WO2008065795A1 - Dispositif, procédé et programme de jeu - Google Patents

Dispositif, procédé et programme de jeu Download PDF

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Publication number
WO2008065795A1
WO2008065795A1 PCT/JP2007/067906 JP2007067906W WO2008065795A1 WO 2008065795 A1 WO2008065795 A1 WO 2008065795A1 JP 2007067906 W JP2007067906 W JP 2007067906W WO 2008065795 A1 WO2008065795 A1 WO 2008065795A1
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WO
WIPO (PCT)
Prior art keywords
player
line
instruction
game
input
Prior art date
Application number
PCT/JP2007/067906
Other languages
English (en)
Japanese (ja)
Inventor
Naoko Matsumoto
Hiroyuki Masuda
Masanori Kono
Yoshito Fukuda
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Publication of WO2008065795A1 publication Critical patent/WO2008065795A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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
    • A63F2300/303Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8088Features 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 involving concurrently several players in a non-networked game, e.g. on the same game console

Definitions

  • the present invention relates to a game device, a game method, and a game program.
  • a game device in which a plurality of players share a monitor and play a game.
  • a plurality of players line up in front of the monitor and play a game based on operation instructions displayed on the monitor.
  • the operating instructions are displayed in the center of the monitor, or the respective operating instructions are displayed according to the position of each player.
  • Each player executes a game in accordance with these operation instructions, and each player competes for a score or competes for a total score as a team.
  • Patent Document 1 JP-A-11-169557
  • the present invention aims to provide a technique that can alleviate the restriction on the number of players that can participate.
  • the invention 1 includes a monitor in which at least a part of the display surface faces upward, and at least one operation means for receiving an input operation by at least one player.
  • Storage means for storing a plurality of input timings set in time series in common with the player, a timing at which the player should perform an input operation with the operation means, an annular reference line, and the reference line Appears from a predetermined position in the direction toward the reference line
  • An annular instruction line that spreads out is displayed on the monitor, and the operation instruction means for instructing the input timing by matching the reference line and the instruction line, the input timing, and the input by the player
  • a game device including an evaluation means for evaluating a game result of the player based on a comparison result with an operation timing when the operation is performed.
  • the shape of the display surface of the monitor is not particularly limited, such as a flat plate shape, a hemispherical shape, a conical shape, or a cylindrical shape. Further, that at least a part of the display surface is upward means that the player standing around the monitor can see any positional force around the monitor.
  • the monitor can be viewed even when a plurality of players are arranged so as to surround the monitor. In this way, multiple players can interact with each other via the monitor while watching the same screen, so multiple players can join the game with a sense of unity. Can be enjoyed. Further, the input timing of the operation means by the player is shown in common to all players by matching the annular reference line and the annular instruction line, which are not individually shown for each player. Therefore, since any player can view the instructions without any inferiority, the restriction on the number of players that can participate is relaxed.
  • An annular line is not limited to a circular line, but includes any closed loop line.
  • the reference line and the instruction line match each other means that the instruction line matches the reference line within an allowable range. Therefore, the timing to reach the reference line is almost the same at any point on the instruction line, and the match between the reference line and the instruction line is commonly shown to all the players.
  • the invention 2 provides the game device according to the invention 1, wherein the operation instruction means randomly determines the appearance position of the instruction line.
  • the invention 3 is the invention 1 or 2, wherein the plurality of operation means are fixed at a fixed position with respect to the monitor, and the operation instruction means is based on the position of the operation means.
  • a game device characterized by specifying a position and determining a relationship between an appearance position of the instruction line and a position of the player according to a game result of the player.
  • the appearance position of the instruction line is brought closer to the player with poor performance, and the appearance position and the reference line are brought closer. Therefore, the player who has poor results is given a sense of tension as the input timing is approaching, and it is difficult to adjust the input timing instructed for the operation and the operation timing by the player. In this way, the power S can be changed according to the player's performance.
  • the invention 4 is any one of the inventions 1 to 3, wherein each operation means provided for each player includes a plurality of operation members, and the operation instruction means includes the plurality of operation members, A display pattern indicating an operation member to perform an input operation is added to the instruction line, and the display pattern is at least one of a color, a pattern, a character, a symbol, and a combination thereof. Providing equipment.
  • the operation means includes an operation member A and an operation member B.
  • the operation member A is associated with a red display pattern
  • the operation member B is associated with a blue display pattern.
  • a red display pattern is output and the instruction line is output in red.
  • a blue display pattern is output and an instruction line is output in blue.
  • Display patterns include colors, patterns, characters, symbols and combinations thereof, and are set for each member. This display pattern and the instruction line become a body and an instruction line is displayed.
  • the invention 5 is any one of the inventions 1 to 3, wherein the operation instruction means causes the instruction lines to appear one after another, and among the displayed instruction lines, the color of at least the adjacent instruction lines is changed.
  • a game device characterized by being different.
  • the invention 6 is any one of the inventions 1 to 5, wherein the operation instruction means determines the appearance position of the next instruction line inside the displayed previous instruction line, and the next instruction line. The speed at which each indicator line spreads is adjusted so that the symbol exists inside the indicator line above. A game device is provided.
