WO2019130652A1 - Machine de jeu, système de jeu et programme informatique - Google Patents

Machine de jeu, système de jeu et programme informatique Download PDF

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Publication number
WO2019130652A1
WO2019130652A1 PCT/JP2018/031399 JP2018031399W WO2019130652A1 WO 2019130652 A1 WO2019130652 A1 WO 2019130652A1 JP 2018031399 W JP2018031399 W JP 2018031399W WO 2019130652 A1 WO2019130652 A1 WO 2019130652A1
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WIPO (PCT)
Prior art keywords
game
player
control means
character image
area
Prior art date
Application number
PCT/JP2018/031399
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English (en)
Japanese (ja)
Inventor
達 三木
風稀 関
知希 塩川
Original Assignee
株式会社コナミアミューズメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 株式会社コナミアミューズメント filed Critical 株式会社コナミアミューズメント
Priority to KR1020207015067A priority Critical patent/KR102350349B1/ko
Publication of WO2019130652A1 publication Critical patent/WO2019130652A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/537Controlling 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
    • A63F13/5375Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation

Definitions

  • the present invention relates to a game machine, game system and computer program on the theme of dance.
  • a game machine that displays a character on a game screen as a means for instructing the player of an operation required of the player during the game and the timing thereof, and causes the character to perform the requested operation at the timing when the operation is to be performed. (See, for example, Patent Document 1).
  • dance choreography etc. consist of a series of operations including a plurality of types of operations instead of one operation, and this series of operations can enhance dance performance effects as the more advanced ones.
  • this series of operations can enhance dance performance effects as the more advanced ones.
  • this invention aims at providing the game machine etc. which can be induced so that a player may operate
  • a game machine includes game control means for controlling a game in which a player sequentially instructs a player through a game screen of a display device, the group of actions constituting dance, the game control means comprising: An indication sign that instructs the player to the timing to cause the action by displaying the indication sign corresponding to the action constituting the group sequentially on the game screen and moving it to the reference area through the predetermined route on the game screen; At least one character image, which is a moving image performing a series of operations which is a part of the group of operations, is displayed on the game screen together with an instruction mark corresponding to the operation of starting the series of operations; And character image control means for moving on the game screen in accordance with the movement of the indication mark.
  • the figure which shows an example of the game system containing the game machine which concerns on one form of this invention The figure which shows the structure of a game machine. The figure which shows a stage sensor. The figure which shows an example of a game screen. The figure which shows an example of the correspondence of the step indication label
  • the functional block diagram which shows the principal part of the control system of a game machine.
  • the game system 1 includes a center server 2 as a server device, and a plurality of game machines 3 and a plurality of user terminal devices 4 as client devices connectable to the center server 2 via a predetermined network 5.
  • a user's term is a generic term of the person who uses the game system 1, and the user who plays a game with the game machine 3 may be called a player.
  • the center server 2 is configured as a single logical server device by combining server units 2A, 2B,... As a plurality of computer devices.
  • the center server 2 may be configured by a single server unit.
  • the center server 2 may be logically configured using cloud computing.
  • the game machine 3 In exchange for payment of a predetermined play fee, the game machine 3 is for commercial use (for business use) which allows the user to play a game within a range corresponding to the play fee or without payment of the play fee for a predetermined play range. Is configured as a game console. This type of game machine 3 is sometimes called an arcade game machine.
  • the game machine 3 is a computer device installed in a predetermined facility such as the store 6 mainly for the purpose of making a large number of users repeatedly play a game and earning a profit.
  • the game machine 3 instructs the player to perform various works constituting the dance, for example, to perform steps in a predetermined order according to the music, and the dance evaluates the works actually performed by the player in response to the instructions. It is configured as a dance game machine for playing a game.
  • the user terminal device 4 is a computer device which can be connected to a network and is provided for the personal use of the user.
  • a mobile terminal 4b such as a stationary or book type personal computer (hereinafter referred to as a PC) 4a or a mobile phone (including a smartphone) is used as the user terminal 4.
  • various computer devices that can be connected to the network and provided for personal use of the user such as stationary home game machines, portable game machines, and portable tablet terminals, are used as the user terminal 4 You may The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by implementing various computer software.
  • the network 5 may be appropriately configured as long as the game machine 3 and the user terminal device 4 can be connected to the center server 2 respectively.
  • the network 5 is configured to implement network communication using the TCP / IP protocol.
  • it is constructed by connecting the Internet 5A as a WAN, and the LANs 5B and 5C connecting the center server 2 and the game machine 3 to the Internet 5A via the router 5D.
  • the user terminal device 4 is also connected to the Internet 5A with an appropriate configuration.
  • a local server may be installed between the game machine 3 and the router 5D of the store 6, and the game machine 3 may be communicably connected to the center server 2 via the local server.
  • the server units 2A, 2B,... Of the center server 2 may be connected to each other by the WAN 5A instead of or in addition to the LAN 5C.
  • FIG. 2 shows an example of one game machine 3.
  • the gaming machine 3 of the illustrated example has a housing 10.
  • the chassis 10 is a floor 11 of a facility such as a store 6 or the like, a stage 11 installed on a horizontal surface on which the game machine 3 is to be installed, and a standing wall 12 extended substantially vertically from the end of the stage 11 And is generally configured to have a substantially L-shaped appearance.
  • a display device 13 is attached to the front upper portion of the standing wall 12 so that the display surface 13 a faces the stage 11.
  • the display device 13 is a flat panel display such as a liquid crystal display as an example.
  • the direction orthogonal to the display surface 13a of the display device 13 is the longitudinal direction of the game machine 3, and the direction orthogonal to the longitudinal direction with the longitudinal direction is orthogonal to the lateral direction, the longitudinal direction and the lateral direction of the game machine 3. Is the vertical direction of the game machine 3.
