WO2009142155A1 - ゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラム - Google Patents
ゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラム Download PDFInfo
- Publication number
- WO2009142155A1 WO2009142155A1 PCT/JP2009/059064 JP2009059064W WO2009142155A1 WO 2009142155 A1 WO2009142155 A1 WO 2009142155A1 JP 2009059064 W JP2009059064 W JP 2009059064W WO 2009142155 A1 WO2009142155 A1 WO 2009142155A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- time
- date
- game
- stored
- actual
- Prior art date
- Legal status (The legal status 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 status listed.)
- Ceased
Links
Images
Classifications
-
- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing 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
-
- 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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- 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
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
Definitions
- the present invention uses a calendar function and a clock function built in a game device, so that a player does not play the game for a long period of time in a game in which the date and time in the game advances in conjunction with the actual date and time.
- the present invention relates to a game device, a game control method, an information recording medium, and a program suitable for appropriately executing a game even when an illegal act of shifting the date / time setting from the actual date / time is performed.
- Patent Document 1 discloses a process of clearing (initializing) the progress of the game when the player changes the date and time.
- the present invention has been made in view of the above problems, and in a game in which the date and time in the game advances in conjunction with the actual date and time by using a calendar function and a clock function built in the game device, the player Game device, game control method, and information recording suitable for appropriately progressing the game even if the player does not play the game for a long period of time or performs an illegal act of shifting the clock date and time from the actual date and time
- An object is to provide a medium and a program.
- a game device that realizes a game in which the progress of a game is linked to an actual date and time, and includes a timing unit, a storage unit, And an update unit.
- the timekeeping unit measures the actual date and time.
- the storage unit stores the degree of progress of the game.
- the update unit has the time and date of the actual time measured and the progress of the stored game, (A) When a predetermined interlocking condition is satisfied, the progress degree that is interlocked with the measured actual date and time is stored in the storage unit as the progress degree of the game, (B) If the interlock condition is not satisfied, an intermediate progress degree sandwiched between the progress degree linked to the measured actual date and time and the progress degree of the stored game is determined and determined. The intermediate progress is stored in the storage unit as the progress of the game.
- the game can be progressed appropriately.
- the actual date and time and the progress of the game are not linked.
- the progress degree in a state before the progress degree changed by the player is reset as the progress degree of the game. For this reason, a predetermined event does not occur immediately.
- the reset progress degree reaches the progress degree at which the event occurs, and thus the event occurs. Therefore, it is possible to prevent the player from cheating and to appropriately advance the game.
- a game apparatus is a game apparatus that realizes a game in which a date and time in a game is linked to an actual date and time, and includes a timing unit, a storage unit, and an update Part.
- the timekeeping unit measures the actual date and time.
- the date and time in the game is stored in the storage unit.
- the update unit includes the time and date of the actual time and the stored date and time in the game.
- the interlocking condition may be satisfied when the difference between the measured actual date and time and the stored in-game date and time is equal to or less than a predetermined threshold time.
- the storage unit can further store a history of actual dates and times updated by the update unit.
- the interlocking condition is that a difference between a measured actual date and time and a stored game date and time is equal to or less than a predetermined threshold time, and an update frequency obtained from a stored history is a predetermined value. It is also possible to satisfy when the frequency is above the threshold frequency.
- the actual date and time history (for example, When there is no game save information), the interlock condition is not satisfied. For this reason, it is possible to appropriately advance the game by referring to the history information.
- the update unit will start from the stored date and time in the game among the plurality of candidate dates and times prepared in advance.
- the candidate date / time closest to the stored date / time in the game can be determined as the intermediate date / time.
- the date and time before the actual date and time is determined as the intermediate date and time, so the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time. For example, if a candidate date and time shifted by one day is prepared and there is a difference of 5 days between the actual date and time in the game, the date and time having a difference of 4 days from the actual date and time is determined as the intermediate date and time. The For this reason, the player needs to advance the game for four days. Therefore, even when the player does not play the game for a long time or performs an illegal act of shifting the setting of the game progress from the actual date and time, the game can be progressed appropriately.
- the updating unit adds a predetermined stage time shorter than the threshold time to the stored date and time in the game.
- the determined date can also be determined as the intermediate date.
- the date and time before the actual date and time is determined as the intermediate date and time, so the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time. That is, the player needs to advance the game by the difference date and time until the threshold time is reached. Therefore, even when the player does not play the game for a long time or performs an illegal act of shifting the setting of the game progress from the actual date and time, the game can be progressed appropriately.
- the update unit calculates the actual date and time stored and the stored date and time in the game, It is also possible to determine the date / time to be internally divided at a predetermined internal ratio as the intermediate date / time.
- the date and time before the actual date and time is determined as the intermediate date and time, so the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time.
- the internal ratio 1: 1
- the date and time that falls between the actual date and time in the game is determined as the intermediate date and time.
- the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time. Therefore, even when the player does not play the game for a long time or performs an illegal act of shifting the clock date and time from the actual date and time, the game can be progressed appropriately.
- Update by the update department (A) When a game is started by the game device, (B) When saving the current game state to the game device, (C) While the game is progressing on the game device, a predetermined time interval; It can also be performed at any one of the time points.
- history information as to whether or not the player is proceeding with the game properly is stored, so that the game can proceed appropriately.
- a game control method includes a timing unit, a storage unit, and an update unit, and a game that links the date and time in the game to the actual date and time.
- the time measuring unit measures the actual date and time.
- the date and time in the game is stored.
