KR20100067424A - Method and apparatus for providing on-line rhythm game - Google Patents

Method and apparatus for providing on-line rhythm game Download PDF

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Publication number
KR20100067424A
KR20100067424A KR1020080125992A KR20080125992A KR20100067424A KR 20100067424 A KR20100067424 A KR 20100067424A KR 1020080125992 A KR1020080125992 A KR 1020080125992A KR 20080125992 A KR20080125992 A KR 20080125992A KR 20100067424 A KR20100067424 A KR 20100067424A
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South Korea
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game
client
providing
online
rhythm game
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KR1020080125992A
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Korean (ko)
Inventor
김진아
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주식회사 엔씨소프트
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Priority to KR1020080125992A priority Critical patent/KR20100067424A/en
Publication of KR20100067424A publication Critical patent/KR20100067424A/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions

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  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The present invention relates to a method and apparatus for providing an online rhythm game service, and a computer-readable recording medium having recorded thereon a program for executing such a service. It provides an online rhythm game that you can enjoy.

In the method of providing an online rhythm game service according to the present invention, in a method of providing an online rhythm game service by connecting a plurality of clients to a network, a plurality of online groups among at least one client comprising at least one client as a play mode of the online rhythm game are provided. Selecting a competitive game mode in which to play a rhythm game, dividing at least one or more clients that have selected the competitive game mode into a plurality of groups, and a client in any one of the plurality of groups is an online rhythm Attacking by inputting a key of a game; re-entering and attacking the attack key by a client belonging to a group other than the group including the attacked client; and a game score according to the accuracy of the attack key re-entry. Includes steps obtained by group The.

Description

METHOD AND APPARATUS FOR PROVIDING ON-LINE RHYTHM GAME}

The present invention relates to a method and apparatus for providing an online rhythm game service provided through the Internet, and a recording medium on which a program for implementing the same is recorded. More specifically, the rhythm game is alternately freely alternated between clients as one of the online rhythm game modes. The present invention relates to a method and an apparatus for providing a game in which a win or loss is determined by inputting a key of and depending on how accurately the opponent inputs again.

The Internet is an open network that can be freely connected to other computers that want to connect anywhere in the world using a common protocol called TCP / IP (Transmission Control Protocol / internet Protocol). With the development, it is being used to transmit multimedia information.

All. Recently, one of the fields using the Internet, online games are attracting attention as the next generation growth engine. Currently, the share of the entire game market is growing rapidly with the possibility of growth.

In line with this trend, many leading game related companies are interested in online games, establish long-term strategies, and conduct business. Many companies are participating in the online game market. However, online games provided on the Internet have a strong gambling, such as high-stop games, poker games, lacking soundness, or games such as the MMORPG (Massive Multiplayer Online Role Playing Game) have been mainstream.

The rhythm game or the rhythm action game is a game that is becoming popular among young female game users with easy and simple operation and cute characters, away from such non-healthy and male-oriented online games. These games started as arcade games such as Dance Dance Revolution (DDR) and Beat Mania in Japan, but gradually developed into games provided through the Internet.

As the number of female game users participating in online games provided on the Internet is increasing, development of various types of game methods of these rhythm games that are popular among women is required.

An object of the present invention is to develop and provide various game types of rhythm game provided online.

In addition, the rhythm game that is popular among women and enjoys the rhythm game that female users enjoy, intensifies the tension of the game and induces the interest in the male game users, and also increases the immersion and fun for the game. We want to provide a game.

The rhythm game or the rhythm action game is provided with music and dance images to induce interest, and note the key input information, and the notes are sequentially displayed on the screen according to the time when the sound is generated through the sound source. Display.

A simple method of pressing the input device according to the input key note is pursued, and the grade and score are determined according to how precisely the input device is pressed according to the music, and the result is calculated in real time and displayed on the screen.

The scores earned by the game allow the game user to level up his character and buy items such as costumes through the item shop to decorate the character in various ways. However, the method of rhythm game serviced to online game users is not a large discrimination and is a plain method, so that there is a fear that interest is reduced by weakening the tension on the game. The method and apparatus for providing a rhythm game according to an embodiment of the present invention can implement various rhythm game schemes, and thus, are expected to solve these problems.

