U.S. Pat. No. 6,860,807
VIDEO GAME WITH DISTINCTIVE ATTRIBUTES FOR ENEMY CHARACTERS, PREDETERMINED CHARACTERS, AND CANDIDATE CHARACTERS
AssigneeKabushiki Kaisha Square Enix
Issue DateSeptember 28, 2001
Illustrative Figure
Abstract
A computer-readable recording medium with a video game program recorded thereon; a video game program; a video game processing method; and a video game processing apparatus, with which it is possible to understand easily which of a number of displayed characters is to be the object of an action of a player character and it is possible to make a player character execute an intended action exactly. The input of an action to be performed by a predetermined character is accepted and the input of a candidate character intended to be an object of the action is accepted, and the display color of a cursor pointing at the candidate character is made to be different when the action accepted as input is an attack action and the candidate character is an enemy character from when the action accepted as input is an attack action and the candidate character is not an enemy character.
Description
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A preferred embodiment of the invention will now be described with reference to the accompanying drawings.FIG. 1is a block diagram showing the overall construction of this preferred embodiment. First, a video game machine pertaining to this preferred embodiment of the invention is described. This game machine10is made up of a game unit proper11and a keypad50connected to an input side of the game unit proper11, and a television set100having a CRT (Cathode Ray Tube) and speakers are connected to an output side of the game unit proper11. The game unit proper11has a CPU (Central Processing Unit)12, a ROM (Read Only Memory)13, a RAM (Random Access Memory)14, a hard disc drive15, a graphics processing part16, an audio processing part17, a disk drive18, a communications interface19, a memory card reader/writer20and an input interface21, and a bus22connecting these elements. The game unit proper11is connected via the input interface21to the keypad50, which serves as a control input part. A +-key51and a group of buttons52are provided on the top of the keypad50. The button group52includes a O-button52a,a ×-button52b,a Δ-button52cand a □-button52d.A select button55is provided on a connecting part linking a base part on which the +-key51is provided to a base part on which the button group52is provided. Other buttons, such as an R1-button56and an L1-button53, are provided on the side of the keypad50. The keypad50has switches linked respectively to the +-key51, the O-button52a,the ×-button52b,the Δ-button52c,the □-button52d,the select button55, the R1-button56and the L1-button53, and when a pushing force is applied to one of the buttons the corresponding switch turns on. A detection signal corresponding to this on/off state of the switch is generated in the keypad50. The detection signals generated in the keypad50are supplied to the input interface21, and by a detection signal from the keypad50being passed through the input interface21it ...
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
A preferred embodiment of the invention will now be described with reference to the accompanying drawings.FIG. 1is a block diagram showing the overall construction of this preferred embodiment.
First, a video game machine pertaining to this preferred embodiment of the invention is described. This game machine10is made up of a game unit proper11and a keypad50connected to an input side of the game unit proper11, and a television set100having a CRT (Cathode Ray Tube) and speakers are connected to an output side of the game unit proper11.
The game unit proper11has a CPU (Central Processing Unit)12, a ROM (Read Only Memory)13, a RAM (Random Access Memory)14, a hard disc drive15, a graphics processing part16, an audio processing part17, a disk drive18, a communications interface19, a memory card reader/writer20and an input interface21, and a bus22connecting these elements. The game unit proper11is connected via the input interface21to the keypad50, which serves as a control input part.
A +-key51and a group of buttons52are provided on the top of the keypad50. The button group52includes a O-button52a,a ×-button52b,a Δ-button52cand a □-button52d.A select button55is provided on a connecting part linking a base part on which the +-key51is provided to a base part on which the button group52is provided. Other buttons, such as an R1-button56and an L1-button53, are provided on the side of the keypad50.
The keypad50has switches linked respectively to the +-key51, the O-button52a,the ×-button52b,the Δ-button52c,the □-button52d,the select button55, the R1-button56and the L1-button53, and when a pushing force is applied to one of the buttons the corresponding switch turns on. A detection signal corresponding to this on/off state of the switch is generated in the keypad50.
The detection signals generated in the keypad50are supplied to the input interface21, and by a detection signal from the keypad50being passed through the input interface21it becomes detection information indicating which button on the keypad50has been turned on. In this way, control operation commands keyed in to the keypad50by a user are supplied to the game unit proper11.
