WO2010071070A1 - Game device, game processing method, information recording medium, and program - Google Patents
Game device, game processing method, information recording medium, and program Download PDFInfo
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- WO2010071070A1 WO2010071070A1 PCT/JP2009/070666 JP2009070666W WO2010071070A1 WO 2010071070 A1 WO2010071070 A1 WO 2010071070A1 JP 2009070666 W JP2009070666 W JP 2009070666W WO 2010071070 A1 WO2010071070 A1 WO 2010071070A1
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- state
- storage unit
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/493—Resuming a game, e.g. after pausing, malfunction or power failure
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/303—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 for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—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 for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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 enabling a player to easily grasp the connection of the game before and after the game is interrupted.
- the present invention solves such a problem, and a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp a game connection before and after the game is interrupted.
- the purpose is to provide.
- a game device is a game device capable of interrupting and resuming the progress of a game, comprising a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit.
- the state storage unit stores the current state of the game.
- the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
- the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
- the update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
- the restart control unit resumes the game from a predetermined period before the game is interrupted.
- the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
- the player can interrupt the game at an arbitrary timing after the start of the game in addition to the command input, and can restart the game at an arbitrary timing after the interruption.
- the player can input that the game is to be interrupted or started.
- the game device may interrupt the game when there is no operation input for a predetermined time or more without depending on the input from the player.
- predetermined game parameters are defined internally in the game, and the game device changes the game parameters in accordance with the player's operation input and advances the game.
- the game parameter includes, for example, the score acquired by the player, the experience value and physical strength value of the game character, the time set in the game (in-game time), and the like.
- the game device stores a current game parameter and a game parameter history. These game parameters or history are updated as needed.
- the predetermined period is defined by a fixed value such as 5 seconds or 10 seconds. Alternatively, it may be a variable value that is obtained as a good timing in the game, such as from the latest timing to the present among the timings at which play is stopped due to the ball breaking the side in the soccer game. Note that the content of the game is not limited by the present invention.
- the player can input a new command even within the predetermined period.
- the play history after the game resumes not only the play history after the game resumes but also the play history before the game is interrupted.
- a predetermined period elapses after the game restarts, in other words, when the in-game time after the restart reaches the in-game time again, the game parameter history before the interruption and the game parameter history after the restart are evaluated. Is done. As a result of the evaluation, either one becomes the game result of the player. For example, of the previous play history and the current play history, the one with the best score is the final play content.
- data such as the score value acquired in the player's game, the remaining time of the game, the elapsed time of the game, the ranking in the race game, the hit rate and the number of hits in the shooting game, etc. are used as the evaluation criteria.
- data obtained by appropriately processing these data using an arbitrary function can be used.
- the determination of whether the grade is excellent is a relative determination with respect to the evaluation standard.
- “acquisition score is high” is used as an evaluation criterion
- the previous (before interruption) acquisition score is higher than the current (after restart) acquisition score within a predetermined period
- the game is continued based on the previous score.
- the game parameter history is rewritten (returned) to the previous game parameter history. For example, when the previous acquisition score is smaller than the current acquisition score, the current acquisition score with good results is adopted, and the game is continued based on the current acquisition score.
- the evaluation score is “low acquisition score”
- the previous (before interruption) acquisition score is less than the current (after restart) acquisition score within a given period
- the previous acquisition with poor results The score is adopted, and the game is continued based on the previous acquired score.
- the game parameter history is rewritten (returned) to the previous game parameter history. For example, if the previous acquisition score is higher than the current acquisition score, the current acquisition score with poor results is adopted, and the game is continued based on the current acquisition score.
- the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game.
- the game device may further include a display unit that displays a state image based on the state of the game stored in the state storage unit.
- the state image is a game image generated using the current game parameters, and is a real-time image.
- a monitor connected to the game device (or provided in the game device) displays a game image that changes in accordance with an operation instruction input from the player. The player can grasp the instruction contents input by the player, information on how the game state has changed according to the instruction contents, information on the player's own results, and the like.
- the display unit acquires the game state history included in the predetermined period from the game state history stored in the history storage unit, and the acquired A history image based on the game state included in the game state history may be further displayed in order.
- a history image is a game image generated using a history of game parameters, and is an image that reproduces a past play.
- a game image before the game interruption is displayed on the monitor. That is, the player can compare his own play before the interruption with his own play after the restart. For example, in a music game in which a musical instrument is played in accordance with the displayed notes, the progress can be grasped by comparing the previous performance with the current performance.
- the display unit may display the state image with higher emphasis than the history image.
- the current game image after the restart is displayed relatively larger than the past game image before the interruption.
- the current game image after resumption is displayed on the full screen, and the past game image before the interruption is displayed in a small window. Therefore, the player can check his / her past play while not disturbing the play after the restart.
- the state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction. Then, the predetermined determination criterion may be determined using the numerical parameter when the predetermined period has elapsed since the resumption of the game and the numerical parameter when the game is interrupted.
- the numerical parameter is, for example, a score acquired by the player.
- the score at the in-game time when the game was interrupted is compared with the score when the game is restarted and reaches the same in-game time again. Then, the history of game parameters corresponding to the score of whichever is better is used for the player's score determination.
- the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Then, at the end of the predetermined period (practice period), the game can be continued following the one with good results. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game. Note that the history of game parameters corresponding to the score of whichever is inferior may be used for determining the player's score.
- the state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction.
- the predetermined criterion is determined by using the numerical parameter history from the resumption of the game until the predetermined period elapses, and the numerical parameter history for the predetermined period from the interruption of the game. Also good.
- a history of game parameters within a predetermined period past the in-game time at which the game was interrupted, and a history of game parameters from when the game is resumed until the same in-game time is reached again.
- a history obtained by combining history portions having excellent results is used for determining the player's results. That is, only a good place when played twice is picked up and used for the player's judgment. Even when the game is interrupted, the player can get used to shoulders for a while to regain the game sensation, and can easily grasp the connection of the game and easily enter the game. It is also possible to pick up only the bad part when playing twice and use it for the player's score determination.
- a game processing method includes a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit, and a game device capable of interrupting and restarting the progress of the game.
- the game processing method is executed and includes an operation reception step, an update step, and a restart control step.
- the state storage unit stores the current state of the game.
- the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
- the operation accepting step the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
- the update unit updates the state of the game stored in the state storage unit based on the accepted operation instruction.
- the restart control unit when the restart control unit restarts after interrupting the game, the game is restarted from a predetermined period before the game is interrupted. Further, in the restart control step, when the predetermined period has elapsed since the game was restarted, the game state based on the operation instruction received within the predetermined period is superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the restart control unit updates the game state stored in the state storage unit with the game state based on the operation instruction received within the predetermined period. .
- the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game.
- An information recording medium is a program that causes a computer capable of interrupting and restarting a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit
- the state storage unit stores the current state of the game.
