and the flag area


159


F are clear-processed (initial values are set for the registers R


6


, R


7


), and various data required for performing the game for the course


1


(or a selected course) is read out of the ROM


21


and transferred to the memory areas


151


-


155


of the RAM


15


.




At the step


3


, a mode-shift subroutine process is performed. The player object


60


is present at the start point in

FIG. 11

immediately after starting the game. However, the time period between the start point (Z coordinate=0) and the mode-shift point (Z coordinate=−a hundred thousand) lies in the one-direction scroll mode. Accordingly, it is determined at a step


121


in

FIG. 17

that the player object is not present at the all-range mode position, so that a flag F


2


is reset at a step


122


to make shifting to the one-direction scroll mode, and then the process proceeds to the next step


4


. The detailed operation thereof will be explained later with reference to FIG.


17


.




At the step


4


, a controller process is performed. This process is performed by detecting whether any of the joystick


45


, the cross switch


46


and the switches


47


A-


47


Z of the controller


40


are operated or not. The detected data (controller data) on the operating state is read, and the read controller data is written. The detailed operation will be explained later with reference to FIG.


18


.




At the step


5


, a process of communication with a fellow is performed. This process is made by displaying or sound-outputting a message telling an appropriate manipulating way, which constitutes a feature of the present invention. That is, the player is known of an appropriate manipulating way, at the site A-D in the one-direction scroll period shown in

FIG. 11

, by being indicated, or sound-outputted, with a message or phrase as shown in FIG.


13


. The detailed operation thereof will be explained by an example below with reference to FIG.


19


-FIG.


21


. Incidentally, it is pointed out that the content or occurring condition of a message is merely one example and it may differ depending upon the content or kind of a game, and can be modified for the particular usage.




At the step


6


, a replenishing process is performed to supply materials from a headquarter. In this process, items for assisting the player (e.g. parts for repairing a wing of a fighter, firearms, rifles, etc.) are sent from the headquarter or a fellow, even where the player object


60


is raided by an enemy and a fuselage suffers damage and normal fight is impossible. When an item is displayed on the screen, if the player performs an operation to acquire the same (overlapping the fuselage over the item, hit the item by shoot, etc.), the damaged portion can be restored to a former state or an item advantageous for attacking the enemy can be offered. In this case, since the item required by the player differs depending upon a state of the damage to the player object, the kind of items are automatically determined according to a predetermined preferential order. The detailed operation will be explained later with reference to FIG.


22


and FIG.


23


.




At the step


7


, a process for displaying the player object


60


is carried out. Although this process differs depending upon whether the player object


60


exists in any of the one-direction scroll region and the all-range region, it is basically a process of changing the direction or shape based on the operating state of the player-operated joystick


45


and the presence or absence of an enemy's attack. For example, the control in display of the player object


60


is made by calculating after-change polygon data that is based on the program transferred from the memory area


22




j


, the polygon data of the player object transferred from the memory area


24




a


, and the operating state of the joystick


45


. The chrominance data is written to addresses in the memory area


154




a


corresponding to a surface of a plurality of triangles constituting a plurality of polygons thus obtained so as to put thereto a pattern or color paper designated by the texture data.




At the step


8


, a camera process is made. For example, coordinate calculations are made for an angle at which the object is viewed such that the observer's eye or view site as viewed through a finder of a camera takes an angle designated by the player.




At the step


9


, a fellow object process is performed. The fellow object is calculated to a predetermined positional relation to the player object in the one-direction scroll region. For example, the fellow object is not displayed when it is flying behind the player object


60


, while, when the player object


60


decelerates, a calculating process is made to display as if it was flying in front thereof. In the all-range region, when the fellow object is flying in front of the player object


60


, it is displayed together with the fellow's fuselage by symbols in a size-reduced map. When it is flying on a rear side, it is displayed only by a symbol in the size-reduced map. The detail will be stated later with reference to FIG.


24


-FIG.


26


.




At the step


10


, a process of the enemy object is performed. In this process, the display position and/or shape of the enemy object


72




a


-


72




n


is determined by calculation of polygon data to display a varied image such that it moves to attack the player object


60


or obstruct the advancement thereof while judging on the movement of the player object


60


, based on the program partly transferred from the memory areas


221


and


24




d


. Due to this, the enemy object acts in a manner having a certain effect upon the player object


60


. The detail will be stated later with reference to FIG.


27


and FIG.


28


.




At the step


11


, a process of the background (for stationary) object is performed. In this process, the display position and shape of the stationary object


71




a


-


71




n


is determined by calculation based on the program partly transferred from the memory area


22




m


and the polygon data of the stationary object transferred from the memory area


24




c


. The detail will be explained later with reference to FIG.


29


.




At the step


12


, the RSP


122


performs a rendering process. That is the RCP


12


performs, under the control of the CPU


11


, a transforming process (coordinate transforming process and frame memory rendering process) on the image data for displaying the movable object and the stationary object, based on the texture data for the movable object, such as the enemy, the player, the fellow, and the stationary object such as the background memorized in the image data area


154


of the RAM


15


. Specifically, chrominance data is written into addresses in the memory area


154




d


corresponding to the plane of the triangle constituting a plurality of polygons for the movable object or the stationary object, in order to affix a color designated by the texture data determined for the object. The detail will be explained later with reference to FIG.


30


.




At the step


13


, the RCP


12


performs a sound process based on sound data such as on a message, a music and a sound effects. The detail will be explained later with reference to FIG.


31


.




As a result of rendering process at the step


12


by the RCP


12


, the image data stored in the frame memory area


152


is read out, whereby the player object, the movable object, the stationary object, the enemy object, etc. are displayed at the step


14


on the display screen


31


.




At the step


15


, a sound such as a music, sound effects or speech is outputted by reading the sound data obtained by the sound process at the step


13


by the RCP


12


.




At the step


16


, it is determined whether the course is cleared or not (course-clear detection). If the course is not cleared, it is then determined at the step


17


whether the game is over or not. If not game-over, the process returns to the step


3


whereby the steps


3


-


17


are repeated until the condition of game-over is detected. If detection is made for a condition of the game over, e. g. the number of mistakes forgiven for the player becomes a predetermined number or the life of the player object is spent by a predetermined amount, a game-over process is carried out at the following step


18


with a selective process of continuing the game or saving backup data. Incidentally, at the step


16


if the condition of clearing the course (e.g. the boss overthrown, etc.) is detected, the course-clear process is made at the step


19


, and then the process returns to the step


1


. Here, the course clear process involves, for example, loading a register-stored course score gained in the play immediately before onto a corresponding course-score register so as to indicate the course score as a course points in FIG.


11


. If a plurality of courses are cleared, the total points are determined and displayed. Incidentally, the calculation of a course score may be added, as required, by a bonus point for a course clear.




Explanations will be made hereinbelow on the detailed operation for each subroutine.




Referring to

FIG. 16

, explanations will be made in detail for course choice (step


1


of the main routine) characterized by the present invention. At a step


101


, the CPU


11


makes a display process for displaying course-scores, that are acquired for each course by the player and memorize in the register area


159


R of the RAM


15


as shown in

FIG. 9

, on course-score display areas


72




a


-


72




e


. Specifically, the CPU


11


enters image data representative of the scores to the display list. Hereinafter unless otherwise described, the display process refers to as entry of image to the display list. At a step


102


, the CPU


11


sums over the course-score to perform a display process to display a total score in a total-score display area


72


. At a step


103


, the CPU


11


makes a display process to display the number of usable prior object in a fuselage count display area


74


.




Incidentally, a course display process or a high-score display process and the like, though not shown in

FIG. 16

, are carried out, besides the display processes at the step


101


, the step


102


and the step


103


. The course display process is to enter such image data as shown in the course display area


80


in

FIG. 9

by the CPU


11


.




