WO2014142104A1 - ゲーム装置 - Google Patents
ゲーム装置 Download PDFInfo
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- WO2014142104A1 WO2014142104A1 PCT/JP2014/056276 JP2014056276W WO2014142104A1 WO 2014142104 A1 WO2014142104 A1 WO 2014142104A1 JP 2014056276 W JP2014056276 W JP 2014056276W WO 2014142104 A1 WO2014142104 A1 WO 2014142104A1
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- objects
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- collide
- timing
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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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
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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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
- A63F13/577—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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- 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
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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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
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
Definitions
- the present invention relates to a game apparatus that executes a game in which an operation is input in accordance with a predetermined timing.
- a game that evaluates user operation timing is known.
- the game described in Japanese Patent No. 3686925 is a game for evaluating a user's operation at the timing when two images overlap.
- the game described in Japanese Patent Application Laid-Open No. 2007-111568 is a game that operates on a game machine having a touch panel and evaluates touch input for a touch image displayed in accordance with music.
- a game in which an icon moving in the depth direction is touched at a predetermined timing is also known (see, for example, FIG. 8 of JP-A-08-305456 and FIG. 3 of JP-T-2009-531153).
- the user In a game where the touch image is moved and various places on the touch panel are touched, the user must determine not only the timing but also the touch position. Therefore, if the touch image is moved at high speed, the difficulty level of the game increases. On the other hand, if the moving speed of the touch image is slowed down, the feeling of speed is lost.
- the present invention has been made in view of the above, and an object thereof is to provide a timing game with a sense of speed.
- a first feature of the present invention is a game device, which includes an operation input unit that inputs user operation information, a background display unit that displays a background so as to move in the depth direction of the game screen, and a plurality of lines. Appear from different positions, set the intersection point of the plurality of lines extended as a virtual intersection point, move the virtual intersection point according to the display of the background, and move the virtual intersection point according to the movement of the virtual intersection point.
- a line control unit that corrects the positions of the lines and moves the tips of the plurality of lines toward the virtual intersection, the operation information is received from the operation input unit, and the operation information and the tips of the plurality of lines are received.
- a timing determination unit that evaluates the operation information by comparing positions and timings at which the two collide with each other.
- a second feature of the present invention is a game device, an operation input unit that inputs player operation information, an object control unit that displays and moves a plurality of objects, and causes the plurality of objects to collide with each other,
- the sign object control unit that displays a sign object indicating a sign that the plurality of objects are close to each other, and the operation information is received from the operation input unit, and the proximity information of the plurality of objects is received from the object control unit.
- a timing determination unit that receives and evaluates the operation information based on the proximity information, and the predictive object control unit causes the plurality of objects to collide at a planned collision position where the plurality of objects collide with each other. The multiple predictive objects overlap at the timing And controlling a sign object.
- FIG. 1 is a block diagram showing an internal configuration of a game machine in which a game program according to the present embodiment is executed.
- FIG. 2 is a diagram illustrating an example of a game screen.
- FIG. 3A is a diagram showing the game screens in chronological order.
- FIG. 3B is a diagram showing the game screens in chronological order.
- FIG. 3C is a diagram showing the game screens in chronological order.
- FIG. 4 is a functional block diagram showing a configuration of a game device constituted by the game program in the present embodiment.
- FIG. 5 is a flowchart showing an overall processing flow of the game apparatus.
- FIG. 6 is a flowchart showing the flow of the determination process.
- FIG. 7A is a diagram illustrating variations of line objects and predictive images.
- FIG. 7B is a diagram showing variations of line objects and predictive images.
- FIG. 7C is a diagram illustrating variations of line objects and predictive images.
- FIG. 7D is a diagram illustrating variations of the line object and the sign image.
- FIG. 8A is a diagram illustrating an example in which four line objects collide.
- FIG. 8B is a diagram illustrating an example in which four line objects collide.
- FIG. 9A is a diagram showing a game screen in which the display position of the line object is moved in time series order.
- FIG. 9B is a diagram showing a game screen in which the display position of the line object is moved in time series order.
- FIG. 9C is a diagram showing a game screen in which the display position of the line object is moved in time series order.
- FIG. 10A is a diagram illustrating how the position of the virtual intersection is moved.
- FIG. 10B is a diagram illustrating how the position of the virtual intersection is moved.
- FIG. 1 is a block diagram showing an internal configuration of a game machine 3 on which the game program 1 according to the present embodiment is executed.
- the game machine 3 connects a CPU 31, a RAM 32, a ROM 33, a storage 34, an image processing unit 35, an input interface 36, an audio processing unit 37, a wireless communication unit 38, and a media interface 39 to the bus 30.
- a touch panel 40 is connected to the image processing unit 35 and the input interface 36.
- the touch panel 40 displays a game screen generated by the image processing unit 35, inputs the contact coordinates with which the user has touched the touch panel 40, and passes it to the input interface 36.
- a speaker 41 is connected to the sound processing unit 37.