  • Control is performed so that the next instruction line appears inside the previous instruction line and the next instruction line does not overtake the previous instruction line. Therefore, it is possible to clearly indicate the next instruction line to the player while displaying the instruction line one after another so as to give a speed feeling to the game.
  • the invention 7 provides the game apparatus according to any one of the inventions 1 to 6, wherein the operation instruction means reduces the spread speed of the instruction line at a constant speed, a constant acceleration, or a constant deceleration.
  • the player can perform an input operation while predicting the timing at which the instruction line matches the reference line.
  • the player can perform input operations with good rhythm according to the music by instructing the input timing with an instruction line for constant speed, constant acceleration or constant deceleration movement.
  • the invention 8 is the invention 1 according to any one of the inventions 1 to 7, wherein the game device comprises a housing having an upper surface and a side surface extending downward from the upper surface to support the upper surface, and the monitor is Provided is a game device characterized in that an operation means provided on the upper surface and operated by the player is provided on the side surface.
  • the player looks at the instruction line and the reference line displayed on the monitor provided on the upper surface, and operates the operating means provided on the side surface at a predetermined timing. Even when the operation means is provided closer to the bottom surface, the side surface expands toward the bottom surface, so that the distance between the operation means and the player is close and easy to operate.
  • Invention 9 is a timing at which a player should perform an input operation by at least one operation means for accepting an input operation by at least one player, and a plurality of inputs set in a time series common to the player.
  • a storage step for storing timing; an annular reference line; and an annular indicator line that emerges from a predetermined appearance position in the reference line and extends toward the reference line, wherein at least a part of the display surface faces upward
  • the operation instruction step for instructing the input timing by matching the reference line and the instruction line, the input timing, and the operation timing at which the input operation by the player is performed.
  • an evaluation step for evaluating the game result of the player based on A game method including the above is provided.
  • Invention 9 has the same operational effects as Invention 1.
  • the invention 10 is a timing at which the player should perform an input operation by at least one operation means for receiving an input operation by at least one player, and has a plurality of input timings set in time series in common with the player.
  • Storage means for storing, an annular reference line, and an annular indicator line that emerges from a predetermined appearance position within the reference line and expands toward the reference line are displayed on a monitor with at least a part of the display surface facing upward.
  • the operation instruction means for instructing the input timing by matching the reference line and the instruction line, and the input timing and the operation timing at which the input operation by the player is performed.
  • a game program for causing a computer to function as an evaluation means for evaluating the game results of the player is provided.
  • Invention 10 has the same effect as that of Invention 1.
  • the restriction on the number of players that can participate can be relaxed.
  • FIG. 1 is an explanatory diagram showing an overall configuration of a game system according to a first embodiment of the present invention.
  • FIG. 2 shows an example of the configuration of the game terminal device 200.
  • FIG. 3 is an external perspective view of a specific example of the game terminal device 200.
  • FIG. 4 (a) Screen example (1) showing a time series change of the indicator line displayed on the monitor 206.
  • FIG. 5 Example screen showing multiple indicator lines 232 displayed on the monitor at the same time.
  • FIG. 7 is an explanatory diagram showing a functional configuration of the game terminal device 200.
  • FIG. 9 is a flowchart showing an example of a flow of processing performed by the game terminal device 200.
  • FIG. 10 is an explanatory diagram showing a case where the appearance position varies.
  • FIG. 11 (a) Screen example (1) showing a time-series change of the indicating line in which each appearance position force is also output.
  • FIG. 12 is an explanatory diagram showing the relationship between the appearance position and the game results of the player.
  • FIG. 13 (a) An external perspective view of a specific example of the game terminal device 250 of Modification 4.
  • FIG. 14 is an explanatory diagram (1) showing a modification of the shapes of the reference line and the instruction line.
  • FIG. 15 is an explanatory diagram (2) showing a modification of the shapes of the reference line and the instruction line.
  • FIG. 16 (a) An external perspective view of a game terminal device 260 having a hemispherical monitor 226.
  • FIG. 17 is an external perspective view of a game terminal device 270 having a cylindrical monitor 236.
  • FIG. 18 is an external perspective view of game terminal device 280.
  • 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 terminal device 200 is 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).
  • RAM 102 temporarily stores control programs, personal data, and the like.
  • ROM103 Stores control programs and the like.
  • Data storage unit 104 Stores personal data for each player transmitted from the game terminal device 200.
  • Personal data includes player ID and authentication information including password. Details of these personal data will be described later.
  • Network communication unit 105 Sends and receives data to and from the game terminal device 200 via the network 300.
  • FIG. 2 shows an example of the configuration of the game terminal device 200.
  • the game terminal device 200 is a game-dedicated casing equipped with a CPU.
  • the game terminal device 200 has the following elements (a) to (n).
  • CPU 201 A plurality of functions to be described later are realized based on a control program and game data stored in ROM 203 to be described later.
  • RAM202 Temporarily stores various game data such as various variables and parameters
  • ROM 203 Stores control programs and various parameters.
  • Network communication unit 204 Data is sent to and from the center server 100 via the network 300. Send and receive.
  • Monitor 206 Operation instruction during game, game image, game parameter in game
  • 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 unit 211 Various buttons such as a determination button for accepting selection of a game and a start button for starting a game are included.
