WO2011115016A1 - ゲームシステム及びそのコンピュータプログラム並びにゲームシステムの制御方法 - Google Patents
ゲームシステム及びそのコンピュータプログラム並びにゲームシステムの制御方法 Download PDFInfo
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- WO2011115016A1 WO2011115016A1 PCT/JP2011/055825 JP2011055825W WO2011115016A1 WO 2011115016 A1 WO2011115016 A1 WO 2011115016A1 JP 2011055825 W JP2011055825 W JP 2011055825W WO 2011115016 A1 WO2011115016 A1 WO 2011115016A1
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- 238000000034 method Methods 0.000 title claims description 31
- 238000004590 computer program Methods 0.000 title claims description 7
- 238000011156 evaluation Methods 0.000 claims description 78
- 230000008569 process Effects 0.000 claims description 24
- 238000013500 data storage Methods 0.000 claims description 14
- 230000008859 change Effects 0.000 claims description 13
- 230000000694 effects Effects 0.000 description 7
- 238000012854 evaluation process Methods 0.000 description 6
- 238000010586 diagram Methods 0.000 description 3
- 230000004044 response Effects 0.000 description 3
- 230000001133 acceleration Effects 0.000 description 2
- 230000033764 rhythmic process Effects 0.000 description 2
- 230000004913 activation Effects 0.000 description 1
- 230000004397 blinking Effects 0.000 description 1
- 239000003086 colorant Substances 0.000 description 1
- 230000003247 decreasing effect Effects 0.000 description 1
- 239000003550 marker Substances 0.000 description 1
- 230000002093 peripheral effect Effects 0.000 description 1
- 239000004065 semiconductor Substances 0.000 description 1
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Classifications
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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
-
- 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—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
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
-
- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
Definitions
- the present invention relates to a game system for instructing a player to operate an operation unit that receives an operation of a player, a computer program thereof, and a control method of the game system.
- an object of the present invention is to provide a game system that adds a new game element in addition to an operation at a predetermined operation timing, a computer program for the game system, and a control method for the game system.
- the game system includes a display unit that displays a game screen, an operation unit that receives an operation of a player, an operation timing of the operation unit during a game, and an operation instruction indicator for instructing an operation at the operation timing.
- Sequence data storage means for storing sequence data in which appearance times appearing in the game area are described in association with each other, and the operation instruction within the appearance area that occupies a part of the game area displayed on the display unit
- Appearance position control means for receiving an appearance position determination operation for determining an appearance position of a sign corresponding to the appearance time from the operation unit and controlling the operation instruction sign to be generated at the appearance position; and the appearance position control
- the trajectory until the operation instruction mark reaches the operation reference unit at the operation time is changed.
- Comprising a track control means for the said trajectory control means, said operation indication marker to solve the above problems by changing the position reached to reach the operation reference portion according to the change of the track.
- the operation instruction mark in response to the appearance position determining operation by the player, the operation instruction mark appears in the appearance area.
- the operation instruction mark reaches the operation reference unit at a predetermined operation time with different trajectories depending on the appearance position.
- the player in addition to the operation at the operation timing when the operation instruction sign reaches the operation reference part, the player is caused to perform an operation for causing the operation instruction sign to appear, and the position reaching the operation reference part changes depending on the appearance position. To do. Therefore, it is possible to add a new game element that allows the player to predict the position reaching the operation reference portion and to select the appearance position of the operation instruction sign.
- the operation instruction sign appears on the game area by allowing the operation instruction sign to appear, and the position where the operation instruction sign appears. Accordingly, the player can obtain a new play feeling that the position at which the operation instruction mark reaches the operation reference portion changes, and the interest of the game can be enhanced.
- the appearance position control means when the appearance position determination operation is performed within a specified time for receiving the appearance position determination operation corresponding to the appearance time, May be generated. According to this, if the player does not perform the appearance position determination operation within the specified time, the operation instruction mark does not occur in the appearance area. If no operation instruction mark is generated, the subsequent operation reference section cannot be operated, so that the game performance can be further improved.
- the appearance position control means may control the appearance area to be movable within the game area based on a predetermined rule. According to this, a difficulty level can be provided for the operation of causing the operation instruction sign to appear, and the interest of the game can be enhanced.
- the game area is provided with a sign guide unit that guides the movement of the operation instruction sign
- the trajectory control unit is configured to display the appearance position according to characteristics of the sign guide unit. Control may be made so as to change the trajectory of the operation instruction sign that appears in the screen. According to this, the operation instruction mark that appears in the appearance area moves along the sign guide part and reaches the operation reference part. In addition to the appearance position, the trajectory of the operation instruction sign changes depending on the characteristics of the sign guide section, so that it is possible to enhance the fun of the game.
- the sign guide section data storing means for storing a plurality of sign guide section data in which characteristics of the sign guide section are described is provided, and the trajectory control means includes the sign guide section.
