WO2006051758A1 - ゲーム装置、及びその制御方法 - Google Patents
ゲーム装置、及びその制御方法 Download PDFInfo
- Publication number
- WO2006051758A1 WO2006051758A1 PCT/JP2005/020384 JP2005020384W WO2006051758A1 WO 2006051758 A1 WO2006051758 A1 WO 2006051758A1 JP 2005020384 W JP2005020384 W JP 2005020384W WO 2006051758 A1 WO2006051758 A1 WO 2006051758A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- character
- information
- game device
- game
- game apparatus
- Prior art date
Links
Classifications
-
- A63F13/10—
-
- 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
-
- A63F13/12—
-
- 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
-
- 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—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
-
- 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
- A63F2300/8058—Virtual breeding, e.g. tamagotchi
Definitions
- the present invention relates to a character growth control processing technique.
- Patent document 1 Utility model registration 3044116
- the present invention provides a technique for realizing wider play by communicating with other game devices which can not enjoy fostering of a character by a single game device in such a game. To aim.
- a game device of the present invention comprises the following configuration.
- the game apparatus comprises: input means for inputting an operation on a first character to be operated; and display means for displaying a result according to the operation inputted by the input means,
- Transmission / reception means for receiving, from the other game device, second information related to the character corresponding to the parent of the second character being
- a determination unit that determines whether the first information and the second information are satisfied
- Switching means for switching the process relating to the first character according to the judgment result by the judgment means
- a game device of the present invention comprises the following configuration.
- the first character becomes unusable and the operation target on the game apparatus side is changed to the child character, and the input means on the game apparatus side, and
- the parent information of the character to be operated on the other game device side is received from the other game device,
- the parent information of the child character is Second transmitting / receiving means for transmitting to another game device;
- Judgment means for comparing the parent information received from the other game device by the second transmission / reception means with the parent information of the child character, and judging whether or not there is a match, and the judgment result by the judgment means Control means for controlling processing on the child character according to
- a control method of a game device of the present invention comprises the following configuration.
- a control method of a game apparatus including: input means for inputting an operation on a first character to be operated; and display means for displaying a result according to the operation inputted by the input means.
- a control method of a game device of the present invention comprises the following configuration.
- a control method of a game apparatus including an input unit for inputting an operation
- the first information is transmitted to the other game device, and the second information on the second character to be operated on the other game device side.
- third information related to a child character whose parent is the first character or the second character is generated, and the first information is generated. Storing the second information as parent information of the child character in association with the third information;
- the first character becomes unusable and the operation target on the game apparatus side is changed to the child character, and the input means on the game apparatus side, and
- the parent information of the character to be operated on the other game device side is received from the other game device, A second transmitting / receiving step of transmitting parent information of the child character to the other game device;
- operation on a character mainly refers to an operation aiming to change a variable parameter, but when the character is represented by an image, the character in the display means It may be an operation for moving the
- the "process relating to a character” refers to the process for the character among all the processes performed in the game device. That is, all the processes for the image or sound representing the character and the parameters are included.
- the "action pattern of a character” refers to a combination of two or more of processing related to a character, which is performed according to an input from a user or automatically, and is not limited to a change in display. .
- the "storage means” is constituted by a recording medium capable of recording and reading information, and various modifications are conceivable.
- FIG. 1 is a view showing an appearance of a game device according to a first embodiment of the present invention.
- FIG. 2 is a block diagram showing a basic configuration of the game apparatus 100.
- FIG. 3 A flowchart of setting processing of character A.
- FIG. 4 is a view showing an example of character information A registered in step S302.
- FIG. 5 shows a display example of the image of the character A displayed first after setting of character processing
- FIG. 6 is a view showing a display example of an image of a character A displayed after a predetermined time has elapsed after character setting.
- FIG. 7 is a view showing an example of character information B registered in the RAM 202 of another game device.
- FIG. 8 is a view showing an example of character information C.
- FIG. 9 is a view showing an example of character information of a child character generated on the other game device side.
- FIG. 10 is a flowchart of sibling determination processing.
- FIG. 1 is a view showing an appearance of a game device according to the present embodiment.
- 100 is a game apparatus body
- 101 to 103 are buttons for inputting various operations
- 104 is a liquid crystal screen
- 105 is data communication with the same game apparatus by communication such as infrared communication. Communication part of
- FIG. 2 is a block diagram showing a basic configuration of the game apparatus 100.
- reference numeral 201 denotes a CPU, which controls the entire apparatus using programs and data registered in advance in the ROM 203, and executes various game processes to be described later.