The CPU12centrally controls the apparatus as a whole by executing an operating system stored in the ROM13, and executes video game programs stored in a program area of the RAM14. Also, the CPU12monitors the state of the keypad50by way of the input interface21, executes video game programs stored in the program area of the RAM14as necessary, and as necessary stores in a predetermined area of the RAM14various data derived in the course of a game. The ROM13includes EEPROM (Electrically Erasable and Programmable Read Only Memory), and predetermined data in the RAM14which must be held even when the power supply is cut are stored in the EEPROM at a stage before power supply cut-off.
The RAM14has mainly a program area, a picture data area, and an audio data area, and also has an area for holding other data. Program data, picture data, audio data and other data read from a disc30such as a DVD or a CD-ROM by the disk drive18are respectively held in these areas.
The RAM14is also used as a work area, and various data derived in the course of the game are further held in the area for holding other data. Program data, picture data, audio data and other data read from the disc30can also be held in the hard disc drive15; program data, picture data, audio data and other data held in the hard disc drive15may be transferred to the RAM14as necessary; and various data derived in the course of the game and held in the RAM14may be transferred to and held in the hard disc drive15.
The graphics processing part16includes in a VRAM23a frame buffer which constitutes a buffer memory for holding picture data; using control information from the CPU12arising along with program execution it generates a video signal on the basis of picture data held in the frame buffer and outputs the video signal to the television set100. As a result, a picture based on picture data held in the frame buffer is displayed on the display screen101of the television set100.
The audio processing part17has the function of generating audio signals such as BGM (Background Music), conversations between characters, and sound effects. The audio processing part17outputs to a speaker102of the television set100a sound signal including audio signals on the basis of data stored in the RAM14using control information from the CPU12arising along with program execution.
The television set100has the display screen101and the speaker102and performs picture (image) and audio output according to the content of the video game on the basis of the video signal (picture signal) and sound signal from the game unit proper11.
The disk drive18is so constructed that a disc (DVD or CD-ROM)30, which is a recording medium, can be removably loaded into it, and reads video game program data, picture data, audio data and other data held on the disc30.
The communications interface19is connected to a network110, and acquires various kinds of data by performing data communications with data storage devices and information processing devices such as servers installed in other locations. The video game program data, picture data, audio data and other data held in the RAM14may alternatively be acquired by way of the network110and the communications interface19.
The memory card reader/writer20is so constructed that a memory card31can be removably loaded into it, and writes save data of a relatively low volume, such as mid-way progress data of video games and video game environment setting data, to a memory card.
On a recording medium pertaining to this preferred embodiment of the invention, that is, the disc30, is recorded a video game program capable of displaying multiple characters including player characters and enemy characters on a screen and controlling actions of the displayed characters in accordance with control operations of a player, and this can be read by a computer (the CPU12and its peripheral devices). This computer can execute accepting first input of an action to be performed by a predetermined character in accordance with control operations of a player; accepting second input of a candidate character intended to be the object of an action to be performed by the predetermined character in accordance with control operations of the player; and a displaying of the vicinity of the candidate character differently depending on whether the candidate character is an enemy character or is other than an enemy character, in accordance with the type of the action accepted as the first input and the type of the candidate character accepted as the second input, and this computer also can execute displaying of the vicinity of the predetermined character and the vicinity of the candidate character differently.
Accordingly, the game unit proper11has, besides the functions necessary for carrying out a related art video game by software processing based on data held in the CPU12and the various memories, as special functions, a first function of accepting the input of an action to be performed by a predetermined character in accordance with control operations of a player; a second function of accepting the input of a candidate character intended to be the object of the action to be performed by the predetermined character in accordance with control operations of the player; and a function of, in accordance with the type of the action accepted as input by the first function and the type of the candidate character accepted as input by the second function, displaying the vicinity of the candidate character differently depending on whether the candidate character is an enemy character or is other than an enemy character. The game unit proper11also has a function of displaying the vicinity of the predetermined character and the vicinity of the candidate character differently.
As a result it is possible to realize a video game with which a character to be the object of an action of a player character can be made out easily and a player character can be made to execute an intended action exactly. Instead of being realized by software processing, these functions may alternatively be realized by the provision of appropriate dedicated hardware.
Next, the operation of this preferred embodiment will be explained.FIG. 2is a flow chart showing an example of a processing routine of the overall operation of the preferred embodiment described above. The operations inFIG. 2have been assigned the reference numerals S1through S13.
