WO2009157389A1 - ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム - Google Patents
ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム Download PDFInfo
- Publication number
- WO2009157389A1 WO2009157389A1 PCT/JP2009/061238 JP2009061238W WO2009157389A1 WO 2009157389 A1 WO2009157389 A1 WO 2009157389A1 JP 2009061238 W JP2009061238 W JP 2009061238W WO 2009157389 A1 WO2009157389 A1 WO 2009157389A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- user
- operation input
- play
- target
- Prior art date
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
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
-
- 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
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
-
- 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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for allowing a user to easily select a game play target.
- Patent Document 1 discloses a game system that allows easy selection of a play target and enables selection that is rich in change.
- the present invention solves such a problem, and provides a game device, a game processing method, an information recording medium, and a program suitable for allowing a user to easily select a game play target. Objective.
- a game device includes an input reception unit, a target selection unit, and a progression unit.
- the input receiving unit receives an operation input from the user.
- the target selection unit selects one of a plurality of play targets based on the accepted operation input.
- the progression unit advances the game by starting a game using the play target based on the accepted operation input.
- the target selection unit when the received operation input sequence matches any of the selection patterns associated with each of the plurality of play targets, the user has selected the matching play target Is determined.
- the game executed by the game device of the present invention includes a music game in which a user (player) dances or plays a musical instrument in accordance with music.
- the user can proceed with the game by selecting his / her favorite music from a music list prepared in advance.
- a piece of music that is played when a music game progresses is called a “play target”.
- the target of play is not limited to music.
- the user in a fighting game in which a user manipulates a character and fights an opponent character in a virtual space, the user can select his / her favorite character as a user character from among characters prepared in advance and advance the game.
- a character that can be selected by the user can be a play target.
- various game elements that allow the user to make a choice when playing an arbitrary game can be targeted for play.
- game modes that can be selected by the user can be set as play targets.
- a race car or race course that can be selected by the user in a race game
- a team or player that can be selected by a user in a sports game such as baseball or soccer, and the like can also be played.
- the game device includes an input device (a so-called “controller”) having buttons and keys for receiving instructions from the user.
- the user can give various instructions by pressing buttons and keys on the controller.
- operation input when a button, a key, or the like is continuously pressed, each pressing operation is referred to as “operation input”, and operation inputs adjacent to each other in time series are collectively referred to as “operation input sequence”. However, even when the input operation is performed once, it can be called a sequence of operation inputs.
- a selection pattern is associated with each play target in advance.
- the selection pattern is information indicating the order in which buttons, keys, etc. should be selected (the order in which they should be pressed).
- selection pattern information Information for associating a play target with a selected pattern (hereinafter referred to as “selected pattern information”) is stored in advance in an information recording medium such as a game DVD-ROM.
- the game apparatus determines whether the accepted operation input column matches any of the selection patterns stored in the selection pattern information. When there is a matching selection pattern, the game device determines that the play target associated with the matching selection pattern has been selected by the user.
- a selection pattern that defines the order of buttons that the user should press is associated in advance.
- the user can provide operation input using the controller.
- the sequence of the given operation input that is, the order of the button or key pressed by the user matches any of the selection patterns stored in the selection pattern information
- the game device corresponds to the matching selection pattern. It is determined that the music is selected by the user. Then, the game device starts reproduction of the selected music piece and starts a dance game in which steps corresponding to the music piece are performed.
- the user can easily select a desired play target from among selectable play targets.
- the user can easily select a favorite play target without using a song selection screen for selecting a song in a music game or a character selection screen for selecting a user character in a fighting game.
- the part of the game main part is also used for selecting music or selecting a character. Elements can be added, and the fun of the game can be enhanced.
- the progression unit changes the user's score based on the command pattern, thereby playing the game It may be advanced. Also, for each of the plurality of play targets, the play target selection pattern may match any of the play target command patterns.
- a selection pattern that defines the order of buttons to be pressed by the user is associated in advance.
- the selection pattern associated with each character is set to be the same as the command pattern for instructing a predetermined technique (decision technique or the like) of the character.
- the user Before starting the fighting game (before starting the battle), the user can give an operation input using the controller.
- the sequence of the given operation input that is, the order of the button or key pressed by the user matches any of the selection patterns stored in the selection pattern information
- the game device corresponds to the matching selection pattern. It is determined that the character is selected by the user.
- the user when selecting a character before starting a match, if an operation input having the same contents as instructing a determined technique is given during the match, the user can select a character that can perform the determined technique.
- the game device then sets the selected character as the user character and starts the game.
- the user can easily select a desired character from selectable characters. Since the user can easily associate the set selection pattern, the user can easily select a character. Moreover, since it feels as if the game main part has begun from the stage of selecting a character, the interest of the game can be enhanced.
- the target selection unit may cause the user to select each of a plurality of predetermined characters as play targets.
- the game apparatus can display a screen for selecting a character on a monitor and allow the user to select it.
- the target selection unit may display any of the plurality of play targets as candidates.
- the target selection unit when the received operation input sequence does not match any of the selection patterns associated with the plurality of play targets and matches a predetermined candidate change input, based on the candidate change input The displayed candidates may be changed. Then, when the received operation input sequence matches the selection pattern associated with the play target displayed as the candidate, the target selection unit determines that the matching play target is selected by the user. May be.
- the present invention can also be used for screen switching (page turning).
- “scrolling the music list page” can also be a play target. That is, a predetermined selection pattern is also associated with the candidate change input “scroll the song list page”.
- the user may perform a predetermined performance associated with the music or take a predetermined step.
- a predetermined performance associated with the candidate change input may be performed or a predetermined step may be taken.
- the user can easily select a desired play target from among selectable play targets.
- the elements of the main game can be taken into account when the screen for displaying the candidates for play is switched, and the fun of the game can be enhanced.
- the target selection unit may cause the user to select one of a plurality of predetermined music pieces as a play target.
- Each of the plurality of music pieces may be associated with a plurality of combinations of an elapsed time since the reproduction of the music starts and an operation input to be input by the user for the elapsed time.
- the operation input sequence included in any of the partial sequences included in the sequence in which the combinations are arranged in order of elapsed time may be a selection pattern associated with the music.
- the game apparatus can display a screen for selecting a music piece on a monitor and allow the user to select it.
- the selection pattern associated with the song is a pattern related to the song, the user can easily remember the selection pattern, and the game's interest can be further enhanced. it can.
- the pattern related to the music may be a rhythm, a note, a step (footing) pattern, or the like associated with rust in the music.
- a task represented by a combination of an elapsed time (task time) in the game and a button (task content) to be pressed by the user is set.
- the order which should be pressed specified by the selection pattern matched with each music is made the same as the order of the subject contents set in the chorus part of the music.
- the user wants to select a certain piece of music he / she only has to press the buttons in the order to be pressed with the rust portion of the music. Since it becomes easy for the user to associate the set selection pattern, it becomes easier to select the music. Moreover, since it feels as if the main part of the music game is started from the stage of selecting the music, it is possible to enhance the interest of the game.
- the music to be played is determined if the order specified by the selection pattern matches the order pressed by the user.
- the target selection unit includes an operation input of a selection pattern in which a column of received operation inputs and a time interval at which each of the operation inputs included in the column is received, and a progress of the selection pattern When the time interval matches, it may be determined that the operation input sequence matches the selection pattern.
- the music game for each piece of music, a task represented by a combination of an elapsed time (task time) in the game and a button (task content) to be pressed by the user is set. And the selection pattern matched with each music is made the same as the problem set in the chorus part of the music.
- the user wants to select a certain piece of music, he / she only has to play or dance the chorus part of the music. Since it becomes easy for the user to associate the set selection pattern, it becomes easier to select the music. Moreover, since it feels as if the main part of the music game is started from the stage of selecting the music, it is possible to enhance the interest of the game.