- a RAM 202 has a work area to be used when the CPU 201 executes processing, and an area for temporarily storing data to be transmitted and received by the communication unit 206.
- Reference numeral 203 denotes a ROM, in which programs and data for causing the CPU 201 to execute each process described later are stored in advance, and the CPU 201 executes each process described later using this.
- An operation unit 204 includes the buttons 101 to 103, and can input various instructions to the CPU 201.
- Reference numeral 205 denotes a display unit, which in the present embodiment is formed of a liquid crystal screen. The present invention is not limited to this.
- a display unit 205 displays an image or a processing result of the CPU 201. It can be displayed by characters or the like, and generally displays each game screen described later.
- Reference numeral 206 denotes a communication unit, which performs data communication with other game devices.
- IrDA infrared communication
- FIG. 3 is a flowchart of the setting process of the character A. Note that programs and data for causing the CPU 201 to execute processing according to the flowchart in the figure are stored in advance in the ROM 203, and the CPU 201 executes each processing described later by performing processing using this. be able to.
- the CPU 201 receives the information and temporarily stores it in the RAM 202 (step S301). For this input, for example, a message for prompting the user to input information to be input is displayed on the display unit 205, and if the user views this display and inputs it using the operation unit 204, a message for prompting information to be input next is displayed. It may be allowed to input in an interactive manner, such as displaying on the display unit 205.
- character information A an information group to be described below is added to this and registered in the RAM 202 as character information (hereinafter referred to as character information A) (step S 302).
- FIG. 4 is a view showing an example of the character information A registered in step S302.
- the information is composed of ID as information for identifying the character A, a name of the character A, a gender, and an image name indicating the character A, as shown in the table of FIG.
- the ID is issued by the game apparatus 100, and is, for example, a number indicating the order in which the character A is generated. Therefore, the ID is issued in the registration process in step S302, the information input in step S301 is added, and the information is registered in the RAM 202 in step S302. Since the name and gender are to be input in the above step S301, the input information is registered in the RAM 202 in step S302 together with the ID and the image name.
- the image name since a plurality of character images are registered in advance in the ROM 203, one of them is determined randomly. Note that although the image name is used in the present embodiment, an image code or the like formed of a combination of numerals and alphabets may be used instead of the image name. That is, it is sufficient that the character image registered in the ROM 203 can be specified.
- step S301 the information input in step S301 is registered in the RAM 202 as character information together with the ID and the image name.
- the display unit 205 displays the image of character A set as shown in FIG.
- the display unit 205 since the character is initially born in the form of an egg, an image of the egg shown in the figure is displayed.
- the image name of this image corresponds to the image name registered in the table of FIG.
- FIG. 5 is a view showing a display example of the image of the character A displayed first after setting the character.
- FIG. 6 is a view showing a display example of an image of the character A displayed after a predetermined time has elapsed after setting of the character.
- the operation content by the operation unit 204 since the health condition and age of the character change according to the elapsed time, the operation content by the operation unit 204, the character state at that time, etc., the user can appropriately operate at that time. And control the character development control by operating the operation unit 204.
- the game apparatus 100 according to the present embodiment can perform data communication with another game apparatus (having the same configuration and the same operation as the game apparatus 100 according to the present embodiment) by the communication unit 206. .
- the data communication is performed, for example, for playing a common game with the character which is a target of breeding control on the opponent's game apparatus side, for communication, or the like.
- a character (child character) with a character that is uttered can be generated in each device.
- a character (child character) with a character that is uttered can be generated in each device.
- character information B character information (hereinafter referred to as character information B) as shown in FIG. 7 is registered in the RAM 202 of the other game device.
- FIG. 7 is a diagram showing an example of the character information B registered in the RAM 202 of another game device. The configuration of the character information is the same for all game devices, and only the content is different, so the description thereof will be omitted.
- the operation units 204 of the respective game devices are operated to perform the first operation in a state where the communication units 206 of the respective game devices are directed toward the other game devices.
- the CPU 201 of the game device transmits the character information held in the RAM 202 to the opponent's game device, and The character information transmitted by the apparatus is received and held in the RAM 202.
- the CPU 201 of the game apparatus 100 receives information on a child character whose parent is the character A to be trained on the game apparatus 100 and the character B to be trained on the other game apparatus (see below). , And character information C).
- FIG. 8 is a diagram showing an example of the character information C.
