Game machine, method and program
AssigneeMicrosoft Corporation
InventorTakuya Matsumoto
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AssigneeMicrosoft Corporation
InventorTakuya Matsumoto
Estimating the term…
A game player can change the rate at which a game character is rendered in a video game with respect to the rendering rate of its surroundings. This change results in a visual appearance in which the game character seems to be time traveling. This visual appearance can be that the game character and its surroundings are moving in opposing directions in time, in the same direction in time but at different rates, or that the game character is moving in time but its surroundings are not moving in time. A user interface is provided through which a player can change the relative rendering rates of the game character and its surroundings to provide the visual appearances of several display modes including fast forward, slow forward, pause, rewind, or recording/playback display modes.
A video game system, comprising:
A video game system, comprising:
A video game system, comprising:
A video game system, comprising:
A video game system, comprising:
A video game system, comprising:
A video game system, comprising:
A computer usable medium having embodied thereon a computer program for execution by a computer, the computer program including instructions for performing a method for playing a game, the game having a first object and a second object, the method comprising:
A computer usable medium having embodied thereon a computer program for execution by a computer, the computer program including instructions for performing a method for playing a game, the game having a first object and a second object, the method comprising:
A computer usable medium having embodied thereon a computer program for execution by a computer, the computer program including instructions for performing a method for playing a game, the game having a first object and a second object, the method having Steps comprising:
A computer usable medium having embodied thereon a computer program for execution by a computer, the computer program including instructions for performing a method for playing a game, the game having a first object and a second object, the method comprising:
A computer usable medium having embodied thereon a computer program for execution by a computer, the computer program including instructions for performing a method for playing a game, the game having a first object and a second object, the method comprising:
A computer usable medium having embodied thereon a computer program for execution by a computer, the computer program including instructions for performing a method for playing a game, the game having a first object and a second object, the method comprising:
A computer usable medium having embodied thereon a computer program for execution by a computer, the computer program including instructions for performing a method for playing a game, the game having a first object and a second object, the method comprising:
A game machine for playing a game having a game character with game attributes and having enemies with other game attributes, the game appearing on a scene that is displayed on a display screen of a display, wherein a user operates a controller to control an action of the game character in the scene, the game attributes of the game character being updated when the action of the game character satisfies a game condition by an operation of the player, the game machine comprising:
Dependencies are inferred from the claim text.
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Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or…:…
Video games, i.e. games using an electronically generated display having two or more dimensions: controlling the progress of the video game
Involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser…:…
Term end not estimated
This invention relates to video games, and more particularly, to a video game that enables a player to control the time dimension of a game character with respect to the game character's surroundings.
Video games commonly feature game play in which a game player sees a three dimensional (3D) display while controlling the movements of a game character or some other object with a game controller, joy stick or keyboard. Some video games allow the game player to watch a recording of a previously played game. By watching the recording, the player may be able to see what mistakes and accomplishments were made during game play. The game player can learn from this review. Then, the game player can try playing the game again and perhaps do better.
Some video games allow the game player to see a recording of prior game play in different ways. In these video games, the game player can view the prior game play forwards, backwards, in slow motion, or in fast motion. To do this, the player gives viewing commands when operating the video game that are similar to those given when operating a Digital Video Disc (DVD) player.
The same reference numbers are used throughout the figures to reference like components and features.
FIG. 1 is a perspective view typically showing an appearance of a game machine according to an implementation;
FIG. 2 is a block diagram showing a circuit configuration of the game machine of FIG. 1 according to the implementation;
A video game features a game character that is maneuvered under the control of a player through the game character's surroundings in a virtual world that is displayed on a display screen. In one implementation of the treasure hunting video game genre, the game character collects treasures its finds in its surroundings. Depending upon which treasures are collected, different powers are achieved. An achieved power can be activated by the player to change the rate at which the game character is rendered with respect to the rate at which the game character's surroundings are rendered. The visual appearance of the power, when activated, is that the time dimension of the game character appears to be different than time dimension of the game character's surroundings. In another implementation, the powers are achieved so that the player can manipulate time to the benefit of game character. These time manipulation powers, when activated by the player, Change an Axis of Time in game play for the game character with respect to its surroundings. Thus, the phrase ‘Change-an-Axis-of-Time’ (CAT) power is now introduced.
Each CAT power is achieved through skillful maneuvering of the player-controlled game character by the player. The CAT powers are operationally similar to those commands that are conventional for a video player-recorder, such as a Video Cassette Recorder (VCR). These conventional commands correspond to the video display modes of reverse, fast forward, slow forward, pause, record, and playback. When activated, a CAT power effects the movement of the game character in a first time axis through surroundings that move in a different, second time axis. By activation of the CAT power, the game character becomes a time traveler in its surroundings.
One example of the game character experiencing time travel is the pause CAT power. The pause CAT power allows the game player to stop the motion of everything that is displayed in the display screen on a suspended second time axis while permitting the game character to move freely in a moving first time axis through its surroundings. The resultant visual appearance to the player is that the game character is moving in a world of suspended animation. As such, the game player can activate the pause CAT power to the advantage of the game character being controlled so as to vanquish enemies in their state of suspended animation without a fight. The game character can also collect immobile treasures found in its surroundings. For instance, if game player activates the pause CAT power when the game character is immersed in a body of water, the former can be maneuvered through the latter with the visual display of neither waves nor currents.