  • the front side, the rear side, the right side, and the left side are defined on the basis of the state where the game machine 3 is viewed.
  • the side toward the display surface 13a is the front side
  • the side away from the display surface 13a is the rear side.
  • the stage 11 is formed in, for example, a substantially rectangular flat plate which is long in the front-rear direction.
  • the upper surface of the stage 11 has a size such that two players PL1 and PL2 (hereinafter, may be represented by PL) may step on a dance step while being lined up in the front-rear direction of the game machine 3 It is comprised as the surface 11a.
  • Two play areas AR1 and AR2 (hereinafter referred to as “the play area AR1” and “AR2”) on the tread 11a of the stage 11 so as to bisect the tread 11a in the front-rear direction in correspondence with a configuration in which two players PL are arranged in the front-rear direction. It may be represented by AR.) Is set.
  • the boundary position of the play areas AR1 and AR2 is indicated by an alternate long and short dash line BL.
  • each play area AR is set as a range in which one player PL should step on a dance step.
  • Each play area AR is isomorphic and large.
  • the size of one play area AR may be appropriately set according to the age group of the player PL assumed as a target of the dance game, the physical range, and the like.
  • the player PL changes the position in the left and right direction in one play area AR and steps, and the change of the step position in the front and back direction is required.
  • one play area AR may be set to be approximately 0.5 m or larger in the front-rear direction.
  • the size in the left-right direction may be appropriately set according to how much the step position is to be changed.
  • the play area AR may be set smaller than the above range.
  • the size of the play area AR is not limited to the above-described example, and depending on what layer the player PL is set as a target and which steps the player PL is requested to play in the dance game. It may be configured in an appropriate size.
  • a stage sensor 14 is provided on the stage 11 as an example of a step detection unit that outputs a signal according to an actual step position as a position where the player PL is actually stepping on the tread surface 11a. The stage sensor 14 will be described later.
  • the display surface 13a of the display device 13 may be disposed to the same extent as the line of sight when the player PL standing on the tread surface 11a looks horizontally forward.
  • the height of the line of sight of the player PL changes according to the age group and physical constitution of the player PL, but here the display surface so that the player PL of the age group targeted by the dance game can observe the image on the display surface 13a without difficulty.
  • the height of 13a should just be set.
  • a mirror 15 is attached to the standing wall 12 of the housing 10 so as to be located below the display device 13.
  • the mirror 15 is disposed to face the lower part from the chest or abdomen of the player PL standing facing the display surface 13a. Therefore, the player PL1 located in the play area AR1 on the front side of the stage 11 can use the mirror 15 to visually recognize what step the player PL2 located in the play area AR2 on the rear side is stepping on. is there.
  • the standing wall 12 of the housing 10 is further provided with a speaker device 16 for reproducing dance music, game sound effects and the like, and a camera 17 for photographing the player PL on the tread 11 a of the stage 11.
  • the camera 17 is capable of shooting a moving image, and functions as an example of a dance video acquisition means for acquiring a dance video obtained by shooting the player PL dancing dance during the game.
  • the camera 17 is disposed above the display device 13 and substantially in the center in the left-right direction so as to shoot the player PL from the front upper side.
  • a plurality of cameras 17 may be attached to the standing wall 12 in order to shoot the player PL from a plurality of viewpoints.
  • a frame-like structure may be provided around the stage 11, and the structure may be provided with a camera 17 for photographing the player PL from the side or the back.
  • a head position detection camera 18 is also provided side by side with the camera 17 at the upper side of the display device 13 and substantially in the center in the left-right direction.
  • the head position detection camera 18 is a camera having a sensor function capable of detecting the position of the head of the player PL on the tread 11 a of the stage 11.
  • FIG. 3 shows an example of the stage sensor 14.
  • the stage sensor 14 has a rectangular frame 14 a surrounding the periphery of the tread 11 a of the stage 11.
  • Infrared light as an example of scanning light narrowed into a beam shape is emitted to each of one long side (the left side in FIG. 3) and one short side (the upper side in FIG. 3) of the frame 14a.
  • a plurality of light emitting portions 14b are provided at a predetermined pitch (arrangement interval), and light receiving portions 14c that receive infrared light emitted from the light emitting portion 14b on the other long side and short side respectively It is provided at the same pitch.
  • the light emitting part 14b and the light receiving part 14c are shown in FIG.
  • the light emitting part 14b and the light receiving part 14c actually extend from one end to the other end of each of the long side direction and the short side direction of the frame 14a. It is provided at a constant pitch.
  • the emitting direction of the infrared light from the light emitting portion 14b provided on the long side of the frame 14a is parallel to the short side direction of the frame 14a, and the infrared light of the light emitting portion 14b is the light receiving facing in the short side direction It injects into the part 14c.
  • the emission direction of the infrared light from the light emitting portion 14b provided on the short side of the frame 14a is parallel to the long side direction of the frame 14a, and the infrared light of the light emitting portion 14b is the light receiving opposite to the long side direction. It injects into the part 14c. Therefore, the space on the tread 11a of the stage 11 is scanned in the form of lattice vertically and horizontally with infrared light.
  • the light receiving unit 14c outputs different signals according to detection or non-detection of infrared light.
  • the light receiving unit 14c outputs an ON signal when it detects infrared light, and outputs an OFF signal when it does not detect infrared light.
  • the feet of the player PL prevent the incidence of infrared light on some of the light receiving parts 14c. Therefore, it is possible to detect which position on the tread 11a the player PL is stepping by judging ON / OFF of the output signal of each light receiving unit 14c.
  • the pitch between the light emitting unit 14b and the light receiving unit 14c may be appropriately set according to the resolution for detecting the position of the foot of the player PL, that is, the accuracy with which the position of the foot needs to be detected.
