JP5161328B2 - ゲームシステム及びそのコンピュータプログラム - Google Patents
ゲームシステム及びそのコンピュータプログラム Download PDFInfo
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- JP5161328B2 JP5161328B2 JP2011047548A JP2011047548A JP5161328B2 JP 5161328 B2 JP5161328 B2 JP 5161328B2 JP 2011047548 A JP2011047548 A JP 2011047548A JP 2011047548 A JP2011047548 A JP 2011047548A JP 5161328 B2 JP5161328 B2 JP 5161328B2
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- 238000004590 computer program Methods 0.000 title claims description 6
- 238000001514 detection method Methods 0.000 claims description 54
- 238000013500 data storage Methods 0.000 claims description 10
- 238000004364 calculation method Methods 0.000 claims description 9
- 239000003550 marker Substances 0.000 claims 1
- 238000011156 evaluation Methods 0.000 description 10
- 230000000694 effects Effects 0.000 description 9
- 238000006073 displacement reaction Methods 0.000 description 8
- 230000006870 function Effects 0.000 description 8
- 238000000034 method Methods 0.000 description 5
- 230000001133 acceleration Effects 0.000 description 4
- 238000010586 diagram Methods 0.000 description 3
- 230000033764 rhythmic process Effects 0.000 description 2
- XLYOFNOQVPJJNP-UHFFFAOYSA-N water Substances O XLYOFNOQVPJJNP-UHFFFAOYSA-N 0.000 description 2
- 230000002708 enhancing effect Effects 0.000 description 1
- 238000012854 evaluation process Methods 0.000 description 1
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- 230000002093 peripheral effect Effects 0.000 description 1
- 230000002250 progressing effect Effects 0.000 description 1
- 239000004065 semiconductor Substances 0.000 description 1
- 230000035807 sensation Effects 0.000 description 1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- User Interface Of Digital Computer (AREA)
- Electrophonic Musical Instruments (AREA)
Description
2 モニタ(表示部)
3 タッチパネル(操作部)
4 検出部
10 制御ユニット(標識発生部表示制御手段、操作基準部表示制御手段、出現座標演算手段、到達座標演算手段、経路決定手段、距離決定手段、速度決定手段)
11 ゲーム制御部
20 外部記憶装置(シーケンスデータ記憶手段)
21 ゲームプログラム
Claims (7)
- ゲーム画面を表示する表示部と、
プレイヤの操作を受け付ける操作部と、
前記操作部の相対的な位置の変化を検出する検出部と、
前記ゲーム画面に表示されたゲーム領域上で標識発生部から操作指示標識が出現する出現時期、前記操作指示標識が操作基準部に到達すべき到達時期、及び、その到達時期に前記操作基準部に到達する到達位置を特定する到達比率、が記述されたシーケンスデータを記憶するシーケンスデータ記憶手段と、
前記検出部の検出結果に基づいて、前記操作基準部の表示位置を制御する操作基準部表示制御手段と、
前記操作基準部を前記到達位置で分割したときの各長さの比が前記到達比率を保つように前記到達位置の座標を演算する到達座標演算手段と、
前記操作指示標識の出現する位置と、決定した到達位置と、のそれぞれを互いに結んで形成される移動経路を決定する経路決定手段と、
前記決定した移動経路に基づいて、前記操作指示標識の位置する座標から前記到達位置までの残りの距離を決定する距離決定手段と、
前記距離決定手段により決定した距離と、現在時刻から前記操作指示標識に対応する到達時期までの時間と、に基づいて前記操作指示標識の速度を決定する速度決定手段と、
を備えたゲームシステム。 - 前記操作基準部表示制御手段は、前記検出部の検出結果に基づいて、前記標識発生部が設けられる側とは反対側に向けて前記操作基準部から延びる垂線の傾きを決定しつつ、前記垂線が前記ゲーム領域の境界線との間で最大となる距離を一定とするように前記操作基準部の表示位置を制御する請求項1に記載のゲームシステム。
- 前記シーケンスデータ記憶手段の前記シーケンスデータには、前記出現時期に前記標識発生部に出現する出現位置を特定する出現比率が記述され、
前記検出部の検出結果に基づいて、前記操作基準部が設けられる側とは反対側に向けて前記標識発生部から延びる垂線が前記ゲーム領域の境界線との間で最大となる距離を一定とするように前記標識発生部の表示位置を制御する標識発生部表示制御手段と、
前記標識発生部を前記出現位置で分割したときの各長さの比が前記出現比率を保つように前記出現位置の座標を演算する出現座標演算手段と、をさらに備えた請求項1又は2に記載のゲームシステム。 - 前記シーケンスデータ記憶手段の前記シーケンスデータには、前記操作指示標識が前記ゲーム領域の境界線で跳ね返る跳ね返り点を特定する跳ね返り比率がさらに記述され、
前記シーケンスデータに前記跳ね返り比率が記述されている場合に、前記経路決定手段は、前記跳ね返り点から前記境界線に沿った前記標識発生部までの長さと、前記跳ね返り点から前記境界線に沿った前記操作基準部までの長さと、の比が前記跳ね返り比率を保つように前記移動経路を決定する請求項1〜3のいずれか一項に記載のゲームシステム。 - 前記検出部は、前記操作部の操作面の水平方向に対する傾きを検出する請求項1〜4のいずれか一項に記載のゲームシステム。
- 前記操作部がタッチパネルであり、前記表示部の表面に前記タッチパネルが重ねあわされるように構成され、前記操作部、前記表示部、及び前記検出部が、同一の筺体に設けられている請求項1〜5のいずれか一項に記載のゲームシステム。
- ゲーム画面を表示する表示部と、
プレイヤの操作を受け付ける操作部と、
前記操作部の相対的な位置の変化を検出する検出部と、
前記ゲーム画面に表示されたゲーム領域上で標識発生部から操作指示標識が出現する出現時期、前記操作指示標識が操作基準部に到達すべき到達時期、及び、その到達時期に前記操作基準部に到達する到達位置を特定する到達比率、が記述されたシーケンスデータを記憶するシーケンスデータ記憶手段と、
