A player initially sets the degree of difficulty of a display type game, and if desired, more than one player may participate with each player selecting an associated level of difficulty. first and second objects having different shapes, e.g. capsules and viruses, and different characteristics, e.g. different colors or shadings, are displayed in a predefined display area. first objects are generated based on random number data stored in a ROM and displayed as "falling" in a vertical direction across the predefined display area. Coordinate positions of the first objects on the display are changed by a player operating a controller. second objects are displayed at arbitrary positions in the display area based on random number data. If a prescribed number of at least a portion of first objects and/or second objects having the same type characteristics are detected as being continuously aligned in a vertical or lateral direction, those continuously aligned objects are erased. Remaining portions of first objects (or remaining first objects) previously supported by erased objects are displayed as falling in the vertical direction to the lower region of the prescribed displayed area. When all second objects are erased, the game is successfully completed.

Patent
   RE36675
Priority
Jun 22 1990
Filed
Nov 29 1995
Issued
Apr 25 2000
Expiry
Jun 14 2011
Assg.orig
Entity
Large
18
13
EXPIRED
1. A game apparatus for use in playing a game comprising:
a display having an object display area defined by a predetermined shape for displaying a plurality of different types of first and second objects and a plurality of second objects, each different type of first and second objects object having distinguishing display characteristics;
operating means for allowing a player to interactively operate objects in the object display area, wherein the display status changes based on command signals from the operating means and on data generated automatically and independently from the signals from the operating means;
first object data generating means for randomly selecting the type of a first object and for intermittently generating data for displaying first objects with randomly selected types display characteristics throughout the game;
second object data generating means for randomly selecting the type and position of a second object fixedly displayed in the object display area and for generating data for displaying the second objects of the selected type at the selected positions at the start of the game;
stacked state detecting means for detecting when a first object moving across the object display area stops moving upon contact with a second object or a stationary first object;
continuously aligned state means for detecting whether at least a prescribed number of objects of a particular type display characteristic are continuously aligned abutting; and
display control means for erasing display of the objects detected as continuously aligned abutting.
18. A game apparatus for use in playing a game, comprising:
a display having an object display area defined by a predetermined shape for displaying a plurality of different types of first and second objects, each different type of first and second objects having distinguishing display characteristics;
operating means for allowing a player to interactively operate objects in the object display area, wherein the display status changes based on command signals from the operating means and on data generated automatically and independently from the signal from the operating means;
first difficulty setting means for variably setting a degree of difficulty with respect to a first change of the game based on player performance;
second difficulty setting means for variably setting the degree of difficulty with respect to a second change in the game based on player performance;
first object generating means for randomly selecting characteristics of a first object and for intermittently generating data for displaying first objects having the selected characteristics during the game;
second object data generating means for randomly selecting the characteristics and display position for a second object and for generating data for displaying the second object having the selected characteristics and display position depending upon the degree of difficulty set by the second difficulty setting means;
stacked state detecting means for detecting when at least a portion of a first object moving across the object display area stops moving upon contact with the second object or a stationary first object;
continuously aligned state detecting means for detecting whether at least a prescribed number of objects of a certain type are continuously aligned; and
display control means for erasing display of the objects detected as continuously aligned.
2. A game apparatus according to claim 1, wherein the display control means further comprises:
means for displaying at least one second object of the a selected type display characteristic at the selected display position based on data generated by the second object data generating means;
means for displaying at least one first object as moving vertically at a prescribed speed from an upper to a lower region of the object displaying area based on the data generated from the first object data generating means;
means for changing the display of a first object based on an operation of the operating means; and
means for stopping movement of the first object in response to a detection output from the stacked state detecting means.
3. A game apparatus according to claim 2 wherein the predetermined shape of the object display area is a bottle with the opening to the bottle is located in the upper region.
4. A game apparatus according to claim 1 wherein each first object is divided into plural sections with each section being having a different type display characteristic and the continuously aligned state means for detecting detects whether at least the prescribed number of first object sections of the same type display characteristic or first object section and second objects of the same type display characteristic and second objects are continuously aligned abutting such that the display control means erases display of first object sections and second objects detected as continuously aligned abutting.
5. A game apparatus according to claim 4 wherein the display control means causes a first object section previously incorporated with a currently erased first object section or previously contacting a currently erased second object to move across the display until it contacts another object or a boundary of the display area.
6. A game apparatus according to claim 1 wherein the prescribed number of abutting objects of a certain type continuously aligned display characteristic is smaller than a total number of objects that can be displayed in a dimension of the display area.
7. A game apparatus according to claim 1 wherein the continuously aligned state means for detecting detects whether at least four objects of a particular type display characteristic are continuously aligned abutting in a vertical or horizontal direction across the object display area.
8. A game apparatus according to claim 1 wherein the display is a color display and a distinguishing characteristic of the first and second objects is color, the first object generating means generating first object color data designating colors of first objects and the second object data generating means generating second object color data designating colors of second objects, said display control means displaying the first and second objects on the color display in accordance with the first and second object color data, respectively.