- the update unit calculates the actual date and time stored in the game and the stored date and time in the game.
- A) When a predetermined interlocking condition is satisfied, the time and date of the actual time are stored in the storage unit as the date and time in the game, (B) If the interlock condition is not satisfied, an intermediate date / time sandwiched between the measured actual date / time and the stored date / time in the game is determined, and the determined intermediate date / time is determined as the game Is stored in the storage unit.
- a computer-readable information recording medium is a computer-readable recording medium storing a program for realizing a game that links a game date and time with an actual date and time.
- This is an information recording medium that records a program that functions as a time measuring unit, a storage unit, and an updating unit.
- the timekeeping unit measures the actual date and time.
- the date and time in the game is stored in the storage unit.
- the update unit includes the time and date of the actual time and the stored date and time in the game.
- a program according to another aspect of the present invention is configured to cause a computer to function as the above game device.
- a program according to another aspect of the present invention is configured to cause a computer to execute the above-described game control method.
- the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, a flexible disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a semiconductor memory.
- a computer-readable information recording medium such as a compact disk, a flexible disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information recording medium can be distributed and sold independently of the computer.
- the player does not play the game for a long time in a game in which the date and time in the game progresses in conjunction with the actual date and time. Even when an illegal act of shifting the setting of the clock date and time from the actual date and time is performed, the game can be appropriately progressed.
- FIG. 1 showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD (Digital Versatile). Disk) -ROM drive 107, image processing unit 108, audio processing unit 109, and NIC (Network Interface Card) 110.
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- controller 105 an external memory
- DVD Digital Versatile
- Disk Disk
- image processing unit 108 image processing unit
- audio processing unit 109 audio processing unit
- NIC Network Interface Card
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and the CPU 101 reads the program recorded on the DVD-ROM into the RAM 103 and executes it.
- the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100, and the CPU 101 reads out and executes these programs.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for the progress of the game.
- the controller 105 connected via the interface 104 receives an operation input performed when the user executes the game.
- the controller 105 includes an A button, a B button, an X button, a Y button, direction buttons (direction keys) indicating four directions, and the like. When these buttons are pressed by the user, an operation input corresponding to the pressed button is accepted.
- the external memory 106 detachably connected via the interface 104 data indicating game progress, communication log (record) data, and the like are stored in a rewritable manner. The user can record these data in the external memory 106 as appropriate by inputting an instruction via the controller 105.
- a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as ⁇ blending, and various saturation calculations at high speed.
- the polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and a rendering image obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position is obtained. High speed execution of the obtained operation is also possible.
- the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape.
- the font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
- the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
- the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- a computer communication network such as the Internet
- LAN Local Area Network
- 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
- ISDN Integrated Services Digital Network
- ADSL Asymmetric Digital Subscriber Line
- cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk so as to perform the same function as a ROM 102, a RAM 103, an external memory 106, a DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- an input / output device such as a keyboard for receiving a character string editing input from a user and a mouse for receiving various position designations and selection inputs is connected.
- a general computer can be used as the game apparatus according to the present invention.
- a general computer like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100.
- a hard disk as an external storage device
- a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
- a keyboard and a mouse are used as an input device instead of a controller. And after installing a game program, when the program is run, it can be functioned as a game device.
- the present invention can be similarly applied to an information processing apparatus such as a portable game machine, a PDA, or a mobile phone instead of the information processing apparatus 100.
- the portable game machine includes a display unit including a liquid crystal display, a wireless communication unit for performing wireless communication, and a cartridge in which a predetermined program is stored.
- a connector part for connecting and receiving data with the cartridge and a power supply part are provided.
- the game apparatus 200 described later will be described by the information processing apparatus 100 shown in FIG.
- the game apparatus 200 can be appropriately replaced with general computer elements as necessary, and these embodiments are also included in the scope of the present invention.
- FIG. 2 is a diagram showing an example of a game screen realized by game device 200 according to the present embodiment.
- the game screen 300 is generated on the monitor based on the game program and game data read from the DVD-ROM loaded in the DVD-ROM drive 107.
- a background image 301 is displayed on the entire background, and a character 302 operated by the player, a clock 303, and the like are superimposed on the background image 301.
- the character 302 and the like can be displayed by polygons or the like in the three-dimensional virtual space.
- the game device 200 includes an RTC (Real Time Clock), and advances the clock 303 displayed on the game screen 300 when the actual date and time (including year, day of the week, etc.) advances.
- RTC Real Time Clock
- the game device 200 advances the clock 303 displayed on the game screen 300 when the actual date and time (including year, day of the week, etc.) advances.
- the actual date / time advances, the date / time in the game also advances in conjunction. For example, if the actual date / time is January 1, the date / time in the game is also January 1, and if the actual date / time advances by one day, the date / time in the game also advances by one day.
- a predetermined event linked to the actual date and time occurs. For example, on December 25, processing such as displaying an image for Christmas on the background image 301 is performed. Therefore, the player can enjoy a predetermined event according to a predetermined date and time.
- the predetermined event is not limited to Christmas, but includes any event such as New Year's Day, Hina Matsuri, summer vacation, and weekends and holidays.
- the date and time in the game includes the progress of the game without the concept of date and time. For example, as shown in FIG. 4, the game progresses from event 1 to event 2.
- the progress of the game can be changed in response to an event occurring in the game.
- an event such as Christmas
- the date and time in the game can be made longer than the actual date and time (the progress in the game can be delayed from the actual date and time).