First, when a power supply (not shown) is turned on, a boot program is read out; the different parts are initialized; and processing for starting a game is carried out. That is, by the disk drive18, video game program data, picture data, audio data and other data held in the disc (DVD, CD-ROM or the like)30are read out and stored in the RAM14, and as necessary data held in nonvolatile memory such as the EEPROM of the ROM13, the hard disc drive15, or the memory card31are read out and stored in the RAM14. Before the start of an actual game, various settings are carried out to reach a state from which a game can proceed. Then, when a game is started from this state, a scene such as a movement scene, a battle scene or some other scene is set, and processing proceeds to step S1.
In step S1it is determined whether or not the present scene is a movement scene, and if it is not a movement scene processing proceeds to step S2and determines whether or not it is a battle scene. When in step S2it is determined that the scene is not a battle scene, processing moves on to step S3and it is determined whether or not the scene is another scene (conversation, shopping or picking up). When in step S3it is determined that the scene is not another scene, processing returns to step S1and the processing of steps S1through S3is repeated so that a standby state is assumed.
When in this state it is determined in step S1that the present scene is a movement scene, processing moves on to step S4and a movement control input-accepting state is assumed. And in step S5, movement processing corresponding to an accepted movement control input is carried out. When the movement processing ends, processing moves on to step S6and movement information is generated on the basis of player character position information derived successively along with the movement processing. The movement information includes information showing a set zone in a virtual space in which the present player character is positioned. When the movement information has been generated, processing moves on to step S11.
When in step S2it is determined that the present scene is a battle scene, processing moves on to step S7and a battle control input-accepting state is assumed. Then, in step S8, battle processing corresponding to battle control operations accepted as input is carried out; a battle is fought between multiple player characters and multiple enemy characters in a combination freely selected by the player; and processing proceeds to step S9. In step S9, battle information is generated which shows, for example, names of the player characters and enemy characters which fought; the progress of the battle; the result of the battle; and parameters stipulating the capabilities of the player characters. When the battle information has been generated, processing moves on to step S11.
When in step S3it is determined that the present scene is some other scene (conversation, shopping or picking up or the like), the routine proceeds to step S10and processing according to the scene is carried out, other information corresponding to that processing is generated, and the routine proceeds to step S11.
When processing reaches step S11, the present position of the player character is successively updated by movement information being stored in a predetermined data area of the RAM14. Additionally, battle zone information for each set zone and other information are stored in a predetermined data area of the RAM14. That is, an action history of the player character is stored for each set zone.
Then, in step S12, action evaluation processing is carried out on the basis of the information showing the action history of the player character stored in the RAM14. Specifically, for information where numbering is necessary, numbering is carried out using a pre-prepared conversion table; for information of which weighting is necessary, predetermined coefficients are applied; and these figures are totalled to calculate a score. The calculated score is added to a previous score held in a predetermined data area of the RAM14, and by this being stored again in a predetermined data area of the RAM14a score constituting evaluation information is successively updated.
When action evaluation processing ends, processing moves on to step S13and determines whether or not the game is over. When the game is not over, processing returns to step S1and the processing of step S1through step S3described above is repeated.
When in step S13it is determined that the game is over, although this is not shown inFIG. 2, the information showing the action history of characters, the evaluation information, and the player character capability settings information held in a predetermined area of the RAM14are each read from the RAM14and transferred to and stored together with other data in rewritable nonvolatile memory such as the EEPROM of the ROM13, the hard disc drive15, or the memory card31. After other kinds of processing accompanying the ending of a game are carried out, the power supply is cut off and the game ends. When the power supply is switched on again, the various information and other data thus held in nonvolatile memory by data save processing before power supply cut-off are read out from the nonvolatile memory to which they were saved and stored again in the same data area of the RAM14in which they were held before the power supply was cut off.
FIG. 3is a flow chart showing an example of a processing procedure for the battle control operation input-acceptance processing (step S7) of the preferred embodiment described above, andFIGS. 4A and 4Bshow an example of a specific display picture pertaining to battle control operation input-acceptance. With reference to FIG.3andFIGS. 4A and 4B, battle control operation input-acceptance processing in the preferred embodiment described above is now explained. The steps inFIG. 3have been assigned the reference numerals S21through S40. In FIG.4A andFIG. 4Bthe reference numbers401through403denote player characters taking part in a battle and the reference numbers404through406denote enemy characters, and it will be assumed that a battle can be fought with any combination of these characters.
