WO2011136299A1 - ゲームシステム及び、それに用いる制御方法 - Google Patents
ゲームシステム及び、それに用いる制御方法 Download PDFInfo
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- WO2011136299A1 WO2011136299A1 PCT/JP2011/060320 JP2011060320W WO2011136299A1 WO 2011136299 A1 WO2011136299 A1 WO 2011136299A1 JP 2011060320 W JP2011060320 W JP 2011060320W WO 2011136299 A1 WO2011136299 A1 WO 2011136299A1
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- operation time
- operation instruction
- game area
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Classifications
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- 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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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- 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
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- 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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- 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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- 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
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- 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
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- 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
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
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- 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
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- 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
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- A63F2300/60—Methods for processing data by generating or executing the game program
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- 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
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- 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 system for instructing a player to operate an operation unit provided in an input device, and a control method used therefor.
- the difficulty of the game increases uniformly due to an increase in the number of light bullets that indicate the operation timing of the operation unit, an increase in the tempo of the music rhythm, and the like. For this reason, the difficulty of the game of each player will also rise uniformly.
- the moving speed of the target object to the other player changes according to the position of the target object when one player operates. For this reason, one player can change the game difficulty of the other player.
- the element that changes the difficulty level of the opponent player's game is limited to the speed of the object.
- an object of the present invention is to provide a game system capable of changing the difficulty level of the game in various ways and a control method used therefor.
- a game system includes a display device for displaying and displaying a game screen, an input device having at least one operation unit, and sequence data storage means for storing sequence data in which an operation time for the operation unit is described during the game. And a game area presenting means for displaying on the game screen of the display device a game area in which a plurality of reference parts arranged at intervals are set, and an operation instruction indicator for instructing an operation on the operation part Is displayed while moving in the game area so that the operation instruction mark reaches at least one of the plurality of reference parts at the operation time indicated by the sequence data.
- the sequence data further includes marker information for designating any one of a plurality of operation instruction markers at each operation time.
- the sign display control means displays a plurality of operation instruction signs corresponding to each operation time based on the sign information of the sequence data, and satisfies a specific condition.
- the operation instruction indicator corresponding to the one operation time displayed in the game area, and the operation time after the one operation time should reach the reference portion where the one operation time should reach And the operation instruction sign corresponding to the reference position corresponding to the one operation time, the reference operation position corresponding to the one operation time to reach the reference section to reach the later operation time,
- Each operation instruction mark is displayed while being moved so that the operation instruction mark corresponding to the later operation time arrives at the reference portion to be reached.
- the arrival time of the operation instruction mark corresponding to one operation time displayed in the game area, and the operation reference portion to which the one operation time should be reached The operation instruction sign to be reached and the operation instruction sign arrival time corresponding to the operation time later than the one operation time are switched.
- An operation instruction sign corresponding to one operation time in the game area reaches the operation reference part ahead of an operation instruction sign corresponding to the later operation time so as to reach the operation reference part earlier than the later operation time. Has moved. For this reason, when the arrival time is switched, the operation instruction mark corresponding to the one operation time that has moved in advance is slowed down so that the operation reference mark reaches the operation reference part at the later operation time.
- the movement speed of the operation instruction mark corresponding to the subsequent operation time located behind the operation instruction mark corresponding to the operation time reaches the operation reference portion at one operation time. Thereby, it is possible to produce an effect that an operation instruction mark that moves later overtakes the preceding operation instruction mark.
- the difficulty level of the game can be increased by switching the arrival times between the preceding operation instruction sign and the subsequent operation instruction sign, it is possible to give a wide range of means for changing the game difficulty level. it can. For this reason, the difficulty level of a game can be variously changed. Thereby, the interest of the game can be improved.
- the sign display control unit may determine that the sign display control unit satisfies the specific condition when at least a specific operation is performed on the operation unit. Good.
- the arrival time of the operation instruction mark corresponding to one operation time and the arrival time of the operation instruction mark corresponding to the later operation time can be switched depending on the presence or absence of a specific operation. For this reason, the difficulty level of a game can be changed according to the presence or absence of specific operation.
- the sign display control means determines that the specific operation has been executed when an operation for specifying at least one of a predetermined direction and a predetermined speed is executed. May be. Further, it may be determined in any way whether or not a predetermined direction and a predetermined speed are designated.
- the input device is configured to be able to detect an operation position of an operation on the operation unit, and the sign display control means refers to a detection result of the input device, Whether the predetermined direction is specified based on the direction in which the operation position continuously changes, and whether the predetermined speed is specified based on the speed of change in which the operation position changes continuously. May be determined respectively.
- the sign display control unit is configured to display the game when the operation instruction mark corresponding to the one operation time is executed. It may be determined that the specific condition is satisfied when a position condition located at a predetermined position in the region is further satisfied. In this case, if the position condition is not satisfied, the arrival time between the two operation instruction signs is not exchanged, so that the change in the movement time of both operation instruction signs can be suppressed within a certain range. For this reason, it can suppress that the moving speed of the operation instruction
- the game area presenting means displays an area in which a plurality of reference portions extending linearly as the game area are set at intervals, and the sign display control means When the specific operation is executed, the game area is divided into two equal parts in parallel with the specific reference unit used for the operation instruction to the operation unit on which the specific operation is executed.
- the operation instruction mark corresponding to the one operation time is located on the specific reference portion side with respect to the center line arranged at a certain position, the operation instruction mark is assumed to be located at the predetermined position. It may be determined that the position condition is satisfied.
- the sign display control means is a case where the specific operation is executed and the position condition is not satisfied
- the operation instruction mark may be displayed so that the operation instruction mark corresponding to the subsequent operation time moves on a movement route in which the movement distance is a predetermined distance or more.
- the arrival time between the operation instruction signs is not exchanged.
- the movement distance of the operation instruction mark corresponding to a later operation time can be set to a predetermined distance or more in correspondence with a specific operation. Since there is no change in the arrival time, the moving speed changes if the moving distance changes. For this reason, it is possible to make the movement speed of the operation instruction mark corresponding to a later operation time equal to or higher than a predetermined speed while suppressing the movement speed of the operation instruction mark from changing to a certain level or more. it can.
- the input device includes a plurality of operation units
- the sequence data includes an operation timing for each of the plurality of operation units during the game and any of the plurality of operation units.
- each of the plurality of reference units, each corresponding to each of the plurality of operation units is set as an operation reference unit.
- the game area is displayed on the game screen of the display device, and the sign display control means performs an operation corresponding to an operation unit associated with the operation time when the operation instruction mark is instructed by the sequence data.
- the operation instruction mark corresponding to the one operation time is changed by switching the time to reach the operation reference portion between the operation instruction mark corresponding to the one operation time and the operation instruction mark corresponding to the subsequent operation time.
- Each operation instruction indicator so that the operation reference mark to reach the operation reference part to be reached and the operation instruction mark corresponding to the subsequent operation time to reach the operation reference part to reach the one operation time. You may display while moving. In this case, in a game that has a plurality of operation units and can be played by a plurality of players, the difficulty of the game is increased by switching the arrival times between the preceding operation instruction sign and the subsequent operation instruction sign.
- the means for changing the difficulty level of the game can be widened. For this reason, in the game which can be played with a some player, the difficulty of a game can be variously changed. Note that all or a part of the plurality of reference parts may be set as the operation reference part.
