WO2009104342A1 - ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 - Google Patents
ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 Download PDFInfo
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- WO2009104342A1 WO2009104342A1 PCT/JP2008/073428 JP2008073428W WO2009104342A1 WO 2009104342 A1 WO2009104342 A1 WO 2009104342A1 JP 2008073428 W JP2008073428 W JP 2008073428W WO 2009104342 A1 WO2009104342 A1 WO 2009104342A1
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- player character
- moving object
- player
- team
- reference time
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- 238000000034 method Methods 0.000 title claims description 29
- 238000013459 approach Methods 0.000 claims description 13
- 230000007123 defense Effects 0.000 abstract description 64
- 230000003287 optical effect Effects 0.000 description 14
- 238000004891 communication Methods 0.000 description 12
- 230000008569 process Effects 0.000 description 9
- 230000015654 memory Effects 0.000 description 7
- 238000013500 data storage Methods 0.000 description 6
- 238000010586 diagram Methods 0.000 description 6
- 230000006870 function Effects 0.000 description 3
- 230000009471 action Effects 0.000 description 2
- 230000004044 response Effects 0.000 description 2
- 230000008901 benefit Effects 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- PWPJGUXAGUPAHP-UHFFFAOYSA-N lufenuron Chemical compound C1=C(Cl)C(OC(F)(F)C(C(F)(F)F)F)=CC(Cl)=C1NC(=O)NC(=O)C1=C(F)C=CC=C1F PWPJGUXAGUPAHP-UHFFFAOYSA-N 0.000 description 1
- 230000003936 working memory Effects 0.000 description 1
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Classifications
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- A63F13/10—
-
- 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
- A63F13/828—Managing virtual sport teams
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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
-
- 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
-
- 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
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game device, a game device control method, a program, and an information storage medium.
- a game device that executes a sports game performed using a moving object such as a ball between a first team and a second team.
- a game device that executes a soccer game, a basketball game, or an ice hockey game is known.
- the player character belonging to the other team is controlled to defend the player character holding the moving object.
- the players of the dominant team can afford to defend carefully, and the players of the inferior team cannot afford to defend carefully. If it is possible to make the user feel a difference in the feelings of defense between the players of the superior team and the players of the inferior team, the reality of the sports game as described above can be improved.
- a game device is a game device that executes a sports game performed using a moving object between a first team and a second team, and that shows battle situation information indicating a battle situation.
- a battle situation information storage means for storing; a selection means for selecting one or a plurality of player characters from player characters belonging to the other team when the player character belonging to one team holds the moving object; The player character selected by the selection means is moved so that the distance between the moving object or the player character holding the moving object and the player character selected by the selection means is equal to or greater than a predetermined distance.
- the second player character control means for moving the player character based on the position of the moving object or the player character holding the moving object, and the control by the first player character control means.
- Determining means for determining whether or not a reference time has elapsed from the timing, and when it is determined that the reference time has elapsed from the reference timing, the first player character control means is in a state where control is performed, Switching means for switching to a state in which the control by the two player character control means is performed.
- the determination means is characterized in that it comprises a reference time control means for changing on the basis of the length of the reference time to the game situation information.
- the game apparatus control method is a game apparatus control method for executing a sports game performed using a moving object between a first team and a second team.
- One or a plurality of players out of the player characters belonging to the other team when the stored contents of the stored game situation information storage means and when the player character belonging to one team holds the moving object By the selection step so that the distance between the selection step of selecting a character, the moving object or the player character holding the moving object, and the player character selected by the selection step is equal to or greater than a predetermined distance. While restricting the movement of the selected player character, the player character selected by the selection step is moved forward.
- the first player character control step for moving based on the position of the moving object or the player character holding the moving object, and the player character selected by the selection step approaches the moving object or the player character holding the moving object.
- a second player character control step for moving the player character selected in the selection step based on the position of the moving object or the player character holding the moving object, and the first player character control step.
- the program according to the present invention is a game machine for executing a sports game performed using a moving object between the first team and the second team, a home game machine (stationary game machine), a portable game Is a program for operating a computer such as a game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, and belongs to one team.
- First player character control means for moving the player character selected by the selection means based on the position of the moving object or the player character holding the moving object, while restricting movement of the player character selected by the stage; A player holding the moving object or the moving object as the player character selected by the selecting means so that the player character selected by the selecting means approaches the moving object or the player character holding the moving object.
- a second player character control means for moving based on the position of the character, a determination means for determining whether or not a reference time has elapsed from a given reference timing when the control by the first player character control means is performed; And it is determined that the reference time has elapsed from the reference timing.
- the computer is caused to function as switching means for switching from a state in which the control by the first player character control means is performed to a state in which the control by the second player character control means is performed, and the determination means includes the reference time
- the program includes a reference time control means for changing the length of the game based on the battle situation information.
- the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
- a program distribution apparatus according to the present invention is a program distribution apparatus that includes an information storage medium that records the program, reads the program from the information storage medium, and distributes the program.
- the program distribution method according to the present invention is a program distribution method for reading and distributing the program from an information storage medium storing the program.