- the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
- the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
- the update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
- the restart control unit resumes the game from a predetermined period before the game is interrupted.
- the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
- the computer can function as a game device that operates as described above.
- a program causes a computer capable of interrupting and resuming the progress of a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit.
- the state storage unit stores the current state of the game.
- the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
- the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
- the update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
- the restart control unit resumes the game from a predetermined period before the game is interrupted.
- the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
- the computer can function as a game device that operates as described above.
- the program of the present invention can be recorded on a computer-readable information storage 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 storage 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 storage medium can be distributed and sold independently from 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 enabling a player to easily grasp the connection of the game before and after the game is interrupted.
- FIG. 1 It is a figure which shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement
- 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.
- a description will be given with reference to FIG. 1
- 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 player when executing a game such as a dance game or a soccer game.
- a plurality of controllers 105 may be connected to the interface 104.
- 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 player 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 the surface of each polygon 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 the corresponding sound 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.
- FIG. 2 is a diagram showing a functional configuration of the game apparatus 200.
- the game device 200 includes a state storage unit 201, a history storage unit 202, an operation reception unit 203, an update unit 204, a display unit 205, and a restart control unit 206.
- FIG. 3 is a schematic diagram of the controller 105 used by being connected to the game apparatus 200 of the present embodiment.
- the controller 105 is a mat type controller installed on the floor or the like.
- a left button 301, a lower button 302, an upper button 303, a right button 304, and the like are arranged.
- an instruction is input to the controller 105 when the player steps on the foot.
- the player can also input instructions by pressing each button with his hand.
- FIG. 4 is a configuration example of a game screen 400 performed in the game device 200 of the present embodiment.
- stationary marks 401 to 404 drawn fixedly at predetermined positions in the screen 400, stepping position instruction marks 410 (410A, 410B, 410C, 410D in this figure) whose drawing position moves with time. 4), a score 420 obtained by the player in the game, a gauge 430 representing the game result of the player, other background images, and the like are displayed.
- the step position indication mark 410 is scrolled and displayed in accordance with the music to be played.
- the step position instruction mark 410 has one of the up, down, left, and right arrows corresponding to the buttons 301 to 304.
- the stationary marks 401 to 404 are marks indicating the timing (hereinafter also referred to as “task time”) at which the player should press the buttons 301 to 304, respectively.
- task time the timing at which the player should press the buttons 301 to 304, respectively.
- 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 stepping position instruction mark 410 moves to the same position as the stationary marks 401 to 404, when the player presses any of the buttons 301 to 304 corresponding to the direction of the arrow drawn on the stationary marks 401 to 404, the player's A predetermined score is added to the score 420, or the value (dance meter) indicated by the gauge 430 is increased.
- the CPU 101 increases the value indicated by the gauge 430 or increases the value indicated by the score 420, and the game results are excellent. And evaluate. Further, the CPU 101 evaluates that the game results are better as the time when the task is achieved is closer to the task time.
- step position instruction mark 410 has moved to a position overlapping any of the stationary marks 401 to 404, a button (any one of the buttons 301 to 304) corresponding to the arrow indicated by the moved step position instruction mark 410 has been moved.
- a button any one of the buttons 301 to 304 corresponding to the arrow indicated by the moved step position instruction mark 410 has been moved.
- the CPU 101 can interrupt (pause) the progress of the game or resume it after the interruption according to an instruction from the player.
- the player can interrupt or resume the game at an arbitrary timing by pressing a predetermined pause button.
- interrupt instruction an instruction to interrupt the game
- resume instruction an instruction to resume the interrupted game
- the CPU 101 may suspend or resume the game depending on whether or not a predetermined condition is satisfied regardless of whether or not there is a suspension instruction or a restart instruction from the player. For example, the CPU 101 may interrupt the game when there is no input from the player for a predetermined time or longer in the controller 105. Further, for example, the CPU 101 may resume the game when receiving a restart instruction from the player or when a predetermined pause time has elapsed since the game was interrupted.
- the state storage unit 201 stores the current game state of the game played on the game device 200.
- the CPU 101 and the RAM 103 work together to function as the state storage unit 201.
- the game state is, for example, a game parameter indicating a value 420 (score) scored by a player, a gauge 430 value (dance meter), an elapsed time in the game (in-game time), an actual elapsed time, and the like. That is.
- the CPU 101 updates various game parameter values set in advance for the game in accordance with the progress of the game, and stores them in a predetermined memory area of the RAM 103.
- the history storage unit 202 stores a game state history stored in the state storage unit 201 while the game is not interrupted.
- the CPU 101 and the RAM 103 cooperate to function as the history storage unit 202.
- the CPU 101 stores the past game state in the RAM 103 as a history.
- the CPU 101 stores a history of game states in a past period (for example, “from 5 seconds ago to the present”) in actual time.
- the CPU 101 may store a history of game states in the past period in the in-game time (for example, “from the start of the first period to the present” in the ice hockey game).
- the CPU 101 defines an array variable that can store a history of game parameters for a predetermined game time and stores it in the RAM 103 so that the history of game parameters from the current game time to the present is stored.
- each value of the array variable is periodically updated.
- the update timing is typically a timing at which a vertical synchronization interrupt (VSYNC) occurs.
- the operation reception unit 203 receives an operation instruction from the player while the game is not interrupted.
- the operation instruction is an instruction other than the interruption instruction and the restart instruction, such as an instruction to input a game command performed on the game device 200.
- the CPU 101 and the controller 105 cooperate to function as the operation reception unit 203.
- the command is defined in advance by pattern data composed of a data string indicating one or more operations to be input by the player.
- the command is represented by pattern data such as “left once” in the controller 105 including the buttons 301 to 304.
- a game event associated with the pattern data in advance for example, a sound associated with the button 301 is reproduced
- the CPU 101 receives an operation instruction and an interruption instruction when the game is in progress (when not interrupted). Further, when the game is not in progress (when it is interrupted), the CPU 101 accepts a restart instruction.
- the update unit 204 updates the current game state stored in the state storage unit 201 based on the operation instruction received from the player.
- the CPU 101 and the RAM 103 work together to function as the update unit 204.
- the CPU 101 changes each value of the game parameter according to the input command, stores the changed game parameter in the RAM 103, and advances the game.
- the display unit 205 generates a state image 251 based on the game state stored in the state storage unit 201 and displays it on the monitor. Further, when the game is resumed after the game is interrupted, the display unit 205 acquires a game state history included in the latest predetermined period from the game state history stored in the history storage unit 202, and A history image 252 based on the game state included in the acquired game state history can be generated and displayed on the monitor in order.
- the CPU 101, the RAM 103, and the image processing unit 108 cooperate to function as the display unit 205.
- the state image 251 is a game image generated by the CPU 101 or the like based on the current game parameter, that is, the game parameter stored in the state storage unit 201.
- the state image 251 is a real-time image that changes according to an operation instruction input from the player.
