WO2007060850A1 - ゲーム成績評価方法及び装置 - Google Patents
ゲーム成績評価方法及び装置 Download PDFInfo
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- WO2007060850A1 WO2007060850A1 PCT/JP2006/322536 JP2006322536W WO2007060850A1 WO 2007060850 A1 WO2007060850 A1 WO 2007060850A1 JP 2006322536 W JP2006322536 W JP 2006322536W WO 2007060850 A1 WO2007060850 A1 WO 2007060850A1
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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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- 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
- 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
-
- 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
- A63F2300/61—Score computation
-
- 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
-
- 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
- A63F2300/8047—Music games
-
- 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
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention relates to a game score evaluation method in which a player plays a game, evaluates the obtained game score, and displays the evaluation result.
- a ranking display that indicates the position of a player's game results nationwide or in a store is generally performed. Based on this display, each player is expected to actively participate in the rank-up.
- the ranking display performed after the game ends stimulates the player's willingness to improve skills, it does not inspire the player to continue. This is because the ranking display only shows an absolute evaluation of the player based on the game results, and does not give the player the interest of the game after the game is over.
- an object of the present invention is to provide a game score evaluation method that uses game scores and can give any player the will to participate in the next battle after the game ends.
- Invention 1 provides a game score evaluation method including the following steps.
- a relationship storage step for storing, for each character, the relationship between each of the plurality of characteristic parameters of each character and the ability parameter calculated in the game execution step;
- 'A character display step for displaying the plurality of characters based on an initial value of the characteristic parameter prior to the game execution step
- a relationship concealment step for concealing the relationship between the feature parameter of each character and the ability parameter in the character display step
- a selection reception step for receiving selection of any of the plurality of characters displayed in the character display step
- the player can enjoy the pleasure of searching for a character that can make the most of his features.
- the relationship between the character's characteristic parameter and the ability parameter is obscure so that the player has no power.
- the relationship between the characteristic parameter associated with the selected character and the ability parameter If it matches the characteristic of the player's operation, the character's characteristic parameter will grow significantly, resulting in a result. If the opposite is true, the character's characteristic parameter will not grow well. Such a change in the characteristic parameter of the character appears as a change in the display form of the character, so that the game result reflecting the player's habit is obvious to the player.
- Each characteristic parameter of each character is associated with the ability parameter in a one-to-one or one-to-many manner.
- Each feature parameter can be described by a relational expression with the ability parameter as a variable. For example, let the character feature parameters be Fl, F2, F3, and the ability parameters calculated in the game execution step be Gl, G2, G3.
- the characteristic parameters for each character can be described by the following equation, for example.
- each relational expression that defines each feature parameter may be defined so that the weight of the ability parameter is changed for each character.
- the relational expression that defines the characteristic parameters of each character is defined as follows.
- A, b, c are weighting parameters.
- Invention 2 is the invention 1, wherein the feature storage step stores, for each character, the correspondence between the feature parameters and the ability parameters, and the weights of the ability parameters for the feature parameters.
- the feature update step updates the value of each feature parameter of the selected character based on the association and weight stored in the feature storage step.
- the relationship concealment step is a direct correspondence between the characteristic parameters stored in each character and the ability parameters stored in the character display step and the selection receiving step, and the weighting itself.
- the invention 3 provides the game performance evaluation method according to the invention 1 or 2, wherein the game execution step outputs the names of the plurality of ability parameters during or after execution of the game.
- the relation storing step stores names of the plurality of characteristic parameters having names different from names of the plurality of capability parameters.
- the relation hiding step a part or all of the names of the plurality of characteristic parameters are displayed in association with the character displayed in the character display step.
- the character display step displays the plurality of characters based on the initial values of the characteristic parameters of each character.
- Each character is preliminarily given one of the feature parameters with a magnitude V and an initial value that are greater than those of the other feature parameters.
- the characteristic parameters that are relatively large! / And given initial values are different for each character.
- the display form of the character displayed based on the initial value of the characteristic parameter includes a display form reflecting the initial value.
- the invention 5 is the invention 3, wherein, in the feature storing step, any one of the feature parameters. For each character, an initial value relatively larger than other characteristic parameters is stored for each character, and the characteristic parameter having a relatively large initial value is different for each character. It provides a game performance evaluation method that can be set. In this method, the relation concealment step displays a characteristic parameter value having a relatively large initial value among characteristic parameters for each character in association with the name and character.
- the invention 6 is the invention 2 or 3, wherein the relationship concealment step indicates that the relationship between each feature parameter and each ability parameter differs for each character, and the relationship itself is hidden.
