US2004224762A1PendingUtilityA1

Image display method, computer game processing method and recording medium

Priority: Nov 24, 2000Filed: Jun 9, 2004Published: Nov 11, 2004
Est. expiryNov 24, 2020(expired)· nominal 20-yr term from priority
A63F 13/525A63F 2300/6661A63F 2300/8029A63F 2300/303A63F 13/537A63F 2300/636G06T 15/20A63F 2300/65A63F 13/10A63F 13/45
51
PatentIndex Score
0
Cited by
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References
0
Claims

Abstract

To improve a screen display on the computer game device, according to the present invention, when a game character and its attribute information are to be displayed on the computer game screen and the display size of the game character is to be enlarged or reduced, it is possible to avoid disadvantages such as the attribute information being overly enlarged and thereby covering a large portion of the screen or being overly reduced and thereby becoming illegible by fixing the display size of the game character's attribute information, and provide an easily viewable screen to the player.

Claims

exact text as granted — not AI-modified
1 - 3 . (cancelled)  
     
     
         4 . A computer game processing method for enabling a battle game among a plurality of players by means of communication among a plurality of computer game devices, and also enabling a one-player battle game between a player and a computer game device, the method comprising the steps of: 
 when a game is started on one computer game device while a battle game is in progress among a number of players less than the maximum number of players possible on a plurality of computer devices other than said one computer game device, selecting whether said one computer game device participates in midcourse in said battle game in progress or starts said one-player battle game, based on the number of players playing said battle game in progress and/or the elapsed status of said battle game in progress; and    executing the selected game on said one computer.    
     
     
         5 . The computer game processing method according to  claim 4 , wherein the midcourse participation in said battle game is selected when the number of players in said battle game is less than a prescribed number, and said one-player battle game is selected when the number of players in said battle game is said prescribed number or more.  
     
     
         6 . The computer game processing method according to  claim 4 , wherein the midcourse participation in said battle game is selected when the number of players in said battle game is less than a prescribed number, and the midcourse participation in said battle game or said one-player battle game is selected in accordance with the elapsed status of said battle game when the number of players in said battle game is said prescribed number or more.  
     
     
         7 . The computer game processing method according to  claim 4 , wherein the elapsed status of said battle game relates to whether superiority or inferiority of battle among the respective players exists, and the midcourse participation in said battle game is selected when the superiority or inferiority of battle among the respective players does not exist or is relatively small, and said one-player battle game is selected when the superiority or inferiority of battle among the players exists or is relatively large.  
     
     
         8 . The computer game processing method according to  claim 7 , wherein when said player obtains points pursuant to the progress of the battle game, said superiority or inferiority of battle is decided pursuant to the number of points obtained by said player.  
     
     
         9 . The computer game processing method according to  claim 4 , wherein the elapsed status of said battle game is the elapsed time of said battle game, and the midcourse participation in said battle game is selected when said battle game has not elapsed a prescribed time, and said one-player battle game is selected when said battle game has elapsed said prescribed time.  
     
     
         10 . A computer game processing method for executing a battle game where a player manipulates a game character displayed on the screen and makes said game character fight another game character, the method comprising the steps of: 
 calculating the degree of activity of each game character in said battle game, and    when none of the game characters satisfied prescribed winning conditions within the time limit of said battle game, determining the victory or defeat of said battle game based on the degree of activity of each game character.    
     
     
         11 . The computer game processing method according to  claim 10 , wherein said battle is played among a plurality of players by communication among a plurality of computer game devices.  
     
     
         12 . The computer game processing method according to  claim 10 , wherein when one game character attacks another game character, prescribed points are added to the degree of activity of said one game character.  
     
     
         13 . The computer game processing method according to  claim 12 , wherein, the larger the damage inflicted on said other game character, the higher are the points.  
     
     
         14 . The computer game processing method according to  claim 12 , wherein, higher the operational difficulty of the attack made by the player, higher are the points.  
     
     
         15 . The computer game processing method according to  claim 10 , wherein when one game character is attacked by another game character, prescribed points are deducted from the degree of activity of said one game character.  
     
     
         16 . The computer game processing method according to  claim 10 , wherein when one game character continues prescribed evasive maneuvers for a prescribed time in order to avoid the battle with other game characters, after a prescribed time has elapsed, prescribed points are deducted from the degree of activity of said one game character for every unit of time.  
     