- any device may be used as the input device.
- a touch panel arranged on the display device so as to cover the game area may be used as the input device.
- the game area presenting means is an area formed in a quadrangle, and two reference portions that extend in a straight line are set to face each other at one end of the square.
- the displayed area may be displayed on the screen of the display device as the game area.
- two players corresponding to each of the operation reference portions at both ends of the quadrangle play in which the movement speed of the operation instruction mark that moves between both operation reference portions changes when a specific condition is satisfied.
- a type game can be realized.
- the game system further includes an evaluation unit that evaluates an operation in at least one operation unit based on an operation time for each operation unit and an operation time specified by the sequence data. Also good.
- the operation time for each operation unit can be evaluated based on the operation time described in the sequence data.
- an audio output device that reproduces and outputs audio
- music data storage means that stores music data for reproducing music
- Music playback means for playing back the music, and the sequence data may describe operation times of the plurality of operation units during playback of the music.
- the music game in which the operation instruction mark moves between the operation reference parts so as to reach the operation reference part corresponding to the operation time at the operation time corresponding to the music rhythm, and the specific condition is satisfied.
- a control method for a game system includes a display device that displays and displays a game screen, an input device that includes at least one operation unit, and a sequence that stores sequence data that describes the operation timing for the operation unit during the game.
- a game area presenting step for displaying on a game screen of the display device a game area in which a plurality of reference portions spaced apart from each other are set in a computer incorporated in a game system comprising data storage means;
- the operation instruction indicator for instructing an operation on the operation unit is set so that the operation instruction indicator reaches at least one of the plurality of reference units at the operation time indicated by the sequence data.
- a sign display control step of displaying while moving in the game area, and the sequence data Is configured such that label information designating any one of a plurality of operation instruction signs is further described in association with each operation time, and in the sign display control step, the sign information of the sequence data is added to the sign information.
- the timing to reach the reference portion is switched between the operation instruction mark corresponding to the later operation timing to reach the reference portion to which one operation timing should be reached after the one operation timing, and
- the operation instruction sign corresponding to the operation timing reaches the reference part to reach the subsequent operation time, and the operation instruction sign corresponding to the subsequent operation time reaches the reference part to reach the one operation time.
- Do Sea urchin in which to execute the step of displaying while moving each operation indication mark.
- the difficulty level of the game can be changed variously.
- the figure which shows the game machine for business to which the game system which concerns on one form of this invention was applied.
- the figure which showed the game screen typically.
- FIG. 1 is a diagram illustrating an arcade game machine to which a game system according to one embodiment of the present invention is applied.
- the game machine 1 includes a housing 2 and a monitor 3 that is disposed on the upper surface of the housing 2 so as to be inclined toward the player P side.
- a transparent touch panel 5 is superimposed on the surface of the monitor 3.
- the touch panel 5 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 game machine 1 is provided with various input devices and output devices that are included in a normal business game machine such as a button for selecting or determining, a power switch, a volume operation switch, and a power lamp. However, these are not shown in FIG.
- FIG. 2 is a functional block diagram of the game machine 1.
- a control unit 10 as a computer is provided inside the housing 2.
- the control unit 10 includes a game control unit 11 as a control subject, a display control unit 12 that operates according to an output from the game control unit 11, and an audio output control unit 13.
- 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 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. Display an image.
- the audio 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 14, thereby reproducing predetermined sound (including musical sounds) from the speaker 14. .
- An external storage device 20 is connected to the game control unit 11.
- a storage medium that can hold the storage without power supply such as an optical storage medium such as a DVDROM or a CDROM, or a nonvolatile semiconductor memory device such as an EEPROM, is used.
- the external storage device 20 stores a game program 21 and game data 22.
- the game program 21 is a computer program necessary for executing a music game in accordance with a predetermined procedure on the game machine 1, and includes a sequence control module 23 and an evaluation module 24 for realizing the functions according to the present invention. It is included.
- the game control unit 11 executes various operation settings stored in the internal storage device, thereby executing various initial settings necessary to operate as the game machine 1. Then, by reading the game program 21 from the external storage device 20 and executing it, an environment for executing the music game according to the game program 21 is set.
- the sequence control module 23 of the game program 21 is executed by the game control unit 11, a sequence processing unit 15 is generated in the game control unit 11.
- the sequence processing unit 15 and the operation evaluation unit 16 are logical devices realized by a combination of computer hardware and a computer program.
- the sequence processing unit 15 performs a music game process in which an operation is instructed to the player in accordance with the reproduction of music (music) selected by the player, or a sound effect is generated in accordance with the operation of the player.
- the operation evaluation unit 16 evaluates the player's operation and executes processing such as game control in accordance with the evaluation result.
- the game program 21 includes various program modules necessary for executing the music game in addition to the modules 23 and 24 described above, and the game control unit 11 includes logical devices corresponding to these modules. Are generated, but their illustration is omitted.
- 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 music data 25, sound effect data 26, and image data 27.
- the music data 25 is data necessary for reproducing and outputting music to be played from the speaker 14. In FIG. 2, one type of music data 25 is shown, but actually, the player can select a music to be played from a plurality of music.
- a plurality of pieces of music data 25 are recorded with information for identifying each music piece.
- the sound effect data 26 is data in which a plurality of types of sound effects to be output from the speaker 14 in response to the operation of the player are recorded in association with unique codes for each sound effect. Sound effects include musical instruments and various other types of sounds.
- the sound effect data may be prepared for a predetermined number of octaves by changing the pitch for each type.
- the image data 27 is data for causing the monitor 3 to display a background image, various objects, icons, and the like in the game screen.
- the game data 22 further includes sequence data 28.
- the sequence data 28 is data defining operations and the like to be instructed to the player. At least one sequence data 28 is prepared for one piece of music data. Details of the sequence data 28 will be described later.
- the game machine 1 is a battle type in which two players (including the case where the game machine 1 functions as one player) perform an operation according to music, and the two players are evaluated and competed for the operation time. It is configured as a music game machine. In FIG. 1, only one game machine is shown, but the game may be executed by a plurality of game machines 1 connected so as to be able to share the game situation.
- FIG. 3 is a diagram schematically showing a game screen.
- the game screen 50 includes a game area 52 for guiding the operation time to the player and an information area 53 for displaying the score of each player.
- the game area 52 is formed in a rectangular shape.
- a first operation reference portion 55A and a second operation reference portion 55B as operation reference portions are arranged at both ends in the longitudinal direction of the game area 52 so as to face each other.
- Each of the operation reference portions 55A and 55B extends linearly in a direction orthogonal to the longitudinal direction of the game area 52.
- Each operation reference portion 55A, 55B is used as a reference for the current time on the game by the game player.
- the first operation reference unit 55A is used as a reference for the current time of the first player
- the second operation reference unit 55B is used as a reference for the current time of the second player.
- a red straight line is used as the first operation reference unit 55A and a blue straight line is used as the second operation reference unit 55B, and different colors are used for each player to distinguish each player. It has been.
- the information area 53 is arranged around the game area 52, and one end side in the longitudinal direction of the game area 52 is used to display the score of one player, and the other end side displays the score of the other player. Used to do.
- Each of the operation reference portions 55A and 55B includes a plurality of repulsion points arranged at predetermined intervals.