- Invention 7 provides a game score evaluation apparatus including the following means.
- a feature storage means for storing a plurality of feature parameters and their initial values associated with each of the plurality of characters and used for displaying each character;
- Relationship storage means for storing, for each character, the relationship between each of the plurality of characteristic parameters of each character and the ability parameter calculated by the game execution means. • Start of game execution by the game execution means. Prior to, a character display means for displaying the plurality of characters based on an initial value of the characteristic parameter;
- a selection receiving means for receiving selection of any of the plurality of characters displayed by the character display means
- Result display means for displaying the selected character power visually changed by the character display means based on the value of each feature parameter updated by the feature update means as a result of executing the game.
- the present invention has the same effects as the first invention.
- the invention 8 provides a game performance evaluation program for causing a computer to function as the following means.
- Game execution means for calculating a plurality of ability parameters of a player by executing a game; • Feature storage means for storing a plurality of feature parameters associated with each of a plurality of characters and used for displaying each character and their initial values ,
- Relationship storage means for storing, for each character, the relationship between each of the plurality of characteristic parameters of each character and the ability parameter calculated by the game execution means. • Start of game execution by the game execution means. Prior to, a character display means for displaying the plurality of characters based on an initial value of the characteristic parameter;
- a relation concealment means for concealing the relation between the characteristic parameter of each character and the ability parameter in the character display means
- a selection receiving means for receiving selection of any of the plurality of characters displayed by the character display means
- the present invention has the same effects as the first invention.
- the player since the changing power of the character representing the game result of the player differs depending on the character, the player can enjoy the pleasure of searching for a character that can make use of his / her features.
- FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment.
- FIG. 3 is an external perspective view of a music game device which is a specific example of a game terminal device.
- FIG. 9 is an explanatory diagram showing the functional configuration of the CPU of the game terminal device
- FIG. 16 is a flowchart showing an example of the flow of main processing performed by the game terminal device.
- the relationship between the characteristic parameter used for displaying the character and the ability parameter of the player calculated by executing the game is defined for each character.
- Characteristic parameters The relationship between the character and the ability parameter is defined to be different for each character. Therefore, the character selected by the player changes according to the game results. Since the method of change varies depending on the character, the player can further enjoy the pleasure of searching for a character that can take advantage of the features of his / her own play. In order to embody this enjoyment, when the player selects a character, the relationship between the character's characteristic parameters and the ability parameters is daunted so that the player has no power. If the relationship between the feature parameter associated with the selected character and the ability parameter matches the feature of the player's operation, the character feature parameter will increase significantly.
- the character's characteristic parameters will not grow well.
- Such a change in the characteristic parameter of the character appears as a change in the display form of the character, so that the game result reflecting the player's habit is obvious to the player. For this reason, the player is encouraged to participate in the game by finding a character suitable for his bag and actively participates in the game.
- FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment of the present invention.
- This game system includes a center server 100 and a plurality of game terminal devices 200a, b,.
- the game system may further include mobile phone terminals 150a, b... And personal computers 160a, b.
- the game terminal device 200, the mobile phone terminal 150, and the personal computer 160 are connected to the center server 100 via a network 300 such as the Internet.
- the center server 100 receives personal data of each player from the game terminal device 200 and stores it. In response to a request from the game terminal device 200, the center server 100 transmits personal data to the request source.
- the center server 100 includes the following elements (a) to (e).
- CPU 101 A plurality of functions to be described later are realized based on a control program stored in ROM 103 or RAM 102.
- RAM 102 temporarily stores control programs, personal data, and the like.
- ROM103 Stores control programs and the like.
- Network communication unit 104 Sends and receives data to and from the game terminal device 200, the mobile phone terminal 150, and the personal computer 160 via the network 300.
- Data storage unit 105 Stores personal data for each player transmitted from the game terminal device 200.
- Personal data includes player and authentication information including passwords. Details of these personal data will be described later.
- FIG. 2 shows an example of the configuration of the game terminal device 200.
- the game terminal device 200 may be a game-dedicated case equipped with a CPU, or may be a mobile phone terminal 150, a computer terminal 160 connected to a monitor, a notebook PC, or the like.
- the game terminal device 200 has the following elements (a) to (m)!
- CPU 201 Implements a plurality of functions described later based on a control program stored in ROM 203 described later and game data stored in RAM 202 described later.
- RAM 202 Temporarily stores various game data such as various variables and parameters.
