WO2003072213A1 - Programme et methode de suppression d'operation et jeu video - Google Patents
Programme et methode de suppression d'operation et jeu video Download PDFInfo
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- WO2003072213A1 WO2003072213A1 PCT/JP2003/001679 JP0301679W WO03072213A1 WO 2003072213 A1 WO2003072213 A1 WO 2003072213A1 JP 0301679 W JP0301679 W JP 0301679W WO 03072213 A1 WO03072213 A1 WO 03072213A1
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- WIPO (PCT)
- Prior art keywords
- user
- prohibited
- action
- suppression
- main game
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Classifications
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- A63F13/10—
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A63F13/12—
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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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
- A63F13/422—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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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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
- A63F13/45—Controlling the progress of the video game
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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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
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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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
- 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
- A63F2300/201—Playing authorisation given at platform level
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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
- 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
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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
- 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
- A63F2300/30—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 output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
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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
- 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
- A63F2300/30—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 output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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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
- 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
- A63F2300/40—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 platform network
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
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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
- 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
- A63F2300/40—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 platform network
- A63F2300/407—Data transfer via internet
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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
- 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
- A63F2300/50—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 details of game servers
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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
- 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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
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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
- 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
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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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
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to an operation suppression program, a suppression method, and a video game apparatus for suppressing an operation by a user.
- Such a mobile phone has a video game program stored in advance, or receives a video game program from a video game provider server using the Internet connection function of the mobile phone, and There are programs that can execute game programs.
- Java execution environment for small devices such as mobile phones has become possible due to the increased functionality of mobile phones, and various video game programs have been developed in the Java language, one of the program languages. And is provided as a Java ablet.
- a mobile phone having such a JaVa-compatible video game function is capable of a more sophisticated and complex video game than ever before.
- a user who normally plays a video game tends to repeatedly press a specific button at a scene where power is applied during the video game or a waiting time for an input operation.
- a specific button For example, in a baseball game, when a user performs a pitching action on a pitcher character, the user is addicted to the video game and repeatedly performs a button associated with the pitching action until the pitching action ends. It keeps pushing.
- the present invention has been made to solve the above problems, and an object of the present invention is to provide a technique and a device capable of suppressing a prohibited action by a user.
- the user in order to suppress a predetermined operation by the user, it is detected whether the operation by the user is a prohibited action set in advance, and the prohibited action is detected by this detection. If this is the case, the user is allowed to perform a predetermined action to suppress the prohibited action.
- FIG. 1 is a diagram showing a configuration of a network game system using a mobile phone according to an embodiment of the present invention.
- FIG. 2 is a block diagram showing the main functions of the mobile phone.
- FIG. 3 is a block diagram showing the main functions of the mobile phone shown in FIG. 2 as a video game device.
- FIG. 4 shows an example of the main game screen.
- FIG. 5 is a flowchart showing an example of operation suppression processing by the mobile phone shown in FIG.
- FIG. 6 is a flowchart showing another embodiment of the operation suppression processing by the mobile phone shown in FIG.
- FIG. 7 is a flowchart showing another embodiment of the operation suppression processing by the mobile phone shown in FIG.
- FIG. 8 is a flowchart showing another embodiment of the operation suppression processing by the mobile phone shown in FIG.
- FIG. 9 is a flowchart showing another embodiment of the operation suppression processing by the mobile phone shown in FIG. It is chiya.
- FIG. 10 shows an example of the suppression screen. BEST MODE FOR CARRYING OUT THE INVENTION
- the network game system includes a web server 1 and a mobile phone 2.
- the web servers 1, 1, and the mobile phone 2 are connected via a network 3 and a mobile phone network 4 so that they can communicate with each other.
- Each mobile phone 2 has a video game function, and the web server 1 and the video game server device manage the video game that the user performs using the mobile phone 2.
- the web servers 1 and 1 ′ may be server systems including a database server and a mail server.
- Web servers 1 and 1 are operated by Internet service providers such as video game companies. These web servers 1 and 1 'mainly distribute video game programs and send / receive and manage game data for each user.
- the video game program is created in a language according to the standard of each mobile phone 2, and in the present embodiment, it is provided by a Java avat created in Java language, which is one of the program languages. .
- the mobile phone 2 can be connected to the Internet and is a terminal device for a user to play a video game.
- the terminal device may be a PHS (Personal Handyphone System), a PDA (Personal Data Assistance), a video game device having a communication function, a personal combination device having a communication function, or the like.
- the Internet for example, the Internet is used, and various information and the like are transmitted and received between the eD Sano 1 and the mobile phone 2 in accordance with TCPZ IP (Transmission Control Protocol / Internet Protocol).
- TCPZ IP Transmission Control Protocol / Internet Protocol
- the present invention is not particularly limited to the Internet, and other networks or a network combining various networks may be used.
- a packet communication network provided by a mobile carrier is used as the mobile phone network 4, and the base station of the mobile carrier with which each user has a contract with the mobile phone 2 (not shown) Etc. are connected through.
- the network 3 and the mobile phone network 4 are a gateway server that converts a communication protocol so that the video game program provided by the web server 1 using the network 3 can be used on the mobile phone 2 (not shown). Etc. are connected through.
- the web server 1 and the mobile phone network 4 may be connected to each other by a dedicated line.