An apparatus for providing an online rhythm game service according to an embodiment of the present invention is an apparatus for providing an online rhythm game service by connecting a plurality of clients to a network, the general server providing an online rhythm game to a client and between the clients. The game server may include a play setting module, a play analysis module, a video providing and control module, a sound source providing and a control module in a game server connected to a connection server that provides an online rhythm game to be connected to each other.

That is, the game server sets a play setting module for setting the configuration and operation of the game according to the play mode, difficulty, and play mode of the online rhythm game, and sets a criterion for analyzing the play of the online rhythm game, and analyzes the game accordingly. A play analysis module for providing a video, a video providing and control module for providing an image used in the online rhythm game and controlling the implementation of the video, and a sound source for providing a sound source used in the online rhythm game and controlling the implementation of the sound source. And a control module.

In the present invention, the game server, a mini-game module for setting up at least one or more other games accompanying the online rhythm game and providing to the client, mediating the transmission of messages for communication between clients connected to the online rhythm game And at least one module selected from a chat registration and management module for managing and managing a web site and an online rhythm game, and a personal virtual space setting and management module for installing, operating, and managing a virtual space for an individual user. can do.

In the present invention, the play mode includes a general game mode in which a game server provides an online rhythm game to one client to play a game, and a competitive game mode in which an online rhythm game between a plurality of groups consisting of at least one client is played. It consists of.

When the general game mode is selected among the play modes, the game server connects with the general server to provide the client's connection, and when the competitive game mode is selected, the game server connects with the connection server to provide the client's access. .

The play analysis module analyzes the play to impose a penalty or additional point for each play level or adjust the game difficulty.

In a method of providing an online rhythm game service according to an embodiment of the present invention, in a method of providing an online rhythm game service by connecting a plurality of clients to a network, a plurality of groups including at least one client as a play mode of the online rhythm game Selecting a competitive game mode for playing an online rhythm game, dividing the at least one client having selected the competitive game mode into a plurality of groups, and wherein the clients in any one of the plurality of groups Attacking by inputting a key of an online rhythm game; re-entering and attacking the attack key by a client belonging to a group other than the group containing the attacked client; and playing the game according to the accuracy of the attack key re-entry The score is earned by group It includes.

The attacking step is cyclically performed in a plurality of groups and attacks the same number of times between each group. In other words, it is possible to attack the same number of times evenly by setting the order in the remaining groups other than the first attacking group. Except for the attacking group, the rest of the group can most accurately re-enter the keynote entered by the attacking client.

In addition, in the method of providing a rhythm game service according to an embodiment of the present invention, before the attacking step, another game accompanying the online rhythm game is set, and a group attacking among a plurality of groups through the set game is performed. You can add more steps to select clients that can enter keys from the group you choose or attack. By interlocking with other online games that are subordinate to the online rhythm game, it is possible to set the order of attacker privileges in a plurality of groups, and to attack according to the ranking of games among a plurality of clients within a group. You can give a choice.

In the present invention, the accuracy of the re-entry of the attack key may be set to the degree of correspondence of the re-entered key with respect to the type of attack key, time, direction, input order, and input length, but is not necessarily limited thereto. Various parameters can be selected to determine whether the input is the most exact match.

The video and sound source may be provided to the client during the attacking, defending, and obtaining the scores, thereby increasing interest and immersion in the game. According to the key provided by the attacker or the defender, various characters are set in accordance with the sound provided from the sound source, and can be mainly expressed in dances of various genres.

The recording medium on which the program of the online rhythm game is recorded according to an embodiment of the present invention is a computer-readable recording medium providing an online rhythm game service by connecting a plurality of clients to a network. A step of selecting a competitive game mode for playing an online rhythm game between a plurality of groups including at least one client, b for dividing the at least one client having selected the competitive game mode into a plurality of groups; C in which a client in one of the plurality of groups enters and attacks a key of an online rhythm game, and d in which a client belonging to a group other than the group containing the attacked client reenters the attack key to defend Step, and the accuracy of the attack key re-entry Therefore, a program for executing the step e of obtaining game scores for each group and the step f for repeating steps c to e for a plurality of groups is recorded in the computer.

The method and apparatus for providing an online rhythm game service according to the present invention can provide various methods of providing a rhythm game on-line so that game users can enjoy various types of rhythm games and have an interest and tension about the game. Induces game immersion and has the effect of making the game enjoyable.