- the plurality of repulsion points R1 included in the first operation reference portion 55A and the repulsion points R2 included in the second operation reference portion are connected to each other by a plurality of paths W. That is, a plurality of paths W are provided from one repulsion point R1 included in the first operation reference portion 55A to a plurality of repulsion points R2 included in the second operation reference portion.
- All three broken lines in FIG. 3 indicate three paths W1, W2, and W3 that connect the repulsion point R1 and the repulsion point R2. In the example of FIG.
- a certain repulsion point R1 of the first operation reference portion 55A includes three paths W1 extending from the repulsion point R1 toward the three repulsion points R2 included in the second operation reference portion 55B. W2 and W3 are provided. While the music game is being executed, that is, while the reproduction of the music is in progress, an object 60 as an operation instruction indicator for instructing an operation is displayed according to the sequence data 28 on the path W connecting the repulsion point R1 and the repulsion point R2. Is done. In FIG. 3, for convenience of explanation, each of the routes W1, W2, and W3 is indicated by a broken line, but none of the plurality of routes W is displayed on the actual game screen 50.
- the object 60 appears at the repulsion point R1 or the repulsion point R2 at an appropriate time in the music, and moves toward the repulsion points R1 and R2 located on the opposite side from the rebound points R1 and R2 that appear as the music progresses. Then, it moves on the path W extending from each rebound point R1, R2 that has appeared.
- the repulsion points R1 and R2 reached by the object 60 become the appearance position of the next object 60, and move toward the repulsion points R1 and R2 located on the opposite side from the appearance position. Therefore, the object 60 repeatedly moves alternately between the operation reference portions 55A and 55B so as to repel each repulsion point R1 and R2.
- the operation reference units 55A and 55B For each player who uses the operation reference units 55A and 55B reached by the object 60 as the current time reference in accordance with the arrival of the object 60 at the operation reference units 55A and 55B, the operation reference units 55A and 55B are used.
- the touch operation of touching the position where the object 60 has reached is requested.
- a time difference between the time when the object 60 coincides with each operation reference portion 55A and 55B and the time when each player performs a touch operation is detected. The smaller the deviation time, the higher the player's operation is evaluated.
- sound effects are reproduced from the speaker 14 in response to the touch operation.
- a well-known method may be applied as a method for reproducing sound effects.
- the object 60 is just before the object 60 reaches the repulsion point R2 of the second operation reference unit 55B on the route W2, and the second operation reference unit 55B is used as a reference for the current time according to the arrival.
- the two players may touch the position where the object 60 of the second operation reference portion 55B arrives.
- the object 60 is displayed in a color corresponding to each of the operation reference portions 55A and 55B ahead. That is, in the example of FIG. 3, the object 60 is displayed in blue until it reaches the repulsion point R2 of the second operation reference portion 55B, and the next object 60 that appears at the reached rebound point R2 is displayed in red.
- a plurality of operation units are formed by a combination of the operation reference units 55A and 55B on the monitor 3 and the touch panel 5 superimposed thereon.
- each operation reference part 55A, 55B may be used as a term representing the operation part.
- FIG. 4 is a diagram for explaining the area of the object 60.
- the broken lines in FIG. 4 indicate the paths W1, W2, and W3, respectively, and the alternate long and short dash line 62 indicates the boundary between the regions.
- the object 60 includes a contact area S in the vicinity of a contact point that first comes into contact with each operation reference portion 55A, 55B, a right area R, a left area L, and other areas with the contact area S as a boundary. It is divided into four areas.
- a straight path W2 that travels to the shortest distance to R1.
- the first right path W3 toward the R1 via the right side wall 52R in the longitudinal direction of the game area 52 is touched when the vicinity of the right area R is touched.
- the first left-side path W1 going to R1 via the left side wall 52L in the longitudinal direction of the game area 52 is selected. That is, the movement path when the object 60 heads to the next operation reference portion 55A or 55B is determined according to the positional relationship between the operation position where the touch operation is performed and the position of the object 60. Since the movement distance differs depending on the movement path, a difference occurs in the movement distance for moving the object 60 to the next operation reference portion 55A, 55B according to the positional relationship between the operation position and the position of the object 60. On the other hand, the operation time when the object 60 should be touched regardless of the movement path, that is, the time when the object 60 should reach the operation reference parts 55A and 55B is constant.
- FIG. 5 is a diagram schematically showing a game screen in a state where two objects 60 are displayed in the game area 52.
- the first object 60A is displayed in front of the second operation reference portion 55B
- the second object 60B is displayed on the first operation reference portion 55A.
- These objects 60A and 60B move in the game area 52 so as to reach the operation reference portions 55A and 55B at the operation times associated with the respective sequence data 28 described later.
- these objects 60A and 60B are referred to as objects 60 below.
- FIG. 6 is a diagram illustrating an example of the movement path of the object 60 when the movement speed is increased by the smash operation.
- An arrow A in FIG. 6 indicates the direction of the smash operation, and a broken line indicates the path WS having a long movement distance.
- a touch operation is performed at a position where the object 60 of the first operation reference unit 55A has arrived in accordance with the arrival of the object 60 at the first operation reference unit 55A, and the object 60 is moved to the arrow A in a state of the touch operation.
- a smash operation that pushes in a direction is being performed.
- the smashed object 60 moves at high speed in the direction of arrow A.
- the object 60 moves along a path WS having a long moving distance that rebounds a plurality of times on both side walls 52L and 52R extending in the longitudinal direction of the game area 52 as a moving path so that the moving distance becomes a predetermined distance or more.
- the smash operation when executed, there may be an object 60 that has moved to the operation reference portion on the opposite side before the object 60 that has been smashed.
- the preceding object 60 when the smash operation is performed, the preceding object 60 may be positioned in front of the center of the game area 52 in some cases. In such a case, the arrival time of the succeeding object 60 subjected to the smash operation and the arrival time of the preceding object 60 are interchanged, the moving speed of the preceding object 60 decreases, and the succeeding object 60 is preceded by the preceding object 60. Move to pass the operation reference part on the opposite side.
- FIG. 7 is a diagram schematically showing a game screen when the succeeding object 60 overtakes the preceding object 60.
- the preceding object 60 ⁇ / b> A heading to the second operation reference unit 55 ⁇ / b> B in advance is the first operation reference from the center line C of the game area 52. It was located on the part 55A side.
- the center line C is located at the center of the game area 52 and extends in parallel with the operation reference portions 55A and 55B so as to divide the game area 52 into two equal parts.
- the succeeding object 60B overtakes the preceding object 60A to reach the second operation reference portion 55B at the operation time that the preceding object 60A originally intended to instruct before the smash operation.
- the subsequent object 60B moves on the overtaking path WF as a movement path for overtaking the preceding object 60A.
- the preceding object 60A that has been overrun decreases the moving speed so as to reach the second operation reference portion 55B at the operation time that the subsequent object 60B originally intended to instruct before the smash operation.
- each player plays the game while being influenced by the operation of the opponent player.
- the center line C is illustrated for explanation, but the center line C is not displayed on the actual game screen.
- the center line C functions as a criterion for suppressing a rapid change in the moving speed of the object 60.
- the configuration for determining whether or not to perform overtaking based on the center line C may be omitted. In this case, it is possible to generate the object 60 whose movement speed suddenly changes intentionally.
- the sequence data 28 includes a condition defining unit 28a and an operation sequence unit 28b.
