U.S. patent number 5,390,937 [Application Number 07/852,057] was granted by the patent office on 1995-02-21 for video game apparatus, method and device for controlling same.
This patent grant is currently assigned to Square Co., Ltd.. Invention is credited to Hiroyuki Itou, Hironobu Sakaguchi.
United States Patent |
5,390,937 |
Sakaguchi , et al. |
February 21, 1995 |
Video game apparatus, method and device for controlling same
Abstract
Disclosed in a video game of enhanced realism in which actual
combat is closely simulated. The game is so adapted that an enemy
character on a display screen may launch an attack against a player
character on the same screen, even while the player character is in
the process of inputting a command, at elapse of a set time period
specific to the enemy character. The attack is made without an
interruption in the flow of time of the game.
Inventors: |
Sakaguchi; Hironobu (Tokyo,
JP), Itou; Hiroyuki (Tokyo, JP) |
Assignee: |
Square Co., Ltd. (Tokyo,
JP)
|
Family
ID: |
16414321 |
Appl.
No.: |
07/852,057 |
Filed: |
March 16, 1992 |
Foreign Application Priority Data
|
|
|
|
|
Jul 16, 1991 [JP] |
|
|
3-199828 |
|
Current U.S.
Class: |
463/7; 463/2 |
Current CPC
Class: |
A63F
13/10 (20130101); A63F 13/53 (20140902); A63F
13/822 (20140902); A63F 13/44 (20140902); A63F
2300/63 (20130101); A63F 2300/65 (20130101); A63F
13/42 (20140902); A63F 2300/8029 (20130101) |
Current International
Class: |
A63F
13/10 (20060101); G06F 19/00 (20060101); A63F
009/22 () |
Field of
Search: |
;273/433,434,435,437,438,DIG.28,85G |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Harrison; Jessica J.
Attorney, Agent or Firm: Lowe, Price, LeBlanc &
Becker
Claims
What is claimed is:
1. In a video game apparatus in which a player character and an
enemy character are displayed on a display screen of a display unit
and the player character and enemy character carry out attacks on
each other in accordance with an inputted action command or a
predetermined action schedule, a method of controlling the video
game apparatus comprising the steps of:
clocking a time, which has been stipulated for each character, from
the end of a previous action of a character;
generating a signal for character when the time clocked in said
clocking step is equal to or greater than a predetermined time
assigned to that character;
allowing, in response to said generated signal, input of an action
command if the character is a player character, and processing in
accordance with the inputted action command; and
processing, in response to said generated signal, an action in
accordance with the predetermined action schedule if the character
is an enemy character.
2. The method according to claim 1, wherein the processing in
accordance with the inputted action command comprises the steps
of:
displaying a screen requesting input of an action command
indicating a type of action,
clocking a predetermined time for action preparations conforming to
the type of action in response to the inputted action command,
and
executing the commanded action when the time for action
preparations elapses.
3. The method according to claim 1, wherein said processing step
for the enemy character comprises the steps of:
clocking a predetermined time for action preparations conforming to
the type of action in accordance with the a predetermined action
schedule, and
executing the action in accordance with the schedule when the time
for action preparations elapses.
4. The method according to claim 1, wherein an active mode and a
wait mode are provided, the clocking step continues without
interruption when said active mode has been selected, and the
clocking step is halted, at least in part of a time period for
allowing the player to input a command, when the wait mode has been
selected.
5. The method according to claim 1, wherein speed of clocking in
said clocking step is substantially changed in response to an input
designating the speed of the passage of time.
6. In a video game apparatus in which a game is made to proceed
upon displaying, on a display screen of a display unit, a player
character which carries out an attack in response to an inputted
action command and an enemy character which carries out an attack
in accordance with a predetermined action schedule, a method of
controlling the video game apparatus comprising the steps of:
clocking a time, which has been stipulated for each character, with
regard to at least the enemy character from the end of a previous
attack of a character irrespective of input of the action command
for the player character;
generating a signal for a character when the time clocked in said
clocking step is equal to or greater than a predetermined time
assigned to that character; and
processing, in response to said generated signal, an action in
accordance with the predetermined action schedule if the character
is an enemy character.