- the date and time in the game can be made shorter than the actual date and time (the degree of progress in the game can be advanced from the actual date and time).
- the actual date / time changes from December 25 to December 26 when 24 hours elapse, but the game date / time is changed when the actual date / time elapses 24 hours by delaying the progress in the game. It can be allowed to proceed for 12 hours.
- the degree of progress of the game does not have to match the actual date and time.
- the clock 303 is not limited to an analog clock, and is arbitrary, and can display not only the hour and minute but also the year, second, date, day of the week, and the like. Further, by changing the color or the like of the background image 301 without displaying the clock 303 on the game screen 300, for example, the background image 301 is brightened during the daytime and the background image 301 is darkened at night. The date and time in the game linked to the date and time can be displayed.
- the game device 200 includes a timing unit 201, a storage unit 202, and an update unit 203.
- each component of the game apparatus 200 will be described.
- the function of each part is mutually linked
- the timekeeping unit 201 includes an RTC (Real Time Clock) and measures the current date (including year / month / day / hour / minute / second and day of the week).
- the timekeeping unit 201 functions as a calendar and a clock by measuring the current date and time.
- the timekeeping unit 201 causes the storage unit 202, which will be described later, to store the current date and time that is timed regularly (every fixed time, when an event occurs in the game, etc.).
- the timing unit 201 measures the date and time in the game indicating the progress of the game.
- the timing unit 201 periodically stores the date and time in the game in the storage unit 202.
- the time measuring unit 201 can acquire a standard time by connecting to a computer communication network such as the Internet through the NIC 110 or the like, and can also set the standard time as the current time. Moreover, the time measuring part 201 can also acquire a time zone (regional standard time zone).
- the CPU 101, the ROM 102, and the like work together to function as the time measuring unit 201.
- the external memory 106 with a built-in battery can also function as the timer unit 201.
- the storage unit 202 stores the current date and time counted by the timing unit 201 and the date and time in the game linked to the current date and time. Further, the storage unit 202 stores a history of actual dates and times updated by an update unit 203 described later.
- the storage unit 202 stores an intermediate date and time sandwiched between the actual date and time measured by the timing unit 201 and the game date and time stored in the storage unit 202. Details of the intermediate date and time will be described later.
- the storage unit 202 stores the operating time during which the game apparatus 200 is operating and the number of times the game apparatus 200 has been started up.
- the operating time is the time from power-on to off of the game apparatus 200, the time from the start to the end of the corresponding software (game software), or the like.
- the number of activations is the number of times that the game device 200 has been activated, the number of times that the corresponding software has been activated, or the like.
- the storage unit 202 stores a history of the operation time and the number of activations.
- the player can freely set the date and time in the game through the controller 105.
- the current date and time can be automatically set as the date and time in the game.
- the set game date and time is stored in the storage unit 202.
- the CPU 101, the RAM 103, the external memory 106, and the like work together to function as the storage unit 202.
- the update unit 203 acquires the actual date and time and the date and time in the game, and determines whether or not the date and time satisfies a predetermined interlocking condition.
- the predetermined interlocking condition is (1) If the difference between the actual date and time in the game is less than or equal to a predetermined threshold time, (2) The difference between the actual date and time and the date and time in the game is equal to or less than a predetermined threshold time, and the update frequency obtained from the history stored in the storage unit 202 is equal to or higher than the predetermined threshold frequency. If Say.
- the predetermined threshold time is arbitrary, for example, one week, three days, 12 hours, or the like.
- the predetermined threshold frequency is arbitrary, for example, once or five times. Moreover, it can also be set as the frequency per unit time.
- the history includes not only the actual date / time history but also the history of the operating time and the number of activations.
- the update unit 203 causes the storage unit 202 to store the actual date and time as the game date and time. And the game date and time.
- the update unit 203 determines whether or not the update frequency of the history accumulated when the game progresses properly is equal to or higher than the threshold frequency. When the game progresses properly and the history is accumulated, the interlocking condition is satisfied. On the other hand, since the history is not accumulated when the player changes the date and time in the game a plurality of times, the update frequency does not exceed the threshold frequency, and the interlocking condition is not satisfied.
- the update unit 203 can also update the history when the condition is satisfied. Note that the update unit 203 may not update the history at all when the condition is not satisfied. Further, the update unit 203 can update the history while satisfying the condition, and can not update the history when the condition is not satisfied.
- the updating unit 203 uses the actual date and time (date and time 1a and date and time 2a) measured by the timing unit 201 as the date and time in the game (date and time 1b and date and time 2b). Is stored in the storage unit 202. For this reason, the date and time in the game are linked with the actual date and time.
- the update unit 203 also stores the date and time that does not match the actual date (here, date 1 and date A, date 2 and date B) in the storage unit 202 as the date and time in the game. It can also be memorized. That is, the update unit 203 can advance the date and time in the game so as to catch up with the actual date and time, and can match the actual date and time with the date and time in the game after a certain time or after a certain event.
- the updating unit 203 determines an intermediate date and time sandwiched between the actual date and time measured by the time measuring unit 201 and the game date and time stored in the storage unit 202. To do. Further, the update unit 203 stores the intermediate date / time in the storage unit 202 as the date / time in the game.
- the intermediate date is (1) Among a plurality of candidate dates and times prepared in advance, a candidate date and time closest to the game date and time after the game date and time stored in the storage unit 202, (2) Date and time obtained by adding a predetermined stage time shorter than the threshold time to the game date and time stored in the storage unit 202, (3) Date and time for internally dividing the actual date and time counted by the timing unit 201 and the date and time in the game stored in the storage unit 202 at a predetermined internal ratio; Say.