  • the pitch of the light emitting portion 14b and the light receiving portion 14c in the long side direction of the frame 14a and the pitch of the light emitting portion 14b and the light receiving portion 14c in the short side direction of the frame 14a may be the same or different. .
  • two play areas AR1 and AR2 are set on the tread surface 11a of the stage 11 with the boundary line BL bisecting it in the front-rear direction (vertical direction in FIG. 3).
  • the play area AR2 on the rear side of the stage 11 is indicated by hatching.
  • a plurality of (four in the illustrated example) determination areas DA are set while being shifted in the left-right direction. Therefore, a total of eight determination areas DA are set on the tread 11a.
  • the determination area DA is an area that serves as a unit for designating the step position to the player PL and determining whether the actual step position is appropriate. That is, in the game machine 3, the player PL is instructed to step on the tread 11a in any of the determination areas DA, and the stepping operation of the player is detected in the instructed determination area DA. Whether or not the player PL appropriately steps on the instruction is determined depending on whether or not it is.
  • Sensor numbers unique to each other are assigned to the light receiving unit 14c, and the sensor number and the determination area DA are associated in advance. Therefore, by specifying the sensor number of the light receiving unit 14c that is outputting the OFF signal, it can be determined to which determination area DA the position where the player PL is stepping on the tread 11a belongs.
  • the determination areas DA may be set such that their outer peripheries overlap with each other, or may be set such that their outer peripheries are in contact with each other. Alternatively, some gaps may be set between the determination areas DA.
  • each of the light emitting units 14b does not necessarily have to be disposed so that infrared light passes through only a single determination area DA in each of the play areas AR1 and AR2.
  • a part of the light emitting parts 14b may be arranged such that infrared light passes through the overlapping part.
  • the foot to be detected by the player PL has a certain size, and when the player PL is instructed to step on one of the determination areas DA, a determination area other than the instructed determination area DA It's out to seek such a rigid step that you can't step into the DA. Therefore, in the game machine 3, as long as a step is detected in the instructed determination area DA, it is determined that the step as instructed has been taken. Therefore, both overlapping a part of the determination area DA and arranging the light emitting part 14 b so that infrared light passes through the overlapping part are permitted.
  • the play areas AR1 and AR2 and the determination areas DA may be visually distinguished and clearly indicated on the tread 11a so that the player PL can distinguish them visually, or such explicitness may not be made.
  • the stage sensor 14 may use light of a wavelength range other than infrared light, for example, visible light, as scanning light.
  • a game screen GS for the player PL1 and a game screen GS for the player PL2 are displayed on the display surface 13a of the display device 13.
  • the configuration and control method of the game screen GS for each player are common.
  • the game screen GS may be displayed on the entire surface of the display surface 13a or may be displayed partially, for example, in the central portion, without using the entire surface. .
  • the guidance image is composed of a step indication mark 20 and a posture indication mark 25 displayed in the lane area LA, and a silhouette image 30 displayed on both sides of the lane area LA.
  • the step indication mark 20 and the posture indication mark 25 are marks for indicating the dance operation, and hereinafter, the two marks are combined and referred to as an indication image or indication mark 20, 25.
  • the step indication mark 20 is a mark for indicating the step movement of the foot in the dance movement
  • the posture indication mark 25 is a mark for instructing the posture in the dance movement.
  • the lane area LA is disposed at the central portion of the game screen GS, and in order to express a sense of perspective, the part corresponding to the back side of the lane area LA is on the upper end side of the screen and the part corresponding to the front side of the lane area LA is on the lower end of the screen
  • the lane area LA is displayed such that the width of the lane area LA gradually increases from the upper end side of the screen to the front side of the screen. That is, the lane area LA is displayed as extending from the rear side of the screen to the front side.
  • the upper end side of the lane area LA is referred to as “screen rear side”
  • the lower end side of the lane area LA is referred to as “screen front side”.
  • the width of the lane area LA is displayed so as to gradually increase toward the front side of the screen, the edges LAs that form the both sides of the lane area LA gradually extend from the front side to the rear side of the screen. It is an oblique side that is inclined to approach. Therefore, the space on both outer sides of each edge LAs has a predetermined shape (generally triangular in FIG. 5) whose sides are each edge LAs.
  • the space of each of the edges LAs is referred to as an outer area OA.
  • Four lanes L1 to L4 are arranged in the left-right direction in the lane area LA.
  • lanes L1 to L4 will be referred to as lanes L when it is not necessary to distinguish them.
  • a reference area 21 is provided on the front side of the lane area LA.
  • the position of the reference area 21 corresponds to the current time, and the length of the lane L corresponds to a predetermined time length described later.
  • the direction in which the lane area LA or the lane L extends may be referred to as the “front-rear direction of the lane L”.
  • a plurality of step indication markers 20 are disposed in the lane L, and move toward the reference area 21 at a predetermined speed from the back side to the front side of the screen. Each step indication marker 20 moves so as to be gradually enlarged according to the perspective of the lane area LA.
  • FIG. 5 illustrates the lane area LA in a state of being expanded on the paper.
  • the lanes L1 to L4 are associated with the respective determination areas DA11 to DA14 aligned in the left-right direction in the play area AR1 of the player PL1.
  • each determination area DA11 to DA14 of the play area AR1 may be enlarged to an appropriate size in the front-rear direction of the tread 11a, or each determination area DA11 to DA14 set to an appropriate size is It may be disposed at the center of the tread 11a.
  • a plurality of different types of step indication markers 20 are prepared according to the type of step.
  • a plurality of types of step indication markers 20 appear one after another on the back side of the screen, and gradually move on the lane L toward the reference area 21 on the front side of the screen as the music progresses.
  • the timing at which each step indication marker 20 reaches the reference area 21 is indicated as the timing at which the player PL1 should perform the operation indicated by the step indication marker 20.
  • the step indication marker 20 indicates the operation and timing that the player PL1 should perform.