- the history image 252 is a game image generated by the CPU 101 or the like based on past game parameters, that is, the history of game parameters stored in the history storage unit 202.
- the history image 252 is a replay image that is reproduced using a history of operation instructions input from the player in the past.
- the CPU 101 controls the image processing unit 108 to generate the state image 251 and / or the history image 252 for each VSYNC. Then, the CPU 101 displays the status image 251 and / or the history image 252 on the monitor. The CPU 101 may generate and display both the state image 251 and the history image 252 or may generate and display either one of them.
- the restart control unit 206 resumes the game from a predetermined period before the game is interrupted. That is, when the player inputs an interruption instruction and the game is interrupted, and then the player inputs a restart instruction, the game is restarted from a predetermined period before the interrupted in-game time. After the game is interrupted, the game is resumed slightly before the interrupted scene. When the game is resumed after being interrupted, the player can play twice for the predetermined period.
- the restart control unit 206 stores, in the state storage unit 201, a game state based on an operation instruction received within a predetermined period based on a predetermined evaluation criterion. Evaluate whether it is better than the game state.
- the game state is excellent means that it is excellent with respect to a predetermined evaluation standard. For example, if “the player has a high score value” is used as an evaluation criterion, the higher the score value, the better the grade. For example, if “the player's score value is small” is used as an evaluation criterion, the smaller the score value, the better the grade.
- the restart control unit 206 determines that the game state based on the operation instruction received within the predetermined period is superior to the game state stored in the state storage unit 201, the game state stored in the state storage unit 201 Are updated in a game state based on an operation instruction received within a predetermined period.
- the game score is an evaluation value derived by a predetermined calculation formula using game parameters. Typically, this evaluation value is a value indicated by the score 420 or a value of the gauge 430 that can increase or decrease as the game progresses. Then, the final game result of the player is determined according to the comparison result as in the following case.
- the game score based on the operation instruction newly input after the restart is inferior to the game score based on the operation instruction previously input before the interruption, or If it is the same:
- the CPU 101 adopts the game score based on the operation instruction input in the past before the interruption, and discards the game score based on the newly input operation instruction after the restart.
- the CPU 101 sets the game score based on the operation instruction input in the past before the interruption as the game score of the player within a predetermined period.
- the player's game result is the operation instruction with the best result when a predetermined period has elapsed since the game was restarted, between the operation instruction input last time and the operation instruction input this time.
- FIG. 5A is a diagram illustrating a time change of a game parameter (for example, a value of a gauge 430 (dance meter)) by an operation input before interruption and a time change of a game parameter by an operation input after resumption.
- a game parameter for example, a value of a gauge 430 (dance meter)
- the CPU 101 restarts the game from the in-game time T2 that is a predetermined period TP before the in-game time T1.
- the curve 510 represents the change of the dance meter due to the operation input after the restart
- the curve 520 represents the change of the dance meter due to the operation input before the interruption.
- the CPU 101 compares the dance meter value VB by the operation input before the interruption with the dance meter value VA by the operation input after the restart at the in-game time T1 when the game is interrupted.
- the CPU 101 adopts the curve 510 as the change of the dance meter used for the game results from the in-game time T2 to the in-game time T1. .
- the player's game score is evaluated based on the curve 530 shown in FIG. 5B, that is, based on the change of the dance meter due to the (second) operation input after resumption with excellent results.
- the CPU 101 calculates the value of the dance meter after the game time T1 with the point 515 as a base point.
- the CPU 101 compares the dance meter value VA by the operation input before the interruption with the dance meter value VB by the operation input after the restart at the in-game time T1 when the game is interrupted. Since “VA (before interruption)> VB (after resumption)”, the CPU 101 employs the curve 510 as the change of the dance meter used for the game results from the in-game time T2 to the in-game time T1. As a result, the player's game score is evaluated based on the curve 530 shown in FIG. 5B, that is, based on the change of the dance meter due to the (first) operation input before the interruption with excellent score. Then, the CPU 101 calculates the value of the dance meter after the game time T1 with the point 515 as a base point.
- the CPU 101 can also evaluate that the smaller the value indicated by the dance meter, the better the performance. That is, the CPU 101 may determine the final game result of the player as in the case 1 'and case 2' shown below instead of the case 1 and case 2 described above.
- the game score based on the operation instruction newly input after the restart is better than the game score based on the operation instruction previously input before the interruption :
- the CPU 101 adopts the game score based on the operation instruction input in the past before the interruption, and discards the game score based on the newly input operation instruction after the restart.
- the CPU 101 sets the game score based on the operation instruction input in the past before the interruption as the game score of the player within a predetermined period.
- the curve 510 represents the change of the dance meter due to the operation input after the restart
- the curve 520 represents the change of the dance meter due to the operation input before the interruption.
- the CPU 101 compares the dance meter value VB by the operation input before the interruption at the in-game time T1 when the game is interrupted with the dance meter value VA by the operation input after the restart. Since “VA (after resumption)> VB (before resumption)”, the player's game result is based on the curve 540 shown in FIG. It is evaluated based on changes in the dance meter. Then, the CPU 101 calculates the value of the dance meter after the in-game time T1 with the point 525 as a base point.
- the curve 510 represents a change in the dance meter due to the operation input before the interruption
- the curve 520 represents the change in the dance meter due to the operation input after the restart.
- the CPU 101 compares the dance meter value VA by the operation input before the interruption with the dance meter value VB by the operation input after the restart at the in-game time T1 when the game is interrupted. Since “VA (before interruption)> VB (after resumption)”, the game result of the player is based on the curve 540 shown in FIG. It is evaluated based on changes in the dance meter. Then, the CPU 101 calculates the value of the dance meter after the in-game time T1 with the point 525 as a base point.
- the game result based on the operation instruction newly input after the resumption of the game after the predetermined period has elapsed is the game result based on the operation instruction input in the past before the interruption. If the same, the CPU 101 may adopt either game result.
- 6 and 7 are flowcharts showing the game processing of this embodiment.
- 8, 9, 10, 11 ⁇ / b> A, and 11 ⁇ / b> B are diagrams for explaining the history of game parameters stored in the history storage unit 202.
- the CPU 101 starts a game, accepts an operation instruction from the player, advances the game, and stores the current game parameters in the RAM 103 (step S601).
- the current game parameter is stored in the state storage unit 201.
- the CPU 101 stores the game parameter history in the RAM 103 (step S602).
- the history of game parameters is stored in the history storage unit 202.
- the CPU 101 acquires game parameters at predetermined time intervals, and stores at least the latest N times (N is an integer of 1 or more) of the acquired game parameters as a history in the RAM 103.
- FIG. 8 is a diagram illustrating a state in which the game parameters acquired from the start of the game are stored in the history storage unit 202 in the order of acquisition (time order).
- the value of the game parameter at in-game time T1 is VA.
- the CPU 101 controls the image processing unit 108 to generate a state image 251 and display it on the monitor.