In addition, through the present invention, it is possible to enjoy a rhythm game online and additionally play a new game, thereby securing the competitiveness of the rhythm game and applying a game method made by game users rather than a unilateral game progression form provided by the server. This will increase your satisfaction with the rhythm game.

Hereinafter, exemplary embodiments of the present invention will be described in detail with reference to the accompanying drawings. Prior to this, terms or words used in the specification and claims should not be construed as having a conventional or dictionary meaning, and the inventors should properly explain the concept of terms in order to best explain their own invention. Based on the principle that can be defined, it should be interpreted as meaning and concept corresponding to the technical idea of the present invention. Therefore, the embodiments described in the specification and the drawings shown in the drawings are only one of the most preferred embodiments of the present invention and do not represent all of the technical idea of the present invention, various modifications that can be replaced at the time of the present application It should be understood that there may be equivalents and variations.

1 is a block diagram showing the configuration of a system including an apparatus for providing an online rhythm game service according to an embodiment of the present invention.

The apparatus 200 for providing an online rhythm game service according to an embodiment of the present invention is connected by a number of clients 100 through a network 300 to provide an online rhythm game.

The online rhythm game providing apparatus 200 is composed of a web server 201, a game server 203, a member database 209, and a game database 211. The game server is related to providing a kind of game. It is connected to the general server 205 or the connection server 207 to provide a rhythm game.

In order to play an online rhythm game, a user must first access a game provider's game providing device. In general, in order to access a web server 201, user information such as an ID and a password is inputted, and a user accesses a game server 203. After re-entering the user information, the game can be played.

The web server 201 according to the game providing apparatus of an embodiment of the present invention processes various functions such as interoperation and management of a game provider program and a user program. In some cases, it may be linked with the member database 209 to perform a process of registering, storing, managing, and deleting members, but this may be processed through a game server to be described below, but is not limited thereto.

The game server 203 is a server for processing game-related data such as key input information transmitted from clients in cooperation with the game database 211 and proceeding with a game.

The game server 203 is configured to transmit and receive data through a wired or wireless network communication network, and determines whether member access and authentication are necessary before the client executes the game. In other words, the game proceeds in the case of a legitimate registered game member by performing the authentication procedure before accessing the game.

Various game data generated while the game is progressing, such as character information or information on items resulting from the purchase, change, or exchange of items, are processed by the game server 203 and stored in the game database 211.

The game server 203 is linked with the general server 205 or the connection server 207 according to the form of the rhythm game selected by the client. In other words, a normal server can typically provide simultaneous access of multiple clients and provide the same rhythm game to connected users. It is also possible to play a rhythm game and at the same time be provided with a client's virtual space on the game provision web.

The connection server 207 is linked with the game server when selecting a competitive rhythm game according to an embodiment of the present invention. The connection server connects the clients participating in the game and exchanges them or provides one rhythm game to simultaneously access and enjoy.

The connection server or the general server is a server linked to different game modes when selecting a play mode, and includes a rhythm game providing module, a user authentication module, a connection module with a game database, etc. according to each play, which will be described in the present invention. Since it does not correspond to the technical part, detailed description is omitted.

2 is a block diagram showing the configuration of a game server of the apparatus for providing an online rhythm game service according to an embodiment of the present invention.

The configuration diagram of the game server 203 of FIG. 2 is not necessarily limited thereto, and a configuration that may be implemented by technical features of the present invention may be added.

2, the game server 203 according to an embodiment of the present invention may include a wireless communication unit 2031, a controller 2033, a play setting module 2035, a play analysis module 2037, and a mini game module 2039. , Sound source providing or control module 2041, video providing and control module 2043, chat registration and management module 2045, personal virtual space setting and management module 2047, and the like.

The wireless communication unit 2031 is connected to the client through the Internet network to transmit and receive various data. Authentication information for game access, as well as information on a key input when performing a rhythm game on the Internet are separated and delivered as a note.

The controller 2033 calculates the analysis and processing of the key note input to the rhythm game, and performs the calculation of ranking or scoring the input key notes of the client. In addition, it manages the matching of the image of the movement of the character and the sound transmitted from the sound source to induce fun and interest in the rhythm game. To do this, it is necessary to synchronize the standard time and control the video and sound to be output according to the synchronized time.