- the order specified by the selection pattern matches the order pressed by the user, and the time interval of each operation input specified by the selection pattern and the time interval of each operation input performed by the user If this matches, the music to be played is determined.
- the selection patterns associated with each of the plurality of play targets may be different from each other.
- a plurality of selection patterns can be associated with one play target. In this case, the user can use a selection pattern according to his preference from among several selection patterns.
- Each of the plurality of characters may be associated with the selection pattern represented by a sequence of operation inputs to be input by the user and a time interval of the operation inputs, and a predetermined music piece.
- the target selection unit may reproduce the music associated with the character designated by the user among the plurality of characters. Then, the target selecting unit selects the operation input of the selection pattern associated with the music to be played back and the music to be played back by the sequence of accepted operation inputs and the time interval at which each of the operation inputs is accepted. If the time interval of the selection pattern to be matched matches, it may be determined that the sequence of the operation input matches the selection pattern.
- each character is associated with an operation input having the same content as a command pattern for instructing a predetermined technique such as a determined technique.
- Each character is also associated with a predetermined song such as a theme song, a cheer song, and an entrance song. The music is preferably different for each character, but may be the same.
- the game device plays music when the user selects a character. For example, when the cursor or the mouse pointer is moved to the displayed character image portion on the character selection screen, the predetermined music associated with the character is reproduced. Then, when an operation input having the same contents as when the determined technique is instructed to the character is given in accordance with the music to be reproduced, a character that can perform the determined technique is selected by the user. For example, when a command pattern for a determined technique is input with the same rhythm as the character theme song, the character is selected as a user character and the game is started.
- the user can easily select a desired character from selectable characters. Since the user can easily associate the set selection pattern, the user can easily select a character. Moreover, since it feels as if the game main part has begun from the stage of selecting a character, the interest of the game can be enhanced. Furthermore, it becomes easy to remember command patterns such as character decision techniques.
- a game processing method includes an input reception step, an object selection step, and a progression step.
- the input receiving step an operation input from the user is received.
- the target selection step one of a plurality of play targets is selected based on the accepted operation input.
- the progress step when the play target is selected, the game is advanced by starting a game using the play target based on the accepted operation input.
- the target selection step when the accepted operation input sequence matches any of the selection patterns associated with each of the plurality of play targets, the user selects the matching play target. Is determined.
- the user can easily select a desired play target from among selectable play targets.
- the user can easily select a favorite play target without using a song selection screen for selecting a song in a music game or a character selection screen for selecting a user character in a fighting game. become.
- the elements of the game main part can be added to the part where the music is selected or the character is selected, and the fun of the game can be enhanced.
- a computer-readable information recording medium causes a computer to function as an input reception unit, a target selection unit, and a progression unit.
- the input receiving unit receives an operation input from the user.
- the target selection unit selects one of a plurality of play targets based on the accepted operation input.
- the progress unit advances the game by starting a game using the play target based on the accepted operation input.
- the target selection unit when the received operation input sequence matches one of the selection patterns associated with each of the plurality of play targets, the user has selected the matching play target Is determined.
- the computer can function as a game device that operates as described above.
- a program causes a computer to function as an input reception unit, a target selection unit, and a progression unit.
- the input receiving unit receives an operation input from the user.
- the target selection unit selects one of a plurality of play targets based on the accepted operation input.
- the progress unit advances the game by starting a game using the play target based on the accepted operation input.
- the target selection unit when the received operation input sequence matches one of the selection patterns associated with each of the plurality of play targets, the user has selected the matching play target Is determined.
- the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and 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 present invention it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for allowing a user to easily select a game play target.
- FIG. 14 is a flowchart for explaining a game process in the fourth embodiment. It is an example of composition of selection pattern information in Embodiment 4. It is a structural example of the selection pattern information in Embodiment 5. It is a structural example of the character selection screen in Embodiment 5. 16 is a flowchart for explaining a game start process in the fifth embodiment.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs the function of the game apparatus of the present invention by executing a program.
- 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-ROM ( A Digital Versatile Disk-Read Only Memory is provided, an image processing unit 108, an audio processing unit 109, and a NIC (Network Interface Card) 110.
- a CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- controller 105 an external memory
- DVD-ROM A Digital Versatile Disk-Read Only Memory is provided
- an image processing unit 108 an audio processing unit 109
- NIC Network Interface Card
- a DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on to execute the program, thereby realizing the game apparatus of the present embodiment.
- 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 CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed.
- Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
- the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
- the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
- the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
- 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 game progress and chat communication.
- the CPU 101 provides a variable area in the RAM 103, performs an operation by directly operating the ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Perform operations such as performing operations on registers and writing back the operation results to memory.
- the controller 105 connected via the interface 104 receives an operation input performed by the user when executing a game such as a dance game or a soccer game.
- the external memory 106 detachably connected via the interface 104 stores data indicating game play status (past results, etc.), data indicating game progress, and log of game chat communication using the network ( Data) is stored in a rewritable manner. The user can appropriately record these data in the external memory 106 by performing an operation input 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 out 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 transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
- polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and the polygon arranged in the virtual three-dimensional space from the predetermined viewpoint position is determined in the direction of the predetermined line of sight It is also possible to perform high-speed execution of operations for obtaining rendered images.
- the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on each polygon surface according to the font information that defines the character shape. is there.
- the state of the game can be displayed on the screen.
- 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 audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM (AdaptiveaptDifferential Pulse Code Modulation) format or Ogg Vorbis format, it is expanded and converted to PCM data.
- the PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a 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 to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- a typical game executed on the game device 200 of the present invention there is a game in which a user dances to music in a real space.
- this embodiment will be described by taking a dance game as an example.
- the present invention is not limited to a dance game and can be applied to any game.
- FIG. 2 is a diagram for explaining a functional configuration of the game apparatus 200.
- the game device 200 includes an input reception unit 201, a target selection unit 202, and a progression unit 203.
- the controller 105 used in the game device 200 of this embodiment has a mat shape that is placed on the floor and presses a predetermined area on the surface of the controller 105 with a foot or a hand. In a predetermined area on the surface of the controller 105, a button for receiving an operation input by a user's press is disposed.
- FIG. 3 is a schematic diagram of the controller 105 when the mat-type controller 105 installed on the floor is viewed from directly above.
- a button 301 for accepting an input for instructing “left” from the user a button 302 for accepting an input for instructing “down” from the user, a button 303 for accepting an input instructing “up” from the user, A button 304 for receiving an input for instructing “right” from the user is arranged.
- the user can press the buttons 301 to 304 at an arbitrary timing.
- a state where the buttons 301 to 304 are pressed by the user is referred to as a pressed state, and a state where the buttons 301 to 304 are not pressed is referred to as a non-pressed state.
- the controller 105 includes four buttons 301 to 304, but the number of buttons is not limited to four, and may be three or less or five or more. Further, the controller 105 is not limited to the shape arranged on the floor surface, and may be a so-called touch pad shape that is held and operated by a hand, a shape that is held by a hand, or the like.
- FIG. 4 is a configuration example of a screen 400 displayed on the monitor.
- stationary marks 401 to 404 drawn at fixed positions in the screen 400 and stepping position indication marks 410 (410A, 410B, 410C, 410D in FIG. 4) whose drawing position moves with the passage of time are displayed.
- stepping position indication marks 410 410A, 410B, 410C, 410D in FIG. 4
- a score 420 representing the score obtained by the user
- a gauge (dance meter) 430 serving as a reference for the degree of achievement and excitement of the game, and other background images are displayed.
- the step position indication mark 410 is scrolled and displayed in accordance with the music to be played. On the step position indication mark 410, an image of one of the up, down, left and right arrows is drawn.
- the stationary marks 401 to 404 are marks that indicate the timing when the user should press the buttons 301 to 304, respectively. On the stationary marks 401 to 404, an image of one of the up, down, left and right arrows is drawn.