  • the type of operation indicated by the step indication mark 20 includes, for example, a step indication mark 20 (hereinafter referred to as “short indication mark 20a”) for specifying a short, and a step indication mark 20 (hereinafter referred to as “long indication mark 20b" for specifying long).
  • step indication markers 20c There are three types of step indication markers 20c (hereinafter referred to as “slide instruction markers 20c") for specifying a slide.
  • the short instruction mark 20a is an instruction to request one stepping operation
  • the long instruction mark 20b is an instruction to request an operation to maintain the depressed state for a predetermined time
  • the slide instruction mark 20c is a plurality of judgment areas It is an instruction to request an action of sliding the foot in the left and right direction between DAs.
  • the short indication mark 20 a is substantially square
  • the long indication mark 20 b is substantially rectangular
  • the slide indication mark 20 c is shown to extend across a plurality of lanes L.
  • the length of the step indication mark 20 is set according to the length of time for which the operation should be continued.
  • the step indication mark 20 is color-coded in addition to a label 22 attached so as to be visually identified.
  • the step indication mark 20 indicated by the label 22 of "R” or vertical stripe pattern is the step indication mark 20 corresponding to the right foot, and the step indication indicated by the label 22 or "hatching line” of "L".
  • the marker 20 is a pointing marker corresponding to the left foot, and left and right designations are visually distinguished.
  • FIG. 5 shows the correspondence between the lane area LA and the determination area DA, and the dimensional relationship in the figure does not necessarily indicate that of the actual game machine 3.
  • the determination area DA is shown in a state in which a gap is somewhat open with respect to the inner periphery of the stage sensor 14, there is no gap, in other words, the periphery of the determination area DA is the inner periphery of the stage sensor 14. It may be set in a matching state.
  • the vertical and horizontal dimensions of the tread 11a may be appropriate.
  • FIG. 6 shows an example of the correspondence between the short instruction mark 20a and the steps that the player PL should perform.
  • the player PL determines the determination area DA corresponding to the lane L in which the short indication marker 20a is displayed as indicated by the semicircular arrow V1 at the time Tx at which the short indication marker 20a overlaps the reference area 21. For example, it may be stepped on with the right foot RF.
  • FIG. 7 shows an example of the correspondence between the long instruction mark 20b and the steps that the player PL should perform.
  • the long indication mark 20b has a length corresponding to the time length from the time Tx at which the step should be started to the time Ty to be ended.
  • the player PL determines the determination area DA corresponding to the lane L in which the long indication mark 20b is displayed as indicated by the semicircular arrow V2 at the time Tx at which the long indication mark 20b overlaps the reference area 21.
  • the user steps on the right foot RF and then continues to step on the determination area DA until the time Ty when the long indication marker 20b passes the reference area 21. In other words, the foot does not rise above the height of the stage sensor 14 There is.
  • FIG. 8 shows an example of the correspondence between the slide indication mark 20c and the steps that the player PL should perform.
  • the slide indication marker 20c has a length corresponding to the time length from the time Tx at which the step should be started to the time Ty to be ended.
  • the slide instruction mark 20c is displayed so as to gradually move from the lane L corresponding to the determination area DA where the slide should be started to the determination area DA where the slide should be ended.
  • the player PL determines that the slide instruction marker 20c corresponds to the lane L at which the slide instruction marker 20c is displayed as indicated by the semicircular arrow V3 at the time Tx at which the slide instruction marker 20c overlaps the reference area 21.
  • the area DA is stepped with, for example, the right foot RF, and then the right foot RF is slid on the tread 11a as indicated by the linear arrow V4 in accordance with the change of the determination area DA, and the slide indication mark 20c It is necessary to complete the movement of the right foot RF to the final determination area DA by the passing time Ty. In addition, it is necessary to move the slide while stepping on the tread 11a, in other words, in a state where the foot is not raised above the height of the stage sensor 14.
  • the player PL is instructed the time to step on the step, the length of time to continue the step, the determination area DA on which the step should be stepped, and the recommended foot.
  • the posture indicator 25 is an image for instructing posture as a dance operation.
  • the posture is an operation using the entire body in the dance, and includes, for example, “curly”, “jump” and the like as the instructed posture.
  • an arch-shaped posture indication marker 25 that indicates a posture to be bowed is displayed on the back side of the lane area LA.
  • the posture indication marker 25 moves toward the near side at the same speed as the step indication marker 20.
  • the aspect of the posture indication label 25 is gradually expanded with movement according to the perspective that the lane area LA is expressing. Then, the timing at which the posture indication marker 25 has reached the reference area 21 is designated as the timing at which the player PL should lean.
  • the posture indicator 25 indicates the posture and timing at which the player PL should be.
  • the arch-shaped posture indication marker 25 is largely displayed on the screen front side of the game screen GS when the bending posture is instructed, it is possible to cause the player PL to feel as if he goes through the arch.
  • the posture indication marker 25 is in the reference area 21 at the same time as the step indication marker 20, it means that the curving operation is instructed while performing the action of the foot indicated by the step indication marker 20.
  • the silhouette image 30 is a moving image in which a silhouette image of a humanoid character is being executed as a series of dance operations.
  • a silhouette image 30a executing a series of operations to be instructed first and a silhouette image 30b executing a series of operations to be instructed next are displayed.
  • the silhouette images 30 (for example, the silhouette image 30a on the left side and the silhouette image 30a on the right side) disposed on the left and right of the lane area LA correspond to the same series of operations, and repeatedly execute the same series of operations.
  • a series of operations that each silhouette image 30 repeatedly executes may be referred to as a silhouette operation.
  • the silhouette motion shown by the silhouette image 30 is a motion constituting a part of a plurality of dance motions sequentially instructed in the game. It is desirable that the silhouette motions shown by the silhouette image 30 are set so as to be synchronized with the timing when each motion of the silhouette motion is instructed by the player, but they do not have to match completely.