In addition, the game server includes various processing modules for specifically providing a rhythm game. The play setting module 2035 requests a client accessing an online rhythm game to select a progress mode of the rhythm game. The play mode may be a free game mode or a general game mode in which a client re-enters a key note provided by a computer game server, and a battle mode in which multiple clients play a game in a competitive manner by attacking and defending each other. There is a charging mode.

The competitive game mode may be configured in various ways such as a method in which a plurality of connected clients are separated by a predetermined team and a game is played, and a couple game method in which two clients face each other. When the game system is selected, the general server 205 or the connection server 207 connected to the game server proceeds with the rhythm game using the game operation module corresponding to the game progress mode.

Meanwhile, the play setting module 2035 may also provide a setting for a game execution method in addition to the game progress mode. For example, in a rhythm game, a direction key for inputting a key note is set on a keyboard, or a direction key is set among four direction keys or eight direction keys. Here, the four direction keys use only direction keys indicating up, down, left, and right, and the eight direction keys are keys having 45 degree direction angles in addition to the up, down, left, and right keys having a 90 degree direction angle, and further add 4 direction keys therebetween.

If you choose 8 different direction keys, the difficulty of the game will be increased.

The play setting module provides parameters such as the selection of the number of direction keys, the key input speed, and the time limit, so that the client can select the difficulty level of the game.

Next, as the game progresses, the play analysis module 2037 presets a criterion according to how accurately the key note is re-entered according to the input key note and compares and calculates the criterion to check the game performance score of the client. . In addition, the play analysis module manages and ranks scores of games performed for each client, and adds bonus scores or awards character goods to gamers who are superior to the reference score. On the other hand, gamers with low scores are encouraged to enjoy the game by applying various penalties, such as reducing the score or removing one of the character's assigned functions.

The minigame module 2039 provides a main online rhythm game and other online games to determine the superiority of the attacker's order among the clients. The minigame module is not necessarily required, and if the game needs to be set in order, and there is a separate rule or method for the order, the minigame module may be omitted.

The sound source providing or control module 2041 and the image providing or control module 2043 provide a sound source and an image to a client who plays a game by accessing a rhythm game, respectively.

The sound source and the video may be produced and provided by the game providing device by itself, but in terms of processing capacity, the sound source and the video are preferably delivered in connection with the sound source database or the video database. The sound source may be provided during a game in the sound source providing or control module. Accordingly, image information about various movements of the character, that is, a dance movement, is provided by the image providing or control module. In the rhythm game, the image providing or control module is provided with a parameter such as a key note input method, that is, a type of input key, an input time interval, a rhythm or a beat, a time while the input key is pressed, and an input key direction. Accordingly, a moving video or a background image of the character may be provided by matching with an operation performed by the character.

On the other hand, in order to induce interest separately in the rhythm game, it is possible to provide a virtual space or a chat place on the web where communication between clients is performed, and the implementation of this is to set up and manage a chat registration and management module 2045 and a personal virtual space. Module 2047.

Communication between the client servers connected to each other between the rhythm game or the time between the game and the next game can be carried out through a message, which can be expressed in the form of a dialogue next to the moving character.

The chat registration and management module 2045 displays a message when a message is input by interworking a client that wants to chat among a plurality of clients connected to the user, so that the user can chat online. To this end, a chat space is set in a predetermined web area, information of a client to be chatted is registered, and information such as chat contents and time is managed and stored.

The personal virtual space setting and management module 2047 manages and controls the virtual space on the web to the client requesting the virtual space on the web where the rhythm game is played, registers it, and decorates the corresponding space with various items.

Since the setting of the virtual space or the chat may be an incident to the rhythm game providing service, a detailed description of the setting method will be omitted.

3 is a flowchart illustrating a method of providing an online rhythm game service according to an embodiment of the present invention. Referring to Figure 3 it can be seen that the processing of the game in the competitive mode of the online rhythm game service providing method of the present invention.

First, the client connects to the web server of the online rhythm game provider. You can select the play mode by going through the required authentication process for the game.

The client selects a competitive rhythm game mode from the play modes of the rhythm game (S01). If you choose a match-up game mode or a battle mode, attacks and defenses occur between clients who access the game as a game progresses.

At this time, the plurality of clients may be separated into a plurality of teams or groups for the game. However, this is only one embodiment, and the client can play against each other in a singular manner.