- the step position indication mark 410 moves in accordance with the music playback speed toward the position where the stationary marks 401 to 404 are drawn.
- the step position indication mark 410 moves to the same position as the stationary marks 401 to 404, when the user presses the buttons 301 to 304 corresponding to the directions of the arrows drawn on the stationary marks 401 to 404, the user's score is added. Is done.
- step position instruction mark 410 when the step position instruction mark 410 has moved to a position that overlaps one of the stationary marks 401 to 404, the user presses one of the buttons 301 to 304 corresponding to the arrow indicated by the moved step position instruction mark 410. Pressing with one foot allows you to take an exemplary (standard) dance step that matches the music being played.
- the input receiving unit 201 receives an operation input from the user.
- the operation input in this embodiment is given when the user presses each button 301 to 304 of the controller 105.
- the CPU 101 and the controller 105 cooperate to function as the input receiving unit 201.
- each of the X pressing operations is referred to as “operation input”.
- the target selection unit 202 selects one of a plurality of predetermined play targets based on the operation input received by the input reception unit 201.
- the CPU 101, the controller 105, and the DVD-ROM drive 107 work together to function as the target selection unit 202.
- the play target is a piece of music that is played in the game (in the dance game, a song that the user dances).
- an information recording medium such as a DVD-ROM read by the game apparatus 200
- a plurality of pieces of audio data of music are stored in advance.
- the CPU 101 accepts an instruction to select any one of a plurality of pieces of music data stored in advance from the user, and reproduces the music indicated by the accepted instruction.
- the CPU 101 determines whether or not the accepted operation input sequence matches any of the selection patterns associated with each of a plurality of predetermined play targets. If the CPU 101 matches any of the plurality of selection patterns, the CPU 101 determines that the user has selected a matching play target. If none of the selection patterns matches, the CPU 101 determines that the play target has not been selected by the user.
- the CPU 101 determines whether or not the accepted operation input sequence matches any of the selection patterns associated with each of the plurality of songs, and the operation input sequence matches the selection pattern. Is selected by the user.
- the target selection unit 202 determines whether or not the received operation input sequence matches any of the selection patterns associated with each of a plurality of predetermined play targets. It is desirable to be before starting to play the music.
- selection pattern information 510 that associates a play target with a selection pattern is stored in the information recording medium in advance.
- the selection pattern is information indicating the order in which the buttons 301 to 304 should be selected (order to be pressed) in this embodiment.
- the music M1 includes a button 303 indicating the concept of “up”, a button 302 indicating the concept of “down”, a button 301 indicating the concept of “left”, a button 304 indicating the concept of “right”, Are associated with each other.
- the CPU 101 determines that the song M1 has been selected by the user.
- the selection pattern is typically a part or all of a row of step position indication marks 410 preset in the chorus portion of the music. In general, a portion called rust of a music is the most exciting part of the music. If an operation input that matches the selection pattern preset for the chorus part of a song is made before the game starts, in other words, the step pattern preset for the chorus part of a song is changed before the song starts playing.
- the CPU 101 determines that the music corresponding to the matching selection pattern is selected from the music corresponding to the predetermined plurality of selection patterns. Then, as will be described later, the CPU 101 starts playing the selected music piece and advances the game.
- the selection patterns associated with each play target are different from each other. That is, it is desirable that the play target is uniquely determined from the selection pattern.
- the user in order to specify a desired selection pattern, the user can select and use a selection pattern that is easy to use from among a plurality of selection patterns.
- the operation input is given by a pressing operation of any of the buttons 301 to 304 by the user, but may be given by any other operation.
- the operation input includes ON / OFF operations such as various buttons and keys, mouse click and double click operations, operations for moving the cursor position to a predetermined position on the game screen, predetermined characters / numbers / symbols, etc. May be included.
- the CPU 101 determines that the detected acceleration is equal to or higher than a predetermined acceleration (or a predetermined value). Acceleration or less), or if the detected current position is within a predetermined range (or a position outside the predetermined range), and if some or all of these conditions are met, It can also be treated as if there was an operation input.
- the selection pattern moves the order of ON / OFF operations of various buttons and keys, the order of mouse clicks and double-click operations, and the cursor position on the game screen to a predetermined position.
- Information indicating the order of operations, the order in which predetermined characters, numbers, symbols, and the like are input may be included.
- the CPU 101 determines that the detected acceleration is equal to or higher than the predetermined acceleration (or lower than the predetermined acceleration), or the detected position is within the predetermined range.
- the above-described selection pattern may be part or all of whether or not these conditions are satisfied.
- the progression unit 203 plays a game using the selected play target based on an operation input received by the input receiving unit 201. Start and progress the game.
- the CPU 101 functions as the progression unit 203.
- the CPU 101 reads the audio data of the music corresponding to the selected pattern that matches the accepted operation input sequence from the information recording medium, starts playback, and steps the user through the step (footing) that matches the music to be played. Start a dance game.
- the type of game executed by the CPU 101 is not limited to the dance game, and may be any game using the selected music.
- the game device 200 selects a song to be played back from songs prepared in advance based on an instruction from the user, and then starts playing the selected song and starts a game.
- the CPU 101 accepts an operation input by a user (step S601).
- the user can input an instruction to the game apparatus 200 by pressing buttons 301 to 304 included in the controller 105.
- the CPU 101 determines whether or not the sequence of operation inputs received in step S601 matches any of a plurality of predetermined selection patterns (step S602). That is, the CPU 101 refers to the operation input sequence received in step S601 and the selection pattern stored in advance in the selection pattern information 510 illustrated in FIG. 5, and selects the operation input sequence and selection for each selection pattern. It is determined whether or not the pattern matches.
- step S602 When it is determined that the received operation input sequence does not match any selection pattern (step S602; NO), the CPU 101 repeats the processing of steps S601 to S602.
- step S602 when it is determined that the received operation input sequence matches any of the selection patterns (step S602; YES), the CPU 101 determines that it matches from a plurality of play targets specified by the selection pattern information 510. A play target corresponding to the selected pattern is selected (step S603).
- the number of play targets selected in step S603 is one.
- the selection pattern information 510 stores in advance a plurality of selection patterns in which information for designating music is associated with the order in which the buttons 301 to 304 should be pressed.
- the CPU 101 compares the order in which the buttons 301 to 304 indicated by the received operation input sequence are pressed with the order in which the buttons 301 to 304 indicated by the selection pattern information 510 are to be pressed.
- the CPU 101 selects a selection pattern that matches the received operation input sequence from among the selection patterns stored in the selection pattern information 510.
- the CPU 101 sets the music corresponding to the selected selection pattern as the music to be played.
- the CPU 101 starts a game using the play target selected in step S603 (step S604).
- the CPU 101 reads out the audio data of the selected song from the information recording medium, starts playback, and advances the game.
- the CPU 101 displays a screen 400 as shown in FIG. 4 on the monitor while playing music that the user dances in the game, and the step position indication marks 410A to 410D are at the positions of the stationary marks 401 to 404.
- a dance game is started in which a score is added when the buttons 301 to 304 are pressed when moving.
- the user can easily select a desired play target from among a plurality of play targets that are elements in proceeding with the game.
- the play target is not limited to music.
- various elements such as user characters, avatars that are the user's alternates in the game world, and game modes such as beginner mode and advanced mode can be adopted as play targets. .
- This embodiment can be applied to games of various genres.
- the user can easily select a favorite music piece.
- information hereinafter referred to as “task content” that specifies a button to be pressed among the buttons 301 to 304, and a time at which the buttons 301 to 304 are to be pressed (hereinafter referred to as “task time”).
- task content information that specifies a button to be pressed among the buttons 301 to 304, and a time at which the buttons 301 to 304 are to be pressed.
- the time mentioned here is the elapsed time from the beginning of the music.
- the selection pattern information 510 a piece of music to be played back and one extracted from a part (or all) of all task contents are stored in association with each other in advance.