  • Operation unit 214 includes an input button for receiving an input operation of the player in response to the operation instruction.
  • Card reader / writer 212 Reads the card ID from the inserted magnetic card. If necessary, you can write the player ID and game results!
  • Coin accepting unit 213 Accepts credits from coins to be inserted.
  • External device control unit 210 Controls external devices such as the input unit 211, the card reader / writer 212, the coin receiving unit 213, and the operation unit 214.
  • External input / output control unit 209 input unit 211, card reader / writer 212, coin acceptance unit 21
  • control signals for external devices such as the operation unit 214 are generated. It also receives detection signals from external devices and sends them to the CPU 201.
  • FIG. 3 is an external perspective view of a specific example of the game terminal device 200.
  • the game terminal device 200 has a table-like casing.
  • a monitor 206 having a flat plate shape and a display surface facing upward is provided on the upper surface of the housing.
  • the game terminal device 200 shown in FIG. 3 has a rectangular plane, and, for example, four players enter the game by standing on the four sides of the casing and surrounding the casing.
  • the player position 215 (215a to 215d) force S is shown on the periphery of the monitor 206 so as to correspond to each side of the housing.
  • the display surface of the monitor 206 is upward, for example, a plurality of player power standing around the monitor 206. This means that the display surface can be seen from any position around.
  • At least a part of the display surface is upward.
  • a part of the display surface such as a hemispherical shape, a conical shape, or a cylindrical shape is horizontal, and the entire surface does not need to be upward.
  • an annular reference line 231, a predetermined appearance position 233, and an annular instruction line 232 appearing from the appearance position 233 are displayed in order to give an operation instruction to the player. The method for displaying the operation instructions will be described later.
  • Each player performs an input operation by operating one of the input buttons provided on each side.
  • a speaker 208, an input unit 211, a card reader / writer 212, and a coin receiving unit 213 are provided on the top and side surfaces of the housing.
  • the case contains a CPU 201, RAM 202, ROM 203, network communication unit 204, image processing unit 205, audio playback unit 207, external input / output control unit 209, and external device control unit 210 that constitute the game terminal device 200.
  • the shape of the housing is not limited to a table shape, and may be a columnar shape, a cone shape, or a shape obtained by deforming these.
  • FIGS. 4A to 4C are examples of screens showing time-series changes of the indicator lines displayed on the monitor 206.
  • FIG. According to the operation instruction represented by the instruction line 232, the player is instructed which operation unit 214 (R button, G button, and B button) to operate at which input timing.
  • the incoming timing means timing when the game terminal device 200 instructs the player to operate the operation unit 214.
  • the operation timing described later means the timing when the player operates the operation unit 214 according to the input timing.
  • the monitor 206 displays a reference line 231, an instruction line 232, and an appearance position 233.
  • the reference line 231 is an annular line and is displayed at a fixed position.
  • the indicator line 232 is an annular line that is output so as to spring out from the appearance position 233 and expands toward the reference line 231.
  • the circular line is not limited to the circular line as shown in FIG. 4, and includes any closed loop line such as a triangular shape or a square shape.
  • the reference line 231 is a perfect circle
  • the appearance position 233 is a fixed position at the center of the perfect circle displayed by the reference line 231, and the indication line 232 also extends while maintaining a perfect circle. Shall be.
  • the instruction line 232 is output based on operation sequence data described later.
  • the operation sequence data defines which input unit 214 is operated at which input timing, that is, in this embodiment, which input button of the R button, G button, and B button is operated. It is a program to speak!
  • the display of the instruction line 232 differs depending on each of the R button, G button, and B button.
  • a display pattern is used. For example, a red display pattern is associated with the R button, a green display pattern is associated with the G button, and a blue display pattern is associated with the B button.
  • a red display pattern is output and the instruction line 232 is output in red.
  • a blue display pattern is output and the instruction line 232 is output in blue. Thereby, it is possible to visually instruct the player which force to operate which input button.
  • Display patterns include colors, line types, patterns, characters, symbols, and combinations thereof.
  • each input button is instructed to the player by making the instruction line 232 coincide with the reference line 231.
  • the reference line 231 is displayed in the order as shown in FIGS.
  • the instruction line 232 and the reference line 231 are matched at a predetermined time based on the operation sequence data. Therefore, as shown in FIG. 4A, the instruction line 232 is output from the appearance position 233 before a predetermined time (for example, 2 X At) before the time when the instruction line 232 and the reference line 231 match.
  • a predetermined time for example, 2 X At
  • the predetermined time is constant for all the indication lines 232 that are output, and the speed at which the indication line 232 spreads toward the reference line 231 depends on the distance between the appearance position 233 and the reference line 23 1. Determined.
  • the reference line 231 and the instruction line 232 match each other means that the instruction line 232 matches the reference line 231 within an allowable range. Therefore, the timing at which the reference line 231 and the instruction line 232 match is the same when viewed from any player position 215 on each side of the housing shown in FIG. In other words, which operation unit 214 is operated at which input timing is commonly shown for all players, not individually shown for each player. Therefore, any player can see the operation instructions without any inferiority.
  • the spreading speed of the instruction line 232 is constant speed, constant acceleration or constant deceleration! Therefore, the player can perform an input operation while predicting the timing at which the instruction line 232 and the reference line 231 coincide.