- the video game program distribution by the Web server 1 is briefly described below.
- the distribution of the video game program by the Web server 1 is the same as that of the Web server 1, and the description thereof is omitted.
- the user accesses the Web server 1 through the mobile phone network 4 and the network 3 using the browser of the mobile phone 2.
- the Web server 1 receives a request to download the mobile phone 2 and distributes a Java ablet as a predetermined game program.
- Mobile phone 2 installs the downloaded Java version. By installing the Java V alet in the mobile phone 2 in this way, the user can play a video game without communicating with the Web server 1.
- FIG. 2 is a block diagram showing the main functions of the mobile phone 2.
- the mobile phone 2 includes a CPU (Central Processing Unit) 2 1, and the CPU 2 1 includes an operation member 2 2, a liquid crystal display unit 2 3, a vibration generator 2 4, an audio output unit 2 5, a ROM (Read Only Memory) 26, RAM (Random Access Memory) 27, Flash Memory 28, and Communication Unit 29.
- ROM Read Only Memory
- RAM Random Access Memory
- the ROM 26 stores a basic program for operating the mobile phone 2 in advance.
- the RAM 27 is used as a work area for the CPU 21.
- the flash memory 28 is a rewritable nonvolatile memory, and stores a Java ablet that is a video game program downloaded from the web server 1. Note that the flash memory 28 has a storage area for storing a plurality of types of JavaScript, and a predetermined storage area is allocated to the video game program downloaded from the web server 1.
- Video game prodara If the mobile phone 2 is built in the mobile phone 2 in advance, the video game program is stored in the ROM 26. When the video game program is executed by a video game device or a personal computer, the flash memory 28 is composed of a recording medium and a recording medium drive.
- the CPU 21 reads the basic program and the like from the ROM 26 and also reads the video game program and the like from the flash memory 28 and executes a game progress process and the like for playing the main game.
- the operation member 22 is composed of a numeric keypad assigned with numbers 0 to 9, and receives an input operation by the user and sends an input signal to the CPU 21.
- the CPU 21 receives video based on the input signal. Advance the game.
- the operation member 22 is composed of a dedicated controller, and when the video game program is executed on a personal computer, the operation member 22 is a keyboard and a mouse. Consists of.
- the liquid crystal display unit 23 displays a game screen.
- a TFT (Thin FHm Transistor) liquid crystal panel is used, and color display of 4 0 9 6 colors is possible.
- the liquid crystal display unit 23 may be an STN (Super Twisted Nematic) liquid crystal panel, an organic EL (Electro Luminescence) panel, etc. in addition to the TFT liquid crystal panel described above, and a video game program is executed on a personal computer or video game device. In this case, it consists of a television monitor, a CRT (Cathode-Ray Tube) display, and a liquid crystal display.
- the vibration generator 24 is a so-called vibrator, and outputs a vibration frequency corresponding to the number of rotations by rotating an eccentric cone for excitation provided on the drive shaft of the drive motor, and vibrates the mobile phone 2. .
- the vibration generator 24 is built in a controller that is a dedicated operation member.
- the audio output unit 25 is a so-called speaker and outputs audio to the outside of the mobile phone 2.
- the video game program When the video game program is executed on a personal computer or a video game device, it is composed of a speaker built in a television monitor, a CRT display, a liquid crystal display, or the like.
- the communication unit 29 receives and receives incoming calls from ordinary wireless public lines, transmits and receives voice data, and sends and receives data sent and received via the network 3 and mobile phone network 4. Process. Transmission / reception data is exchanged via the antenna 30. Note that when the video game program is executed on a personal computer or video game device, the antenna 30 is not necessary, and the communication unit 29 is composed of, for example, a modem or the like, and is connected via the network 3. b Connected to server 1.
- FIG. 3 is a block diagram showing the main functions of the mobile phone 2 shown in FIG. 2 as a video game device.
- the cellular phone 2 functionally includes a program execution unit 3 1, a data storage unit 3 2, a program storage unit 3 3, a display unit 3 4, and an operation unit 3 5.
- the program execution unit 3 1 includes a main game execution unit 4 1, a prohibited action detection unit 4 2 and an operation execution unit 4 3. ''
- the program execution unit 3 1 is realized by the CPU 21 etc., and the main game execution unit 4 1 is prohibited by executing the various programs stored in the program storage unit 3 3 by the CPU 21 Acts as an action detection unit 4 2 and an action execution unit 4 3.
- the main game execution unit 41 receives user operations and executes the main game.
- the main game is a baseball game based on baseball.
- attack and defense are repeated as the video game progresses, and the user causes the batter character to perform a batting action by operating the operation member 22 during the attack. Further, at the time of defense, the user operates the operation member 22 to cause the pitcher character to perform a pitching motion.
- the prohibited action detection unit 42 detects whether a user operation performed during the execution of the main game is a prohibited action set in advance. In addition, the prohibited action detection unit 42 detects a prohibited action by the user as a back-down process during execution of the main game being executed as the foreground process.
- the forbidden action in the present embodiment is an action called so-called repeated hitting in which the user repeatedly presses a specific button of the operation material provided on the mobile phone 2 continuously.
- prohibited actions include video game devices such as an act of pressing a specific button on the operation member at a predetermined pressure or higher, or an action of applying an external force such as dropping a mobile phone. Includes acts that have adverse effects.