- the types of information included in the character information C are “ID”, “name”, “sex”, “image name” as in the case of the character information A and character information B, and the contents of the information types are different (for example, As for “ID”, only “05” for character information A and “12” for character information B, but “10” for character information C).
- the game device 100 can exchange character information with another game device, and can generate character information of a child character whose parent character is each character.
- the ID, name, gender, and image name that make up the character information C are randomly set.
- FIG. 9 is a diagram showing an example of character information of a child character generated on the other game device side.
- the “image name” of the character information of the child character generated on the game apparatus 100 side and the “image name” of the character information on the child character generated on the other game apparatus side may be the same.
- the image of the child character displayed on the game apparatus 100 side and the other game apparatus side is also the same, when viewed from the user, it is possible to output the force as if "a twin is born". it can.
- information (character information C) related to one of the child characters of the child characters parented to character A and character B is registered in RAM 202 of game device 100.
- information on the other child character of the child characters parented to the character A and the character B is registered.
- character information of a child character is generated, it is registered in RAM 202 At the time of force registration, registration is performed in association with character information (in the present embodiment, character information A and character information B) of a character to be a parent.
- the character information (“first information”) of the character serving as the parent (“character corresponding to the parent”) Since the identification can be made, it is possible to create an effect such that “parent-child relationship” is virtually formed between the parent character and the child character.
- the character (child character) corresponding to the child of the character currently being the object of training can be generated in the game apparatus 100 (the other game apparatus), the character If the character to be beaten (character A in this embodiment) becomes unusable due to illness or life, the next breeding control target is this child character. This is the same for other game devices.
- data communication is performed between the game apparatus 100 and the other game apparatus side, and the game apparatus 100 side becomes a growth control target, and the character is brought up at this time at the other game apparatus side.
- a common game or communication is performed with a character to be controlled, in this embodiment, whether or not each character is a sibling is checked at the previous stage, and each character is checked according to the check result. Change the character's behavior pattern or display.
- a character that is subject to breeding control in game device 100 and a breeding target character on another game device side are siblings or not is associated with the character information of each character.
- the character information of the parents may be matched with each other to determine whether or not they are identical. That is, if the character information of the character that is the parent of the character that is the object of breeding control on the game apparatus 100 side and the character information of the character that is the parent of the breeding control object character on the other game apparatus side Each character is judged to be a "sibling" and if it does not match it is judged to be "not a sibling".
- FIG. 10 is a flowchart of such sibling determination processing.
- the program and data for causing the CPU 201 to execute the processing according to the flowchart in the figure are stored in advance in the ROM 203, and the CPU 201 performs processing using this to perform each processing described later. Can be performed. Note that the processing according to the flowchart in the figure is performed on the other game device side.
- step S 1002 when the communication units 206 of the respective game devices are directed toward the other game devices and the second operation is performed by operating the operation units 204 of the respective game devices (for example, each other) (When the button 102 is pressed on the operation unit 204 of the game device), the CPU 201 of the game device 100 holds the character information associated with the character information of the character currently held in the RAM 202 and is the target of the breeding control. The (parent character information) is transmitted to the other game device (step S 1002).
- the character that is the object of breeding control on the game apparatus 100 side is a child character whose parent is character A and character B. Therefore, in step S 1002, character information A and character information B It will be sent to the device side.
- Step S1002 is also performed on the other game device side that is the communication partner, so next, from the other game device side, the character that is currently the training target of the other game device side (hereinafter, the character The character information (parent character information) is transmitted in association with the character information of F).
- the game device 100 receives the transmitted character information of the character as the parent (step S 1003).
- the CPU 201 Among the parent's character information sent from the other game device side, the ID included in the character information of the parent of Os is compared with the ID included in the character information A, and the other game device Among the character information of the parent transmitted from the side, the ID contained in the character information of the female parent is compared with the ID contained in the character information B (step S1004). That is, it is determined whether or not the IDs match with parents of the same gender. As a result, the child character and the character F are judged as "the power of the same parent". If there is a match in each comparison process, it is determined that both the child character and character F have the same parents, that is, "child character and character F are siblings" (step S 1005).
- step S1006 processing is performed to control the display form and action pattern of the child character (step S1006).
- the game When performing data communication between the game console 100 and another game device to play a common game or to communicate, etc., each other's characters will be strong, or the clothes of each other's characters will be the same, etc. As such, give different display patterns and behavior patterns from when it is determined that the two are not siblings.
- the power of comparing the IDs between the parents of Os and between the parents of Vs is not limited to the above.