- the trajectory of the operation instruction sign may be changed based on the sign guide part data selected from the part data storage means. According to this, by providing a plurality of sign guide portions, the trajectories of the operation instruction signs are diversified. Therefore, the interest of the game can be enhanced and the player can be attracted to the game.
- information for designating a route of the operation instruction sign to be guided may be set as a characteristic of the sign guide unit. Further, information for designating the speed of the operation instruction sign to be guided may be set.
- a position evaluation unit that performs an evaluation based on an arrival position at which the operation instruction mark reaches the operation reference unit may be provided. According to this, the evaluation is also performed based on the arrival position determined according to the appearance position where the operation instruction sign appears. Therefore, for example, by setting the evaluation of a specific area high, the player can aim at the specific area, and can enhance the interest of the game.
- the operation reference unit is divided into a plurality of regions, and includes operation reference unit data storage means for storing operation reference unit data in which different evaluations are described for each region.
- the position evaluation means may evaluate an area including the arrival position as an evaluation for a player's operation based on the operation reference unit data. According to this, evaluation can be varied depending on the arrival position of the operation instruction mark, and the interest of the game can be enhanced. If a plurality of operation reference part data are prepared, game conditions can be diversified. Accordingly, the range of play is widened and the player can be attracted to the game.
- the operation reference portion data may be set with a movement route along which the operation reference portion moves within the game area.
- the game can be diversified while allowing adjustment of the difficulty level of the game.
- an operation instruction mark that appears at the appearance position moves and accepts an operation from the operation unit at an operation timing to reach the operation reference unit at the operation time
- the operation time and You may provide the operation evaluation means which evaluates the shift
- the game configuration is diversified, and the player can be attracted to the game.
- the computer program includes a display unit that displays a game screen, an operation unit that receives an operation of a player, an operation timing of the operation unit during a game, and an operation instruction indicator for instructing an operation at the operation timing.
- Sequence data storage means for storing sequence data in which appearance times appearing in the game area are described in association with each other.
- a part of the game area displayed on the display unit is stored in a computer of a game system.
- Appearance for controlling the appearance position determination operation for determining the appearance position of the operation instruction mark corresponding to the appearance time from the operation unit and generating the operation instruction mark at the appearance position within the occupied area
- the operation instruction mark is displayed during the operation.
- the trajectory control means is configured to function as a trajectory control means for controlling to change the trajectory until the operation reference section is reached. It is configured to change the reaching position to reach the part.
- the game system can function as the game system of the present invention.
- the game system control method of the present invention includes a display unit for displaying a game screen, an operation unit for accepting an operation of a player, an operation timing of the operation unit during a game, and an operation for instructing an operation at the operation timing.
- Sequence data storage means for storing sequence data in which the appearance time when the instruction sign appears in the game area is described in association with each other, and the game area computer displays the game area displayed on the display unit.
- An appearance position determination operation for determining an appearance position of the operation instruction mark corresponding to the appearance time is received from the operation unit within an appearance region that occupies a part, and the operation instruction mark is generated at the appearance position.
- the operation instruction mark is the operation A trajectory control step for controlling to change the trajectory until the operation reference portion is reached in a period, and in the trajectory control step, the operation instruction mark is transferred to the operation reference portion according to the change of the trajectory. The arrival position to be reached is changed.
- the game system can function as the game system of the present invention.
- the operation instruction mark in response to the appearance position determining operation by the player, the operation instruction mark appears in the appearance area.
- the operation instruction mark reaches the operation reference unit at a predetermined operation time with different trajectories depending on the appearance position.
- the player in addition to the operation at the operation timing when the operation instruction sign reaches the operation reference part, the player is caused to perform an operation for causing the operation instruction sign to appear, and the position reaching the operation reference part changes depending on the appearance position.
- FIG. 1 is a schematic diagram of a game machine to which a game system according to one embodiment of the present invention is applied.
- FIG. 1 is a schematic view of a game machine to which a game system according to one embodiment of the present invention is applied.
- the game machine 1 is a commercial game machine installed in a commercial facility, and is configured as a music game for evaluating the operation timing of one or a plurality of players P according to music.
- the game machine 1 includes a housing 2 and a monitor 3 disposed on the upper surface of the housing 2 so as to be inclined toward the player P side.
- a transparent touch panel 4 is superimposed on the surface of the monitor 3.
- the touch panel 4 is a known input device that outputs a signal corresponding to the contact position when the player P touches with a finger or the like.
- the monitor 3 functions as a display unit, and the touch panel 4 functions as an operation unit.
- the game machine 1 is provided with various input devices and output devices provided in commercial game machines such as a button for selecting or determining, a power switch, and a power lamp. Their illustration is omitted.
- a game area A in which an object O as an operation instruction mark and a determination line Li as an operation reference portion appear is displayed on the monitor 3, and in accordance with the reproduction of music (music) selected by the player P.