  • the silhouette image 30 is displayed small at a position on the back side of the screen of the outer area OA adjacent to the edge LAs (hereinafter sometimes referred to as “display start position”), and moves to the front side of the screen along each edge LAs.
  • the moving silhouette image 30 is gradually enlarged along with the movement in the same manner as the instruction image, in order to create a sense of perspective.
  • the silhouette image 30 may be displayed with high transparency when displayed on the back side of the screen, and the transparency may decrease with movement to the front side of the screen.
  • the silhouette image 30 moves along the edge LAs while changing the display mode. And when it reaches a predetermined stop position, it stops.
  • the silhouette image 30 moves so that the timing at which it stops at this stop position is synchronized with the timing at which the first motion of the silhouette motion is to be performed, ie, the timing at which the instruction image corresponding to the first motion reaches the reference area 21.
  • the stop position may be a position on the front side of the screen in the outer area OA adjacent to the edge LAs.
  • the player PL can play as an example of the motion shown by the silhouette image 30.
  • the orientation of the body is not designated in the instruction image, the orientation of the body of the silhouette image 30 can designate the preferred orientation of the active body to the player PL. Thereby, the player PL does not get lost in the direction of the body.
  • the silhouette image 30 executing the dance operation instructed in the future is displayed on the screen GS before the timing when the operation is instructed, and moves to a predetermined stop position while performing the dance operation. , Until the end instruction of the corresponding dance operation is finished. Therefore, the player PL can easily grasp the flow of a series of motions before being instructed, and even if the timing to start the series of motions comes, the player PL can start its motion without being lost. Therefore, even simple dance motions, as well as advanced dance motions can be enjoyed sufficiently. Further, since the display is relatively small and light until the timing at which the operation is instructed, it does not interfere with the instruction image instructed as the operation to be executed at present.
  • the silhouette image 30 may be displayed only on one side of the lane area LA.
  • the rhythm of the motion performed by the silhouette image 30 may not be equal to the rhythm of the motion indicated by the pointing image, but it is preferable that they be equal.
  • the silhouette image 30 performing a series of operations of the same or different types moves on the game screen GS as in the silhouette image 30a and the silhouette image 30b
  • the preceding silhouette image stopped at a predetermined stop position A subsequent silhouette image 30b may be displayed so as to overlap 30a.
  • the display of the preceding silhouette image 30a ends when the last instruction of the corresponding series of operations is finished, so there is little possibility that the operation of the silhouette image will be difficult to see even if it is displayed in an overlapping manner.
  • the colors may be classified so that the discrimination between the preceding silhouette image 30a and the following silhouette image 30b is facilitated.
  • the aspect of the silhouette image 30 may be set as appropriate so that the color and shape of the silhouette may differ depending on the type of the series of operations.
  • the silhouette image 30 may be dressed in a visually easy to distinguish, such as, for example, a skirt, a hat, or a ribbon.
  • the form of the silhouette image 30 is not limited to a human shape, but may be any form capable of expressing a dance operation instructed to the player, such as an animal or a robot.
  • FIG. 9 shows the configuration of the main part of the control system of the game machine 3.
  • the game machine 3 is provided with a control unit 50 and a storage device (storage means) 51.
  • the control unit 50 is configured as a computer combining a microprocessor and peripheral devices such as internal storage devices (ROM and RAM) required for the operation of the microprocessor.
  • the storage device 51 is a non-volatile storage device capable of storing and holding data, such as a hard disk storage device or a flash memory, for example.
  • the storage device 51 stores a game program PG to be executed by the control unit 50 and game data GD to be referred to by the game program PG.
  • the game program PG is an application program that operates on the operating system of the game machine 3 in order to cause the game machine 3 to function as a dance game machine capable of playing a predetermined dance game.
  • the game data GD includes various data such as an image data group IG necessary for drawing a game screen according to the game program PG, music data necessary for reproducing music constituting a dance game, sequence data SD and the like.
  • the sequence data SD is data in which dance actions (plural actions) to be instructed to the player in accordance with the music to be reproduced during the game are described. The contents of the sequence data SD will be described later.
  • the image data group IG is a data group in which various image data (including moving images) used on the game screen GS are stored. An image ID is set to each image data so as to be identified as necessary.
  • the image data for the silhouette image 30 is prepared as a moving image for executing a series of operations that the silhouette image 30 should show, for each type of operation series, and a unique image ID is set.
  • the image data for the silhouette image 30 is a moving image of a predetermined time length, and the reproduction of the corresponding silhouette operation is repeated as necessary.
  • the image data includes information indicating the reproduction speed.
  • the present invention is not limited to this, and other information may be adopted as long as it can indicate the reference of the reproduction speed.
  • the image data for the posture indication marker 25 is prepared by setting a unique ID for each posture to be indicated.
  • Dance video data DM is further stored in the storage device 51 as necessary.
  • the dance video data DM is moving image data in which a dance video of the player captured by the camera 17 during play of the dance game is stored in a predetermined format.
  • the game machine 3 is provided with a card reader 52 as an input device for the control unit 50.
  • the card reader 52 reads predetermined information from the card 7 possessed by the user and provides the control unit 50 with the predetermined information.
  • the card 7 includes a storage medium in which a unique card ID is recorded for each card.
  • the card ID stores play data in which the history of the player playing a game on the game machine 3 or the like is stored in the center server 2 or used as identification information when acquiring play data from the center server 2 to the game machine 3 Be done.
  • the game machine 3 is provided with the display device 13 and the speaker device 16 shown in FIG. 2 as an output device for the control unit 50.
  • a network control device 53 is connected to the control unit 50.
  • the network control device 53 is a communication control unit that connects the control unit 50 to the network 5 and controls processing required for establishing a communication procedure and transmitting and receiving data when communicating with the center server 2 or another game machine 3. .