- a child character is unconditionally generated between characters, but, for example, when communicating with another game machine, character information of the character that is the object of breeding control of the other game machine is stored, A parameter having high preference is provided for each character information, and communication is performed between game devices, and a common game is performed or communication is performed between characters that are targets of individual growth control, and the preference parameter value is set. , And may generate child character information as described above when the predetermined value is reached.
- the child character and the character F have the ID of the character information of each parent in step S 1004 and are determined as siblings (step S 1005), and the “display” action of step S 1006 is performed.
- control even if a common game is played or communicated between the game devices described above, control is performed so that the upper limit value becomes equal to or less than the predetermined value with respect to the increase in the sensitivity parameter. good.
- the ID of the parent character information matches, the child character information is not generated, that is, it can be rendered that "a child character is not generated between siblings".
- a screen capable of referring to other game devices' character information and philosophical parameters stored, and at that time, another display corresponding to the numerical value instead of a mere numerical value (provisionally For example, when the parameter value is 1 to 20, “friends”, 21 to If the display shows characters such as “friend” at 60, “lover” at 81 to 90, and “hot love” at 91 to 100, the child character and the character F display in step S 1004.
- Step S 1005 After the ID of the character information of each parent is determined to be a sibling (Step S 1005), the display of “degree of goodness display” is displayed differently in “display processing of action / display in step S 1006” (provisionally For example, when the parameter value is 1 to 20, it is “a strange brother", for 21 to 80, it is “a powerful brother", for 81: for LOO, "mutsuji brother” Display the letters of) may be controlled to display).
- the time when the registration of the character information (steps S301 to S302) is performed and the force has also elapsed is measured by the internal timer that the CPU 201 has, and this is taken as the “age of character”. If it is added to the type of character information, in the processing “display and action control processing” in step S 1006 after the sibling determination processing (step S 1004 to step S 1005), “character” in the character information is further added. You may compare the size of "age of". When both characters are displayed on the same display, for example, when it is determined that the character with the "character's age” is "older” using this comparison result and the same game is being played. Alternatively, the character image of the character determined to be “earlier” may be displayed larger than the character image of the other character.
- the contents of the judgment include various comparison contents which are not limited only to whether or not the parent is the same. There are various character display modes and behavior patterns to be changed according to the contents of comparison.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
Claims
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004-325596 | 2004-11-09 | ||
JP2004325596A JP3954064B2 (ja) | 2004-11-09 | 2004-11-09 | ゲーム装置、及びその制御方法 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2006051758A1 true WO2006051758A1 (ja) | 2006-05-18 |
Family
ID=36336439
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/020384 WO2006051758A1 (ja) | 2004-11-09 | 2005-11-07 | ゲーム装置、及びその制御方法 |
Country Status (2)
Country | Link |
---|---|
JP (1) | JP3954064B2 (ja) |
WO (1) | WO2006051758A1 (ja) |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP5020550B2 (ja) * | 2006-06-16 | 2012-09-05 | 株式会社バンダイナムコゲームス | シールプリント機及びプリントシール製造方法 |