- a pressure sensor or the like for detecting the pressure applied to the button may be provided.
- an acceleration sensor or the like for detecting the acceleration applied to the mobile phone may be provided.
- the prohibited action detection unit 42 is a background process performed during the execution of the main game, it can reliably detect whether the user's operation is a prohibited action without impeding the execution of the main game. can do.
- the action execution part 4 3 executes a predetermined action for causing the user to suppress the prohibited action.
- the suppression information presenting part 4 presents the suppression information. 3 1, parameter change part 4 3 2 and main game end part 4 3 3 are included.
- the suppression information presentation unit 4 3 1 presents to the user the suppression information for allowing the user to suppress the prohibited act.
- the suppression information presentation unit 4 3 1 displays on the display unit 3 4 a suppression screen that prompts the user to suppress prohibited acts as suppression information.
- the parameter change unit 4 3 2 changes the parameter associated with the character appearing in the main game when the prohibited action detection unit 4 2 detects the prohibited action.
- the main game end section 4 3 3 forcibly ends the main game when the prohibited action detection section 4 2 detects the prohibited action.
- the main game end unit 4 4 causes the suppression information presenting unit 4 3 1 to present suppression information for suppressing the prohibited activity to the user every time the prohibited activity is detected by the prohibited activity detection unit 4 2.
- Prohibited Action Detection Unit 4 When the number of prohibited actions detected by the number 2 exceeds a specified number, the main game is forcibly terminated.
- the data storage unit 3 2 is realized by, for example, the flash memory 28 and the like, and various image data such as a game screen displayed on the display unit 3 4 and a game such as a parameter associated with a character key appearing in the main game. Store data etc.
- This image data is composed of data conforming to the GIF (Graphics Interchange Format) standard, the JPEG (Joint Photographic Experts Group) standard, and the like.
- the program storage unit 33 is realized by, for example, a flash memory 28, etc.
- An operation suppression program is stored as a game program.
- the video game program is executed on a personal computer or video game device, a computer-readable recording medium is loaded, and the recording medium is a program storage unit.
- the display unit 34 is realized by, for example, the liquid crystal display unit 23, and the operation unit 35 is realized by, for example, the operation member 22.
- the prohibited action detection unit 4 2 corresponds to a detection unit
- the action execution unit 4 3 corresponds to an execution unit
- the suppression information presentation unit 4 3 1 corresponds to a presentation unit
- the evening changing section 4 3 2 corresponds to a game situation changing means
- the main game ending section 4 3 3 corresponds to a main game ending means.
- FIG. 4 shows an example of the main game screen.
- a main game screen 100 is displayed on the liquid crystal display unit 23.
- the main game screen 100 shown in FIG. 4 includes a pitcher character 1 0 1 operated by the user and a batter character operated by the CPU 2 1. 1 0 2, an input operation display section 1 0 3 representing an input operation by a user, and a game information display section 1 0 4 representing various game information such as score progress, count and batter character name . Since the user is on the defensive side on the main game screen 100, the user performs an input operation to select the ball type and course, and causes the pitcher character 100 to perform a pitching operation.
- the A team to which the batter character 1 0 2 belongs and the pitcher character 1 0 1 belong Team B is competing with a count of North Strike, North Pole, and 1 Out.
- the batter character 1 0 2 is the 5th batter and the name is X X X.
- the input operation display unit 10 3 includes a ball type display unit 10 3 a and a course display unit 10 3 b.
- the ball type display unit 10 3 a represents the ball type input by the user by the direction of the arrow, and the arrow shown in FIG. 4 represents a straight line.
- the course display area 1 0 3 b represents the course of the pole entered by the user.
- the strike zone virtually created in the video game space is divided into 9 3 X 3 areas. This indicates which of the nine areas the pole will be thrown. Numbers 1 to 9 are assigned to the respective regions, and the numbers assigned to the respective regions correspond to the buttons 1 to 9 of the operation member 22.
- the number 5 displayed on b indicates that the user has selected the number 5 area in the middle of the strike zone, and the operation corresponding to number 5 by the user. This indicates that the part 2 2 part has been pressed.
- the user tends to perform a so-called continuous hitting action in which the button of the operation member 22 corresponding to No. 5 is continuously pressed repeatedly until the pitcher character 101 finishes the pitching motion.
- Such repeated beating is an act that has an adverse effect on the mobile phone 2, and is therefore stipulated as a prohibited act in the manual of the mobile phone 2.
- the operation suppression program of the present invention suppresses such prohibited actions by the user.
- FIG. 5 is a flowchart showing an example of operation suppression processing by the mobile phone 2 shown in FIG.
- the operation suppression process of the mobile phone 2 is a process performed by the CPU 21 executing the operation suppression program. It is assumed that the video game program, J a V a, is already stored in the flash memory 28 of the mobile phone 2.
- step S 1 C P U 21 activates the J a V ablet stored in the flash memory 28 and executes the main game (baseball game).
- step S 2 the CPU 21 accepts the pressing of the button associated with the operation member 22 according to the progress of the main game, and if the button is pressed (YES in step S 2), the step If the button is not pressed (NO in step S2), the process proceeds to step S6.
- step S 3 the CPU 21 stores in the RAM 27 the button pressing information indicating which button associated with the operation member 2 2 has been pressed and when.