Referring to FIG. 3, a plurality of clients are divided into two groups. Assuming that the user group A is divided into the user B group, the attack and the defense can be performed alternately in these user groups. In case of dividing into two or more groups, the right to attack is equally granted to all groups.

The order of these attack rights may be performed through the mini-game as described above, or may be in accordance with the order determined through other ranking method is not limited thereto.

According to an embodiment of the present invention, if the user right of attack is obtained from the user group A by performing a mini-game, the client that can execute the attack is selected from the plurality of clients included in the user group A. This selection method can also be determined by performing a mini game, but is not particularly limited.

In the above example, a predetermined client of the user group A starts an attack (S02). In a rhythm game, an attack means inputting a key note utilizing a direction key for a predetermined time or during a predetermined sound period.

Defending or defending against this means that the keynote entered by the attacking client is entered to be the most accurate match. This is performed by clients other than the attacking user group, in this example, the B user group. All clients included in the B user group can re-enter all keys according to the attack keynote, and the most accurate key can be re-entered to determine the success of the defense.

The success of the defense is determined based on the parameters of various criteria such as the accuracy of the key input of the key note input by the attacker, the direction of the key, the rhythm or beat of the key input, the input time and the time the key is pressed. do.

After inquiring whether the B user group succeeds in defense (S03), if the defense is successful, the B user group scores a score (S04). If the team scores a single score, the score of the client with the highest score can be credited to the score of other clients in the team, and after determining only the win or loss, the score of each client recorded by the client of the defensive user group will be recorded. It may be.

On the other hand, if the defense is not successful, the client belonging to the user group A, who is the attacker of the opposite, obtains the score (S05). In this case, the score may be calculated in a manner in which it is added to its own score as the score of the defensive user group defending against the attack, but is not necessarily limited to this scoring method, and a scoring system may be introduced as various embodiments.

Through the above process, this time, the opponent has a right to attack in the defense user group and starts the attack (S06). In the above example, a selected one of the clients belonging to the B user group attacks by inputting a key note.

Similarly, it is determined whether the defense is successful in the user group on the defensive side which is switched by airborne (S07). That is, the success of the defense is determined by presenting that the highest score among the clients belonging to the user group A is obtained.

If it is successful, the game score is added to the client belonging to the user group A (S08), and if it fails, the client belonging to the user group B having the attack right acquires the game score (S09).

The battle of the rhythm game proceeds vividly through a dance image moving in accordance with the sound source provided by the character, and after performing the game progression step, inquires whether a song provided by one sound source is ended (S10). .

If the song is finished, the game of one rhythm game is ended, but if not, the airborne transition between the match groups is repeated and steps S02 to S10 are repeated. Preferably, the score is determined by allocating so that the number of attack rights between groups is equal.

By proceeding with the battle method of such an online rhythm game, a game provider can be added a new game method to secure a competitive edge for the game, and the game user can enjoy a lively game that proceeds on their own.

The present invention has been described above in connection with specific embodiments of the present invention, but this is only an example and the present invention is not limited thereto. Those skilled in the art to which the present invention pertains can change or modify the described embodiments without departing from the scope of the present invention, and within the equivalent scope of the technical spirit of the present invention and the claims to be described below. Various modifications and variations are possible.

1 is a block diagram showing the configuration of a system including a device for providing an online rhythm game service according to an embodiment of the present invention.

Figure 2 is a block diagram showing the configuration of a game server of the apparatus for providing an online rhythm game service according to an embodiment of the present invention.

3 is a flowchart of a method of providing an online rhythm game service according to an embodiment of the present invention.

{Description of symbols for main parts of the drawing}

100: client 200: online rhythm game providing device

201: web server 203: game server

205: Normal Server 207: Connection Server

209: Member Database 211: Game Database

2031: wireless communication unit 2033: control unit

2035: Play Settings Module 2037: Play Analysis Module

2039: mini game module 2041: sound source or control module

2043: video providing or control module 2045: chat registration and management module

2047: personal virtual space configuration and management module

Claims (11)