- the CPU 101 determines whether or not a game interruption instruction has been input (step S603).
- step S603 When it is determined that no interruption instruction has been input (step S603; NO), the CPU 101 repeats the processing of steps S601 to S603. That is, the game continues without interruption. By repeating the processing, each of the generated state images 251 is connected and displayed, and looks like a moving image.
- the buffer memory 900 is a memory area prepared in a predetermined area of the RAM 103.
- the CPU 101 when there is an interruption instruction at the in-game time T1 shown in FIG. 8, the CPU 101, as shown in FIG. 9, is the latest M pieces (M is an integer from 1 to N) belonging to a predetermined period.
- the histories V (N ⁇ M + 1) to V (N) are copied to the buffer memory 900.
- the CPU 101 controls the image processing unit 108 to display the last generated state image 251 and a message indicating that it has been interrupted (pause) on the monitor.
- the CPU 101 determines whether or not a game restart instruction has been input (step S605).
- step S605 When it is determined that the restart instruction has not been input (step S605; NO), the CPU 101 waits until the restart instruction is input.
- step S605 When it is determined that a restart instruction has been input (step S605; YES), the CPU 101 restarts the game from the in-game time T2 that is a predetermined period before the in-game time T1 at which the game was interrupted (step S606).
- the CPU 101 After restarting the game, the CPU 101 accepts an operation instruction from the player and advances the game, and stores the current game parameters in the RAM 103 (step S607).
- the CPU 101 stores the game parameter history in the RAM 103 (step S608).
- the CPU 101 overwrites the game parameter corresponding to the in-game time T2 after the restart on the history V (j) corresponding to the in-game time T2 before the interruption (j is an integer between NM + 1 and N). To do.
- the CPU 101 controls the image processing unit 108 to generate a state image 251 and display it on the monitor.
- the CPU 101 generates and monitors a history image 252 based on the game parameters stored in the buffer memory 900 (that is, past game parameters before the game is interrupted) until the predetermined period elapses after the game is resumed. May be displayed.
- the CPU 101 determines whether or not a predetermined period has elapsed since the game was restarted (step S609).
- step S609 When it is determined that the predetermined period has not elapsed (step S609; NO), the CPU 101 advances the game until the predetermined period elapses. This is the second game progress.
- FIG. 10 is a diagram illustrating a history of game parameters stored in the history storage unit 202 when the in-game time reaches T1 again after restarting the game.
- the value of the game parameter at the game time T1 is VB.
- the value of the game parameter by the first play (before interruption) is VA, and the value of the game parameter by the second play (after restart) is VB.
- step S609 When it is determined that the predetermined period has elapsed, that is, the in-game time has reached T1 again (step S609; YES), the CPU 101 stores the history of game parameters temporarily saved in the buffer memory 900 and the in-game after restarting The game parameter history from time T2 to T1 is compared (step S610).
- step S611 when it is determined that the game parameter after restart (second time) is superior to the game parameter before interruption (first time), in other words, when “VA ⁇ VB” (step S611; YES), the CPU 101 discards the history of game parameters temporarily saved in the buffer memory 900 (step S612).
- the resumed game parameters are still stored in the history storage unit 202, the resumed game parameters are used for the player's game results.
- step S611 if it is determined that the game parameter before the interruption (first time) is superior to the game parameter after the restart (second time), in other words, “VA> VB” (step S611; NO), the CPU 101 updates the history of game parameters in the history storage unit 202 with the history of game parameters temporarily saved in the buffer memory 900 (step S613).
- the game parameters stored in the history storage unit 202 are returned to the game parameters before the interruption, so that the game parameters before the interruption are used for the game results of the player.
- the CPU 101 continues the game.
- the predetermined end condition of the game is satisfied, the CPU 101 ends the game and calculates the game result of the player using the game parameter history stored in the history storage unit 202.
- the predetermined end condition is, for example, “a predetermined time limit has elapsed” or “the value of the gauge 430 is equal to or less than a predetermined value”.
- the final game score of the player is determined by using the better one of the score in the predetermined period before the interruption and the score in the predetermined period after the restart. For example, even if a player suddenly receives a call while playing a game, pauses, and then resumes, it does not resume suddenly from where it was paused, but starts a little before the pause Therefore, it becomes easy to grasp the connection of the game before and after the interruption. According to this embodiment, the player can easily grasp the connection before and after the game is interrupted. Further, since the command can be reissued after returning for a predetermined period, it is possible to prevent the game feeling from becoming dull or forgetting the game content due to the interruption of the game.
- the player always keeps a sense of tension and "up further"
- the game device 200 can be adjusted and penalized so that the game becomes more tense and difficult. It also leads to improvements in player technology.
- FIG. 12 shows an example of the screen 400 displayed in the above-described steps S601 to S603.
- stationary marks 401 to 404, a score of 420, a gauge 430, stepping position instruction marks 1201 to 1203, and the like are displayed.
- step position indication marks 1201, 1202, and 1203 correspond to the state image 251.
- FIG. 13 shows an example of the screen 400 displayed in the above-described step S604.
- the CPU 101 stops the movement of the step position indication marks 1201, 1202, and 1203, and displays a message (for example, “PAUSE”) and an image indicating that the game is interrupted.
- a message for example, “PAUSE”
- FIG. 14 shows an example of the screen 400 when the game is resumed in the above-described step S606.
- the stepping position instruction marks 1401 and 1402 are stepping position instruction marks displayed at the in-game time when the interruption instruction is received. These are described for explaining the present invention, and it is desirable that they are not actually displayed in the screen 400.
- the CPU 101 displays the positions of the step position indication marks 1201, 1202, and 1203 by returning a distance ⁇ L from the in-game time at which the interruption instruction is received to a position before a predetermined period of time.
- the movement of 1201, 1202, 1203 is resumed.
- the player resumes the game from the point where the distance ⁇ L has returned from when the game was interrupted.
- the CPU 101 determines that the other task preceding the task corresponding to the step position indication marks 1201, 1202, and 1203 (hereinafter referred to as “previous task”) is within the distance range ⁇ L.
- the step position indication mark 1403 corresponding to the preceding task is also displayed. There may be a plurality of prior tasks within the distance range ⁇ L, or they may not exist. The player will play again for the previous task existing within the distance range ⁇ L.
- step position indication marks 1201, 1202, and 1403 correspond to the state image 251.
- FIG. 15 shows an example of a screen 400 displayed in the above-described steps S606 to S609.
- This figure shows that the left button 301 corresponding to the step position instruction mark 1403 indicating the preceding task is at the task time associated with the preceding task displayed again (at the timing when the stationary mark 401 and the step position instruction mark 1403 overlap). It is the screen 400 when pressed by the player.
- the CPU 101 obtains the player's score for the step position indication mark 1403 and displays the result (for example, “GREAT”).