- step S 4 the CPU 21 detects whether or not the same button has been pressed five times or more continuously for 5 seconds based on the button pressing information stored in the RAM 27. If the same button is pressed 5 times or more in 5 seconds (YES in step S4), the process proceeds to step S5, and if it is less than 5 times (in step S4) NO), it returns to step S1, and the main game is executed. In the present embodiment, it is detected whether the same button is pressed five times or more continuously for 5 seconds. However, the present invention is not particularly limited to this. For example, the same button is detected 10 times or more in 5 seconds. It may be detected whether the button has been pressed, or it may be detected whether the same button has been pressed five or more times in 3 seconds, and the time and number of times of pressing may be changed as appropriate.
- step S5 the C P U 21 controls the liquid crystal display unit 23 so as to display a suppression screen as suppression information for allowing the user to suppress prohibited actions. Then, after the suppression screen is displayed on the liquid crystal display unit 23 for a predetermined time, for example, 3 seconds, the process returns to step S1, and the main game is executed. The main game is paused while the suppression screen is displayed. Further, the time for which the suppression screen is displayed on the liquid crystal display unit 23 is not limited to 3 seconds, and may be, for example, 5 seconds, and can be changed as appropriate.
- step S 6 C P U 21 determines whether or not to end the execution of the main game. If it is determined that the execution of the main game is ended (YES in step S6), the process proceeds to step S7. If it is determined that the execution of the main game is not ended (NO in step S6), Returning to step S1, the main game is executed.
- step S 7 C P U 2 1 ends the execution of the main game.
- the suppression information for suppressing the prohibited action is presented to the user, the user can be notified that the prohibited action has been performed, and the prohibited action can be reliably suppressed.
- FIG. 6 is a flowchart showing another embodiment of the operation suppression process by the mobile phone 2 shown in FIG. Note that the operation suppression process of the mobile phone 2 is a process performed by the CPU 21 executing the operation suppression program. It is assumed that the J a V a bullet, which is a video game program, is already stored in the flash memory 28 of the mobile phone 2.
- step S 11 the CPU 21 initializes a continuous hit count variable X representing the number of times that the user has repeatedly pressed the same button for a predetermined number of times within a predetermined time.
- the processing in step S12 is the same as the processing in step S1 shown in FIG.
- step S13 the CPU 21 accepts the user pressing the button on the operation member 22 as the main game progresses. If the button is pressed (YES in step S13), the process proceeds to step S14. If is not pressed (NO in step S13), the process proceeds to step S19.
- step S14 the CPU 21 stores, in the RAM 27, the button pressing information indicating which button associated with the operation member has been pressed and when.
- step S15 is the same as the processing in step S4 shown in FIG. If the same button is pressed 5 times or more continuously for 5 seconds (YES in step S15), the process proceeds to step S16, and if it is less than 5 times (NO in step S15) Return to Step S12.
- step S16 is the same as the processing in step S5 shown in FIG.
- step S 17 C P U 21 increments by 1 the continuous hit count variable X representing the number of times that the user repeatedly pressed the same button repeatedly for 5 seconds or more in 5 seconds.
- step S 18 the CPU 21 determines whether or not the continuous hit count variable X is 10. Here, if it is determined that the continuous hit count variable X is 10 (YES in step S 18), the process proceeds to step S 20, and the main game is forcibly ended. If it is determined that the number of repeated hits variable X is less than 10 (NO in step S18), the process returns to step S12 and the main game is executed.
- step S19 the CPU 21 determines whether or not to end the execution of the main game. If it is determined that the execution of the main game is ended (YES in step S19), the process proceeds to step S20. If it is determined that the execution of the main game is not ended (NO in step S19). Return to Step SI 2 and the main game will be executed.
- step S20 the CPU 21 ends the execution of the main game.
- step S15 the CPU 21 detects whether the same button has been repeatedly pressed 5 times or more continuously for 5 seconds, and repeats the same button 5 times or more continuously for 5 seconds. If it is pressed (YES in step S 15), the process may proceed to step S 20 to forcibly end the execution of the main game. Further, after the suppression screen is displayed in step S 16, the process may proceed to step S 20 to forcibly end the execution of the main game.
- the running main game is forcibly terminated. Therefore, even a user who suppresses the prohibited action using the suppression information
- the main game is forcibly terminated only for users who have been able to enjoy and have been prohibited for more than a certain number of times, so it is effective to prevent users from performing repeated actions with a certain amount of execution of the main game. Can be suppressed.
- FIG. 7 is a flowchart showing another example of the operation suppression process by the mobile phone 2 shown in FIG. Note that the operation suppression process of the mobile phone 2 is a process performed by the CPU 21 executing the operation suppression program. It is assumed that the video game program J a V a bullet has already been stored in the flash memory 28 of the mobile phone 2.
- step S 3 1 to step S 37 Since the processing from step S 3 1 to step S 37 is the same as the processing from step S 11 to step S 17 shown in FIG.
- step S 3 8 the CPU 21 changes the parameter parameters of the character appearing in the main game operated by the user according to the repeated hitting variable X.