- a music game is executed in which the player P operates the touch panel 4 at the timing when the object O matches the determination line Li, and the operation of the player P is evaluated according to the operation timing (see FIG. 3). Details will be described later.
- FIG. 2 shows a functional block diagram of the game machine 1.
- the game machine 1 includes a control unit 10 as a computer.
- the control unit 10 includes a game control unit 11, and a display control unit 12 and an audio output control unit 13 that operate according to the output from the game control unit 11.
- the game control unit 11 is configured as a unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
- the game control unit 11 is connected to a touch panel 4 that receives player operations.
- the display control unit 12 draws an image corresponding to the image data supplied from the game control unit 11 in the frame buffer, and outputs a video signal corresponding to the drawn image to the monitor 3, whereby a predetermined signal is displayed on the monitor 3.
- the sound output control unit 13 generates a sound reproduction signal corresponding to the sound reproduction data given from the game control unit 11 and outputs the sound reproduction signal to the speaker 5, thereby outputting predetermined sound (including musical sounds and the like) from the speaker 5. Let it play.
- an external storage device 20 is connected to the game control unit 11.
- the external storage device 20 is a storage medium that can hold the storage even when power is not supplied, such as a nonvolatile semiconductor memory device such as an EEPROM or a magnetic storage device.
- the storage medium of the external storage device 20 may be detachable from the game machine 1.
- the game program 21 is a computer program necessary for executing a predetermined music game on the game machine 1.
- the game control unit 11 executes various operation settings recorded in the internal storage device, thereby executing various initial settings necessary to operate as the game machine 1.
- an environment for executing the music game according to the game program 21 is set.
- a sequence processing unit 14, an operation evaluation unit 15, an appearance position control unit 16, and a trajectory control unit 17 are generated in the game control unit 11.
- the sequence processing unit 14, the operation evaluation unit 15, the appearance position control unit 16, and the activation change unit 17 are logical devices realized by a combination of computer hardware and a computer program.
- the sequence processing unit 14 performs processing necessary for the progress of the music game such as instructing the player P to perform an operation in accordance with the reproduction of the music or generating a sound effect in accordance with the operation of the player P.
- the operation evaluation unit 15 evaluates the operation of the player P and executes processing such as a sound output instruction according to the evaluation result.
- the appearance position control unit 16 executes a process of determining the appearance position p of the object O that appears on the game area A based on the operation of the touch panel 4 of the player P.
- the trajectory control unit 17 executes a process of determining the trajectory W to the determination line Li of the object O drawn on the game area A based on the appearance position p of the object O determined by the appearance position control unit 16 (FIG. 3A).
- various logical devices other than the above may be generated in the game control unit 11 by executing the game program 21.
- the game data 22 includes various data to be referred to when the music game is executed according to the game program 21.
- the game data 22 includes sequence data 23, lane data 24, and determination line data 25.
- the sequence data 23 is data defining operations and the like to be instructed to the player P.
- At least one sequence data 23 is prepared for one piece of music data.
- a plurality of types of sequence data 23 may be prepared by changing the difficulty level of one song.
- the lane data 24 includes the position of the lane La in the game area A as a sign guide unit for guiding the movement of the object O that has appeared in the game area A in the game area A, the shape including the inclination angle, and the object to be guided This is data in which attributes that affect O are recorded.
- the determination line data 25 includes the position of the determination line Li in the game area A, the movement path when the determination line Li moves, the setting of points added or subtracted to the evaluation based on the arrival position of the object O on the determination line Li, etc. Is recorded data.
- the game data 22 includes music data necessary for reproducing and outputting music targeted for the game from the speaker 5, and plural types of sound effects to be output from the speaker 5 in response to the operation of the player P.
- FIG. 3A shows an outline of the game area A.
- Information necessary for the progress of the game such as a score, is shown outside the game area A in the game screen of the monitor 3, although not shown.
- a lane La and a determination line Li are displayed in the game area A.
- the position p1 touched by the player P also referred to as the appearance position. Unless otherwise distinguished).
- the object O1 (which may be represented by the reference symbol O unless otherwise distinguished) appears.
- the appearance area a occupies a part of the game area A and is provided at a position adjacent to the lane La.
- the appearance area a is displayed on the game area A in a form that the player P can recognize.
- the appearance area a can be surrounded by a line, or the appearance area a and other areas can be displayed in different colors.
- the object O1 appears at the appearance position p1.
- Guidance to the player P for the specified time is performed by displaying a gauge (not shown) for notifying the appearance time of the object O1 on the game screen including the game area A, and expressing the appearance time at a timing when the gauge is satisfied. .
- the object O1 that has emerged as a result of this appearance operation moves along the lane La so that it falls within the game area A, that is, the object O1 is accelerated by applying a downward acceleration to the object O1.
- a trajectory W1 corresponding to the speed when positioned at the tip of La (if not particularly distinguished, it may be represented by a reference symbol W) is moved to reach the determination line Li. For this reason, the lane La is inclined like a jump base. The guidance by the lane La is interrupted before reaching the determination line Li, and the object O1 is displayed so as to fly toward the lane La.