9. The game apparatus according to claim 1 wherein a distinguishing characteristic of first and second objects is an image gray scale level density, the first object generating means generating first object gray scale level density data designating gray scale level densities of first objects and the second object data generating means including means for generating second object gray scale level density data designating gray scale level densities of second objects, said display control means displaying the first and second objects on the display in accordance with the first and second object gray scale level density data, respectively.
10. The game apparatus according to claim 7 2 wherein the distinguishing display characteristic is object shape such that the first and second object data generating means generates character data for displaying characters of first and second shapes, respectively, and the display control means displays the first and second objects as different first and second shapes, respectively.
11. The game apparatus according to claim 10 wherein the first and second objects are displayed as having the same gray scale level density based on the character data and gray scale level density data generated by the first and second object data generating means.
12. The game apparatus according to claim 1, further comprising:
means for detecting a first game status when all of the second objects have been erased, and
means for halting generation of first object data from the first object data generating means in response to detection of the first game status.
13. The game apparatus according to claim 1, further comprising:
means for detecting a second game status when a first object is displayed at the uppermost boundary of the object display area, and
means for halting generation of first object data from the first object data generating means in response to detection of the second game status.
14. The game apparatus according to claim 1 wherein continuously aligned detecting the means further includes: means for detecting detects first and second objects of a particular type display characteristic and second objects being continuously aligned in either a vertical or a horizontal direction in the display area.
15. The game apparatus according to claim 1 wherein two players may play the game using corresponding displays and operational means.
16. A game apparatus according to claim 15, further comprising:
means for selectively adjusting the competition level for either of the two players by changing the speed at which first objects move across the object display area.
17. A game apparatus according to claim 15, further comprising:
means for selectively adjusting the competition level for either of the two players by changing the number of second objects generated by the second object generating means.
19. A game apparatus according to claim 18 wherein the display control means further comprises:
means for displaying at least one second object of the selected type at the selected display position based on data generated by the second object data generating means;
means for displaying at least one first object as moving vertically at a prescribed speed corresponding to the degree of difficulty set by the first degree of difficulty setting means;
means for changing the display of a first object based on an operation of the operating means; and
means for stopping movement of the first object in response to a detection output from the stacked state detecting means.
20. A game apparatus according to claim 18 further comprising:
game mode selecting means for selecting a one player one-player game mode or a two-player game mode, wherein
the first and second difficulty setting means include means for respectively setting the degree of difficulty for each player.
21. A game apparatus according to claim 20 wherein:
the first object data generating means generate data for displaying the first object separately for each player;
the second object data generating means generates the number of second objects generated separately for each player based on the degree of difficulty set by the second difficulty setting means;
the display control means separately displays display the object displaying area for each player, separately changes the number of displayed second objects for each player based on the set degree of difficulty for each player, and separately changes the speed of movement of the first object across the object display area corresponding to the degree of difficulty set for each player,
the continuously aligned state detecting means separately detects at least a prescribed number of the first objects and second objects of a certain type continuously aligned in each of the separate object displaying areas, and
the display control means erases display of first and second objects detected as continuously aligned in response to detection of a continuously aligned state occurring in the object display area for each player.
22. A game apparatus according to claim 18 wherein the display control means causes a first object to move automatically into the object display area of one player in response to detection of a continuously aligned state in the display area of the other player. 23. A game apparatus in which objects are displayed on a display having an object displaying area capable of displaying a plurality of first objects and/or second objects moving in vertical and lateral directions, wherein a status of display on the display is changed based on operation of operating means by a player and based on data generated automatically and irregularly independent from the operation of the player, comprising:
first object data generating means for selecting at random a type of said first object and for generating intermittently data for displaying the first object of the selected type during game play;
second object data generating means for displaying, at the start of game play, the second object for blocking a falling passage of said first object, said second object being of a type different from that of said first object;
stacked state detecting means for detecting at least a portion of said falling first object being stacked on said second object or a first object which has fallen and is now displayed fixedly;
display controlling means for displaying said second object at a position of display of said object displaying area based on data generated by said second object data generating means, displaying said first object of the selected type as falling at a prescribed speed from an upper portion of said object displaying area based on the data generated from said first object data generating means, changing position of display of the falling first object based on an operation of said operating means, and for stopping falling of the first object in response to a detection output from said stacked state detecting means; and
concatenation state detection means for detecting, after said stacked state detecting means has detected a stacked state, a run of at least a prescribed number of at least said first objects of a certain type displayed in said object displaying area being concatenated, the prescribed number of the objects being smaller than the maximum number of objects which can be displayed on the display; wherein