An apparatus for providing an online rhythm game service by connecting a plurality of clients to a network, A general server providing an online rhythm game to the client in one direction and a game server connected to a connection server providing an online rhythm game in which the client connects to each other, A play setting module configured to configure and operate a game according to a play mode, a difficulty level, and a play mode of the online rhythm game; A play analysis module for setting a criterion for analyzing the play of the online rhythm game and analyzing the game accordingly; An image providing and control module for providing an image used in the online rhythm game and controlling the implementation of the image; And a sound source providing and control module for providing a sound source used in the online rhythm game and controlling the implementation of the sound source. The method of claim 1, The game server, Mini-game module for setting up and providing at least one other game accompanying the online rhythm game and providing it to the client, Chat registration and management module for mediating and managing the transmission of messages for communication between clients connected to the online rhythm game, And at least one module selected from a personal virtual space setting and management module for installing, operating, and managing a virtual space for an individual user on a website providing an online rhythm game. Providing device. The method of claim 1, The play mode, Online rhythm characterized in that the game server is composed of a general game mode for providing an online rhythm game to one client to proceed with the game, and a competitive game mode for playing an online rhythm game between a plurality of groups consisting of at least one client Game service provider. The method of claim 3, wherein When the general game mode is selected among the play modes, the game server connects with the general server to provide the client's connection, and when the competitive game mode is selected, the game server connects with the connection server to provide the client's connection. Online rhythm game service providing device characterized in that. The method of claim 1, The play analysis module is an online rhythm game service providing device, characterized in that by analyzing the play to impose a penalty or additional points for each play level or adjust the game difficulty. In the method of providing an online rhythm game service by connecting a plurality of clients to the network, Selecting a competitive game mode for playing an online rhythm game between a plurality of groups including at least one client as a play mode of the online rhythm game; Dividing the at least one client that has selected the competitive game mode into a plurality of groups; Attacking a client in any one of the plurality of groups by inputting a key of an online rhythm game; Re-entering and attacking the attack key by a client belonging to a group other than the group including the attacked client; And And a game score is obtained for each group according to the accuracy of the attack key re-entry. The method of claim 6, The attacking step is performed cyclically in a plurality of groups and the on-line rhythm game service providing method, characterized in that each group attacks the same number of times. The method of claim 6, Before the attacking step, Setting another game accompanying the online rhythm game, and selecting a group to attack from among a plurality of groups through the set game, or selecting a client to input a key from among the groups to attack. How to provide online rhythm game service. The method of claim 6, The accuracy of the attack key re-entry is, Method for providing an online rhythm game service, characterized in that the degree of match of the re-entered key with respect to the type of attack key, beat, direction, input order, input length. The method of claim 6, The method of providing an online rhythm game, characterized in that the video and sound source is provided to the client while the attacking, defending, and obtaining the score. A computer-readable recording medium that connects a plurality of clients to a network to provide an online rhythm game service. Selecting a competitive game mode for playing an online rhythm game between a plurality of groups including at least one client as a play mode of the online rhythm game; B, dividing at least one or more clients that have selected the competitive game mode into a plurality of groups; C, by which a client in any one of the plurality of groups enters a key of an online rhythm game to attack; D, in which a client belonging to a group other than the group including the attacked client re-enters the attack key to defend; An e step of obtaining game scores for each group according to the accuracy of the attack key re-entry; A computer-readable recording medium having recorded thereon a program for causing a computer to execute step f which repeats steps c to e for a plurality of groups.
KR1020080125992A 2008-12-11 2008-12-11 Method and apparatus for providing on-line rhythm game KR20100067424A (en)

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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2012134041A1 (en) * 2011-03-25 2012-10-04 주식회사 네오위즈인터넷 Method for providing a rhythm game, and terminal and recording medium therefor
WO2017039040A1 (en) * 2015-09-04 2017-03-09 (주)마인드퀘이크 Content provision method and content provision apparatus
KR20200144674A (en) 2019-06-19 2020-12-30 임현철 Method of rhythm game
KR20220089518A (en) 2020-12-21 2022-06-28 주식회사 달콤소프트 Apparatus and Method for Providing rhythm game service introduce Artist card

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2012134041A1 (en) * 2011-03-25 2012-10-04 주식회사 네오위즈인터넷 Method for providing a rhythm game, and terminal and recording medium therefor
WO2017039040A1 (en) * 2015-09-04 2017-03-09 (주)마인드퀘이크 Content provision method and content provision apparatus
KR20200144674A (en) 2019-06-19 2020-12-30 임현철 Method of rhythm game
KR20220089518A (en) 2020-12-21 2022-06-28 주식회사 달콤소프트 Apparatus and Method for Providing rhythm game service introduce Artist card

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