を備えたゲームシステムのコンピュータを、
前記検出部の検出結果に基づいて、前記操作基準部の表示位置を制御する操作基準部表示制御手段、前記操作基準部を前記到達位置で分割したときの各長さの比が前記到達比率を保つように前記到達位置の座標を演算する到達座標演算手段、前記操作指示標識の出現する位置と、決定した到達位置と、のそれぞれを互いに結んで形成される移動経路を決定する経路決定手段、前記決定した移動経路に基づいて、前記操作指示標識の位置する座標から前記到達位置までの残りの距離を決定する距離決定手段、及び、前記距離決定手段により決定した距離と、現在時刻から前記操作指示標識に対応する到達時期までの時間と、に基づいて前記操作指示標識の速度を決定する速度決定手段、として機能させるように構成されたゲームシステム用のコンピュータプログラム。
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2011047548A JP5161328B2 (ja) | 2011-03-04 | 2011-03-04 | ゲームシステム及びそのコンピュータプログラム |
CN201210048576.6A CN102652875B (zh) | 2011-03-04 | 2012-02-28 | 游戏系统及存储有其计算机程序的存储介质 |
US13/408,167 US20120225715A1 (en) | 2011-03-04 | 2012-02-29 | Game system and storage medium |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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JP2011047548A JP5161328B2 (ja) | 2011-03-04 | 2011-03-04 | ゲームシステム及びそのコンピュータプログラム |
Publications (2)
Publication Number | Publication Date |
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JP2012183157A JP2012183157A (ja) | 2012-09-27 |
JP5161328B2 true JP5161328B2 (ja) | 2013-03-13 |
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Family Applications (1)
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JP2011047548A Active JP5161328B2 (ja) | 2011-03-04 | 2011-03-04 | ゲームシステム及びそのコンピュータプログラム |
Country Status (3)
Country | Link |
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US (1) | US20120225715A1 (ja) |
JP (1) | JP5161328B2 (ja) |
CN (1) | CN102652875B (ja) |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP6123066B2 (ja) | 2015-03-31 | 2017-05-10 | 株式会社コナミデジタルエンタテインメント | ゲーム装置及びゲームプログラム |
JP6123118B2 (ja) * | 2015-03-31 | 2017-05-10 | 株式会社コナミデジタルエンタテインメント | ゲーム装置及びゲームプログラム |
CN105652825A (zh) * | 2015-04-29 | 2016-06-08 | 宇龙计算机通信科技(深圳)有限公司 | 一种控制指令获取方法及装置 |
JP6125082B1 (ja) * | 2016-07-15 | 2017-05-10 | 株式会社gloops | ゲーム端末装置、ゲーム制御方法、ゲームプログラム、ゲームプログラム媒体及びゲームサーバ |
JP2020168133A (ja) * | 2019-04-02 | 2020-10-15 | シャープ株式会社 | ゲーム装置、ゲーム制御方法、及びゲームプログラム |
Family Cites Families (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000155543A (ja) * | 1998-11-20 | 2000-06-06 | Sega Enterp Ltd | 遊戯装置および発光装置 |
US7309287B2 (en) * | 2003-12-10 | 2007-12-18 | Nintendo Co., Ltd. | Game machine having display screen with touch panel |
JP2006068027A (ja) * | 2004-08-31 | 2006-03-16 | Nintendo Co Ltd | ゲーム装置およびゲームプログラム |
US20070163427A1 (en) * | 2005-12-19 | 2007-07-19 | Alex Rigopulos | Systems and methods for generating video game content |
KR100949931B1 (ko) * | 2008-06-04 | 2010-03-30 | 주식회사 에이앤비소프트 | 키 패드가 구현된 단말을 이용하는 리듬 액션 게임 방법 및이를 실행 가능한 프로그램으로 기록한 기록매체 |
TWM370425U (en) * | 2009-06-04 | 2009-12-11 | wei-xuan Wu | Game machine for training response |
US9014685B2 (en) * | 2009-06-12 | 2015-04-21 | Microsoft Technology Licensing, Llc | Mobile device which automatically determines operating mode |
US8414369B2 (en) * | 2009-10-14 | 2013-04-09 | 745 Llc | Music game system and method of providing same |
CN102940966B (zh) * | 2010-04-28 | 2015-08-26 | 科乐美数码娱乐株式会社 | 游戏系统 |
US8093486B2 (en) * | 2010-05-18 | 2012-01-10 | Red Chip Company, Ltd. | Touch screen guitar |
-
2011
- 2011-03-04 JP JP2011047548A patent/JP5161328B2/ja active Active
-
2012
- 2012-02-28 CN CN201210048576.6A patent/CN102652875B/zh active Active
- 2012-02-29 US US13/408,167 patent/US20120225715A1/en not_active Abandoned
Also Published As
Publication number | Publication date |
---|---|
CN102652875B (zh) | 2014-07-23 |
JP2012183157A (ja) | 2012-09-27 |
CN102652875A (zh) | 2012-09-05 |
US20120225715A1 (en) | 2012-09-06 |
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