7. A video game apparatus having a control unit, a display unit,
and an input unit, for displaying a player character and an enemy
character on a display screen of said display unit, and causing the
player character and enemy character to carry out attacks on each
other in accordance with an action command inputted from said input
unit or a predetermined action schedule, comprising:
clocking means for clocking a time, which has been stipulated for
each character from the end of a previous action of a
character;
generating means, coupled to said clocking means, for generating a
signal for a character when the time clocked in said clocking means
is equal to or greater than a predetermined time assigned to that
character;
input enable means, coupled to said generating means and said input
unit, for allowing, in response to said generated signal, input of
an action command, and enabling processing in accordance with the
inputted action command, if the character is a player character;
and
processing means, coupled to said generating means, for processing,
in response to said generated signal, an action in accordance with
the predetermined action schedule if the character is an enemy
character.
8. The apparatus according to claim 7, further comprising means for
substantially changing the speed of said clocking means in response
to an input designating the speed of the passage of time.
9. A device for program control of a video game apparatus having a
CPU for executing processing in accordance with a program, a memory
for being used in program execution by said CPU, a display unit for
displaying a video screen, a display processing unit which executes
processing, under control of said CPU, for presenting a display on
said display unit, and an input unit for inputting action commands,
said device comprising:
means for displaying a player character and an enemy character on
the display screen of said display unit;
means for causing the player character to execute an action
commanded in response to the action command inputted from said
input unit;
means for causing the enemy character to execute a predetermined
action;
clock means for counting a time, which has been stipulated for each
character, from end of a previous action of each character;
generating means, coupled to said clock means for generating a
signal for a character when the time clocked in said clock means is
equal to or greater than a predetermined time assigned to that
character;
input enable means, coupled to said generating means and said input
unit, for allowing, in response to said generated signal, input of
an action command, and enabling processing in accordance with the
inputted action command, if the character is a player character;
and
processing means, coupled to said generating means, for processing,
in response to said generated signal, an action in accordance with
the predetermined action schedule if the character is an enemy
character.
Description
BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates to a video game apparatus for realizing a
role-playing game (RPG) of the type in which a player character,
rather than the player, repeatedly battles with an enemy character
on a video screen. The invention relates also to a method and
device for controlling the apparatus, and to a memory cartridge for
the video game.
2. Description of the Related Art
Conventional roll-playing games or battle games are of the type in
which battle action proceeds in turns. Specifically, a player
character and an enemy character are displayed on the display
screen of a display unit (e.g., a television receiver). A plurality
of attack types (inclusive of weaponry and magic) available to the
player character are displayed on the display screen, and the
player selects the desired type of attack from the displayed group.
Upon making the selection, the player issues the proper instruction
(command input) through an input unit referred to as a controller.
The attack from the enemy character, on the other hand, is
predetermined. When the input of the command is completed, the
battle starts and the player character and enemy character attack
each other in accordance with a predetermined sequence. The
incidents of damage sustained by each character owing to the attack
by his adversary are counted, as by the low-point method of
scoring. The game proceeds by repeating the input of commands and
the combat between the player character and enemy character, and
the player continues manipulating the apparatus in an effort to
have the player character attain a prescribed goal (such as finding
treasure or rescuing a queen).
In a video game of this type in which action proceeds in turns, the
enemy character never launches an attack until the player has
completed inputting the command for the player character. In
addition, attacks proceed only in accordance with a predetermined
sequence, and the sequence is an important factor for fighting a
decisive battle. In a sense, therefore, the aforementioned game in
which action takes place in turns is a static game and lacks
realism.
SUMMARY OF THE INVENTION
Accordingly, an object of the present invention is to provide a
video-game apparatus which approximates actual combat and excels in
dynamism and realism, a method and device for controlling the
apparatus, and a memory cartridge (or memory cassette) for such
control.