- the present invention relates to a game apparatus for executing a sport game performed using a moving object between a first team and a second team.
- battle situation information indicating the battle situation is stored.
- the first player character control means limits the movement of the selected player character so that the distance between the moving object or the player character holding the moving object and the selected player character is equal to or greater than a predetermined distance. Meanwhile, the selected player character is moved based on the position of the moving object or the player character holding the moving object.
- the second player character control means moves the selected player character to the position of the player character holding the moving object or moving object so that the selected player character approaches the moving object or player character holding the moving object. Move based on.
- the control by the first player character control means when the control by the first player character control means is performed, it is determined whether or not a reference time has elapsed from a given reference timing. When it is determined that the reference time has elapsed from the reference timing, the state in which the control by the first player character control unit is performed is switched to the state in which the control by the second player character control unit is performed.
- the length of the reference time changes based on the battle situation information. ADVANTAGE OF THE INVENTION According to this invention, it becomes possible to aim at the user feeling the difference of the feelings at the time of defensive between the player of the dominant team and the player of the inferior team.
- the reference time control means stores means for associating the battle situation information with reference time information related to the length of the reference time, and the battle situation information in the battle situation information. And a means for controlling the length of the reference time based on the corresponding reference time information.
- the switching means has a predetermined distance between the moving object and the player character holding the moving object when the control by the first player character control means is performed.
- the distance between the moving object and the player character holding the moving object is the predetermined distance in the case where the control by the first player character control means is performed, If it is determined as above, a means for switching from a state in which the control by the first player character control means is performed to a state in which the control by the second player character control means is performed may be included.
- the switching unit may determine whether the number of player characters selected by the selection unit is a predetermined number or more, and the number of player characters selected by the selection unit. And a means for causing the second player character control means to control the player character selected by the selection means.
- the game device according to the embodiment of the present invention is realized by, for example, a home game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), a personal computer, or the like.
- a home game machine stationary game machine
- a portable game machine portable game machine
- a mobile phone mobile phone
- PDA personal digital assistant
- a consumer game machine a consumer game machine
- FIG. 1 is a diagram showing an overall configuration of a game device according to an embodiment of the present invention.
- a game apparatus 10 shown in FIG. 1 includes a consumer game machine 11, a monitor 32, a speaker 34, and an optical disk 36 (information storage medium).
- the monitor 32 and the speaker 34 are connected to the consumer game machine 11.
- the monitor 32 for example, a home television receiver is used
- the speaker 34 for example, a speaker built in the home television receiver is used.
- the home game machine 11 is a known computer game system.
- the home game machine 11 includes a bus 12, a microprocessor 14, a main memory 16, an image processing unit 18, an input / output processing unit 20, an audio processing unit 22, an optical disc reading unit 24, a hard disk 26, a communication interface 28, and a controller 30. . Components other than the controller 30 are accommodated in the housing of the consumer game machine 11.
- the microprocessor 14 controls each part of the consumer game machine 11 based on an operating system stored in a ROM (not shown), a program read from the optical disk 36 or the hard disk 26.
- the main memory 16 includes a RAM, for example. Programs and data read from the optical disk 36 or the hard disk 26 are written in the main memory 16 as necessary.
- the main memory 16 is also used as a working memory for the microprocessor 14.
- the bus 12 is for exchanging addresses and data among the units of the consumer game machine 11.
- the microprocessor 14, the main memory 16, the image processing unit 18, and the input / output processing unit 20 are connected by the bus 12 so that mutual data communication is possible.
- the image processing unit 18 includes a VRAM, and draws a game screen on the VRAM based on image data sent from the microprocessor 14.
- the image processing unit 18 converts the game screen drawn on the VRAM into a video signal and outputs the video signal to the monitor 32 at a predetermined timing.
- the input / output processing unit 20 is an interface for the microprocessor 14 to access the audio processing unit 22, the optical disk reading unit 24, the hard disk 26, the communication interface 28, and the controller 30.
- the sound processing unit 22 includes a sound buffer, and reproduces various sound data such as game music, game sound effects, and messages read out from the optical disk 36 or the hard disk 26 to the sound buffer and outputs them from the speaker 34.
- the communication interface 28 is an interface for connecting the consumer game machine 11 to a communication network such as the Internet by wire or wireless.
- the optical disk reading unit 24 reads programs and data recorded on the optical disk 36.
- the optical disc 36 is used to supply the program and data to the consumer game machine 11, but other information storage media such as a memory card may be used. Further, for example, a program or data may be supplied to the consumer game machine 11 from a remote place via a communication network such as the Internet.
- the hard disk 26 is a general hard disk device (auxiliary storage device).
- the controller 30 is a general-purpose operation input means for the user to input various game operations.
- a plurality of controllers 30 can be connected to the consumer game machine 11.
- the input / output processing unit 20 scans the state of the controller 30 at regular intervals (for example, every 1/60 seconds), and passes an operation signal representing the scan result to the microprocessor 14 via the bus 12.
- the microprocessor 14 determines the player's game operation based on the operation signal.
- the controller 30 may be connected to the consumer game machine 11 by wire or wirelessly.
