Method of switching background images in accordance with movement of characters, storage medium for storing programs, and video game device
AssigneeKonami Corporation
InventorShinichi Kudo
Life of this patent
Estimating the term…
Abstract
On displaying, in a video game device, an image of a player character and images of non-player characters, together with one type of background image from at least two or more switchable types of background images, the background images are changed from one to another only while the player character disappears after completion of a particular operation mode.
Claims7
A method of displaying, in a video game device, an image of a player character and images of non-player characters, together with one type of background image from at least two or more switchable types of background images that display scene adjacent to each other in location, where the switching between background images requires a finite and unacceptable delay, comprising the steps of:
- predetermining a plurality of operational modes which are assigned to said player character, and preparing an image corresponding to each operational mode;
- displaying an image of the player character corresponding to any one of said plurality of operational modes together with images of said non-player characters, simultaneously with any one of said background images;
- restricting the switching of said background images from the start until the completion of a predetermined particular operational mode of said plurality of operational modes so that a finite and unacceptable delay is avoided;
- and
- switching said background images from one to another in response to manipulation of an input device of the video game device after the completion of the predetermined particular operational mode,
- wherein the image of said player character is an image displaying said player character in a state where it is carrying a weapon,
- said plurality of operational modes include a fighting mode representing a state wherein said player character is able to fight using said weapon, and a moving mode representing a state wherein said character moves whilst carrying said weapon, and
- said fighting mode is set as said particular operational mode, and
- wherein said character is unable to fight using said weapon in the moving mode.
A computer-readable storage medium storing an image display program for displaying an image of a player character and images of non-player characters, together with one type of background image from at least two or more switchable types of background image that display scenes adjacent to each other in location, where the switching between background images requires a finite and unacceptable delay, in a video game device, comprising:
- a region storing images corresponding respectively to a plurality of predetermined operational modes which can be adopted by said player character;
- and
- a region storing an image display program for causing a video game device to implement processing for displaying an image of a player character corresponding to any one of said plurality of operational modes together with images of non-player characters, simultaneously with any one of said background images, processing for restricting the switching of said background images from the start until the completion of a predetermined particular operational mode of said plurality of operational modes so that a finite and unacceptable delay is avoided, and processing for switching said background images from one to another in response to manipulation of an input device of the video game device after the completion of the predetermined particular operational mode,
- wherein the image of said player character is an image displaying said player character in a state where it is carrying a weapon,
- said plurality of operational modes include a fighting mode representing a state wherein said player character is able to fight using said weapon, and a moving mode representing a state wherein said character moves whilst carrying said weapon, and
- said fighting mode is set as said particular operational mode, and
- wherein said character is unable to fight using said weapon in the moving mode.
A storage medium storing a game program incorporating an image display program that provides switchable background images, where the switching between background images requires a finite and unacceptable delay, the image display program comprising the steps of:
- predetermining a plurality of operational modes which are assigned to a player character, and preparing an image corresponding to each operational mode;
- displaying an image of the player character corresponding to any one of said plurality of operational modes together with images of non-player characters, simultaneously with any one of background images that display scenes adjacent to each other in location;
- restricting changing of said background images from the start until the completion of a predetermined particular operational mode of said plurality of operational modes so that a finite and unacceptable delay is avoided;
- and
- switching said background images from one to another in response to manipulation of an input device of the video game device after the completion of the predetermined particular operational mode
- wherein the image of said player character is an image displaying said player character in a state where it is carrying a weapon,
- said plurality of operational modes include a fighting mode representing a state wherein said player character is able to fight using said weapon, and a moving mode representing a state wherein said character moves whilst carrying said weapon, and
- said fighting mode is set as said particular operational mode, and
- wherein said character is unable to fight using said weapon in the moving mode.
An optical disk storing a game program incorporating an image display program that provides switchable background images, where the switching between background images requires a finite and unacceptable delay, the image display program comprising the steps of:
- predetermining a plurality of operational modes which are assigned to a player character, and preparing an image corresponding to each operational mode;
- displaying an image of the player character corresponding to any one of said plurality of operational modes together with images of non-player characters, simultaneously with any one of background images that display scenes adjacent to each other in location;
- restricting changing of said background images from the start until the completion of a predetermined particular operational mode of said plurality of operational modes so that a finite and unacceptable delay is avoided;
- and
- switching said background images from one to another in response to manipulation of an input device of the video game device after the completion of the predetermined particular operational mode
- wherein the image of said player character is an image displaying said player character in a state where it is carrying a weapon,
- said plurality of operational modes include a fighting mode representing a state wherein said player character is able to fight using said weapon, and a moving mode representing a state wherein said character moves whilst carrying said weapon, and
- said fighting mode is set as said particular operational mode, and
- wherein said character is unable to fight using said weapon in the moving mode.
A video game device internally comprising the storage medium storing a game program incorporating an image display program that provides switchable background images, where the switching between background images requires a finite and unacceptable delay, the image display program comprising the steps of:
- predetermining a plurality of operational modes which are assigned to a player character, and preparing an image corresponding to each operational mode;
- displaying an image of a player character corresponding to any one of said plurality of operational modes together with images of non-player characters, simultaneously with any one of background images that display scenes adjacent to each other in location;
- restricting changing of said background images from the start until the completion of a predetermined particular operational mode of said plurality of operational modes so that a finite and unacceptable delay is avoided;
- and
- switching said background images from one to another in response to manipulation of an input device of the video game device after the completion of the predetermined particular operational mode
- wherein the image of said player character is an image displaying said player character in a state where it is carrying a weapon,
- said plurality of operational modes include a fighting mode representing a state wherein said player character is able to fight using said weapon, and a moving mode representing a state wherein said character moves whilst carrying said weapon, and
- said fighting mode is set as said particular operational mode, and
- wherein said character is unable to fight using said weapon in the moving mode.
Dependencies are inferred from the claim text.