Video game with fast forward and slow motion features
AssigneeSquare Enix Co., Ltd.
InventorsYoshiyuki Miyagawa, Minoru Akao
Life of this patent
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Abstract
Changing a game progress by the operation of a player. A plurality of frame images are sequentially formed and displayed. The frame images are displayed by switching the frame images from a frame buffer. When the frame images are individually formed, the formation time periods of the plurality of frame images are predicted. The game progress made by the frame images is determined in dependence upon the predicted formation time periods of the frame images.
Claims8
A non-transitory computer readable recording medium having a program recorded for a video game to be executed by a computer, wherein the program comprises:
- forming frame images constituting the video game sequentially;
- displaying the formed frame images by switching the frame images from a frame buffer;
- predicting formation time periods of the frame images when the frame images are individually formed;
- determining game progress to be made by the frame images, in dependence upon the formation time periods of the frame images, as predicted;
- and
- changing the determined game progress, in response to an operation input by a player,
- wherein a rate of tempo of game music and a rate of formation of the frame images and the determined game progress are increased, when the player inputs a first predetermined instruction, and
- wherein the rate of tempo of the game music and the rate of formation of the frame images and the determined game progress are decreased, when the player inputs a second predetermined instruction.
A non-transitory computer readable recording medium having a program recorded for a video game to be executed by a computer, wherein the program comprises:
- forming frame images constituting the video game, sequentially in synchronism with ends of formations of individually preceding frame images;
- displaying the formed frame images, such that the formed frame images are switched from a frame buffer and displayed after one of the formations of the individually preceding frame images ends in synchronism with a predetermined clock signal having a frame image display period of a shortest time period for switching a display of the frame images;
- predicting formation time periods of the frame images when the frame images are individually formed;
- determining game progress to be made by the frame images, in dependence upon the predicted formation time periods;
- and
- changing the determined game progress in response to an operation input by a player,
- wherein a rate of tempo of game music and a rate of formation of the frame images and the determined game progress are increased, when the player inputs a first predetermined instruction, and
- wherein the rate of tempo of the game music and the rate of formation of the frame images and the determined game progress are decreased, when the player inputs a second predetermined instruction.
A game display method, comprising:
- sequentially forming, with a graphics processor, frame images constituting a video game;
- displaying, on a display screen, the formed frame images by switching the frame images from a frame buffer;
- predicting, with a central processor, formation time periods of the frame images when the frame images are individually formed;
- determining, with the central processor, game progress of the frame images, based upon predicted formation time periods of the frame images;
- and
- changing, with the central processor, the determined game progress, in response to a player operation input by a player,
- wherein a rate of tempo of game music and a rate of formation of the frame images and the determined game progress are increased, when the player inputs a first predetermined instruction, and
- wherein the rate of tempo of the game music and the rate of formation of the frame images and the determined game progress are decreased, when the player inputs a second predetermined instruction.
A game display method, comprising:
- sequentially forming, with a graphics processor, frame images constituting a video game, each of the frame images being formed in synchronism with an end of a formation of a preceding frame image;
- displaying, on a display screen, the formed frame images, such that the frame images are switched from a frame buffer and displayed after the formation of the preceding frame image ends in synchronism with a predetermined clock signal having a frame image display period of a shortest time period for switching a display of the frame images;
- predicting, with a central processor, a formation time period of each of the frame images when the frame images are formed;
- determining, with the central processor, game progress of each of the frame images, based upon the predicted formation time period;
- and
- changing, with the central processor, the determined game progress in response to an operation input by a player,
- wherein a rate of tempo of game music and a rate of formation of the frame images and the determined game progress are increased, when the player inputs a first predetermined instruction, and
- wherein the rate of tempo of the game music and the rate of formation of the frame images and the determined game progress are decreased, when the player inputs a second predetermined instruction.
Dependencies are inferred from the claim text.