- the part of all the task contents is typically the task contents set in the chorus portion of the music.
- the CPU 101 compares the operation input sequence received from the user with the selection pattern stored in the selection pattern information 510. If there is a selection pattern that matches the operation input sequence, the CPU 101 starts playing the music corresponding to the matching selection pattern and advances the game.
- the game apparatus 200 can determine a song without preparing a dedicated screen for allowing the user to select a song.
- the user can save the trouble of displaying and inputting a dedicated screen for selecting music, and can easily determine the music.
- the user can start a game using a favorite song just by stepping on the step of the climax portion of the favorite song before starting the game.
- the game can be started immediately, which is convenient.
- selection pattern information 510 that associates each game mode with a selection pattern in advance is stored in the information recording medium.
- the CPU 101 compares the operation input sequence received from the user with the selection pattern stored in the selection pattern information 510. If there is a selection pattern that matches the operation input sequence, the CPU 101 sets the game mode corresponding to the matching selection pattern and starts the game.
- the game apparatus 200 can set the game mode without preparing a dedicated screen for allowing the user to select the game mode.
- the user does not need to display and input a dedicated screen for selecting the game mode, and can easily determine the game mode and start the game.
- the user who plays the game for the first time starts the game after seeing (listening to) the game description etc., and the second and subsequent users do not look at the game description etc. just by inputting a predetermined operation. You can start the game immediately (don't ask).
- the game executed by the game device 200 of the present embodiment is a game in which characters fight against each other in a virtual space.
- this embodiment will be described by taking a fighting game as an example.
- the present invention can be applied not only to fighting games but also to arbitrary games.
- the controller 105 used in the present embodiment is a touchpad controller that moves a button or key by holding it in the hand.
- the controller 105 includes buttons for designating up, down, left and right, buttons assigned with predetermined symbols (typically “ ⁇ ”, “x”, etc.), a select button, a start button, and the like. The above-described operation input is given when the user presses these buttons.
- Each button is associated with a predetermined operation input (command) such as a punch (hereinafter abbreviated as “P”), a kick (hereinafter abbreviated as “K”), a guard (hereinafter abbreviated as “G”), for example.
- a predetermined operation input such as a punch (hereinafter abbreviated as “P”), a kick (hereinafter abbreviated as “K”), a guard (hereinafter abbreviated as “G”)
- P punch
- K kick
- G guard
- the type of controller 105 is not limited by the present invention.
- a grip-type controller that can be held and swung by the user can be used.
- the grip controller may further include an acceleration sensor such as a three-axis gravity sensor. Then, the CPU 101 can determine whether or not an operation input has been accepted depending on whether or not the acceleration detected by the acceleration sensor is equal to or greater than a predetermined value.
- the play target is a character (a user character in a fighting game) that can be commanded by the user in the game.
- a plurality of character image data and the like are stored in advance on an information recording medium such as a DVD-ROM read by the game apparatus 200.
- the CPU 101 accepts an instruction to select one of the image data of a plurality of characters stored in advance from the user, and uses the character indicated by the accepted instruction as a user character.
- selection pattern information 710 that associates a play target with a selection pattern is stored in advance.
- the selection pattern is information indicating the order in which the up / down / left / right buttons and the like are to be selected (order to be pressed) in the present embodiment.
- the character C ⁇ b> 1 is associated with a selection pattern indicating the order of the operation input “P” four times and the operation input “E” once.
- the selection pattern is typically a part or all of an instruction pattern for instructing a predetermined technique that can be instructed to a character. If an operation input that matches all or part of the command pattern assigned to a character is made before the game starts, in other words, all or one of the commands for instructing a definitive technique that a character can use.
- the CPU 101 determines that the character corresponding to the matching command pattern is selected as the user character from the characters corresponding to the predetermined command patterns. Then, as will be described later, the CPU 101 starts the game with the selected character as the user character, and advances the game. That is, the user can also use the command pattern for instructing the determined technique during the game as an instruction for selecting the character before the game starts.
- step S602 shown in FIG. 6 the CPU 101 determines whether the sequence of operation inputs received in step S601 matches any of the predetermined command patterns. That is, the CPU 101 refers to the operation input sequence received in step S601 and the selection pattern stored in advance in the selection pattern information 710 illustrated in FIG. 7, and for each selection pattern, selects the operation input sequence and the selection pattern. It is determined whether or not the pattern matches.
- step S602 If it is determined in step S602 that the received operation input sequence matches any selection pattern (step S602; YES), the CPU 101 selects a plurality of play targets specified by the selection pattern information 710. The play target corresponding to the selection pattern determined to match is selected (step S603).
- step S604 the CPU 101 starts a game using the play target selected in step S603. For example, when the play target indicates a character, the CPU 101 starts a game in which the selected character is a user character.
- the CPU 101 changes the user's score based on the command pattern when the received operation input sequence matches the command pattern associated with the selected play target. For example, when an operation input sequence having the same content as the command pattern for instructing a predetermined decision technique is received, the CPU 101 determines that the user character has attacked the battle character according to the command pattern instructed. Fluctuate side and / or enemy grades. Alternatively, the CPU 101 changes the results on the user side and / or the enemy side on the assumption that there is a defense against an attack from the battle character to the user character.
- the user can easily select a desired play target from among a plurality of play targets that are elements in proceeding with the game.
- the game device 200 can select a user character without preparing a dedicated screen for allowing the user to select the user character. Further, the user does not need to display and input a dedicated screen for selecting the user character, and can easily determine the user character and start the game. For example, a user who plays a game for the first time can start the game after seeing (listening to) the description of the game, etc., and the second and subsequent users do not look at the description of the game simply by inputting a predetermined operation. You can be able to start the game immediately (don't ask).
- the type of game is not limited to a fighting game, and any game that allows the user to select a character may be used.
- selection pattern information 710 in which each character is associated with a command pattern in advance is stored in the information recording medium.
- the CPU 101 compares the operation input sequence received from the user with the command pattern stored in the selection pattern information 710. Then, if there is a command pattern that matches the operation input sequence, the CPU 101 sets a character corresponding to the matching command pattern as the user character and starts the game.
- the game apparatus 200 can determine the user character without preparing a dedicated screen for allowing the user to select the user character. Further, the user does not need to display and input a dedicated screen for selecting the user character, and can easily determine the user character and start the game.
- the game device 200 displays a screen for allowing the user to select a play target.
- the play target is music. This will be described in detail below.
- selection pattern information 810 for associating a play target illustrated in FIG. 8 with a selection pattern is stored in advance in the information recording medium.
- the play target includes updating a play target candidate displayed on the screen, that is, “moving the play target list forward” and “moving the play target list backward”.
- the operation input for updating the candidate for play displayed on the screen is called “candidate change input”.
- the selection patterns include those associated with music pieces and those associated with candidate change inputs.
- the target selection unit 202 displays one of a plurality of play targets on the monitor as play target candidates that can be selected by the user.
- FIG. 9 is a configuration example of the song selection screen displayed on the monitor.
- the CPU 101 displays on the song selection screen a song list including one or more songs among the audio data of a plurality of songs recorded on the information recording medium.
- Each song included in the song list is a candidate for a song to be played in the game.
- the user moves the cursor 910 to any position in the image area 920 (denoted as 920A to 920E in the figure) representing the play target (music) and presses the select button to select the desired area. Music can be selected. That is, in the present embodiment, the above-described operation input is given by moving the position of the cursor 910 and pressing the select button.
- the user does not move the cursor 910 to any position in the image area 920 representing the song and press the select button, but matches the selection pattern previously associated with the song. It is also possible to select a music piece by performing an operation input. The user may select the music by moving the cursor 910, or may select the music by stepping on a step pattern that matches the task content set in the rust portion or the like.