- the speaker 41 outputs sound such as sound effects and BGM that are converted into analog signals by the sound processing unit 37 and amplified.
- a smartphone equipped with a touch panel 40 can be used as the game machine 3.
- the game machine 3 receives the game program 1 from the wireless communication unit 38 or the media interface 39 and stores it in the storage 34.
- the CPU 31 reads out and executes the game program 1 stored in the storage 34 on the RAM 32, and configures a game device to be described later using the above hardware resources.
- the game program 1 can be recorded on a recording medium such as a magnetic disk, an optical disk, or a semiconductor memory, or can be provided through a network.
- This game is a timing game in which the user's operation is evaluated at the timing when the tips of a plurality of line objects appearing from the end of the game screen collide with each other.
- FIG. 2 shows an example of the game screen.
- Line objects 51A and 51B and indication images 52A to 52C are displayed on the game screen shown in FIG.
- Information such as a score is also displayed on the actual game screen, but it is not shown here.
- You may display the promotion video according to the music reproduced as a background of a game screen.
- An object having a different shape may be used instead of the line objects 51 and 51B.
- the line objects 51A and 51B appear and move from the end of the game screen in accordance with the music output from the game machine 3, and the tips collide at the virtual intersection 53 in the game screen.
- the virtual intersection 53 is not displayed on the game screen.
- the sign images 52A to 52C are images showing signs that the ends of the line objects 51A and 51B are close to each other.
- the predictive images 52A to 52C are displayed in the game screen before the appearance of the line objects 51A and 51B or simultaneously with the appearance of the line objects 51A and 51B.
- the predictive images 52A to 52C indicate the rough collision timing of the line objects 51A and 51B and the position of the virtual intersection 53 to the user by movement, color, and shape change.
- the predictive images 52A to 52C images in which the traveling directions of the line objects 51A and 51B are represented by a plurality of broken lines are used.
- the progress direction of the break points of the predictor images 52A to 52C indicates the position of the virtual intersection 53, and the change in the interval between the predictor images 52A to 52C indicates the collision timing of the line objects 51A and 51B.
- FIG. 3A to FIG. 3C are diagrams showing, in order of time series, how the line objects 51A and 51B come close to the virtual intersection 53 after appearing in the game screen.
- the line objects 51A and 51B appear from the left side of the upper and lower ends of the game screen and move toward the virtual intersection 53 near the center of the game screen. That is, the line object 51A moves in the lower right direction, and the line object 51B moves in the upper right direction.
- the sign image 52A appears from the left side of the game screen and moves to the right slightly before the appearance of the line objects 51A and 51B.
- Another predictor image 52B appears from the left side of the game screen and moves to the right following the predictor image 52A simultaneously with the appearance of the line objects 51A and 51B.
- another sign image 52C appears from the left side of the game screen and moves to the right after the sign images 52A and 52B after the appearance of the line objects 51A and 51B.
- each of the predictor images 52A to 52C is faster as the appearance is slower. Therefore, as shown in FIGS. 3A to 3C, the interval between the predictive images 52A to 52C becomes narrower as the line objects 51A and 51B approach the virtual intersection 53.
- the predictive images 52A to 52C move toward the virtual intersection 53 like a ripple with the passage of time, and overlap at the timing when the line objects 51A and 51B collide at the virtual intersection 53. At this time, the break points of the predictive images 52A to 52C overlap at the virtual intersection 53.
- the user can estimate the approximate timing at which the tips of the line objects 51A and 51B collide and the position of the virtual intersection 53 by observing the predictive images 52A to 52C.
- FIG. 4 is a functional block diagram showing a configuration of a game device constituted by the game program in the present embodiment.
- the game device shown in the figure includes an operation input unit 11, a predictive image control unit 12, a line control unit 13, a timing determination unit 14, a score processing unit 15, an image output unit 16, a background processing unit 17, a voice output unit 18, and A game data storage unit 19 is provided.
- the operation input unit 11 inputs a user operation.
- the user inputs an operation by touching the touch panel 40 of the game machine 3 with a finger or the like.
- the operation types include tap, flick, long press, and swipe.
- the operation input unit 11 acquires operation information such as contact coordinates on the game screen and the type of operation, and transmits the operation information to the timing determination unit 14.
- the sign image control unit 12 causes the sign images 52A to 52C corresponding to the line objects 51A and 51B to appear on the game screen and controls the movement, color, and shape of the sign images 52A to 52C, and the sign images 52A to 52C.
- the position information, color, and shape are transmitted to the image output unit 16.
- the appearance timing and motion data of the predictive images 52A to 52C are read from the game data storage unit 19.
- the line control unit 13 causes the line objects 51A and 51B to appear on the game screen in accordance with the music output from the audio output unit 18, and controls the movement so that the ends of the line objects 51A and 51B collide with each other.
- the position information of the line objects 51A and 51B is transmitted to the image output unit 16.