- the intermediate date and time of (1) will be described.
- the update unit 203 selects a plurality of candidate dates / times (here, candidate date / time 1, candidate date / time 2, candidate date / time 3) stored in the storage unit 202, etc.
- the candidate date / time closest to the game date / time is determined as the intermediate date / time.
- the candidate date 1 is determined as the intermediate date.
- the interlocking condition is satisfied when the player advances the game by the difference date and time from the intermediate date and time (candidate date 1) to the actual date or until the date and time in the game falls within the threshold time range. It is.
- the update unit 203 determines the intermediate date and time by adding the stage time shorter than the threshold time to the game date and time stored in the storage unit 202.
- the stage time is not limited to date, hour, minute, or the like, but can be the progress of the game.
- the player advances the game by the date and time of the difference from the intermediate date and time (in-game date and time + stage time) to the actual date or until the date and time in the game falls within the threshold time range, The interlocking condition is satisfied.
- the update unit 203 determines a date and time that internally divides the actual date and time and the date and time in the game (for example, a date and time that internally divides 1: 2) as an intermediate date and time.
- the internal ratio is not limited to 1: 2, but is arbitrary.
- the interlock condition is satisfied by allowing the player to advance the game for the difference date and time from the intermediate date and time to the actual date or until the date and time in the game falls within the threshold time range. .
- the update unit 203 can perform update at the following predetermined time points. (1) When a game is started on the game device 200, (2) When the current game state is saved in the game device 200, (3) A predetermined time interval while the game is progressing on the game device 200. Note that the predetermined time interval is arbitrary such as one day, one hour, one minute, etc., and may be an interval corresponding to the progress of the game.
- the update unit 203 links the actual date and time with the date and time in the game by performing the update.
- the CPU 101, the ROM 102, and the like operate in cooperation to function as the update unit 203.
- the update unit 203 acquires the current date and time measured by the timing unit 201 and the date and time in the game stored in the storage unit 202 (step). S11).
- the update unit 203 determines whether or not the current date and time and the date and time in the game satisfy a predetermined interlocking condition (step S12).
- step S12 When the predetermined interlocking condition is satisfied (step S12; Yes), the update unit 203 stores the current date and time in the storage unit 202 as the date and time in the game (step S13) and ends. If the interlocking condition is satisfied, it is determined that fraud or the like has not been performed, and the progress state of the game is determined to be appropriate.
- the update unit 203 determines an intermediate date / time sandwiched between the actual date / time and the date / time in the game (step S14). For example, when the player of the game changes the date and time in the game to generate a predetermined event in the game, the interlocking condition is not satisfied. In this case, the intermediate date and time before the game date and time changed by the player is reset as the game date and time. For this reason, a predetermined event that occurs at a predetermined date and time does not occur immediately. Thereafter, when the player progresses the game as usual, the set date and time reaches the date and time when the event occurs, and thus the event occurs.
- the update unit 203 determines the intermediate date and time based on the interlocking condition as to whether or not the history of the number of activations and the operation time stored in the storage unit 202 is equal to or greater than a threshold (minimum frequency, minimum time) (step) S14). For example, when the player intentionally advances the game date and time and the operation time is shorter than the number of activations, the update unit 203 can determine that the interlocking condition is not satisfied, as shown in FIG. Also. If the player has not played the game for a long time and both the number of activations and the operation time are small, the updating unit 203 can also determine that the interlocking condition is satisfied.
- a threshold minimum frequency, minimum time
- the update unit 203 can also determine the date and time before the predetermined event occurrence date and time as the intermediate date and time based on the number of activations and the operation time. Thereby, it is possible to prevent a predetermined event from being easily generated.
- the update unit 203 stores the intermediate date and time as the date and time in the game in the storage unit 202 (step S15), and ends. Thereby, the actual date and time in the game are linked. As shown in FIG. 8, the update unit 203 advances the game date / time earlier than the actual date / time while the actual date / time has passed from the date / time 1 to the date / time 2. Advance to date B. As a result, the date and time in the game slowly catches up with the actual date and time, so that a predetermined event always occurs.
- the progress of the game can be performed appropriately.
- the present invention by using the calendar function and the clock function built in the game device, in a game in which the date and time in the game proceeds in conjunction with the actual date and time, the player can Even when a game is not played or an illegal act of shifting the clock date and time from the actual date and time is performed, it is possible to provide a game device or the like suitable for appropriately progressing the game.