- the user can change the displayed music list by pressing the buttons 930 and 940 on the music selection screen. For example, if there are many reproducible songs and the entire music list cannot be displayed at a time, the CPU 101 displays a music list from p-th to q-th (p and q are integers, and p ⁇ q). Display.
- the button 930 is pressed once, the CPU 101 displays the (previous) music list from the (p ⁇ 1) th to the (q ⁇ 1) th.
- the button 940 is pressed once, the CPU 101 displays the music list from (p + 1) th to q + 1th (back).
- the CPU 101 may display the music list by dividing the music into several groups, such as the first page and the second page of the music list.
- the target selection unit 202 is based on the candidate change input. Change the displayed candidates.
- the candidate change input is given when the user presses each button 301 to 304 of the controller 105 as in the case of the operation input described above. Then, when the received operation input sequence matches the selection pattern associated with the play target displayed as a candidate, the target selection unit 202 assumes that the user has selected a matching play target.
- the received operation input column is a selection pattern associated with “move forward the displayed play target list” among the selection patterns stored in the selection pattern information 810, or “display If it matches the selection pattern associated with “move play list to be played back”, the CPU 101 displays the song selection screen that has moved the play list to be displayed forward, or is displayed. Display the song selection screen that moved the play target list backward.
- the CPU 101 accepts an operation input by a user (step S1001).
- the user can input an operation to the game apparatus 200 by pressing buttons 301 to 304 included in the controller 105.
- the CPU 101 refers to the operation input sequence received in step S1001 and each of the selection patterns stored in advance in the selection pattern information 810 illustrated in FIG. 8, and the operation input sequence is defined in the selection pattern information 810. It is determined whether the selected pattern matches any of the selected patterns associated with the music (step S1002).
- step S1002 When it is determined that the received operation input sequence does not match the selection pattern associated with any music piece (step S1002; NO), the CPU 101 displays the operation input sequence received in step S1001 and FIG. With reference to each of the selection patterns stored in advance in the exemplified selection pattern information 810, the operation input column matches the selection pattern associated with the candidate change input among the selection patterns defined in the selection pattern information 810. Whether or not (step S1003).
- step S1003 the CPU 101 returns to the process of step S1001.
- step S1003 When it is determined that the accepted operation input sequence matches the selection pattern associated with the candidate change input (step S1003; YES), the CPU 101 updates the music list in the same manner as the button 930 or the button 940 is pressed. (Step S1004) to display a song selection screen. Thereafter, the CPU 101 returns to the process of step S1001.
- step S1002 when it is determined in step S1002 that the received operation input sequence matches any selection pattern (step S1002; YES), the CPU 101 selects a plurality of play targets specified by the selection pattern information 810. The play target corresponding to the selection pattern determined to match is selected (step S1005).
- the CPU 101 starts a game using the play target selected in step S1005 (step S1006).
- the CPU 101 reads out the audio data of the selected song from the information recording medium, starts playback, and advances the game.
- the user can easily select a desired play target from among a plurality of play targets that are elements in advancing the game.
- the user can easily update the list in which the candidates for play are displayed.
- elements of dance can be incorporated not only in the main part of the game that is playing the music but also before starting to play the music (for example, at the stage of selecting the music to be played), thereby enhancing the fun of the game be able to.
- this embodiment when this embodiment is applied, it can also set so that one part or all part of each selection pattern stored in the selection pattern information 810 may overlap.
- all the selection patterns associated with the music that is, the selection patterns associated with other than the candidate change input
- the CPU 101 scrolls the music list up (or down) by one music.
- the CPU 101 fixes the position of the cursor 910 near the center of the displayed music list.
- the music located in the middle of the displayed music list is temporarily selected, and the image area 920C corresponding to the music that has been temporarily selected is displayed with emphasis, for example.
- the CPU 101 selects a music piece in a temporary selection state. Note that the CPU 101 may not display the cursor 910.
- the user is in a temporary selection state (for example, highlighted), a step pattern for scrolling the music list forward, a step pattern for scrolling the music list backward. Since it is only necessary to properly use the step pattern for selecting and determining the selection of the music, the play target can be selected more easily.
- the selection pattern associated with the music has contents common to all the music corresponding to the selection determination instruction.
- the game device 200 allows the user to select one of a plurality of songs as a play target.
- the CPU 101 accepts an operation input for selecting any one of a plurality of predetermined music pieces when the user presses the buttons 301 to 304, for example.
- each of the plurality of pieces of music is associated with a combination of an elapsed time since the reproduction of the music is started and an operation input to be input by the user for the elapsed time. That is, in the game executed by the game device 200 of the present embodiment, one or more tasks represented by a combination of the task time and the task content are preset.
- One problem is expressed as [Equation 1].
- N N is an integer of 1 or more issues in the game.
- P (i) represents the i-th task (i is an integer from 1 to N) from the top.
- T (i) represents the task time corresponding to the task P (i).
- B (x) represents the task content.
- the task time T (i) is an elapsed time from the start of music playback.
- the elapsed time may be expressed in units of hours, minutes, and seconds, or may be expressed in units commonly used in the field of music such as how many bars and how many beats.
- the task content B (x) includes a value B (L) indicating the button 301, a value B (D) indicating the button 302, a value B (U) indicating the button 303, and a value B (R) indicating the button 304. Is specified.
- the column obtained by extracting a part of the section among the columns in which all the tasks represented in association with the task time and the task content are arranged in the order of elapsed time is called a “partial column”.
- a predetermined partial sequence of tasks set in the music is set as the above-described selection pattern.
- the predetermined subsequence is a part or all of the task sequence set in the chorus portion of the music.
- FIG. 11 is a diagram illustrating an example of the assignment list 1100 set for a certain music piece M1.
- N tasks are set for the entire music piece M1.
- the task time from the r-th task to the r + s-th task among the N tasks is included in the chorus portion of the music piece M1.
- a partial sequence including t (t ⁇ s) tasks is set as the above-described selection pattern.
- N, r, s, and t are integers of 1 or more, respectively.
- the CPU 101 can select a partial sequence constituted by t tasks from the r-th task from the beginning of the music among the s tasks included in the chorus part as a selection pattern.
- the CPU 101 may use the partial sequence ⁇ B (U), B (D), B (L), B (R) ⁇ as a selection pattern. it can. That is, when the user performs the same operation input as the selection pattern represented by the partial sequence ⁇ B (U), B (D), B (L), B (R) ⁇ before the game starts (before the music playback). The CPU 101 determines that the music piece M1 has been selected.
- the CPU 101 can select a partial sequence consisting of an arbitrary number of consecutive out of the s tasks included in the rust portion as a selection pattern.
- a partial sequence consisting of an arbitrary number of consecutive out of the s tasks included in the rust portion as a selection pattern.
- the CPU 101 When a music piece is selected, the CPU 101 starts a game using the selected music piece.
- game processing executed by the CPU 101 and the like will be described.
- FIG. 12 is a flowchart for explaining the game processing of the present embodiment.
- FIG. 13 is a configuration example of the selection pattern information 1310.
- the CPU 101 receives an operation input by a user (step S1201).
- the CPU 101 refers to the operation input sequence received in step S1201 and each of the selection patterns stored in advance in the selection pattern information 1310 illustrated in FIG. 13, and the operation input sequence is defined in the selection pattern information 1310. It is determined whether the selected pattern matches one of the selected patterns associated with the music (step S1202).
- the CPU 101 determines not only whether or not the order of each received operation input matches the selection pattern, but also whether or not the time interval of each received operation input matches the selection pattern.
- the CPU 101 determines that the operation input sequence matches the selection pattern when all of the following conditions 1 to 4 are satisfied.
- the received first operation input is the same as the r-th task content B (r) of the music piece M1.
- the received third operation input is the same as r + 2 task content B (r + 2) of the music piece M1, and the time interval ⁇ T2 between the second operation input and the third operation input is [number 8].
- the received fourth operation input is the same as the (r + 3) task content B (r + 3) of the music piece M1, and the time interval ⁇ T3 between the third operation input and the fourth operation input is [number 9].