At a step


104


, the CPU


11


determines whether the start switch


47


S is depressed or not. If the start switch


47


S is not depressed, the process advances to a step


105


. At the step


105


, the CPU


11


determines whether the button switch


47


A is depressed or not. If the button switch


47


A is not depressed, an image processing and a sound processing to be performed on every frame is made. After a predetermined image is displayed on the display


30


and a sound is outputted, the process returns to the step


104


. If the button switch


47


is depressed, the process proceeds to a step


110


.




At the step


104


, on the other hand, if the start switch


475


is depressed, the process proceeds to a step


106


. At the step


106


, the CPU


11


performs a display process for a course choosing window


75


as shown in FIG.


10


. The course choosing window


75


displays with three items “ADVANCE COURSE”, “CHANGE COURSE” and “RETRY COURSE” with, a cursor (designating means) movably displayed for designating which item is to be selected. Although the cursor is expressed by an arrow in

FIG. 10

, the color of the chosen items may be inverted or the designation of an item may be made by a picture pattern.




At a step


107


, the CPU


11


performs a moving process for vertically moving the designating means. Specifically, the CPU


11


detects whether the joystick


45


is pulled toward this or pushed reverse. If pulled, the designating means is moved downward, while if pushed the designating means is moved upward. At a step


108


, the CPU


11


determines whether the button switch


47


A is depressed or not. If the button switch


47


A is not depressed, the image process and sound process for every frame are performed. After displaying a predetermined image on the display


30


and a sound is outputted, the process returns to the step


107


. If the button switch


47


A is depressed, the process proceeds to a step


109


. At the step


109


, the CPU


11


determines which item the designating means chooses upon depression of the button switch


47


A, to determine whether the chosen item is “ADVANCE COURSE” or not. If choice item is “ADVANCE COURSE”, the process advances to a step


110


.




At the step


110


, the CPU


11


memorizes the data about the fellow object over all the courses into a fellow data memory area


158


of the RAM


15


. The data of the fellow object is in a state of the fellow object in a course cleared immediately before. In the present invention, the fellow object is configured to leave from a war front if has undergone heavy damage during a battle. In case that the fellow object leaves from the war front, if the damage is heavy, it can not participate in a next course. If the damage is low, it can take part in the next course, this state of whether possible to participate to the next course or not is a fellow object state.




At a step


111


, the CPU


11


performs an initial setting for the next course including, e.g. frame resetting, various parameter setting, writing various object data to be displayed into the RAM


15


, etc. Ending the step


111


, the process returns to the main routine to advance to a step


2


.




On the other hand, at the step


109


if the choice item is not “ADVANCE COURSE”, the process proceeds to a step


112


. At the step


112


, the CPU


11


determines whether the choice item is “CHANGE COURSE” or not. If “CHANGE COURSE” is selected, the process proceeds to a step


113


. At the step


113


, the CPU


11


makes a setting to select a different course from a course next to advance, as shown in FIG.


9


. For example, the setting to advance from course


3


to course


4


is changed to a setting of forwarding from course


3


to course


7


, or the like. The process then returns to the step


104


.




Meanwhile, at the step


112


, if the choice item is not “CHANGE COURSE”, the process proceeds to a step


114


. At the step


114


, the CPU


11


subtracts 1 from the player object count memorized in the register area


159


R of the RAM


15


. At a step


115


, the fellow object data is read out of the fellow data memory area


158


of the RAM. At a step


116


, an initial setting is made for the course cleared immediately before. When the step


111


is ended, the process returns to the former routine to advance to the step


2


.




Referring to

FIG. 17

, the operation of a subroutine for the mode shift process (the step


3


of the main routine) will be explained. If the player object reaches the mode shift point in

FIG. 11

, it is determined (or detected) at a step


121


that it exists at the all-range mode position, and at a step


123


it is determined whether a demonstration (hereinafter referred to as “DEMO”) process in the all-range mode is ended or not. It is determined for the first time that the DEMO process is not ended, and an image process for DEMO display in all-range mode is performed at a step


124


. A sound process is executed a step


125


for generating a DEMO sound in the all-range mode, and then the process proceeds to the aforesaid rendering process at the step


12


.




On the other hand, if it is determined at the step


123


that the DEMO process is ended, a shift process to the all-range mode (changing a mode flag F


2


to the all-range mode) is made at a step


126


, and then the process returns to the main routine.




This provides an advantage that the scroll range can be shifted over without giving such a strange impression that the screen scroll direction is abruptly changed upon shifting from the one-direction scroll mode to the all-range mode. Also, the shift of the scroll range releases the burden from the CPU during the one-direction scroll period, as compared to the case that the scroll range is placed in the entire range over the entire course duration. It is also possible to give scroll display in a diversified way as compared to the one-direction scroll over the entire course period. Thus, a variety of image representations are possible for a game, providing an advantage of further enhancing player's interests.




Referring to

FIG. 18

, explanations will be made on the operation of a subroutine for the controller process (step


4


). It is determined at a step


131


whether there has been a read request command for the controller data or not. If nothing, a read request command waits, at the step


131


, for its generation. If the presence of a read request command is determined, a command is supplied to the controller control circuit


18


at a step


132


. In response thereto, the controller control circuit


18


performs a process of reading the operating state data on the controller


40


A-


40


D. At a step


133


it is determined whether or not the reading of the operating state data by the controller control circuit


18


has been ended for all the controllers


40


A-


40


D. If not ended, the ending is waited for. If ending is detected, the operating state data for each controller


40


A-


40


D is written, at a step


134


, into the memory area


156


in the RAM


15


via the bus control circuit


121


from the controller control circuit


18


.




Referring to FIG.


19


-

FIG. 21

, explanations will be made on the operation of a subroutine for the communication process (step


5


) with the fellow. It is determined at a step


141


a whether the player object has reached the site A or not. If not reaching the site A is determined, the process returns to the main routine after processing at steps


141




b


,


141




c


,


151




a


,


151




b


,


151




c


,


151




d


. Meanwhile, if the player object has reached the site A is determined at the step


141




a


, then it is determined at a step


142




a


whether a fellow


1


exists or not. If the first fellow exists, it is then determined at a step


143




a


whether a phrase or message is now under processing or not. If it is determined that a phrase is under processing, a corresponding flag among the phrase flags F


31


-F


3




n


to the phrase is turned on, and comparison in priority order is made, at a step


144




a


, due to the necessity of selecting any one of a plurality of phrases. It is determined at a step


145




a


whether the priority order of a phrase


1


is higher than the phrase currently under processing at a step


145




a


. If higher, the process advances to a step


146




a


. At the step


146




a


a display process for the phrase


1


is carried out. For example, the phrase


1


is a message (get over with brake) from the first comrade to the player object so that it averts from attacks by an enemy appearing at the site A. A message is displayed to instruct the depression of the lower button (switch


47


Cd) of the switch


47


C as an operating way therefor. At a step


147




a


a process is made for outputting the phrase


1


in sound. Incidentally, if it is determined at the step


143




a


that no phrase is under processing, there is no necessity of judging on the preference order so that the process proceeds to the step


146




a


. If the absence of a first fellow is determined the step


142




a


or the phrase under process has a lower preference order than the phrase


1


is determined at the step


145




a


, the process returns to the main routine.




On the other hand, if it is determined that the player object exists at the position B instead of the position A, the operations at the steps


141




b


-


147




b


are carried out. The steps


141




b


-


147




b


are for outputting a phrase


2


, which are similar to the operations for the steps


141




a


-


147




a


. Accordingly, the corresponding step No. is represented followed by a symbol “b” in place of the symbol “a”, omitting explanations in detail thereof.




Meanwhile, where the phrase output condition is dependent on time, e.g. where it depends on a time period A from finding the boss, the time period A is determined at a step


141




c


. When a second comrade is present near is determined at a step


142




c


, the operations of steps


143




c


-


147




c


are executed. These steps


143




c


-


147




c


are concerned with the operation that the second comrade sends a message (phrase


3


in

FIG. 13

) telling on how to overthrow the boss (assaulting way), the operations of which are the same as the operations of the steps


142




a


-


147




a


except for the difference in fellow and phrase, and the detailed explanations are omitted.