In a video game apparatus in which a player character and an enemy
character ate displayed on a display screen of a display unit and
the player character and enemy character carry out attacks on each
other in dependence upon an inputted action command or a
predetermined action command, a method of controlling the video
game apparatus according to the present invention comprises steps
of clocking a time, which has been stipulated for each character,
from start of the game or from end of action of a character, and
performing control in such a manner that when the stipulated time
elapses, a transition is made to processing associated with an
ensuing action of the character for which the stipulated time has
elapsed.
In a video game apparatus in which a game is made to proceed upon
displaying, on a display screen of a display unit, a player
character which carries out an attack in response to an inputted
action command and an enemy character which carries out an attack
in response to a predetermined action command, a method of
controlling a video game apparatus according to the present
invention comprises the steps of clocking time, which has been
stipulated for each character, with regard to at least the enemy
character from start of the game or from end of attack by a
character irrespective of input of the action command for the
player character, and performing control in such a manner that when
the stipulated time elapses, a transition is made to processing for
starting an ensuing attack by the character for which the
stipulated time has elapsed.
Further, according to the present invention, there is provided a
video game apparatus having a control unit, a display unit and an
input unit for displaying a player character and an enemy character
on a display screen of the display unit, and causing the player
character and enemy character to carry out attacks on each other in
dependence upon an action command inputted from the input unit or a
predetermined action command, comprising clocking means for
clocking a time, which has been stipulated for each character, from
start of the game or from end of action of a character, and control
means for performing control in such a manner that when the
stipulated time elapses, a transition is made to processing
associated with an ensuing action for the character for which the
stipulated time has elapsed.
Further, according to the present invention, there is provided a
device for program control of a video game apparatus having a CPU
for executing processing in accordance with a program, a memory for
being used in program execution by the CPU, a display unit for
displaying a video screen, a display processing unit which executes
processing, under control of the CPU, for presenting a display on
the display unit, and an input unit for inputting action
commands.
The device for controlling the video game apparatus comprises means
for displaying a player character and an enemy character on the
display screen of the display unit, means for causing the player
character to execute an action commanded in response to the action
command inputted from the input unit, means for causing the enemy
character to execute a predetermined action, means for counting a
time, which has been stipulated for each character, from end of
action of each character, and means for performing control in such
a manner that when the stipulated time elapses, a transition is
made to processing associated with an ensuing action for the
character for which the stipulated time has elapsed.
Further, according to the present invention, there is provided a
memory cartridge (or memory cassette) for program control of a
computer for a video game having a CPU for executing processing in
accordance with a program, a memory for being used in program
execution by the CPU, a display processing unit for displaying a
game video screen on a display unit under control of the CPU, and
an input unit for inputting action commands.
The memory cartridge includes a memory in which there is stored a
program for realizing, in cooperation with the CPU, processing for
displaying a player character and an enemy character on the display
screen of the display unit, causing the player character to execute
an action commanded in response to the action command inputted from
the input unit, causing the enemy character to execute a
predetermined action, counting a time, which has been stipulated
for each character, from end of operation of each character, and
performing control in such a manner that when the stipulated time
elapses, a transition is made to processing associated with an
ensuing action regarding the character for which the stipulated
time has elapsed.
In an embodiment of the present invention, the processing
associated with the ensuing action regarding the player character
includes display processing for presenting a screen which requests
input of an action command, processing in which time for action
preparations conforming to the of action is clocked in response to
an inputted action command, and processing for executing the
commanded action when the time for action preparations elapses.
The processing associated with the ensuing action regarding the
enemy character includes processing in which time for action
preparations conforming to the type of action is clocked in
response to a predetermined action command, and processing for
executing the commanded action when the time for action
preparations elapses.
In accordance with the invention, the clocking of time that has
been stipulated for each character starts as soon as the attack by
the character ends. When this time elapses, a transition is made to
processing in which the character mounts an attack again. The
arrangement is such that the enemy character launches an attack
irrespective of whether the player has inputted a command for the
purpose of manipulating the player character. Since this form of
play closely resembles the form of actual combat, the game excels
in realism and thrills and the player is capable of enjoying a
speedy game development.