- the operation timing of the player P is evaluated by the player P operating the touch panel 4 at the operation timing at which the object O1 coincides with the determination line Li, that is, touching the object O1 at the operation timing.
- a shift time between the time when the player P touches the touch panel 4 and the time when the object O1 coincides with the determination line Li is obtained, and the operation of the player P is evaluated based on the shift time. Is done.
- the appearance timing a possible appearance time (specified time) is determined in advance, and if the player P can operate the appearance area a within the specified time, the object O1 appears at the appearance position, and is outside the specified time. If there is an operation on the appearance area a or there is no operation, a failure determination is made.
- the deviation time may be similarly evaluated for the appearance timing at which the player P appears the object O1.
- the trajectory W of the object O differs depending on the appearance position p of the object O that the player P appears.
- 3A shows a case where the object O appears near the center of the appearance area a
- FIG. 3B shows a case where the object O appears above the appearance area a
- FIG. 3C shows the object O as the appearance area. The case where it appears in the lower part of a is shown.
- FIG. 3B shows a trajectory W2 when the object O2 appears on the upper part of the appearance area a.
- the determination line Li It reaches the upper side of the determination line Li as compared with the case where it appears near the center.
- the speed of the object O3 appears at the appearance position p3 below the appearance area a, so that the speed is reduced and the determination line Li cannot be reached, resulting in a failure determination.
- the position where the trajectory W changes and reaches the determination line Li changes depending on the appearance position p of the appearance area a.
- the determination line Li is divided into a plurality of regions Li1, Li2, and Li3. For example, by setting a higher score as the score reaches the upper side of the determination line Li, the player P comes to appear the object O aiming at the region Li1. In order to aim at the region Li1, as described in FIG. 3B, the speed of the object O2 increases, so that the touch operation at the required operation timing becomes difficult, and the difficulty level increases. As described above, the game performance can be improved by changing the evaluation of the operation of the player P for each of the regions Li1, Li2, and Li3 that the object O has reached. Even when the appearance position p is changed as shown in FIGS. 3A to 3C, the operation timing that is the timing to reach the determination line Li is the same. The length of the distance is adjusted by the speed at which the object O moves, and the object O reaches the determination line Li at the same operation time.
- the sequence data 23 includes a condition definition unit 23a and a sequence unit 23b.
- the condition definition unit 23a includes a music tempo (BPM as an example), information for specifying a sound effect generated when the player P operates the touch panel 4, an appearance time of the object O, and an allowable time for the appearance operation of the object O.
- Information for designating different game execution conditions for each piece of music such as information for designating (specified time) and information for designating the correspondence relationship between the above-described operation deviation time and evaluation, is described.
- the sequence unit 23 b is configured as a set of a plurality of records in which the appearance time and the operation time are described in association with each object O.
- the appearance time and the operation time are described by separating a bar number in the music, the number of beats, and a value indicating the time of the beat with a comma.
- the object O appears at the start time (000) of the 4th beat of the 1st bar, and the determination line L and The appearance time and the operation time are specified such that the object O moves along the trajectory W so as to match.
- the condition defining unit 23a is provided only at the head of the sequence data 23. However, information for specifying the tempo of the music at an appropriate position in the sequence unit 23b as in the condition defining unit 23a. Or the condition setting part (not shown) containing the information etc. which specify the sound effect which should be generated when the touch panel 4 is operated may be included. By including such condition setting information in the sequence unit 23b, it is possible to realize processing such as changing the tempo and changing the assignment of sound effects in the music.
- the game control section 11 reads the game program 21 and completes the initial settings necessary for executing the music game, the game control section 11 stands by in preparation for a game start instruction from the player P.
- the instruction to start the game includes, for example, an operation for specifying data used in the game such as selection of music to be played in the game or difficulty level.
- the procedure for receiving these instructions may be the same as that of a known music game or the like.
- the game control unit 11 When the game start is instructed, the game control unit 11 reads the music data corresponding to the music selected by the player P and outputs the music data to the audio output control unit 13 to start the music reproduction from the speaker 5. In synchronization with the reproduction of the music, the game control unit 11 reads the sequence data 23 corresponding to the selection of the player P, generates image data necessary for drawing the game area A while referring to the image data, and generates a display control unit. 12, the game area A is displayed on the monitor 3. Furthermore, during the execution of the music game, the game control unit 11 repeatedly executes the sequence processing routine shown in FIG. 5 at a predetermined cycle as a process necessary for displaying the game area A and the like. The sequence processing unit 14 is in charge of the routine of FIG. 5, and the appearance position control unit 16 and the trajectory control unit 17 are in charge of a part thereof.