- the CPU 101 determines that the operation input sequence matches the selection pattern when the received operation input satisfies the following condition.
- First operation input Same as r-th task content B (r) of the music.
- Second and subsequent (xth) operation input Same as r + xth task content B (r + x) of music, and time interval ⁇ T between x ⁇ 1th operation input and xth operation input Is within the range represented by [Equation 10].
- step S1202 when it is determined that the received operation input sequence does not match any selection pattern (step S1202; NO), the CPU 101 repeats the processing of steps S1201 to S1202.
- step S1202 when it is determined that the received operation input string matches any of the selection patterns (step S1202; YES), the CPU 101 determines that the plurality of pieces of music specified by the selection pattern information 1310 match. The music corresponding to the selection pattern is selected (step S1203).
- the CPU 101 reads out information indicating the problem set for the music selected in step S1203 from the information recording medium (step S1204). Further, the CPU 101 reads out the sound data of the music selected in step S1203 from the information recording medium.
- the CPU 101 starts reproduction of the read audio data and starts measuring elapsed time (step S1205).
- the CPU 101 determines whether or not there is an operation input that matches the task content at the task time (step S1206).
- step S1206 If there is no operation input (step S1206; NO), the process proceeds to step S1208 described later.
- the CPU 101 may treat the task as not being achieved, and may deduct the user's score, or may not add or deduct points.
- the user's score is not deducted, but the value of the gauge (dance meter) 430 that serves as a reference for the achievement degree and the excitement degree of the game is reduced.
- step S1206 when there is an operation input (step S1206; YES), the CPU 101 calculates the user's score by calculating the user's score according to the error between the task time and the time when the user input the operation. Obtained (step S1207).
- the CPU 101 adds a predetermined success score to the user's score when the time when the operation input by the user is within a predetermined time before and after the task time, but when it is not within the predetermined time. , Do not add or subtract a predetermined failure score.
- the CPU 101 generates the game screen 400 and displays it on the monitor (step S1208).
- the game screen 400 includes still marks 401 to 404, step position indication marks 410A to 410D that scroll toward the stationary marks 401 to 404 as the game progresses, a score 420, a gauge 430, and the like. included. As the game progresses, the game screen 400 is updated.
- the CPU 101 repeatedly executes each of the above processes until the reproduction of the music ends or until the gauge 430 becomes a predetermined value or less.
- the user can easily select a desired music from a plurality of music and perform a game only by performing an operation input that matches a predetermined part of the task set for the music. be able to.
- the present embodiment is an embodiment obtained by further developing the second embodiment.
- the play target is a character.
- the selection pattern information 1410 is represented by a sequence of operation inputs to be input by the user and a time interval of operation inputs for each of a plurality of characters to be played. Information for associating the selected pattern with a predetermined music is stored.
- the predetermined music is a theme song, a support song, an entrance song, etc. for each character that the game device 200 reproduces while the screen for allowing the user to select a character is displayed. Is different.
- the CPU 101 When the CPU 101 causes the user to select a character to be played, the CPU 101 reproduces music associated with the character designated by the user among the plurality of characters.
- FIG. 15 is a configuration example of the character selection screen.
- the CPU 101 displays a screen as shown in FIG. 15 on the monitor and accepts an operation input for selecting a character from the user.
- the character selection screen includes a cursor 1510 and an image area 1520 (denoted as 1520A to 1520D in FIG. 15) assigned to each character. The user can move the position of the cursor 1510.
- the CPU 101 determines the character (play target) assigned to the image area 1520 where the cursor 1510 is placed, and corresponds to the determined character. Play the attached music.
- the CPU 101 refers to the selection pattern information 1410 shown in FIG. 14 and corresponds to the character C1 assigned to the image area 1520A.
- the audio data of the attached music MA is read from the information recording medium, and reproduction is started.
- the CPU 101 receives an operation input from the user. Then, the CPU 101 associates the received operation input sequence and the time interval at which each operation input is received with the operation input of the selection pattern associated with the reproduced music and the reproduced music. If the selected pattern matches the time interval of the selected pattern, it is determined that the received operation input sequence matches the selected pattern.
- the selection pattern is typically a part or all of a command pattern for instructing a predetermined technique or a special technique that is defined in advance as one that can be instructed to the character. Further, a time interval at which each operation input is accepted is determined in advance. That is, the selection pattern can be expressed using a combination of the task time T (i) and the task content B (i), as in the task in the fourth embodiment.
- the time interval of the selection pattern set in the selection pattern information 1410 is a timing in accordance with the music to be reproduced.
- the CPU 101 determines that the order of the accepted operation inputs matches the task time order of the tasks set in the selection pattern information 1410, and the time intervals of the respective operation inputs are set in the selection pattern information 1410. It is assumed that the character is selected when it matches the time interval obtained from the difference in task time. That is, when the user wants to select a desired character as the user character, the same operation input as the character determination technique is performed in accordance with the music to be played after moving the position of the cursor 1510 to the image area 1520 assigned to the character. Just do it.
- the CPU 101 reads the task set for the music to be played back on the character selection screen and the audio data of the music from the information recording medium (step S1601).
- the CPU 101 moves to the image area 1520 where the cursor 1510 is placed. Read assignment assignments. Further, the CPU 101 reads out audio data of the music assigned to the image area 1520 where the cursor 1510 is placed.
- the CPU 101 starts reproduction of the audio data read in step S1601 (step S1602). Further, the CPU 101 starts measuring elapsed time.
- the CPU 101 accepts an operation input from the user (step S1603).
- the CPU 101 determines whether or not the sequence of operation inputs received in step S1603 matches the selection pattern corresponding to the music being played back (step S1604).
- step S1604 When it is determined that the received operation input sequence does not match the selection pattern (step S1604; NO), the CPU 101 repeats the processing of steps S1603 to S1604.
- step S1604 if it is determined that the received operation input sequence matches the selection pattern (step S1604; YES), the CPU 101 determines that the selection pattern determined to match from a plurality of play targets specified by the selection pattern information 1410. The character corresponding to is selected (step S1605).
- the CPU 101 starts a game using the character selected in step S1605 (step S1606).
- the CPU 101 sets the selected character as the user character and starts the game.
- the user can easily select a desired play target from among a plurality of play targets that are elements in advancing the game.
- a desired play target for example, in the above-described fighting fighting game, not only the main game but also the elements of the fighting game can be incorporated before the fighting is started (for example, at the stage of selecting a user character), and the fun of the game can be enhanced.
- each selection pattern stored in the selection pattern information 1410 can be set to overlap.
- the CPU 101 displays an image area 1520 of only one character per screen.
- the CPU 101 scrolls the displayed character by one character to the left (or to the right).
- the CPU 101 sets the displayed character to a temporary selection state.
- a selection determination instruction is input while a certain character is in a temporarily selected state, the CPU 101 selects a character that is in a temporarily selected state.
- the CPU 101 may not display the cursor 1510.
- the user can issue a command for scrolling the character selection screen forward, a command for scrolling the character selection screen backward, and a selection decision instruction for selecting a character that is temporarily selected. It is only necessary to use the three commands, i.e., the command to be used, so that the play target can be selected more easily.
- the selection pattern associated with the character has contents common to all the characters corresponding to the selection determination instruction.
- the present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the components of the above-described embodiments.