- the condition definition unit 28a includes information for specifying different game execution conditions for each music piece, such as music tempo, beat, track, and information for specifying sound effects to be generated when the object 60 is touched. Described.
- the condition defining unit 28a is provided only at the beginning of the sequence data 28. However, the condition defining unit 28a may be added at an appropriate position in the middle of the operation sequence unit 28b. As a result, it is possible to realize processing such as changing the tempo in a song and changing the allocation of sound effects.
- FIG. 8 is a diagram illustrating an example of the contents of sequence data.
- the operation sequence unit 28 b includes an operation time unit 28 c that instructs a time (operation time) when the operation should be performed in the music, and a display on which the display of the object 60 is to be started.
- the operation time and the display start 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 instruction of the player to start displaying the object 60 is described as “P1” when instructing the first player and “P2” when instructing the second player. Note that the player's instruction also corresponds to the instruction of the color of the object 60 to be displayed, and the blue object 60 is displayed when “P1” and the red object 60 is displayed when “P2”.
- information indicating the object 60 to be displayed is described in alphabets such as “A”. “A” is the alphabet corresponding to the first object 60 displayed in the game area 52, “B” is the alphabet corresponding to the second object 60, and “C” is the alphabet corresponding to the third object 60. Are used respectively. In other words, alphabets of a type corresponding to the number of objects 60 to be displayed in the game area 52 are used as information indicating the objects 60 to be displayed. The information indicating the object 60 also indicates the correspondence between the operation times.
- each operation time period associated with information indicating the common object 60 the position where the object 60 corresponding to a certain operation time arrives is closest to the one operation time ( Or, it has a function as an appearance position of the movement of the object 60 corresponding to another operation time for which the display start time is set.
- the record that specifies the same operation time such as the earlier display start time or the earlier of the sequence described in the sequence data 28, By specifying any one of them according to a predetermined specifying condition or the like, the appearance position of the object 60 (the next appearing object 60) corresponding to another operation time may be specified.
- information relating the arrival position and the appearance position of each object 60 may be separately described on the sequence data.
- a blue object 60 is displayed on the first operation reference portion 55A used as a reference by the first player at the start time (000) of the fourth beat of the first measure, and from the first operation reference portion 55A.
- the display start time, the operation time, and the like such as moving to reach the second operation reference portion 55B at the time corresponding to “010” from the start time of the fourth beat of the first bar, etc.
- a player to be operated is instructed.
- the start time (000) of the first beat of the third measure two objects 60 are displayed on the first operation reference portion 55A, and one object 60 is “010” from the start time of the first beat of the third measure.
- the other object 60 moves so as to reach the second operation reference portion 55B at the time when “015” has elapsed from the start time of the first beat of the third bar when the time has passed. Further, at the start time (000) of the first beat of the third measure, the object 60 is also displayed on the second operation reference portion 55B. This object 60 is “012” from the start time of the first beat of the third measure. It moves so as to reach the first operation reference portion 55A at the time when a considerable amount of time has passed. That is, a total of three objects 60 are displayed at the start time (000) of the first beat of the third measure.
- the position at which the object 60 arriving at the second operation reference portion 55B at the time arrives is displayed on the second operation reference portion 55B at a time when “010” has elapsed from the start time of the fourth beat of the first measure,
- the correspondence is instructed to function as the appearance position of the object 60 that moves so as to reach the first operation reference portion 55A at the time when “016” has elapsed from the start time of the fourth beat of the first measure.
- the same display start time as each operation time is set between the operation times having a correspondence relationship. However, the display start time may not be the same as each operation time.
- the continuity of the object 60 can be produced, for example, as the display start time corresponding to each operation time functioning as the appearance position, a time slightly earlier than the operation time corresponding to the object 60 reaching the appearance position is set. May be.
- the operation time which functions as an appearance position does not necessarily exist in each operation time period having a correspondence relationship. An object 60 corresponding to an operation time that does not have an operation time functioning as an appearance position may be eliminated from the game area 52 as having no continuity.
- the game control unit 11 When the game control unit 11 reads the game program 21 and completes the initial settings necessary to execute the music game, the game control unit 11 stands by in preparation for a game start instruction from the player.
- 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 game or the like.
- the game control section 11 When the game start is instructed, the game control section 11 reads the music data 25 corresponding to the music selected by the player and outputs the music data 25 to the audio output control section 13 to start the music reproduction from the speaker 14. Thereby, the control unit 10 functions as a music reproducing means.
- the game control unit 11 reads the sequence data 28 corresponding to the player's selection in synchronization with the reproduction of the music, and refers to the image data 27 to obtain image data necessary for drawing the game area 52 and the information area 53. Is generated and output to the display control unit 12 to display the game area 52 and the information area 53 on the monitor 3. Further, during execution of the music game, the game control unit 11 performs a sequence processing routine shown in FIG. 9, a path determination processing routine shown in FIG. 10, and a passing process shown in FIG. Each of the routine and the operation evaluation routine shown in FIG. 12 is repeatedly executed at a predetermined cycle. 9, 10, and 11 are handled by the sequence processing unit 15, and the operation evaluation routine of FIG. 12 is handled by the operation evaluation unit 16.
- FIG. 9 shows an example of a flowchart of a sequence processing routine executed by the sequence processing unit 15.
- the sequence processing unit 15 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 15 acquires, from the sequence data 28, the data of the object 60 in which the display start time and the operation time exist in the time length corresponding to the display range of the game area 52.
- the display range is set to a time range corresponding to two measures of music from the current time to the future.
- step S3 the paths W of all the objects 60 to be displayed are determined.
- the determination is realized by executing the routine of FIG. 10 as an example.
- FIG. 10 shows an example of a flowchart of a route determination processing routine executed by the sequence processing unit 15.
- the sequence processing unit 15 first determines whether or not it is a game start time in step S11. If a positive determination is made in step S11, the process proceeds to step S21. If a negative determination is made, the process proceeds to step S12.
- step S21 a route set in advance is selected as a route for displaying the object 60, and the process proceeds to step S20.
- a route W3 that is included in the first operation reference unit 55A as a preset route and extends from the repulsion point R1 positioned nth from the left side is set.
- step S12 it is determined whether or not the display of the object 60 is a display as a display start time. If a negative determination is made in step S12, that is, if it is determined that the display of the object 60 is not a display as the display start time but a route to be displayed has already been selected, the process proceeds to step S22. move on. In step S22, the route already selected as the route to be displayed, that is, the current route is selected, and the process proceeds to step S20.
- step S12 determines whether or not the display of the object 60 is a display as a display time and a route to be displayed is not selected.
- step S13 is performed. Proceed to In step S13, with reference to the output signal of the touch panel 5, it is determined whether or not a touch operation has been performed on each of the operation reference units 55A and 55B. If a negative determination is made in step S13, the process proceeds to step S23, and if a positive determination is made, the process proceeds to step S14. In step S23, a predetermined route is selected as a route on which the object 60 is to be displayed, and the process proceeds to step S20.
- the selection of the predetermined route in step S23 is, for example, the object 60 corresponding to the object 60 to be displayed, that is, the object that has just arrived at the repulsion points R1 and R2 used as the appearance position of the object 60 to be displayed. This is realized by setting, as a predetermined route, a route adjacent to the route on which “60” is displayed, or a route with the shortest distance from the appearance position to each of the operation reference units 55A and 55B.