- Information processing apparatus 101
- CPU 102
- ROM 103
- RAM 104
- Controller 106
- External Memory 107
- DVD-ROM Drive 108
- Image Processing Unit 109
- Audio Processing Unit 110
- Game Device 201
- Timekeeping Unit 202
- Storage Unit 203 Update Unit 300
- Game Screen 301 Background Image 302 Character 303 Clock
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Pinball Game Machines (AREA)
- Processing Or Creating Images (AREA)
- Electric Clocks (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
記憶部には、ゲームの進行度が記憶される。
更新部は、計時された現実の日時と、記憶されたゲームの進行度と、が、
(a)所定の連動条件を満たす場合、計時された現実の日時に連動される進行度を、当該ゲームの進行度として、記憶部に記憶させ、
(b)当該連動条件を満たさない場合、計時された現実の日時に連動される進行度と、記憶されたゲームの進行度と、の間に挟まれる中間進行度を決定して、当該決定された中間進行度を、当該ゲームの進行度として、記憶部に記憶させる。
例えば、当該ゲームにおいて所定のイベントを発生させるために当該ゲームのプレイヤがゲームの進行度を変更した場合、現実の日時とゲームの進行度とが連動しなくなる。この場合、プレイヤが変更した進行度より前の状態にある進行度が、当該ゲームの進行度として再設定される。このため、所定のイベントがすぐに発生することはない。しかし、その後、プレイヤが通常通りにゲームを進行することにより、再設定された進行度がイベントの発生する進行度に到達するため、当該イベントが発生する。従って、プレイヤの不正行為等を防ぎ、ゲームの進行を適切に行うことができる。
記憶部には、ゲーム内の日時が記憶される。
更新部は、計時された現実の日時と、記憶されたゲーム内の日時と、が、
(a)所定の連動条件を満たす場合、計時された現実の日時を、当該ゲーム内の日時として、記憶部に記憶させ、
(b)当該連動条件を満たさない場合、計時された現実の日時と、憶されたゲーム内の日時と、の間に挟まれる中間日時を決定して、当該決定された中間日時を、当該ゲーム内の日時として、記憶部に記憶させる。
例えば、当該ゲームにおいて所定のイベントを発生させるために当該ゲームのプレイヤがゲーム内の日時を変更した場合、現実の日時とゲーム内の日時とが連動しなくなる。この場合、プレイヤが変更したゲーム内の日時より前の日時が、当該ゲーム内の日時として再設定される。このため、所定のイベントがすぐに発生することはない。しかし、その後、プレイヤが通常通りにゲームを進行することにより、再設定された日時がイベントの発生する日時に到達するため、当該イベントが発生する。従って、プレイヤの不正行為等を防ぎ、ゲームの進行を適切に行うことができる。
当該連動条件は、計時された現実の日時と、記憶されたゲーム内の日時と、の差が、所定の閾時間以下であり、かつ、記憶された履歴から求められる更新の頻度が、所定の閾頻度以上である場合に満たされる、ようにすることもできる。
例えば、1日ずつずれた候補日時が用意され、現実の日時とゲーム内の日時との差が5日ある場合には、中間日時として、現実の日時と4日の差がある日時が決定される。このため、プレイヤは当該ゲームを4日分だけ進行させる必要がある。従って、プレイヤが長期間ゲームをプレイしなかったり、ゲーム進行の設定を現実の日時からずらす不正行為を行った場合にも、ゲームの進行を適切に行うことができる。
例えば、内分比を1対1とすることにより、現実の日時とゲーム内の日時との中間に当たる日時が当該中間日時として決定される。このため、当該中間日時から当該現実の日時までの差の日時分だけ、プレイヤは当該ゲームを進行させる必要がある。従って、プレイヤが長期間ゲームをプレイしなかったり、時計の日時の設定を現実の日時からずらす不正行為を行った場合にも、ゲームの進行を適切に行うことができる。
(a)当該ゲーム装置によるゲームが開始される際、
(b)当該ゲーム装置に対して現在のゲームの状態をセーブする際、
(c)当該ゲーム装置においてゲームが進行される間、所定の時間間隔、
のいずれか少なくとも1つの時点で行われる、ようにすることもできる。
記憶工程では、ゲーム内の日時が記憶される。
更新工程では、更新部が、計時された現実の日時と、記憶されたゲーム内の日時と、が、
(a)所定の連動条件を満たす場合、計時された現実の日時を、当該ゲーム内の日時として、記憶部に記憶させ、
(b)当該連動条件を満たさない場合、計時された現実の日時と、記憶されたゲーム内の日時と、の間に挟まれる中間日時を決定して、当該決定された中間日時を、当該ゲーム内の日時として、記憶部に記憶させる。
計時部は、現実の日時を計時する。
記憶部には、ゲーム内の日時が記憶される。
更新部は、計時された現実の日時と、記憶されたゲーム内の日時と、が、
(a)所定の連動条件を満たす場合、計時された現実の日時を、当該ゲーム内の日時として、記憶部に記憶させ、
(b)当該連動条件を満たさない場合、計時された現実の日時と、記憶されたゲーム内の日時と、の間に挟まれる中間日時を決定して、当該決定された中間日時を、当該ゲーム内の日時として、記憶部に記憶させる。
また、仮想3次元空間に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法によりレンダリングして、所定の視点位置から仮想3次元空間に配置されたポリゴンを俯瞰したレンダリング画像を得る演算の高速実行も可能である。
また、ユーザからの文字列の編集入力を受け付けるためのキーボードや、各種の位置の指定および選択入力を受け付けるためのマウスなどの入出力デバイスを接続する形態も採用することができる。
図2は、本実施の形態に係るゲーム装置200により実現されるゲーム画面の一例を示す図である。以下、本図を参照して当該ゲームについて説明する。ゲーム画面300は、DVD-ROMドライブ107に装着されたDVD-ROMから読み出されるゲームプログラム及びゲームデータに基づいてモニタに生成される。同図に示すように、このゲーム画面300では、背景には背景画像301が全面に表示されており、プレイヤによって操作されるキャラクタ302と、時計303等と、が背景画像301に重畳表示されている。
なお、3次元仮想空間内にポリゴン等により、キャラクタ302等を表示することもできる。
例えば、現実の日時が1月1日とすると、ゲーム内の日時も1月1日であり、また、現実の日時が1日進行すると、ゲーム内の日時も1日進行する。
さらに、時計303をゲーム画面300上に表示させずに、背景画像301の色彩等を変化させることにより、例えば、昼間は背景画像301を明るくし、夜中は背景画像301を暗くする等により、現実の日時に連動したゲーム内の日時を表示することもできる。