- the line control unit 13 determines the position information of the virtual intersection 53 that is the position where the tips of the line objects 51A and 51B collide, the position information of the line objects 51A and 51B, and the time until the tips of the line objects 51A and 51B collide. Or the like is transmitted to the timing determination unit 14. Data of the appearance timing of the line objects 51A and 51B and the moving speed of the line object are read from the game data storage unit 19.
- the timing determination unit 14 receives operation information from the operation input unit 11 and also receives proximity information of the tips of the line objects 51A and 51B from the line control unit 13, and whether or not an appropriate position is tapped at an appropriate timing. And the success or failure of the tap is transmitted to the score processing unit 15.
- the score processing unit 15 performs score addition processing based on the success or failure of the tap received from the timing determination unit 14.
- the score processing unit 15 transmits a parameter value such as a score to the image output unit 16.
- the image output unit 16 receives the position information of the line objects 51A and 51B from the line object control unit 13, displays the line objects 51A and 51B on the game screen, and also displays the position of the indication images 52A to 52C from the indication image control unit 12. The information is received and the sign images 52A to 52C are displayed on the game screen.
- the image output unit 16 displays a parameter value such as a score and a background image on the game screen.
- the background processing unit 17 reads background images to be displayed behind the line objects 51A and 51B and the predictive images 52A to 52C from the game data storage unit 19 and causes the image output unit 16 to display them.
- the audio output unit 18 acquires music data from the game data storage unit 19 and outputs it.
- the game data storage unit 19 stores image data to be displayed on the game screen, sound data such as music and sound effects to be reproduced, line appearance data, and sign appearance data.
- the line appearance data includes information such as the position of the virtual intersection, the number of appearances, the appearance timing of the line object, the appearance position, and the moving direction / speed.
- the position of the virtual intersection represents coordinates on the game screen.
- the number of appearances represents the number of line objects that intersect at a virtual intersection.
- the appearance timing is data in which the time for the line object to appear is recorded for each line object. For example, the appearance timing is recorded in the line appearance data based on the music playback time.
- the appearance position is data in which position coordinates at which a line object appears is recorded for each line object. For example, the position coordinates are recorded in the line appearance data with any corner of the game screen as the origin.
- the moving direction / speed is data in which the moving direction and speed of each line object are recorded. The moving speed of the line object may be different for each line object.
- the sign appearance data is associated with the line appearance data and includes information such as the appearance timing, appearance position, moving speed, and change information of the sign image.
- the appearance timing is data that records the time for the sign image to appear. For example, the appearance timing is recorded in the sign appearance data on the basis of the music playback time, or the relative time from the line object appearance timing to the sign image appearance timing is recorded in the sign appearance data.
- the appearance position is data in which position coordinates at which the sign image appears are recorded.
- the moving speed is data in which the moving speed of the precursor image is recorded.
- the change information is data that records how the change is made, for example, when the color of the sign image is changed.
- FIG. 5 is a flowchart showing the overall processing flow of the game apparatus.
- the game device performs an initialization process when the game is started (step S11).
- the initialization process includes, for example, initialization of parameters such as clearing of a score, selection of line appearance data and sign appearance data to be used with music to be played back. Music selected in advance according to the music selected by the user or the difficulty level is selected as music to be played.
- the audio output unit 18 starts playing music (step S12).
- the line control unit 13 reads line appearance data from the game data storage unit 19 and determines whether or not new line objects 51A and 51B appear (step S13). For example, it is determined whether or not new line objects 51A and 51B are to appear by comparing the music playback time and the appearance timing of the line appearance data. The line control unit 13 determines that new line objects 51A and 51B appear when the music playback time is equal to or greater than the appearance timing.
- the line control unit 13 determines that new line objects 51A and 51B appear (Yes in step S13)
- the line control unit 13 and the predictive image control unit 12 determine that the line objects 51A and 51B and the predictive images 52A to 52C. Appears on the game screen (step S14).
- the line control unit 13 causes the line objects 51A and 51B to appear at the appearance position of the line appearance data read from the game data storage unit 19.
- the sign image control unit 12 reads the sign appearance data corresponding to the line objects 51A and 51B that have appeared by the line control unit 13 from the game data storage unit 19, and causes the sign images 52A to 52C to appear on the game screen.
- the sign images 52A to 52C may appear on the game screen before the appearance of the line objects 51A and 51B. In this case, the appearance positions of the line objects 51A and 51B are set outside the game screen.
- the line control unit 13 moves the line objects 51A and 51B on the game screen at a predetermined interval (step S15), and the sign image control unit 12 updates the sign images 52A to 52C (step S16).
- the line objects 51A and 51B and the predictive images 52A to 52C displayed on the game screen are moved and updated at predetermined intervals (for example, 60 fps intervals).
- the timing determination unit 14 determines whether or not the user has tapped the virtual intersection 53 where the tips of the line objects 51A and 51B collide with each other at an appropriate position and timing (step S17). Details of this determination processing will be described later.
- step S18 it is determined whether or not the game end condition is satisfied. For example, when the reproduction of music is finished, it is determined that the game is clear, and when the number of times determined to be a mistake in the determination process exceeds a predetermined value, it is determined that the game is over. If the game end condition is not satisfied (No in step S18), the process returns to step S13 to continue the game.