- a soccer game imitating a soccer game between the first team and the second team is executed.
- the first team is operated by the user and the second team is operated by the computer.
- the first team may be operated by a computer.
- the second team may be operated by another user.
- This soccer game is realized by executing a program read from the optical disk 36 or the hard disk 26.
- FIG. 2 shows an example of a virtual three-dimensional space.
- a field object 42 representing a soccer field is arranged in the virtual three-dimensional space 40.
- a goal line 43 end line
- a touch line 45 side line
- a half way line 47 are represented in the field object 42.
- a soccer game is played in the pitch 41 which is an area surrounded by the goal line 43 and the touch line 45.
- a goal object 44 representing a goal
- a player object 46 player character representing a soccer player
- a ball object 48 representing a soccer ball (moving object)
- eleven player objects 46 belonging to the first team and eleven player objects 46 belonging to the second team are arranged on the field object 42.
- One of the goal objects 44 is associated with the first team, and the other is associated with the second team.
- a scoring event for the other team occurs.
- the area between the goal line 43 corresponding to the goal object 44 of the first team and the halfway line 47 is referred to as the “own team” of the first team.
- the area between the goal line 43 corresponding to the goal object 44 of the second team and the halfway line 47 is referred to as the “own team” of the second team.
- a virtual camera 49 (viewpoint) is set in the virtual three-dimensional space 40.
- the virtual camera 49 moves in the virtual three-dimensional space 40 based on the movement of the ball object 48, for example.
- a game screen representing a state in which the virtual three-dimensional space 40 is viewed from the virtual camera 49 is displayed on the monitor 32.
- the player object 46 and the ball object 48 are associated under a predetermined condition.
- the ball object 48 follows the player object 46.
- This state is represented as a dribbling action of the player object 46.
- the state in which the ball object 48 is associated with the player object 46 will be described as “the player object 46 holds the ball object 48”.
- the player object 46 belonging to one team holds the ball object 48 and the player object 46 belonging to the other team approaches the ball object 48, it belongs to the other team under a predetermined condition.
- the player object 46 and the ball object 48 are associated with each other. In this way, the player object 46 takes the ball object 48 held by the other player object 46.
- FIG. 3 is a functional block diagram mainly showing functions related to the present invention among the functions realized by the game apparatus 10.
- the game apparatus 10 includes a game data storage unit 50 and a player character control unit 54. These functional blocks are realized by the microprocessor 14 executing a program.
- the game data storage unit 50 is realized by the main memory 16, the hard disk 26, or the optical disk 36, for example.
- the game data storage unit 50 stores game data for executing a soccer game. For example, data indicating the state (position, posture, moving direction, etc.) of the player object 46, data indicating the state (position, moving direction, etc.) of the ball object 48, and the state (position, line-of-sight direction, etc.) of the virtual camera 49 are displayed.
- the indicated data is stored in the game data storage unit 50.
- Data indicating the player object 46 holding the ball object 48 is also stored in the game data storage unit 50.
- the game data storage unit 50 includes a battle situation information storage unit 52.
- the battle situation information storage unit 52 stores battle situation information indicating the battle situation.
- the battle situation information includes score information indicating the scores of the first team and the second team.
- the battle situation information includes information indicating the ball dominance rates of the first team and the second team, information indicating the number of corner kicks and shots of the first team and the second team, and yellow of the first team and the second team. Contains information indicating the number of cards and red cards.
- the battle situation information can also be referred to as information indicating which of the first team or the second team is dominant.
- the player character control unit 54 is realized mainly by the microprocessor 14. When the player object 46 belonging to one team holds the ball object 48 and the user or computer operating the other team instructs “press defense”, the player character control unit 54 One or a plurality of player objects 46 selected from the player objects 46 belonging to the team are caused to perform “press defense”.
- the player character control unit 54 includes a selection unit 56, a first player character control unit 58, a second player character control unit 60, a determination unit 62, and a switching unit 66.
- the selection unit 56 instructs the other team.
- One or more player objects 46 are selected from the player objects 46 to which they belong. For example, the selection of the player object 46 is performed by selecting the position of each player object 46 belonging to the team operated by the user or the computer who has instructed “press defense” and the ball object 48 (or the player object 46 holding the ball object 48). Automatically based on the location. For example, the player object 46 closest to the position of the ball object 48 (or the player object 46 holding the ball object 48) is selected. When the user instructs “press defense”, the player object 46 may be selected according to the user's selection operation. In this case, the one or more player objects 46 selected by the user execute “press defense”.
- the first player character control unit 58 moves the player object 46 selected by the selection unit 56 based on the position of the ball object 48 (or the player object 46 holding the ball object 48). However, the first player character control unit 58 sets the distance between the ball object 48 (or the player object 46 holding the ball object 48) and the player object 46 selected by the selection unit 56 to be a predetermined distance or more. As described above, the movement of the player object 46 selected by the selection unit 56 is restricted.
- the first player character control unit 58 sets a position that is a predetermined distance or more away from the position of the ball object 48 (or the player object 46 that holds the ball object 48) as the movement target position, and is selected by the selection unit 56.
- the player object 46 is moved toward the movement target position.