- ROM203 Stores control programs and various parameters including feature parameters.
- Network communication unit 204 Sends and receives data to and from the center server 100 via the network 300.
- Monitor 206 Displays game images during the game, results for each ability parameter in the game, characters before and after the game, and the like.
- Drawing processing unit 205 Generates image data to be displayed on the monitor 206.
- Speaker 208 Outputs sound effects such as sound effects when playing games, displaying demo screens, and displaying game results.
- Audio playback unit 207 Generates sound data to be output to the speaker 208.
- Input operation unit 211 Accepts player instruction input.
- the guitar controller has a simulated shape, but may be a controller that simulates any other shape, for example, a drum or a stringed instrument.
- the input operation unit 211 may include a keyboard, a joystick, operation buttons, a lever, a pedal, and the like.
- Card reader / writer 212 Reads the card ID of the magnetic card force inserted. If necessary, you can write the player ID and game results.
- Coin accepting unit 213 Accepts credits from inserted coins.
- External device control unit 210 Input operation unit, card reader / writer 212 and coin acceptance unit 21
- External input / output control unit 209 Generates control signals for external devices such as an input operation unit, a card reader / writer 212, and a coin receiving unit 213. It also receives detection signals from external devices and sends them to CPU201.
- FIG. 3 is an external perspective view of a music game device which is a specific example of the game terminal device 200.
- a music game is executed as an example.
- the music game apparatus is provided with a monitor 206 on the front surface of the casing. Further, at the lower part of the monitor 206, input operation units 21la such as a start button are provided on the left and right, respectively, and two left and right coin receiving units 213 are provided below the input operation unit 21la. Further, a force reader / writer 212 is provided below the coin receiving unit 213. Also, on both the left and right sides of the monitor 206, a simulated musical instrument, that is, a guitar controller 21 lb, is placed as an input operation unit 211 through which a player inputs rhythm sounds.
- a speaker 208 is provided on the upper part of the housing of the monitor 206 to produce a production effect for the performance music. If two guitar controllers (21 lb) are installed side by side, two players can play music games by operating each guitar controller (21 lb).
- FIG. 4 is an enlarged view of the guitar controller.
- the guitar controller 21 lb has three types of neck buttons R, G and B for selecting the type of rhythm sound.
- the guitar controller 211b has picking input means 211b-1 for determining the output timing of the rhythm sound selected by at least one neck button.
- the guitar controller 211b It has a switching switch 21 lb-2 that is arranged below the king input means 211b-1 and switches the output mode of the rhythm sound.
- the game terminal device 200 configured as described above performs a game in the following manner in accordance with the control program stored in the ROM 203.
- the player inserts his / her own magnetic card into the card reader / writer 212 and inserts coins into the coin receiving unit 213.
- the game terminal device 200 reads a card ID for identifying the card from the magnetic card inserted into the card reader / writer 212 and requests the player to input a password.
- the entered password is verified against the data of the center server 110 and personal authentication is performed.
- the CPU 201 executes the control program to start the game. By executing the game, a score of a predetermined ability parameter is calculated.
- FIG. 5 is an example of a song selection screen displayed on the monitor 206.
- the song selection screen also accepts the player's ability to select difficulty values and songs.
- the difficulty level “ADV ANCED36J and the song name“ NO MORE CRYING ” are selected.
- FIG. 6 is an example of the game screen 223 shown on the monitor 206.
- a notch 224 indicating the operation timing for each rhythm sound corresponding to each performance (BGM) is shown on the notation display unit 221 for each rhythm sound as shown in FIG.
- the notch 224 sequentially moves independently for each rhythm sound as the music progresses in the direction of force (eg, upward direction in FIG. 6) with respect to the reference line 222 of the notch display unit 221.
- the time when the notch 224 and the reference line 222 match is the operation timing at which the player should operate the picking input means 211b-1.
- the player confirms the position of this notch 224, operates the neck buttons R, G, B with one hand in accordance with the rhythm sound, and picks input means 211b-1 with the other hand and switches. Operate switch 2 l ib— 2 to input the operation signal.
- the CPU 201 monitors the deviation between the operation timing and the input timing of the operation signal, and displays “Perfect”, “Great”, “Good”, “Poor”, “Miss” depending on the magnitude of the deviation. Display section 2 It is displayed on 21 and the frequency of occurrence is counted.
- the CPU 201 calculates the results of some or all of the predetermined game parameters based on the occurrence frequency, further calculates the performance of the ability parameters based on the game parameters, and determines the game results of the player. In this example, there are the following seven game parameters. However, the type and number of game parameters can be set according to how the game is created, and is not limited to this example. Game parameter performance A method for calculating the performance of the performance parameter will be described later (see FIG. 11 described later).