- step S18 If the game end condition is satisfied (Yes in step S18), the game is displayed on the game screen indicating that the game is cleared or the game is over (step S19). After the game ends, if the game is cleared, the process returns to step S11 to start a new game, and if the game is over, the process returns to the title.
- the determination process it is determined whether or not the collision location on the game screen has been tapped at the timing when the tips of the line objects collide with each other.
- FIG. 6 is a flowchart showing the flow of the determination process.
- the timing determination unit 14 determines whether or not the game screen has been tapped (step S21).
- the timing determination unit 14 acquires the tap coordinates on the game screen (Step S22), and determines whether or not the tap position is within an appropriate range (Step S23). . Whether or not the tap position is within the appropriate range is determined by comparing the tap coordinates and the virtual intersection 53 indicating the position where the tips of the line objects collide with each other.
- the timing determination unit 14 determines whether or not the tap timing is within an appropriate range (Step S24). Whether or not the tap timing is within an appropriate range is determined by determining the deviation of the tap timing from the just timing when the timing at which the tips of the line objects 51A and 51B collide is the just timing. For example, it is determined whether or not the line object is within an appropriate range using proximity information that records the time until the tips of the line objects collide.
- the score processing unit 15 adds a score according to the tap timing (step S25), and the line control unit 13 detects the tapped line objects 51A and 51B. Is deleted from the game screen (step S26).
- the score processing unit 15 adds the maximum score when the tap timing is just timing, and adds a smaller score otherwise.
- the timing determination unit 15 determines that the tap timing is missed when a predetermined time has elapsed after the leading ends of the line objects 51A and 51B collide.
- step S27 the score processing unit 15 determines that the user has not tapped the collision position of the line objects 51A and 51B at an appropriate timing, and the line object 51A, It is determined that the operation input to 51B is a mistake, and a mistake process is performed (step S28).
- the line control unit 13 deletes the line objects 51A and 51B that could not be tapped from the game screen (step S26).
- FIGS. 7A to 7D are diagrams showing variations of the line object and the predictor image. Hereinafter, each variation shown in FIGS. 7A to 7D will be described.
- FIG. 7A is a diagram illustrating an example in which a plurality of sets of line objects appear simultaneously.
- a plurality of sets of line objects 51A to 51D that collide at different virtual intersections 53A and 53B appear simultaneously on the game screen.
- the user taps virtual intersections 53A and 53B in this order.
- the line objects 51A to 51D move at the same angle with respect to the sides of the game screen, but may move at different angles with respect to the sides of the game screen.
- the line object 51A moves at an angle of 45 degrees with respect to the upper side of the game screen
- the line object 51B moves at an angle of 90 degrees with respect to the lower side of the game screen.
- the moving speeds of the line objects 51A to 51D may be the same or different.
- the tap timing can be made difficult by increasing the speed at which the line object 51A moves and decreasing the speed at which the line object 51B moves.
- the speed may appear at a constant speed, or the speed may change at a predetermined timing after the appearance. For example, the speed may change after the line object disappears for a moment.
- FIG. 7B is a diagram illustrating an example in which the line objects 51A and 51B disappear or appear.
- the line objects 51A and 51B move, the line objects 51A and 51B are temporarily hidden. Alternatively, part of the line objects 51A and 51B is not displayed.
- the sign image may be not displayed or only the sign image may be displayed.
- FIG. 7C is a diagram showing an example in which a collision of line objects is predicted by a color change.
- a predictive image 52 (pentagon in FIG. 7C) in which the color changes is arranged at a portion delimited by the line objects 51A and 51B when the line objects 51A and 51B collide.
- the color of the sign image 52 changes according to the movement of the line objects 51A and 51B.
- the color of the predictive image 52 is made black or transparent so that it is not distinguished from other parts at the time of appearance, and then gradually becomes red or the transparency is decreased.
- the user knows the rough timing at which the line objects 51A and 51B collide with the darkness and transparency of the sign image 52, and the direction of the line objects 51A and 51B and the position of the virtual intersection 53 in the shape of the sign image 52. I can know.
- FIG. 7D is a diagram showing an example in which a collision of line objects is predicted by a change in line thickness.
- the thick line including the line objects 51A and 51B and the virtual intersection 53 is used as the sign image 52.
- the sign image 52 becomes thinner as the line objects 51A and 51B approach.
- the user knows the approximate timing at which the line objects 51A and 51B collide with the change in the thickness of the predictor image 52, and determines the direction in which the line objects 51A and 51B move at the position of the predictor image 52 and the approximate position of the virtual intersection 53. I can know.
- FIG. 8A and 8B are diagrams illustrating an example in which four line objects collide.
- the number of line objects that collide may be greater than 2, and for example, each of the four line objects 51A to 51D may collide at one virtual intersection 53.
- the operation requested from the user may be flicked (flicking with a finger) or held (pressed for a while) instead of a tap.