- FIG. 4 is a diagram for explaining an example of a method for setting the movement target position.
- the player object 46 holding the ball object 48 is attacking in the left direction (A direction shown in FIG. 4).
- a straight line 72 in FIG. 4 is directed from the position of the ball object 48 (or the player object 46 holding the ball object 48) toward the goal line 43 on the goal object 44 side to be protected by the player object 46 selected by the selection unit 56.
- a straight line extending toward the touch line 45 and parallel to the touch line 45.
- the movement target position 70 is set to a position where the distance from the position of the ball object 48 (or the player object 46 holding the ball object 48) on the straight line 72 is a predetermined distance R.
- FIG. 5 is a diagram for explaining another example of the method for setting the movement target position. Also in FIG. 5, it is assumed that the player object 46 holding the ball object 48 is attacking in the left direction (A direction shown in FIG. 5). A straight line 74 in FIG. 5 extends from the position of the ball object 48 (or the player object 46 holding the ball object 48) toward the representative point 76 of the goal object 44 that the player object 46 selected by the selection unit 56 should protect. Straight line. In the method shown in FIG. 5, the movement target position 70 is set to a position where the distance from the position of the ball object 48 (or the player object 46 holding the ball object 48) on the straight line 74 is a predetermined distance R.
- the player object 46 holding the ball object 48 in a region where the distance from the goal line 43 on the goal object 44 side to be protected by the player object 46 selected by the selection unit 56 is a certain distance or less ( Alternatively, the method shown in FIG. 5 is used when the ball object 48) is located, and the method shown in FIG. 4 is used in other cases.
- the movement target position may be set on a circle having the center of the position of the ball object 48 (or the player object 46 holding the ball object 48) and a radius equal to or greater than the predetermined distance R. .
- the second player character control unit 60 moves the player object 46 selected by the selection unit 56 toward the ball object 48 (or the player object 46 holding the ball object 48).
- the movement of the player object 46 selected by the selection unit 56 is caused by the ball object 48 (or the player object 46 holding the ball object 48).
- the player object 46 selected by the selection unit 56 is not limited to be a predetermined distance or more. As a result, the player object 46 selected by the selection unit 56 is controlled to approach the ball object 48 (or the player object 46 holding the ball object 48).
- the second player character control unit 60 sets the position of the ball object 48 (or the player object 46 holding the ball object 48) as the movement target position, and is selected by the selection unit 56. The player object 46 is moved toward the movement target position.
- the player object 46 selected by the selection unit 56 is first controlled by the first player character control unit 58.
- the determination unit 62 determines whether a reference time has elapsed from a given reference timing.
- the reference timing is, for example, the timing based on the timing when the execution of “press defense” is instructed, the timing based on the timing when the selection unit 56 performs the selection, or the control by the first player character control unit 58.
- the timing is based on the started timing.
- the timing based on the timing at which the execution of “Press Defense” is instructed may be the timing at which the execution of “Press Defense” is instructed, or a certain period of time after the execution of “Press Defense” is instructed. It may be the time that has passed.
- the determination unit 62 includes a reference time control unit 64.
- the reference time control unit 64 changes the length of the reference time based on the battle situation information.
- the reference time control unit 64 stores data in which the battle situation information is associated with the reference time information related to the length of the reference time.
- the reference time control unit 64 acquires reference time information corresponding to the current battle situation information based on this data, and sets the length of the reference time based on the reference time information.
- the above data may be table format data or mathematical formula data. Further, the above data may be stored as a part of the program.
- the above-described data is data obtained by associating the battle situation conditions related to the battle situation information with the reference time information.
- the reference time control unit 64 sets the length of the reference time based on the reference time information associated with the battle situation condition that satisfies the current battle situation information.
- FIG. 6 shows an example of reference time data stored in the reference time control unit 64.
- the reference time data shown in FIG. 6 is data obtained by associating “score difference” with “reference time”.
- the “score difference” is the score of the team operated by the user or computer that has instructed “press defense” and the score of the opponent team (that is, the team to which the player object 46 holding the ball object 48 belongs). Is the difference.
- the “score difference” is a negative value indicates a case where the score of the team operated by the user or the computer instructing “press defense” is less than the score of the opponent team
- the “score difference” is The case of a positive numerical value indicates a case where the score of the team operated by the user who has instructed “press defense” or the computer is higher than the score of the opponent team.
- the reference time control unit 64 controls the reference time based on the reference time data. In FIG. 6, T1 to T5 have a relationship of T1 ⁇ T2 ⁇ T3 ⁇ T4 ⁇ T5.
- the player object 46 belonging to the first team holds the ball object 48 and the computer operating the second team instructs “press defense”.
- the reference time is set to T4
- the reference time is set to T2. Is set.
- the reference time is set to a relatively long time
- the reference time is set to a relatively short time.
- the reference time is longer than the reference time (T4) when the score of the second team is one point higher than the score of the first team It is set to a long time (T5).
- T4 when the score of the second team is two points or less than the score of the first team, the reference time is longer than the reference time (T2) when the score of the second team is one point less than the score of the first team. It is set to a short time (T1).