In another embodiment of the invention, an active mode and a wait
mode are provided. When the active mode has been selected, the
clocking processing continues without interruption, as described
above. When the wait mode has been selected, the clocking
processing is halted at least in part of a time period that is for
the purpose of allowing the player to input a command. Accordingly,
a player who is not accustomed to playing the game may select the
wait mode to play the game in a way similar to that of the
conventional game in which combat action takes place in turns.
In yet another embodiment of the invention, the speed of clocking
in clocking processing is substantially changed in response to an
input designating the speed of the passage of time. Accordingly,
the player is capable of choosing the speed of the passage of time
that matches his or her own ability. This makes the game even more
enjoyable to play.
Other features and advantages of the present invention will be
apparent from the following description taken in conjunction with
the accompanying drawings, in which like reference characters
designate the same or similar parts throughout the figures
thereof.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a perspective view showing the overall video game system
according to the present invention;
FIG. 2 is a block diagram showing the electrical configuration of a
game processor;
FIG. 3 is a diagram showing the concept of active time battle;
FIGS. 4a and 4b are diagrams showing part of the contents of a
working RAM;
FIGS. 5a and 5b are diagrams showing part of the contents of a
working RAM;
FIGS. 6a and 6b are diagrams showing part of the contents of a
working RAM;
FIG. 7 is a flowchart showing counter decrementing processing;
FIG. 8 is a flowchart showing flag control processing;
FIG. 9 is a flowchart showing action execution processing;
FIG. 10 is a flowchart showing command-input interrupt
processing;
FIG. 11 is a diagram showing an example of a display screen
presented on a display unit;
FIG. 12 is a diagram showing an example of a display screen
presented on the display unit;
FIG. 13 is a diagram showing an example of a display screen
presented on the display unit;
FIG. 14 is a diagram showing an example of a display screen
presented on the display unit;
FIG. 15 is a diagram showing an example of a display screen
presented on the display unit;
FIG. 16 is a diagram showing an example of a display screen
presented on the display unit;
FIG. 17 is a diagram showing an example of a display screen
presented on the display unit;
FIG. 18 is a diagram showing an example of a display screen
presented on the display unit;
FIG. 19 is a diagram showing an example of a display screen
presented on the display unit; and
FIG. 20 is a diagram showing an example of a display screen
presented on the display unit.
DESCRIPTION OF THE PREFERRED EMBODIMENT
FIG. 1 illustrates the entirety of the system for the video
game.
The system comprises a game processor (the game device proper) 10,
commonly referred to as a family computer (a super
family-computer), a controller 20, which serves as an input unit or
manipulating device, detachably connected to the game processor 10,
a memory cartridge (or memory cassette) 30 removably inserted into
the game processor 10, and a CRT display unit 40 (such as a
television receiver or monitor display device), to which the game
processor 10 is detachably connected, for presenting a video screen
on which the game appears.
The game processor 10 has a central portion the upper side of which
has an insertion slot 12, equipped with a cover, into which the
memory cartridge 30 is removably inserted. A connector 56 (see FIG.
2), to which the pins, conductive patterns or electrodes of the
memory cartridge 30 are connected, is provided in the interior of
the insertion slot 12. Provided in front of the insertion slot 12
are a power switch 13, a reset switch 14 and an eject button 15,
which is for ejecting the memory cartridge 30. The front end of the
game processor 10 is provided with connectors 16 to which the
controller 20 is detachably connected.
The controller 20 is provided with an A button 21 for decision
making, a B button 22 for cancelling purposes, an X button 23 for
selecting a menu display, a Y button 24, a start button 25, a
select button 26 and a joy pad (or joy stick) 27 for moving a
cursor up, down, left and right on the display screen, as well as
other buttons (not shown). In this embodiment, the A button 21, B
button 22, X button 23 and the joy pad 27 are used in order to
perform various input operations.