- a program for operating the computer as all or part of the game apparatus 200 is stored in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
- a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
- the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
- a game device As described above, according to the present invention, it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for allowing a user to easily select a game play target.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
入力受付部は、ユーザからの操作入力を受け付ける。
対象選択部は、受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する。
当該プレイ対象が選択されると、進行部は、受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる。
そして、対象選択部は、受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する。
また、当該複数のプレイ対象のそれぞれについて、当該プレイ対象の選択パターンは、当該プレイ対象の命令パターンのいずれかに一致するようにしてもよい。
また、対象選択部は、受け付けられた操作入力の列が当該複数のプレイ対象に対応付けられる選択パターンのいずれとも合致せず、所定の候補変更入力と合致する場合、当該候補変更入力に基づいて、当該表示される候補を変更してもよい。
そして、対象選択部は、受け付けられた操作入力の列が、当該候補として表示されるプレイ対象に対応付けられる選択パターンに合致する場合、当該合致するプレイ対象を当該ユーザが選択したものと判別してもよい。
また、当該複数の楽曲のそれぞれには、当該楽曲の再生が開始されてからの経過時間と、当該経過時間にユーザが入力すべき操作入力との組み合わせが複数対応付けられていてもよい。
更に、当該組み合わせを経過時間順に並べた列に含まれるいずれかの部分列に含まれる操作入力の列が、当該楽曲に対応付けられる選択パターンであるものとしてもよい。
また、対象選択部は、当該複数のキャラクタのうち当該ユーザによって指定されたキャラクタに対応付けられる当該楽曲を再生してもよい。
そして、対象選択部は、受け付けられた操作入力の列と、当該操作入力のそれぞれが受け付けられた時間間隔とが、再生される楽曲に対応付けられる選択パターンの操作入力と、再生される楽曲に対応付けられる選択パターンの時間間隔とに一致する場合、当該操作入力の列と当該選択パターンとが合致したと判別してもよい。
入力受付ステップでは、ユーザからの操作入力を受け付ける。
対象選択ステップでは、受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する。
進行ステップでは、当該プレイ対象が選択されると、受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる。
また、対象選択ステップでは、受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する。
入力受付部は、ユーザからの操作入力を受け付ける。
対象選択部は、受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する。
進行部は、当該プレイ対象が選択されると、受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる。
また、対象選択部は、受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する。
入力受付部は、ユーザからの操作入力を受け付ける。
対象選択部は、受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する。
進行部は、当該プレイ対象が選択されると、受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる。
また、対象選択部は、受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する。
また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記録媒体に記録することができる。
上記プログラムは、プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記録媒体は、コンピュータとは独立して配布・販売することができる。
本発明の実施形態を説明する。以下では、理解を容易にするため、ゲーム用の情報処理装置を利用して本発明が実現される実施形態を説明するが、以下の実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。
入力受付部201は、ユーザからの操作入力を受け付ける。本実施形態における操作入力は、コントローラ105の各ボタン301乃至304をユーザが押圧することにより与えられる。CPU 101とコントローラ105が協働して入力受付部201として機能する。
次に、本発明のその他の実施形態について説明する。本実施形態のゲーム装置200が実行するゲームは、仮想空間においてキャラクタ同士が対戦して格闘するゲームである。以下、格闘ゲームを例にとり、本実施形態を説明する。ただし、本発明は格闘ゲームに限らず任意のゲームに適用することができる。
次に、本発明のその他の実施形態について説明する。本実施形態では、ゲーム装置200は、プレイ対象をユーザに選択させるための画面を表示する。ここでは、実施形態1と同様、プレイ対象が楽曲であるものとして説明する。以下詳述する。
次に、本発明のその他の実施形態について説明する。本実施形態は、上記実施形態1を更に発展させた実施形態である。
P(i) = (T(i),B(L)) ・・・[数2]
このとき、ゲームのi番目の課題は「課題時刻T(i)に左を表すボタン301を押圧すること」である。ユーザは、ゲーム内の経過時間がT(i)になったとき、ボタン301を足で踏めばよい。
P(i+1) = (T(i),B(x2)) ・・・[数5]
P(i) = (T(i),B(L),B(R)) ・・・[数6]
このとき、ゲームのi番目の課題は、「課題時刻T(i)に、ボタン301を押圧し、且つ、ボタン304を押圧すること」である。ユーザは、ゲーム内の時間がT(i)になったとき、ボタン301,304を両足で踏めばよい。
図13は、選択パターン情報1310の構成例である。
・・・[数7]
・・・[数8]
・・・[数9]
・2番目以降(x番目)の操作入力・・・楽曲のr+x番目の課題内容B(r+x)と同じであり、且つ、x-1番目の操作入力とx番目の操作入力との時間間隔ΔTが[数10]で表される範囲内であること。
・・・[数10]
次に、本発明のその他の実施形態について説明する。本実施形態は、上記実施形態2を更に発展させた実施形態である。プレイ対象はキャラクタである。
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 入力受付部
202 対象選択部
203 進行部
301,302,303,304 ボタン
400 画面
401,402,403,404 静止マーク
410 踏み位置指示マーク
420 スコア
430 ゲージ(ダンスメーター)
510,710,810 選択パターン情報
910 カーソル
920A~920E 画像領域
930,940 ボタン
1100 課題リスト
1310,1410 選択パターン情報
1510 カーソル
1520A~1520D 画像領域
Claims (11)
- ユーザからの操作入力を受け付ける入力受付部(201)と、
前記受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する対象選択部(202)と、
当該プレイ対象が選択されると、前記受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる進行部(203)と、
を備え、
前記対象選択部(202)は、前記受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
前記進行部(203)は、前記受け付けられた操作入力の列が、当該選択されたプレイ対象に対応付けられる命令パターンに合致する場合、当該命令パターンに基づいて、当該ユーザの成績を変化させることにより、当該ゲームを進行させ、
当該複数のプレイ対象のそれぞれについて、当該プレイ対象の選択パターンは、当該プレイ対象の命令パターンのいずれかに一致する、
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、
前記対象選択部(202)は、所定の複数のキャラクタのそれぞれをプレイ対象として当該ユーザに選択させる、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
前記対象選択部(202)は、当該複数のプレイ対象のいずれかを候補として表示し、
前記受け付けられた操作入力の列が当該複数のプレイ対象に対応付けられる選択パターンのいずれとも合致せず、所定の候補変更入力と合致する場合、当該候補変更入力に基づいて、当該表示される候補を変更し、
前記受け付けられた操作入力の列が、当該候補として表示されるプレイ対象に対応付けられる選択パターンに合致する場合、当該合致するプレイ対象を当該ユーザが選択したものと判別する、
ことを特徴とするゲーム装置(200)。 - 請求項4に記載のゲーム装置(200)であって、
前記対象選択部(202)は、所定の複数の楽曲からいずれかをプレイ対象として当該ユーザに選択させ、
当該複数の楽曲のそれぞれには、当該楽曲の再生が開始されてからの経過時間と、当該経過時間にユーザが入力すべき操作入力との組み合わせが複数対応付けられ、
当該組み合わせを経過時間順に並べた列に含まれるいずれかの部分列に含まれる操作入力の列が、当該楽曲に対応付けられる選択パターンである、
ことを特徴とするゲーム装置(200)。 - 請求項5に記載のゲーム装置(200)であって、
前記対象選択部(202)は、前記受け付けられた操作入力の列と、当該列に含まれる操作入力のそれぞれが受け付けられた時間間隔とが、当該楽曲に対応付けられる選択パターンの操作入力と、当該選択パターンの経過時間の時間間隔とに一致する場合、当該操作入力の列と当該選択パターンとが合致したと判別する、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
当該複数のプレイ対象のそれぞれに対応付けられる選択パターンは互いに異なる、
ことを特徴とするゲーム装置(200)。 - 請求項3に記載のゲーム装置(200)であって、
当該複数のキャラクタのそれぞれには、当該ユーザが入力すべき操作入力の列と当該操作入力の時間間隔とによって表される当該選択パターンと、所定の楽曲とが対応付けられ、
前記対象選択部(202)は、当該複数のキャラクタのうち当該ユーザによって指定されたキャラクタに対応付けられる当該楽曲を再生し、
前記受け付けられた操作入力の列と、当該操作入力のそれぞれが受け付けられた時間間隔とが、前記再生される楽曲に対応付けられる選択パターンの操作入力と、前記再生される楽曲に対応付けられる選択パターンの時間間隔とに一致する場合、当該操作入力の列と当該選択パターンとが合致したと判別する、
ことを特徴とするゲーム装置(200)。 - ユーザからの操作入力を受け付ける入力受付ステップと、
前記受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する対象選択ステップと、
当該プレイ対象が選択されると、前記受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる進行ステップと、
を備え、
前記対象選択ステップでは、前記受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する、
ことを特徴とするゲーム処理方法。 - コンピュータを、
ユーザからの操作入力を受け付ける入力受付部(201)、
前記受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する対象選択部(202)、
当該プレイ対象が選択されると、前記受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる進行部(203)、
として機能させ、
前記対象選択部(202)は、前記受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する、