- T1 when the second team is inferior, the reference time is shortened according to the degree of inferiority.
- the reference time control unit 64 (1) the user who instructed “Press Defense” or the team operated by the computer leads the opponent team, and (2) the user who instructed “Press Defense” or The case where the team operated by the computer is led by the opponent team, and the case where (3) the user who instructed “press defense” or the team operated by the computer is the same as the opponent team
- the reference time may be stored.
- the reference time may be controlled based only on the scores of one team.
- the computer operating the second team instructs “press defense”.
- the reference time may be controlled based only on the score of the second team.
- the reference time may be increased as the score of the second team increases.
- the reference time may be controlled based only on the score of the first team. In this case, the reference time may be shortened as the score of the first team increases.
- the reference time control unit 64 may use other battle situation information instead of the score information. Also in this case, for example, when it is estimated that the team performing “Press Defense” is dominant, the reference time is set to a relatively long time, and the team performing “Press Defense” is inferior. In the case of estimation, the reference time may be set to a relatively short time.
- the switching unit 66 causes the first player character control unit 58 or the second player character control unit 60 to control the player object 46 selected by the selection unit 56.
- the switching unit 66 first causes the first player character control unit 58 to control the player object 46 selected by the selection unit 56.
- the switching unit 66 sets the first player The state in which the control by the character control unit 58 is performed is switched to the state in which the control by the second player character control unit 60 is performed.
- the player object 46 executes “press defense”. Those player objects 46 first mark the player object 46 holding the ball object 48 while keeping the distance from the ball object 48 at a predetermined distance or more, and apply pressure to the player object 46 holding the ball object 48. give.
- this operation mode is referred to as a “first operation mode”.
- the player object 46 that executes “press defense” approaches the ball object 48 and tries to take the ball object 48 from the player object 46 holding the ball object 48.
- this operation mode is referred to as a “second operation mode”.
- the first operation mode is an operation mode realized by the first player character control unit 58
- the second operation mode is an operation mode realized by the second player character control unit 60.
- the length of the reference time changes according to the battle situation.
- it is designed so that the user can feel a difference in the feelings of defense between the dominant team player and the inferior team player.
- the score of the second team is higher than the score of the first team, and the computer operating the second team instructs “press defense”.
- the second team leads the first team (the second team is superior to the first team)
- the reference time is set to be relatively long. That is, the player object 46 that executes “press defense” has a longer period of marking the player object 46 holding the ball object 48 while keeping the distance from the ball object 48 at a predetermined distance or more. As a result, it is possible to make the user feel that the defense is being performed carefully with a margin.
- the score of the second team is less than the score of the first team, and the computer operating the second team instructs “press defense”.
- the second team since the second team is led by the first team (the second team is inferior to the first team), it is considered that the player object 46 belonging to the second team cannot afford to carefully defend. It is done.
- the reference time is set to be relatively short. In other words, the period during which the player object 46 that executes “press defense” marks the player object 46 holding the ball object 48 while keeping the distance from the ball object 48 at a predetermined distance or more is shortened. Then, the player object 46 that executes “press defense” tries to take the ball object 48 from the player object 46 holding the ball object 48 relatively early. As a result, it is possible to make the user feel that the defense is not performed with a margin.
- FIGS. 7 and 8 are executed when the player object 46 belonging to one team holds the ball object 48 and the user or computer operating the other team instructs “press defense”. It is a flowchart which shows a process. Here, a case where the player object 46 belonging to the first team holds the ball object 48 and the computer operating the second team instructs “press defense” will be described as an example.
- the microprocessor 14 executes the processing shown in FIGS. 7 and 8 in accordance with a program stored in the optical disk 36 or the hard disk 26.
- the microprocessor 14 selects one or a plurality of player objects 46 for executing the press defense from the player objects 46 belonging to the second team (S101). For example, the player object 46 closest to the ball object 48 (or the player object 46 holding the ball object 48) is selected. When the user operating the first team instructs “press defense”, the player object 46 may be selected from the player objects 46 belonging to the first team according to the user's selection operation. Good.
- the microprocessor 14 obtains a score difference between the first team and the second team (S102).
- the microprocessor 14 (reference time control unit 64) reads the reference time T corresponding to the score difference ⁇ P acquired in S102 from the reference time table (S103).
- T1 to T5 in FIG. 6 are numerical values indicating the reference time in units of 1/60 seconds.
- the microprocessor 14 initializes the value of the variable t to the initial value (0) (S104). The variable t is used for measuring an elapsed time after the player object 46 selected in S101 starts to operate in the first operation mode.
- the microprocessor 14 executes processing (S105 to S109) for causing the player object 46 selected in S101 to operate in the first operation mode every predetermined time (in this embodiment, 1/60 seconds).
- processing for causing the player object 46 selected in S101 to operate in the first operation mode every predetermined time (in this embodiment, 1/60 seconds).
- predetermined time in this embodiment, 1/60 seconds.
- the microprocessor 14 obtains a position separated from the position of the ball object 48 by a predetermined distance R as a movement target position (S105).
- the movement target position is acquired using the method shown in FIG. 4 or FIG.