- the sequence processing unit 14 of the game control unit 11 first acquires the current time on the music in step S1. For example, timing is started with the internal clock of the game control unit 11 with the music reproduction start time as a reference, and the current time is acquired from the value of the internal clock.
- the sequence processing unit 14 acquires from the sequence data 23 the appearance time and operation time data that exist in the time length corresponding to the display range of the game area A.
- the display range a time range corresponding to two measures of music is set from the current time to the future.
- step S3 the sequence processing unit 14 causes the appearance position control unit 16 to execute the object appearance process at the appearance time acquired in step S2. By this processing, the object O appears in the appearance area a. Details of the object appearance processing will be described later.
- step S4 the sequence processing unit 14 causes the trajectory control unit 17 to execute an object trajectory control process for controlling the trajectory W along which the appearing object O moves. By this process, a route along which the object O moves in the game area A is determined. Details of the object trajectory control process will be described later.
- step S5 the sequence processing unit 14 calculates the coordinates and appearance coordinates necessary for displaying the movement path of the object O in the game area A from the appearance position and the trajectory of the object O determined in steps S3 and S4. And get.
- the sequence processing unit 14 In the next step S6, the sequence processing unit 14 generates image data necessary for drawing the game area A based on the coordinates of the object O calculated in step S5. Specifically, the image data is generated so that the object O is arranged at the calculated coordinates. The image of the object O may be acquired from the image data of the game data 22. In subsequent step S ⁇ b> 7, the sequence processing unit 14 outputs the image data to the display control unit 12. As a result, the game area A is displayed on the monitor 3.
- step S8 the sequence processing unit 14 causes the operation evaluation unit 15 to execute an operation evaluation process for evaluating the operation timing of the player P at the operation time acquired in step S2. Details of the operation evaluation process will be described later. Then, when the process of step S8 is completed, the sequence processing unit 14 ends the current sequence processing routine.
- the object O appears on the basis of the operation of the player P on the touch panel 4, and the object O moves along the lane La to reach the determination line Li. Is displayed.
- the play is evaluated based on the time difference between the operation timing described in the sequence data 23 and the operation timing operated by the player P. This evaluation also considers which of the areas Li1 to Li3 of the determination line Li has been reached.
- the object appearance processing routine executed by the appearance position control unit 16 will be described with reference to FIG.
- the appearance position control unit 16 first uses the appearance time data of the object O acquired by the sequence processing unit 14 and the image data of the game data 22 in step S11.
- the image data necessary for drawing is generated and output to the display control unit 12 so that the gauge corresponding to the object O is displayed on the game screen according to the appearance time.
- the gauge may be provided near the appearance area a of the game area A or may be provided outside the game area A.
- an hourglass may be displayed as a gauge, the appearance time may be notified when the hourglass is filled, and the specified time may be notified by the hourglass flashing or blinking.
- the appearance time may be counted down, for example, the number “3” is displayed, “2” and “1” are sequentially counted, and “Go!” Is displayed at a timing that coincides with the appearance time. And “Go!” May continue to be displayed for a predetermined time.
- a shape suitable for the theme of the game may be adopted, and appropriate changes can be made.
- a line surrounding the appearance region a may have a function like a gauge.
- the appearance position control unit 16 acquires a specified time corresponding to the appearance time in the next step S12, and determines whether or not an appropriate operation from the player P has been performed within the specified time.
- the appropriate operation refers to a touch operation on the touch panel 4 of the player P in the appearance area a.
- the appearance area a may be fixed to the game area A or may vary. In the case of fluctuating, it may be moved within the game area A, or the high sound may be controlled on the upper side and the low sound may be controlled on the lower side according to the level of the sound of the music being played back. .
- Data relating to the display of the appearance area a is recorded in the game data 22, and the appearance position control unit 16 generates image data to display the appearance area a in accordance with the progress of the game with reference to this data, and performs display control. You may output to the part 12.
- the appearance position control unit 16 proceeds to step S14, and the object O corresponding to the current appearance time is displayed. For, the failure determination is evaluated, and the current process is terminated.
- the appearance position control unit 16 proceeds to step S13 and determines the coordinates corresponding to the position where the touch operation is performed as the appearance coordinates. Then, the appearance position control unit 16 notifies the sequence processing unit 14 of the determined appearance coordinates, and ends the current process. By this process, the appearance coordinates at which the object O appears are determined. If the operation of the player P fails, the object O is evaluated for failure.
- the object trajectory control processing routine executed by the trajectory control unit 17 will be described with reference to FIG.
- the trajectory control unit 17 determines whether or not the object O for which the trajectory W is to be controlled has been determined to have failed in the object appearance processing routine in step S21. If the player P misses the operation and the failure is determined, and the object O does not appear, the subsequent process of determining the trajectory W becomes unnecessary, and the trajectory control unit 17 ends the current process.
- the trajectory control unit 17 proceeds to step S22 and acquires the appearance coordinates determined in step S13 of the object appearance process.
