WO2011136300A1 - データ生成システム、それに用いられるデータ生成方法及び、コンピュータプログラム - Google Patents
データ生成システム、それに用いられるデータ生成方法及び、コンピュータプログラム Download PDFInfo
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- WO2011136300A1 WO2011136300A1 PCT/JP2011/060321 JP2011060321W WO2011136300A1 WO 2011136300 A1 WO2011136300 A1 WO 2011136300A1 JP 2011060321 W JP2011060321 W JP 2011060321W WO 2011136300 A1 WO2011136300 A1 WO 2011136300A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—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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- 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a data generation system for generating sequence data used as data for instructing an operation timing and an operation unit in a game system that instructs a player to operate the operation unit provided in the input device, and to be used for the data generation system.
- the present invention relates to a data generation method and a computer program.
- an object of the present invention is to provide a data generation system capable of improving the efficiency of creating sequence data, a data generation method used therefor, and a computer program.
- the data generation system of the present invention is operated by a player in a game area in which a plurality of reference portions spaced apart from each other are set by describing a reference time in a game and referring to a computer.
- the operation instruction mark displayed for instructing an operation on at least one operation unit to be operated indicates the reference time of the game that moves so as to reach at least one of the plurality of reference portions at the reference time
- a data generation system for generating sequence data used as information to perform, a display unit for displaying the editing screen, a time information display area for displaying information on all reference times in a time series, and the all reference times
- Information display means for displaying the display start position information for associating the information of each reference part where
- the present invention since it is possible to check each reference time assigned to each reference area while checking all reference times executed in the game, it is possible to easily grasp the difficulty level of the game. it can.
- the information for associating the operation instruction sign indicating each reference time with the information of the reference portion where the operation instruction sign starts to be displayed is displayed, the flow of movement of the operation instruction sign is facilitated. I can grasp it. As a result, sequence data creation efficiency can be improved.
- the information presentation unit further includes information on operation instruction markers corresponding to each of the reference times assigned to the reference unit instruction area for each reference unit, and each of the operations.
- Display start time information for associating display start time information for starting display of the indication mark may be displayed in the reference portion instruction area. In this case, since it is possible to grasp the time when the display of each operation instruction mark is started, the efficiency of creating sequence data can be further improved.
- the information presenting means is provided for each operation instruction mark corresponding to each reference time assigned to each reference part in the reference part instruction area, Connection lines that connect the reference time periods so that the reference time that is positioned corresponds to the information that indicates the display start time, and the information that indicates the reference part to which the operation start is assigned. May be displayed as the display start position information and the display start time information.
- the connection line extends from the display start time of the operation instruction sign and the display start time toward the reference time of the instruction target, the direction of movement can be imaged. Thereby, the flow of movement of the operation instruction mark can be grasped more easily.
- connection line is displayed as the display start position information and the display start time information
- the information presenting means is assigned an operation time as a starting point based on the display start position information.
- the connection lines may be displayed in different colors for each reference unit. In this case, the flow of movement of the operation instruction sign can be grasped also by the color of the connection line.
- the sequence data includes information specifying each operation time of a series of operations for a plurality of operation units described as the reference time and any of the plurality of operation units.
- the operation time is used for a game in which an area in which each reference part corresponding to each of the plurality of operation parts among the plurality of reference parts is set as an operation reference part is used as the game area.
- the editing area presenting means displays information on all operation timings for each of the plurality of operation sections in the time information display area in time series, and the reference The operation timing assigned to each of the plurality of operation units is displayed for each operation reference unit in a time series in the unit instruction area, and the information provision is performed.
- the means includes, as the display start position information, information on operation instruction signs corresponding to each operation time assigned to the reference part instruction area for each operation reference part, and each operation instruction sign to be displayed.
- Information that associates the information of the operation reference part with the information of the operation reference part may be displayed in the reference part instruction area. In this case, it is possible to improve the creation efficiency of sequence data used in a game using a plurality of operation reference units.
- the data generation system may further include an assigning unit that assigns information on all reference times displayed in the time information display area to each reference part in the reference part indicating area.
- an assigning unit that assigns information on all reference times displayed in the time information display area to each reference part in the reference part indicating area.
- work which allocates each of all the operation time with respect to each operation part can be reduced.
- an operation input unit for inputting a user operation and an editing unit that edits information displayed on the editing screen based on operation information to the operation input unit And may be further provided.
- an editing unit that edits information displayed on the editing screen based on operation information to the operation input unit And may be further provided.
- editing can be performed while grasping the difficulty level of the game and the flow of movement of the operation instruction sign, editing efficiency can be improved.