- the microprocessor 14 moves the player object 46 selected in S101 toward the movement target position acquired in S105 (S106).
- the position of the player object 46 selected in S101 is updated to a position moved from the current position by a movement distance per predetermined time (1/60 second) in the direction from the current position to the movement target position.
- the microprocessor 14 determines whether or not the value of the variable t is equal to or greater than the reference time T acquired in S103 (S108). . If the value of the variable t is less than the reference time T, the microprocessor 14 determines whether or not the “press defense” termination condition is satisfied (S109).
- the case where the “press defense” end condition is satisfied is, for example, a case where “press defense” is instructed to stop, or a case where the player object 46 holding the ball object 48 is changed to another player object 46. is there. If the “press defense” termination condition is not satisfied, the microprocessor 14 executes the processes of S105 to S109 again.
- the microprocessor 14 performs processing (S110 to S112) for operating the player object 46 selected in S101 in the second operation mode. It is executed every predetermined time (in this embodiment, 1/60 second). Although omitted in FIG. 8, the control processing of the ball object 48 and other player objects 46 is also executed in parallel with the processing of S110 to S112.
- the microprocessor 14 acquires the position of the ball object 48 as a movement target position (S110). Then, the microprocessor 14 (second player character control unit 60) moves the player object 46 selected in S101 toward the movement target position acquired in S110 (S111). For example, the position of the player object 46 selected in S101 is updated to a position moved from the current position by a movement distance per predetermined time (1/60 second) in the direction from the current position to the movement target position. The Thereafter, the microprocessor 14 determines whether or not the “press defense” termination condition is satisfied (S112). The processing in this step is executed in the same manner as S109. If the “press defense” termination condition is not satisfied, the microprocessor 14 executes the processes of S110 to S112 again.
- variable t may be initialized to the reference time T acquired in S103.
- 1 may be subtracted from the value of the variable t.
- it may be determined whether or not the value of the variable t is 0 or less.
- the players of the dominant team can afford to defend carefully, and the players of the inferior team cannot afford to defend carefully.
- the game device 10 described above it is possible to allow the user to feel a difference in feelings at the time of defense between the players of such a superior team and the players of the inferior team. .
- the player objects 46 (the player object 46 holding the ball object 48 and the player object 46 executing “press defense”) approach each other for a certain period of time. Depending on the situation, the number of player objects 46 displayed simultaneously on the game screen can be reduced, and the processing load can be reduced accordingly.
- the switching unit 66 when the control by the first player character control unit 58 is performed, the switching unit 66 has a distance between the ball object 48 and the player object 46 holding the ball object 48 equal to or greater than a predetermined distance. Whether or not it may be monitored. And when it determines with said distance being more than predetermined distance, even if reference time has not passed since reference
- the switching unit 66 may determine whether or not the number of player objects 46 selected by the selection unit 56 is a predetermined number or more. When the number of player objects 46 selected by the selection unit 56 is a predetermined number or more, the switching unit 66 controls the second player character control unit 60 even if the reference time has not elapsed since the reference timing. You may make it make it. In this way, when the number of player objects 46 selected as the player objects 46 for executing “press defense” exceeds a predetermined number, the player objects 46 immediately operate in the second operation mode, and the ball object Goes to take 48.
- the player object 46 for executing “press defense” may be newly selected. That is, after the execution of “press defense” is started, the number of player objects 46 that execute “press defense” may be increased. Even in such an embodiment, when the number of player objects 46 that execute “press defense” exceeds a predetermined number, the player objects 46 immediately start to operate in the second operation mode. Good.
- the reference time may be changed based on the strength or tactics of at least one team.
- the reference time may be changed based on the strength of the second team.
- the level of the computer that operates the second team can be selected from among a plurality of levels
- the length of the reference time changes based on the level of the computer that operates the second team. It may be.
- the length of the reference time may be changed based on the ability parameter set for the second team. Good.
- the statistical value of the ability parameter of the player object 46 belonging to the second team is set to the second value. You may make it use as a capability parameter of a team.
- the game executed on the game apparatus 10 is not limited to a game that displays a three-dimensional game space composed of three coordinate elements on the game screen.
- the game executed on the game apparatus 10 may be a game that displays a two-dimensional game space composed of two coordinate elements on a game screen. That is, the game executed on the game apparatus 10 may be a game in which the position of the ball, the player character, and the like are managed with two coordinate elements.
- the game executed on the game apparatus 10 may be a game played by two or more users. Further, for example, the game executed on the game apparatus 10 is not limited to a soccer game.
- the game executed on the game device 10 may be a sports game other than a soccer game.
- the present invention can also be applied to a basketball game played using a ball (moving object) and an ice hockey game played using a pack (moving object).
- FIG. 9 is a diagram showing an overall configuration of a program distribution system using a communication network.
- the program distribution method according to the present invention will be described based on FIG.
- the program distribution system 100 includes a game device 10, a communication network 106, and a program distribution device 108.
- the communication network 106 includes, for example, the Internet and a cable television network.
- the program distribution device 108 includes a database 102 and a server 104. In this system, a database (information storage medium) 102 stores a program similar to the program stored on the optical disc 36.