- the parameter parameter is a status parameter that indicates the amount of money used by the character in the video game space, and an ability parameter that indicates the ability of the character in the video game space, such as the amount of life. It is a parameter associated with a character that appears in the main game. For example, as the number of consecutive hits increases by 1, the parameter value representing the amount of money is reduced by 1, and as the number of consecutive hits increases by 1, the parameter value for life is reduced by 1 and the parameter value is changed according to the number of repeated hits. I'll let you. After the parameters are changed, the process returns to step S 3 2 and the main game is executed.
- the processing of step S 39 and step S 40 is the same as the processing of step S 19 and step S 20 shown in FIG.
- the parameter value representing the ability of the character appearing in the main game is reduced according to the number of times the prohibited action is performed.
- the game situation in the user's main game can be made unfavorable, and the prohibited action is effectively prohibited by simple processing such as changing the parameter value for the user who wants to make the main game advantageous. Can be suppressed.
- FIG. 8 is a flowchart showing another example of the operation suppression process by the mobile phone 2 shown in FIG. Note that the operation suppression process of the mobile phone 2 is a process performed by the CPU 21 executing the operation suppression program. It is assumed that the J a V a bullet which is a video game program is already stored in the flash memory 28 of the mobile phone 2.
- step S 51 to step S 58 is the same as the processing from step S 3 1 to step S 37 and step S 39 shown in FIG.
- step S 59 C P U 21 determines whether or not the variable number of repeated hits variable X is 5 or less. This is to determine whether the number of consecutive hits is less than a predetermined limit set in advance (5 in this embodiment). If X ⁇ 5 (YES in step S59), step S If X> 5 (NO in step S59), the process proceeds to step S61.
- the limit number of times is five, but the present invention is not particularly limited to this, and may be three times, for example, and can be changed as appropriate.
- step S 60 C P U 21 changes the parameters of the character appearing in the main game operated by the user. For example, if the number of consecutive hits variable X is less than the limit number (5 in this embodiment) at the end of the video game, the character's ability parameters in the video game space are increased by one. The change of parameters may be changed according to the variable number X of repeated hits.
- step S 6 C P U 2 1 ends the execution of the main game.
- the prohibited action by the user is within the predetermined limit.
- the game situation of the user's main game can be made advantageous, and the main game can be made advantageous.
- the prohibited actions can be effectively suppressed by simple processing such as changing parameter values.
- FIG. 9 is a flowchart showing another example of the operation suppression process performed by the mobile phone 2 shown in FIG. 2, which is a process combining the processes shown in FIGS.
- the operation suppression process of the mobile phone 2 is a process performed by the CPU 21 executing the operation suppression program. It is assumed that Java ablet, which is a video game program, is already stored in flash memory 28 of mobile phone 2.
- step S 7 1 to step S 77 is the same as the processing from step S 11 to step S 17 shown in FIG.
- step S 78 C P U 2 1 determines whether or not the variable number of consecutive hits variable X is 1 0. Here, if it is determined that the continuous hitting number variable X is 10 (Y ES in step S 78), the process proceeds to step S 83 and forcibly ends the main game. If it is determined that the number of repeated hits variable X is less than 10 (NO in step S 78), the process proceeds to step S 79.
- step S 79 is the same as the processing in step S 38 shown in FIG.
- step S 80 to step S 83 is the same as the processing from step S 58 to step S 61 shown in FIG.
- FIG. 10 is a diagram illustrating an example of a suppression screen.
- a suppression screen that allows the user to suppress prohibited actions 2 0 0 is displayed on the liquid crystal display section 2 3.
- the suppression screen 2 0 0 shown in Fig. 10 includes a character display section 2 0 1 for displaying characters appearing in the main game, and suppression of prohibited actions
- a character display portion 2 0 2 for displaying a character prompting the user is displayed.
- the character display section 2 0 1 displays a character 2 0 1 a appearing in the main game.
- the character display area 202 a text “No repeated strokes!” Is displayed in order to prevent the user from repeatedly pressing a specific button a plurality of times repeatedly.
- the text displayed on the character display unit 202 is not limited to the above, and may be other text that suppresses the prohibited action for the user.
- the suppression screen 200 may display only the character display unit 20 2 without displaying the character display unit 2 0 1.
- the suppression screen 2 0 0 for suppressing the prohibited action is displayed to the user, the user who has performed the prohibited action can be visually alerted, and the user can By confirming the suppression screen 2 0 0 displayed, it is possible to recognize that the user has performed a prohibited action, and the user's prohibited action can be suppressed. In addition, even when the user is in a place where the voice cannot be heard, such as in a hustle and buses, or in the manner mode where the voice is not output to the outside of the mobile phone 2, the user is displayed by displaying the suppression screen 200. By confirming the suppression screen 2 0 0, it can be recognized that the user has performed a prohibited action, and the user's prohibited action can be suppressed.
- the suppression screen 200 for allowing the user to suppress the prohibited action may be a moving image.
- the suppression screen 2 0 0 by displaying the character 2 0 1 displayed on the suppression screen 2 0 0 as a moving image (an animation), the suppression screen 2 0 0 can be further easily understood.
- the present embodiment has been described as a video game played only by the mobile phone 2, the present invention is not particularly limited to this, and by transmitting and receiving game data such as parameters to and from the We server 1.
- game data such as parameters to and from the We server 1.
- the variable number X of repeated hits is passed every time the database of the web server 1 is accessed, and the game data (parameter parameters of the characters appearing in the video game) is changed on the web server 1. May be.