- step S14 based on the signal output from the touch panel 5, the operation reference section where the touch operation is performed and the timing (time on the music) when the touch operation is performed are determined.
- step S15 the operation reference portion on which the touch operation has been performed is associated on the sequence data 28 with respect to the latest operation time described in the sequence data 28, that is, the operation reference portion on which the touch operation has been performed.
- the operation time that is closest in time is specified, and a time lag time between the operation time and the time when the touch operation is performed is acquired.
- step S16 the sequence processing unit 15 determines whether or not the operation of each player is appropriate by determining whether or not the deviation time is within a certain range.
- the certain range is set within a predetermined time range around the operation time to be compared. If a negative determination is made in step S16, the process proceeds to step S23, and as described above, a predetermined path is selected as the path on which the object 60 is to be displayed, and the process proceeds to step S20. On the other hand, if a positive determination is made in step S16, the process proceeds to step S17.
- step S17 the sequence processing unit 15 determines whether or not a smash operation has been executed.
- the determination as to whether or not the smash operation has been performed is performed as follows as an example. First, based on the signal output from the touch panel 5, the presence / absence of a continuous change in the touch operation position where the touch operation is performed is calculated. When the touch operation position does not change continuously, it is determined that the smash operation is not executed. When the touch operation position changes continuously, the direction and speed of the change are calculated. When it is determined that the direction and speed of the continuous change are both within the predetermined range, it is determined that the smash operation has been executed.
- a predetermined range for example, when the angle formed between the direction of continuous change and the operation reference portion is smaller than a predetermined value (when facing both side walls 52R and 52L), or continuous A range is set such that the speed of the target change is larger than the moving speed of the object 60 set as the speed corresponding to the smash operation. If a positive determination is made in step S17, the process proceeds to step S24, and if a negative determination is made, the process proceeds to step S18.
- the positional relationship between the operation position where each operation reference unit 55A, 55B is touched and the position of the object 60 is determined.
- the touched position is any of the contact area S, the right area R, the left area L, and other areas of the object 60 where the display is started or the object 60 that has just reached the appearance position. Determine whether it is near the area.
- a route on which the object 60 is to be arranged is selected according to the positional relationship determined in step S18. This route selection is performed as follows as an example. First, any one of the right region R, the left region L, or the contact region S and other regions is assigned to each route W.
- the route assigned to the position where the touch operation is performed is selected from among the plurality of routes W extending from the appearance position.
- the straight path W2 is allocated to the contact area S and other areas
- the first right path W3 is allocated to the left area L
- the first left path W1 is allocated to the right area R. ing.
- the straight path W2 is displayed.
- the right area R is touched
- the first left path W1 is near the left area L.
- the touch operation is performed, the first right path W3 is selected.
- step S24 an overtaking process is executed.
- the overtaking process is realized by executing the routine of FIG. 11 as an example.
- FIG. 11 shows an example of a flowchart of an overtaking process routine executed by the sequence processing unit 15.
- the sequence processing unit 15 first determines in step S31 whether or not the preceding object 60 exists. Specifically, there is an object 60 that moves toward the operation reference portion that the smashed object 60 should reach, and is located at a position preceding the smashed object 60. It is determined whether or not to do so. If it is determined in step S31 that the preceding object 60 exists, the process proceeds to step S33. If it is determined that the preceding object 60 does not exist, the process proceeds to step S32.
- step S32 as the movement path of the object 60, a path whose moving distance is equal to or greater than a predetermined distance is calculated, and this routine is finished.
- calculation of a route longer than a predetermined distance is performed as follows. First, the movement time of the target object 60 is calculated based on the operation time and the current time described in the sequence data 28. Next, a predetermined speed equal to or greater than a certain value is acquired as a movement speed corresponding to the smash operation, and a distance necessary for the movement route is calculated from the acquired movement speed and the calculated movement time. Further, the direction in which the smash operation is executed is acquired.
- the number of rebounds and the rebound points with the side walls 52R and 52L are calculated in such a manner that the rebound points with the side walls of the rebounding side wall.
- the calculation of the bounce point is executed so that the value of the incident angle and the value of the reflection angle of the path connecting the bounce points are as close as possible.
- a route connecting the bounce point calculated in order from the appearance position to the operation reference portion to be reached is calculated as a route having a predetermined distance or more.
- step S33 it is determined whether or not the position of the preceding object 60 is in front of the center line C of the game area 52. If it is determined that the position of the preceding object 60 is located closer to the operation reference part (including the position of the center line C of the game area 52) than the center line C of the game area 52, the step The process proceeds to S32, and if it is determined that the game area 52 is located in front of the center line C, the process proceeds to step S34.
- arrival time correction data is generated by switching the arrival time at which the preceding object 60 should reach the operation reference portion and the arrival time at which the smashed object 60 should reach the operation reference portion.
- arrival time correction data it is realized by generating data in which information indicating the object 60 and information on arrival time are added to the operation time.
- a passing path is calculated as the moving path of the smashed object 60, and the current routine is terminated.
- the overtaking path is calculated as follows. First, the arrival time of the smashed object 60 is acquired from the arrival time correction data generated in step S34, and the movement time of the smashed object 60 is calculated from the acquired arrival time and the current time.
- a predetermined speed equal to or greater than a predetermined value is acquired as the movement speed corresponding to the smash operation, and the arrival time set in the arrival time correction data is reached based on the acquired movement speed and the calculated movement time.
- the movement distance that reaches the operation reference portion to be calculated is calculated.
- the direction in which the smash operation is executed is acquired.
- the rebound point with the side wall located in the direction in consideration of the direction of the acquired smash operation among the side walls 52R and 52L, and the other side after rebounding at the rebound point so that the calculated movement distance is secured.
- the number of rebounds and the rebound points with the side walls 52R and 52L are calculated in such a manner that the rebound points with the side walls of the rebounding side wall.
- the calculation of the bounce point is executed so that the value of the incident angle and the value of the reflection angle of the path connecting the bounce points are as close as possible. Then, a route connecting the bounce point calculated in order from the appearance position to the operation reference portion to be reached is calculated as a route having a predetermined distance or more.
- a speed equal to or higher than a predetermined value acquired as the movement speed may be set so as to change according to the speed of the smash operation. If the speed is equal to or greater than a certain value, the speed may be set to be the same.
- the predetermined speed above a certain value used in step S35 may be the same as that used in step S32, or different ones may be prepared in step S32 and step S35.
- a route that is longer than a predetermined distance or a passing route may be selected from a route corresponding to a smash operation set in advance for each repulsion point R1, R2, depending on the direction and speed of the smash operation.
- the direction of the route calculated in step S32 or step S35 and the direction of the smash operation do not always have to coincide with each other. It is only necessary to consider the direction of the smash operation to some extent. Further, the direction of the smash operation may not be considered.
- the direction considered as the moving direction may be a predetermined direction or a direction determined by lottery using a random number.
- a path that does not have a rebound point on either of the side walls 52R and 52L may be calculated as the overtaking path.
- step S20 the route selected in steps S19 and S21 to S24 is determined as the route for displaying the object 60, and this routine is terminated.
- step S4 the sequence processing unit 15 calculates the coordinates in the game area 52 of all the objects 60 to be displayed on each path W.