First, when the battle control operation input-acceptance processing is reached in the routine ofFIG. 2, in step S21, an initial battle picture is displayed, as shown in FIG.4A. In this initial battle picture, player characters401through403and enemy characters404through406are displayed confronting each other. InFIG. 4A, the reference number410denotes a marker indicating a character which is to be the object of input-accepting of an action (command input) or character replacement, and this marker points to a certain character decided upon by internal processing. InFIG. 4A, the reference number420denotes a cursor for pointing to a candidate character intended to be the object of an action. However, this cursor is not displayed at this stage.
In step S22it is determined whether or not the L1-button53has been pressed, and when it is determined that the L1-button53has been pressed processing proceeds to step S23. When processing proceeds to step S23, a state is assumed wherein the character indicated by the marker410can be replaced with a substitute character. That is, a substitute character is selected by a control operation of the player, and character substitution processing is carried out as necessary between the selected substitute character and the character indicated by the marker410. When the character substitution processing ends, processing returns to step S21and the initial battle picture is displayed. And also when character substitution is canceled part-way through, processing returns to step S21and the initial battle picture is displayed.
When in step S22it is determined that the L1-button53has not been pressed, processing moves on to step S24. A state for accepting the input of an action (command input) to be executed by the character pointed to by the marker410is assumed and an action is selected in accordance with an operation of the +-key51. InFIG. 4A, a display region for action selection is omitted. Then, in step S25, it is determined whether or not the O-button52ahas been pressed. When it is determined that the O-button52ahas not been pressed, processing returns to step S22. The processing of step S22, step S24and step S25is also repeated so that a standby state is assumed until either the L1-button53is pressed or the O-button52ais pressed.
When in step S25it is determined that the O-button52ahas been pressed, processing moves on to step S26, selection of the action selected at that time is confirmed, various associated processing is carried out, and the displayed picture changes to a battle execution picture. At this time, the cursor420ofFIG. 4Ais displayed for the first time, and a candidate character intended to be the object of an action determined by internal processing is indicated. As shown inFIG. 4A, the marker410and the cursor420are displayed differently. When the various processing associated with action determination ends and the displayed picture changes to a battle execution picture, processing moves on to step S27and it is determined whether or not the action of which selection has been confirmed is an attack action. When it is determined that the action selected is an attack action, processing moves on to step S28.
When processing reaches step S28, a state for accepting the input of a candidate character intended to be the object of the attack action of the character indicated by the marker410is assumed, and a candidate character is selected in accordance with a number of times the +-key51is pressed. Then, in step S29, it is determined whether or not the selected character is an enemy character. When it is determined that the selected character is an enemy character, processing moves on to step S30; the display color of the cursor420is set to A; the selected candidate character is indicated by the cursor420; and processing proceeds to step S32.
When, on the other hand, in step S29it is determined that the selected character is not an enemy character, processing moves on to step S31; the display color of the cursor420is set to B; the selected candidate character is indicated by the cursor420; and processing proceeds to step S32.
In step S32it is determined whether or not the O-button52ahas been pressed, and when it is determined that the O-button52ahas not been pressed processing proceeds to step S33and it is determined whether or not the ×-button52bhas been pressed. When it is determined that the ×-button52bhas not been pressed, processing returns to step S28and the processing of step S28through step S33is repeated so that a standby state wherein candidate character selection input is accepted is assumed until either the O-button52ais pressed or the ×-button52bis pressed.
That is, each time the +-key51is pressed once the cursor420moves from one displayed character to the next to indicate a selected candidate character. When the candidate character is an enemy character the cursor420is displayed with the color A and when the candidate character is not an enemy character the cursor420is displayed with the color B.
For example, it will be assumed that an attack action has been selected and this selection confirmed and a battle execution picture is displayed as shown inFIG. 4A, and that first the enemy character406is indicated by the cursor420in the display color A. Also, it will be assumed that each time the +-key51is pressed once the cursor420moves from character to character in the order of406→405→404→403→402→401→406.
In this case, among the enemy characters404through406, the cursor420moves between and points to the characters while still displayed in the color A. And among the player characters401through403, the cursor420moves between and points to the characters while being displayed in the color B, as shown in FIG.4B.FIG. 4Bshows a state wherein the player (supporter) character403is selected as the object of an attack and the cursor420is shown in the vicinity of the character403in the display color B.