ように機能させるプログラムを記憶することを特徴とする、コンピュータ読み取り可能な情報記録媒体。 - コンピュータを、
ユーザからの操作入力を受け付ける入力受付部(201)、
前記受け付けられる操作入力に基づいて、複数のプレイ対象の中からいずれかを選択する対象選択部(202)、
当該プレイ対象が選択されると、前記受け付けられる操作入力に基づいて、当該プレイ対象を用いるゲームを開始することにより当該ゲームを進行させる進行部(203)、
として機能させ、
前記対象選択部(202)は、前記受け付けられた操作入力の列が、当該複数のプレイ対象のそれぞれに対応付けられる選択パターンのいずれかに合致する場合、当該合致するプレイ対象を、当該ユーザが選択したものと判別する、
ことを特徴とするプログラム。
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN2009801242791A CN102076389A (zh) | 2008-06-27 | 2009-06-19 | 游戏装置、游戏处理方法、信息记录介质以及程序 |
KR1020107021448A KR101195760B1 (ko) | 2008-06-27 | 2009-06-19 | 게임장치, 게임처리방법 및 정보기록매체 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2008-169209 | 2008-06-27 | ||
JP2008169209A JP4477075B2 (ja) | 2008-06-27 | 2008-06-27 | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2009157389A1 true WO2009157389A1 (ja) | 2009-12-30 |
Family
ID=41444457
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2009/061238 WO2009157389A1 (ja) | 2008-06-27 | 2009-06-19 | ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム |
Country Status (5)
Country | Link |
---|---|
JP (1) | JP4477075B2 (ja) |
KR (1) | KR101195760B1 (ja) |
CN (1) | CN102076389A (ja) |
TW (1) | TWI386245B (ja) |
WO (1) | WO2009157389A1 (ja) |
Families Citing this family (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP5189127B2 (ja) * | 2010-03-30 | 2013-04-24 | 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、ゲーム処理方法、ならびに、プログラム |
JP5734907B2 (ja) * | 2012-03-29 | 2015-06-17 | 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、対戦制御方法、および、プログラム |
JP5731433B2 (ja) * | 2012-03-29 | 2015-06-10 | 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、対戦制御方法、および、プログラム |
JP5734909B2 (ja) * | 2012-03-29 | 2015-06-17 | 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、対戦制御方法、および、プログラム |
JP5734908B2 (ja) * | 2012-03-29 | 2015-06-17 | 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、対戦制御方法、および、プログラム |
JP6342649B2 (ja) * | 2013-11-27 | 2018-06-13 | 株式会社バンダイナムコエンターテインメント | プログラム、端末及びサーバ |
JP6877689B2 (ja) * | 2017-03-27 | 2021-05-26 | カシオ計算機株式会社 | プログラミング装置及びその制御プログラム、プログラミング方法 |
US11691070B2 (en) * | 2017-06-16 | 2023-07-04 | Honda Motor Co., Ltd. | In-vehicle performance device, in-vehicle performance system, in-vehicle performance method, storage medium, and command measurement device |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000214849A (ja) * | 1999-01-22 | 2000-08-04 | Yamaha Corp | カラオケ装置 |
JP2006280706A (ja) * | 2005-04-01 | 2006-10-19 | Aruze Corp | ゲーム装置 |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3153761B2 (ja) * | 1996-03-06 | 2001-04-09 | 株式会社ナムコ | ゲーム画面表示方法及びゲーム装置 |
JP3843230B2 (ja) * | 2001-11-30 | 2006-11-08 | 株式会社第一興商 | 利用開始日まで演奏できない楽曲も検索対象に含めるカラオケ選曲予約装置 |
JP2004290306A (ja) * | 2003-03-26 | 2004-10-21 | Namco Ltd | ゲーム装置、ゲーム制御プログラムおよびそのプログラムが記録された記録媒体 |
-
2008
- 2008-06-27 JP JP2008169209A patent/JP4477075B2/ja active Active
-
2009
- 2009-06-19 KR KR1020107021448A patent/KR101195760B1/ko active IP Right Grant
- 2009-06-19 WO PCT/JP2009/061238 patent/WO2009157389A1/ja active Application Filing
- 2009-06-19 CN CN2009801242791A patent/CN102076389A/zh active Pending
- 2009-06-26 TW TW098121705A patent/TWI386245B/zh not_active IP Right Cessation
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000214849A (ja) * | 1999-01-22 | 2000-08-04 | Yamaha Corp | カラオケ装置 |
JP2006280706A (ja) * | 2005-04-01 | 2006-10-19 | Aruze Corp | ゲーム装置 |
Non-Patent Citations (1)
Title |
---|
THE COMPLETE FINAL FANTASY VI, 19 September 1994 (1994-09-19), pages 160 - 161, 170 TO 171 * |
Also Published As
Publication number | Publication date |
---|---|
TWI386245B (zh) | 2013-02-21 |
KR101195760B1 (ko) | 2012-11-05 |
CN102076389A (zh) | 2011-05-25 |
JP2010005201A (ja) | 2010-01-14 |
TW201014642A (en) | 2010-04-16 |
KR20100120700A (ko) | 2010-11-16 |
JP4477075B2 (ja) | 2010-06-09 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP4477075B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
TWI321482B (ja) | ||
JP5346850B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP4176806B2 (ja) | ゲーム装置、ゲーム処理方法、ゲームシステム、ゲームサーバ、ならびに、プログラム | |
JP3579042B1 (ja) | ゲーム装置、ゲーム方法、ならびに、プログラム | |
JP2011011008A (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP5264959B2 (ja) | ゲームシステム、ゲームシステムの制御方法、ならびに、プログラム | |
US20120315977A1 (en) | Game device, game device control method and information recording medium | |
JP3760027B2 (ja) | 情報記憶媒体及びゲーム装置 | |
JP5406818B2 (ja) | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム | |
US8253005B2 (en) | Selecting device, selecting method, and information recording medium | |
JP5124513B2 (ja) | ゲーム装置、テンポ報知方法、および、プログラム | |
JP4939515B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP4354509B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP5386557B2 (ja) | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム | |
JP2006095331A (ja) | 情報記憶媒体及びゲーム装置 | |
JP5535127B2 (ja) | ゲーム装置、ならびに、プログラム | |
JP5222978B2 (ja) | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム | |
JP4361592B1 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
JP2012120565A (ja) | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム | |
JP5189127B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP5431274B2 (ja) | ゲーム装置、ならびに、プログラム | |
JP2002166047A (ja) | ゲームシステム、プログラムおよび情報記憶媒体 | |
WO2011010596A1 (ja) | ゲーム装置、ゲーム制御方法、情報記憶媒体、ならびに、プログラム | |
JP2001314651A (ja) | 音楽ゲーム制御方法,記録媒体及びゲーム装置 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
WWE | Wipo information: entry into national phase |
Ref document number: 200980124279.1 Country of ref document: CN |
|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 09770099 Country of ref document: EP Kind code of ref document: A1 |
|
ENP | Entry into the national phase |
Ref document number: 20107021448 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: 09770099 Country of ref document: EP Kind code of ref document: A1 |