said display controlling means erases display of the first objects or second objects which are detected to be concatenated by said concatenation state detection means, and displays another first object previously supported by the erased first object or second object as now falling successively.24. A game apparatus according to claim 23, wherein said first object is displayed as a combination of at least two portions, and colors of said portions specifies a kind of said first object.25. A game apparatus according to claim 23, wherein one or more of the second objects are transparent when displayed.26. A game apparatus in which objects are displayed on a display where the status of the display is changed based on operation of an operating device by a player and data generated independently from the operation of the operating device by the player, comprising:
a first object data generator for selecting a characteristic of a first object and for generating data for displaying the first object with the selected characteristic as moving across the display;
a second object data generator for generating data for displaying a second object different for the first object at a position on the display;
a contact state detector for detecting at least a portion of the first object contacting another first object or a second object;
a display controller for displaying the second object at a position on the display based on data generated by the second object data generator, displaying the first object with the selected characteristic as moving at a prescribed speed across the display based on data generated by the first object data generator, changing a displayed position of the moving first object based on operation of the operating device, and stopping movement of the first object in response to an output from the contact state detector; and
a chain state detector for detecting after the contact state detector detects the state, a chain of a prescribed number of contiguous first objects having the selected characteristic,
wherein the display controller erases display of the detected chain of first objects in response to an output from the chain state detector.27. The game apparatus according to claim 26, wherein second objects which are detected to be in a prescribed relationship with the erased first objects are also erased by the display controller.28. The game apparatus according to claim 26, wherein after the first objects are erased, the display controller displays a first object previously supported by an erased object continuing movement across the display.29. The game apparatus according to claim 26, wherein the first object is divided into portions, and colors of those portions specify the characteristic of the first object.30. The game apparatus according to claim 25, wherein the characteristic of the first object is color and wherein the second object is transparent when displayed.31. The game apparatus according to claim 26, wherein the second objects impede the ability to attain the chain of the prescribed number of contiguous first objects.32. A method for playing a game in which objects are displayed on a display and the status of the display is changed based on operation of an operating device by a player and data generated independent from operation of the operating device by the player, comprising the steps of:
selecting a characteristic of first objects and generating data for displaying the first objects with different selected characteristics as moving across the display;
moving first objects of the selected characteristics across the display;
changing a display position of the moving first object based on an operation of the operating device;
displaying one or more second objects different from the first objects at a position in the display;
detecting when at least a portion of the first object contacts the second object or another first object currently displayed at a fixed position in the display and stopping movement of the first object upon such contact;
detecting when a prescribed number of first objects having the selected characteristic contiguously contact one another on the display; and
erasing display of the prescribed number of contiguously contacting first objects.33. The method according to claim 32 further comprising the step of erasing display of second objects which are abutting to the erased first objects.34. The method according to claim 33 further comprising the step of displaying a first object previously supported by a now erased object as continuing movement across the display.35. The method according to claim 32, wherein the characteristic is color and wherein the second object appears transparent on the display.36. The method according to claim 32, wherein the one or more second objects limit potential contiguous contact of some first objects having the selected characteristic.37. The apparatus according to claim 1, wherein the characteristic is color and one or more of the second objects appear transparent on the display.38. A game apparatus for permitting first and second players to play a game, comprising:
a display, including a first display region for playing the game by the first player and a second display region for playing the game by a second player, for displaying objects of different types in the first and second display regions;
first and second game playing devices operable by the first and second players, respectively, to permit the players to interactively participate in playing the game in the first and second display regions, respectively, such that operation of the game playing devices by the players changes positions of the objects in the display regions;
an object data generator for generating display data for displaying the objects of different types;
a contact state detector for detecting when objects contact;
a display controller for displaying at least some of the objects as moving across each of the first and second display regions based on data generated from the object data generator and changing a displayed position of moving objects based on operation of the playing devices; and
a chain state detector for detecting, in response to the contact state detector detecting contacting objects, a chain of a prescribed number of contacting objects having a same type,
wherein the display controller erases display of the contacting objects in response to an output from the chain state detector, and wherein obstacles are introduced into the second display region when another prescribed number of contacting objects are erased in the first display region.39. The game apparatus according to claim 38, wherein one or more of the obstacles are erased when a prescribed relationship exists between one of the obstacles and contacting objects to be erased.40. The game apparatus according to claim 38, wherein after objects are erased, the display controller displays objects previously supported by an erased object as moving across the display.41. The game apparatus according to claim 38, wherein the game may be played at different levels of difficulty individually selected by each of the first and second players.42. The game apparatus according to claim 38, wherein some of the objects move from an upper portion of the display regions to a lower portion of the display region.43. A method for playing a game by first and second players, comprising the steps of:
displaying on a first display region and on a second display region objects of different types moving across display;