本実施の形態に係るゲーム装置200の概要構成について図3を参照して説明する。ゲーム装置200は、計時部201と、記憶部202と、更新部203と、を備える。以下にゲーム装置200の各構成要素について説明する。
なお、各部の機能は互いに連関し合っているが、用途に応じて各部の採否を適宜変更することができる。
ここで、稼働時間とは、ゲーム装置200の電源オンからオフまでの時間、又は該当するソフトウェア(ゲームソフト)の起動から終了までの時間等である。また、起動回数とは、ゲーム装置200が起動された回数、又は該当するソフトウェアが起動された回数等である。
記憶部202は、当該稼働時間、当該起動回数の履歴を記憶する。
(1)当該現実の日時と当該ゲーム内の日時との差が所定の閾時間以下である場合、
(2)当該現実の日時と当該ゲーム内の日時との差が所定の閾時間以下であり、かつ、記憶部202に記憶された履歴から求められる更新の頻度が、所定の閾頻度以上である場合、
をいう。
ここで、所定の閾時間は、例えば、一週間、3日、12時間等、任意である。
ここで、所定の閾頻度は、例えば、1回、5回等、任意である。また、単位時間当たりの頻度とすることもできる。
なお、当該履歴には、現実の日時の履歴だけでなく、稼働時間及び起動回数の履歴も含まれる。
なお、更新部203は、当該条件を満たさない場合には、履歴を全く更新しないこともできる。また、更新部203は、当該条件を満たす間は履歴を更新し、当該条件を満たさなくなったときから、履歴を更新しないこともできる。
(1)あらかじめ用意された複数の候補日時のうち、記憶部202に記憶されたゲーム内の日時以降で、当該ゲーム内日時に最も近い候補日時、
(2)記憶部202に記憶されたゲーム内の日時に閾時間より短い所定の段階時間を加算した日時、
(3)計時部201が計時する現実の日時と、記憶部202に記憶されたゲーム内の日時と、を、所定の内分比で内分する日時、
をいう。
当該中間日時(候補日時1)から現実の日時までの差の日時分だけ、又は、ゲーム内の日時が閾時間の範囲内になるまで、プレイヤが当該ゲームを進行させることにより、連動条件は満たされる。
当該中間日時(ゲーム内の日時+段階時間)から現実の日時までの差の日時分だけ、又は、ゲーム内の日時が閾時間の範囲内になるまで、プレイヤは当該ゲームを進行させることにより、連動条件は満たされる。
内分された当該中間日時から現実の日時までの差の日時分だけ、又は、ゲーム内の日時が閾時間の範囲内になるまで、プレイヤは当該ゲームを進行させることにより、連動条件は満たされる。
(1)ゲーム装置200においてゲームが開始された際、
(2)ゲーム装置200に対して現在のゲームの状態がセーブされる際、
(3)ゲーム装置200においてゲームが進行される間、所定の時間間隔。
なお、所定の時間間隔は、1日、1時間、1分等、任意であり、ゲームの進行度に対応する間隔とすることもできる。
更新部203は、当該更新を行うことにより、現実の日時と、ゲーム内の日時とを連動させる。
次に、ゲーム装置200の動作を、図12のフローチャートを参照して説明する。
当該連動条件を満たす場合には、不正行為等が行われていないと判定され、ゲームの進行状態は適正であると判断される。
例えば、当該ゲームにおいて所定のイベントを発生させるために当該ゲームのプレイヤがゲーム内の日時を変更した場合、連動条件は満たされない。この場合、プレイヤが変更したゲーム内の日時より前の中間日時が、当該ゲーム内の日時として再設定される。このため、所定の日時になると発生する所定のイベントがすぐに発生することはない。その後、プレイヤが通常通りにゲームを進行することにより、設定された日時がイベントの発生する日時に到達するため、当該イベントが発生することとなる。
なお、ゲーム内の日時が所定のイベント発生日時付近である場合、更新部203は、起動回数及び稼働時間に基づいて、所定のイベント発生日時より前の日時を中間日時として決定することもできる。これにより、所定のイベントを容易に発生させることを防止することができる。
101 CPU
102 ROM
103 RAM
104 インターフェース
105 コントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
200 ゲーム装置
201 計時部
202 記憶部
203 更新部
300 ゲーム画面
301 背景画像
302 キャラクタ
303 時計
Claims (11)
- ゲームの進行度を現実の日時に連動させるゲームを実現するゲーム装置(200)であって、
現実の日時を計時する計時部(201)と、
ゲームの進行度が記憶される記憶部(202)と、
前記計時された現実の日時と、前記記憶されたゲームの進行度と、が、
(a)所定の連動条件を満たす場合、前記計時された現実の日時に連動される進行度を、当該ゲームの進行度として、前記記憶部(202)に記憶させ、
(b)当該連動条件を満たさない場合、前記計時された現実の日時に連動される進行度と、前記記憶されたゲームの進行度と、の間に挟まれる中間進行度を決定して、当該決定された中間進行度を、当該ゲームの進行度として、前記記憶部(202)に記憶させる更新部(203)と、
を備えることを特徴とするゲーム装置(200)。 - ゲーム内の日時を現実の日時に連動させるゲームを実現するゲーム装置(200)であって、
現実の日時を計時する計時部(201)と、
ゲーム内の日時が記憶される記憶部(202)と、
前記計時された現実の日時と、前記記憶されたゲーム内の日時と、が、
(a)所定の連動条件を満たす場合、前記計時された現実の日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させ、
(b)当該連動条件を満たさない場合、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、の間に挟まれる中間日時を決定して、当該決定された中間日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させる更新部(203)と、
を備えることを特徴とするゲーム装置(200)。 - 請求項2に記載のゲーム装置(200)であって、
当該連動条件は、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、の差が、所定の閾時間以下である場合に満たされる、
ことを特徴とするゲーム装置(200)。 - 請求項2に記載のゲーム装置(200)であって、
前記記憶部(202)は、前記更新部(203)による更新がされた現実の日時の履歴をさらに記憶し、
当該連動条件は、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、の差が、所定の閾時間以下であり、かつ、前記記憶された履歴から求められる更新の頻度が、所定の閾頻度以上である場合に満たされる、
ことを特徴とするゲーム装置(200)。 - 請求項2に記載のゲーム装置(200)であって、
前記計時された現実の日時と、前記記憶されたゲーム内の日時と、が、当該連動条件を満たさない場合、前記更新部(203)は、あらかじめ用意された複数の候補日時のうち、前記記憶されたゲーム内の日時以降で、前記記憶されたゲーム内の日時に最も近い候補日時を、当該中間日時に決定する、
ことを特徴とするゲーム装置(200)。 - 請求項2に記載のゲーム装置(200)であって、
前記計時された現実の日時と、前記記憶されたゲーム内の日時と、が、当該連動条件を満たさない場合、前記更新部(203)は、前記記憶されたゲーム内の日時に当該閾時間より短い所定の段階時間を加算した日時を、当該中間日時に決定する、