JP4388106B2 (ja) * | 2007-07-24 | 2009-12-24 | 株式会社バンダイ | ゲーム装置、その制御方法、プログラム |
JP2013165873A (ja) * | 2012-02-16 | 2013-08-29 | Gree Inc | ゲーム用サーバ装置、サーバ制御方法、及びサーバ制御プログラム |
JP5986980B2 (ja) * | 2013-12-09 | 2016-09-06 | グリー株式会社 | サーバ制御方法、サーバ装置、サーバ制御プログラム、端末制御方法、端末及び端末制御プログラム |
JP5699243B2 (ja) * | 2014-08-13 | 2015-04-08 | グリー株式会社 | サーバ制御方法、サーバ装置、サーバ制御プログラム、端末制御方法、端末及び端末制御プログラム |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3043561U (ja) * | 1997-02-19 | 1997-11-28 | 株式会社バンダイ | 仮想生命体の育成シミュレーション装置 |
JP3044116U (ja) * | 1997-03-18 | 1997-12-16 | 株式会社バンダイ | 仮想生命体の育成シミュレーション装置 |
JPH10235019A (ja) * | 1997-02-27 | 1998-09-08 | Sony Corp | 携帯型ライフゲーム装置及びそのデータ管理装置 |
JP2002239247A (ja) * | 2001-02-19 | 2002-08-27 | Uizu:Kk | 携帯電話機と接続して遊ぶ携帯ゲーム装置 |
-
2004
- 2004-11-09 JP JP2004325596A patent/JP3954064B2/ja active Active
-
2005
- 2005-11-07 WO PCT/JP2005/020384 patent/WO2006051758A1/ja active Application Filing
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3043561U (ja) * | 1997-02-19 | 1997-11-28 | 株式会社バンダイ | 仮想生命体の育成シミュレーション装置 |
JPH10232595A (ja) * | 1997-02-19 | 1998-09-02 | Bandai Co Ltd | 仮想生命体の育成シミュレーション装置 |
JPH10235019A (ja) * | 1997-02-27 | 1998-09-08 | Sony Corp | 携帯型ライフゲーム装置及びそのデータ管理装置 |
JP3044116U (ja) * | 1997-03-18 | 1997-12-16 | 株式会社バンダイ | 仮想生命体の育成シミュレーション装置 |
JP2002239247A (ja) * | 2001-02-19 | 2002-08-27 | Uizu:Kk | 携帯電話機と接続して遊ぶ携帯ゲーム装置 |
Non-Patent Citations (1)
Title |
---|
"Game Hisshoho Special Turf Wind'96 Koshiki Guide Book", 10 December 1996, KABUSHIKI KAISHA KEIBUNSHA, pages: 17 - 24, XP003007278 * |
Also Published As
Publication number | Publication date |
---|---|
JP2006130242A (ja) | 2006-05-25 |
JP3954064B2 (ja) | 2007-08-08 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US7871322B2 (en) | Game program and game device | |
JP3125006B2 (ja) | キャラクタ画像の表示制御方法および装置、記録媒体 | |
US8137171B2 (en) | Game result evaluation method and device | |
US7618325B2 (en) | Game apparatus and storage medium storing game program | |
US20090131165A1 (en) | Physical feedback channel for entertainment or gaming environments | |
TW200910142A (en) | Inertial sensing input controller and receiver and interactive system using thereof | |
JP2005505358A (ja) | ゲームデータを保存するシステムおよび方法 | |
WO2006051758A1 (ja) | ゲーム装置、及びその制御方法 | |
JP2008206800A (ja) | プログラム、情報記憶媒体及びゲーム装置 | |
JP2002306840A (ja) | 2次元形状などでパラメータ作成できるキャラクタ・アイテム生成ゲーム装置 | |
JP2002369968A (ja) | ゲームシステム及びゲーム用プログラム | |
JP2003024634A (ja) | ゲーム機におけるコントローラの機能表示 | |
JP2012045422A (ja) | プログラム、情報記憶媒体およびゲームシステム | |
KR20120046578A (ko) | 노인을 위한 기능성 게임 시스템 및 방법 | |
JP3830949B2 (ja) | ゲーム進行制御装置、ゲーム進行制御方法及びゲーム進行制御プログラム | |
JP6046893B2 (ja) | 通信システム、通信端末、情報処理方法およびプログラム | |
JP6586278B2 (ja) | 情報処理プログラム、情報処理装置、情報処理システム、情報処理方法 | |
JP2004290306A (ja) | ゲーム装置、ゲーム制御プログラムおよびそのプログラムが記録された記録媒体 | |
JP2010252863A (ja) | ゲームシステム、プログラム | |
TWI729323B (zh) | 互動式遊戲系統 | |
JP2002292127A (ja) | ペットモデル育成システム、ペットモデル育成処理装置、ペットモデル育成処理方法、ペットモデル育成処理プログラムが格納された記憶媒体、及び、ペットモデル育成処理プログラム | |
JP2001038053A (ja) | ゲーム展開の制御方法、ゲーム装置及び記録媒体 | |
JP4679107B2 (ja) | ゲーム装置およびゲームプログラム | |
JP2001029661A (ja) | ビデオゲーム制御方法、ビデオゲームシステム、及び記録媒体 | |
JP5506356B2 (ja) | ゲーム装置およびゲームプログラム |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AK | Designated states |
Kind code of ref document: A1 Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG ES FI GB GD GE GH GM HR HU ID IL IN IS KE KG KM KN KP KR KZ LC LK LR LS LT LU LV LY MA MD MG MK MN MW MX MZ NA NG NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SM SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW |
|
AL | Designated countries for regional patents |
Kind code of ref document: A1 Designated state(s): BW GH GM KE LS MW MZ NA SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LT LU LV MC NL PL PT RO SE SI SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG |
|
121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
122 | Ep: pct application non-entry in european phase |
Ref document number: 05800475 Country of ref document: EP Kind code of ref document: A1 |