- FIG. 8B when the four line objects 51A to 51D collide at one virtual intersection 53, when the user presses the collision position, the sphere 54 appears at the position pressed by the user. Then, a hole 55 appears at an arbitrary position on the game screen.
- the line control unit 13 moves the sphere 54 according to the user's flick operation, and adds the score when the sphere 54 enters the hole 55.
- the ball 54 may be bounced around the side of the game screen, or the ball 54 may be placed directly into the hole 55.
- the movement of the sphere 54 is determined based on the flick timing, angle, speed, length, and the like by the user.
- the flick length is the distance from the start point to the end point of the touched position.
- the user is requested to perform various operations such as tap, flick, and hold depending on the number of line objects that collide, as well as other attributes (eg, thickness, color, display method, etc.) of the line objects 51A and 51B. Also good.
- the line object does not move in a direction other than the moving direction.
- an embodiment will be described in which the line object is moved in a direction other than the moving direction of the line object so that the line object is moved in the depth direction.
- FIG. 9A to FIG. 9C are diagrams showing the game screen in which the display position of the line object is moved in time series order.
- the line objects 51A and 51B and the predictive images 52A and 52B are displayed on the background with a sense of depth using perspective, and the line objects 51A and 51B are displayed from the back to the front (depth).
- the display positions of the line objects 51A and 51B are moved so as to move in the direction).
- the background processing unit 17 gives the game screen a sense of depth by expressing the floor 58A and the ceiling 58B as lines that radiate from the vanishing point 56 set at the center of the game screen as the background of the game screen.
- level meters 58C indicating the volume of music to be reproduced are arranged on both sides of the floor 58A.
- the background processing unit 17 moves the display positions of the floor 58 ⁇ / b> A, the ceiling 58 ⁇ / b> B, and the level meter 58 ⁇ / b> C toward the front for each frame so that the user feels that the user is moving toward the vanishing point 56. .
- the background processing unit 17 moves the horizontal line of the floor 58A downward, the horizontal line of the ceiling 58B upward, and the left and right level meters 58C downward and leftward so as to leave the vanishing point 56 on the game screen. Move to.
- the background processing unit 17 matches the moving speed of the floor 58A, the ceiling 58B, and the level meter 58C with the tempo (BPM) of the music to be reproduced.
- the floor 58A, the ceiling 58B, and the level meter 58C are backgrounds for giving a sense of depth and a sense of speed, and are not related to user operations.
- the background is displayed so as to move in the depth direction, thereby creating a sense of speed.
- the line control unit 13 displays the line objects 51 ⁇ / b> A and 51 ⁇ / b> B on the background with a sense of depth, and moves the display positions of the line objects 51 ⁇ / b> A and 51 ⁇ / b> B away from the vanishing point 56. Specifically, as shown in FIGS. 9A to 9C, the line control unit 13 raises the line object 51A moving in the horizontal direction displayed above the vanishing point 56 on the game screen in accordance with the elapsed time. The line object 51B that moves in the vertical direction displayed to the right of the vanishing point 56 is moved in the right direction according to the elapsed time. The size (thickness) of the line objects 51A and 51B is also increased (thickened) according to the elapsed time.
- the predictive images 52A and 52B are displayed so as to indicate the virtual intersection 53 to which the line objects 51A and 51B are extended at the current display position, not the expected collision position 57 that is the final collision position of the line objects 51A and 51B. Is done.
- band-like images that move in the longitudinal direction of the line objects 51A and 51B are displayed as the indication images 52A and 52B.
- the intersection of the two strip-shaped sign images 52A and 52B corresponds to the virtual intersection 53.
- the display positions of the line objects 51A and 51B are determined based on the position of the virtual intersection 53 that moves from the vanishing point 56 to the expected collision position 57 that is the final collision position with the passage of time.
- the position of the virtual intersection 53 is determined by interpolation on the line connecting the vanishing point 56 and the expected collision position 57 according to the elapsed time.
- FIGS. 10A and 10B show how the position of the virtual intersection 53 is moved.
- the virtual intersection 53 is moved from the vanishing point 56 to the expected collision position 57 in one measure
- the predictor images 52A and 52B are three beats before the just timing
- the line objects 51A and 51B are just timing. It was supposed to appear 2 beats before.
- the virtual intersection 53 is arranged at a position P of 3/4 from the expected collision position 57 to the vanishing point 56 as shown in FIG. 10A.
- the sign images 52A and 52B are displayed with the virtual intersection 53 as a reference.
- the sign image control unit 12 displays the band-shaped sign images 52A and 52B from the virtual intersection 53 to the side where the line objects 51A and 51B appear.
- the line control unit 13 moves the virtual intersection 53 on the line segment toward the expected collision position 57 with the passage of time, and corrects the display positions of the predictive images 52A and 52B in accordance with the position of the virtual intersection 53. .
- the line control unit 13 determines that the virtual intersection 53 is half the distance from the expected collision position 57 to the vanishing point 56, as shown in FIG. 10B. Is moved to position Q.