When in step S32it is determined that the O-button52ahas been pressed, processing moves on to step S40and the selected attack action is executed and this sequence of battle control operation input-acceptance processing ends. When in step S32it is determined that the ×-button52bhas been pressed, processing returns to step S21and the initial battle picture in which the cursor420does not appear is displayed.
When in step S27it is determined that the selected action is not an attack action, processing moves on to step S34and it is determined whether or not the selected action is a defense action. When it is determined that the selected action is a defense action, processing moves on to step S35. When processing reaches step S35, a state for accepting the input of a candidate character intended to be the object of the defense action of the character indicated by the marker410is assumed, and a candidate character is selected in accordance with a number of times the +-key51is pressed. Then, in step S36, it is determined whether or not the selected candidate character is an enemy character. When it is determined that the selected character is an enemy character, processing moves on to step S31; the display color of the cursor420is set to B; the selected candidate character is indicated by the cursor420; and processing proceeds to step S38.
When, on the other hand, in step S36it is determined that the selected character is not an enemy character, processing moves on to step S37; the display color of the cursor420is set to A; the selected candidate character is indicated by the cursor420; and processing proceeds to step S38.
In step S38, it is determined whether or not the O-button52ahas been pressed. When it is determined that the O-button52ahas not been pressed processing proceeds to step S39and it is determined whether or not the ×-button52bhas been pressed. When it is determined that the ×-button52bhas not been pressed, processing returns to step S35and the processing of step S35through step S39is repeated so that a standby state wherein candidate character selection input is accepted is assumed until either the O-button52ais pressed or the ×-button52bis pressed.
Each time the +-key51is pressed once, the cursor420moves in a predetermined order between the displayed characters and points to a selected candidate character. When the candidate character is an enemy character, reversely from when the action is an attack action, the cursor420is displayed in the color B, and when the candidate character is not an enemy character the cursor420is displayed in the color A.
When in step S38it is determined that the O-button52ahas been pressed, processing moves on to step S40and the selected attack action is executed and this sequence of battle control operation input-acceptance processing ends. When in step S32it is determined that the ×-button52bhas been pressed, processing returns to step S21and an initial battle picture in which the cursor420does not appear is displayed. When in step S34the selected action is not a defense action, processing moves on directly to step S40and an action which is neither an attack action nor a defense action is executed and this sequence of battle control operation input-acceptance processing ends.
Thus the preferred embodiment described above provides the following effects. A first effect is that because the vicinity of a candidate character is displayed differently depending on the type of the action of the player character and the type of the candidate character intended to be the object of the action of the player character, the player can easily make out the candidate character and the enjoyability of the game can be maintained. A second effect is that because the function for distinguishing the candidate character is added to a cursor necessary for character selection, and attack action control operations and defense action control operations can be carried out exactly with the help of the display form of the cursor, the enjoyability of the game can be maintained. A third effect is that because the vicinity of a predetermined character to perform an action can be displayed differently from the vicinity of a candidate character intended to be the object of the action, the relationships between multiple characters in the picture can be understood more exactly and the enjoyability of the game can be maintained.
Next, other preferred embodiments are described. In the preferred embodiment described above, in the battle control input-acceptance processing, a case wherein control commands relating to battle control operations are accepted using the L1-button53, the +-key51, the O-button52aand the ×-button52bwas described; however, other buttons may alternatively be used. And whereas a case was described in which only the timing at which a switch is turned on after its respective button is pressed is monitored in the input-accepting of operation commands, alternatively operation commands may be accepted using the timing at which the switch linked to the respective button is turned off, or both the on and the off timing of the switch linked to a respective button can be monitored and both combined to input-accept operation commands. Also, the time for which a switch linked to a respective button is on or off can be combined to input-accept operation commands.
In the preferred embodiment described above a case was described wherein display is effected so that it is possible to distinguish between a case wherein a candidate character is an enemy character and a case wherein the candidate character is not an enemy character by making the display color of a cursor different. Alternatively the vicinity of the candidate character other than the cursor may alternatively be made different. Instead of the distinction made with the color of the cursor, alternatively, its shape can be made different or it may be made to flash or to undergo some other periodic change.