- the CPU 101 also displays a history image 252 based on the game parameter history before the interruption.
- the history image 252 corresponds to the image 1501.
- the player can know the results of the previous (before interruption) in addition to the results of this time (after restart) during the predetermined period after the restart. For example, the player should determine his / her progress standard, for example, “I am better than the previous time”, or, for example, “I ’ll improve this time, so let ’s continue from now” Is possible.
- the CPU 101 may not display the history image 252.
- FIG. 16 shows another example of the screen 400 displayed in the above-described steps S606 to S609.
- the CPU 101 may divide and display the game screen after restart and the game screen before interruption.
- the state image 251 is a game that includes all of the still marks 401 to 404, the score 420 after restart, the gauge 430 after restart, the step position indication marks 1201, 1202, and 1403, and the evaluation results after restart.
- the history image 252 is a game that includes all of the still marks 401 to 404, the score 420 before the interruption, the gauge 430 before the interruption, the step position indication marks 1201, 1202, and 1403, and the evaluation result before the interruption.
- the CPU 101 may change the screen display as follows before and after interruption.
- the CPU 101 displays the size of the status image 251 relatively larger than the size of the history image 252.
- the CPU 101 causes the state image 251 to be displayed with a higher emphasis than the history image 252.
- a method of emphasizing there is a method using a difference in image size or a difference in color tone of an image.
- the CPU 101 displays the history image 252 in a small window (so-called “wipe”) while the state image 251 is displayed on the full screen.
- the CPU 101 displays the state image 251 in full screen in (X), and gradually wipes in the history image 252 while displaying the state image 251 in the screen transition from (X) to (Y).
- the history image 252 is gradually wiped out while displaying the state image 251.
- the state image 251 is displayed on the full screen.
- the CPU 101 evaluates each game parameter stored in the history storage unit 202 and each game parameter stored in the buffer memory 900.
- the CPU 101 compares the game parameter array element V (N ⁇ M + 1) stored in the history storage unit 202 with the game parameter array element V (N ⁇ M + 1) stored in the buffer memory 900. Further, the CPU 101 compares the array element V (N ⁇ M + 2) in the history storage unit 202 with the array element V (N ⁇ M + 2) in the buffer memory 900. Similarly, the CPU 101 compares all the array elements.
- the CPU 101 determines that the history storage unit Of the game parameters stored in 202, the game parameters determined to be superior to the buffer memory 900 are updated with the game parameters stored in the buffer memory 900.
- FIG. 17A is a diagram illustrating a time change of a game parameter (for example, a value of a dance meter) by an operation input before interruption and a time change of a game parameter by an operation input after restart.
- a game parameter for example, a value of a dance meter
- the curve 1710 represents a change in the dance meter due to the operation input before the interruption
- the curve 1720 represents the change in the dance meter due to the operation input after the restart.
- the CPU 101 compares each value of the dance meter by the operation input before the interruption from the time T4 to T3 in the game with each value of the dance meter by the operation input after the restart.
- the CPU 101 employs the curve 1720.
- the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 adopts the curve 1710.
- the in-game time is from T6 to T7
- the value of the dance meter indicated by the curve 1720 is greater than the value of the dance meter indicated by the curve 1710, and thus the CPU 101 adopts the curve 1720.
- the in-game time is from T7 to T3
- the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 adopts the curve 1710.
- the player's game results are evaluated based on the curve 1730 shown in FIG. 17B.
- the CPU 101 calculates the value of the dance meter after the in-game time T3 with the point 1715 as a base point.
- the CPU 101 determines that the history storage unit Of the game parameters stored in 202, the game parameters determined to be inferior in the buffer memory 900 may be updated with the game parameters stored in the buffer memory 900.
- the CPU 101 may adopt the curve 1710.
- the in-game time is from T5 to T6
- the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1720.
- the in-game time is from T6 to T7
- the value of the dance meter indicated by the curve 1720 is greater than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1710.
- the in-game time is from T7 to T3
- the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1720.
- the player's game results are evaluated based on the curve 1740 shown in FIG. 17C.
- the CPU 101 calculates the value of the dance meter after the in-game time T3 with the point 1725 as a base point.
- the game when there is no interruption and resumption of the game, the game is forcibly terminated when the value of the gauge 430 becomes zero.
- the game even if the value of the gauge 430 becomes zero within a predetermined period after the game is resumed, the game is continued using the history of game parameters before the game is interrupted.
- FIG. 18A is a diagram illustrating a time change of a game parameter (for example, a dance meter value) by an operation input before interruption and a time change of a game parameter by an operation input after resumption.
- a game parameter for example, a dance meter value
- the CPU 101 restarts the game from an in-game time T9 that is a predetermined period TP before the in-game time T8.
- a curve 1810 represents a change in the dance meter due to the operation input before the interruption
- a curve 1820 represents a change in the dance meter due to the operation input after the restart.
- the CPU 101 uses a curve as a change of the dance meter used for the game results from the in-game time T9 to the in-game time T8. 1810 is adopted.
- the CPU 101 updates the game parameter history stored in the history storage unit 202 with the game parameter history temporarily saved in the buffer memory 900.
- the game result of the player is calculated based on the curve 1830 shown in FIG. 18B, that is, based on the change of the dance meter due to the operation input before the interruption (first time).
- the CPU 101 calculates the value of the dance meter after the game time T8 from the point 1850 as a base point.
- the CPU 101 ends the display of the state image 251 at the in-game time T10.
- the CPU 101 records a game parameter history from a point 1840 on the curve 1810 when the in-game time is T10 to a point 1850 on the curve 1810 when the in-game time is T8. Is used to display the history image 252.
- the CPU 101 does not accept any input of an operation instruction, an interruption instruction, or a restart instruction from the time T10 to T8 after the game restarts. During this time, the player “reviews” his previous play. Since it is easy for the player to grasp the connection of the game, it is easy to advance the game even after a predetermined period.
- an interruption instruction is input from the player.
- the game apparatus 200 can interrupt the game without an interruption instruction from the player.
- the CPU 101 may consider that there is an interruption instruction and may interrupt the game.
- the controller 105 includes an acceleration sensor and the absolute value of the measured acceleration is less than a predetermined threshold for a predetermined time or more, the CPU 101 considers that an interruption instruction has been given, and the game May be interrupted.
- the CPU 101 may consider that there is an instruction to interrupt and interrupt the game.
- the CPU 101 displays a dialog box 1910 for receiving an instruction as to whether or not to end the game, as illustrated in FIG.
- the CPU 101 When instructed to end the game, the CPU 101 ends the display of the state image 251 and ends the game.
- the CPU 101 When it is instructed not to end the game, the CPU 101 considers that a restart instruction has been input, and restarts the game from a predetermined period as described above.
- Displaying the confirmation dialog box 1910 can prevent the game from ending against the player's intention.
- 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 constituent elements of the above-described embodiments.