In relation to the phrase output condition, a third fellow is kept an eye on by an enemy, the same is determined at a step


151




a


to thereby effect the operations of steps


152




a


-


156




a


. The steps


152




a


-


156




a


are for the operation to output a message (phrase


5


in

FIG. 13

) that a fellow teaches how to defeat the boss, and their operations are the same as the operations of the steps


142




a


-


146




a


except for the difference in phrase.




When the phrase outputting condition is that the third fellow has been rescued, the same is determined at a step


151




b


to thereby carry out the operation of steps


152




b


-


156




b


. The steps


152




b


-


156




b


are the operation to generate a phrase


6


when the third fellow is rescued, and the operations are similar to the operations of the steps


152




a


-


156




a


excepting the difference in phrase.




Meanwhile, where the phrase outputting condition is to output a phrase


8


by the player object that has been raided by an enemy, the same is determined at a step


151




c


to effect the operations of steps


152




c


-


156




c


. If the phrase outputting condition is concerned with outputting a phrase


9


on which the boss is defeated, the same is determined at a step


151




d


to perform the operations of steps


152




d


-


156




d.






As stated above, a message (phrases


1


-


4


in the

FIG. 13

example) is outputted in display or sound so that the player is assisted to perform appropriate manipulations. With an appropriate operating method of an advice, the game is easy to advance thereby providing the player with an achievement or satisfactory feeling even if the operating way is difficult. Thus, the scenes or courses are easy to clear over. If a proper message (phrases


5


-


9


in the

FIG. 13

example) is outputted in display and/or sound in conformity to a scene or situation of the game, highly realistic expressions are available in the progress of the game, further enhancing amusement in the game.




Incidentally, the display or sound message generated for helping the player manipulate properly in conformity to a message or situation is not limited to the

FIG. 13

embodiment, but can be appropriately modified depending upon the kind or content of a game. Thus, it is not limited to the description of the embodiment. For example, although the operating method on the switch was explained on the case that any one of a plurality of switches is depressed in order to simplify the explanation, it is also possible to determine so as to depress a same switch in plurality of times or depress a predetermined combination of a plurality of switches.




Referring to FIG.


22


-

FIG. 23

, explanation will be made on the operation of a subroutine for the material replenishing process (step


6


). Before the player object comes to a predetermined site or position where an item is available, it is determined at a step


161


that the player object has not entered the site. At a step


163


, it is determined that a time period (T


1


) for displaying an item is not set (T


1


=0). It is determined at a step


170


that it is not under a condition of representing a mark (item box) representing of having a right to acquire an item. At a step


172


it is determined that no item is set, and then the process returns to the main routine. Thereafter, the process of the main routine is carried out on a frame period.




When the player object comes to a place where it can get an item, the same is determined at a step


161


. At a step


162


, a constant time period (T


1


) is set to a timer register, as a time period for which display is made for a mark of telling that it is under a condition that an item is obtainable. It is determined at a step


163


that the time period T


1


is greater than 0. At a step


164


subtraction (T


1


−1) is made by a unit time (e.g. 1 second). At a step


165


, display is made for a mark by which the player can request an item if he depresses an item display request switch (e.g.


47


Cr). It is determined at a step


166


whether or not the item request switch is depressed. If no depression is determined, then steps


170


,


172


are executed, and then the process returns to the main routine. The steps


161


,


163


-


166


,


170


,


172


are repeated for each frame period, whereby the switch


47


Cr is waited for being depressed within a predetermined time period.




During the repetition of the waiting operation as above, if it is determined at the step


166


that the display request switch is depressed, 0 is set (reset) to the timer register, and preparation is made at a step


168


for outputting a phrase representing that an item is requested by a fellow. This phrase is outputted at the steps


14


and


15


in image and sound. At a step


169


, a process (item set process) is performed for displaying a mark (item box) showing of under a condition that an item is possible to obtain. At a step


170


, it is determined at the condition that an item box can be displayed. At a step


171


, a process is performed for displaying an item box. When it is determined at a step


172


that the display of the item box is being made, it is determined at a next step


173


whether or not the player performed an operation for obtaining the item box (e. g. operation of firing at the item box or operation of overlapping the player object over the item box, or the like). If it is determined that the item box has obtained, a process is made at steps


173


-


180


for supplying an item required depending upon a state of the player object. For example, if the player object is a fighter in a shoot game, it is determined at a step


174


whether the wing is in a predetermined state. If a predetermined wing does not exist, a wing is offered as a replenishing item at a step


175


. If a predetermined wing exists, it is determined at a step


176


whether or not the life or a damage-withstanding amount is not greater than a constant value (


128


). If the not greater is determined, an item for restoring the life is provided at a step


177


. If the life is greater than the constant value (


128


), it is determined at a step


178


whether or not there are two beam artilleries (twin beam). If an existence is determined, a twin beam is provided at a step


179


. If the presence is determined, a bomb is offered for at a step


180


.




In this manner, the item effective for advancing the game by the player is supplied depending upon the state of the player object so that the player is facilitated to continue the game to forward scenes or clearing over the course. Thus, the player easily obtains an achievement or satisfaction feeling in the game. Also, the player can play with a feeling as if he receives instructions while actually controlling a fighter or makes a flight while receiving assistance, with game interest raised. Incidentally, the supply item is different depending on the kind or content of the game so that the game software developer could make various modifications with reference to the technical idea described in this embodiment.




Referring to flowcharts in

FIG. 32

,

FIG. 33

,

FIG. 36

,

FIG. 38

, FIG.


39


and

FIG. 42

, a subroutine of processing the player object will be explained. First, at a step


301


, the CPU


11


reads out the joystick data stored in the control pad data area, and correct the data. Specifically, the data for a central portion of the joystick is deleted so that the data is at “0” when the stick comes to a position at and around the center (e.g. 10 counts in radius). This enables the joystick data to accurately assume “0”, even where there is an error due to manufacture of the joystick or when a player's finger delicately trembles. Also, correction is made for a predetermined range at an outer peripheral portion in a joystick operable range. Specifically, correction is made not to output an unwanted portion of data in playing a game.




At a step


302


, the CPU


11


determines joystick data Xj, Yj to be used for a game. Since the data determined at the step


301


is a value of the counter


444


, it is converted into a form easy to process in the game. Specifically, Xj becomes “0” when the stick is not tilted, “+60” when tilted maximally in an −X-axis direction (leftward), and “−60” when tilted maximally in an +X-axis direction (rightward). Yj becomes “0” when the stick is not tilted, “+60” when tilted maximally in a +Y-axis direction (frontward), and “−60” when tilted maximally in a −Y-axis direction (rearward).




At a step


303


, the CPU


11


sets a basic speed As


0


of the player object in a three-dimensional game space. As


0


is a game space distance that the player object advances in 1 frame. This As


0


can be freely set in accordance with a course or a scene being played. At a step


304


, the CPU


11


reads out button-switch C


1


data stored in the control pad area, to determine whether or not the player is depressing the button switch C


1


. This button switch C


1


is used as a boost switch to raise an advancing speed of the player object in the game. When the button switch C


1


is depressed, the player object, where it is e.g. an airplane, is image processed for intensifying jet ejection, intensifying a jet roar. If it is determined that the player is depressing the button switch C


1


, the process proceeds to a step


305


. At the step


305


, the CPU


11


processes to supply a vibration generating signal to the vibration generating circuit


53


of the controller. As a result, when the button switch C


1


is being depressed, the controller vibrates. When the button switch C


1


is not depressed, the vibration is stopped. The vibration of the controller during boost in this manner enhances a game realism feeling, attracting much more of the player's interest.




At a step


306


, the CPU


11


makes a computation As=As


0


+Asα. As is a speed of the player object, while Asα is an increased speed of the player object during boost. This computation increases a moving distance in a three-dimensional position of the player object in a next frame. Then the process proceeds to a step


309


.