- Difficulty value This is the difficulty value of the music selected by the player (see FIG. 5).
- FIG. 7 is an example of a result screen at the end of the music game.
- CPU201 has skill points 71 ("EXTREME”, “86%” in the figure), maximum combo number 72 ("MA XCOMBO”, “234 [96%]", rank 73 ("S )), Score 74 (“SCORE”, “3 5468269” in the figure), etc. are displayed on the monitor 206. If the remaining life amount is not zero at the end of one song, the player moves to the next stage. Therefore, the player can enjoy a game based on multiple songs by moving to the next stage until the remaining life amount becomes zero, and when the remaining life amount becomes zero, The game ends even in the middle.
- FIG. 8 is a conceptual explanatory diagram of personal data.
- the CPU 101 of the center server 100 functions as the personal data collection unit 111 (see FIG. 1), and the personal data collected by the personal data collection unit 111 is stored in the data storage unit 105.
- the personal data includes “player ID”, “player name”, “authentication information”, “card ID”, and “capability parameter cumulative result” in one record.
- “Player ID” is identification information for identifying a player.
- “Player name” is the name of the player.
- “Authentication information” is a password or personal identification number used for player authentication.
- “Card ID” is identification information for identifying a card owned by the player. Each card has a card ID recorded.
- “Ability Parameter Accumulated Results” indicates the accumulated value of performance parameters for each ability parameter (hereinafter referred to as ability parameter accumulated results) in games played by the player in the past.
- the cumulative value of each ability parameter included in the ability parameter cumulative results may be the cumulative value of the performance parameters for each ability parameter calculated in a certain type of game. Even if it is the cumulative value of the performance for each ability parameter that is evaluated in common.
- the personal data collection unit 111 receives the above-described personal data from each game terminal device 200 and updates the data storage unit 105. For example, when the personal data collection means 111 receives a game score including the player ID and the score of each ability parameter from the game terminal device 200, the personal data collecting means 111 updates the ability parameter cumulative score corresponding to the player ID. In other words, the grade of each ability parameter is updated by adding the grade received for each ability parameter.
- the game results received by the personal data collection means 111 may include the performance parameter scores across multiple stages.
- FIG. 9 is an explanatory diagram showing a functional configuration of the game terminal device 200.
- the CPU 201 of the game terminal device 200 includes a game execution means 211, a display control means 212, a selection receiving means 213, A collection updating means 214 and a result display means 215 are provided.
- the ROM 203 of the game terminal device 200 stores a feature table 231, a correspondence table 232, and a coefficient table 233. With these means and table, the CPU 201 of the game terminal device 200 accepts selection of any one of a plurality of characters (hereinafter referred to as “selected character”) as well as the player power before starting the game execution. Furthermore, the CPU 201 displays the selected character that has changed according to the game results after the game is executed.
- FIG. 10 is a conceptual explanatory diagram of information stored in the feature table 231.
- each character is displayed based on the values of six characteristic parameters “physical strength”, “agility”, “technology”, “gut”, “luck”, and “arm strength”.
- the feature table 231 defines the correspondence between six feature parameters and each character.
- the feature table 231 stores initial values of a plurality of feature parameters for each character.
- the feature parameter is a parameter used for displaying each character.
- each of the plurality of characters is identified by the character ID “charal”, “chara2”, “chara3”.
- Each feature parameter is identified by the feature parameter names “physical strength”, “agility”, “technology”, “gut”, “luck”, and “arm strength”.
- the feature parameter name is set so that it does not overlap with the ability parameter name!
- an initial value relatively larger than that of the other feature parameters may be stored for each character.
- the characteristic parameter having a relatively large initial value is set to be different for each character.
- the initial value of the characteristic parameter “root” is relatively larger than the other characteristic parameters.
- the relationship between the feature parameter and the ability parameter of each character is defined by the correspondence between the feature parameter and the ability parameter, and the weighting of the ability parameter for each feature parameter.
- the relationship between the two defined by these is set differently for each character.
- the former association is defined by the correspondence table 232
- the latter weighting is defined by the coefficient table 233.
- FIG. 11 is a conceptual explanatory diagram of information stored in the correspondence table 232.
- the correspondence table 232 has a one-to-one correspondence between the characteristic parameters and ability parameters of each character.
- the correspondence table 232 defines each ability parameter by a relational expression using the game parameter as a variable.