providing first and second playing devices operable by the first and second players to manipulate moving objects displayed in the first and second display regions;
determining when objects contact in each display region;
detecting when a prescribed number of objects of a same type contact;
erasing display of the prescribed number of contacting objects; and
introducing obstacles into the second display region when another prescribed number of contacting objects are erased in the first display region.44. The method according to claim 43, further comprising:
erasing one or more of the obstacles when a prescribed relationship exists between one of the obstacles and contacting objects to be erased.45. The method according to claim 43, wherein after objects are erased, the display controller displays objects previously supported by an erased object as moving across the display.46. The method according to claim 43, wherein the game may be played at different levels of difficulty individually selectable by each of the first and second players.47. The method according to claim 43, wherein some of the objects move from an upper portion of the display regions to a lower portion of the display
regions.48. A game apparatus according to claim 1, wherein after the abutting objects are erased, the display control means causes a first object previously supported by one of the erased objects to move across the display until the first previously supported object contacts another object or a boundary of the display area, and wherein the display control means erases display of a newly-formed group of abutting objects now including the first previously supported object when the newly-formed group of abutting objects is detected as having at least the prescribed number of objects of a particular characteristic.49. A game apparatus according to claim 48, wherein the display control means does not introduce display of a new first object in the object display area until no further group of abutting objects having at least the prescribed number of objects of a particular characteristic can be newly-formed.50. A game apparatus according to claim 18, wherein after the abutting objects are erased, the display control means causes a first object previously supported by one of the erased objects to move across the display until the first previously supported object contacts another object or a boundary of the display area, and wherein the display control means erases display of a newly-formed group of contacting objects now including the first previously supported object when the newly-formed group of contacting objects is detected as having at least the prescribed number of objects of a certain type.51. A game apparatus according to claim 50, wherein the display control means does not introduce display of a new first object in the object display area until no further group of contacting objects having at least the prescribed number of objects of a certain type can be newly-formed.52. A game apparatus according to claim 23, wherein after the concatenated objects are erased, the display controlling means causes a first object previously supported by one of the erased objects to move across the display until the first previously supported object contacts another object or a boundary of the object displaying area, and wherein the display controlling means erases display of a newly-formed run of concatenated objects now including the first previously supported object when the newly-formed run of concatenated objects is detected as having at least the prescribed number of at least said first objects of a certain type. 53. A game apparatus according to claim 52, wherein the display controlling means does not introduce display of a new first object in the object displaying area until no further run of concatenated objects having at least the prescribed number of at least said first objects of a certain type can be newly-formed.54. A game apparatus according to claim 26, wherein after the contiguous objects are erased, the display controller causes a first object previously supported by one of the erased objects to move across the display until the first previously supported object contacts another object or a boundary of the display, and wherein the display controller erases display of a newly-formed chain of contiguous objects now including the first previously supported object when the newly-formed chain of contiguous objects is detected as having at least the prescribed number of contiguous first objects having the selected characteristic.55. A game apparatus according to claim 54, wherein the display controller does not introduce a new first object on the display until no further chain of contiguous objects having at least the prescribed number of contiguous first objects having the selected characteristic can be newly-formed.56. The method according to claim 32, wherein after the contiguous objects are erased, the method further comprises:
moving a first object previously supported by one of the erased objects across the display until the first previously supported object contacts another object or a boundary of the display,
erasing display of a newly-formed chain of contiguous objects now including the first previously supported object when the newly-formed chain of contiguous objects is detected as having at least the prescribed number of contiguous first objects having the selected
characteristic.7. A method according to claim 56, wherein a new first object is introduced on the display only when no further chain of contiguous objects having at least the prescribed number of contiguous first objects having the selected characteristic can be newly-formed.58. A game apparatus according to claim 38, wherein after the contacting objects are erased, the display controller causes a first object previously supported by one of the erased objects to move across the either the first or the second display region until the first previously supported object contacts another object or a boundary of the first or second display regions, and wherein the display controller erases display of a newly-formed chain of contacting objects now including the first previously supported object when the newly-formed chain of contacting objects is detected as having at least the prescribed number of contacting objects having the same type.59. A game apparatus according to claim 58, wherein the display controller does not introduce a new first object into the first or second display regions until no further chain of contacting objects having at least the prescribed number of contacting objects having the same type can be newly-formed.60. The method according to claim 43, wherein after the contiguous objects are erased, the method further comprises:
moving a first object previously supported by one of the erased objects across either of the first or second display regions until the first previously supported object contacts another object or a boundary of either of the first or second display regions, and
erasing display of a newly-formed chain of contacting objects now including the first previously supported object when the newly-formed chain of contacting objects is detected as having at least the prescribed number of contacting objects.61. A method according to claim 60, wherein a new first object is introduced into either of the first or second display regions only when no further group of contacting objects having at least the prescribed number of contacting objects can be newly-formed.