On the other hand, if it is determined at the step


304


that the player is not depressing the button switch C


1


, the process proceeds to a step


307


. At the step


307


, the CPU


11


reads out the data about button switch


47


Cd stored in the control pad data area, to determine whether the player depressed the button switch


47


Cd or not. This button switch


47


Cd is used as a brake switch to slow down the advancing speed of the player object in the game. When the button switch


47


Cd is depressed, the player object, where it is e.g. an airplane, is image-processed such as for retro-firing, generating a retro-fire roar. If it is determined that the player is depressing the button switch


47


Cd, the process proceeds to a step


308


. At the step


308


, the CPU


11


makes vibration processing similarly to the step


305


.




At the step


309


, the CPU


11


makes a computation As=As


0


−Asβ. As β is a decreased speed of the player object during applying a brake. This computation decreases the moving distance in three-dimensional positions of the player object in the next frame. The process then proceeds to a step


310


.




Meanwhile, at the step


307


, if it is determined that the player is not depressing the button switch


47


Cd, the process proceeds to the step


310


. At the step


310


, the CPU


11


determines whether it is in the all-range mode or not. Specifically, the CPU


11


detects whether an all-range mode flag in the flag area


159




f


of the RAM


15


is on (set) or (reset). If the all-range mode flag is set, the current game mode is determined in the all range mode. If the all range mode flag is in a reset state, the current game mode is determined as the one-directional scroll mode. If the determination is not the all-range mode, the process proceeds to a step


320


.




At the step


320


, the CPU


11


operates on the following equations. Note that multiplication is denoted by “*” in the present specification.






θ


x




1


=0.68


*Xj










θ


y




1


=0.68


*Yj












Xs=−As


*sin θ


x




1











Zs=−As


*cos θ


x




1










Ys=−As


*sin θ


y




1








Here, the meanings of θx


1


, θy


1


, Xs, Zs, Ys will be explained in detail with reference to FIG.


34


. θx


1


is an angle of an As directional vector of the player object


60


with respect to a −Z-axis direction on an XZ coordinate (a planer coordinate system of the player object


60


as viewed from above), and has a value increased in a + direction when the stick of the joystick is inclined leftward and increases in a − direction when tilted rightward. From the equations, the value θx


1


increases and decreases from −40.8 (0.68θ*60) to 40.8 (0.68*(−60)) in proportion to an inclination of the stick. Since the player object


60


advances toward an As direction, it is changed of direction in a range of right and left in a range of −40.8 (0.68*60) to 40.8 (0.68*(−60)) degrees. For example, this direction is a fuselage nose direction where an airplane as in

FIG. 35

is used as the player object


60


. It may be a direction of a gun where a tank is used, while it may be a direction of a face where an animal is used.




θy


1


is an angle of the As directional vector of the player object


60


with respect to a −Z-axis direction on a YZ coordinate (a planer coordinate system when the player object


60


is viewed in plan from the left toward the right), which has a value increasing in the + direction when the stick of the joystick is inclined frontward and decreases in the − direction when inclined rearward. From the equations, the value θx


1


increases and decreases from −40.8 (0.68*60) to 40.8 (0.68*(−60)) in proportion to a inclination of the stick. Because the player object


60


advances toward the As direction, it is changed of direction vertically in a range from −40.8 (0.68*60) to 40.8 (0.68*(−60)) degrees.




Xs, Zs and Ys are respectively an X-axis component, a Y-axis component and a Z-axis component of As.




At a step


321


, the CPU


11


determines whether there exists a left portion of the player object


60


or not. Since in this embodiment an airplane is used as one example of the player object for explanation, the presence or absence of a left wing is determined. Note that, where a tank is used as the player object, it is a caterpillar instead of the wing. If an animal is used, it will be a limb. If it is determined that the left portion of the player object


60


is present, the process proceeds to a step


322


. At the step


322


, the CPU


11


determines whether or not there exists a right portion of the player object


60


or not. If it is determined that the right portion of the player object


60


is present, the process proceeds to a step


323


.




At the step


323


, the CPU


11


operates on the following equations.








Xa=Xa+Xs












Ya=Ya+Ys












Za=Za+Zs








This computation adds a speed (Xs, Ys, Zs) of the player object


60


to the coordinate (Xa, Ya, Za) (on the right side of the above equations) on the preceding frame. Thus a coordinate (Xa, Ya, Za) (left side of the above equations) for a succeeding frame is determined. The process then proceeds to a step


330


in FIG.


36


.




On the other hand, when it is determined at the step


321


that there is no left portion of the player object


60


, the process proceeds to a step


324


. The CPU


11


operates at the step


324


on the following equations.








Xs=Xs


−2.5










Ys=Ys


−2.5






This computation reduces the speed in the X-axis direction and the speed in the Y-axis direction. Therefore, the player object


60


when advancing the game is displayed as if it was pulled in a left downward direction. For example, even when the joystick is not tilted, the player object


60


is displayed as if it gradually moves toward the left downward as viewed facing the screen.




Meanwhile, if it is determined at the step


322


that the player object


60


has no right portion, the process proceeds to a step


325


. At the step


325


, the CPU


11


operates on the following equations.








Xs=Xs


+2.5









Ys=Ys


−2.5




This computation increases the speed in the X-axis direction, but decreases the speed in the Y-axis direction. Accordingly, the player object


60


when advancing the game is displayed as if it was pulled in a right downward direction as viewed facing the screen. For example, even where the stick is not inclined, the player object


60


is displayed in a manner gradually moving toward the right downward direction. Then the process proceeds to the step


323


.




On the other hand, if it is determined at the step


310


that the CPU


11


is not in the all-range mode, the process proceeds to a step


330


.




First stated is the difference between the one-directional scroll mode and the all range mode. The one-directional scroll mode has one coordinate system as shown in

FIG. 34

, while the all-range mode has two coordinate systems as shown in FIG.


37


. Explaining in detail on the respective coordinate systems for the all-range mode, an X


1


direction (−Zi) coordinate of

FIG. 37

is a coordinate for representing a three-dimensional space where a variety of objects exists, which is always provided in a fixed manner during playing a game. (In this embodiment, this coordinate is referred to as a “game space coordinate”.) An X


2


(−Z


2


) coordinate is a coordinate varied based on movement of the player object. Since the −Z


2


-axis direction corresponds to a camera photographing direction as explained later for camera processing, the Z


2


-axis represents a direction perpendicular to the display screen. (In the present embodiment, it is referred to as a “player coordinate”.) The player object


60


, in this player ordinate, performs an operation generally similar to that in the one-directional scroll mode. The use of the two coordinate systems in this manner makes it possible to architect an all-range mode system that can scroll in every direction while using a one-directional scroll mode system. Therefore, even when the mode is changed, the operating manner is almost unchanged. Therefore the player can easily to enjoy a game.




At a step


330


, the CPU


11


operates on the following equations.






θ


x




1


=0.68


*Xj










θ


y




1


=0.68


*Yj










θ


x




2


=0.03


*θx




1





x




2


(0.03


*θx


1


increased per


1 frame)










Xs=−As


*sin(θ


x




1





x




2


)










Zs=−As


*cos(θ


x




1





x




2


)










Ys=−As


*sin θ


y




1








With reference to

FIG. 37

, explanations will be made on θx


1


, θy


1


, θx


2


, Xs, Zs and Ys. θx


1


is an angle of the As directional vector of the player object


60


with respect to the −Z


2


-axis direction on an XZ coordinate (a player ordinate system as the player object


60


is viewed in plan from the above), and has a value that increases in the + direction when the stick of the joystick is inclined leftward and decreases in the step when tilted rightward.




θy


1


is an angle of the As directional vector of the player object with respect to the −Z


2


-axis direction on a YZ coordinate (a player coordinate system as the player object


60


is viewed in plan from the left toward the right), and has a value that increases in the + direction when the stick of the joystick is tilted forward and decreases in the − direction when tilted rearward.