- the sign image control unit 12 displays the sign images 52A and 52B based on the virtual intersection 53, and the line control unit 13 causes the line objects 51A and 51B to appear based on the virtual intersection 53.
- the line control unit 13 causes the line object 51 ⁇ / b> A to appear at the left end of the game screen according to the vertical position of the virtual intersection 53, and causes the line object 51 ⁇ / b> B to match the horizontal position of the virtual intersection 53. Appears on the bottom of.
- the line control unit 13 moves the line objects 51 ⁇ / b> A and 51 ⁇ / b> B and moves the virtual intersection 53 toward the expected collision position 57.
- the line control unit 13 and the sign image control unit 12 correct the display positions of the line objects 51A and 51B and the sign images 52A and 52B in accordance with the position of the virtual intersection 53.
- the virtual intersection 53 reaches the expected collision position 57, and the tips of the line objects 51A and 51B collide at the expected collision position 57.
- the score is added when the user taps the collision position of the line objects 51A and 51B on the game screen at the just timing.
- the timing determination unit 14 compares the position where the user taps on the game screen and the collision position, and the timing when the user taps and the just timing. The timing determination unit 14 determines success if the deviation between the position tapped by the user and the collision position, and the deviation between the timing tapped by the user and the just timing are within a predetermined range, and failure if the deviation is outside the predetermined range. .
- the predictive image control unit 12 sets the appearance timing of the predictive images 52A and 52B to be two beats before the just timing, and sets the line objects 51A and 51B.
- the appearance timing is set to be one beat before the just timing.
- the predictive image control unit 12 sets the appearance timing of the predictive images 52A and 52B to 4 beats before the just timing, and sets the appearance timing of the line objects 51A and 51B from the just timing. Three beats before.
- a setting not to display the predictor images 52A and 52B may be added.
- the display positions of the line objects 51A and 51B move without displaying the predictive images 52A and 52B, it becomes difficult for the user to grasp the collision positions of the line objects 51A and 51B, and the difficulty of the game can be increased.
- the background processing unit 17 displays the line object on the background with a sense of depth, and moves the display position of the line object so that the line object moves in the depth direction. It was.
- an embodiment will be described in which a line object is moved in the depth direction as well as up, down, left and right in a three-dimensional virtual space.
- a plurality of line objects are arranged on a plane that is parallel to the plane of the game screen when the perspective transformation of the three-dimensional virtual space is performed, and lines are formed on the plane.
- Move the object to collide Move the line object to the depth direction (perpendicular to the game screen) by bringing the position of the viewpoint (virtual camera arranged in the virtual space) closer to the plane where the line object is placed, or by bringing the line object closer to the position of the viewpoint.
- the user's operation for the position on the game screen corresponding to the collision position is evaluated at the timing when the leading ends of the line objects collide.
- the image output unit 16 displays an image projected on a two-dimensional plane by perspective-transforming a three-dimensional virtual space as a game screen.
- For line objects place the line object in a three-dimensional virtual space as a large object, and display the line object on the game screen by perspective transformation, or project only the position of the line object on the two-dimensional plane. Then, there is a method of calculating a position on the game screen and drawing a line object at the calculated position on the game screen. In the latter method, the image output unit 16 determines the thickness of the line object based on the distance in the depth direction.
- a method of displaying a predictive image based on the calculated virtual intersection on the game screen is a method of displaying a predictive image based on the calculated virtual intersection on the game screen.
- the thickness of the line object drawn on the game screen at the time of the collision is constant.
- the game device connects to the server and matches the opponent.
- the game device starts the game after reading play data of the opponent from the server.
- play data when a high score for each song and each difficulty level is given for all users (so-called ghost data)
- Play data (ghost data) of the last several hundred plays of each song and each difficulty level by all users are stored.
- the data of (1) is used when selecting an opponent from among the users registered by himself, and the data of (2) is used when selecting an opponent from users close to the skill.
- the game device displays the difference from the opponent's score below the player's score on the game screen.
- the score difference with the opponent is obtained by calculating the score of the opponent using the read play data, and calculating and displaying the score difference during the game, assuming that the user and the opponent start the game at the same time.
- the win / loss with your opponent will be displayed. Thereafter, the battle result of the user is displayed as a numerical value on the result display screen.
- the play data of the user is transmitted to the server for each play regardless of the score.
- the game device stores key data (operation input information) based on the user's operation input as play data, and transmits the key data to the server for storage at the end of the game.
- the game device of the user who performs the match reads the opponent's key data stored in the server and uses it as an operation input for the opponent, and calculates the score of the opponent as the game progresses.
- the game device may be directly connected to another game device by, for example, P2P communication, etc., and may transmit and receive key data of each other in real time.
- the background drawn in perspective is moved in the depth direction in the timing game of tapping the position where the tip of the line objects 51A and 51B collides at the timing of collision.
- the line objects 51A and 51B By displaying and moving the line objects 51A and 51B according to the background, it is possible to make the line objects 51A and 51B appear to move in the depth direction, and provide a timing game with a sense of speed. Can do.
