Image synthesis method, games machine, and information storage medium
First Claim
1. A method for training a player, comprising:
- displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer, enabling the player to practice manipulations with a game controller in a selected training mode; and
displaying an image indicating a hit mark at a hit location, when an attack by one of the game characters hits the other game character, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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Accused Products
Abstract
The objective is to provide an image synthesis method, games machine, and information storage medium which make it easy for a player to learn operating sequences that cause a game character to perform various different actions. If a training mode in which a player can practice manipulations is selected and an attack of a game character 30 hits another game character 32, a hit mark 34 is displayed at the hit location. In addition, a replay image is displayed if a replay creation condition is satisfied or if the player has performed a given manipulation. To enable the player to practice counterattacking, a game character manipulated by the computer initiates attacks at a constant timing.
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Citations
14 Claims
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1. A method for training a player, comprising:
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displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer, enabling the player to practice manipulations with a game controller in a selected training mode; and
displaying an image indicating a hit mark at a hit location, when an attack by one of the game characters hits the other game character, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack. - View Dependent Claims (2, 3, 4)
said hit mark comprises a symbol for identifying the hit location.
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3. The method of claim 1, wherein:
a guard mark is displayed when said other game character defends against said attack.
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4. The method of claim 1, wherein:
when said attack hits an upper area, middle area, or lower area of said other game character, a hit mark specifying that upper area, middle area, or lower area is displayed.
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5. A method for training a player, comprising:
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displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer, enabling the player to practice manipulations with a game controller in a selected training mode; and
displaying a replay image relating to an attack by the game character manipulated by the player against the game character manipulated by the computer when selecting a replay mode while in said training mode and when said attack by the game character manipulated by the player against the game character manipulated by the computer satisfies a given replay creation condition, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack. - View Dependent Claims (6, 7)
satisfying said replay creation condition occurs when a number of sequential attacks of the game character manipulated by the player exceeds a given number of times.
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7. The method of claim 5, wherein:
satisfying said replay creation condition occurs when an operating sequence specified by at least one input operation input by the player matches a given reference sequence.
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8. A method for training a player comprising:
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displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer;
enabling the player to practice manipulations with a game controller in a selected training mode; and
displaying a replay image relating to actions performed by the game character manipulated by the player and the game character manipulated by the computer when the player selects a replay mode while in this training mode and the player performs a given manipulation, the replay image relating to the actions performed by the game characters prior to the given manipulation, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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9. A games machine that trains a player, comprising:
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means for displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer;
means for enabling the player to practice manipulations with a game controller in a selected training mode; and
means for displaying an image indicating a hit mark at a hit location, when an attack by one of the game characters hits the other game character, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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10. A games machine for training a player comprising:
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means for displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer enabling the player to practice manipulations with a game controller in a selected training mode; and
means for displaying a replay image relating to an attack by the game character, manipulated by the player against the game character manipulated by the computer when the player selects a replay mode while in said training mode and when said attack by the game character manipulated by the player against the game character manipulated by the computer satisfies a given replay creation condition, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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11. A games machine for training a player, comprising:
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means for displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer enabling the player to practice manipulations with a game controller in a selected training mode; and
means for displaying a replay image relating to actions performed by the game character manipulated by the player and the game character manipulated by the computer when the player selects a replay mode while in this training mode and the player performs a given manipulation, the replay image relating to the actions performed by the game characters prior to the given manipulation, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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12. An information storage medium for training a player, comprising:
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information for displaying an image of combat between a game character manipulated by a computer;
information enabling the player to practice manipulations with a game controller in a selected training mode; and
information for displaying an image indicating a hit mark at a hit location, when an attack by one of the game characters hits the other game character, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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13. An information storage medium for training a player, comprising:
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information for displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer;
information for enabling the player to practice manipulations with a game controller in a selected training mode; and
information for displaying a replay image relating to an attack by the game character manipulated by the player against the game character manipulated by the computer when the player selects a replay mode while in said training mode and when said attack by the game character manipulated by the player against the game character manipulated by the computer satisfies a given replay creation condition, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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14. An information storage medium for, training a player, comprising:
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information for displaying an image of combat between a game character manipulated by a player and a game character manipulated by a computer;
information enabling the player to practice manipulations with a game controller in a selected training mode; and
information for displaying a replay image relating to actions performed by the game character manipulated by the player and the game character manipulated by the computer when selecting a replay mode while in this training mode and the player performs a given manipulation, the replay image relating to the actions performed by the game characters prior to the given manipulation, wherein the training mode includes at least one of a counterattack ON mode, where the game character controlled by the computer attacks on command, and a counterattack OFF mode, where the game character controlled by the computer does not attack.
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Specification