- the trajectory control unit 17 acquires the currently selected lane data 24 from the lane data 24 in the game data 22.
- the lane data 24 can be selected according to the currently selected song, or the difficulty level or selection by the player P.
- the lane data 24 in addition to the lane La such as the jump platform shown in FIG. 3A, the lane La having a different inclination angle, the lane La having a deformed shape, or the lane La changing the speed of the object O Records with attributes are recorded.
- Examples of the shape of the lane La being deformed include those in which the lane La repeatedly protrudes and sinks over time, or the shape of the lane La changes according to the frequency and waveform of the selected music.
- the attribute of the lane La there is an example in which the speed of the object O guided in a specific area of the lane La is increased or decreased.
- some display may be performed at a predetermined position, and the speed may be changed by the object O passing the display. Further, the display may be moved on the lane La. Thereby, it becomes difficult for the player P to predict the trajectory W of the object O, and the interest of the game can be further enhanced. Further, the entire lane La may be moved along a predetermined route.
- the trajectory control unit 17 calculates the path of the object O from the lane data 24 acquired in step S23 and the appearance coordinates acquired in step S22.
- the object O basically moves along the lane La while moving downward. In this way, the route is determined from the characteristics of the lane La and the appearance coordinates.
- the trajectory control unit 17 calculates the speed of the object O. Similar to the determination of the route in step S24, the speed of the object O is determined from the appearance coordinates and the selected lane La. In determining the speed, the time when the player P actually appears the object O in the appearance area a and the operation time of the object O are considered.
- the trajectory control unit 17 ends the current process.
- the trajectory W of the object O on the game area A is determined by calculating the path and speed along which the object O moves.
- the operation evaluation processing routine executed by the operation evaluation unit 15 will be described with reference to FIG.
- the operation evaluation unit 15 determines whether or not the object O to be evaluated in the current process is determined to have failed in the object appearance process routine in step S31. If the player P misses the operation and makes a failure determination, and the object O does not appear, the subsequent operation evaluation process becomes unnecessary, and the operation evaluation unit 15 ends the current process.
- the operation evaluation unit 15 acquires the determination line data 25 selected in the currently executed game from the determination line data 25 of the game data 22.
- the determination line Li is divided into a plurality of regions, and different evaluations are set for each region. For example, with respect to the determination line Li (see FIG. 3A) having the above-described regions Li1 to Li3, evaluation is set for each region, such as a point evaluation for the region Li1, no evaluation for Li2, and a deduction evaluation for Li3. Yes. It is not always necessary to make all the regions differently evaluated, for example, the regions Li1 and Li3 are not evaluated, and the region Li2 is scored, and appropriate changes can be made in consideration of the game difficulty configuration.
- the determination line Li may always move according to a predetermined movement condition in addition to the determination line Li having the regions Li1 to Li3 described above.
- the determination line Li may be reciprocated in the vertical direction.
- the movement condition is described in the determination line data 25. It is also possible to increase the evaluation when the object O reaches a predetermined area of the moving determination line Li. In this case, the player P can be prompted to perform an operation to generate the object O so as to aim at a predetermined area having a high evaluation while predicting the movement of the determination line Li, thereby increasing the interest of the game.
- the movement range of the determination line Li may be determined so as to reach the determination line Li at the operation time of the object O, or in some conditions such as a low speed.
- the movement range may be determined so as not to reach.
- Such a moving range is also described in the determination line data 25.
- the determination line Li can be set to move in the vertical direction so that it is located on the upper side for high sounds and on the lower side for low sounds.
- the player P may be notified in advance that the determination line Li moves according to such a rule. In this case, the player P can generate the object O by predicting the movement of the determination line Li.
- step S33 the operation evaluation unit 15 determines whether or not the target object O reaches the determination line Li.
- the process proceeds to step S34, where it is determined whether or not the player P has operated the touch panel 4 at the operation time of the target object O.
- the touch operation by the player P is performed in the appearance area a within a predetermined allowable time before and after the operation time, the operation evaluation unit 15 proceeds to the next step S35.
- step S34 the operation evaluation unit 15 proceeds to step S39, and the corresponding object O The operation on is determined as failure determination, and the current process is terminated.
- step S35 the operation evaluation unit 15 acquires a shift time between the time when the player P touches the touch panel 4 and the time when the object O matches the determination line Li.
- step S36 the operation evaluation unit 15 acquires a deviation between the coordinates of the position where the player P touches the touch panel 4 and the operation coordinates where the object O reaches the determination line Li.
- step S ⁇ b> 37 the operation evaluation unit 15 acquires an evaluation based on the position where the object O reaches the determination line Li.
- the evaluation by the determination line Li refers to the determination line data 25 acquired in step S25, and the evaluation of the area including the arrival position that has reached the determination line Li is determined as the evaluation for the operation of the player P.
- the operation evaluation unit 15 acquires the determination line data 25 selected in the currently executed game from the determination line data 25 of the game data 22.