FIG. 2 mainly illustrates the electrical configuration of the game
processor 10 in simplified form. The game processor 10 includes a
CPU (central processing unit) 50, which controls the overall
operation of the video game. The execution program of the CPU 50 is
stored beforehand in a ROM 31 incorporated in the memory cartridge
30. Data representing an image displayed on the display unit 40
also is stored in the ROM 31. The ROM 31 is connected to the CPU 50
by a system bus (inclusive of a data bus, address bus and control
lines) through the connector 56 when the memory cartridge 30 is
connected to the game processor 10. Preferably, there are provided
a RAM for saving data such as the maximum value (MAX value) or
present value (hit points) of the player character's survivability,
described below, in order that the game may be continued at a
subsequent time, as well as a battery for backing up the data
stored in the RAM.
In the game processor 10, a working RAM 51 for storing various data
during the progress of the game and for serving as a counter, a
video RAM 52 for storing image data read out of the ROM 31 and
subjecting the data to necessary processing, and an image
processing unit 53 which creates a video signal for display
purposes based upon the image data from the RAM 52 are connected to
the CPU 50 by the system bus. The video signal outputted by the
image processing unit 53 is applied to the display unit 40 upon
being converted into a signal suitable for being supplied to the
display unit 40, such as an NTSC television signal, by a modulating
circuit 54.
One controller 20 (if only one player is playing the game), or two
controllers 20 (if two are playing the game), is connected to the
game processor 10, and the various signals from the controller 20
are inputted to the CPU 50 via an interface 55.
One or a plurality of player characters and one or a plurality of
enemy characters appear on the screen of the display unit 40. The
player character(s) is moved in accordance with an action command
provided by the player via the controller 20. More specifically,
the player selects the type of attack, etc., displayed on the
screen of the display unit 40 (selection refers to as the inputting
of a command), in response to Which the player character acts to
perform the selected attack, etc. The enemy character moves in
accordance with a predetermined action command (a decision
regarding battle operations).
The movements of the player character and enemy character, i.e.,
their actions in combat, are executed repeatedly without
interruption while time is passing at a fixed rate. This shall be
referred to as "active time battle".
FIG. 3 illustrates the actions of the player character and enemy
character in active time battle. In the illustrated example, the
actions of two player characters P1, P2 and two enemy characters
M1, M2 are shown.
The player characters P1 and P2 will be described first. At the
start of the game or at the end of a combat operation such as an
attack, a standby time that has been set for each character starts
being clocked. The standby time represents the quickness and
agility of the character. When the standby time elapses, the input
of a command is allowed. At this point in time the player is
capable of selecting a combat operation (making a command input)
that is being displayed. When the command is inputted, the
processing corresponding thereto is executed (this is a command
decision) and then action preparation time for execution of the
command starts being clocked. Action preparation time is a time
specific to the type of action and is set for each type of action.
When this time elapses, the aforementioned action for the
designated combat operation is initiated and then standby time
starts being clocked again.
Input of commands is unnecessary for the enemy characters M1 and
M2. When the standby time set for each enemy character and
representing the quickness and agility of the character elapses,
the conduct of the character is decided. Though the type of combat
operation of an enemy character is predetermined, there are cases
where the combat operation changes depending upon the
circumstances, as will be described later. When the action
preparation time regarding the conduct that has been decided
elapses, the combat operation decided is carried out, after which
the standby time starts being clocked again. The foregoing
processing is repeated for the enemy characters.
In active time battle, as Will be appreciated from FIG. 3, the
standby times and action preparation times of the enemy characters
M1 and M2 elapse from moment to moment (the clocking of these time
periods continues without interruption) even while the players are
making command inputs for the player characters P1 and P2 (i.e.,
while the players are considering how to maneuver the player
characters through a combat operation). Accordingly, there are
instances in which a player character sustains an attack from an
enemy character even while a command input is being made. Thus, a
game excelling in realism and thrills proceeds at a speedy pace in
a mode approximating actual combat.
Theoretically, it will suffice if only standby time or action
preparation time is set for an enemy character. However, it is
preferred that both times be provided in a case where the type of
combat operation (action or conduct) of an enemy character changes,
in accordance with the program, depending upon the prevailing
circumstances.