- the present invention can be used to realize a function for allowing a player (particularly a beginner) to enter a mode where he can practice whenever he wants to practice a specific part of the game.
- a player who is not good at a specific phrase can input a practice instruction (corresponding to the above interruption instruction) when approaching the phrase.
- a practice instruction corresponding to the above interruption instruction
- the game is resumed by returning to a predetermined period from there, and the player can focus on the vicinity of the phrase. Therefore, according to the present invention, an opportunity to help raise the player's arm can be provided.
- the present invention can be used to realize a function for entering a mode in which a player can practice when it is determined that the player's technical level is not sufficient. For example, in a shooting game in which stages are cleared sequentially, if the CPU 101 determines that it is difficult to clear a certain stage (eg, it took longer than the reference clear time), the CPU 101 It is considered that there has been a practice instruction (corresponding to the interruption instruction above), and the game is practiced by returning to a predetermined period. Players can focus on areas they are not good at. Therefore, according to the present invention, an opportunity to help raise the player's arm can be provided.
- a program for operating a 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 (MagnetoeOptical 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 (MagnetoeOptical 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 enabling a player to easily grasp the game connection before and after the game is interrupted. be able to.
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Abstract
Description
状態記憶部は、当該ゲームの現在の状態を記憶する。
履歴記憶部は、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴を記憶する。
操作受付部は、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
更新部は、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
再開制御部は、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
更に再開制御部は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する。 A game device according to a first aspect of the present invention is a game device capable of interrupting and resuming the progress of a game, comprising a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit. Prepare.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
The operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
The update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
When the game is resumed after the game is interrupted, the restart control unit resumes the game from a predetermined period before the game is interrupted.
Furthermore, when the predetermined period elapses after the game is restarted, the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
そして、所定の判断基準は、当該ゲームの再開から当該所定期間が経過したときの当該数値パラメータと、当該ゲームが中断したときの当該数値パラメータとを用いて定められてもよい。 The state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction.
Then, the predetermined determination criterion may be determined using the numerical parameter when the predetermined period has elapsed since the resumption of the game and the numerical parameter when the game is interrupted.
そして、所定の判断基準は、当該ゲームの再開から当該所定期間が経過するまでの当該数値パラメータの履歴と、当該ゲームの中断から当該所定期間分の当該数値パラメータの履歴とを用いて定められてもよい。 The state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction.
The predetermined criterion is determined by using the numerical parameter history from the resumption of the game until the predetermined period elapses, and the numerical parameter history for the predetermined period from the interruption of the game. Also good.
状態記憶部には、当該ゲームの現在の状態が記憶される。
履歴記憶部には、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴が記憶される。
操作受付ステップでは、操作受付部が、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
更新ステップでは、更新部が、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
再開制御ステップでは、再開制御部が、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
更に再開制御ステップでは、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で、再開制御部が更新する。 A game processing method according to another aspect of the present invention includes a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit, and a game device capable of interrupting and restarting the progress of the game. The game processing method is executed and includes an operation reception step, an update step, and a restart control step.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
In the operation accepting step, the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
In the update step, the update unit updates the state of the game stored in the state storage unit based on the accepted operation instruction.
In the restart control step, when the restart control unit restarts after interrupting the game, the game is restarted from a predetermined period before the game is interrupted.
Further, in the restart control step, when the predetermined period has elapsed since the game was restarted, the game state based on the operation instruction received within the predetermined period is superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the restart control unit updates the game state stored in the state storage unit with the game state based on the operation instruction received within the predetermined period. .
状態記憶部は、当該ゲームの現在の状態を記憶する。
履歴記憶部は、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴を記憶する。
操作受付部は、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
更新部は、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
再開制御部は、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
更に再開制御部は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する。 An information recording medium according to another aspect of the present invention is a program that causes a computer capable of interrupting and restarting a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit Remember.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
The operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
The update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
When the game is resumed after the game is interrupted, the restart control unit resumes the game from a predetermined period before the game is interrupted.
Furthermore, when the predetermined period elapses after the game is restarted, the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
状態記憶部は、当該ゲームの現在の状態を記憶する。
履歴記憶部は、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴を記憶する。
操作受付部は、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
更新部は、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
再開制御部は、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
更に再開制御部は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する。 A program according to another aspect of the present invention causes a computer capable of interrupting and resuming the progress of a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
The operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
The update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
When the game is resumed after the game is interrupted, the restart control unit resumes the game from a predetermined period before the game is interrupted.
Furthermore, when the predetermined period elapses after the game is restarted, the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
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、上記情報記憶媒体は、コンピュータとは独立して配布・販売することができる。 The program of the present invention can be recorded on a computer-readable information storage 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 storage medium can be distributed and sold independently from the computer.
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。 (Embodiment 1)
An embodiment of the present invention will be described. In the following, for ease of understanding, an embodiment in which the present invention is realized using an information processing apparatus for games will be described. However, the following embodiment is for explanation, and the scope of the present invention There is no limit. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
状態画像251は、現在のゲームパラメータ、すなわち状態記憶部201に記憶されるゲームパラメータに基づいてCPU 101等により生成されるゲーム画像である。言い換えれば、状態画像251は、プレイヤーから入力される操作指示に応じて変化するリアルタイム画像である。 Here, there are two types of images displayed on the monitor: a
The
CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を採用し、中断前に過去に入力されていた操作指示に基づくゲーム成績を破棄する。CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。 (Case 1) When the game score based on the operation instruction newly input after the restart is superior to the game score based on the operation instruction previously input before the interruption after a predetermined period has elapsed since the game restart:
The
CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を採用し、再開後に新たに入力された操作指示に基づくゲーム成績を破棄する。CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。 (Case 2) After a predetermined period from the game restart, the game score based on the operation instruction newly input after the restart is inferior to the game score based on the operation instruction previously input before the interruption, or If it is the same:
The
図5Aは、中断前の操作入力によるゲームパラメータ(例えばゲージ430(ダンスメーター)の値)の時間変化と、再開後の操作入力によるゲームパラメータの時間変化とを表す図である。ゲーム内時刻T1に中断指示が入力され、その後再開指示が入力されると、CPU 101は、ゲーム内時刻T1より所定期間TP前のゲーム内時刻T2からゲームを再開させる。 Here, the
FIG. 5A is a diagram illustrating a time change of a game parameter (for example, a value of a gauge 430 (dance meter)) by an operation input before interruption and a time change of a game parameter by an operation input after resumption. When an interruption instruction is input at the in-game time T1, and then a restart instruction is input, the
例えば、曲線510が中断前の操作入力によるダンスメーターの変化を表し、曲線520が再開後の操作入力によるダンスメーターの変化を表すと仮定する。 Next, the
For example, assume that the
CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を採用し、再開後に新たに入力された操作指示に基づくゲーム成績を破棄する。CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。 (Case 1 ') After a predetermined period of time has elapsed since the game resumed, the game score based on the operation instruction newly input after the restart is better than the game score based on the operation instruction previously input before the interruption :
The
CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を採用し、中断前に過去に入力されていた操作指示に基づくゲーム成績を破棄する。CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。 (Case 2 ') After a predetermined period of time has elapsed since the game restarted, whether the game score based on the operation instruction newly input after the restart is inferior to the game score based on the operation instruction previously input before the interruption, Or if they are the same:
The
図8、図9、図10、図11A,図11Bは、履歴記憶部202に記憶されるゲームパラメータの履歴を説明するための図である。 6 and 7 are flowcharts showing the game processing of this embodiment.