  • the player can perform the input operation of each input button with a good rhythm in accordance with the music by instructing the input timing by the instruction line 232 that performs an equal deceleration motion.
  • FIG. 5 is a screen example showing a state where a plurality of instruction lines 232 are simultaneously displayed on the monitor. 4 (a) to (c), only one indication line 232 is displayed on the monitor 206, but as shown in FIG. 5, the indication lines 232 corresponding to the R button, G button, and B button respectively. May be displayed one after another from the starting position 233.
  • an instruction line corresponding to the R button RtO, Rtl, an instruction line corresponding to the G button Gt2, and an instruction line Bt3 corresponding to the B button are displayed on the monitor 206. Has been.
  • Each indicator line RtO, Rt 1, Gt2, and Bt3 are output in order from the appearance position 233 and spread toward the reference line 231.
  • the indication lines 232 for the R button, G button, and B button are output using the display patterns of the broken line, the alternate long and short dashed line, and the alternate long and two short dashed line, respectively.
  • the instruction line 232 When the instruction line 232 is displayed one after another, the next instruction line 232 appears inside the previous instruction line 232 so as not to overtake the previous instruction line 232. At this time, the instruction line 232 matches the reference line 231 in the order of output from the appearance position 233. This allows the player to perform an input operation in the order in which the instruction lines 232 are output, while displaying the instruction lines 232 one after another to give the game a sense of speed.
  • 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 a magnetic card owned by the player into the card reader / writer 212 and inserts a coin into the coin receiving unit 213 at any player position 215 (215a to 215d).
  • 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 checked against the data of the center server 100 and personal authentication is performed. Thereby, the game terminal device 200 knows how many players are participating in the game and which player is playing at which player position 215.
  • CPU 201 executes a control program to start the game. Game results are calculated by executing the game.
  • the CPU 201 of the game terminal device 200 receives from the player the power to play any of the plurality of games.
  • the CPU 201 outputs an instruction line 232 corresponding to a predetermined input button from the appearance position 233 along the operation sequence data corresponding to the game to be executed, and matches the reference line 231.
  • the player Based on the display pattern of the instruction line 232, the player also selects the intermediate force of the input button corresponding to his / her player position 215 (215a to 215d). Select which input button to operate. Also, ask the operation timing to operate the input button while observing that the instruction line 232 extends toward the reference line 231.
  • the player performs an input operation by pressing the selected input button or the like.
  • the timing at which the indication line 232 and the reference line 231 coincide is the same at any point on the reference line 231. Therefore, the player may check the input timing at any point on the reference line 231. For example, the player may check the input timing closest to his player position 215, or may check the input timing close to the adjacent player position 215.
  • the CPU 201 detects the input operation of each input button for each player position 215 (215a to 215d). That is, the operated input button and its operation timing are detected for each player. Then, the CPU 201 calculates the game results of each player based on the force with which the input button corresponding to the instruction line 232 is operated, and the comparison result between the instructed input timing and the operation timing by the player! .
  • the personal data transmission / reception means 111 in the CPU 101 will be described.
  • FIG. 6 is a conceptual explanatory diagram of personal data.
  • the personal data is collected by the CPU 101 of the center server 100 functioning as the personal data transmission / reception means 111 (see FIG. 1) and stored in the data storage unit 104.
  • the personal data includes "player ID”, “player name”, “authentication information”, "card ID”, and "game score” 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 a player. Each card has a card ID recorded.
  • Game score indicates a cumulative value of game scores played by the player in the past.
  • the personal data transmission / reception means 111 receives the personal data described above from each game terminal device 200 and updates the data storage unit 104. For example, the personal data transmitting / receiving means 111 When the player ID and the game score are received from the game terminal device 200, the cumulative value of the game score corresponding to the player ID is updated.
  • the personal data transmission / reception means 111 transmits personal data associated with the player ID included in the request to the requesting game terminal device 200.
  • FIG. 7 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 receiving unit 321, a game executing unit 322, an operation instruction unit 323, an operation receiving unit 324, and a determination unit 325.
  • the ROM 203 of the game terminal device 200 stores an operation sequence data table 331. With these means and table, the CPU 201 of the game terminal device 200 executes the game, calculates the game result, and displays it on the monitor 206.
  • FIG. 8 is an example of operation sequence data stored in the operation sequence data table 331.
  • the operation sequence data defines the power at which any operation unit 214 is operated at which input timing, that is, the power at which any input button of the R button, G button, and B button is operated in this embodiment.
  • Program. Specifically, the operation sequence data stores the “R” flag, “G” flag, “B” flag, and “time” corresponding to the R button, G button, and B button in association with each other. Yes. Each flag indicates ON when “1”, and OFF when “0”.
  • the CPU 201 outputs the instruction line 232 corresponding to the flag from the appearance position 233 and expands it toward the reference line 231 before the flag is turned on, and expands it toward the reference line 231. Make the indicator line 232 and the reference line 231 coincide with each other. If the flag is off, the indicator line 232 corresponding to the flag is not output.
  • FIG. 5 shows a state in which the instruction lines Rt0, Rtl, Gt2, and Bt3 are sequentially output from the appearance position 233 along the operation sequence data of FIG.