- a standard time is set based on information input to the operation input unit, and a time when an operation is performed on the operation input unit is set as the standard time.
- Reference time setting means may be provided which calculates the elapsed time from the time and sets the calculated elapsed time as the reference time. In this case, information on all reference times can be created based on an operation on the operation input unit.
- the editing means may have various functions. For example, in one aspect of the present invention, as one of the editing means, at least one of the information of each reference time displayed on the editing screen is determined based on information input to the operation input unit. It is also possible to provide information discriminating means. In this case, various edits can be performed on the determined information. Further, in this aspect, as one of the editing means, reference part information for adding information on a reference part corresponding to any of the plurality of reference parts to information on the reference time determined by the information determination part Additional means may be provided. In this case, editing can be performed in which each of all the reference times is assigned to each reference part.
- a time information adding means for adding the information of the other reference time may be provided. In this case, editing that associates one reference time with the other reference time is possible.
- the one reference time in which a time interval between one reference time of each reference time period and the next reference time with respect to the one reference time is less than a predetermined value, and the above
- grouping means for specifying the next reference time and performing grouping by adding common information to the specified one reference time and the next reference time. In this case, editing for each reference time with a short reference time interval can be easily performed.
- the data generation system may further include a generation unit that generates the sequence data based on information displayed in the reference unit instruction area.
- sequence data can be generated based on information displayed on the editing screen.
- a reference time in a game is described, and is operated by a player in a game area in which a plurality of reference portions spaced apart from each other are set by referring to a computer.
- the operation instruction mark displayed for instructing an operation for at least one operation unit to be operated indicates the reference time of the game that moves so as to reach at least one of the plurality of reference portions at the reference time
- the computer program for the data generation system of the present invention describes a reference time in a game and is referred to by the computer so that a plurality of reference portions arranged at intervals from each other are set in the game area.
- Time information display area to be displayed in chronological order and the reference time among all the reference times An editing area providing means for displaying, on the editing screen, a reference area indicating area that displays each reference time assigned to at least one of the reference areas in time series for each reference area, and the reference area instruction Display start position information for associating information on operation instruction signs corresponding to each operation timing assigned to each reference part in the area and information on each reference part at which the operation instruction signs are displayed is the reference. It is configured to function as an information presentation process means to be displayed in the part designation area.
- sequence data creation efficiency can be improved.
- the figure which shows an example of the game machine with which the game which concerns on one form of this invention is performed.
- the figure which showed the game screen typically.
- the figure which shows an example of an edit screen typically.
- FIG. 1 is a diagram illustrating an arcade game machine in which a game according to an embodiment of the present invention is executed.
- 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 moving toward the repulsion point R2 of the second operation reference unit 55B on the path W1, and the second operation reference unit 55B is matched with the arrival at the second operation reference unit 55B.
- the second player using the current time as the reference for the current time may touch the position at which the object 60 of the second operation reference unit 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.
- the sequence data 28 includes a condition definition 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. 6 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.
- the display start time, the operation time, and the like such as moving so as to reach the second operation reference portion 55B at a time equivalent to “010” from the start time of the fourth beat of the first measure.
- a player to be operated is instructed.
- 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 that of each operation time is set between the operation times having the corresponding relationship, but the display start time may not be the same as that of 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.
- FIG. 7 is a diagram showing an example of the configuration of the data generation system according to the present invention.
- the data generation system 70 includes an operation input unit 71 that receives a user operation, a display unit 72 that presents an edited image to the user, a control unit 73 as a computer, and an audio output that outputs audio.
- the operation input unit 71 includes, for example, a keyboard, a mouse, a touch panel, and the like.
- the display unit 72 includes a monitor, a projector, and the like.
- the audio output unit 74 includes a speaker and the like.
- the control unit 73 is configured as a combination of a microprocessor and peripheral devices such as an internal storage device (ROM and RAM as an example) necessary for the operation of the microprocessor.
- the control unit 73 includes a storage unit 76 that stores a computer program and various data for realizing the present invention, and a control unit 77 that controls the operation of the data generation system 70.
- a display control unit 80 and an audio control unit 81 are generated in the control unit 77.
- the display control unit 80 and the voice control unit 81 are logical devices realized by a combination of computer hardware and a computer program.
- the data stored in the storage unit 76 includes music data.
- the sound control unit 81 generates a sound reproduction signal corresponding to the music data and outputs the sound reproduction signal to the sound output unit 74, thereby causing the sound output unit 74 to reproduce predetermined sound (including music and the like).