- the line control unit 13 sets the virtual intersection 53 in the traveling direction of the line objects 51A and 51B to the expected collision position 57. Move towards. Therefore, the user shifts the position of the virtual intersection 53 when the predictive images 52A and 52B and the line objects 51A and 51B appear on the game screen from the expected collision position 57 where the tips of the line objects 51A and 51B actually collide, It becomes difficult to predict the position and timing at which the tips of the line objects 51A and 51B collide with each other, and the interest of the user can be increased.
- the line object in the timing game in which a plurality of line objects arranged in a three-dimensional virtual space are moved so that the tips collide with each other, and the position where the tip of the line object collides is tapped.
- the line object By moving the viewpoint for perspective transformation of the three-dimensional virtual space into the two-dimensional plane in the direction of the line object, the line object can be moved in the depth direction as well as the plane of the game screen.
- the tips of the line objects 51A and 51B displayed corresponding to the line objects 51A and 51B.
- the sign images 52A to 52C showing signs that are close to each other
- the user can infer the collision position and timing of the line objects 51A and 51B from the sign images 52A to 52C. You can move to to speed up the game. Further, the game screen can be dynamically changed by the predictive images 52A to 52C.
- a timing game with a sense of speed can be provided.
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Abstract
Description
次に、本実施の形態におけるゲームプログラムによって提供されるゲームについて説明する。
次に、本実施の形態におけるゲームプログラムがゲーム機3に読み込まれて構成されるゲーム装置について説明する。
次に、上記ゲーム装置の処理の流れについて説明する。
次に、ラインオブジェクト、予兆画像のバリエーションについて説明する。
これまでに説明した実施例では、ラインオブジェクトの移動する方向以外の方向には移動しなかった。ここでは、ラインオブジェクトをラインオブジェクトの移動する方向以外に移動させてラインオブジェクトが奥行方向に移動しているように見せる実施例について説明する。
上記の実施例では、背景処理部17は、奥行き感を出した背景にラインオブジェクトを重ねて表示し、ラインオブジェクトの表示位置を移動させることでラインオブジェクトが奥行方向に移動しているように見せた。ここでは、ラインオブジェクトを3次元の仮想空間上で上下左右だけでなく奥行方向に移動させる実施例について説明する。
次に、本ゲームにより他のユーザと対戦する実施例について説明する。
11…操作入力部
12…予兆画像制御部
13…ライン制御部
14…タイミング判定部
15…スコア処理部
16…画像出力部
17…背景処理部
18…音声出力部
19…ゲームデータ蓄積部
51A~51D…ラインオブジェクト
52,52A~52C…予兆画像
53,53A,53B…仮想交点
54…球
55…穴
56…消失点
57…衝突予定位置
58A…床
58B…天井
58C…レベルメータ
Claims (12)
- ユーザの操作情報を入力する操作入力部と、
ゲーム画面の奥行方向に移動するように背景を表示する背景表示部と、
複数のラインをそれぞれ異なる位置から出現させて、当該複数のラインを伸ばした先の交点を仮想交点と設定して当該仮想交点を前記背景の表示に合わせて移動させ、前記仮想交点の移動に合わせて前記複数のラインの位置を補正するとともに、前記複数のラインの先端を前記仮想交点に向けて移動させるライン制御部と、
前記操作入力部から前記操作情報を受信し、当該操作情報と前記複数のラインの先端同士が衝突した位置及びタイミングを比較して前記操作情報を評価するタイミング判定部と、
を有することを特徴とするゲーム装置。 - 前記ライン制御部は、ゲーム画面内に消失点と前記複数のラインの先端同士が衝突する位置を示す衝突予定位置を設定し、前記消失点と前記衝突予定位置を結ぶ線分上に前記仮想交点を配置して前記複数のラインの出現位置を決め、当該仮想交点を前記背景の表示に合わせて前記衝突予定位置の方向に移動させることを特徴とする請求項1記載のゲーム装置。