- the determination line Li may always move according to a predetermined movement condition in addition to the determination line Li (see FIG. 3A) having the above-described regions Li1 to Li3.
- the operation evaluation unit 15 determines the evaluation of the target object O in the next step S38.
- the evaluation based on the shift time in steps S35 to S37, the shift in the operation position, and the arrival position of the determination line Li is comprehensively determined.
- the evaluation of the operation may be focused on the shift time, and the evaluation of the arrival position of the determination line Li may be reflected only on the score.
- the operation position deviation evaluation may be considered in the advanced mode with high difficulty and not considered in the beginner mode.
- the operation time and the time before and after the operation time may be divided in stages, the classification including the operation time may be set as high evaluation, and the evaluation may be made lower as the operation time is separated.
- the region including the center of the object O and the surrounding region are divided in stages, and the region including the center of the object O is evaluated as being highly evaluated and separated from the center. According to the above, the evaluation should be low.
- the operation evaluation unit 15 determines the evaluation of the target object O
- the operation evaluation unit 15 ends the current process. According to the operation evaluation process, the object O that does not reach the determination line Li is determined to be a failure determination, while the operation of the player P with respect to the object O that has reached the determination line Li reaches any region of the determination line Li. It can also be evaluated in consideration.
- the external storage device 20 of the game machine 1 functions as sequence data storage means, sign guide section data storage means, and operation reference section data storage means.
- the game control unit 11 causes the appearance position control unit 16 to execute the object appearance processing routine of FIG. 6 to function as appearance position control means, and causes the trajectory control unit 17 to execute the object trajectory control processing routine of FIG.
- the operation evaluation unit 15 functions as an operation evaluation unit by causing the operation evaluation unit 15 to execute steps S34 to S36 of the operation evaluation processing routine of FIG. By performing step S37 of the routine, it functions as a position evaluation means.
- the present invention can be implemented in various forms without being limited to the above-described forms.
- the lane La may not be in the game area A.
- the appearance area a may be divided into a plurality of blocks, and the path and speed may be set to be different for each block.
- a plurality of lanes La may be provided in the game area A.
- the appearance area a may be divided into a plurality of blocks, and the lane La may be assigned to each block, or the appearance area a may be provided for each lane La.
- the steps S34 to S36 may be omitted.
- a specific region for example, the region Li1) , Li2 and Li3
- Such a game with a strong shooting element in which steps S34 to S36 are omitted may be executed in a highly difficult advanced mode. Or you may make it implement in a beginner's mode as a low difficulty game which only hits the object O to the area
- the difficulty level can be adjusted by adjusting the size of the target area and the speed of the object O.
- the commercial game machine 1 has been described, but the present invention is not limited to this.
- it may be a stationary game machine for home use or a portable game machine, a mobile phone having a game function, a game system realized using a network, or the like.