  • the indicator line RtO corresponding to the R button matches the reference line 231 at time t0.
  • it is output from the appearance position 233 before a predetermined time (for example, 2 XA t shown in FIG. 4A) from the time tO, and spreads toward the reference line 231.
  • the indication line Rtl corresponding to the R button is output from the appearance position 233 a predetermined time ago so that the reference line Rtl matches the reference line 231 at time tl, and the reference line It has expanded to 231.
  • the “G” flag and the “B” flag are on at the time Ijt2 and t3
  • the indication lines Gt2 and Bt3 corresponding to the G button and the B button are aligned with the reference line 231 at the time t2 and the time t3. In order to match, it is output from the appearance position 233 a predetermined time ago and spreads toward the reference line 231.
  • time intervals of the times t0, tl, t2 ' include cases where they are equally spaced or not equally spaced.
  • the game reception means 321 detects that the game can be started based on the insertion of a magnetic card into the card reader / writer 212 and the insertion of a coin into the coin reception unit 213. Further, the position where the magnetic card is inserted into the card reader / writer 212 is specified, and the player is identified based on the data from the magnetic card. Thereby, the game reception means 321 associates each player with the player position 215 and acquires the number of participating players.
  • the game accepting means 321 displays a game selection screen for selecting a desired game from the plurality of games on the monitor 206.
  • the player uses the enter button 211 of the input unit 211 to select a desired game, and the game receiving means 321 receives the selection of the desired game.
  • the game execution means 322 downloads personal data from the center server 100 prior to the execution of the game.
  • the personal data to be downloaded includes the player's past game results.
  • the game execution means 322 executes a program corresponding to the selected game.
  • the game execution means 322 receives the determination result from the determination means 325, and determines the determination result. Based on the game results. Specifically, based on the operation sequence data, the input button indicated by the operation is operated! /, The force, the game of each player based on the comparison result of the input timing specified by the operation and the operation timing by the player. Calculate grades. When the game is executed over a plurality of stages, the game execution means 321 may calculate the cumulative value of the game results in each stage after the completion of the plurality of stages. The game execution means 321 displays the game result on the monitor 206, for example.
  • the operation instruction unit 323 obtains the game identification information of the selected game, and reads operation sequence data corresponding to the game identification information from the operation sequence table 331. Then, the operation instruction unit 323 outputs an operation instruction to the player via the monitor 206 based on the read operation sequence data. For example, the operation instruction means 323 outputs the instruction lines RtO and Rtl corresponding to the R button from the appearance position 233 so as to coincide with the reference line 231 at the time tO and the time tl, and expands toward the reference line 231. Then, the drawing processing unit 205 is instructed.
  • the operation instruction means 323 refers to the operation sequence data table and outputs the corresponding instruction line 232 from the appearance position 233 a predetermined time before the time when the flag of each input button is turned on.
  • the drawing processing unit 205 is instructed.
  • the operation instruction unit 323 expands the instruction line 232 toward the reference line 231 before the predetermined time, and performs drawing processing so that the instruction line 232 and the reference line 231 coincide with each other at the time when the flag is turned on.
  • the drawing processing unit 205 outputs an operation instruction to the monitor 206 based on the instruction from the operation instruction unit 323.
  • the operation instruction unit 323 sets a different display pattern for each instruction line corresponding to each input button, sets a different color for an adjacent instruction line, or expands the instruction line. Set the speed. For example, the operation instruction unit 323 sets a display pattern for each input button and instructs the drawing processing unit 205 to attach the display pattern set to the instruction line corresponding to each input button. This allows the player to visually instruct which input button to operate.
  • the operation instruction unit 323 sets the spreading speed of the instruction line 232 to constant speed, constant acceleration, or constant deceleration. Therefore, the player predicts when the instruction line 232 and the reference line 231 match. It is possible to perform an input operation while measuring.
  • the operation instruction means 323 adjusts the spreading speed of each instruction line 232 so that the next instruction line 232 exists inside the previous instruction line 232.
  • the operation accepting unit 324 accepts input operation information including the type of input button and the operation timing of the input button from each player via the external input / output control unit 209.
  • the determination unit 325 receives input operation information of each player from the operation reception unit 324. Further, the determination unit 325 acquires game identification information of the game selected from the game reception unit 321 and acquires operation sequence data corresponding to the game identification information from the operation sequence table 331. The determination unit 325 compares the acquired operation sequence data with the input operation information of each player, and determines the operation result of the player. That is, the determination unit 325 compares the operation instruction of the operation sequence data with the input button operated by the player, and determines the difference between the input timing based on the operation sequence data and the operation timing of the player.
  • the determination unit 325 determines that the operation result is “error”.
  • the judgment means 325 displays the operation result as “correct answer”. "Determine.
  • the judgment means 325 is such that the difference between the operation timing when the G button is operated by the player and the time t5 is small! / judge.
  • the determination unit 325 transmits the determination result to the game execution unit 321.
  • FIG. 9 is a flowchart illustrating an example of a flow of processing performed by the game terminal device 200.
  • Steps S1 to S2 The CPU 201 waits for an instruction to execute the game 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 is the player 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 game selection screen on the monitor 206, and accepts selection of any game.