θx


2


is an angle between the −Zi-axis direction and the −Z


2


-axis direction of the player object


60


on an XZ coordinate (a player coordinate system as the player object


60


is viewed in plan from the above), and has a value that increases and decreases in proportion to θx


1


on each frame. That is, it increases in the + direction when the stick of the joystick is inclined leftward and increases in the − direction when inclined rightward. From the equations, the value θx


2


varies in proportion to the inclination of the stick, and increases and decreases in a range of from −224 (=0.03*0.68*(−60)) to 1.224 (=0.03*0.68*60) on each 1 frame.




Xs, Zs and Ys are respectively an X-axis component, a Y-axis component and a Z-axis component of As in the game space coordinate.




At a step


332


, the CPU


11


determines whether or not there exists a left portion of the player object


60


. If the left portion of the player object


60


is determined present, the process proceeds to a step


333


.




At the step


333


, the CPU


11


determines whether a right portion of the player object


60


is present or not. If the right portion of the player object


60


is determined present, the process proceeds to a step


334


. At the step


334


, the CPU


11


operates on the following equations similarly to the step


323


.








Xa=Xa+Xs












Ya=Ya+Ys












Za=Za+Zs








This computation adds a speed (Xs, Ys, Zs) of the player object


60


in the game space coordinate system to the game space coordinate (Xa, Ya, Za) on the preceding frame, thereby determining a game space coordinate (Xa, Ya, Za) on the succeeding frame. The process then proceeds to a step


350


in FIG.


38


.




On the other hand, if it is determined at the step


332


that the left portion of the player object


60


is not present, the process proceeds to a step


335


. The CPU


11


operates at the step


335


on the following equations.








Xs=Xs


−2.5*cos θ


x




2












Zs=Zs


−2.5*sin θ


x




2











Ys=Ys


−2.5




This computation decreases the speed in the X-axis direction and the speed in the Y-axis direction in the player space. Accordingly, the player object


60


, when advancing the game, is displayed as if it was pulled in the left downward direction as viewed facing to the screen. For example, even when the stick is not inclined, the player object


60


is displayed gradually moving toward the left downward direction as viewed facing to the screen.




Then if it is determined at the step


333


that the right portions of the player object


60


is absent, the process proceeds to a step


336


. At the step


336


, the CPU


11


operates on the following equations.








Xs=Xs


+2.5*cos θ


x




2












Zs=Zs


−2.5*sin θ


x




2












Ys=Ys


−2.5






This computation increases the speed in the X-axis direction and decreases the speed in the Y-axis direction in the player space. Accordingly, the player object


60


, when advancing the game, is displayed as if it was pulled in the right downward direction as viewed facing to the screen. For example, even where the stick is not inclined, the player object


60


is displayed gradually moving toward the right downward direction. The process then proceeds to the step


334


.




Incidentally, although it was described in the figure for simplification such that the angle in the controller is directly reflected on the player object for each frame, more specifically a filtering process is performed during deducing θx


1


from 0.68*Xj. Similarly, filtering processing is done during reducing θy


1


from 0.68*Yj. Explaining this filtering process in detail, the CPU


11


causes the θx


1


value to gradually approximate to 0.68*Xj over on a plurality of frames so as to obtain θx


1


=0.68*Xj at a time that the frames have been processed, without making the value 0.68*Xj immediately become θx


1


on one 1 frame. For example, 0.68*Xj is divided by Nf (predetermined natural number) and 0.68*Xj/Nf is added to θx


1


during an Nf frame period, to thereby obtain θx


1


=0.68*Xj. The filtering processing for reducing θy


1


from 0.68*Yj is similar to the filtering process of deriving θx


1


from 0.68*Xj. By this filtering process, it is possible to prevent the player object


60


from terribly moving due to abrupt operation of the joystick and horribly varying the scenes that impose burdens on player's eye or make control difficult.




At a step


350


, the CPU


11


performs a hit determination for the player object


60


. The detail on this hit determination will be explained by using steps


351


-


354


. The steps


351


-


354


are a normal hit determination. The hit determinations on the fellow objects, stated later, are similar thereto.




At a step


351


in

FIG. 39

, the CPU


11


determines whether ABS (OBJ


2


x−OBJ


1


x)≦OBJ


1


r or not. OBJ


1


is an object to be determined of hit, and refers in this embodiment to the player object


60


. OBJ


2


is an object coming toward OBJ


1


, and refers in this embodiment to an attacking object, such as a fellow object, an enemy object, a stationary object, a laser object launched by an enemy object. OBJ


1


x is an X coordinate value of OBJ


1


, while OBJ


2


x is an X-coordinate value of OBJ


2


. OBJ


1


x and OBJ


2


x may be on a game space coordinate or a player coordinate, provided that they are X-coordinate values on a common coordinate system. ABS ( ) denotes an absolute value of a numeral given within 0. OBJ


1


r is a value representing a half length of one side of a cube where OBJ


1


is considered as a cube. In other words, OBJ


1


r is a value representative of a hit-determination range of OBJ


1


. If ABS (OBJ


2


x−OBJ


1


x)≦OBJ


1


r stands, the progress proceeds to a step


302


.




At the step


352


, the CPU


11


determines whether ABS (OBJ


2


y−OBJ


1


y)≦OBJ


1


r or not. OBJ


1


y is a Y coordinate value of OBJ


1


, while OBJ


2


y is a Y coordinate value of OBJ


2


. OBJ


1


y and OBJ


2


y may be on a game space ordinate or a player coordinate, provided that they have Y coordinate values on a common coordinate system. If ABS (OBJ


2


y−OBJ


1


Y)≦OBJ


1


r stands, the process proceeds to a step


353


. At the step


353


, the CPU


11


determines whether or not ABS (OBJ


2


z−OBJ


1


z)≦OBJ


1


r stands. OBJ


1


z is a Z-coordinate value of OBJ


1


, and OBJ


2


z is a Z-coordinate value of OBJ


2


. OBJ


1


z and OBJ


2


z may be on a game space ordinate or on a player coordinate, provided that they have Z-axis coordinate values on a common coordinate system. If ABS (OBJ


2


z−OBJ


1


z)≦mOBJ


1


r stands, the process proceeds to a step


354


.




At the step


354


, the CPU


11


determines OBJ


2


and OBJ


1


are hit on, and sets a hit-determination flag in the flag area


159


F of the RAM


15


. The player object


60


in this embodiment is constituted by three objects, a main body object


61


(hereinafter, main body


61


), a left wing object


60


L and a right wing object


60


R. The respective object can be displayed on the display


30


by entry to a display list. Also, the player object


60


, as shown in

FIG. 35

, has totally


4


determination points located at an upper portion of the main body


61


, a lower portion of the main body


61


, a portion of a left wing


62


close to the main body, and a portion of left wing


63


close to the main body so that they respectively have


1


point. These respective points are subjected to hit determination in the steps


351


-


354


, to determine whether a hit-determination flag should be set for each point or not. The process then returns to the former routine.




Meanwhile, if the determination at the step


351


is not ABS (OBJ


2


x−OBJ


1


x)≦OBJ


1


r, the process returns to the former routine.




On the other hand, if the determination at the step


352


is not ABS (OBJ


2


y−OBJ


1


y)≦OBJ


1


r, the process returns to the former routine.




On the other hand, if the determination at the step


353


is not ABS (OBJ


2


z−OBJ


1


z)≦mOBJ


1


r, the process returns to the former routine.




On the other hand, if the step


350


is ended, the process proceeds to a step


360


.




At a step


360


, the CPU


11


determines whether the player object


60


is hit at the lower portion of the main body


61


by another object or not. Specifically, the CPU


11


detects whether or not a hit-determination flag is set at the flag area


159


F of the RAM


15


. If the lower portion of the main body


61


is hit by another object, the process proceeds to a step


361


. The CPU


11


operates at the step


361


on the following equation.








R




1


=


R




1


−40






R


1


represents a magnitude of damage to which the main body


61


withstands, and has an initial value


255


in this embodiment. When the lower portion of the main body


61


suffers a damage, R


1


is subtracted by 40. For example, the suffering damages of 7 times gives R


1


<0.