This is a continuation of application Ser. No. 07/714,172, filed Jun. 14, 1991, now abandoned.

1. Field of the Invention

The present invention relates to a game apparatus and a memory cartridge used therefor. More specifically, the present invention relates to a game apparatus used for a TV game machine for home use, a video game machine for business use, a portable game machine with liquid crystal display and so on, and to a memory cartridge used therefor.

2. Description of the Background Art

"TETRIS" game has been known as a puzzle game in which players play the game making various objects fall. In a game apparatus or a game system for playing this game, a plurality of types of blocks are displayed falling, which blocks are the examples of the objects including given number of squares combined. While a block is falling, the block is rotated by a predetermined angle by an operation by the player. When the block lands or it is stacked on a preceding falling block, falling of the said block is stopped. Lines of blocks aligned laterally are erased when the falling is stopped, and the display is cleared when a predetermined number of lines are erased.

The above described "TETRIS" game is a simple game in which only a plurality of blocks having different shapes are aligned laterally, and soon becomes monotonous and boring. In addition, blocks are the only characters appearing on the screen, and therefore this game has a simple dimensional quality. With those limitations it is difficult to develop a story that would make for an interesting game.

Therefore, an object of the present invention is to provide a game apparatus that is varied and engaging.

Another object of the present invention is to provide a game apparatus with various and many characters appearing.

A further object of the present invention is to provide a game apparatus allowing competition of multiple players.

A still further object of the present invention is to provide a game apparatus in which the degree of difficulty can be arbitrarily set dependent on skills of the players, e.g., when two players participate in the game.

A still further object of the present invention is to provide a memory cartridge used for the novel game apparatus.

The game apparatus in accordance with the present invention is adapted to display objects on display means having an object displaying area capable of displaying a plurality of first objects and/or second objects (the first and second objects include corresponding plurality of types) in vertical and lateral directions, and to change status of display of the display means based on the operation of operating means by a player and on data which are generated irregularly and automatically independent from the operation of the player, the game apparatus comprising first object data generating means, second object data generating means, stacked state detecting means, display controlling means, and continuously aligned state detecting means. The first object data generating means selects at random types of the first objects during the game, and intermittently generates data for displaying the first objects of the selected type. The second object data generating means selects at random types of the second objects and positions of display at the start of the game, and generates data for fixedly displaying the second objects of the selected type at the selected positions of display. The stacked state detecting means detects at least a portion of the first object, which is falling, being seemingly stacked on a second object and/or a first object which has fallen and arethe either player can be handicapped with respect to the virus level and the initial speed, by setting the degree of difficulty separately, corresponding to the difference in skill or technique. Therefore, when two players compete, there will be fewer easy victories and more close games.