  • Steps S7 to S8 The CPU 201 outputs an operation instruction to the monitor 206 based on the operation sequence data corresponding to the selected game. Further, the CPU 201 receives an input operation of the player and determines the operation result. The CPU 201 calculates a game result according to the determination result. The CPU 201 executes the game until the game ends.
  • Step S9 When the game is over, the CPU 201 displays the game result on the monitor 206.
  • Step S10 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 selection of the game again. If you cannot continue, go back to step S1 and display the demo screen.
  • the monitor 206 can be seen even when a plurality of players are arranged so as to surround the monitor 206. In this way, a plurality of players can play a game while facing each other via the monitor 206 and watching the same screen, so that a plurality of players can play a game with a sense of unity.
  • the input button by the player that is, the input timing of the operation unit 214 is not individually shown for each player.
  • the annular reference line 231 and the annular instruction line 232 it is common to all players. Shown in Therefore, since any player can view the instructions without any inferiority, the restriction on the number of players that can participate can be relaxed.
  • the appearance position 233 may change the fixed force appearance position at random.
  • FIG. 10 is an explanatory diagram showing a case where the appearance position fluctuates
  • FIG. 11 is an example of a screen showing the time series change of the instruction line output from each appearance position.
  • the operation instruction unit 323 randomly determines the appearance position of the instruction line.
  • the instruction line RtO appears from the appearance position 233a
  • the instruction line Rtl appears from the appearance position 233b.
  • the indicator line RtO matches the reference line 231 at time tO
  • the indicator line Rtl matches the reference line 231 at time tl.
  • an arbitrary point on the instruction line RtO is set as a, and an intersection point between the appearance line 233a and the extended line connecting the arbitrary point a and the reference line 231 is set as b.
  • the indicator line RtO is predetermined toward the reference line 231 so that the ratio of the distance L1 between the appearance position 233a and the arbitrary point a at a certain time and the distance L2 between the arbitrary point a and the intersection b is constant. It spreads at the spreading speed.
  • an arbitrary point on the indication line Rtl is set as c, and an intersection point between the appearance position 233b and the extension line connecting the arbitrary point c and the reference line 231 is set as d.
  • the indicator line Rtl is set to the reference line 231 so that the ratio of the distance L3 between the appearance position 233b and the arbitrary point c and the distance L4 between the arbitrary point c and the intersection d at IJ is constant. It spreads at a predetermined spreading speed!
  • the reference line 231 and the instruction line 232 coincide with each other within an allowable range at a predetermined time. Therefore, for example, when the reference line 231 is a perfect circle and the appearance position 233a is the center of the reference line circle, The spreading speed from the appearance position 233a of the instruction line RtO is the same at any point on the instruction line RtO. That is, the indicator line RtO always remains a perfect circle and extends toward the reference line 231. Since the appearance position 233b is different from the center of the reference line circle, the spreading speed of the indication line Rtl from the appearance position 233b differs depending on the point on the indication line Rtl. For example, in the instruction line Rtl, the spreading speed S1 is smaller than the spreading speed S2.
  • an indication line Rtl corresponding to the R button is also output at the appearance position 233b force.
  • the indicator lines RtO and Rtl are closer to the reference line 231 than in the case of FIG. 11 (b).
  • the positions of the appearance positions 233a and 233b are different from each other, and the distance from an arbitrary point on the reference line 231 to the appearance position 233a and the appearance position 233b is different.
  • the operation instruction means 323 randomly determines the appearance position 233, so the player cannot predict where the instruction line will appear next. Therefore, a change is given to the game, and the fun and difficulty of the game are improved.
  • the reference line 231 is reached before the next indicator line Rtl.
  • the previous instruction line RtO may not be overtaken by the next instruction line Rtl.
  • the operation instruction means 323 determines the appearance position 233b of the next instruction line Rtl inside the previous instruction line RtO that has already been displayed, and the next instruction line Rtl corresponds to the previous instruction line RtO.
  • the expansion speed of each indicator line 232 is adjusted so that it exists inside. As a result, the instruction line 232 is displayed so as to rise one after another, giving the sense of speed to the game, and allowing the player to perform an input operation in the order in which the instruction line 232 is output.
  • the force appearance position 233 at which the appearance position 233 is fixed may vary according to the past game results of each player.
  • FIG. 12 is an explanatory diagram showing the relationship between the appearance position and the player's game score.
  • the operation instruction means 323 obtains the past game results of each player participating in the game from the center server 100, and determines the appearance position 323 based on the past game results of each player.
  • each player ID is “P0001”, “P0002”, “P0003”, “P0004”.
  • the past game results of each player are “30”, “40”, “70”, and “60” in the order of player IDs “P000 :!” to “P0004”, respectively.
  • Players with player IDs “P000 :!” to “P0004” enter the game at player positions 215a to 215d, respectively.
  • the points on the edge of the monitor 206 corresponding to the player positions 215a to 215d are P1 to P4.
  • An input button that is, an operation unit 214 is provided corresponding to the player positions 215a to 215d.
  • the game receiving means 321 identifies a player based on data from a magnetic card. Each player is associated with the player positions 215a to 215d.
  • the result is bad!