At a step


362


, the CPU


11


operates on the following equation.








R




2


(or


R




3


)=


R




2


(or


R




3


)−15






R


2


represents a magnitude of damage to which the left wing


62


can withstand, and has an initial value


60


in this embodiment. Similarly, R


3


denotes a magnitude of damage to which the right wing


63


can withstand, and has an initial value


60


. At this step, the left and right are chosen at random so as to provide a greater damage to a chosen wing. When the left wing


62


or the right wing


63


suffers a damage, R


2


or R


3


is subtracted by 15. For example, the damages of 4 times gives R


2


(or R


3


)=0.




At a step


363


, the CPU


11


determines whether or not the upper portion of the main body


61


of the player object


60


is hit by another object. If the upper portion of the main body


61


is hit by another object, the process proceeds to a step


364


.




The CPU


11


determines at the step


364


whether R


1


≦0 or not. In other words, it is determined whether or not the damage to the player object


60


is in an extent that the play is possible to continue. If not R


1


≦0, the process proceeds to a step


365


.




At the step


365


, the CPU


11


enters the main body


61


to the display list. The main body


61


is an object constituting a center portion of the player object


60


.




At a step


366


, the CPU


11


determines whether R


2


and R


3


≦0 or not. In other words, it is determined whether or not the damage to the left wing


62


is in an extent that the left wing is sustainable and the damage to the right wing


63


in an extent that the right wing be sustainable. If not R


2


and R


3


<0, the process proceeds to a step


367


.




At the step


367


, the CPU


11


determines whether R


2


≦0 or not. In other words, it is determined whether or not the damage to the left wing


62


is in an extent that the left wing is sustainable. If not R


2


≦0, the process proceeds to a step


368


.




At the step


368


, the CPU


11


determines whether R


3


≦0 or not. In other words, it is determined whether the damage to the right wing


62


is in an extent to sustain the right wing. If not R


3


≦0, the process proceeds to a step


369


.




At the step


369


, the CPU


11


enters a complete left wing object


60


L and a complete left wing object


60


L to the display list. With this registration, the display


30


can display a player object


60


as shown in FIG.


35


. The process then returns to the former routine to proceed to a step


8


.




On the other hand, if R


2


and R


3


≦0 at the step


366


, the process proceeds to a step


370


. At the step


370


, the CPU


11


enters a left wing object


60


L having no left wing


62


and a right wing object


60


R having no right wing


63


to the display list. With this entry, the display


30


displays a player object


60


losing the left wing


62


and the right wing


63


as parts of the left wing and the right wing, as shown in FIG.


40


. The process then returns to the former routine to proceed to the step


8


.




Meanwhile, if R


2


≦0 at the step


367


, the process proceeds to a step


371


. At the step


371


, the CPU


11


registers a left wing object


60


L losing left wing


62


and a complete right wing object


60


R to the display list. This registration causes the display


30


to display a player object


60


losing the left wing


62


as a part of the left wing but having the normal right wing, as shown in FIG.


41


. The process then returns to the former routine to proceed to the step


8


.




On the other hand, if R


3


≦0 at the step


368


, the step proceeds to the step


372


. At the step


372


, the CPU


11


enters a right wing object


60


R losing a right wing


63


and a complete left wing object


60


L to the display list. This entry causes the display


30


to display a player object


60


losing the right wing


63


as a part of the right wing but having the normal left wing, conversely to the player object


60


in FIG.


41


. The process then returns to the former routine to proceed to the step


8


.




On the other hand, if R


1


≦0 at the step


364


, the process proceeds to a step


373


. At the step


373


, the CPU


11


executes a detonation process for the player object


60


. In executing the detonation process, other processes are skipped over a plurality of frames to display a scene exploding the player object


60


on the display


30


. Thereafter, the value of the register area


159


in the RAM


15


is subtracted by 1, and the process proceeds to a step


17


. If not in a game over, the game is resumed from a predetermined position in the game space.




Meanwhile, if the upper portion of the main body


61


is not hit by another object at the step


363


, the process proceeds to a step


374


.




At the step


374


, the CPU


11


performs a process to move the player object


60


toward the upward over a plurality of frames. This process enables a representation of as if the lower portion of the player object


60


comes to collision with another object and is bumped off. The process then advances to the step


364


.




On the other hand, if at the step


360


the lower portion of the main body


61


is not hit by another object, the process proceeds to a step


370


.




At the step


375


, the CPU


11


determines whether or not the upper portion of the main body


61


of the player object


60


is hit by another object or not. If the upper portion of the main body


61


is hit by another object, the process proceeds to a step


376


. At the step


376


, the CPU


11


operates on the following equation.








R




1


=


R




1


−40






At a step


377


, the CPU


11


operates on the following equation.








R




2


(or


R




3


)=


R




2


(or


R




3


)−15






At a step


378


, the CPU


11


processes to move the player object


60


downward over a plurality of frames. This process enables a representation as if the upper portion of the player object


60


collides with another object and is bumped off. Then the process proceeds to the step


364


.




On the other hand, if another object does not hit against the upper portion of the main body


61


at the step


375


, the process proceeds to a step


380


. At the step


380


, the CPU


11


determines whether or not the main body


61


and the right wing object


60


R of the player object


60


are not hit by another object but the left wing object


60


L only is hit by another object. If the left wing object


60


L only is hit by another object, the process proceeds to a step


381


. At the step


381


, the CPU


11


operates on the following equation.








R




2


=


R




2


−20






Then the process advances to a step


365


.




On the other hand, if the left wing object


60


L only is not hit by another object at the step


380


, the process proceeds to a step


382


. At the step


382


, the CPU


11


determines whether or not the main body


61


and the left wing object


60


L of the player object


60


are not hit by another object but the right wing object


60


L only is hit by another object. If the right wing object


60


R only is hit by another object, the process advances to a step


383


.




At the step


383


, the CPU


11


operates on the following equation.








R




3


=


R




3


−20






The process then proceeds to a step


365


.




Meanwhile, if at the step


382


the right wing object


60


R only is not hit by another object, the process proceeds to the step


365


.




Now, explanations will be made on another embodiment for processing the player object. This embodiment is an example having a left wing object


60


L and a right wing


60


R each constituted by three portions instead of two portions. Specifically, the left wing and the right wing are each formed by three portions so that they can be displayed on the display


30


as if they were broken and lost from an outer portion by a damage. As shown in

FIG. 35

, the left wing object


60


L and the right wing object


60


R respectively include a left wing


62


and left wing


64


, and right wing


63


and right wing


65


. For example, image display is made on the display


30


such that the left wing object


60


L, when suffering a little damage e.g. 0≦R


2


≦30, loses the left wing


62


as shown in

FIG. 41

, and loses the left wing


64


as shown in

FIG. 43

when suffering a more serious damage (e. g. R


2


≦0). This process is similarly performed for the right wing


63


and the right wing


65


.




Where executing the steps


321


-


325


in FIG.


33


and the steps


332


-


336


in

FIG. 36

, the player object


60


can be controlled of movement in a diversified manner by providing two stages of movement control to the respective left and right of the player object


60


depending on a state of the left wing object


60


L and the right wing object


60


R, Accordingly, a further realism feeling or achievement feeling on the game is offered to the player.




Now, detailed explanation will be made on FIG.


44


and

FIG. 45

illustrating subroutine flowcharts of the step


8


of FIG.


15


. At a step


500


, the CPU


11


determines whether or not the all-range mode flag in the flag area


159


F of RAM


15


is set. If the all-range mode flag in the flag area


159


F is not set, the process proceeds to a step


501


. At the step


501


, the CPU


11


operates on the following equation.








Xc


=(


Xa−XO


)*0.8






Xc is an X-coordinate position of a camera photographing the player object


60


, similarly to FIG.