ことを特徴とするゲーム装置(200)。 - 請求項2に記載のゲーム装置(200)であって、
前記計時された現実の日時と、前記記憶されたゲーム内の日時と、が、当該連動条件を満たさない場合、前記更新部(203)は、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、を、所定の内分比で内分する日時を、当該中間日時に決定する、
ことを特徴とするゲーム装置(200)。 - 請求項2に記載のゲーム装置(200)であって、
前記更新部(203)による更新は、
(a)当該ゲーム装置(200)によるゲームが開始される際、
(b)当該ゲーム装置(200)に対して現在のゲームの状態をセーブする際、
(c)当該ゲーム装置(200)においてゲームが進行される間、所定の時間間隔、
のいずれか少なくとも1つの時点で行われる、
ことを特徴とするゲーム装置(200)。 - 計時部(201)と、記憶部(202)と、更新部(203)と、を有し、ゲーム内の日時を現実の日時に連動させるゲームを実現するゲーム装置(200)にて実行されるゲーム制御方法であって、
前記計時部(201)が、現実の日時を計時する計時工程、
前記記憶部(202)が、ゲーム内の日時を記憶する記憶工程、
前記更新部(203)が、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、が、
(a)所定の連動条件を満たす場合、前記計時された現実の日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させ、
(b)当該連動条件を満たさない場合、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、の間に挟まれる中間日時を決定して、当該決定された中間日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させる更新工程、
を備えることを特徴とするゲーム制御方法。 - コンピュータに、ゲーム内の日時を現実の日時に連動させるゲームを実現させるプログラムを記録したコンピュータ読み取り可能な情報記録媒体であって、当該プログラムは、当該コンピュータを、
現実の日時を計時する計時部(201)、
ゲーム内の日時が記憶される記憶部(202)、
前記計時された現実の日時と、前記記憶されたゲーム内の日時と、が、
(a)所定の連動条件を満たす場合、前記計時された現実の日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させ、
(b)当該連動条件を満たさない場合、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、の間に挟まれる中間日時を決定して、当該決定された中間日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させる更新部(203)、
として機能させることを特徴とするプログラムを記録したコンピュータ読み取り可能な情報記録媒体。 - コンピュータに、ゲーム内の日時を現実の日時に連動させるゲームを実現させるプログラムであって、当該プログラムは、当該コンピュータを、
現実の日時を計時する計時部(201)、
ゲーム内の日時が記憶される記憶部(202)、
前記計時された現実の日時と、前記記憶されたゲーム内の日時と、が、
(a)所定の連動条件を満たす場合、前記計時された現実の日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させ、
(b)当該連動条件を満たさない場合、前記計時された現実の日時と、前記記憶されたゲーム内の日時と、の間に挟まれる中間日時を決定して、当該決定された中間日時を、当該ゲーム内の日時として、前記記憶部(202)に記憶させる更新部(203)、
として機能させることを特徴とするプログラム。
Priority Applications (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| KR1020107017902A KR101195764B1 (ko) | 2008-05-21 | 2009-05-15 | 게임장치, 게임제어방법 및 정보기록매체 |
| CN2009801056980A CN102089048A (zh) | 2008-05-21 | 2009-05-15 | 游戏装置、游戏控制方法、信息记录介质以及程序 |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2008133267A JP4402729B2 (ja) | 2008-05-21 | 2008-05-21 | ゲーム装置、ゲーム制御方法、及び、プログラム |
| JP2008-133267 | 2008-05-21 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2009142155A1 true WO2009142155A1 (ja) | 2009-11-26 |
Family
ID=41340087
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2009/059064 Ceased WO2009142155A1 (ja) | 2008-05-21 | 2009-05-15 | ゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラム |
Country Status (5)
| Country | Link |
|---|---|
| JP (1) | JP4402729B2 (ja) |
| KR (1) | KR101195764B1 (ja) |
| CN (1) | CN102089048A (ja) |
| TW (1) | TWI382866B (ja) |
| WO (1) | WO2009142155A1 (ja) |
Families Citing this family (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN107497116B (zh) * | 2016-09-04 | 2020-10-16 | 广东小天才科技有限公司 | 一种游戏进度的更新控制方法及装置、用户终端 |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH11267355A (ja) * | 1998-03-19 | 1999-10-05 | Sega Enterp Ltd | ゲーム装置、ゲーム処理方法および記録媒体 |
| JP2000024321A (ja) * | 1998-07-10 | 2000-01-25 | Namco Ltd | ゲームシステム及び情報記憶媒体 |
| JP2004000679A (ja) * | 2003-07-22 | 2004-01-08 | Konami Co Ltd | ゲーム装置、プログラム及びコンピュータゲームシステムの制御方法 |
| JP3683632B2 (ja) * | 1995-12-21 | 2005-08-17 | 株式会社ハドソン | 家庭用テレビゲーム機 |
-