  • the appearance position 233 of the instruction line 232 is brought closer to the player side, and the appearance position 233 and the reference line 231 are brought closer to each other. Therefore, it gives a sense of tension that the input timing approaches immediately for a player with poor results, and makes it difficult to adjust the input timing and the operation timing. In this way, the power S can be changed according to the player's performance.
  • the instruction lines 232 When the instruction lines 232 are displayed one after another as shown in FIG. 5 described above, the instruction lines 232 may be output in close proximity depending on the timing at which the instruction lines 232 are output. Therefore, at least the color of the adjacent instruction line 232 may be different. Therefore, when the instruction line 232 is displayed on the monitor one after another, the operation instruction unit 323 instructs the drawing processing unit 205 to change at least the colors of the adjacent instruction lines 232. At this time, the operation instruction means 323 sets, for example, a line type other than the color for each input button in order to indicate which of the R button, G button, and B button each instruction line 232 is.
  • the indication line 232 indicates the power of indicating the next input timing. I can grasp. At this time, the player confirms which of the R button, the G button, and the B button is operated based on the line type of the instruction line 232, and inputs the adjacent instruction line 232 based on the color of the instruction line 232. Distinguish timing.
  • the input button to be operated by the combination of the line type and the color and the force that distinguishes the input timing may be used.
  • the input button to be operated may be distinguished by the color
  • the input timing of the adjacent instruction line 232 may be distinguished by the line type.
  • FIG. 13 (a) is an external perspective view of a specific example of the game terminal device 250 of the fourth modification
  • FIG. 13 (b) is an explanatory diagram showing an instruction line and a reference line displayed on the monitor.
  • the game terminal device 250 has a table-like casing. On the upper surface of the housing, a monitor 206 is provided with at least a part of the display surface facing upward. In the game terminal device 250 shown in FIG. 13, up to eight players can play a game surrounding the case.
  • the monitor 206 displays an annular reference line 231, a predetermined appearance position 233, and an annular instruction line 232 that appears from the appearance position 233 in order to give an operation instruction to the player. Since the display method for the reference line 231, the instruction line 232, and the appearance position 233 is the same as described above, the description is omitted.
  • Eight sets of operation units 214 are provided on the periphery of the monitor 206 so that a maximum of eight players can play.
  • One set of operation unit 214 includes input buttons such as an R button, a G button, and a B button. On the periphery of the monitor 206, eight player positions 215 (215a to 215h) are shown. Furthermore, a speaker 208, an input unit 211, a card reader / writer 212, and a coin receiving unit 213 are provided on the top and side surfaces of the housing.
  • a maximum of eight players can play a game.
  • at least a part of the display surface of the monitor 206 of the modified example 4 is upward, and the input timing of the operation unit 214 is commonly displayed to all players. Therefore, as in this embodiment, a plurality of players face each other via the monitor 206 and can play a game while watching the same screen, so that the plurality of players have a sense of unity. Can play a game.
  • any player can view the instructions without any inferiority, restrictions on the number of players that can participate can be eased. It should be noted that the maximum number of participating players and the form of the game terminal device can be set as appropriate, and are not limited to the above embodiment and the fourth modification.
  • a circular indicator line 23 2 is output from the appearance position 233, and the circular indicator line 232 and the circular indicator line 232 are output.
  • Matches the reference line 231 make it.
  • the input timing can be shown to each player at the player positions 215a to 215h without any inferiority.
  • the shapes of the reference line 231 and the instruction line 232 may be set as shown in FIGS. 14 and 15 according to the number of participating players.
  • FIG. 14 and FIG. 15 are explanatory diagrams showing modifications of the shapes of the reference line and the instruction line.
  • the number of participating players is 3, and each player inserts a magnetic card into the card reader / writer 212 corresponding to the player positions 215a, 215c, and 215g.
  • the game receiving means 321 associates each player with the player position 215 based on the data from the magnetic card.
  • the operation instructing unit 323 monitors the triangular reference line 231 having sides corresponding to the player positions 215a, 215c, and 215g based on the association between each player and the player position 215 received from the game receiving unit 321. To display.
  • the operation instruction means 323 outputs a triangular instruction line 232 from the appearance position 233 based on the operation sequence data, and matches the triangular instruction line 232 and the triangular reference line 231 at a predetermined time.
  • the number of participating players is four and each player inserts a magnetic card into the card reader / writer 212 corresponding to the player positions 215a, 215c, 215e, and 215g.
  • the operation instruction means 323 causes the monitor 206 to display a rectangular reference line 231 and an instruction line 232 having sides corresponding to the player positions 215a, 215c, 215e, and 215g.
  • the shapes of the reference line 231 and the instruction line 232 can be set according to the number of participating players.
  • the game terminal device 200 is a table-like housing, and the monitor 206 is also planar.
  • the form of the game terminal device 200 is not limited to this, and can take various forms as shown below, for example. The following is an example, and the form of the game terminal device 200 is not limited to the following form.
  • FIG. 16 (a) is an external perspective view of a game terminal device 260 having a hemispherical monitor 226.
  • the same reference numerals as those in the above embodiment are the same components, and the description thereof is omitted.
  • the game terminal device 260 is provided with a hemispherical monitor 226 on a table-like casing.
  • Monitor 206 controls the player
  • an annular reference line 231, a predetermined appearance position 233, and an annular instruction line 232 are displayed.