- コンピュータで読み取り可能な記録媒体であって、
ユーザの操作情報を入力する処理と、
ゲーム画面の奥行方向に移動するように背景を表示する処理と、
複数のラインをそれぞれ異なる位置から出現させて、当該複数のラインを伸ばした先の交点を仮想交点と設定して当該仮想交点を前記背景の表示に合わせて移動させ、前記仮想交点の移動に合わせて前記複数のラインの位置を補正するとともに、前記複数のラインの先端を前記仮想交点に向けて移動させる処理と、
前記操作入力部から前記操作情報を受信し、当該操作情報と前記複数のラインの先端同士が衝突した位置及びタイミングを比較して前記操作情報を評価する処理と、
を前記コンピュータに実行させる指令を記録した記録媒体。 - 前記移動させる処理は、ゲーム画面内に消失点と前記複数のラインの先端同士が衝突する位置を示す衝突予定位置を設定し、前記消失点と前記衝突予定位置を結ぶ線分上に前記仮想交点を配置して前記複数のラインの出現位置を決め、当該仮想交点を前記背景の表示に合わせて前記衝突予定位置の方向に移動させることを特徴とする請求項3記載の記録媒体。
- ユーザの操作情報を入力するステップと、
ゲーム画面の奥行方向に移動するように背景を表示するステップと、
複数のラインをそれぞれ異なる位置から出現させて、当該複数のラインを伸ばした先の交点を仮想交点と設定して当該仮想交点を前記背景の表示に合わせて移動させ、前記仮想交点の移動に合わせて前記複数のラインの位置を補正するとともに、前記複数のラインの先端を前記仮想交点に向けて移動させるステップと、
前記操作入力部から前記操作情報を受信し、当該操作情報と前記複数のラインの先端同士が衝突した位置及びタイミングを比較して前記操作情報を評価するステップと、
を有することを特徴とするゲーム方法。 - 前記移動させるステップは、ゲーム画面内に消失点と前記複数のラインの先端同士が衝突する位置を示す衝突予定位置を設定し、前記消失点と前記衝突予定位置を結ぶ線分上に前記仮想交点を配置して前記複数のラインの出現位置を決め、当該仮想交点を前記背景の表示に合わせて前記衝突予定位置の方向に移動させることを特徴とする請求項5記載のゲーム方法。
- プレイヤーの操作情報を入力する操作入力部と、
複数のオブジェクトを表示して移動させ、当該複数のオブジェクト同士を衝突させるオブジェクト制御部と、
前記複数のオブジェクト同士が互いに近接する予兆を示す予兆オブジェクトを表示する予兆オブジェクト制御部と、
前記操作入力部から前記操作情報を受信するとともに、前記オブジェクト制御部から前記複数のオブジェクト同士の近接情報を受信し、前記近接情報に基づいて前記操作情報を評価するタイミング判定部と、を有し、
前記予兆オブジェクト制御部は、前記複数のオブジェクト同士が衝突する衝突予定位置において前記複数のオブジェクト同士が衝突するタイミングで、複数の予兆オブジェクトが重なるように、当該複数の予兆オブジェクトを制御することを特徴とするゲーム装置。 - 前記予兆オブジェクトは、前記複数のオブジェクト同士が衝突する位置及び/又は衝突するタイミングを示すことを特徴とする請求項7記載のゲーム装置。
- コンピュータで読み取り可能な記録媒体であって、
プレイヤーの操作情報を入力する処理と、
複数のオブジェクトを表示して移動させ、当該複数のオブジェクト同士を衝突させる処理と、
前記複数のオブジェクト同士が互いに近接する予兆を示す予兆オブジェクトを表示する処理と、
前記近接情報に基づいて前記操作情報を評価する処理と、を前記コンピュータに実行させる指令を記録した記録媒体であって、
前記予兆オブジェクトを表示する処理は、前記複数のオブジェクト同士が衝突する衝突予定位置において前記複数のオブジェクト同士が衝突するタイミングで、複数の予兆オブジェクトが重なるように、当該複数の予兆オブジェクトを制御することを特徴とする記録媒体。 - 前記予兆オブジェクトは、前記複数のオブジェクト同士が衝突する位置及び/又は衝突するタイミングを示すことを特徴とする請求項9記載の記録媒体。
- プレイヤーの操作情報を入力するステップと、
複数のオブジェクトを表示して移動させ、当該複数のオブジェクト同士を衝突させるステップと、
前記複数のオブジェクト同士が互いに近接する予兆を示す予兆オブジェクトを表示するステップと、
前記近接情報に基づいて前記操作情報を評価するステップと、を有し、
前記予兆オブジェクトを表示するステップは、前記複数のオブジェクト同士が衝突する衝突予定位置において前記複数のオブジェクト同士が衝突するタイミングで、複数の予兆オブジェクトが重なるように、当該複数の予兆オブジェクトを制御することを特徴とするゲーム方法。 - 前記予兆オブジェクトは、前記複数のオブジェクト同士が衝突する位置及び/又は衝突するタイミングを示すことを特徴とする請求項11記載のゲーム方法。
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JP2008200295A (ja) * | 2007-02-20 | 2008-09-04 | Namco Bandai Games Inc | ゲーム装置、プログラム及び情報記憶媒体 |
JP2009082696A (ja) * | 2007-09-12 | 2009-04-23 | Namco Bandai Games Inc | プログラム、情報記憶媒体、ゲームシステム |
JP2010253253A (ja) * | 2009-03-31 | 2010-11-11 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム装置用プログラム及び画像オブジェクト制御方法 |
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CN105188866B (zh) | 2018-01-23 |
CN105188866A (zh) | 2015-12-23 |
KR101732001B1 (ko) | 2017-05-24 |
KR20150106454A (ko) | 2015-09-21 |
KR20160102581A (ko) | 2016-08-30 |
US10076704B2 (en) | 2018-09-18 |
US20160023110A1 (en) | 2016-01-28 |
KR101709653B1 (ko) | 2017-02-23 |
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