The game process subroutine in the two-player game mode includes game processes for the first player in step 6b and game processes for the second player in step 6c. The displays on the screen during the game processes are as shown in FIGS. 11(b), (c), (d), (e) and (f). More specifically, the game process subroutine of FIGS. 9A and 9B are described above are is repeated twice for each player. However, the register or the buffer memory for updating the data are changed to ones corresponding to the second player in the game process for the second player, and flags and counters are also changed to ones corresponding to the second player. Therefore, operations described with respect to the one-player game mode are omitted as much as possible. In the following, operations inherent to the two players two-player game mode, that is, attacking operation will be described in detail. However, two object displaying areas are provided for the two players as shown in FIG. 11, so that one player can adapt appropriate tactics in consideration of the state of the game of the other player.

In step 50 of the above described continuously aligned state determining subroutine, when it is determined to be the two player two-player game mode, the control proceeds to step 59 of FIG. 9B. In step 59, it is determined whether or not two or more lines of the viruses and/or capsules are erased corresponding to dropping of one capsule, based on the data stored in the attack registers R9 to R12 or R13 to R16. If two or more lines of viruses and/or capsules have been erased, logic "1" indicating attacking is written to an attack flag of the player who has erased two or more lines (attack flag F3 when the game process subroutine of the first player is being executed, and attack flag F4 when the game process subroutine of the second player is being executed) in step 60. Meanwhile, if erasure of two or more lines of viruses and/or capsules is not detected in step 59, attack on the counter player is not carried out. Therefore, the flow skips step 60 and proceeds to step 61. In step 61, whether or not logic "1" is set in the attack flag of the counter player is checked. If logic "1" is set in the attack flag of the counter player (the attack flag F4 when the game process subroutine for the first player is being executed, and the attack flag F3 when the game process subroutine for the second player is being executed) the flow proceeds to step 62 in which data representing an attack capsule (for example, a capsule whose size is one half that shown in FIG. 3 and having the same color as color code stored in the attack register of the counter player) are written to an address corresponding to the uppermost portion of a line in the player's own buffer memory 141 or 142. In the next step 63, an attack capsule is displayed on the uppermost portion of the object displaying area of the players player's own side. The number of attack capsules displayed at this time is determined corresponding to the number of lines of the capsules and/or viruses which have has been erased on the side of the counter player. For example, when two lines have been erased, one attack capsule appears, when three lines have been erased, two attack capsules appear, and when four lines have been erased, four attack capsules appear. Thereafter, the flow returns to step 55 and the operations in the steps 56 to 58 and 49 to 55 are carried out. Therefore, the attack capsules are displayed as falling.

The player who is being attacked cannot move the attack capsules falling in the corresponding object displaying area in neither either left nor or right direction. Therefore, the attacking capsule may prevent formation of the continuously aligned state, or conversely, the attack capsule may help formation of the continuously aligned state accidentally. Therefore, the player being attacked can play the game assisted or obstructed by arbitrary factors beyond that player's control. A player who is attacking benefits because he can force the counter player to change his tactics and to develop the game advantageously.

If it is determined in step 61 that logic "1" is not set in the attack flag of the counter player, the program returns to step 42 and a next capsule is thrown.

The above described game process subroutine is carried out for the first player and for the second player successively. If the game of the first or second player is completed, the program returns to the main routine, and in step 8, whether the first or second player has won three games is determined. If neither of the first and second players has won three times, a mark representing the number of winning victories is displayed on the winner side, and the flow returns to step 6a. Meanwhile, if it is determined that the first or the second player has won three times, the program returns to step 5 in which the menu is displayed again, and the game is started.

In the above described embodiment, a color television receiver was used as the display means. However, the present invention may be applied to a portable game apparatus with a dot matrix liquid crystal display (for example, a game apparatus commercially available under the commercial name of "game boy" manufactured and sold by the applicant assignee of the present invention). An embodiment of the present invention applied to a portable game apparatus having liquid crystal display will be described in the following.