- the display control unit 80 displays the edited image on the display unit 72 by executing the computer program stored in the storage unit 76 while referring to various data (including music data) stored in the storage unit 76. Let The display control unit 80 also updates the edited image displayed on the display unit 72 in response to an operation input to the operation input unit 71 by the user.
- an external storage device that can be separately connected to the control unit 73 and can transmit and receive data may be used.
- an optical storage medium such as a DVDROM or CDROM, or a non-volatile semiconductor memory device such as an EEPROM can be used. .
- FIG. 8 is a diagram schematically illustrating an example of an editing screen when the data generation system according to the present invention is used to generate sequence data 28.
- the editing screen EG is formed in a rectangular shape, an editing area ER in which information on each operation time is displayed, and a module that is formed around the editing area ER and that can edit information in the editing area ER.
- a command region CR for executing.
- a command button CB for selecting various modules is displayed in the command area CR.
- a reference part instruction area TS for distinguishing and displaying the operation times for the operation reference parts 55A and 55B, respectively.
- An operation unit area TS2 is included.
- the areas TA, TS1, and TS2 are arranged in parallel in the horizontal axis SS direction so as to partition the horizontal axis SS while sharing the vertical axis LS.
- the vertical axis LS indicates the passage of time from the bottom to the top.
- various modules and various cursors for selecting various information are displayed.
- blocks 85 are arranged at times corresponding to all operation times in the game. Further, the first operation section area TS1 is blocked at a time corresponding to the operation timing for the first operation reference section 55A, and the second operation section area TS2 is blocked at a time corresponding to the operation timing for the second operation reference section 55B. 85 is arranged.
- the operation unit areas TS1 and TS2 are color-coded in the same color scheme as the operation reference units 55A and 55B. Specifically, the first operation section area TS1 is red, the second operation section area TS2 is blue, and the block 85 arranged in each operation section area TS1 and TS2 also has a color corresponding to the area. It is colored.
- connection line LL that connects the block 85 arranged in one of the operation unit areas TS1 and TS2 and the block 85 arranged in the other area.
- This connection line LL shows the correspondence between the block 85 arranged in one area and the block 85 arranged in the other area.
- one connection line from one block 85 arranged in one area to the next block 85 arranged in the other area located at the next time of the one block 85 When LL is extended, one object 60 corresponding to the operation time indicated by the next block 85 is reached at the arrival position of the object 60 corresponding to the operation time indicated by the one block 85 of the operation time indicated by the one block 85. Appears.
- the appearing object 60 moves from the appearance position toward the operation reference portion corresponding to the area where the next block 85 is arranged.
- one block 85 indicates Two objects 60 respectively corresponding to the operation times indicated by the two blocks 85 appear at the arrival position of the object 60 corresponding to the operation time indicated by the one block 85 of the operation time.
- the two appearing objects 60 move from the appearance position toward the operation reference portion corresponding to the other region in order to indicate the operation time corresponding to each object.
- connection line LL is located at the appearance position of the object 60 corresponding to the block 85 at which the arrival position of the object 60 corresponding to the block 85 located at the starting point of the connection line LL is located at the end point of the connection line LL.
- Correspondences corresponding to the display start time of the object 60 corresponding to the block 85 located at the end point of the connection line LL correspond to the time when the block 85 located at the start point is arranged.
- connection line LL extends from the block 85 surrounded by the broken line FR to the two blocks 85 surrounded by the broken line SR. Therefore, the two objects 60 respectively corresponding to the two blocks 85 surrounded by the broken line SR positioned at the end point of the connection line LL correspond to the block 85 surrounded by the broken line FR positioned at the starting point of the connection line LL. Display starts at the operation time. In addition, the two objects 60 respectively corresponding to the two blocks 85 surrounded by the broken line SR correspond to the second operation reference unit 55B corresponding to the second operation unit region TS2 in which the block 85 surrounded by the broken line FR is arranged. Display is started at the position where the object 60 corresponding to the block 85 has arrived.
- connection lines LL each extending from a block 85 surrounded by a broken line FR to two blocks 85 surrounded by a broken line SR at the end point.
- the connection line LL functions as display start position information and display start time information of the present invention.
- FIG. 9 is a diagram illustrating an example of a data generation process using the data generation system 70.
- the user executes the information generation module and selects a music to be reproduced from the music data.
- the information generation module sets the start time of the selected music to the standard time.
- the user performs an operation on the operation input unit 71 in accordance with the rhythm of the music being played.
- the information generation module compares the time when the operation is performed with the start time of the music, and calculates the user's operation time as the elapsed time on the music.
- the information generation module sets the calculated elapsed time on the music as the operation time.