- the operation unit that receives the operation of the player P is not limited to the touch panel 4.
- a controller having various operation buttons may be used.
- the appearance position may be designated with a cross key or the like, or the appearance area a may be divided into a plurality of blocks and a button may be assigned to each block.
- An input device that realizes voice input operation or line-of-sight operation may be used.
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Abstract
Description
Claims (13)
- ゲーム画面を表示する表示部と、
プレイヤの操作を受け付ける操作部と、
ゲーム中における前記操作部の操作時期と、その操作時期に操作を指示するための操作指示標識がゲーム領域に出現する出現時期と、が対応付けて記述されたシーケンスデータを記憶するシーケンスデータ記憶手段と、
前記表示部に表示される前記ゲーム領域の一部を占める出現領域内で、前記操作指示標識の出現位置を前記出現時期に対応させて決定する出現位置決定操作を前記操作部から受け付け、前記操作指示標識を前記出現位置で発生させるように制御する出現位置制御手段と、
前記出現位置制御手段にて決定された出現位置に基づいて、前記操作指示標識が前記操作時期に操作基準部へ到達するまでの軌道を変更するように制御する軌道制御手段と、
を備え、
前記軌道制御手段は、前記軌道の変更に応じて前記操作指示標識が前記操作基準部へ到達する到達位置を変化させるゲームシステム。 - 前記出現位置制御手段は、前記出現時期に対応して前記出現位置決定操作を受け付ける規定時間内に当該出現位置決定操作があった場合に、前記操作指示標識を発生させる請求項1のゲームシステム。
- 前記出現位置制御手段は、前記出現領域を前記ゲーム領域内で所定の規則に基づいて移動可能に制御する請求項1又は2のゲームシステム。
- 前記ゲーム領域には、前記操作指示標識の移動を案内する標識案内部が設けられ、前記軌道制御手段は、前記標識案内部の特性に応じて前記出現位置に出現した操作指示標識の軌道を変更するように制御する請求項1~3のいずれか一項のゲームシステム。
- 前記標識案内部の特性が記述された複数の標識案内部データを記憶する標識案内部データ記憶手段を備え、
前記軌道制御手段は、前記標識案内部データ記憶手段から選択された標識案内部データに基づいて前記操作指示標識の軌道を変更する請求項4のゲームシステム。 - 前記標識案内部の特性として、案内される操作指示標識の経路を指定するための情報が設定されている請求項4又は5のゲームシステム。
- 前記標識案内部の特性として、案内される操作指示標識の速度を指定するための情報が設定されている請求項4~6のいずれか一項のゲームシステム。
- 前記操作指示標識が前記操作基準部へ到達する到達位置に基づく評価をする位置評価手段を備えた請求項1~7のいずれか一項のゲームシステム。
- 前記操作基準部を複数の領域に区分けし、前記領域ごとに異なる評価が記述された操作基準部データを記憶する操作基準部データ記憶手段を備え、
前記位置評価手段は、前記操作基準部データに基づいて、前記到達位置が含まれる領域の評価をプレイヤの操作に対する評価とする請求項8のゲームシステム。 - 前記操作基準部データには、前記操作基準部が前記ゲーム領域内で移動する移動経路が設定されている請求項9のゲームシステム。
- 前記出現位置に出現した操作指示標識が移動して前記操作時期に前記操作基準部に到達する操作タイミングにおける前記操作部からの操作を受け付け、前記操作時期と前記操作部からの操作とのずれ時間を評価する操作評価手段を備えた請求項1~10のいずれか一項のゲームシステム。
- ゲーム画面を表示する表示部と、
プレイヤの操作を受け付ける操作部と、
ゲーム中における前記操作部の操作時期と、その操作時期に操作を指示するための操作指示標識がゲーム領域に出現する出現時期と、が対応付けて記述されたシーケンスデータを記憶するシーケンスデータ記憶手段と、
を備えたゲームシステムのコンピュータを、
前記表示部に表示される前記ゲーム領域の一部を占める出現領域内で、前記操作指示標識の出現位置を前記出現時期に対応させて決定する出現位置決定操作を前記操作部から受け付け、前記操作指示標識を前記出現位置で発生させるように制御する出現位置制御手段、及び、前記出現位置制御手段にて決定された出現位置に基づいて、前記操作指示標識が前記操作時期に操作基準部へ到達するまでの軌道を変更するように制御する軌道制御手段、として機能させるように構成され、
前記軌道制御手段は、前記軌道の変更に応じて前記操作指示標識が前記操作基準部へ到達する位置を変化させる、
ように構成されたゲームシステム用のコンピュータプログラム。 - ゲーム画面を表示する表示部と、
プレイヤの操作を受け付ける操作部と、
ゲーム中における前記操作部の操作時期と、その操作時期に操作を指示するための操作指示標識がゲーム領域に出現する出現時期と、が対応付けて記述されたシーケンスデータを記憶するシーケンスデータ記憶手段と、
を備えたゲームシステムのコンピュータに、
前記表示部に表示される前記ゲーム領域の一部を占める出現領域内で、前記操作指示標識の出現位置を前記出現時期に対応させて決定する出現位置決定操作を前記操作部から受け付け、前記操作指示標識を前記出現位置で発生させるように制御する出現位置制御工程、及び、前記出現位置制御手段にて決定された出現位置に基づいて、前記操作指示標識が前記操作時期に操作基準部へ到達するまでの軌道を変更するように制御する軌道制御工程、を実行させ、
前記軌道制御工程にて、前記軌道の変更に応じて前記操作指示標識が前記操作基準部へ到達する位置を変化させる、ゲームシステムの制御方法。
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- 2011-03-11 CN CN201310035310.2A patent/CN103083905B/zh active Active
- 2011-03-11 US US13/583,903 patent/US8663016B2/en active Active
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Patent Citations (3)
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JP2922509B2 (ja) * | 1997-09-17 | 1999-07-26 | コナミ株式会社 | 音楽演出ゲーム機、音楽演出ゲーム用の演出操作指示システムおよびゲーム用のプログラムが記録されたコンピュータ読み取り可能な記憶媒体 |
JP2008200295A (ja) * | 2007-02-20 | 2008-09-04 | Namco Bandai Games Inc | ゲーム装置、プログラム及び情報記憶媒体 |
JP4309461B1 (ja) * | 2008-03-31 | 2009-08-05 | 株式会社コナミデジタルエンタテインメント | ゲーム装置及びそれに用いるコンピュータプログラム |
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KR20120125375A (ko) | 2012-11-14 |
CN102791343A (zh) | 2012-11-21 |
US20130012321A1 (en) | 2013-01-10 |
CN103083905B (zh) | 2015-05-06 |
CN102791343B (zh) | 2014-03-05 |
CN103083905A (zh) | 2013-05-08 |
JP4951688B2 (ja) | 2012-06-13 |
US8663016B2 (en) | 2014-03-04 |
JP2011188985A (ja) | 2011-09-29 |
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