8, 9, 10, 11 </ b> A, and 11 </ b> B are diagrams for explaining the history of game parameters stored in the
(X)中断前、及び、中断中:状態画像251の全画面表示。
(Y)再開後の所定期間以内:状態画像251と履歴画像252との分割表示。
(Z)再開後の所定期間以降:状態画像251の全画面表示。 For example, the
(X) Before interruption and during interruption: Full screen display of the
(Y) Within a predetermined period after resumption: Split display of the
(Z) After a predetermined period after resumption: Full screen display of the
次に、本発明のその他の実施形態について説明する。上記実施形態では、中断時の過去のゲームパラメータと、再開してから所定期間経過時のゲームパラメータと、の差異に基づいて、プレイヤーのゲーム成績を評価している。一方、本実施形態は、中断時より所定期間分のゲームパラメータの履歴と、再開してから所定期間が経過するまでのゲームパラメータの履歴と、の差異に基づいて、プレイヤーのゲーム成績を評価する点で、上記実施形態と異なる。 (Embodiment 2)
Next, other embodiments of the present invention will be described. In the above embodiment, the player's game results are evaluated based on the difference between the past game parameters at the time of interruption and the game parameters at the time when a predetermined period has elapsed since restarting. On the other hand, this embodiment evaluates the player's game performance based on the difference between the game parameter history for a predetermined period from the time of interruption and the game parameter history from the restart until the predetermined period elapses. This is different from the above embodiment.
ゲーム内時刻がT5からT6にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1710を採用する。
ゲーム内時刻がT6からT7にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が大きいので、CPU 101は、曲線1720を採用する。
ゲーム内時刻がT7からT3にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1710を採用する。 When the in-game time is from T4 to T5, the value of the dance meter indicated by the
When the in-game time is from T5 to T6, the value of the dance meter indicated by the
When the in-game time is from T6 to T7, the value of the dance meter indicated by the
When the in-game time is from T7 to T3, the value of the dance meter indicated by the
ゲーム内時刻がT5からT6にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1720を採用してもよい。
ゲーム内時刻がT6からT7にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が大きいので、CPU 101は、曲線1710を採用してもよい。
ゲーム内時刻がT7からT3にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1720を採用してもよい。 When the in-game time is from T4 to T5, the value of the dance meter indicated by the
When the in-game time is from T5 to T6, the value of the dance meter indicated by the
When the in-game time is from T6 to T7, the value of the dance meter indicated by the
When the in-game time is from T7 to T3, the value of the dance meter indicated by the
次に、本発明のその他の実施形態について説明する。上記各実施形態では、ゲーム中断時より所定期間前からゲームを再開し、所定期間以内については、中断前と再開後のうちどちらか成績の優れている方の履歴がプレイヤーの成績となる。しかし、ゲーム再開後の所定期間以内に、ゲームの所定終了条件が満たされてしまう可能性がある。本実施形態は、このような可能性を考慮した実施形態である。 (Embodiment 3)
Next, other embodiments of the present invention will be described. In each of the above-described embodiments, the game is resumed from a predetermined period before the game is interrupted, and within the predetermined period, the history of the player with the better result before the interruption or after the restart becomes the player's result. However, there is a possibility that a predetermined end condition of the game is satisfied within a predetermined period after the game is resumed. The present embodiment is an embodiment considering such a possibility.
図18Aは、中断前の操作入力によるゲームパラメータ(例えばダンスメーターの値)の時間変化と、再開後の操作入力によるゲームパラメータの時間変化とを表す図である。ゲーム内時刻T8に中断指示が入力され、その後再開指示が入力されると、CPU 101は、ゲーム内時刻T8より所定期間TP前のゲーム内時刻T9からゲームを再開させる。曲線1810が中断前の操作入力によるダンスメーターの変化を表し、曲線1820が再開後の操作入力によるダンスメーターの変化を表す。 This will be described in detail with reference to FIGS. 18A and 18B.
FIG. 18A is a diagram illustrating a time change of a game parameter (for example, a dance meter value) by an operation input before interruption and a time change of a game parameter by an operation input after resumption. When an interruption instruction is input at an in-game time T8 and a restart instruction is input thereafter, the
次に、本発明のその他の実施形態について説明する。上記各実施形態では、プレイヤーから中断指示が入力されるが、本実施形態では、プレイヤーからの中断指示が無くてもゲーム装置200がゲームを中断することができる。 (Embodiment 4)
Next, other embodiments of the present invention will be described. In each of the above embodiments, an interruption instruction is input from the player. However, in this embodiment, the
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 状態記憶部
202 履歴記憶部
203 操作受付部
204 更新部
205 表示部
206 再開制御部
301 左ボタン
302 下ボタン
303 上ボタン
304 右ボタン
400 画面(ゲーム画面)
401~404 静止マーク
410A~410D 踏み位置指示マーク
420 点数
430 ゲージ(ダンスメーター)
510,520,530,540 曲線
515,525 点
900 バッファメモリ
1201~1203,1401~1403 踏み位置指示マーク
1501 画像(履歴画像)
1710,1720,1730,1740 曲線
1715,1725 点
1810,1820,1830 曲線
1840,1850 点
1910 ダイアログボックス 100
102 ROM
103 RAM
104
200
401 to 404
510, 520, 530, 540
1710, 1720, 1730, 1740
Claims (9)
- ゲームの進行を中断させ再開させることが可能なゲーム装置(200)であって、
当該ゲームの現在の状態を記憶する状態記憶部(201)と、
当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴を記憶する履歴記憶部(202)と、
当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付部(203)と、
前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新部(204)と、
当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御部(206)と、
を備え、
前記再開制御部(206)は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
ことを特徴とするゲーム装置(200)。 A game device (200) capable of interrupting and resuming the progress of a game,
A state storage unit (201) for storing the current state of the game;
While the game is not interrupted, a history storage unit (202) that stores a history of game states stored in the state storage unit (201),
While the game is not interrupted, an operation reception unit (203) that receives operation instructions from the player,
An update unit (204) for updating the state of the game stored in the state storage unit (201) based on the received operation instruction;
When restarting after interrupting the game, a restart control unit (206) for restarting the game from a predetermined period before the interruption of the game;
With
When the predetermined period has elapsed since the game was restarted, the restart control unit (206) stores the game state based on the operation instruction received within the predetermined period in the state storage unit (201). The game state stored in the state storage unit (201) based on an operation instruction received within the predetermined period when it is determined that the game state is superior to the game state based on a predetermined criterion. Update with game status,
A game device (200) characterized by that. - 請求項1に記載のゲーム装置(200)であって、
前記状態記憶部(201)に記憶されるゲームの状態に基づいた状態画像を表示する表示部(205)を更に備える、
ことを特徴とするゲーム装置(200)。 A game device (200) according to claim 1,
A display unit (205) for displaying a state image based on the state of the game stored in the state storage unit (201);
A game device (200) characterized by that. - 請求項2に記載のゲーム装置(200)であって、
前記表示部(205)は、当該ゲームが中断された後に再開される場合、前記履歴記憶部(201)に記憶されるゲームの状態の履歴のうち当該所定期間内に含まれるゲームの状態の履歴を取得し、当該取得されたゲームの状態の履歴に含まれるゲームの状態に基づいた履歴画像を順に更に表示する、
ことを特徴とするゲーム装置(200)。 A game device (200) according to claim 2,
When the display unit (205) is resumed after the game is interrupted, the game state history included in the predetermined period of the game state history stored in the history storage unit (201) And sequentially displaying history images based on the game states included in the acquired game state history,
A game device (200) characterized by that. - 請求項3に記載のゲーム装置(200)であって、
前記表示部(205)は、当該履歴画像よりも当該状態画像を相対的に強調して表示する、
ことを特徴とするゲーム装置(200)。 A game device (200) according to claim 3,
The display unit (205) displays the state image relatively emphasized rather than the history image.