FIG. 11 illustrates an example of a menu screen displayed on the
display unit 40. The menu screen is capable of being called by
pressing the X button 23 on the controller 20. A cursor (or
pointer) CU representing a pointing hand is displayed not only on
the menu screen but also on other screens. The position of the
cursor CU on the screen can be moved by the joy pad 27 on the
controller 20. If the A button 21 is pressed after the cursor CU
has been moved to a desired position, an item represented by the
display indicated by the cursor CU is selected and inputted.
Battle mode and battle speed can be selected on the menu
screen.
The battle mode includes a wait mode and an active mode. The wait
mode is one in which the passage of time (i.e., the clocking
operation) is suspended (in this embodiment, a case in which
"MAGIC" or "ITEM" has been selected) with regard to a specific
command input during a command input operation. Of course, it is
permissible to halt the passage of time for all command inputs.
The active mode is one in which time is constantly passing, i.e.,
in which the clocking operation continues (even when a command
input is in progress).
Battle speed means the speed at which time passes during the game.
Specifically, the standby and action preparation times for all of
the characters are varied in proportional fashion. In this
embodiment, battle speed is capable of being set to five
levels.
FIG. 12 illustrates an example of an initial screen. This screen is
displayed when the game starts. In this example of the display,
three player characters aaa, bbb, ccc of three types and three
enemy characters AAA1, AAA2, AAA3 of one type appear. The lower
half of the display screen is provided with two windows W1 and W2.
The window W1 relates to the player characters and displays a
numeral (a denominator) representing the MAX value (maximum value)
of the survivability of each player character and a number (a
numerator) representing the present survivability (hit points=HP)
of each player character. The hit points are decremented in
conformity with the type of attack sustained whenever an attack is
received from an enemy character. It is shown in the window W2 that
three enemy characters of type AAA appear.
FIGS. 4 through 6 illustrate various areas set in the working RAM
51 of the game processor 10. These areas are set or created in
accordance with a program or data that has been stored in the ROM
31 of memory cartridge 30 at the start of the game, or they are
created by loading the data that has been saved in the RAM of the
memory cartridge 30.
FIG. 4a illustrates areas used as pairs of counters and flags. A
standby-time counter and a action preparation-time counter are
provided for each character, and each counter is equipped with a
flag. Data representing standby time or action preparation time is
loaded in the counters, and the value recorded in a counter is
decremented at elapse of the fixed period of time, When a counter
value is decremented down to zero, the corresponding flag turns on.
A greater number of Counters may be provided for each
character.
FIG. 4b illustrates an area for storing a command inputted for a
player character.
FIG. 5a illustrates a flag area. This flag area is provided with an
active/wait mode flag which stores the set mode (the active mode or
wait mode), a flag which turns on when "MAGIC" or "ITEM" has been
inputted, a command-input enable flag which turns on when a player
is allowed to make a command input (i.e., when standby time has
elapsed), and a command-input completion flag which indicates that
a player has inputted a command.
FIG. 5b illustrates an area for storing the MAX value and hit
points of the survivability of each character. MAX values and hit
points are provided not only for the player characters but also for
the enemy characters. These values for the enemy characters are not
displayed on the screen. When the hit points become zero, the
player character faints and the enemy character vanishes from the
screen.
FIG. 6a illustrates an area of data relating to standby time. As
described above, standby time represents the quickness or agility
of a character and is stipulated for each character. In this
embodiment, a basic value of agility (standby time) common to all
characters and an agility coefficient that has been stipulated for
each character are set. The value initially set in the standby-time
counter of each character is obtained by multiplying the basic
value by the coefficient of the character.
FIG. 6b shows a data area relating to action preparation time.
Action preparation time is stipulated in dependence upon the type
of action (attack, etc. ). A basic value of action preparation time
and a coefficient of action preparation time, which is for each
type of action, are stipulated. The action preparation time for
each type of action is calculated by obtaining the product of the
aforementioned basic value and coefficient, and the calculated
action preparation time is preset in the action preparation-time
counter.