  • the control unit 50 is provided with a game control unit 55 as a logical device realized by a combination of hardware resources of the control unit 50 and a game program PG as software. Furthermore, the game control unit 55 is provided with a dance instruction unit 55a, a dance evaluation unit 55b, and a silhouette image control unit 55c.
  • the dance instructing unit 55a draws, in the frame buffer for the game screen GS, the indication indicators 20 and 25 instructing the plurality of operations and timings constituting the dance that the player PL should perform during the dance game based on the sequence data SD. By doing this, the game screen GS on the display surface 13a is displayed.
  • the indication markers 20 and 25 indicate the step indication marker 20 for indicating the position (step position) where the player PL should step on the tread 11a, and the posture (for example, “curvature”, “jump”, etc.)
  • the posture for example, “curvature”, “jump”, etc.
  • a posture indicator 25 is included.
  • the dance evaluation unit 55b evaluates the player PL based on the comparison between the instruction situation by the instruction image and the detection situation of the actual step position by the stage sensor 14 and the posture by the head position detection camera 18. Thereby, dance evaluation part 55b functions as an example of an evaluation means. As an example, the dance evaluation unit 55b holds information indicating the correspondence between the sensor number associated with each light receiving unit 14c and the determination area DA, and the sensor number of the light receiving unit 14c outputting the OFF signal. The determination area DA, which is being pressed by the player PL, is determined.
  • the dance evaluation unit 55b has, for example, a change in the position and time of the position instructed by the sequence data SD, and a change in the position of the head of the player PL detected by the head position detection camera 18 and the change. Evaluate based on comparison with the time of day.
  • the silhouette image control unit 55c controls the display of the silhouette image 30 on the game screen GS based on the sequence data SD.
  • the silhouette image control unit 55c specifies the silhouette image 30 to be displayed, draws it in the frame buffer for the game screen GS, displays it on the game screen GS on the display surface 13a, and controls its display mode. The control method of the display mode will be described later.
  • the camera video processing unit 55 d appropriately stores the dance video acquired by the camera 17 during game play in the storage device 51 or transmits the dance video to the network 5 via the network control device 53 as appropriate.
  • the camera video processing unit 55d functions as an example of a video transmission unit.
  • the transmission destination of the dance video may be selected as appropriate from the center server 2, another game machine 3 or the user terminal device 4.
  • the user of the game system 1 can view the dance video of another person.
  • the user can check his / her dance video via the user terminal 4 or the like.
  • the camera image processing unit 55d specifies the position of the head of the player PL based on the image acquired from the head position detection camera 18, and the time when the position is specified (or the elapsed time from the predetermined timing of the game) The position and time of the identified head are also provided to the dance evaluation unit 55b.
  • FIG. 10 shows an example of the configuration of the sequence data SD.
  • the sequence data SD is prepared for each player PL for one music when playing by two people.
  • the sequence data SD is a set of records in which dance operations such as steps to be performed by the player PL are described during play of the dance game.
  • the sequence data SD includes a designation record IR for designating a step, a posture, and the like to be performed by the player PL during play.
  • information specifying the time when the action should be performed (time specifying information), information specifying the foot where the player PL should step on the step (foot specifying information), and the determination area DA where the step should be stepped
  • the information (judgment area information), the information for specifying the type of step (step specification information), the information for specifying the type of posture (pose designation information), and the information on the display of the silhouette image 30 (silhouette image information) correspond to each other Is recorded.
  • the time designation information is, as an example, information indicating an elapsed time from the start of reproduction in a music to be reproduced in the dance game, or a position in the music.
  • the foot specification information is information for specifying whether the player PL should step on the right foot or the left foot.
  • the determination area information is information for specifying one of the four determination areas DA shown in FIG. 3 corresponding to the player PL.
  • the step specification information is information for specifying the type of step that the player PL should step on.
  • the types of steps as described above, there are short, long and slide as an example.
  • the time Tx at which the step should be started and the time Ty at which the step should be ended are specified.
  • the time Tx at which the step should start and the time Ty at which the step should end is specified, and the determination area DA to start the slide and the determination area DA to end the slide are specified Be done.
  • the posture designation information is information that designates the type of posture. For example, one of the types of postures such as “curly” and "jump" is specified. Further, the image ID of the image data corresponding to the designated posture is also set. Alternatively, only the image ID of the posture to be designated may be set.
  • the silhouette image information is information related to the display of the silhouette image 30, and as shown in FIG. 11, an image ID for specifying image data of the silhouette image 30 to be displayed and a start flag indicating the start of the display of the silhouette image 30. Is set.
  • the start flag and the image ID 100 are set in the silhouette image information of the designated record IR1.
  • the image ID 100 is an image ID associated with the image data of the silhouette image 30 that executes the operation from the designated record IR1 to the designated record IR10 as a silhouette operation.
  • the designated record group corresponding to the series of operations performed by the silhouette image 30 is hereinafter referred to as a display record group RG. That is, the silhouette image 30 is a moving image that executes a series of operations corresponding to the display record group RG (designated records IR1 to IR10 in the case of FIG. 11) as a silhouette operation. Therefore, if a designated record IR corresponding to a particularly complicated series of operations is set as the display record group RG, the silhouette image 30 can guide the complex series of operations by moving images.
  • the designated record IR corresponding to the first operation (the operation with the earliest designated time) is referred to as “first record”.
  • the first record is the designated record IR1
  • “short” is designated.
  • “slide” is designated in the designated record IR10 corresponding to the last operation in the silhouette operation.
  • time designation information and an operation to be designated are set in the designation record R5 to the designation record R8 as in the other designation records R1 to 4 and 9 to 10, but the description thereof is omitted.
  • the other silhouette operations executed by other silhouette images 30 also correspond to other silhouette operations in the sequence data SD. The same setting as described above is applied to the silhouette image information of the first record in the other display record group RG.
