WO2009057394A1 - ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 - Google Patents

ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 Download PDF

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Publication number
WO2009057394A1
WO2009057394A1 PCT/JP2008/066967 JP2008066967W WO2009057394A1 WO 2009057394 A1 WO2009057394 A1 WO 2009057394A1 JP 2008066967 W JP2008066967 W JP 2008066967W WO 2009057394 A1 WO2009057394 A1 WO 2009057394A1
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WO
WIPO (PCT)
Prior art keywords
moving object
game device
character
program
storage medium
Prior art date
Application number
PCT/JP2008/066967
Other languages
English (en)
French (fr)
Inventor
Hironobu Mori
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.
Priority to CN2008801129686A priority Critical patent/CN101835514B/zh
Priority to KR1020097017790A priority patent/KR101137273B1/ko
Priority to EP08845719A priority patent/EP2216082A4/en
Priority to US12/740,733 priority patent/US8277321B2/en
Publication of WO2009057394A1 publication Critical patent/WO2009057394A1/ja

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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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • A63F13/10
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • 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
    • A63F2300/10Features 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
    • A63F2300/1068Features 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 detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features 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 detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6607Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
    • 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
    • A63F2300/8011Ball

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Pinball Game Machines (AREA)

Abstract

 ユーザの所定操作に応じて操作対象キャラクタが移動体を打つスポーツゲームにおいて、例えば、移動体との間の距離が比較的離れた状態で操作対象選手キャラクタが移動体を打ったことによって操作対象選手キャラクタが体勢を崩してしまうことをユーザに実感させることができるようになるゲーム装置を提供すること。判定手段(92a)は、所定操作が行われた場合、操作対象キャラクタの位置に基づいて設定される判定領域内に移動体が位置しているか否かを判定する。操作対象キャラクタ制御手段(92b)は、移動体が判定領域内に位置していると判定された場合、操作対象キャラクタに移動体を打たせる。判定領域制御手段(92c)は、所定操作が行われたタイミング又は操作対象キャラクタが前記移動体を打ったタイミングの少なくとも一方に基づく基準タイミングにおける移動体の位置に基づいて、移動体が打たれた後における判定領域の大きさを制御する。
PCT/JP2008/066967 2007-11-02 2008-09-19 ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 WO2009057394A1 (ja)

Priority Applications (4)

Application Number Priority Date Filing Date Title
CN2008801129686A CN101835514B (zh) 2007-11-02 2008-09-19 游戏装置、游戏装置的控制方法
KR1020097017790A KR101137273B1 (ko) 2007-11-02 2008-09-19 게임 장치, 게임 장치의 제어 방법, 및 정보 기억 매체
EP08845719A EP2216082A4 (en) 2007-11-02 2008-09-19 GAME DEVICE, GAME CONTROL DEVICE, PROGRAM AND INFORMATION MEMORY
US12/740,733 US8277321B2 (en) 2007-11-02 2008-09-19 Game device, control method for game device, program, and information storage medium

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2007286796A JP5192779B2 (ja) 2007-11-02 2007-11-02 ゲーム装置、ゲーム装置の制御方法及びプログラム
JP2007-286796 2007-11-02

Publications (1)

Publication Number Publication Date
WO2009057394A1 true WO2009057394A1 (ja) 2009-05-07

Family

ID=40590793

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2008/066967 WO2009057394A1 (ja) 2007-11-02 2008-09-19 ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体

Country Status (7)

Country Link
US (1) US8277321B2 (ja)
EP (1) EP2216082A4 (ja)
JP (1) JP5192779B2 (ja)
KR (1) KR101137273B1 (ja)
CN (1) CN101835514B (ja)
TW (1) TWI372642B (ja)
WO (1) WO2009057394A1 (ja)

Families Citing this family (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4850885B2 (ja) * 2008-10-02 2012-01-11 株式会社コナミデジタルエンタテインメント ゲーム装置、ゲーム装置の制御方法及びプログラム
US8360881B2 (en) * 2011-02-02 2013-01-29 Out Fit 7 Limited Interactive game for an electronic device
US9703469B2 (en) * 2012-10-18 2017-07-11 Dreamworks Animation Llc Distinguishing between impulses and continuous drag operations on a touch-sensitive surface
JP5735472B2 (ja) * 2012-10-26 2015-06-17 株式会社 ディー・エヌ・エー ゲーム提供装置
JP6105031B1 (ja) * 2015-12-01 2017-03-29 株式会社コロプラ ゲーム処理方法、およびゲーム処理プログラム
JP6209243B1 (ja) * 2016-04-28 2017-10-04 株式会社コロプラ ゲームプログラム、方法及びタッチスクリーンを備える情報処理装置
JP2017205311A (ja) * 2016-05-19 2017-11-24 株式会社コロプラ ゲームプログラム、方法及びタッチスクリーンを備える情報処理装置

Citations (3)

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Publication number Priority date Publication date Assignee Title
JP2003205171A (ja) 2002-01-16 2003-07-22 Konami Co Ltd 画像表示プログラム、画像表示方法及びビデオゲーム装置
JP2005349174A (ja) * 2004-05-10 2005-12-22 Nintendo Co Ltd ゲームプログラムおよびゲーム装置
JP2007244525A (ja) * 2006-03-14 2007-09-27 Sony Computer Entertainment Inc ゲーム制御プログラム、ゲーム制御方法、及びゲーム装置

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JP3239683B2 (ja) 1995-05-11 2001-12-17 株式会社セガ 画像処理装置および画像処理方法
JPH09153545A (ja) * 1995-09-29 1997-06-10 Toshiba Corp 半導体装置及びその製造方法
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JP2003205171A (ja) 2002-01-16 2003-07-22 Konami Co Ltd 画像表示プログラム、画像表示方法及びビデオゲーム装置
JP2005349174A (ja) * 2004-05-10 2005-12-22 Nintendo Co Ltd ゲームプログラムおよびゲーム装置
JP2007244525A (ja) * 2006-03-14 2007-09-27 Sony Computer Entertainment Inc ゲーム制御プログラム、ゲーム制御方法、及びゲーム装置

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See also references of EP2216082A4

Also Published As

Publication number Publication date
CN101835514A (zh) 2010-09-15
US8277321B2 (en) 2012-10-02
US20100240428A1 (en) 2010-09-23
EP2216082A1 (en) 2010-08-11
CN101835514B (zh) 2013-07-17
TWI372642B (en) 2012-09-21
JP5192779B2 (ja) 2013-05-08
TW200938273A (en) 2009-09-16
KR101137273B1 (ko) 2012-04-20
EP2216082A4 (en) 2010-12-22
JP2009112427A (ja) 2009-05-28
KR20090117752A (ko) 2009-11-12

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