By changing the basic value of standby time and the basic value of
action preparation time in dependence upon the set battle speed,
the speed at which time passes can be altered even if the time
interval at which the counter is decremented is fixed. Of course, a
change of battle speed can be achieved also by altering the speed
of counter decrementing processing, altering, the aforementioned
coefficient, etc.
The CPU 50 executes processing in accordance with the program that
has been stored in the internal ROM 31 of memory cartridge 30. FIG.
7 mainly illustrates the part of this processing which relates to
decrementing of the counters.
Step 101 in FIG. 7 is an initializing step, in which all of the
flags accompanying the counters shown in FIG. 4a are turned off.
Next, at step 102, a value representing standby time is calculated
for every character, in conformity with the set battle speed, using
the basic value of standby time and the agility coefficient, and
the calculated value is set in the corresponding standby-time
counter.
Based upon the flag area shown in FIG. 5a, it is determined at step
103 whether "magic" or "item" has been set. If the answer is NO,
the program proceeds to step 105. If the answer is YES but it is
found at step 104 (NO) that the prevailing mode is not the wait
mode, the program proceeds to step 105. As long as the flag
accompanying the standby-time counter is off (NO at step 105), the
value in the standby-time counter is decremented at step 106. This
processing is executed at a fixed time interval with regard to all
of the standby-time counters until the value in the particular
standby-time counter becomes zero (steps 107 and 109).
When the value in the standby-time counter becomes zero, the
corresponding flag turns on (steps 107, 108).
If "MAGIC" or "ITEM" has been selected and the wait mode has been
set (YES at steps 103 and 104), the processing of steps 105 through
108 is skipped. Thus, in the wait mode, the passage of time stops
in specific cases.
The processing of steps 103 through 109 is executed not only for
the standby-time counters but also for the action preparation-time
counters. That is, "all counters" mentioned in the block of step
109 refers to all of the standby-time counters and action
preparation-time counters. Unless initial values are preset, the
decrementing processing is essentially meaningless. Since it is
unnecessary for the standby-time counter and action
preparation-time counter for one character to operate
simultaneously, it can be so arranged that one counter area is used
alternately as the standby-time counter and action preparation-time
counter. The counter decrementing processing of FIG. 7 can also be
executed as processing based upon an interrupt at fixed times.
FIG. 8 mainly illustrates a flag-decision processing procedure
executed by the CPU 50.
When any flag accompanying a counter is turned on (YES at step
111), it is determined at step 112 whether the flag is attached to
a standby-time counter or a action preparation-time counter.
If the flag relates to a standby-time counter, this means that the
standby time has elapsed. It is then determined at step 113 whether
the standby time has elapsed for a player character or enemy
character. In a case where the standby time for a player character
has elapsed (YES at step 113), the status of an input enable flag
is checked and, if the flag is still off (NO at step 114), a screen
requesting a command input is displayed and the input enable flag
is turned on (step 118).
An example of the screen which request a command input is shown in
FIG. 13. The display in this example is for a case where the
standby time of the player character bbb has elapsed. The display
of the player character bbb changes to a special form (e.g., the
color of the character changes, the character flashes or emits
light, etc., as indicated by the hatching in FIG. 13 ) and the
alphabetic letters of the player character in the window 1 also
change to a special form (e.g., the letters change color or flash,
etc., as indicated by the hatching in FIG. 13). Further, a window
W3 opens, the type of command is displayed and the cursor CU
appears at the position of window W2. Here "FIGHT" indicates the
most common attack against an enemy character. "ITEM" means that a
special form of attack can be selected. There are many other types
of commands besides that mentioned above.
FIG. 15 illustrates an example of a display which prevails at
elapse of the standby time for the player character ccc. Here
"MAGIC" is added as the command displayed in the window W3. Thus,
the type of attack that can be utilized differs depending upon the
character.