- the display control unit 80 refers to the set operation time, and displays the block 85 at the time in the time information display area TA corresponding to this operation time.
- the information generation module can be realized by using a known technique.
- the user causes the data generation system 70 to execute an allocation processing routine.
- the display control unit 80 executes the allocation process routine.
- FIG. 10 is a diagram illustrating an example of a flowchart of an allocation process routine executed by the display control unit 80.
- the display control unit 80 acquires information on all the operation times created in the all operation time creating step S1.
- the display control unit 80 determines whether or not the time interval between the operation timings is a predetermined value or more.
- step S12 the process proceeds to step S13.
- step S12 When a negative determination is made in step S12, that is, when it is determined that all the operation timings include an interval in which the interval between one operation timing and the next operation timing is less than a predetermined value, The control unit 80 proceeds to step S14.
- step S14 the display control unit 80 specifies the one operation time and the next operation time at which the time interval between the one operation time and the next operation time is less than a predetermined value, and these specified operations. Grouping is performed by adding common information to the time, and the process proceeds to step S13.
- step S13 the display control unit 80 sets the total operation timing to each operation unit region TS1, TS2 so that the operation timing alternately arrives at each operation reference unit 55A, 55B based on the information on the total operation timing. Alternating to Specifically, information is generated in which operation reference unit information corresponding to each operation unit region is added to the operation timing arranged in each operation unit region. At this time, the operation times grouped in step S14 are assigned in a grouped state. For this reason, one operation time whose time interval is less than a predetermined value and the next operation time are assigned to the same operation unit area. When the process of step S13 ends, the display control unit 80 ends the current routine.
- the display control unit 80 stores the information in the operation part regions TS1 and TS2.
- the block 85 is displayed at a time corresponding to the operation time assigned to each.
- one operation time with a time interval less than a predetermined value corresponds to block 85S
- the next operation time corresponds to block 85R.
- these blocks 85S and 85R are arranged in the same operation unit area.
- the user sets the correspondence between the blocks 85 arranged in the operation unit areas TS1 and TS2, using a drawing creation module that connects two points with a straight line.
- the correspondence relationship is set as follows as an example.
- the user selects and executes a drawing creation module from the command button CB in the editing area ER.
- a technique known as a drawing creation module may be used. For example, when a mouse is used as the operation input unit 71, this selection is performed by moving the cursor over the selection target and clicking the mouse in that state.
- the editing screen EG employs a well-known technique that makes it possible to determine various modules that have been clicked and various types of information.
- the two blocks 85 for which the correspondence relationship is to be set are sequentially selected.
- the connection line LL extending from the first selected block 85 to the next selected block 85 is drawn.
- information on the operation time located at the starting point of the connection line LL is added to the operation time corresponding to the block 85 located at the end point of the connection line LL.
- the display control unit 80 displays the connection line LL connecting the blocks 85 with reference to the operation time information added to each operation time.
- the user selects a block 85 arranged in one operation unit area and a block 85 arranged in the other operation unit area as the two blocks 85 connected by the connection line LL.
- the block 85 arranged at the nearest operation time from the block 85 arranged in one operation unit area to the future is selected from among the blocks 85 arranged in the other operation unit area.
- a plurality of blocks 85 are continuously arranged in the same region, for example, the other operation unit region, as in the case where there is an operation time with a short time interval.
- the block 85 in one operation unit area positioned immediately before the block 85 arranged at the earliest time among the plurality of continuous blocks 85 in the other operation unit area A plurality of connection lines LL extending to each of a plurality of continuous blocks 85 in the operation unit area are drawn. Specifically, after the user selects the block 85 arranged in one operation unit area to be the starting point of the connection line LL, the user selects a plurality of blocks 85 arranged in the other operation unit area to be the end point. The operation of selecting each is executed multiple times.
- the block 85 of one operation unit area closest to the future to the plurality of blocks 85 continuously arranged in the same other operation unit area becomes a common block 85.
- the user as the block 85 that connects to the block 85 that should be the end points of the plurality of connection lines LL, A block having the earliest operation time is selected with priority from among the respective blocks 85 to be the starting points of the plurality of connection lines LL.
- the user also arranges the remaining blocks 85 in one operation section area in the order of early operation timing with respect to the remaining blocks 85 of the plurality of blocks 85 that should be the starting point of the connection line LL with respect to the common block 85.
- the connection lines LL are drawn so as to be connected to the blocks 85 with the earlier operation time among the blocks 85 that have been processed. Thereby, the connection line LL is drawn so that one block does not correspond to the end points of the plurality of blocks 85.