- the server 104 reads the program from the database 102 in response to the game distribution request and transmits it to the game apparatus 10.
- the game is distributed in response to the game distribution request, but the server 104 may transmit the game unilaterally. Further, it is not always necessary to distribute (collectively distribute) all programs necessary for realizing the game at a time, and a necessary portion may be distributed (divided distribution) according to the situation of the game. If the game is distributed via the communication network 106 in this way, the consumer can easily obtain the program.
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Abstract
Description
Claims (7)
- 第1チームと第2チームとの間で移動物体を用いて行われるスポーツのゲームを実行するゲーム装置において、
戦況を示す戦況情報を記憶する戦況情報記憶手段と、
一方のチームに所属する選手キャラクタが前記移動物体を保持する場合に、他方のチームに所属する選手キャラクタのうちから1又は複数の選手キャラクタを選択する選択手段と、
前記移動物体又は前記移動物体を保持する選手キャラクタと、前記選択手段によって選択された選手キャラクタと、の間の距離が所定距離以上となるように、前記選択手段によって選択された選手キャラクタの移動を制限しつつ、前記選択手段によって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第1選手キャラクタ制御手段と、
前記選択手段によって選択された選手キャラクタが前記移動物体又は前記移動物体を保持する選手キャラクタに近づいていくように、前記選択手段によって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第2選手キャラクタ制御手段と、
前記第1選手キャラクタ制御手段による制御が行われる場合に、所与の基準タイミングから基準時間が経過したか否かを判定する判定手段と、
前記基準タイミングから前記基準時間が経過したと判定された場合、前記第1選手キャラクタ制御手段による制御が行われる状態から、前記第2選手キャラクタ制御手段による制御が行われる状態に切り替える切替手段と、
を含み、
前記判定手段は、前記基準時間の長さを前記戦況情報に基づいて変化させる基準時間制御手段を含む、
ことを特徴とするゲーム装置。 - 請求の範囲第1項に記載のゲーム装置において、
前記基準時間制御手段は、
前記戦況情報と、前記基準時間の長さに関連する基準時間情報と、を対応づけてなるデータを記憶する手段と、
前記戦況情報に対応する前記基準時間情報に基づいて、前記基準時間の長さを制御する手段と、を含む、
ことを特徴とするゲーム装置。 - 請求の範囲第1項に記載のゲーム装置において、
前記切替手段は、
前記第1選手キャラクタ制御手段による制御が行われる場合に、前記移動物体と、前記移動物体を保持する選手キャラクタと、の間の距離が所定距離以上であるか否かを判定する手段と、
前記第1選手キャラクタ制御手段による制御が行われる場合において、前記移動物体と、前記移動物体を保持する選手キャラクタと、の間の距離が前記所定距離以上であると判定された場合、前記第1選手キャラクタ制御手段による制御が行われる状態から、前記第2選手キャラクタ制御手段による制御が行われる状態に切り替える手段と、を含む、
ことを特徴とするゲーム装置。 - 請求の範囲第1項に記載のゲーム装置において、
前記切替手段は、
前記選択手段によって選択された選手キャラクタの数が所定数以上であるか否かを判定する手段と、
前記選択手段によって選択された選手キャラクタの数が所定数以上であると判定された場合、前記選択手段によって選択された選手キャラクタの制御を前記第2選手キャラクタ制御手段に実行させる手段と、を含む、
ことを特徴とするゲーム装置。 - 第1チームと第2チームとの間で移動物体を用いて行われるスポーツのゲームを実行するゲーム装置の制御方法において、
戦況を示す戦況情報を記憶してなる戦況情報記憶手段の記憶内容を読み出すステップと、
一方のチームに所属する選手キャラクタが前記移動物体を保持する場合に、他方のチームに所属する選手キャラクタのうちから1又は複数の選手キャラクタを選択する選択ステップと、
前記移動物体又は前記移動物体を保持する選手キャラクタと、前記選択ステップによって選択された選手キャラクタと、の間の距離が所定距離以上となるように、前記選択ステップによって選択された選手キャラクタの移動を制限しつつ、前記選択ステップによって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第1選手キャラクタ制御ステップと、
前記選択ステップによって選択された選手キャラクタが前記移動物体又は前記移動物体を保持する選手キャラクタに近づいていくように、前記選択ステップによって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第2選手キャラクタ制御ステップと、
前記第1選手キャラクタ制御ステップによる制御が行われる場合に、所与の基準タイミングから基準時間が経過したか否かを判定する判定ステップと、
前記基準タイミングから前記基準時間が経過したと判定された場合、前記第1選手キャラクタ制御ステップによる制御が行われる状態から、前記第2選手キャラクタ制御ステップによる制御が行われる状態に切り替える切替ステップと、
を含み、
前記判定ステップは、前記基準時間の長さを前記戦況情報に基づいて変化させる基準時間制御ステップを含む、
ことを特徴とするゲーム装置の制御方法。 - 第1チームと第2チームとの間で移動物体を用いて行われるスポーツのゲームを実行するゲーム装置としてコンピュータを機能させるためのプログラムであって、
戦況を示す戦況情報を記憶する戦況情報記憶手段、
一方のチームに所属する選手キャラクタが前記移動物体を保持する場合に、他方のチームに所属する選手キャラクタのうちから1又は複数の選手キャラクタを選択する選択手段、