- the number of consecutive hits of the user is stored in the web server 1, and if the number of consecutive hits exceeds a predetermined number (for example, 30.times) within a predetermined period (for example, one month), the user Suppressing information to suppress prohibited activities such as e-mail You can also reduce the number of characters that appear in video games. Also, if the number of consecutive hits is less than a predetermined number of times (for example, three times) within a predetermined period (for example, one month), this is notified by e-mail, etc., and the parameters of the characters appearing in the video game are displayed. It may be raised.
- a predetermined number for example, 30.times
- a predetermined period for example, one month
- the execution of the main game is forcibly terminated when the number of consecutive hits representing the number of consecutive hits by the user reaches 10 times.
- the present invention is not particularly limited to this, and for example, repeated hits.
- the number of times may be any number, such as 5 or 15 times, and can be changed as appropriate.
- the execution of the main game is forcibly terminated, so that the prohibited action by the user can be effectively suppressed.
- the suppression information presenting unit 4 31 may present the suppression information by outputting a suppression voice for suppressing a prohibited action by the user to the outside of the mobile phone 2.
- a suppression voice for suppressing a prohibited action by the user to the outside of the mobile phone 2.
- audio is output from the audio output unit 25 to the outside of the mobile phone 2 as suppression information for suppressing the prohibited action, and the prohibited action is suppressed by the voice.
- Prompt For example, when the user repeatedly presses a specific button repeatedly, a warning sound is output.
- the voice output to the outside of the mobile phone 2 as the suppression information may be output by voice, in addition to the above warning sound, “Don't slam!”.
- the suppression information presenting unit 431 may present the suppression information for suppressing the prohibited action by the user by vibrating the video game device (mobile phone 2). That is, when the user performs a prohibited action during the execution of the main game, the vibration generating device 24 causes the mobile phone 2 to vibrate at a predetermined vibration frequency, thereby prompting the suppression of the prohibited action.
- the suppression screen 2 0 0 shown in FIG. 6 when the suppression screen 2 0 0 shown in FIG. 6 is displayed, the text “Don't repeatedly hit!” Is output to the outside of the mobile phone 2 by voice, and the mobile phone 2 is shaken. Move. In this way, the prohibited act can be suppressed more effectively by presenting the suppression information visually, audibly and tactilely.
- the main game has been described as a baseball game.
- the present invention is not particularly limited to this, and various videos such as other sports games, training games, role playing games, and shooting games can be used. It can be applied to games.
- an operation suppression program for suppressing a predetermined operation by a user the detection unit detecting whether the operation by the user is a preset prohibited action, and the detection unit When the prohibited action is detected, the video game device is caused to function as an execution means for executing a predetermined operation for causing the user to suppress the prohibited action.
- the executing means performs a predetermined operation for causing the user to suppress the prohibited action.
- the prohibited action includes an action in which the user repeatedly presses a specific button of the operation member repeatedly for a predetermined number of times, an action of pressing a specific button of the operation member at a predetermined pressure or more, and dropping the operation member, etc.
- the prohibited action may include an action in which a user continuously presses an operation member provided in the video game apparatus. In this case, it is possible to prevent the user from continuously depressing the operation member provided in the video game apparatus, and thus preventing the durability of the operation member of the video game apparatus from being unnecessarily reduced. It comes out.
- An operation suppression program for suppressing a predetermined operation by the user during execution of the main game the detection unit detecting whether the user operation is a preset prohibited action, and the detection unit prohibiting the operation When an action is detected, as an execution means for executing a predetermined operation for suppressing the prohibited action by the user.
- the detection means determines whether the user's operation is a preset prohibited action, and the execution means executes a predetermined operation for suppressing the prohibited action by the user.
- the prohibited action includes an action in which the user repeatedly presses a specific button on the operation member repeatedly for a predetermined number of times, and a user presses a specific button on the operation member at a predetermined pressure or more, so that the operation member is dropped.
- video game devices such as acts that apply external force, such as allowing them to have an adverse effect on the durability of mobile phones in particular.
- the execution means includes a presentation means for presenting suppression information for causing the user to suppress prohibited actions. That is, since the suppression information for suppressing the prohibited action is presented to the user, the user can be notified that the prohibited action has been performed, and the prohibited action can be reliably suppressed.
- the presenting means displays a suppression screen for causing the user to suppress prohibited actions.
- the suppression screen for the user to suppress prohibited actions is displayed by the presentation means, it is possible to visually alert the user who has performed the prohibited action, and the place where sounds such as crowds cannot be heard However, the user can recognize that he / she performed the prohibited action by checking the displayed suppression screen.
- the execution means includes game situation change means for changing the game situation of the main game when a prohibited action is detected by the detection means.
- game situation change means for changing the game situation of the main game when a prohibited action is detected by the detection means.
- the game situation changing means changes the parameter overnight associated with the character appearing in the main game. That is, during the main game, the user When prohibited acts are performed, for example, by reducing the value of parameters that represent the abilities of characters appearing in the main game, the game situation of the user's main game can be made disadvantageous. For the user who wants to make the game situation more advantageous, the prohibited action can be more effectively suppressed by a simple process such as changing the parameter value.
- the execution means includes main game ending means for forcibly ending the main game when a forbidden act is detected by the detection means. That is, since the main game is terminated by the main game ending means based on the prohibited action detected by the detection means by the user, the user who has performed the prohibited action cannot continue the main game any more. The user who wants to enjoy the main game does not perform the prohibited act, and the prohibited act by the user can be more reliably suppressed.