34


. This camera is a hypothetical camera that determines at which angle an object in the three-dimensional space is to be displayed on the display


30


. X


0


is a deviation value when there is a deviation between a center of the X coordinate on which the player object


60


is moving and an origin of the X coordinate of the three-dimensional space. This value is utilized principally when the course is branched. In this embodiment X


0


is taken 0.




At a step


502


, the CPU


11


operates on the following equation.








Yc


=(


Ya−Y




0


)*0.8






Yc is an Y-coordinate position of the camera photographing the player object


60


. Y


0


is a deviation value when there is a deviation between a center of the Y-coordinate on which the player object


60


is moving and an origin of the Y-coordinate of the three dimensional space. This value is utilized mainly when the course is branched. In this embodiment Y


0


is taken 0.




At a step


503


, the CPU


11


determines whether the player is depressing the button switch C


1


or not. If the player is not depressing the button switch C


1


, the process proceeds to a step


504


.




At the step


504


, the CPU


11


determines whether the player is depressing the button switch


47


Cd or not. If the player is not depressing the button switch


47


Cd, the process proceeds to a step


505


. At the step


505


, the CPU


11


operates the following equation.








Zc=Za


+400






Zc is a Z-axis value of the camera photographing the player object


60


. Accordingly, Zc represents a Z-coordinate position moved by 400 in the Z-axis direction from the position of the player object.




At a step


506


, the photographing direction of the camera is set in a scroll direction. It is set in a −Z-axis direction as shown in FIG.


34


.




On the other hand, when the player is depressing the button switch C


1


at the step


503


, the process proceeds to a step


507


. At the step


507


, the CPU


11


operates the following equation.








Zc


=(


Za


+abs(


Z


α))+400






abs( ) represents an absolute value of a numeral given within ( ). Zα is a value by which the player object


60


goes away from the camera. The addition of abs(Zα) for Zc in this manner provides a display as if the player object, displayed on the display


30


, went flying rapidly in the depth direction of the screen. The process then advances to the step


506


.




Meanwhile, when the player is depressing the button switch


47


Cd at the step


504


, the process proceeds to a step


508


.




At the step


508


, the CPU


11


operates the following equation.








Zc


=(


Za


−abs(


Z


β))+400






Zβ is a value by which the camera approaches the player object


60


when the player object


60


applies a brake. The subtraction of abs(Zβ) from Zc in this manner provides a display as if the player object


60


, displayed on the display


30


, was rapidly pulled back toward the screen. The process proceeds to the step


506


.




On the other hand, at the step


500


if the all-range mode flag in the flag area


159


F is set, the process proceeds to a step


510


in FIG.


55


.




At the step


510


, the CPU


11


determines whether the player is depressing the button switch C


1


or not. If the player is not depressing the button switch C


1


, the process proceeds to a step


511


.




At that step


511


, the CPU


11


determines whether the player is depressing the button switch


47


Cd or not. If the player is not depressing the button switch


47


Cd, the process proceeds to a step


512


. At the step


512


, the CPU


11


operates the following equations.








Xr


=2.0


*θx




1


*cos θ


x




2












Zr


=2.0


*θx




1


*sin θ


x




2












Xc=Xa


+400*sin θ


x




2





Xr












Zc=Za


+400*cos θ


x




2


+


Zr












Yc


=0.8


*Ya








Similarly to

FIG. 37

, 2.0*θx


1


is a value for deviating the camera in the (−X)-axis direction from a behind of the player object


60


in the player space. Xr is a value of a game-space X-coordinate value converted from a player-space X-coordinate value. Zr is a value of a game-space Z-coordinate value converted from a player-space Zcoordinate value. In this manner, the camera can be moved of position in a direction toward which the player object


60


is inclined, in proportion to inclination of the player object


60


. Demonstrating an example displayed on the display


30


, the player object


60


, when flying straight, is displayed at a center in the left and right directions of the screen, as shown in FIG.


46


. However, as the player object


60


is moved leftward as in

FIG. 47

, it is displayed on the right in the left and right directions of the screen. Also, the player object


60


is displayed on the left in the left and right directions of the screen, as it moves in the right direction. The display like this facilitates to take a sight at an enemy. Accordingly, player is easy to aim at an enemy, enjoying a game with comfort. At a step


513


, the CPU


11


sets the camera photographing direction to a −Z


2


-axis direction, as shown in FIG.


32


.




At the step


510


, on the other hand, where the player is depressing the button switch C


1


, the process proceeds to a step


514


. At the step


514


, the CPU


11


operates on the following equations.








Xr


=2.0


*θx




1


*cos θ


x




2












Zr


=2.0


*θx




1


*sin θ


x




2












Xc=Xa


+(400+abs(


Z


α))*sin θ


x




2





Xr












Zc=Za


+(400+abs(


Z


α))*cos θ


x




2


+


Zr












Yc


=0.8


*Ya








The process then advances to the step


513


.




Meanwhile, when the player is depressing the button switch


47


Cd at the step


511


, the process proceeds to a step


515


. At the step


515


, the CPU


11


operates on the following equations.








Xr


=2.0


*θx




1


*cos θ


x




2












Zr


=2.0


*θx




1


*sin θ


x




2












Xc=Xa


+(400−abs(


Z


β))*sin θ


x




2





Xr












Zc=Za


+(400−abs(


Z


β))*cos θ


x




2


+


Zr












Yc


=0.8


*Ya








Then, the process proceeds to the step


513


.




With reference to FIG.


24


-

FIG. 26

, explanations will be made for the operation of a subroutine for the fellow object process. It is determined at a step


201


whether a first fellow is present or not. If the fellow is present, a process is made at a step


202


for the first fellow object. Thereafter, it is determined at a step


203


whether a second fellow exists. If the fellow exists, a process is performed at a step


204


for the second fellow object. Similarly, a determination is made on the presence or absence of a third fellow and the process for the third fellow object are carried out, at steps


205


,


206


. Here, the processes for the first to third fellow objects shown in the steps


202


,


204


,


206


are the same except for the difference in fellow kind, and they are realized in concrete by a subroutine process (steps


211


-


230


) of FIG.


25


and FIG.


26


.




That is, it is determined at a step


211


that the process is not in a suspension process, and a moving process is performed at a step


212


for moving any of the first to third fellows. Determination is made at a step


213


whether the distance is within a range attackable on the enemy. If within an attackable distance range, a process of making attack on the enemy object (process of calculation and display for launching a beam bomb) is performed at a step


214


. It is determined whether any comrade is being pursued by an enemy at a step


215


. If pursuit is determined, determination is made whether or not he is within a distance attackable by the enemy. If the enemy is within the attackable distance, a process for indicating the phrase


5


(e.g. “help”) is performed at a step


217


, and a sound output process for the phrase


5


is made at a step


218


. Incidentally, if the determination at the step


215


and/or


216


is different one (No.), it is then determined at a step


219


whether or not any of the fellow objects was helped by the player object. If helped is determined, a display process for the phrase


6


(e.g. “We've helped!”) is made at a step


220


. A sound output process for the phrase


6


is made at a step


221


.




At a step


222


, a hit determination (e.g. determination whether or not a fellow is hit by an attack at a step


254


to be stated later) is performed when the fellow is attacked by the enemy. It is determined at a step


223


whether or not he is hit by an enemy's bullet. If he is hit, a process for reducing the fellow's damage subtraction of value from the register R


4


is made at a step


224


. It is determined at a step


225


whether or not the damage withstanding amount of the register R


4


is


100


or below. If the above, the process proceeds to a step


229


, while if not greater the process proceeds to a step


226


. At the step


226


is performed a display process for a message that the comrade damaged by a certain amount or greater ceases the combat to return to a base, and a sound outputting process therefore is performed at a step


227


. It is determined at a step


228


whether or not a cease fire process is ended. If not ended, at a step


229


is made a process for entering the comrade object being processed to the display list. If ended, the fellow flag F


1


is turned off, and then the process returns to the main routine.




