Game system and game program

Amusement devices: games – Including means for processing electronic data – Perceptible output or display

Reexamination Certificate

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Details

C463S043000

Reexamination Certificate

active

06821204

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to game systems and game programs and, more specifically, to a technique for enabling easier three-dimensional (3-D) game play.
2. Description of the Background Art
In recent years, more 3-D games with 3-D computer graphics technology become available as the capability of computers incorporated in game systems becomes higher. In a 3-D game, objects composed of polygons, such as a player object and geometric objects, are arranged on a 3-D game space in a 3-D coordinate system, and the 3-D game space is displayed as a 3-D game screen being viewed from a viewpoint (virtual camera) that is set, for example, at the back of the player object. Such 3-D game space is displayed on a two-dimensional (2-D) plane, such as a television screen. Therefore, when a player operates the player object while viewing the television screen, it is difficult to get a sense of the 3-D game space, especially, a sense of depth. Furthermore, in general, the viewpoint is moved according to movement of the player object operated by the player, and therefore the player tends to lose a sense of direction and the like in the game space. For this reason, it is difficult to move the player object as the player wishes.
Conventionally, to get around these drawbacks, some game software products allow the 3-D game screen to be displayed together with a zoomed-out map screen for displaying the entire 3-D game space as a simple 2-D screen. An example of such game software product is “The legend of Zelda” (registered trademark)” for “NINTENDO 64 (registered trademark)” both marketed by Nintendo, Co., Ltd. In this game software product, a 3-D game screen has a zoomed-out map screen superposed thereon for display. This zoomed-out map screen is structured so as to have a 2-D field map image representing a plan view of the entire 3-D game space viewed from the top with simple marks superposed thereon for indicating the location and direction of the player object and the like in the entire 3-D game space.
In such 3-D game, with the aid of the zoomed-out map screen, the player can grasp the location and direction of the player object and the like in the entire game space.
Such 3-D game, however, has another drawback as follows. That is, the zoomed-out map screen is a screen for indicating the location of the player object and the like to make the player roughly understand where he or she is. Therefore, to operate the player object, the player still has to view the 3-D game screen, making it difficult to grasp the sense of depth. Similarly, for setting a mark in the 3-D game space while viewing the 3-D game screen, it is extremely difficult to accurately move the mark to a desired location in the 3-D game space. How to set a mark in a 3-D game space is not particularly disclosed in background art.
SUMMARY OF THE INVENTION
Therefore, an object of the present invention is to a novel game system and a novel game program enabling easier 3-D game play.
Another object of the present invention is to provide a novel game system and a novel game program capable of designating a location in a 3-D game space by using a 2-D map.
A still further object of the present invention is to provide a novel game system and a novel game program enabling a plurality of players to play the same game closely in cooperation with each other.
The present invention has the following features to attain the object mentioned above.
A first aspect (claim 1) of the present invention is directed to a game system in which a 3-D game screen and a 2-D map screen are displayed. The game system includes a 2-D map screen display control section (CPU
401
for executing step S
61
in the embodiments, for example; hereinafter only step numbers are referred to), a cursor operating section (cross button
4
a
), a first cursor movement control section (steps S
62
through S
65
), a 3-D game screen display control section (CPU
301
for executing step S
32
; hereinafter only step numbers are referred to), and a second cursor movement control section (steps S
41
through S
44
). Here, a 3-D game screen is a screen for displaying a state of a 3-D game space viewed from a predetermined viewpoint, and a 2-D map screen is a screen for displaying at least part of a 2-D field map representing a plan view of the 3-D game space viewed from top. The 2-D map screen display control section is to display a 2-D map screen including a first cursor. The first cursor is to indicate an arbitrary location on the 2-D field map. The cursor operating section is operated by a player. The first cursor movement control section moves the first cursor on the 2-D field map in accordance with an operation of the cursor operating section. The 3-D game screen display control section is to display the 3-D game screen including a second cursor. The second cursor is to indicate a specific location in the 3-D game space. The specific location corresponds to the location indicated by the first cursor on the 2-D field map. The second cursor movement control section moves the second cursor in the 3-D game space in relation to a movement of the first cursor on the 2-D field map.
According to the first aspect, it is possible to obtain a game system in which the second cursor can be moved in the 3-D game space in relation to the first cursor being moved on the 2-D field map. Therefore, by indicating a desired location on the easy-to-read 2-D field map with the first cursor, and the player can know a location in the 3-D game space corresponding to the desired location through the second cursor. In other words, it is possible to correctly indicate the desired location in the 3-D game space without being annoyed by the depth direction in the 3-D game space. For example, with the use of the second cursor, it is possible to move a player object appearing in the 3-D game screen to a desired location therein without losing a sense of direction. This enables easier 3-D game play.
Also, preferably (claim 2), the game system further includes a hint data storage section (DVD-ROM
32
or working memory
402
), a location designating section (A button
4
d
and steps S
62
through S
65
), and a hint display control section (steps S
75
through S
78
). The hint data storage section stores hint data. The hint data serves as a hint for proceeding a game in the 3-D game space. This hint data is related to a location on the 2-D field map. The location designating section is operated by the player to designate a desired location on the 2-D field map by using the first cursor. The hint display control section reads hint data related to the location designated by the location designating section from the hint data storage section, and displays a hint based on the hint data.
Thus, when a desired location is designated on the 2-D field map, a hint at that location is displayed. Therefore, it is possible to obtain a game system that enables the player to easily win a 3-D game.
Furthermore, more preferably (claim 3), when no hint data related to the location designated by the location designating section is found, the hint display control section displays a hint based on hint data related to a location within a predetermined range from the designated location. Still more preferably, the hint data is displayed on the 2-D map screen.
Still further, preferably (claim 4), the game system further includes a command display control section (step S
69
), a command display control section (B button
4
e
and step S
68
), and a specific phenomenon causing section (step S
48
). The command display control section makes a specific phenomenon command displayed on the 2-D map screen. The specific phenomenon command causes a specific phenomenon to occur in the 3-D game space. More specifically, the specific phenomenon represents a change in image on the 3-D game screen such as an animated image of an explosion, and a change in the entire image associated with a rotation of a virtual camera. The command selecting section is operated by the player for selecting a specif

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