- the main game ending means causes the presenting means to present suppression information for causing the user to suppress the prohibited action each time the prohibited action is detected by the detecting means, and detects the prohibited action by the detecting means.
- the main game is forcibly terminated when the number of times reaches a predetermined number. In other words, if a prohibited action is detected more than the specified number of times by the user, the suppression information is presented and the main game being executed is forcibly terminated. Can enjoy the main game, and the main game is forcibly terminated only for users who perform prohibited actions more than a predetermined number of times. It is possible to effectively suppress prohibited acts.
- the detecting means may detect whether the user operation is a prohibited action set in advance by a background process performed during execution of the main game. In this case, since the detection means for detecting whether the user's operation is a preset prohibited action is a background process performed during the execution of the main game, the execution of the main game is not hindered. It is possible to reliably detect whether the user operation is prohibited.
- the video game apparatus is a mobile phone having a button as an operation member. There may be.
- the video game device is a mobile phone having a button as an operation member, even if a main game is played using a mobile phone that is less durable than a video game device dedicated to video games, Therefore, the mobile phone can be used with both the telephone function and the video game function while ensuring the original life of the mobile phone.
- an operation suppression method for suppressing an operation by a user the step of detecting whether the video game device is a prohibited action set in advance by the user, and the video game device is prohibited by the above steps.
- a step of executing a predetermined operation for causing the user to suppress the prohibited action is included.
- an operation suppression method for suppressing a predetermined operation by the user during the execution of the main game the step of detecting whether the user operation is a preset prohibited action, and the prohibited action is detected by the step. If so, a predetermined operation for causing the user to suppress the prohibited action is included. That is, it is detected whether the user's operation is a preset prohibited action, and a predetermined operation is performed to cause the user to suppress the prohibited action.
- the prohibited action includes an action in which the user repeatedly presses a specific button of the operation member repeatedly for a predetermined number of times, an action of pressing a specific button of the operation member at a predetermined pressure or more, and dropping the operation member, etc.
- a video game device that suppresses an operation by a user, the detection means for detecting whether the operation by the user is a preset prohibited action, and when the prohibited action is detected by the detection means, And execution means for executing a predetermined operation for suppressing the prohibited action by the user. That is, it is detected whether the operation by the user is a preset prohibited action by the detection means, and the execution means Therefore, a predetermined operation for causing the user to suppress the prohibited action is executed.
- the prohibited action includes an action in which the user repeatedly presses a specific button on the operation member repeatedly for a predetermined number of times, and a user presses a specific button on the operation member at a predetermined pressure or more, so that the operation member is dropped.
- video game devices such as acts that apply external force, such as allowing them to have an adverse effect on the durability of mobile phones in particular.
- the present invention has the following advantageous effects, and its industrial applicability is high.
- a predetermined action is performed to suppress the prohibited action, so that the user can recognize the prohibited action. It is possible to suppress prohibited acts due to.
- a predetermined action is performed to suppress the prohibited action. It can be recognized, and prohibited actions by the user can be suppressed.
- the suppression information for suppressing the prohibited action is presented to the user, the user can be notified that the prohibited action has been performed, and the prohibited action can be reliably suppressed.
- a suppression screen is displayed to prevent the user from performing prohibited actions, the user can be visually alerted, and the user is suppressed even in places where no sound can be heard, such as in crowds. By checking the screen, you can recognize that you have been prohibited.
- the game situation of the main game can be made unfavorable to the user. It is possible to effectively suppress prohibited actions for users who want to make the game situation advantageous.
- the game situation in the main game of the user is disadvantaged. It is possible to effectively suppress prohibited actions by a simple process such as changing the value of the parameter for the user who wants to make the game situation of the main game more advantageous.
- the user who performed the prohibited action can no longer continue the main game, so the user who wants to enjoy the main game will not perform the prohibited action. It is possible to more reliably suppress prohibited actions to the user.
- the suppression information is presented and the main game being executed is forcibly terminated.
- the main game is forcibly terminated only for users who can enjoy the game and perform the prohibited act more than a predetermined number of times, so the prohibited act of the user that is repeatedly performed with some execution of the main game secured Can be effectively suppressed.
- a predetermined action is performed to suppress the prohibited action, so that the user can recognize the prohibited action. It is possible to suppress prohibited acts due to.
- a predetermined action is performed to suppress the prohibited action, so that the user can recognize the prohibited action. It is possible to suppress prohibited acts due to.