     
         17 . The computer game processing method according to  claim 16 , wherein said points are set to be higher from a prescribed time before the end of the time limit in comparison to points deducted in other time periods.  
     
     
         18 . The computer game processing method according to  claim 16 , wherein said evasive maneuver is the act of said one game character not conducting prescribed attacks over a prescribed time.  
     
     
         19 . The computer game processing method according to  claim 16 , wherein said evasive maneuver is the act of said one game character continuing prescribed actions in order to avoid attacks from other game characters for over a prescribed time.  
     
     
         20 - 22 . (cancelled):  
     
     
         23 . A computer program product for enabling a battle game among a plurality of players by means of communication among a plurality of computer game devices, and also enabling a one-player battle game between a player and a computer game device, the method comprising the steps of: 
 when a game is started on one computer game device while a battle game is in progress among a number of players less than the maximum number of players possible on a plurality of computer devices other than said one computer game device, selecting whether said one computer game device participates in midcourse in said battle game in progress or starts said one-player battle game, based on the number of players playing said battle game in progress and/or the elapsed status of said battle game in progress; and    executing the selected game on said one computer.    
     
     
         24 . The computer program product according to  claim 23 , wherein the midcourse participation in said battle game is selected when the number of players in said battle game is less than a prescribed number, and said one-player battle game is selected when the number of players in said battle game is said prescribed number or more.  
     
     
         25 . The computer program product according to  claim 23 , wherein the midcourse participation in said battle game is selected when the number of players in said battle game is less than a prescribed number, and the midcourse participation in said battle game or said one-player battle game is selected in accordance with the elapsed status of said battle game when the number of players in said battle game is said prescribed number or more.  
     
     
         26 . The computer program product according to  claim 23 , wherein the elapsed status of said battle game relates to whether superiority or inferiority of battle among the respective players exists, and the midcourse participation in said battle game is selected when the superiority or inferiority of battle among the respective players does not exist or is relatively small, and said one-player battle game is selected when the superiority or inferiority of battle among the players exists or is relatively large.  
     
     
         27 . The computer program product according to  claim 26 , wherein when said player obtains points pursuant to the progress of the battle game, said superiority or inferiority of battle is decided pursuant to the number of points obtained by said player.  
     
     
         28 . The computer program product according to  claim 23 , wherein the elapsed status of said battle game is the elapsed time of said battle game, and the midcourse participation in said battle game is selected when said battle game has not elapsed a prescribed time, and said one-player battle game is selected when said battle game has elapsed said prescribed time.  
     
     
         29 . A computer program product for executing a battle game where a player manipulates a game character displayed on the screen and makes said game character fight another game character, the method comprising the steps of: 
 calculating the degree of activity of each game character in said battle game, and    when none of the game characters satisfied prescribed winning conditions within the time limit of said battle game, determining the victory or defeat of said battle game based on the degree of activity of each game character.    
     
     
         30 . The computer program product according to  claim 29 , wherein said battle game is played among a plurality of players by communication among a plurality of computer game devices.  
     
     
         31 . The computer program product according to  claim 29 , wherein when one game character attacks another game character, prescribed points are added to the degree of activity of said one game character.  
     
     
         32 . The computer program product according to  claim 31 , wherein, the larger the damage inflicted on said other game character, the higher are the points.  
     
     
         33 . The computer program product according to  claim 31 , wherein, higher the operational difficulty of the attack made by the player, higher are the points.  
     
     
         34 . The computer program product according to  claim 29 , wherein when one game character is attacked by another game character, prescribed points are deducted from the degree of activity of said one game character.  
     
     
         35 . The computer program product according to  claim 29 , wherein when one game character continues prescribed evasive maneuvers for a prescribed time in order to avoid the battle with other game characters, after a prescribed time has elapsed, prescribed points are deducted from the degree of activity of said one game character for every unit of time.  
     
     
         36 . The computer program product according to  claim 35 , wherein said points are set to be higher from a prescribed time before the end of the time limit in comparison to points deducted in other time periods.  
     
     
         37 . The computer program product according to  claim 35 , wherein said evasive maneuver is the act of said one game character not conducting prescribed attacks over a prescribed time.  
     
     
         38 . The computer program product according to  claim 35 , wherein said evasive maneuver is the act of said one game character continuing prescribed actions in order to avoid attacks from other game characters for over a prescribed time.

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