- connection lines LL each extending from the block 85 surrounded by the broken line FR of the second operation unit region TS2 toward the two blocks 85 surrounded by the broken line SR of the first operation unit region TS1 are drawn.
- a common broken line TR is used as a block 85 at a position near in the future to each of the two blocks 85 surrounded by the broken line SR among the objects 60 arranged in the second operation unit region TS2.
- An enclosed block 85 exists.
- the block 85 surrounded by the broken line TR is connected to the block 85 indicating the earlier operation time out of the two blocks 85 surrounded by the broken line SR.
- the remaining block 85 of the two blocks 85 surrounded by the broken line SR is connected to the block 85 whose operation time comes within the same second operation section region TS2 next to the block 85 surrounded by the broken line TR. ing.
- FIG. 11 is a diagram illustrating an example of a flowchart of a data generation processing routine executed by the control unit 73.
- the control unit 73 first describes the information of the operation timing part 28c of the sequence data 28 in step S31. Specifically, based on the block 85 arranged in the time information display area TA on the editing screen EG, the time corresponding to the time when the block 85 is arranged is described as the operation time.
- the control unit 73 describes the information of the operation reference part to be associated with the described operation timing information in the display position instruction unit 28e.
- the description of the display position instruction unit 28e is performed based on the blocks 85 arranged in the operation unit areas TS1 and TS2. Specifically, information on the operation reference unit associated with the operation time indicated by the block 85 arranged in the first operation unit region TS1 is sent to the first operation reference unit 55A corresponding to the first operation unit region TS1. A second operation reference unit 55B that is a starting point of movement is described.
- the control unit 73 displays information about the display start time of the object 60 corresponding to the described operation time based on the operation time indicated by the block 85 located at the starting point of the connection line LL. This is described in the section 28d. Specifically, the time indicated by the block 85 located at the start point of the connection line LL is described as the display start time to be set for the object 60 corresponding to the operation time indicated by the block 85 located at the end point of the connection line LL. To do.
- the control unit 73 describes the sign information portion 28f as information indicating the object 60 to be displayed in correspondence with the described operation time based on the connection line LL.
- the description of the sign information portion 28f is described by an alphabet of a type corresponding to the number of connection lines LL.
- the connection line LL extending from the block 85 located at the starting point of the connection line LL whose end point is the block 85 corresponding to the described operation time. Is “A” when there is one, “B” when there are two, “C” when there are three, and so on. Similar “A” is described in the operation time corresponding to the block 85 located at the end point of the connection line LL extending from the block 85 corresponding to the operation time described as “A”. The same applies to the case where “B” or “C” is described.
- step S34 the control unit 73 ends the current routine.
- the sequence data 28 is generated by executing the routine of FIG.
- the data generation system it is possible to confirm the operation timing assigned to each operation section area while confirming the total operation timing, so that the difficulty level of the game can be easily grasped. Further, since the correspondence relationship between the operation times is indicated by the connection line LL, the display time of the plurality of objects 60 to be displayed and the flow of each object 60 repelling at each operation reference portion 55A, 55B can be easily imagined. be able to. Thereby, sequence data creation efficiency can be improved.
- the control unit 73 causes the display unit 72 to display the editing screen EG through the display control unit 80, thereby functioning as an editing area presenting unit and displaying the connection line LL on the editing screen RG.
- the control unit 73 functions as an information presentation means.
- the control unit 73 functions as an editing unit by executing various modules through the display control unit 80. Specifically, the control unit 73 executes the information generation module and the like through the display control unit 80 to execute the allocation routine of FIG. 10 as the reference time setting unit and the information determination unit as the information determination unit.
- the operation unit information adding unit, the assigning unit, and the grouping unit function as the timing information adding unit by executing the drawing module.
- the control unit 73 functions as data generation means by executing the routine of FIG.
- the control unit 73 executes the assignment process routine as shown in FIG. 10 in the assignment process S2 of the data generation process in FIG. 9, but is limited to the form in which such a process is executed. Is not to be done.
- the assigning step may be executed manually such that the user selects the block 85 of the time information display area TA and copies it to the operation unit areas TS1 and TS2. By adding information of the operation unit according to the duplication position at the time of the duplicated operation, it is possible to assign to each operation unit area. Such selection and duplication of the block 85 can be realized by using a well-known technique.
- the one operation time and the next operation time are assigned to the same operation unit area.
- Each operation time in the time information display area TA may be freely assigned to each operation part area TS1, TS2.
- the control unit 73 functions as a grouping unit by executing the routine of FIG. 10, and groups one operation time when the time interval is less than a predetermined value and the next operation time.