  • the indicator line 232 is output from the upper appearance position 233 and moves along the surface of the hemispherical monitor 226 from the upper side to the lower side in the direction of the reference line 231.
  • the player operates a predetermined input button at an input timing at which the instruction line 232 and the reference line 231 coincide.
  • FIG. 16 (b) is an explanatory diagram in the case where the appearance position of the instruction line and the reference line are reversed from those in FIG. 16 (a).
  • the appearance position 233 in FIG. 16 (a) is set as the reference point 241 and the reference line 231 in FIG. 16 (a) is set as the appearance position 243.
  • the indication line 232 is output from the appearance position 243 and moves from bottom to top along the surface of the hemispherical monitor 226 toward the reference point 241 at the top of the monitor 236.
  • the player operates a predetermined input button with input timing in which the instruction line 232 matches the reference point 241.
  • FIG. 17 is an external perspective view of a game terminal device 270 having a columnar monitor 236.
  • the game terminal device 260 is provided with a columnar monitor 236 on a table-like housing.
  • a columnar monitor 236 on a table-like housing.
  • four players can play a game by surrounding the case.
  • An annular reference line 231, a predetermined appearance position 233, and an annular instruction line 232 are displayed on the monitor 236 in order to give an operation instruction to the player.
  • the indicator line 232 is output from the lower appearance position 233 and moves along the surface of the cylindrical monitor 236 from the lower side to the upper side.
  • the player operates a predetermined input button at an input timing at which the instruction line 232 and the reference line 231 match.
  • the reference line 231 and the appearance position 233 may be interchanged, and the instruction line 232 may be moved from the top to the bottom of the monitor 236.
  • FIG. 18 is an external perspective view of game terminal device 280.
  • the casing of the game terminal device 280 has a shape in which the upper surface of the quadrangular pyramid is cut out to form a rectangular upper surface.
  • the side surface of the housing supports the rectangular top surface and is formed obliquely so that it extends outward as it goes down.
  • the monitor 206 shown in the above embodiment is provided on the upper surface of the housing.
  • a reference line 231, an instruction line 232, and an appearance position 233 are displayed on the monitor 206.
  • Monitors 224 with touch panels are provided on the four side surfaces of the housing. Monitor with touch panel Each side surface of 224 becomes an operation unit of each player.
  • the monitor 224 with a touch panel is divided into a plurality of sub areas, and each sub area serves as an input button.
  • the player looks at the instruction line 232 and the reference line 231 displayed on the monitor 206 on the upper surface of the housing, and operates the operation unit provided on the side surface.
  • a speaker 208, an input unit 211, a card reader / writer 212, a coin receiving unit 213, and the like are provided at the lower part of the side surface of the housing.
  • the operation unit 214 is provided closer to the bottom surface, the side surface of the housing spreads outward as the lower side moves downward. easy.
  • the game terminal devices 260 to 270 shown in Figs. 16 to 18 also have the same operational effects as the present embodiment.
  • 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 computer readable / writable flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, magneto-optical disk (MO), and others.
  • the game terminal device, the game method, and the game program according to the present invention can be applied to any game where a plurality of players play a game.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

L'invention concerne un dispositif de jeu comprenant un écran (206) ayant une surface d'affichage dirigée au moins partiellement vers le haut, au moins un moyen de fonctionnement (214) qui reçoit une opération d'entrée d'au moins un joueur, des moyens pour stocker une pluralité de temporisations d'entrée réglées couramment sur les joueurs d'une manière en série temporelle et auquel les joueurs effectuent une opération d'entrée par le ou les moyens de fonctionnement, des moyens de désignation d'opération pour désigner les temporisations d'entrée par l'affichage sur l'écran d'une ligne de référence annulaire et d'une ligne de désignation annulaire émergeant d'une position d'émergence prédéterminée dans la ligne de référence et s'étalant vers la ligne de référence, puis par l'alignement de la ligne de référence avec la ligne de désignation, et des moyens pour évaluer les résultats de jeu des joueurs sur la base des résultats de comparaison des temporisations d'entrée et des temporisations d'opération des opérations d'entrée par les joueurs.
PCT/JP2007/067906 2006-11-30 2007-09-14 Dispositif, procédé et programme de jeu WO2008065795A1 (fr)

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JP2006-323229 2006-11-21
JP2006323229 2006-11-30

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JP6897284B2 (ja) * 2017-04-27 2021-06-30 株式会社セガ ゲーム装置、プログラム及びゲームシステム

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000218046A (ja) * 1998-07-14 2000-08-08 Konami Co Ltd ゲームシステムおよびコンピュータ読み取り可能な記憶媒体
JP2003236243A (ja) * 2002-02-20 2003-08-26 Aruze Corp ゲーム機

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000218046A (ja) * 1998-07-14 2000-08-08 Konami Co Ltd ゲームシステムおよびコンピュータ読み取り可能な記憶媒体
JP2003236243A (ja) * 2002-02-20 2003-08-26 Aruze Corp ゲーム機

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Title
""Technicbeat" ni Kansuru Kiji", GEKKAN ARCADIA, THE MAY ISSUE, vol. 3, no. 5, 1 May 2002 (2002-05-01), pages 26 - 27, XP003022684 *

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