- the correspondence table 232 will be described in more detail below.
- the correspondence table 232 has a one-to-one correspondence between each feature parameter identified by the feature parameter name and each ability parameter identified by the ability canometer name.
- the feature parameter “health” is associated with the ability parameter “life”
- the feature parameter “agility” is associated with the ability parameter “difficulty value”.
- the feature parameter name and ability parameter name are set so as not to overlap. As will be described later, by changing the names of the ability parameter and the feature parameter, the player can be given a clue to guess the relationship between the feature parameter and the ability parameter while concealing the relationship between the two. it can.
- the correspondence table 232 associates the characteristic parameters and ability parameters of each character on a one-to-one basis, but they may be associated on a one-to-many basis.
- the characteristic parameter “technology” may be associated with the ability parameters “skill” and “difficulty value”.
- one feature parameter may be associated with the ability canola one-to-one, and another feature parameter may be associated with the ability parameter one-to-many.
- the correspondence table 232 defines a relational expression for calculating each ability parameter for each ability parameter.
- Each relational expression is 1
- Two game parameters are used as variables. With these relational expressions, ability parameters and game parameters are associated one-to-one.
- the ability parameter “life” is defined by a relational expression having the game parameter “remaining life amount” as a variable, and therefore has a one-to-one correspondence with the game parameter “remaining life amount”. become.
- the feature parameter “agility” is defined by a relational expression having the ability parameter “difficulty value” as a variable, and has a one-to-one correspondence with the ability parameter “difficulty value”. Similarly, other feature parameters are mapped one-on-one with ability parameters!
- FIG. 12 is a conceptual explanatory diagram of information stored in the coefficient table 233.
- the coefficient table 233 stores, for each character, a coefficient that defines the weighting of the ability parameter associated with the feature parameter. With the coefficients defined in this way, the coefficient table 233 varies the weighting of the ability parameter for each character.
- the coefficient table in Fig. 12 defines the relational expression between feature parameters and capability parameters.
- a coefficient “1.5” is set for the characteristic parameter “root”, and a coefficient “1” is set for the other characteristic parameters. Therefore, it is defined that the value of the feature parameter “root” is 1.5 times the value of the capability parameter “PERFECT”, and the values of the other feature parameters remain as they are. . That is, for the character “charal”, the weight of the ability parameter “PERFECT” associated with the characteristic parameter “root” is set large.
- the relationship between the feature parameter and the ability parameter changes for each character.
- the change of the characteristic parameter can be changed depending on the character even in the same play.
- the characteristics of play can be reflected in the character displayed in the selection receiving step and the visual change of the character.
- the feature parameter for which the largest coefficient is set in the coefficient table 233 for the same character is the largest in the feature table 231 in FIG.
- the initial value is set! For example, among the characteristic parameters of the character “charal”, the characteristic parameter “root” has the largest weight of the ability parameter. On the other hand, among the characteristic parameters of the character “charal”, the characteristic parameter “root” is the largest initial value. In this way, the feature parameter with the maximum initial value matches the feature parameter with the maximum weight of the capability parameter. Unlike this
- the feature parameter with the maximum initial value and the feature parameter with the maximum weight of the capability parameter may be different.
- the relationship between the ability parameter and the characteristic parameter can be changed for each character, so that the relationship between the two can be changed for each character.
- the game execution means 211 calculates a plurality of game parameters of the player by executing the game, and further calculates a plurality of ability parameters based on the game parameters.
- the game executing means 211 calculates the ability parameter based on the accumulated value of the game parameter values in each stage after the completion of the plurality of stages.
- the game execution means 211 outputs names of a plurality of ability parameters during or after the execution of the game.
- the game executing means 211 displays the “difficulty value” on the song selection screen of FIG.
- the game execution means 211 may be the one shown in FIG. Display “Combo” or “PERFECT” on the game screen 223.
- the display control means 212 (corresponding to the character display means and the relationship concealment means) has a plurality of functions based on the initial values of the feature meters stored in the feature table 231 prior to the start of the game execution by the game executing means. Display a character. Specifically, the display control means 212 generates a selection screen for displaying each character based on the initial value of each character. Details of the selection screen will be described later.
- the display form of the character displayed based on the initial value of the characteristic parameter includes a display form that reflects the initial value.
- the display control means 212 conceals the relationship between the feature parameter of each character and the ability parameter at the stage of displaying each character on the selection screen. Specifically, the display control means 212 prevents the correspondence between each characteristic parameter and each ability parameter stored for each character and the direct output of the weighting itself.