- grouping may be realized by the user selecting one operation time and the next operation time.
- connection line LL does not necessarily need to be provided between all operation periods. That is, there may be an operation time that does not become the starting point of the connection line LL. Further, the connection line LL may be displayed in a distinguishable manner depending on the area where the starting block 85 is arranged. For example, the connection line LL may be colored according to the area where the starting block 85 is arranged.
- 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. In addition, 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 the execution of the music game, the game control unit 11 performs a sequence processing routine shown in FIG. 12, a route determination processing routine shown in FIG. 13, and an operation shown in FIG. Each of the evaluation routines is repeatedly executed at a predetermined cycle. 12 and 13 is handled by the sequence processing unit 15, and the operation evaluation routine of FIG. 14 is handled by the operation evaluation unit 16.
- FIG. 12 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 S41. 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 S43 the route W of all the objects 60 to be displayed is determined.
- the determination is realized by executing the routine of FIG. 13 as an example.
- FIG. 13 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 in step S51 whether or not it is a game start time. If a positive determination is made in step S51, the process proceeds to step S60, and if a negative determination is made, the process proceeds to step S52.
- step S60 a preset route is selected as a route for displaying the object 60, and the process proceeds to step S59.
- 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 S52 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 S52, 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 S61. move on. In step S61, the route already selected as the route to be displayed, that is, the current route is selected, and the process proceeds to step S59.
- step S52 determines whether the display of the object 60 is a display as a display time and a route to be displayed is not selected.
- step S53 is performed. Proceed to In step S ⁇ b> 53, it is determined whether a touch operation has been performed on the object 60 with reference to the output signal of the touch panel 5. If a negative determination is made in step S53, the process proceeds to step S62, and if a positive determination is made, the process proceeds to step S54. In step S62, a predetermined route is selected as a route on which the object 60 is to be displayed, and the process proceeds to step S59.
- the selection of the predetermined route in step S62 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 S54 based on the signal output from the touch panel 5, the operation reference unit where the touch operation is performed and the timing (time on the music) when the touch operation is performed are determined.
- 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 S56 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 S56, the process proceeds to step S62, and as described above, a predetermined path is selected as a path for displaying the object 60, and the process proceeds to step S59. On the other hand, if a positive determination is made in step S56, the process proceeds to step S57.
- the sequence processing unit 15 determines the positional relationship between the operation position where each operation reference unit 55A, 55B is touched and the position of the object 60 based on the signal output from the touch panel 5. Determine. Specifically, 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.
- the sequence processing unit 15 selects a route on which the object 60 is to be arranged according to the positional relationship determined in step S57. 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 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 first right path W3 is selected.
- step S59 the sequence processing unit 15 determines the route selected in steps S58 and S60 to S62 as a route for displaying the object 60, and ends the current routine.
- step S44 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 S43, the route W for displaying each object 60 included in the display range is determined. 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. Thus, the path W where each object 60 should be arranged, the coordinates of each object 60 necessary for arranging the object 60 along the time axis from each operation reference unit 55A, 55B on the path W, Can be obtained.
- the sequence processing unit 15 In the next step S45, 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 S44. 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 the 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. 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.
- step S71 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 S71. 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 S72. In step S ⁇ b> 72, 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 S75 if it is within the evaluation range.
- step S76 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 most temporally. The approaching operation time is specified, and a position shift 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 S74 and the shift in position acquired in step S75. 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. In the evaluation of the displacement position, for example, an area up to twice the diameter of the object 60 is evaluated as “GOOD”, and other areas are evaluated as “MISS”.
- a certain evaluation range is set so that the evaluation is lowered every time a certain distance from the outer periphery with the highest evaluation inside the outer periphery of the object 60, and the determination is made according to which position of the evaluation range the touch operation position belongs to. Is done.
- the operation evaluation unit 16 proceeds to step S77, 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. Note that the step of acquiring the shift between the position of the object and the position of the touch operation in the example of FIG. 14 acquires the shift between the most recent operation timing of the operation reference unit and the time when the touch operation is performed.
- the evaluation of the displacement position is configured to be evaluated as “GOOD” or “MISS” depending on the region. However, if the displacement position is outside a certain range, a step is performed. Similarly to the processing of S74, 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.
- the game machine 1 of this embodiment it is possible to select the moving path and moving speed of the object 60 toward the next operation reference unit by a touch operation. Thereby, since one player can change the difficulty level of the game of the other player in various ways by his / her own operation, the interest of the game can be improved.