- the calculation is performed as follows as an example. First, based on the processing result of step S3, the route W for displaying each object 60 included in the display range is determined. Further, the arrival time correction data generated in step S34 of the routine of FIG. 11 is acquired. Next, the movement axis corresponding to each object 60 (each operation reference part 55A, 55B to be reached) and the time axis direction from each operation reference part 55A, 55B according to the time difference between each operation time and the current time In other words, the position of each object 60 in the moving direction of the object 60 is determined.
- each object 60 on the acquired arrival time correction data and a record of the arrival time corrected using the operation time as a key corresponds to the time difference between the operation time and the current time.
- the position of each object 60 in the time axis direction from each operation reference unit 55A, 55B is determined according to the time difference between the arrival time on the arrival time correction data and the current time, not the position.
- the record on the arrival time correction data specifically, a record of the operation time corresponding to the object 60 for which the smash operation has been executed, and a record of the operation time corresponding to the object 60 preceding the object 60 for which the smash operation has been performed Is present.
- the sequence processing unit 15 In the next step S5, the sequence processing unit 15 generates image data necessary for drawing the game area 52 based on the coordinates of the object 60 calculated in step S4. Specifically, the image data is generated so that each object 60 is arranged at the calculated coordinates. An image such as the object 60 may be acquired from the image data 27.
- the sequence processing unit 15 outputs image data to the display control unit 12. Thereby, the game area 52 is displayed on the monitor 3.
- the sequence processing unit 15 ends the current sequence processing routine. By repeatedly executing the above processing, the object 60 is displayed on the operation reference portions 55A and 55B designated at the display start time described in the sequence data 28, and the object 60 is described in the sequence data 28.
- step S4 it moves between the two operation reference parts 55A and 55B so as to reach the operation reference parts 55A and 55B designated at the operation time. Further, by using the arrival time correction data for the calculation of the coordinates in step S4, the object 60 that has been smashed to overtake the preceding object 60 to indicate the operation time that the preceding object 60 should originally indicate, and It is possible to realize a display in which the moving speed of the preceding object 60 is slowed down so that the preceding object 60 indicates the operation time that the smashed object 60 should originally indicate.
- step S41 the operation evaluation unit 16 first determines whether or not there is a touch operation on the object 60 with reference to the output signal of the touch panel 5 in step S41. At this time, when a position other than the operation reference portions 55A and 55B is touched, it is determined that there is no touch operation. If there is no touch operation, the operation evaluation unit 16 ends the current routine, and if there is a touch operation, the operation evaluation unit 16 proceeds to step S42. In step S ⁇ b> 42, the operation evaluation unit 16 determines the timing (time on the music) at which the touch operation is performed based on the position signal output from the touch panel 5.
- the operation evaluation unit 16 relates to the operation reference unit in which the touch operation has been performed, the latest operation time described in the sequence data 28, that is, the operation reference unit in which the touch operation has been performed.
- the operation time closest in time is specified, and the time difference between the operation time and the time when the touch operation is performed is acquired.
- the operation evaluation unit 16 determines whether or not the player's operation is appropriate by determining whether or not the deviation time is within the evaluation range.
- the evaluation range is set within a predetermined time range before and after the operation time to be compared. As an example, a plurality of levels are set around the operation time, and a time range in which those levels are set is treated as an evaluation range.
- the operation evaluation unit 16 ends the current routine, and proceeds to step S45 if it is within the evaluation range.
- step S46 the operation evaluation unit 16 regards the operation position where the touch operation of each operation reference unit 55A, 55B is performed and the operation reference unit where the touch operation is performed on the sequence data 28 in terms of time. The approaching operation time is specified, and the positional deviation from the arrival position of the object 60 that indicates the operation time is acquired.
- the operation evaluation unit 16 determines an evaluation for the touch operation of the player based on the shift time acquired in step S44 and the shift in position acquired in step S45. These evaluations are performed as follows as an example. First, the shift time is realized by determining which of a plurality of levels set in the time range the timing of the touch operation belongs to. The plurality of levels are set so as to divide the time range at regular intervals, and the higher the level is, the higher the evaluation is in the category closer to the operation time of each category. Further, the shift position is realized by comparing the center position of the object 60 with the touch operation position.
- the evaluation of the displacement position is evaluated as “GOOD” for an area up to twice the diameter of the object 60 and “MISS” for the other areas.
- a certain evaluation range is set so that the evaluation is lowered every time a certain distance from the outer periphery, with the inner side of the outer periphery of the object 60 being the highest evaluation, and the determination is made according to which position of the evaluation range the touch operation position belongs to May be.
- the operation evaluation unit 16 proceeds to step S47, and controls the output to the display control unit 12 so that the evaluation result is displayed in at least one of the game area 52 and the information area 53.
- the operation evaluation unit 16 ends the current routine.
- the step of acquiring the shift between the position of the object and the position of the touch operation in the example of FIG. 12 acquires the shift between the most recent operation timing of the operation reference unit and the time when the touch operation is performed. It may be executed before the step.
- the evaluation of the displacement position is configured to be evaluated as “GOOD” or “MISS” depending on the area. However, if the displacement position is outside a certain range, the step is performed. Similarly to the processing of S44, the subsequent processing may be skipped and the routine of that time may be terminated. In this case, for example, when an operation with respect to the first operation reference unit 55A is requested, the operation is performed with respect to the second operation reference unit 55B. Can be excluded from evaluation.
- each player executes a smash operation in addition to selecting the movement path of the object 60, whereby the object 60 moving toward the operation reference portion of the opponent player is displayed.
- the moving speed can be increased. For this reason, the range of the choice which improves the difficulty of the game of an other party player can be expanded.
- the arrival time of the subsequent object 60 subjected to the smash operation and the arrival time of the preceding object 60 are switched. As a result, the moving speed of the succeeding object 60 can be increased while the moving speed of the preceding object 60 can be decreased. Therefore, it is possible to produce an effect that the succeeding object 60 overtakes the preceding object 60. Thereby, since the difficulty level of a game can be changed variously, the interest property of a game can be improved.
- the external storage device 20 of the game machine 1 functions as music data storage means and sequence data storage means.
- the control unit 10 functions as a game area presentation unit and a sign display control unit by causing the sequence processing unit 15 to execute the routines of FIGS. 9, 10, and 11.
- the control unit 10 functions as an evaluation unit by causing the operation evaluation unit 16 to execute the routine of FIG.
- each repulsion point R1, R2 the number of paths extending from each repulsion point is not limited. Therefore, it is possible to set a large number of routes extending in all directions from each repulsion point.
- a large number of repulsion points R1 and R2 included in the operation reference portions 55A and 55B may be provided. That is, the plurality of paths may be provided so that the operation instruction mark can move in all directions between all positions of each operation reference unit.
- a number of rebound points with both side walls 52R and 52L of the game area 52 and a number of routes from the rebound points may be provided. Thereby, many paths to the rebound point and paths after the rebound can be set.
- the object 60 is divided into four areas, and the movement path is determined by comparing the position of the touch operation with the four areas of the object 60.
- the operation instruction mark may be divided into a number of areas corresponding to the number of paths provided in the game area. Accordingly, the operation instruction mark can be moved along a free route between the operation reference units in accordance with the touch operation.
- the operation instruction sign is not limited to a form in which the operation instruction sign is divided into a plurality of areas. For example, the movement path of the operation instruction sign is determined by comparing the fixed position such as the center position of the operation instruction sign with the touch operation position. May be.