2008
- 2008-05-21 JP JP2008133267A patent/JP4402729B2/ja active Active
-
2009
- 2009-05-15 WO PCT/JP2009/059064 patent/WO2009142155A1/ja not_active Ceased
- 2009-05-15 KR KR1020107017902A patent/KR101195764B1/ko active Active
- 2009-05-15 CN CN2009801056980A patent/CN102089048A/zh active Pending
- 2009-05-21 TW TW098116896A patent/TWI382866B/zh not_active IP Right Cessation
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP3683632B2 (ja) * | 1995-12-21 | 2005-08-17 | 株式会社ハドソン | 家庭用テレビゲーム機 |
| JPH11267355A (ja) * | 1998-03-19 | 1999-10-05 | Sega Enterp Ltd | ゲーム装置、ゲーム処理方法および記録媒体 |
| JP2000024321A (ja) * | 1998-07-10 | 2000-01-25 | Namco Ltd | ゲームシステム及び情報記憶媒体 |
| JP2004000679A (ja) * | 2003-07-22 | 2004-01-08 | Konami Co Ltd | ゲーム装置、プログラム及びコンピュータゲームシステムの制御方法 |
Also Published As
| Publication number | Publication date |
|---|---|
| TWI382866B (zh) | 2013-01-21 |
| CN102089048A (zh) | 2011-06-08 |
| KR20100102216A (ko) | 2010-09-20 |
| JP4402729B2 (ja) | 2010-01-20 |
| KR101195764B1 (ko) | 2012-11-09 |
| TW201016277A (en) | 2010-05-01 |
| JP2009279138A (ja) | 2009-12-03 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| JP5833595B2 (ja) | カードゲーム、プログラム、サーバ装置、及びゲームシステム | |
| JP6779964B2 (ja) | ゲームシステム | |
| CN101754787B (zh) | 游戏装置、游戏控制方法、信息记录介质及程序 | |
| US10232260B2 (en) | Information processing apparatus, information processing system, and program | |
| WO2010058731A1 (ja) | ゲーム装置、ゲーム装置の制御方法、情報記録媒体、ならびに、プログラム | |
| JP6658947B1 (ja) | 情報処理装置及びプログラム | |
| JP4402729B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
| JP2012187207A (ja) | ゲーム装置、ゲーム装置の制御方法、及びプログラム | |
| JP2020191962A (ja) | 情報処理装置及びプログラム | |
| US8469807B2 (en) | Game device, game control method, and information memory medium | |
| EP1862973A1 (en) | Image generation device, automatic generation method, recording medium, and program | |
| JP5340977B2 (ja) | 紹介装置、紹介方法、ならびに、プログラム | |
| JP5429920B2 (ja) | 参考情報誘導機能及び市場調査機能等を備えたビデオゲームシステム | |
| JP2009233196A (ja) | 収支入力支援装置及び収支入力支援プログラム | |
| JP7295444B2 (ja) | 情報処理システム及びプログラム | |
| JP5351664B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
| JP2022119170A (ja) | ゲームシステム、サーバ、画面表示方法、プログラム | |
| JP2022040385A (ja) | コンピュータプログラム、およびコンピュータ装置 | |
| JP7021440B2 (ja) | コンピュータプログラム、およびコンピュータ装置 | |
| JP3943097B2 (ja) | 草オブジェクトの自動配置機能を有するゲームソフトウエア及びゲーム装置 | |
| JP5654515B2 (ja) | システム | |
| JP7139507B2 (ja) | ゲームシステム、サーバ、画面表示方法、プログラム | |
| JP7111876B1 (ja) | ゲームシステム、サーバ、画面表示方法、プログラム | |
| JP4545544B2 (ja) | ゲームプログラムおよびゲーム装置 | |
| TW201027287A (en) | Information processing device, information processing method, information storage medium, and program |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| WWE | Wipo information: entry into national phase |
Ref document number: 200980105698.0 Country of ref document: CN |
|
| 121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 09750517 Country of ref document: EP Kind code of ref document: A1 |
|
| ENP | Entry into the national phase |
Ref document number: 20107017902 Country of ref document: KR Kind code of ref document: A |
|
| NENP | Non-entry into the national phase |
Ref country code: DE |
|
| 122 | Ep: pct application non-entry in european phase |
Ref document number: 09750517 Country of ref document: EP Kind code of ref document: A1 |