  • FIG. 12 is a flowchart showing an instruction image generation process which is a process for generating the indication markers 20 and 25 in the guidance image.
  • the instruction image generation process is repeatedly performed by the dance instruction unit 55a at a predetermined cycle (for example, the frame rate of the display device 13).
  • a predetermined cycle for example, the frame rate of the display device 13.
  • the dance instruction unit 55a reads a designated record group of a predetermined time length from the sequence data SD.
  • the designated record group read into the dance instructing unit 55a has, for example, a predetermined time length from the current time to the future among the designated records IR described in the sequence data SD (a time corresponding to two bars of music as an example) The time of the range of is the designated record IR designated.
  • step S62 the position of the step indication mark 20, the display mode, the label of the step indication mark 20, etc. are determined in accordance with the information described in each designation record IR of the designation record group read. According to the contents, the step indication mark 20 is arranged on the lane area LA in the frame buffer for the game screen.
  • step S64 it is determined whether or not there is designation of a posture. If there is a designation record IR for designating one of the postures in the posture designation information in the read designation records, the determination in step S64 is affirmative, and the process proceeds to step S66.
  • step S66 the designated time information of the designated record IR where the posture is designated and the image ID corresponding to the posture are specified, and the posture indication marker 25 based on the designated image ID is used as the lane area in the frame buffer for the game screen. Place on LA.
  • Step S70 it is determined whether to start the display of the silhouette image 30 (step S70). For example, the indication markers 20 and 50 corresponding to the first motion of the silhouette motion are displayed at the timing when they are displayed on the game screen GS. Whether or not it is a timing to be displayed on the game screen GS is determined by the time designation information of the designation record IR in which the start flag is set to the silhouette image information in the sequence data SD.
  • the image data of the silhouette image 30 to be displayed is specified by the image ID set in the designated record IR in which the start flag is set (step S72).
  • the reproduction speed is further determined based on the BPM information contained in the specified image data. For example, the reproduction speed of the moving image data is determined by comparing the BPM value set in the BPM information of the image data with the BPM value of the music to be reproduced.
  • the position where the silhouette image 30 is to be arranged is determined, and the image specified by being arranged in the frame buffer for the game screen Data reproduction is started at the determined reproduction speed (step S74).
  • the silhouette image control unit 55c moves the displayed silhouette image 30 along the edges LAs toward the front side of the screen while changing the display mode (step S76).
  • the silhouette image control unit 55 c controls the display of the silhouette image 30 that changes along with the movement so that, for example, the transparency is gradually reduced and enlarged as the silhouette image 30 moves.
  • the silhouette action is repeated while moving.
  • the stop position is, for example, a predetermined position near the reference area 21.
  • the silhouette image 30 When the silhouette image 30 reaches the stop position, the silhouette image 30 is stopped at the stop position, and the display of the silhouette image 30 is continued at the stop position, that is, the reproduction is continued (step S80). Subsequently, it is judged whether or not the reproduction of the image data of the silhouette image 30 is ended (step S80), and if it is judged that the reproduction is ended, the silhouette image 30 is deleted (step S82). When the silhouette image 30 is erased, the silhouette image processing on the silhouette image 30 to be processed ends.
  • the silhouette image 30 is first displayed on the back side of the screen in the outside area OA of the edge LAs of the lane area LA, moves to the front side of the screen along the edge LAs to the stop position, and then the moving image of the silhouette image 30 Is displayed at the stop position, and is controlled so as to disappear from the game screen GS when the moving image ends.
  • the silhouette image 30 reaches the stop position, it is desirable that the first operation of the silhouette operation performed by the silhouette image 30 be synchronized with the timing at which the instruction image corresponding to the first operation reaches the reference area 21.
  • one silhouette image 30 is displayed on each edge LAs for one display record group RG.
  • the present invention is not limited to one, and two or more silhouette images 30 that perform the same operation have edges. It may be displayed along LAs.
  • the storage device 51 and the control unit 50 are provided in the game machine 3 provided with the display device 13 in the above embodiment, the invention is not limited to this embodiment. For example, as long as the storage device 51 and the control unit 50 are provided in the game system 1 so as to be capable of data communication with other components, the storage device 51 and the control unit 50 may not be provided in the game machine 3.
  • the silhouette image 30 moves the outer area OA along with the movement of the step indication mark 20 or the posture indication mark 25 in the lane area LA.
  • the step indication mark 20 or the posture indication mark The outer area OA may be moved at a timing other than 25.
  • the mode to play is a predetermined mode
  • at least one of the step indication mark 20 and the posture indication mark 25 may be hidden to advance the play, and in this case, as a result, the silhouette image 30 indicates the step indication.
  • the outer area OA will be moved at a timing not with the marker 20 or the posture indicator 25.
  • the silhouette image 30 is displayed only during movement of the outer area OA, erased when stopped at a predetermined position, or not displayed during movement of the outer area OA.
  • the display or non-display setting may be changeable according to the user's operation.
  • the silhouette image 30 is displayed on the game screen GS before the instruction markers 20, 25 corresponding to the silhouette movement reach the reference area 21, regardless of the outside area OA. It may be controlled to move on the predetermined route above and to be erased after moving image reproduction.
  • the silhouette image 30 may move in the lane area LA.
  • a game machine (3) is a game control for controlling a game in which an action group constituting a dance is sequentially instructed to a player (PL) via a game screen (GS) of a display device (13).
  • the indication marker control means (55a) which instructs the player the timing to cause the movement by moving to the reference area (21) through the motion picture, a moving image performing a series of movement that is a part of the movement group
  • At least one character image (30) is displayed on the game screen together with an indication mark corresponding to the start movement of the series of movements, and the game screen is displayed in accordance with the movement of the indication mark.