Referring to

FIG. 27

, explanations will be made on the operation of a subroutine for the enemy object process (step


10


). At a step


241


, the register R


5


is set to 1 to temporarily memorize the number of enemy objects. It is determined at a step


242


that there is an enemy object based on the value of the register R


5


. At a step


243


is performed a subroutine (

FIG. 28

hereinafter stated) for processing as to what the number the enemy object is. Then, 1 is added to the register R


5


at a step


244


. It is determined at a step


245


whether or not ended is a process of displaying all the enemy objects in the number set by the program. If all the processes are not ended, the process returns to the step


242


to repeat the processes of the steps


242


-


245


.




Referring to

FIG. 28

, explanations will be made in detail on a process for one of the enemy objects. At a step


251


it is determined that the enemy object is not under a blasting process. At a step


252


a moving process is made for the enemy object of the number memorized by the register (E). It is determined at a step


253


whether or not the player object or the fellow object is within a range of shoot. If within a shoot range, a process is made at a step


254


for making an attack on the player object or the fellow object that is present within the shoot distance range.




Meanwhile, at a step


255


is made a hit determination for a case where the player object or the comrade object makes an attack on the enemy object. It is determined at a step


256


whether or not the beam bomb fired by the player object or the fellow object hits the enemy object. If hit is detected, a process is made for reducing a damage amount (subtracting 1 from the register R


5


) of the enemy object thus hit and providing points to the player (process of adding the points determined depending upon the defeated enemy to the register R


10


value). It is determined at a step


258


whether or not the damage amount becomes zero or the below (R


5


≦0). If not below (R


5


>0), the enemy object under processing is entered to the display list at a step


261


. Conversely, when below (R


5


≦0), a process is made at a step


259




f


or blasting and vanishing the enemy object. If it is determined at a step


260


that the blast process is ended, turning off is made at a step


262


for a flag of the enemy object that has been attacked by the player object, and then the process returns to the main routine.





FIG. 48

shows a flowchart representing in detail the step


255


for processing the enemy object of FIG.


28


.




In the conventional game machine, the range in determining about hitting the enemy is given fixed. Accordingly, when the player attacks an enemy, the enemy present distant is too small to attack and hit. This makes the game improperly difficult, resulting in dampening of player's will. In contrast to this, the enemy hit determination of the present invention has an enemy object hit determining range broadened in proportion to a distance between the enemy object and the player object


60


. This enables a player to attack and hit an enemy object existing even distant. The present invention, therefore, prevents a game from becoming excessively difficult, and enables the player to play with appropriate relative difficulty. The player can play a game with willingness.




At a step


600


, the CPU


11


makes computation on the following.








RAD


=(sqrt((OBJ


2




x


−OBJ


1




x


){circumflex over ( )}


2


+(OBJ


2




y


−OBJ


1




y


){circumflex over ( )}


2


+(OBJ


2




z


−OBJ


1




z


){circumflex over ( )}


2


)/50






RAD is a numeral that increases in proportion to a distance between two objects to be determined of hitting. Sqrt( ) is a function representative of a square root of one given within ( ). The symbol “{circumflex over ( )}” is a symbol to raise a first-described numeral to a next described numeral power. Accordingly, “{circumflex over ( )}


2


” represents a square. The symbol “/” is indicative of division. OBJ


1


is an object to be determined of hitting, and refers herein to an enemy object. OBJ


2


is an object coming toward OBJ


1


, and refers herein to an assaulting object such as a laser object launched by the player object


60


. Where OBJ


2


is a player object


60


, a fellow object, a stationary object, or an assaulting object launched by a fellow object, hit determination is similarly performed to that of FIG.


37


.




At a step


601


, the CPU


11


determines whether RAD>200 or not. If not RAD>200, the process proceeds to a step


602


.




At the step


602


, the CPU


11


determines whether or not ABS (OBJ


2


x−OBJ


1


x)≦OBJ


1


r+RAD. If ABS (OBJ


2


x−OBJ


1


x)≦OBJ


1


r+RAD, then the process advances to a step


603


.




At the step


603


, the CPU


11


determines whether or not ABS (OBJ


2


y−OBJ


1


x)≦OBJ


1


r+RAD or not. If standing ABS (OBJ


2


y−OBJ


1


y)≦OBJ


1


r+RAD, the process proceeds to a step


604


.




At the step


604


, the CPU


11


determines whether or not ABS (OBJ


2


z−OBJ


1


z)≦OBJ


1


r+RAD. If ABS (OBJ


2


z−OBJ


1


z)≦OBJ


1


r+RAD, the process proceeds to a step


605


.




At the step


605


, the CPU


11


determines of a hit between OBJ


2


and OBJ


1


, and sets a hit determination flag in the flag area of the RAM


15


.




The process then returns to the former routine.




On the other hand, if ABS (OBJ


2


x−OBJ


1


x)≦OBJ


1


r+RAD does not stand at the step


602


, the process returns to the former routine.




On the other hand, if ABS (OBJ


2


y−OBJ


1


y)≦OBJ


1


r+RAD does not stand at the step


603


, the process returns to the former routine.




On the other hand, if ABS (OBJ


2


z−OBJ


1


z)≦OBJ


1


r+RAD does not stand at the step


604


, the process returns to the former routine.




Meanwhile, if RAD>200 at the step


601


, the process proceeds to a step


606


. At the step


606


, the CPU


11


computes the following.








RAD


=200






The reason of keeping RAD not exceeding


200


is to avoid determination from becoming improperly easy despite an enemy object exists distant far from the player object


60


. If there is no setting of an upper limit to RAD, an assaulting object released by the player object could hit on an enemy object appearing too small to discriminate on the screen, losing reality feeling.




Referring to

FIG. 29

, explanations will be made on the operation of a subroutine for the stationary object process (step


11


). At a step


271


, a stationary object register (R


9


) is set at 1. At a step


272


the stationary object specified by the register (R


9


) is entered into the display list. At a step


273


the register R


9


is added by 1. It is determined at a step


274


whether or not ended is a process for displaying all the stationary objects in the number set by the program. If all the processes are not ended, the process returns to the step


272


to repeat the processes of the steps


272


-


274


. If all the processes are ended, the process returns to the main routine.




Referring to

FIG. 30

, explanations will be made on the operation of a subroutine for the rendering process (step


12


). At a step


281


a coordinate transformation process is performed. The coordination transformation process is made under the control of the RCP


12


by transforming the coordinate data of a plurality of polygons for the movable object such as the enemies, the players, and the fellows and the stationary objects such as the backgrounds memorized in the image data area


154


of the RAM


15


, into an observer's eye coordinate of the camera. Specifically, calculations are made for transforming the polygon data constituting the plurality of the movable objects and the stationary objects, from the absolute coordinate into camera coordinate data so that they are turned into images as viewed from the camera. At a step


282


a rendering process is made for the frame memory. This process is performed by writing the chrominance data determined based on the texture data into the image buffer area


152


on a dot-by-dot basis, i.e. at a plane of one triangle constituting the object surrounded by the polygon coordinate after transformed into the camera coordinate. At this time, the chrominance data for a closer object is written so that the object standing toward this (close to this) is preferentially displayed based on depth data for each polygon. In accordance therewith, the depth data corresponding to the dots written by the chrominance data is written to a corresponding address in the Z buffer area


153


. Thereafter, the process returns to the main routine.




The operations of the steps


281


and


282


are carried out within a constant time period on each frame. They are, however, processed in order for polygons constituting the plurality of objects to be displayed on one scene, and repeated until the processes are completed for all the objects to be displayed in the one scene.




Referring to

FIG. 31

, explanations will be made on the operation of a subroutine for the sound process (step


13


). At a step


291


it is determined whether or not a sound flag is on. If the determination is on, the sound data to be outputted is selected at a step


292


. The selected sound data is read-processed at a step


293


, and then the process returns to the main routine. Incidentally, the sound data of a message thus read is digital-analog converted by the sound generating circuit


16


to be outputted as sounds.




Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.



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
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.

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Number Date Country
2 287 629 Sep 1995 EP
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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)
Number Date Country
Parent 09/065485 Apr 1998 US
Child 09/590302 US