A game device (200) characterized by that. - 請求項1に記載のゲーム装置(200)であって、
当該ゲームの状態は、前記受け付けられる操作指示に応じて変化する数値パラメータを用いて表され、
前記所定の判断基準は、当該ゲームの再開から当該所定期間が経過したときの当該数値パラメータと、当該ゲームが中断したときの当該数値パラメータとを用いて定められる、
ことを特徴とするゲーム装置(200)。 A game device (200) according to claim 1,
The state of the game is represented using numerical parameters that change according to the accepted operation instruction,
The predetermined determination criterion is determined using the numerical parameter when the predetermined period has elapsed from the resumption of the game and the numerical parameter when the game is interrupted.
A game device (200) characterized by that. - 請求項1に記載のゲーム装置(200)であって、
当該ゲームの状態は、前記受け付けられる操作指示に応じて変化する数値パラメータを用いて表され、
前記所定の判断基準は、当該ゲームの再開から当該所定期間が経過するまでの当該数値パラメータの履歴と、当該ゲームの中断から当該所定期間分の当該数値パラメータの履歴とを用いて定められる、
ことを特徴とするゲーム装置(200)。 A game device (200) according to claim 1,
The state of the game is represented using numerical parameters that change according to the accepted operation instruction,
The predetermined determination criterion is determined using a history of the numerical parameter from the resumption of the game until the predetermined period elapses, and a history of the numerical parameter for the predetermined period from the interruption of the game.
A game device (200) characterized by that. - 状態記憶部(201)と履歴記憶部(202)を有し、ゲームの進行を中断させ再開させることが可能なゲーム装置(200)にて実行されるゲーム処理方法であって、
前記状態記憶部(201)には、当該ゲームの現在の状態が記憶され、
前記履歴記憶部(202)には、当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴が記憶され、
当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付ステップと、
前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新ステップと、
当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御ステップと、
を備え、
前記再開制御ステップでは、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
ことを特徴とするゲーム処理方法。 A game processing method executed by a game device (200) having a state storage unit (201) and a history storage unit (202) and capable of interrupting and resuming the progress of the game,
The state storage unit (201) stores the current state of the game,
The history storage unit (202) stores a history of game states stored in the state storage unit (201) while the game is not interrupted.
An operation receiving step for receiving an operation instruction from the player while the game is not interrupted;
An updating step for updating the state of the game stored in the state storage unit (201) based on the accepted operation instruction;
When the game is resumed after being suspended, a resume control step for resuming the game from a predetermined period before the game is suspended;
With
In the restart control step, when the predetermined period has elapsed since the game was restarted, the state of the game based on the operation instruction received within the predetermined period is stored in the state storage unit (201). When it is determined that the state is superior to the state based on a predetermined determination criterion, the state of the game stored in the state storage unit (201) is the state of the game based on the operation instruction received within the predetermined period. Update with
The game processing method characterized by the above-mentioned. - ゲームの進行を中断させ再開させることが可能なコンピュータを、
当該ゲームの現在の状態を記憶する状態記憶部(201)、
当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴を記憶する履歴記憶部(202)、
当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付部(203)、
前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新部(204)、
当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御部(206)、
として機能させ、
前記再開制御部(206)は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
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。 A computer that can suspend and resume the game,
A state storage unit (201) for storing the current state of the game;
While the game is not interrupted, a history storage unit (202) that stores a history of game states stored in the state storage unit (201),
While the game is not interrupted, an operation reception unit (203) that receives operation instructions from the player,
An update unit (204) that updates the state of the game stored in the state storage unit (201) based on the received operation instruction,
When restarting after interrupting the game, a restart control unit (206) for restarting the game from a predetermined period before the game is interrupted,
Function as
When the predetermined period has elapsed since the game was restarted, the restart control unit (206) stores the game state based on the operation instruction received within the predetermined period in the state storage unit (201). The game state stored in the state storage unit (201) based on an operation instruction received within the predetermined period when it is determined that the game state is superior to the game state based on a predetermined criterion. Update with game status,
A computer-readable information recording medium characterized by storing a program that functions as described above. - ゲームの進行を中断させ再開させることが可能なコンピュータを、
当該ゲームの現在の状態を記憶する状態記憶部(201)、
当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴を記憶する履歴記憶部(202)、
当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付部(203)、
前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新部(204)、
当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御部(206)、
として機能させ、
前記再開制御部(206)は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
ことを特徴とするプログラム。 A computer that can suspend and resume the game,
A state storage unit (201) for storing the current state of the game;
While the game is not interrupted, a history storage unit (202) that stores a history of game states stored in the state storage unit (201),
While the game is not interrupted, an operation reception unit (203) that receives operation instructions from the player,
An update unit (204) that updates the state of the game stored in the state storage unit (201) based on the received operation instruction,
When restarting after interrupting the game, a restart control unit (206) for restarting the game from a predetermined period before the game is interrupted,
Function as
When the predetermined period has elapsed since the game was restarted, the restart control unit (206) stores the game state based on the operation instruction received within the predetermined period in the state storage unit (201). The game state stored in the state storage unit (201) based on an operation instruction received within the predetermined period when it is determined that the game state is superior to the game state based on a predetermined criterion. Update with game status,
A program characterized by that.
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CN102245272A (en) | 2011-11-16 |
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