- each route along which the operation instruction mark moves is provided between the operation reference units, but is not limited to such a form.
- each route may extend to both ends of the game area beyond each operation reference portion.
- each operation instruction mark moves so as to reach each operation reference unit at the operation timing described in the sequence data, and when the operation reference unit is reached, an appropriate operation to the operation unit is not performed
- the operation instruction mark can be moved until it hits the end of the game area beyond the operation reference portion.
- a repulsion point is also provided at the end of the game area, and the position at which the operation instruction mark arrives at the end of the game area may function as the position where the next operation instruction mark moves.
- the object 60 disappears at the reached arrival position, and the arrival position functions as an appearance position of the object 60 corresponding to the operation time when the common object 60 is instructed.
- the object 60 is moving so as to repel between the operation reference portions 55A and 55B, the movement of the object 60 is not limited to such a form.
- the operation instruction mark is not extinguished every time it arrives at the rebound point that has arrived, but may be configured to actually repel at the rebound point using the common object 60 as it is.
- the operation reference portion to which the operation instruction mark is directed can be guided by changing the color to the color corresponding to the operation reference portion to be reached next.
- control unit 10 may be configured to function as a limiting unit.
- the control unit 10 is configured to function as a limiting unit, for example, in step S18 of the route determination processing routine shown in FIG. 10 or the processing of step S32 and step S34 of the overtaking processing routine shown in FIG.
- the route selection or calculation may be configured to be limited to a predetermined route whose moving speed is within a certain range.
- the movement path for the object 60 to go to the next operation reference unit is determined according to the positional relationship between the position of the touch operation and the position of the object 60.
- the present invention is not limited to the one according to such a positional relationship.
- the movement path may be determined according to an operation that specifies a direction in which the position of the touch operation changes continuously.
- whether or not a specific operation has been performed is determined as a specific operation being performed when both the direction and speed of the continuous change in the touch operation position are within the predetermined value range.
- the subsequent object 60 when a specific operation is performed and the position condition that the position of the preceding object 60 is positioned before the center line C is satisfied, the subsequent object 60 is satisfied.
- the arrival time of the preceding object 60 and the arrival time of the preceding object 60 are interchanged, but the present invention can be realized in a form in which the position condition is omitted.
- the position on the operation reference unit side where the touch operation is executed with respect to the center line C is applied as the predetermined position, and the operation reference unit side where the touch operation is executed with respect to the center line C is applied.
- the predetermined position is not limited to such a position.
- the position on the operation reference unit side where the touch operation is performed with respect to the intermediate position of the movement path may be applied as the predetermined position.
- Any position may be applied as the predetermined position as long as the change in the movement time of the operation instruction mark can be suppressed within a certain range.
- the present invention is limited to such a form. It is not a thing. For example, without being affected by the operation on the operation unit, as the convenience of the progress of the game or as an option during game development, the arrival time of the preceding operation instruction sign and the arrival time of the subsequent operation instruction sign are exchanged. May be. In other words, the replacement of the arrival times may be executed under a specific condition such as a specific operation or the convenience of game development or game progression.
- the movement path of the object 60 changes according to the touch operation.
- the configuration is not limited to such a configuration that the movement path changes according to the player's operation.
- it may be configured such that the movement route changes depending on the development of the game or the production.
- it is only necessary that the moving path of the object be changed under a predetermined condition such as an operation to the operation unit, a game development or a production.
- the movement path of the object 60 is determined according to the time interval between one operation time and the next operation time. Also good.
- the movement range of the operation instruction sign may be limited by an option prepared in the course of the game, and the movement path may be changed by this restriction.
- the movement speed of the operation instruction sign may be increased by another option prepared in the course of the game, and the movement route may be changed accordingly.
- the movement path may change so that the movement speed changes according to the level of the player.
- the operation time is described in each of the above-described forms, but the display duration may be described instead of the operation time.
- the operation time can be instructed by moving the object 60 so as to reach one of the operation reference portions at the time when the display continuation time has elapsed from the display start time.
- a game played by a plurality of players is executed by the plurality of players or the game machine itself functioning as another player.
- the present invention is not limited to such a form.
- a game executed on the game machine 1 is set so that only one of the first operation reference unit 55A corresponds to the operation unit, and the second operation reference unit 55B is simply an operation instruction mark. What is arrange
- the operation instruction mark repels on the wall as the reference portion provided at the boundary of the game area, and at the time described in the sequence data, the first operation reference portion A game that moves so as to reach only the part 55A or a wall (or other wall or the like) arranged at a position facing the first operation reference part 55A and the first operation reference part 55A may be executed. .
- it is a game in which the difficulty level of the game can be variously changed, and a game for one player can be realized.
- the first operation reference portion 55A, a wall or the like disposed at a position facing the first operation reference portion 55A functions as a plurality of reference portions of the present invention.
- the reference time is used instead of the operation time as the time described in the sequence data, and the time of the reference time reaching the first operation reference unit 55A functions as the operation time.
- step S33 In the above-described form, only one preceding object is displayed, but the present invention is not limited to such form.
- the position condition for example, the object that is present at the closest position as viewed from the subsequent object or the object that is present at the furthest position may be determined as the replacement target.
- the arrival time condition the one with the earlier arrival time may be determined as the replacement target.
- a process for determining whether or not the above various conditions are satisfied is added before step S33. Can be realized.
- a rectangular area is used as the game area 52, but the game area 52 is not limited to such a form.
- Various shapes such as a polygon or a circle may be used as the game area.
- the two operation reference portions 55A and 55B respectively corresponding to the longitudinal ends of the game area 52 are provided, but the number of operation reference portions is not limited to two.
- an area in which three or more operation reference parts are set around may be used as a game area so that three or more players can play.
- control unit 10 functioning as the evaluation unit evaluates the operation timing of the touch operation with the operation timing described in the sequence data, but the function as the evaluation unit is omitted. May be. In this case, it can be used as a battle-type game machine that induces a mistake of the opponent player while operating with a music rhythm.
- a touch panel is used as an input device, but the input device is not limited to such a form.
- the input device has a plurality of operation units such as a controller provided with a plurality of push buttons as an operation unit, input devices having various configurations can be used.
- the game machine 1 is configured as a music game machine in which music is played and the operation instruction mark moves toward the operation reference unit based on the performance time of the music.
- the game machine 1 is limited to such a configuration. It is not something.
- the game machine 1 can execute various games as long as the operation time is instructed through the video.
- the game system of the present invention is realized in an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, a portable game machine, or a game system realized using a network. May be.