In a game apparatus with a liquid crystal display, only black and white display can be provided by the display means, so that the types of capsules and viruses are displayed by density. Therefore, density codes are written in registers R22, R23, R27 and R28 shown in FIG. 4. The flow chart of the operation program is the same as that of the TV game machine if the operation mode is one-player game mode. As a game process for the two player two-player game mode, process shown in FIG. 9C is carried out in place of the process shown in FIG. 9B. The reason for this is that the display screen of the portable game apparatus is too small to give displays for two players in one machine, and therefore two game apparatuses are connected by a communication cable (not shown) so as to transfer data of game apparatuses to each other.

In step 59a, whether or not two or more lines of viruses and/or capsules have been erased by one thrown dropped capsule is determined, based on the data stored in the attack registers R9 to R12 or R13 to R16. If it is determined that two or more lines of uses and/or capsules have been erased, logic "1" representing attacking is written in the attack flag of the player's side in step 60a (namely, the attack flag F3 when the game process subroutine for the first player is being carried out, and the attack flag F4 when the game process subroutine for the second player is being carried out). In step 60a, data of the attack flag F3 and F4 are transferred to the portable game apparatuses of the players to each other through the communication cable, after the completion of the step 60a, and the flow proceeds to step 61a. If it is not determined in step 59a that two or more lines of vies and/or capsules have been erased, no attack is delivered on the counter player, so that the program skips the step 60a and directly proceeds to the step 61a. In step 61a, whether or not logic "1" has been set in the attack flag of the counter player is determined, by communication. At this time, if logic "1" is set in the attack flag of the counter player (the attack flag F4 when the game process subroutine for the first player is being carried out, and the attack flag F3 when the game process subroutine for the second player is being carried out), the program proceeds to step 62a. In step 62a, data of the attack register of the counter player is transferred by communication to the player's own attack register. Consequently, data representing an attack capsule (for example, a capsule whose size is one half of the capsule of FIG. 3 and having the same density as the density code transferred from the attack register of the counter player to his own attack register) are written to an address corresponding to the uppermost portion of a certain line of the players player's own buffer memory 141 or 142. In the next step 63a, an attack capsule is displayed on the uppermost portion of the object displaying area. The number of attack capsules displayed at this time is determined corresponding to the number of lines of the erased capsules and/or viruses of the counter player side. Then, the program returns to step 55 to make the attack capsule fall.

Meanwhile, in step 61a, if it is determined that logic "1" is not set in the attack flag of the counter player, the program proceeds to step 64. In step 64, whether or not the virus level set in the game apparatus of the counter player is at least five is determined. If the set virus level is five or more, it is determined whether the number of remaining viruses of the counter player has become 1/4, 1/8 or 1/16 of the initially set number. If one of this these conditiontions is satisfied, the speed of BGM (Background Music) or effect sound is increased in step 66, so as to let the player know the state of the game of the counter player. The state of the game of the counter player is informed by the music, since the state of the game of the counter player cannot be monitored, as the screen of the portable game apparatus is too narrow to give display of the game of two players. In step 67, whether or not two or more lines of continuously aligned capsules and/or viruses have generated for one throwing dropping of a capsule is determined. If there are two or more lines of continuously aligned viruses and/or capsules, an effect sound is generated in step 68, so as to tell that there will be an attack on the counter player. Then the program returns to step 42.

Although the number of viruses is changed dependent on the set virus level, the number of stacks of the viruses may be changed dependent on the set virus level. The closer the display line of the uppermost stage of the viruses comes to the uppermost portion of the object displaying area, the more difficult it is to position the dropped capsule, so that the degree of difficulty increases.

As described above, according to the present invention, a novel apparatus including many factors for influencing the complexity and the variety of a game which are attractive to users can be realized. In addition, by setting the difficulty variously, the interest of the game to the different players can be varied. Further, in the two-player game mode, the degree of game difficulty using two different factors can be independently set for each player, so that the players can be handicapped dependent on their skill, and the handicap can be varied. Therefore, each player can enjoy close competition irrespective of the difference in skill.

Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.

Yamamoto, Masao, Harada, Takahiro, Yamanaka, Masaru

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