FIG. 19 also illustrates an example of a display which prevails at
elapse of the standby time for the player character ccc. When the
player character selects "ITEM", the display changes as shown in
FIG. 20 so that a special attack or defense can be selected. A
window W4 for selecting the contents of the item opens and
"RECOVERY", "RETURN", etc , are displayed "RECOVERY" means that the
survivability of the corresponding player character is capable of
being restored to the MAX value. "RETURN" means that another player
character that has fainted because its hit points have become zero
is capable of participating in combat once again. The numerals "99
", "26" indicate the number of times these command can be used. The
up and down arrows on the right side of window W4 indicate that
other items are capable of being selected by scrolling the window
W4 up or down.
When such an item has been selected, the counting operation of the
counter stops, as set forth earlier, if the present mode is the
wait mode. The same is true when "MAGIC" has been selected.
With reference again to FIG. 8, it is determined at step 115
whether the input of the command has been completed if the command
input has been allowed (YES at step 114). Input of a command is
construed to have been completed when one command (with the
exception of "ITEM" and "MAGIC") has been selected from window W3
or W4. The input of the command is performed by moving the cursor
CU to the position of the desired command using the joy pad 27 and
then pressing the A button 21.
If a command is inputted, the command is analyzed at step 116. For
example, when "ITEM or "MAGIC" has been selected, the display
changes over to that shown in FIG. 20 in order that a specific
command may be further selected. In the case of another command,
the action preparation time conforming to this command is
calculated using the data shown in FIG. 6b and this time is preset
in the action preparation-time counter for this character at step
117. This action preparation-time counter is decremented by the
processing shown in FIG. 7. When a command is inputted, the display
changes from that shown in FIG. 13 to that shown in FIG. 14. Here
the player character bbb assumes a state in which it is prepared to
attack. The cursor CU is displayed in order to select which enemy
character to attack. The player moves the cursor to the position of
the desired enemy character and then presses the A button 21 so
that the enemy character to be attacked can be designated.
In a case where the standby time for an enemy character has elapsed
(NO at step 113), the action (attack) of this enemy character is
decided at step 119 and the action preparation time for the action
that has been decided is preset in the action preparation-time
counter of this enemy character at step 120. In general, the action
of the enemy character is decided depending upon the type of the
enemy character. However, when there is a change, such as a
reduction in the number of enemy characters, action for carrying
out a stronger attack is set.
In a case where a flag that has been turned on is one attached to a
action preparation-time counter (step 112), processing proceeds to
action execution processing shown in FIG. 9.
In FIG. 9, it is shown that action execution processing includes
display-screen processing, hit-point computation (subtraction) and
processing for turning off the command-input completion flag. For
example, since the enemy character AAA2 has been attacked by the
player character bbb, the enemy character AAA2 is decremented by
1470 points, as shown in FIG. 15. Since the hit points of the enemy
character AAA2 become zero (or a negative number) owing to the
score decrementing operation, the enemy character AAA2 vanishes
from the screen, as shown in FIG. 16. In a case where the enemy
character AAA1 attacks the player character bbb, the emeny
character AAA1 emits light and the player character bbb, which has
sustained damage as a result of the attack, has its score reduced
by 340 points, as illustrated in FIG. 17. As a result, the hit
points of the player character bbb become 2420-340=2080 as shown in
FIG. 18.
Thereafter, the standby time of the character which has executed an
action (which has performed an attack, etc.) is preset in the
standby-time counter for this character as step 122.
FIG. 10 illustrates interrupt processing executed when a player
inputs a command. When it has been confirmed that the flag which
enables input of a command has been turned on (YES at step 131),
the program proceeds to command input processing at step 132.
For example, when a command input other than "ITEM" and "MAGIC",
such as the "FIGHT" command, has been inputted, this command is
stored in the input-command area (FIG. 4b), the command-input
enable flag is turned off and the command-input completion flag is
turned on.
In the case of the "ITEM" or "FIGHT" input, a flag to this effect
is turned on. Thereafter, when the specific command for "ITEM" or
"FIGHT" is inputted, the input-enable flag and the "FIGHT" or
"ITEM" flag are turned off, the inputted command is stored and the
command-input completion flag is turned on.
As many apparently widely different embodiments of the present
invention can be made without departing from the spirit and scope
thereof, it is to be understood that the invention is not limited
to the specific embodiments thereof except as defined in the
appended claims.
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