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Abstract
Description
Claims (13)
- ゲーム画面を表示出力する表示装置と、
少なくとも一つの操作部を有する入力装置と、
ゲーム中における前記操作部に対する操作時期が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、
互いに間隔をあけて配置された複数の基準部が設定されたゲーム領域を前記表示装置のゲーム画面上に表示させるゲーム領域提示手段と、
前記操作部に対する操作を指示するための操作指示標識を、当該操作指示標識が前記シーケンスデータにて指示された操作時期に前記複数の基準部のうちの少なくとも一つに到達するようにして、前記ゲーム領域内で移動させつつ表示する標識表示制御手段と、を備え、
前記シーケンスデータには、複数の操作指示標識のいずれかを指定する標識情報が更に各操作時期に対応付けて記述されており、
前記標識表示制御手段は、前記シーケンスデータの前記標識情報に基づいて、各操作時期にそれぞれ対応する複数の操作指示標識を表示させるとともに、特定の条件を満たした場合に、前記ゲーム領域に表示されている一の操作時期に対応する操作指示標識と、前記一の操作時期が到達すべき基準部に前記一の操作時期よりも後に到達すべき後の操作時期に対応する操作指示標識と、の間で基準部に到達すべき時期を入れ替えて、前記一の操作時期に対応する操作指示標識が到達すべき基準部に前記後の操作時期に到達し、前記後の操作時期に対応する操作指示標識が到達すべき基準部に前記一の操作時期に到達するように、各操作指示標識を移動させつつ表示するゲームシステム。 - 前記標識表示制御手段は、前記操作部に対する少なくとも特定の操作が実行された場合に前記特定の条件が満たされたと判断する請求項1のゲームシステム。
- 前記標識表示制御手段は、所定の方向及び所定の速度の少なくともいずれか一方を指定する操作が実行された場合に前記特定の操作が実行されたと判断する請求項2のゲームシステム。
- 前記入力装置は、前記操作部に対する操作の操作位置を検出可能に構成され、
前記標識表示制御手段は、前記入力装置の検出結果を参照して、前記操作位置が連続して変化する方向に基づいて前記所定の方向が指定されたか否かを、前記操作位置が連続して変化する変化の速度に基づいて前記所定の速度が指定されたか否かを、それぞれ判断する請求項3のゲームシステム。 - 前記標識表示制御手段は、前記一の操作時期に対応する操作指示標識が前記特定の操作が実行された際に前記ゲーム領域の所定の位置に位置する位置条件が更に満たされた場合に前記特定の条件が満たされたと判断する請求項2~4のいずれか一項のゲームシステム。
- 前記ゲーム領域提示手段は、前記ゲーム領域として直線状に延びる複数の基準部が互いに間隔をあけて設定された領域を表示させ、
前記標識表示制御手段は、前記特定の操作が実行された際に、前記特定の操作が実行された操作部に対する操作の指示に利用された特定の基準部と並行し、かつ、前記ゲーム領域を2等分するような位置に配置された中央線よりも前記特定の基準部側に前記一の操作時期に対応する操作指示標識が位置している場合に、当該操作指示標識が前記所定の位置に位置するとして前記位置条件が満たされたと判断する請求項5のゲームシステム。 - 前記標識表示制御手段は、前記特定の操作が実行された場合であって、前記位置条件が満たされなかった場合には、移動距離が所定距離以上となる移動経路を前記後の操作時期に対応する操作指示標識が移動するように、当該操作指示標識を表示する請求項5又は6のゲームシステム。
- 前記入力装置は、複数の操作部を有し、
前記シーケンスデータには、ゲーム中における前記複数の操作部のそれぞれに対する操作時期と前記複数の操作部のいずれかを指示する情報とが対応付けて記述されており、
前記ゲーム領域提示手段は、前記複数の基準部のうち前記複数の操作部にそれぞれ対応する各基準部がそれぞれ操作基準部として設定されたゲーム領域を前記表示装置のゲーム画面に表示させ、
前記標識表示制御手段は、前記操作指示標識が前記シーケンスデータにて指示された操作時期に当該操作時期に対応付けられた操作部に対応する操作基準部に到達するようにして、前記操作指示標識を前記ゲーム領域内で移動させつつ表示するとともに、前記特定の条件を満たした場合に、前記一の操作時期に対応する操作指示標識と前記後の操作時期に対応する操作指示標識との間で操作基準部に到達すべき時期を入れ替えて、前記一の操作時期に対応する操作指示標識が到達すべき操作基準部に前記後の操作時期に到達し、前記後の操作時期に対応する操作指示標識が到達すべき操作基準部に前記一の操作時期に到達するように、各操作指示標識を移動させつつ表示する請求項1~7のいずれか一項のゲームシステム。 - 前記入力装置として前記ゲーム領域を覆うように前記表示装置に配置されるタッチパネルが用いられる請求項1~8のいずれか一項のゲームシステム。
- 前記ゲーム領域提示手段は、四角形に形成された領域であって、直線状に延びる2つの基準部が前記四角形の一の両端に互いに対向するように設定されている領域を前記ゲーム領域として前記表示装置の画面上に表示させる請求項1~9のいずれか一項のゲームシステム。
- 各操作部に対する操作の時期と前記シーケンスデータにて指定された操作時期とに基づいて少なくとも一つの操作部における操作を評価する評価手段を、更に備える請求項1~10のいずれか一項のゲームシステム。
- 音声を再生出力する音声出力装置と、
楽曲を再生させるための楽曲データを記憶する楽曲データ記憶手段と、
前記楽曲データに基づいて前記音声出力装置から前記楽曲を再生させる楽曲再生手段と、を更に備え、
前記シーケンスデータには、前記楽曲の再生中における前記複数の操作部のそれぞれの操作時期が記述されている請求項1~11のいずれか一項のゲームシステム。 - ゲーム画面を表示出力する表示装置と、少なくとも一つの操作部を有する入力装置と、
ゲーム中における前記操作部に対する操作時期が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に組み込まれるコンピュータに、
互いに間隔をあけて配置された複数の基準部が設定されたゲーム領域を前記表示装置のゲーム画面上に表示させるゲーム領域提示工程と、
前記操作部に対する操作を指示するための操作指示標識を、当該操作指示標識が前記シーケンスデータにて指示された操作時期に前記複数の基準部のうちの少なくとも一つに到達するようにして、前記ゲーム領域内で移動させつつ表示する標識表示制御工程と、を実行させ、
前記シーケンスデータには、複数の操作指示標識のいずれかを指定する標識情報が更に各操作時期に対応付けて記述されるように構成し、
更に、前記標識表示制御工程にて、前記シーケンスデータの前記標識情報に基づいて、各操作時期にそれぞれ対応する複数の操作指示標識を表示させるとともに、特定の条件を満たした場合に、前記ゲーム領域に表示されている一の操作時期に対応する操作指示標識と、前記一の操作時期が到達すべき基準部に前記一の操作時期よりも後に到達すべき後の操作時期に対応する操作指示標識と、の間で基準部に到達すべき時期を入れ替えて、前記一の操作時期に対応する操作指示標識が到達すべき基準部に前記後の操作時期に到達し、前記後の操作時期に対応する操作指示標識が到達すべき基準部に前記一の操作時期に到達するように、各操作指示標識を移動させつつ表示する工程を実行させるゲームシステムの制御方法。
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KR1020127028309A KR101408605B1 (ko) | 2010-04-28 | 2011-04-27 | 게임 시스템 및 그것에 이용하는 제어 방법 |
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JP5938501B1 (ja) * | 2015-07-21 | 2016-06-22 | 株式会社コロプラ | コンピュータプログラム及びタッチ操作によりゲームを進行するゲームプログラム |
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US11148055B1 (en) | 2020-09-11 | 2021-10-19 | Riot Games, Inc. | Targeting of an individual object among a plurality of objects in a multi-player online video game |
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JP2000155543A (ja) * | 1998-11-20 | 2000-06-06 | Sega Enterp Ltd | 遊戯装置および発光装置 |
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JP3916964B2 (ja) * | 2002-02-20 | 2007-05-23 | アルゼ株式会社 | ゲーム機 |
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