前記移動物体又は前記移動物体を保持する選手キャラクタと、前記選択手段によって選択された選手キャラクタと、の間の距離が所定距離以上となるように、前記選択手段によって選択された選手キャラクタの移動を制限しつつ、前記選択手段によって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第1選手キャラクタ制御手段、
前記選択手段によって選択された選手キャラクタが前記移動物体又は前記移動物体を保持する選手キャラクタに近づいていくように、前記選択手段によって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第2選手キャラクタ制御手段、
前記第1選手キャラクタ制御手段による制御が行われる場合に、所与の基準タイミングから基準時間が経過したか否かを判定する判定手段、及び、
前記基準タイミングから前記基準時間が経過したと判定された場合、前記第1選手キャラクタ制御手段による制御が行われる状態から、前記第2選手キャラクタ制御手段による制御が行われる状態に切り替える切替手段、
として前記コンピュータを機能させ、
前記判定手段は、前記基準時間の長さを前記戦況情報に基づいて変化させる基準時間制御手段を含む、
ことを特徴とするプログラム。 - 第1チームと第2チームとの間で移動物体を用いて行われるスポーツのゲームを実行するゲーム装置としてコンピュータを機能させるためのプログラムを記録したコンピュータ読み取り可能な情報記憶媒体であって、
戦況を示す戦況情報を記憶する戦況情報記憶手段、
一方のチームに所属する選手キャラクタが前記移動物体を保持する場合に、他方のチームに所属する選手キャラクタのうちから1又は複数の選手キャラクタを選択する選択手段、
前記移動物体又は前記移動物体を保持する選手キャラクタと、前記選択手段によって選択された選手キャラクタと、の間の距離が所定距離以上となるように、前記選択手段によって選択された選手キャラクタの移動を制限しつつ、前記選択手段によって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第1選手キャラクタ制御手段、
前記選択手段によって選択された選手キャラクタが前記移動物体又は前記移動物体を保持する選手キャラクタに近づいていくように、前記選択手段によって選択された選手キャラクタを前記移動物体又は前記移動物体を保持する選手キャラクタの位置に基づいて移動させる第2選手キャラクタ制御手段、
前記第1選手キャラクタ制御手段による制御が行われる場合に、所与の基準タイミングから基準時間が経過したか否かを判定する判定手段、及び、
前記基準タイミングから前記基準時間が経過したと判定された場合、前記第1選手キャラクタ制御手段による制御が行われる状態から、前記第2選手キャラクタ制御手段による制御が行われる状態に切り替える切替手段、
として前記コンピュータを機能させ、
前記判定手段は、前記基準時間の長さを前記戦況情報に基づいて変化させる基準時間制御手段を含む、
ことを特徴とするプログラムを記録したコンピュータ読み取り可能な情報記憶媒体。
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US20070049427A1 (en) * | 2005-08-26 | 2007-03-01 | Wells Christopher B | "PO/PPS" ("Productive Offense/Points Per Shot") |
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2008
- 2008-02-20 JP JP2008038227A patent/JP4892504B2/ja active Active
- 2008-12-24 WO PCT/JP2008/073428 patent/WO2009104342A1/ja active Application Filing
- 2008-12-24 CN CN2008801196089A patent/CN101888886B/zh active Active
- 2008-12-24 KR KR1020107000417A patent/KR101071611B1/ko active IP Right Grant
- 2008-12-24 US US12/918,223 patent/US8333663B2/en active Active
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2009
- 2009-02-10 TW TW098104146A patent/TW201002393A/zh not_active IP Right Cessation
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JP3736589B2 (ja) * | 1997-01-30 | 2006-01-18 | 株式会社セガ | 対戦ゲーム機における行動決定装置、行動決定方法及び対戦ゲーム機並びに媒体 |
JP2004202007A (ja) * | 2002-12-26 | 2004-07-22 | Sega Corp | 電子遊戯装置、電子遊戯用画像処理方法、それを実行するプログラム、及びそれを記憶した記憶媒体 |
JP2006122407A (ja) * | 2004-10-29 | 2006-05-18 | Konami Co Ltd | ゲームプログラム、ゲーム装置及びゲーム方法 |
WO2008018513A1 (fr) * | 2006-08-08 | 2008-02-14 | Sega Corporation | Système de jeu en réseau |
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US20100317439A1 (en) | 2010-12-16 |
US8333663B2 (en) | 2012-12-18 |
JP2009195356A (ja) | 2009-09-03 |
JP4892504B2 (ja) | 2012-03-07 |
TW201002393A (en) | 2010-01-16 |
KR20100019565A (ko) | 2010-02-18 |
KR101071611B1 (ko) | 2011-10-10 |
CN101888886A (zh) | 2010-11-17 |
CN101888886B (zh) | 2013-05-22 |
TWI372644B (ja) | 2012-09-21 |
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