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- Human Computer Interaction (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Theoretical Computer Science (AREA)
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- Optics & Photonics (AREA)
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Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP03705254A EP1479419A4 (en) | 2002-02-27 | 2003-02-18 | PROGRAM AND METHOD OF DELETING OPERATION AND VIDEO GAME |
US10/502,264 US7278922B2 (en) | 2002-02-27 | 2003-02-18 | Operation suppression program, operation suppression method, and video game device |
AU2003211359A AU2003211359A1 (en) | 2002-02-27 | 2003-02-18 | Operation suppression program, operation suppression method, and video game device |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2002052204A JP2003251066A (ja) | 2002-02-27 | 2002-02-27 | 操作抑制プログラム、操作抑制方法及びビデオゲーム装置 |
JP2002-52204 | 2002-02-27 |
Publications (1)
Publication Number | Publication Date |
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WO2003072213A1 true WO2003072213A1 (fr) | 2003-09-04 |
Family
ID=27764333
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2003/001679 WO2003072213A1 (fr) | 2002-02-27 | 2003-02-18 | Programme et methode de suppression d'operation et jeu video |
Country Status (6)
Country | Link |
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US (1) | US7278922B2 (ja) |
EP (1) | EP1479419A4 (ja) |
JP (1) | JP2003251066A (ja) |
AU (1) | AU2003211359A1 (ja) |
TW (1) | TWI250885B (ja) |
WO (1) | WO2003072213A1 (ja) |
Families Citing this family (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20050255920A1 (en) * | 2004-05-13 | 2005-11-17 | Cheng-Shing Lai | System and method for providing online game service via phone-to-phone connection |
JP3990689B2 (ja) | 2004-07-14 | 2007-10-17 | 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、ゲーム装置の制御方法及びプログラム |
JP2007304666A (ja) | 2006-05-08 | 2007-11-22 | Sony Computer Entertainment Inc | 情報出力システム及び情報出力方法 |
JP5273505B2 (ja) * | 2007-08-02 | 2013-08-28 | 株式会社大一商会 | 遊技機 |
JP2009240565A (ja) * | 2008-03-31 | 2009-10-22 | Konami Digital Entertainment Co Ltd | ゲームプログラム、ゲーム装置、ゲーム制御方法及びゲームシステム |
JP4536134B2 (ja) * | 2008-06-02 | 2010-09-01 | 株式会社コナミデジタルエンタテインメント | ネットワークを利用したゲームシステム、ゲームプログラム、ゲーム装置、およびネットワークを利用したゲーム制御方法 |
JP5334174B2 (ja) * | 2008-08-04 | 2013-11-06 | 株式会社タイトー | シューティングゲーム装置 |
JP4856159B2 (ja) * | 2008-11-27 | 2012-01-18 | 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、ゲーム処理方法、ならびに、プログラム |
JP7122662B2 (ja) * | 2020-06-10 | 2022-08-22 | 株式会社カプコン | 情報処理装置およびプログラム |
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JPH07178239A (ja) | 1993-12-22 | 1995-07-18 | Sega Enterp Ltd | ビデオゲーム機 |
EP0768598A1 (en) * | 1995-10-16 | 1997-04-16 | AT&T Corp. | Ergonomic keyboard with sensory alerting to prevent human injury |
JPH11114225A (ja) * | 1997-10-07 | 1999-04-27 | Calsonic Corp | コンピュータを利用したレーシングゲームのルール違反識別プログラムが記録された記録媒体 |
JP2000211832A (ja) * | 1999-01-22 | 2000-08-02 | Hitachi Building Systems Co Ltd | エレベ―タの制御装置 |
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US5984780A (en) * | 1993-12-27 | 1999-11-16 | Kabushiki Kaisha Ace Denken | Image display gaming system and gaming house management system |
JP4957938B2 (ja) * | 2001-09-19 | 2012-06-20 | 株式会社セガ | ゲームプログラム、ゲーム装置及びネットワークサーバ |
-
2002
- 2002-02-27 JP JP2002052204A patent/JP2003251066A/ja active Pending
-
2003
- 2003-02-18 US US10/502,264 patent/US7278922B2/en not_active Expired - Lifetime
- 2003-02-18 WO PCT/JP2003/001679 patent/WO2003072213A1/ja active Application Filing
- 2003-02-18 AU AU2003211359A patent/AU2003211359A1/en not_active Abandoned
- 2003-02-18 EP EP03705254A patent/EP1479419A4/en not_active Withdrawn
- 2003-02-20 TW TW092103570A patent/TWI250885B/zh not_active IP Right Cessation
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JPH07178239A (ja) | 1993-12-22 | 1995-07-18 | Sega Enterp Ltd | ビデオゲーム機 |
EP0768598A1 (en) * | 1995-10-16 | 1997-04-16 | AT&T Corp. | Ergonomic keyboard with sensory alerting to prevent human injury |
US20010007825A1 (en) | 1997-10-03 | 2001-07-12 | Nintendo Co., Ltd. | Pedometer with game mode |
JPH11114225A (ja) * | 1997-10-07 | 1999-04-27 | Calsonic Corp | コンピュータを利用したレーシングゲームのルール違反識別プログラムが記録された記録媒体 |
JP2000211832A (ja) * | 1999-01-22 | 2000-08-02 | Hitachi Building Systems Co Ltd | エレベ―タの制御装置 |
JP2002052255A (ja) * | 2001-06-06 | 2002-02-19 | Konami Co Ltd | ゲーム機および情報端末装置 |
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See also references of EP1479419A4 |
Also Published As
Publication number | Publication date |
---|---|
EP1479419A1 (en) | 2004-11-24 |
EP1479419A4 (en) | 2006-09-06 |
AU2003211359A1 (en) | 2003-09-09 |
US20050070357A1 (en) | 2005-03-31 |
TW200303226A (en) | 2003-09-01 |
JP2003251066A (ja) | 2003-09-09 |
TWI250885B (en) | 2006-03-11 |
US7278922B2 (en) | 2007-10-09 |
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