Shooting game apparatus, storage medium storing a shooting game program, and target control method
First Claim
1. A shooting game apparatus, comprising:
- a display;
a controller configured to be operated by a user to control a player character to shoot a target character displayed on said display;
target state control programmed logic circuitry configured to control switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character;
a target image generator configured to display on said display an image that is different between when said target character is in the ineffective state and when said target character is in the effective state; and
player character state determination programmed logic circuitry configured to determine at least whether or not the player character is in a state of being continuously damaged, whereinsaid target state control programmed logic circuitry is configured to switch, without any additional action from the user, said target character to the ineffective state when said player character state determination programmed logic circuitry determines that the player character is in the state of being continuously damaged when said target character is in the effective state.
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Accused Products
Abstract
A shooting game apparatus includes an LCD for displaying a target and an operating button for a player to perform an operation for shooting the target. For example, an enemy character is switched between an ineffective state in which it is never damaged even if an attack hits it, and an effective state in which it is damaged if an attack hits it. Different images are displayed depending on whether the target is in the ineffective state or in the effective state. In a case where the target is in the effective state, when a player character enters into a state of being continuously damaged because it is positioned an area where it receives continuous damage, for example, the target is switched into the ineffective state.
34 Citations
19 Claims
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1. A shooting game apparatus, comprising:
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a display; a controller configured to be operated by a user to control a player character to shoot a target character displayed on said display; target state control programmed logic circuitry configured to control switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; a target image generator configured to display on said display an image that is different between when said target character is in the ineffective state and when said target character is in the effective state; and player character state determination programmed logic circuitry configured to determine at least whether or not the player character is in a state of being continuously damaged, wherein said target state control programmed logic circuitry is configured to switch, without any additional action from the user, said target character to the ineffective state when said player character state determination programmed logic circuitry determines that the player character is in the state of being continuously damaged when said target character is in the effective state. - View Dependent Claims (2, 3, 4)
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5. A shooting game apparatus, comprising:
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a display; a controller configured to be operated by a user to play a game by controlling a player character to shoot a target character displayed on said display; player character display control programmed logic circuitry configured to display and control an image of a player character on said display, based on input from said controller; non-player character display control programmed logic circuitry configured to display and control an image of a non-player character on said display; at least one player character position storage location configured to store a position of said player character in a game space; target state control programmed logic circuitry configured to control switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; and a target image generator configured to display an image on said non-player character that is different between a case where said target character is in the ineffective state and a case where said target character is in the effective state that is different between when said target character is in the ineffective state and when, wherein said target state control programmed logic circuitry is configured to switch, without any additional action from the user, said target character to the ineffective state when a prescribed position is stored in said at least one player character position storage location when said target character is in the effective state. - View Dependent Claims (6, 7)
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8. A non-transitory computer-readable storage medium storing a shooting game program for allowing a game apparatus provided with at least a display, a controller, and a processor to function as a shooting game apparatus in which a user plays a game by operating said controller to control a player character to shoot a target character displayed on said display, wherein
said shooting game program causes the processor of said game apparatus to execute: -
controlling switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; displaying an image on said display that is different between when said target character is in the ineffective state and when said target character is in the effective state; and determining at least whether or not the player character is in a state of being continuously damaged, wherein said controlling switches, without any additional action from the user, said target character to the ineffective state when said determining determines that the player character is in the state of being continuously damaged when said target is in the effective state. - View Dependent Claims (9, 10, 11)
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12. A target control method of controlling a target character by a computer of a shooting game apparatus in which a user plays a game by operating a controller to control a player character to shoot said target character displayed on a display, including:
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controlling switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; displaying an image on said display that is different between when said target character is in the ineffective state and when said target character is in the effective state; and determining, using the computer, at least whether or not the player character is in a state of being continuously damaged, wherein in said controlling, said target character is switched, without any additional action by the user, to the ineffective state when it is determined in said determining that the player character is in the state of being continuously damaged when said target character is in the effective state. - View Dependent Claims (13, 14, 15)
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16. A game apparatus, comprising:
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a display; a controller configured to be operated by a user to control a player character to attack a target character displayed on said display; and
a processor configured to;control switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; generate for said display an image that is different between when said target character is in the ineffective state and when said target character is in the effective state; determine at least whether or not the player character is in a state of being continuously damaged; and switch, without any additional action from the user, said target character to the ineffective state when the player character is determined to be in the state of being continuously damaged when said target character is in the effective state.
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17. A game apparatus, comprising:
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a display; a controller configured to be operated by a user to play a game by controlling a player character to attack a target character displayed on said display; and
a processor configured to;display and control an image of a player character on said display, based on input from said controller; display and control an image of a non-player character on said display; store, in at least one player character position storage location, a position of said player character in a game space; control switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; and generate a display of an image on said non-player character that is different between when said target character is in the ineffective state and when said target character is in the effective state, wherein said target character is switched, without any additional action from the user, to the ineffective state when a prescribed position is stored in said at least one player character position storage location when said target character is in the effective state.
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18. A non-transitory computer-readable storage medium storing a game program for allowing a game apparatus provided with at least a display, a controller, and a processor to function as a game apparatus in which a user plays a game by operating said controller to control a player character to attack a target character displayed on said display, wherein
said game program causes the processor of said game apparatus to execute: -
controlling switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; displaying an image on said display that is different between when said target character is in the ineffective state and when said target character is in the effective state; and determining at least whether or not the player character is in a state of being continuously damaged, wherein said controlling switches, without any additional action from the user, said target character to the ineffective state when said determining determines that the player character is in the state of being continuously damaged when said target character is in the effective state.
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19. A target control method of controlling a target character by a computer of a game apparatus in which a user plays a game by operating a controller to control a player character to attack said target character displayed on a display, including:
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controlling switching of said target character between an ineffective state of being never damaged even if an attack directly hits the target character, and an effective state of being damaged if an attack directly hits the target character; displaying an image on said display that is different between when said target character is in the ineffective state and when said target character is in the effective state; and determining, using the computer, at least whether or not the player character is in a state of being continuously damaged, wherein in said controlling, said target character is switched, without any additional action from the user, to the ineffective state when it is determined in said determining that the player character is in the state of being continuously damaged when said target character is in the effective state.
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Specification