- the direct output of association and weighting is to output, for example, a relational expression that defines a capability parameter corresponding to a feature parameter, or text indicating a capability parameter with the highest weight.
- the display control means 212 basically hides the correspondence between the characteristic parameter and the ability parameter and the weighting of the ability parameter by displaying only the character. The player discovers that the way of change differs depending on the character, and can feel joy when he can select a character suitable for him. As a result, the player becomes more entertained in pursuing the relationship between the character and the ability parameter, and becomes more enjoyable in selecting the character.
- the relationship concealment unit 212 may display part or all of the names of the plurality of characteristic parameters in association with each character on the selection screen.
- relationship concealment means 212 may display the name and value of the characteristic parameter having a relatively large initial value among the characteristic parameters of each character in association with the character. Further, the relationship concealment unit 212 may display the text data on the selection screen. These display forms will be specifically described with reference to FIGS. 13 and 14. FIG.
- FIG. 13 and 14 show an example of the selection screen generated by the display control means 212.
- FIG. The choice area A1 is displayed based on the initial character power that can be selected.
- the cursor is positioned on any character, the character is enlarged and displayed in the enlarged area A2.
- FIG. 13 and FIG. 14 show the case where the cursor is positioned on different characters.
- a radar chart and text data of the character's characteristic parameters are displayed.
- the radar chart shows the balance of the initial values of the characteristic parameters, in other words, the relative magnitude relationship.
- the names of some or all of the characteristic parameters may be displayed in association with the characters. Since the capability parameter name and the feature parameter name are set so as not to overlap (see the correspondence table 232 in Fig. 11 above), the feature parameter name is displayed positively, so that the relationship between the two Can be concealed. Nevertheless, using the name of the feature parameter as a clue force, a clue force for estimating the relationship between the feature parameter and the ability parameter can be given to the player.
- the initial value of each characteristic parameter may be displayed in association with the radar chart.
- Text data is displayed in the enlarged area A2.
- the name of the feature parameter having a relatively large initial value is displayed separately from other feature parameter names.
- text data indicating characteristic parameter names different for each character is displayed, such as “emphasis on essentiality” and in FIG. 14 “emphasis on arm strength”.
- characteristic parameter names and the ability parameter name are different, the relationship between the two is not clear from the name, but is assigned to each character. The player can enjoy the ability to examine and select a character by implying the relationship to the ability parameter.
- an initial value of a feature parameter having an initial value larger than the other of the feature parameters may be displayed in association with the radar chart.
- the text data in the enlarged area A2 is preferably text data indicating that the relationship between each characteristic parameter and each ability parameter is different for each character and that the relationship between the two is hidden.
- Players can be expected to increase their willingness to participate by stimulating their willingness to unravel the relationship.
- This figure shows an example in which different text data is displayed for each character. Specifically, different character data is displayed for each character, such as “emphasis on guts” in one character, “emphasis on strength” in another character, “agility emphasis” in another character. .
- the displayed text data indicates a feature parameter name having a relatively large initial value.
- Selection accepting means 213 accepts the player's ability to select any of a plurality of characters displayed on the selection screens of FIGS. 13 and 14, and temporarily stores the selected character, that is, the ID of the selected character in RAM 202 or the like. To do. This is because the characteristic parameters of the selected character are updated based on the performance parameters of the player after the game is executed.
- the feature update unit 214 updates the value of each feature parameter of the selected character.
- the value of the feature parameter is updated based on the player's ability parameter calculated by the game execution means 211 and the relationship between the feature parameter and ability parameter of the selected character. Ingredients Specifically, based on the relational expression stored in the correspondence table 232 and the coefficient and relation stored in the coefficient table 233, the value of the characteristic parameter of the selected character is calculated.
- the result display unit 215 displays the selected character based on the value of each feature parameter updated by the feature update unit 214.
- the displayed selected character is a selected character in which the selected character power displayed on the selection screen is also visually changed. This change becomes a visual display of the game execution result of the player.
- FIG. 15 is an example of a result screen showing the game execution result and the change of the selected character.
- This result screen is a screen further displaying the selected character in the result screen of FIG.
- player 1 and player 2 select different characters, and the selected characters are displayed based on the respective game execution results.
- the selected character is given a visual change.
- This visual change is caused by feature parameter updates.
- a radar chart of characteristic parameters may be displayed together with the image of the selected character. The player can know how the balance of the characteristic parameter values has changed due to the execution of the game. By changing the image of the selected character, the player can know how much influence the player's play has had on the change of the selected character. If the change is large, the player's play matches the characteristics of the selected character. If the change is small, the player's play matches the characteristics of the selected character, and the player's play is a big hit.