- the sequence data 28 indicates that when the time interval between one operation time and the next operation time is short, the one operation time and the next operation time are different.
- the object 60 is created as instructed.
- the sequence data 28 comes before the one operation time as the display start time of the object 60 corresponding to one operation time when such another object is used and the object 60 corresponding to the next operation time.
- a common operation time is set. For this reason, in the operation time that comes before the one operation time, it is possible to produce an effect that the object 60 has been divided and increased, and the movement time of the object 60 corresponding to the next operation time is sufficiently secured. can do. Thereby, even when the time interval between each operation time is short, it can suppress that the moving speed of an operation instruction
- 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.
- 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.
- 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.
- 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 with a space therebetween may be used as a game area so that three or more players can play.
- a game played by a plurality of players is executed by a 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.
- the above-described data generation system 70 may use the reference unit as the operation reference unit and the reference time as the operation time. Thereby, the creation efficiency of the sequence data utilized for the game for single-player can be improved.
- 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.
- 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 (15)
- ゲーム中における基準時期が記述され、コンピュータに参照されることにより、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内にて、プレイヤによって操作される少なくとも一つの操作部に対する操作を指示するために表示された操作指示標識が前記基準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移動するゲームの前記基準時期を指示する情報として用いられるシーケンスデータを生成するデータ生成システムであって、
編集画面を表示する表示部と、
全基準時期の情報を時系列に沿って表示する時期情報表示領域と、前記全基準時期のうちから前記複数の基準部の少なくとも一つに割り当てられた各基準時期を時系列に沿って基準部毎に表示する基準部指示領域と、を前記編集画面に表示させる編集領域提示手段と、
前記基準部指示領域に基準部毎に割り当てられた各基準時期のそれぞれに対応する操作指示標識の情報と、当該各操作指示標識が表示開始される各基準部の情報と、を対応付ける表示開始位置情報を前記基準部指示領域に表示させる情報提示手段と、を備えるデータ生成システム。 - 前記情報提示手段は、更に、前記基準部指示領域に基準部毎に割り当てられた各基準時期のそれぞれに対応する操作指示標識の情報と、当該各操作指示標識が表示開始される表示開始時期の情報と、を対応付ける表示開始時期情報を前記基準部指示領域に表示させる請求項1のデータ生成システム。
- 前記情報提示手段は、前記基準部指示領域に基準部毎に割り当てられた各基準時期のそれぞれに対応する操作指示標識毎に設けられ、起点に位置する基準時期が表示開始時期を示す情報に、当該基準時期が割り当てられている基準部が表示開始される基準部を示す情報に、それぞれ対応するように、各基準時期間を接続する接続線を前記表示開始位置情報及び、前記表示開始時期情報として表示させる請求項2のデータ生成システム。
- 前記情報提示手段は、前記表示開始位置情報に基づいて、起点となる基準時期が割り当てられた基準部毎に異なる配色で前記接続線を表示させる請求項3のデータ生成システム。
- 前記シーケンスデータは、前記基準時期として記述された複数の操作部に対する一連の操作のそれぞれの操作時期と前記複数の操作部のいずれかを指定する情報とが対応付けて記述され、前記ゲーム領域として前記複数の基準部のうち前記複数の操作部のそれぞれに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領域が利用されるゲームに前記操作時期及び各操作部を指示するデータとして用いられ、
前記編集領域提示手段は、前記時期情報表示領域に前記複数の操作部のそれぞれに対する全操作時期の情報を時系列に沿って表示するとともに、前記基準部指示領域に前記複数の操作部のそれぞれに割り当てられた各操作時期を時系列に沿って操作基準部毎に表示し、