  • the character image control means for moving (55b) has a.
  • a game system (1) is a game control for controlling a game in which an action group constituting a dance is sequentially instructed to a player (PL) via a game screen (GS) of a display device (13).
  • the indication marker control means (55a) which instructs the player the timing to cause the movement by moving to the reference area (21) through the motion picture, a moving image performing a series of movement that is a part of the movement group
  • At least one character image (30) is displayed on the game screen together with an indication mark corresponding to the start movement of the series of movements, and the game is displayed according to the movement of the indication mark.
  • the computer program (PG) is a computer (50) of the game system (1), an action group constituting a dance, and a player (G) of the game device (GS) of the display device (13).
  • Game control means for controlling the game sequentially instructed to PL) the game control means sequentially displaying on the game screen the indication signs (20, 25) corresponding to the actions constituting the action group, and the game Indication marker control means (55a) for instructing the player the timing to cause the movement by moving to the reference area (21) through a predetermined path (L) on the screen, and a series of a part of the movement group
  • the character image (30) which is a moving image performing an action, is displayed on the game screen along with an indication sign (20, 25) corresponding to the start action of the series of actions. Without even to display one so that they appear to have a character image control means for moving the game screen above in accordance with the movement of the indicator mark (55b).
  • the game control means has a width gradually extending toward the near side so as to extend from the display start area on the far side of the game screen toward the reference area on the near side of the game screen.
  • a lane area (LA) is displayed on the game screen, and the indication sign control means gradually expands the indication sign so that the indication sign moves from the back side to the front side.
  • the area may be moved, and the character image control means may move the character image while gradually enlarging it so that the character image moves from the back side to the front side.
  • the character image of the present invention can be applied to a game screen provided with a lane area extending from the rear side of the screen to the front side of the screen.
  • the character image control means causes the character image to be displayed on the outside area (OA) of at least one oblique side configuring the width with respect to the lane area, and the front side of the oblique side is arranged along the corresponding oblique side. It may be moved to the outside area. As a result, since the character image is displayed utilizing an area other than the lane area, the character image can be displayed without interrupting the display of the lane area where the indication marker is displayed.
  • the character image control means sets a first operation of a series of operations in which the character image operates and a time when an indication marker instructing the first operation reaches the reference region is the reference region of the outer region.
  • the character image may be moved to be synchronized at a corresponding predetermined position.
  • a step of dance is included in the series of actions, and a tread surface (11a) is set as a range in which a plurality of play areas should allow the player to step on the left and right direction when the player faces the display device.
  • the game control means arranges lanes (L) associated with each of the plurality of play areas in the left and right direction in the lane area, and the indication marker control means In accordance with the change in the position of the foot in the step, by displaying the indicator in the lane associated with the play area (AR) corresponding to the position where the player should step on the tread surface And the character image control means instructs the player to perform the series of operations including the steps.
  • the hypotenuse of the left or lanes disposed at the right end of the lane region may be displayed on the outer region as at least one oblique side of the lane area.
  • the present invention can be applied to a game machine provided with a stage as an area that allows a player to step on a step.
  • the character image control means may cause the character image to be displayed on each of the outer areas (OA) of the two oblique sides (LAs) of the lane area.
  • a lane area can express an effect surrounded by a character image.
  • the series of actions include a posture for causing the player, the indication marker control means displays an indication marker (25) for indicating the posture on the game screen, and the character image control means determines the posture.
  • the character image which is performing the series of operations including the above may be displayed. Thereby, a change in posture such as jumping or down can also be instructed as an operation instructed in the dance game.
  • the character image control means may continue to display the character image at least until a timing at which the final operation of the series of operations is instructed, and then erase the character image.
  • the control method of moving on the game screen according to.

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Abstract

La présente invention concerne une machine de jeu (3) pourvue d'un moyen de commande de jeu (55) permettant de commander un jeu au cours duquel un groupe d'actions constituant une danse est ordonné séquentiellement à un joueur PL au moyen d'un écran de jeu GS d'un dispositif d'affichage (13). Ladite machine de jeu (3) comprend : un moyen de commande de marqueurs d'instructions (55a) conçu pour amener des marqueurs d'instructions (20, 25) correspondant aux actions constituant le groupe d'actions à être affichés séquentiellement sur l'écran de jeu GS et pour les amener à se déplacer vers une région de référence (21) selon un trajet prescrit L sur l'écran de jeu GS, ce qui renseigne le joueur PL sur le moment auquel les actions doivent être effectuées ; et un moyen de commande d'une image d'un personnage (55c) conçu pour amener au moins une image d'un personnage (30), qui est une image animée effectuant une série d'actions qui font partie du groupe d'actions, à être affichée sur l'écran de jeu GS en même temps que le marqueur d'instruction (20) correspondant à une action de début de la série d'actions, et pour l'amener à se déplacer sur l'écran de jeu GS en fonction du déplacement des marqueurs d'instructions (20, 25).
PCT/JP2018/031399 2017-12-28 2018-08-24 Machine de jeu, système de jeu et programme informatique WO2019130652A1 (fr)

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JP2011239936A (ja) * 2010-05-18 2011-12-01 Konami Digital Entertainment Co Ltd ゲーム装置、ゲーム処理方法、ならびに、プログラム
JP2016097017A (ja) * 2014-11-20 2016-05-30 株式会社セガゲームス ゲーム装置及びプログラム
JP2016193006A (ja) * 2015-03-31 2016-11-17 株式会社コナミデジタルエンタテインメント ゲーム装置、及びプログラム
JP2017144002A (ja) * 2016-02-16 2017-08-24 株式会社コナミデジタルエンタテインメント ゲーム機

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JP2021010656A (ja) * 2019-07-08 2021-02-04 株式会社コナミアミューズメント ゲームシステム、それに用いるコンピュータプログラム、及び制御方法

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