- FIG. 16 is a flowchart showing an example of the flow of main processing performed by the game terminal device 200. When the game terminal device 200 is powered on, the following processing is started.
- Steps 31-32 Ji? 11201 waits for a game execution instruction while displaying the demo screen (Sl). For example, when a coin is inserted and a magnetic card is inserted into the card reader / writer 212 (S2), the process proceeds to step S3.
- Step S3 The CPU 201 acquires the card ID read by the card reader / writer 212.
- Step S4 The CPU 201 transmits the read card ID to the center server 100, and downloads personal data corresponding to the force ID.
- the downloaded personal data includes authentication information.
- the CPU 201 requests the player to input authentication information such as a password.
- the CPU 201 confirms whether or not the player himself / herself is associated with the card ID by comparing the input authentication information with the authentication information included in the personal data.
- Steps S5 to S6 The CPU 201 displays a selection screen and accepts selection of any character.
- a selection screen for example, a character image, a radar chart indicating the balance of the characteristic parameter values of the character, and text data indicating the character characteristics are displayed in association with each other.
- Step S7 The CPU 201 stores the character ID of the selected character in the RAM 202 or the like.
- Steps S8 to S9 The CPU 201 executes the game until the game ends, and calculates the ability parameters of the player.
- Step S10 The CPU 201 calculates the characteristic parameter of the selected character based on the ability parameter calculated by executing the game.
- Step Sl l The CPU 201 displays a result screen including the selected character based on the value of the characteristic parameter calculated in step S 10. In the result screen, the value of the ability parameter calculated by running the game is displayed.
- Step S12 The CPU 201 inquires of the player whether or not to continue the game. If the game is continued, the process returns to step S5 and accepts the character selection again. If not continued, return to step S1 to display the demo screen.
- the player can select a selected character and know the validity of the selection result as a game execution result. Since the game results vary depending on the character, the player tries to find a character that can take advantage of his / her features. However, at the stage where the player selects the character, the character characteristic parameter and ability parameter are selected. Since the player has no relationship with the data, the player can feel additional game characteristics from the stage of selecting the character. Since the change in the character characteristic parameter appears as a change in the character display mode, the game result reflecting the player's habit is obvious to the player. For this reason, the player is stimulated with a willingness to participate in the game to find a character suitable for his / her habit, and actively participates in the game.
- the music game is a game.
- the game is not limited to this.
- a game that evaluates a player for at least one parameter can be a game. Examples of other games include a breeding game, a soccer game, and a simulation game.
- the value of the feature parameter can be obtained by associating the game parameter with the feature parameter. In this case, the game parameter can be used as an ability parameter.
- (C) A program for executing the above method on a computer and a computer-readable recording medium recording the program are included in the scope of the present invention.
- the program may be downloadable.
- the recording medium include a flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, magneto-optical disk (MO), and the like that can be read and written by a computer.
- the game score evaluation method according to the present invention can be applied to any game in which the game score is evaluated based on a predetermined evaluation item.
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- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Human Computer Interaction (AREA)
- Display Devices Of Pinball Game Machines (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
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Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| EP06832548A EP1958680A4 (en) | 2005-11-22 | 2006-11-13 | METHOD AND DEVICE FOR EVALUATING GAME RESULT |