In the preferred embodiment described above, a case was also explained wherein display colors A and B were used for a cursor and the relationship of the display color of the cursor was made opposite in the case of an action being an attack action from the case of it being a defense action. Alternatively, the relationship of the display color of the cursor may be made the same in the case of an attack action as it is in the case of a defense action. Simply one display color may be used when the candidate character is an enemy character and the other display color used when the candidate character is not an enemy character, irrespective of the action. Or, display colors A, B, C and D may be provided and display colors mutually different in each case may be used. That is, it is only necessary that the display form be made different depending on whether the candidate character is or is not an enemy character so that the difference can be distinguished, and there is no limitation on the display colors used.
The present invention is not limited to the preferred embodiments described above, and it will be clear that various changes and modifications are possible within the spirit and scope of the invention. For example, the order of the steps of a method according to the invention can be changed within the spirit and scope of the invention.
As described above, with the present invention it is possible to understand easily which character is to be the object of an action of a player character, and it is possible to make a player character execute an intended action exactly.
Claims
- A computer-readable recording medium on which is recorded a video game program capable of displaying multiple characters including a player character and an enemy character on a screen and controlling actions of the displayed characters in accordance with control operations of a player, which program comprises: accepting input to a computer of an attack action or a defense action to be performed by a predetermined character in accordance with a control operation of the player;accepting input to the computer of a candidate character intended to be an object of the attack action or the defense action to be performed by the predetermined character in accordance with a control operation of the player;displaying, when the input action is the attack action and the candidate character is the enemy character, a cursor pointing at the candidate character in a first color, and when the input action is the attack action and the candidate character is not the enemy character, the cursor pointing at the candidate character in a second color;and displaying when the input action is the defense action and the candidate character is not the enemy character, a cursor pointing at the candidate character in a third color, and when the input action is the defense action and the candidate character is the enemy character, the cursor pointing at the candidate character in a fourth color.
- The computer-readable recording medium according to claim 1 , on which is recorded a program for displaying a vicinity of a predetermined character to perform an action differently from a vicinity of a candidate character intended to be an object of the action.
- The medium of claim 1 , in which the second color is the same as the third color and the first color is the same as the fourth color.
- The medium of claim 1 , in which a vicinity of the candidate character other than the cursor changes colors.
- A video game processing method of a video game capable of displaying multiple characters including a player character and an enemy character on a screen and controlling actions of the displayed characters in accordance with control operations of a player, the method comprising: accepting a first input to a computer of an action to be performed by a predetermined character in accordance with a control operation of the player;accepting a second input to the computer of a candidate character intended to be an object of the action to be performed by the predetermined character in accordance with a control operation of the player;displaying, when the input action is an attack action and the candidate character is the enemy character, a cursor pointing at the candidate character in a first color, and when the input action is the attack action and the candidate character is not the enemy character, the cursor pointing at the candidate character in a second color;and displaying when the input action is a defense action and the candidate character is not the enemy character, a cursor pointing at the candidate character in a third color, and when the input action is the defense action and the candidate character is the enemy character, the cursor pointing at the candidate character in a fourth color.
- The video game processing method according to claim 5 , further comprising a displaying of a vicinity of a predetermined character to perform an action differently from a vicinity of a candidate character intended to be an object of the action.
- The method of claim 5 , in which the second color is the same as the third color and the first color is the same as the fourth color.
- The method of claim 5 , in which a vicinity of the candidate character other than the cursor changes colors.
- A video game apparatus, comprising: a storage system that stores a video game program capable of displaying multiple characters including a player character and an enemy character on a screen and controlling actions of the displayed characters in accordance with control operations of a player;a computer for reading from the storage system and executing the program;and a display apparatus for picture display, provided as an output system of the computer, wherein the computer, by executing the program, accepts the input of an action to be performed by a player character in accordance with a control operation of the player;accepts the input of a candidate character intended to be an object of the action to be performed by the predetermined character;when the input action is an attack action and the candidate character is the enemy character, a cursor pointing at the candidate character in a first color, and when the input action is the attack action and the candidate character is not the enemy character, the cursor pointing at the candidate character in a second color;and displays when the input action is a defense action and the candidate character is not the enemy character, a cursor pointing at the candidate character in a third color, and when the input action is the defense action and the candidate character is the enemy character, the cursor pointing at the candidate character in a fourth color.
- The video game apparatus according claim 9 , wherein the computer displays a vicinity of a predetermined character to perform an action differently from a vicinity of a candidate character intended to be an object of the action.
- The apparatus of claim 9 , in which the second color is the same as the third color and the first color is the same as the fourth color.
- The apparatus of claim 9 , in which a vicinity of the candidate character other than the cursor changes colors.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.