前記情報提示手段は、前記表示開始位置情報として、前記基準部指示領域に操作基準部毎に割り当てられた各操作時期のそれぞれに対応する操作指示標識の情報と、当該各操作指示標識が表示開始される各操作基準部の情報と、を対応付ける情報を前記基準部指示領域に表示させる請求項1~4のいずれか一項のデータ生成システム。 - 前記時期情報表示領域に表示された全操作時期の情報を前記基準部指示領域の基準部毎に割り当てる割り当て手段を更に備える請求項1~5のいずれか一項のデータ生成システム。
- ユーザの操作を入力するための操作入力部と、
前記操作入力部への操作の情報に基づいて、前記編集画面に表示される情報を編集する編集手段と、を更に備えた請求項1~6のいずれか一項のデータ生成システム。 - 前記編集手段の一つとして、前記操作入力部に入力された情報に基づいて、標準時期を設定し、前記操作入力部に操作が実行された時期を前記標準時期からの経過時期として算出し、算出した経過時期を前記基準時期として設定する基準時期設定手段を備えている請求項7のデータ生成システム。
- 前記編集手段の一つとして、前記操作入力部に入力された情報に基づいて、前記編集画面に表示された各基準時期の情報の少なくともいずれか一つを判別する情報判別手段を備えている請求項7のデータ生成システム。
- 前記編集手段の一つとして、前記情報判別手段にて判別された基準時期の情報に、前記複数の基準部のいずれかに対応する基準部の情報を付加する基準部情報付加手段を備えている請求項9のデータ生成システム。
- 前記編集手段の一つとして、前記操作入力部に入力された情報に基づいて、前記情報判別手段にて判別された二つの基準時期の情報の一方に他方の基準時期の情報を付加する時期情報付加手段を備えている請求項9又は10のデータ生成システム。
- 各基準時期間のうち一の基準時期と前記一の基準時期に対する次の基準時期との間の時間間隔が所定値未満の前記一の基準時期と前記次の基準時期を特定し、特定された前記一の基準時期と前記次の基準時期とに共通の情報を付加することによりグループ化するグループ化手段を、更に備える請求項1~11のいずれか一項のデータ生成システム。
- 前記基準部指示領域に表示された情報に基づいて、前記シーケンスデータを生成する生成手段を更に備える請求項1~12のいずれか一項のデータ生成システム。
- ゲーム中における基準時期が記述され、コンピュータに参照されることにより、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内にて、プレイヤによって操作される少なくとも一つの操作部に対する操作を指示するために表示された操作指示標識が前記基準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移動するゲームの前記基準時期を指示する情報として用いられるシーケンスデータを生成するデータ生成方法であって、編集画面を表示する表示部を備えたコンピュータに、
前記操作部に対応する全基準時期の情報を時系列に沿って表示する時期情報表示領域と、前記全基準時期のうちから前記複数の基準部の少なくとも一つに割り当てられた各基準時期を時系列に沿って基準部毎に表示する基準部指示領域と、を前記編集画面に表示させる編集領域提工程と、
前記基準部指示領域に基準部毎に割り当てられた各操作時期のそれぞれに対応する操作指示標識の情報と、当該各操作指示標識が表示開始される各基準部の情報と、を対応付ける表示開始位置情報を前記基準部指示領域に表示させる情報提示工程と、を実行させるデータ生成方法。 - ゲーム中における基準時期が記述され、コンピュータに参照されることにより、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内にて、プレイヤによって操作される少なくとも一つの操作部に対する操作を指示するために表示された操作指示標識が前記基準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移動するゲームの前記基準時期を指示する情報として用いられるシーケンスデータを生成するデータ生成システムに組み込まれるコンピュータであって、編集画面を表示する表示部を備えたコンピュータを、
前記操作部に対する全基準時期の情報を時系列に沿って表示する時期情報表示領域と、
前記全基準時期のうちから前記複数の基準部の少なくとも一つに割り当てられた各基準時期を時系列に沿って基準部毎に表示する基準部指示領域と、を前記編集画面に表示させる編集領域提手段及び、前記基準部指示領域に基準部毎に割り当てられた各操作時期のそれぞれに対応する操作指示標識の情報と、当該各操作指示標識が表示開始される各基準部の情報と、を対応付ける表示開始位置情報を前記基準部指示領域に表示させる情報提示工程手段として機能させるように構成されたデータ生成システム用のコンピュータプログラム。
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KR1020127028310A KR101425296B1 (ko) | 2010-04-28 | 2011-04-27 | 데이터 생성 시스템, 그것에 이용되는 데이터 생성 방법 및 기억 매체 |
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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 |
JP2003236243A (ja) * | 2002-02-20 | 2003-08-26 | Aruze Corp | ゲーム機 |
JP3577273B2 (ja) * | 2000-09-20 | 2004-10-13 | コナミ株式会社 | ダンスゲーム装置、およびそれに用いる記憶媒体 |
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AU2005201050A1 (en) * | 2004-03-11 | 2005-09-29 | Aruze Corp. | Gaming machine and program thereof |
CN1919389A (zh) * | 2005-08-24 | 2007-02-28 | 任天堂株式会社 | 游戏控制器和游戏系统 |
CN1919289A (zh) | 2006-08-19 | 2007-02-28 | 袁爱仙 | 一种治疗阴道瘙痒型尿道炎的汤剂药物及制备方法 |
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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 |
JP3577273B2 (ja) * | 2000-09-20 | 2004-10-13 | コナミ株式会社 | ダンスゲーム装置、およびそれに用いる記憶媒体 |
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