| CN200680043488XA CN101340952B (zh) | 2005-11-22 | 2006-11-13 | 游戏成绩评价方法及装置 |
| US12/125,686 US8137171B2 (en) | 2005-11-22 | 2008-05-22 | Game result evaluation method and device |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2005-337694 | 2005-11-22 | ||
| JP2005337694A JP4027387B2 (ja) | 2005-11-22 | 2005-11-22 | ゲーム成績評価方法及び装置 |
Related Child Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US12/125,686 Continuation US8137171B2 (en) | 2005-11-22 | 2008-05-22 | Game result evaluation method and device |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007060850A1 true WO2007060850A1 (ja) | 2007-05-31 |
Family
ID=38067081
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
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| PCT/JP2006/322536 Ceased WO2007060850A1 (ja) | 2005-11-22 | 2006-11-13 | ゲーム成績評価方法及び装置 |
Country Status (7)
| Country | Link |
|---|---|
| US (1) | US8137171B2 (https=) |
| EP (1) | EP1958680A4 (https=) |
| JP (1) | JP4027387B2 (https=) |
| KR (1) | KR100955465B1 (https=) |
| CN (1) | CN101340952B (https=) |
| TW (1) | TW200735929A (https=) |
| WO (1) | WO2007060850A1 (https=) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US9092948B2 (en) | 2009-06-12 | 2015-07-28 | Aristocrat Technologies Australia Pty Limited | Method of gaming, a game controller and a gaming system |
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| JP2009189569A (ja) * | 2008-02-14 | 2009-08-27 | Namco Bandai Games Inc | 音楽ゲーム装置 |
| US8602857B2 (en) | 2008-06-03 | 2013-12-10 | Tweedletech, Llc | Intelligent board game system with visual marker based game object tracking and identification |
| WO2012033862A2 (en) | 2010-09-09 | 2012-03-15 | Tweedletech, Llc | A multi-dimensional game comprising interactive physical and virtual components |
| WO2009149112A1 (en) | 2008-06-03 | 2009-12-10 | Tweedletech, Llc | An intelligent game system for putting intelligence into board and tabletop games including miniatures |
| US8974295B2 (en) | 2008-06-03 | 2015-03-10 | Tweedletech, Llc | Intelligent game system including intelligent foldable three-dimensional terrain |
| US9649551B2 (en) | 2008-06-03 | 2017-05-16 | Tweedletech, Llc | Furniture and building structures comprising sensors for determining the position of one or more objects |
| US8158873B2 (en) * | 2009-08-03 | 2012-04-17 | William Ivanich | Systems and methods for generating a game device music track from music |
| JP5802132B2 (ja) * | 2009-11-18 | 2015-10-28 | 株式会社ユニバーサルエンターテインメント | 遊技情報統合システム |
| JP5993856B2 (ja) | 2010-09-09 | 2016-09-14 | トウィードルテック リミテッド ライアビリティ カンパニー | 動的特徴追跡を有するボードゲーム |
| JP5389836B2 (ja) * | 2011-01-25 | 2014-01-15 | 株式会社ユニバーサルエンターテインメント | 遊技情報統合システム |
| JP5330556B2 (ja) * | 2012-02-23 | 2013-10-30 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲーム制御装置の制御方法、及びプログラム |
| JP5701249B2 (ja) * | 2012-05-31 | 2015-04-15 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム |
| JP2015085174A (ja) * | 2013-10-31 | 2015-05-07 | Line株式会社 | リズムゲームサービス提供方法、リズムゲームサービス提供システム、ファイル配布サーバおよびプログラム |
| JP6030712B1 (ja) * | 2015-06-15 | 2016-11-24 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、及びそれに用いられるコンピュータプログラム |
| JP6030715B1 (ja) * | 2015-06-18 | 2016-11-24 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、及びそれに用いられるコンピュータプログラム |
| JP6145624B2 (ja) * | 2015-06-18 | 2017-06-14 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、及びそれに用いられるコンピュータプログラム |
| JP6727507B2 (ja) * | 2018-02-14 | 2020-07-22 | 株式会社コナミデジタルエンタテインメント | ゲームシステム |
| CN108837510B (zh) * | 2018-06-27 | 2020-11-06 | 腾讯科技(深圳)有限公司 | 信息的展示方法和装置、存储介质、电子装置 |
| JP7144061B2 (ja) * | 2019-12-09 | 2022-09-29 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、及びプログラム |
| TWI733456B (zh) | 2020-05-21 | 2021-07-11 | 陳哲峰 | 遊戲性質與購買者的適性匹配系統 |
| CN112870705B (zh) * | 2021-03-18 | 2023-04-14 | 腾讯科技(深圳)有限公司 | 对局结算界面的显示方法、装置、设备及介质 |
| JP7776858B2 (ja) * | 2021-10-06 | 2025-11-27 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム制御装置及びプログラム |
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Also Published As
| Publication number | Publication date |
|---|---|
| EP1958680A4 (en) | 2011-04-13 |
| KR100955465B1 (ko) | 2010-04-29 |
| US8137171B2 (en) | 2012-03-20 |
| CN101340952A (zh) | 2009-01-07 |
| JP4027387B2 (ja) | 2007-12-26 |
| JP2007136086A (ja) | 2007-06-07 |
| EP1958680A1 (en) | 2008-08-20 |
| CN101340952B (zh) | 2012-05-09 |
| US20080248847A1 (en) | 2008-10-09 |
| TW200735929A (en) | 2007-10-01 |
| TWI321482B (https=) | 2010-03-11 |
| KR20080065690A (ko) | 2008-07-14 |
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