WO2009107724A1 - Game device, game control method, data storage medium and program - Google Patents
Game device, game control method, data storage medium and program Download PDFInfo
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- WO2009107724A1 WO2009107724A1 PCT/JP2009/053565 JP2009053565W WO2009107724A1 WO 2009107724 A1 WO2009107724 A1 WO 2009107724A1 JP 2009053565 W JP2009053565 W JP 2009053565W WO 2009107724 A1 WO2009107724 A1 WO 2009107724A1
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- Prior art keywords
- image
- input
- reference image
- guide image
- player
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/80—2D [Two Dimensional] animation, e.g. using sprites
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
Definitions
- the present invention provides a game device, a game control method, an information recording medium, and a program suitable for easily presenting to a player the timing of actual input in a game that the player should input at a specified timing. About.
- a so-called music game in which a player operates an input in accordance with a music rhythm is known.
- a music game is a game that progresses when a player inputs information with good timing when guide images sequentially displayed on a screen reach a reference image (see, for example, Patent Document 1).
- the guide image When the guide image reaches the vicinity of the reference image, the guide image disappears from the screen when the player performs an input operation corresponding to the guide image (see, for example, Patent Document 1, paragraphs 0053 to 0059 and FIG. 3).
- Patent Document 1 a message (for example, “GREAT”, “GOOD”, etc.) associated with the input timing of the player is displayed on the screen.
- Japanese Patent Laid-Open No. 2001-222280 Japanese Patent Laid-Open No. 2001-222280
- the present invention has been made in view of the above-described problem, and is a game suitable for presenting the player with an easy-to-understand understanding of the timing of actual input in a game that the player should input at a specified timing.
- An object is to provide an apparatus, a game control method, an information recording medium, and a program.
- the game device includes a display unit and a reception unit.
- the display unit displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image.
- the reception unit receives input from the player.
- the display unit changes and displays the color or transparency of the area where the guide image and the reference image overlap.
- the display unit can also highlight and display a region of the reference image that does not overlap with the guide image.
- the area where the images do not overlap is emphasized, so that the player can instantly know the size of the area of the non-overlapping area in detail.
- the area of the region is large, the player can know that the input timing is earlier or later than the reference indicated by the reference image.
- the area of the region is small, the player can know that the input timing is close to the reference indicated by the reference image.
- the game device can further include a determination unit.
- the determination unit when the input is accepted, in the route through which the guide image passes the reference image, the position of the guide image exceeds or coincides with the position of the reference image. To determine.
- the display unit can also highlight and display a region of the reference image that does not overlap with the guide image with a color associated with the determined result. .
- the input timing was either early, late, or not shifted (just right) with respect to the reference indicated by the reference image. The player can know if there was. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is red. On the other hand, if the input timing is late with respect to the reference indicated by the reference image, the region is blue. As a result, the player can know in detail instantly the timing of the timing from the color of the area.
- the display unit associates an area of the reference image that does not overlap the guide image with the determination result and the distance between the reference image and the guide image. It is also possible to display with emphasis by color. With these configurations, by changing the color of the non-overlapping area, the player can instantly know in detail the timing of the input timing. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is dark red, and if the input timing is a little earlier, the area is light red. On the other hand, when the input timing is late with respect to the reference indicated by the reference image, the region is dark blue, and when the input timing is slightly late, the region is light blue. As a result, the player can know in detail instantly whether the timing is early or late based on the shade of the color of the area.
- the outer periphery of the guide image and the outer periphery of the reference image match.
- the outer periphery of the overlapping region or the non-overlapping region has a constant shape.
- the player can know in detail instantly the timing.
- the outer periphery of the guide image may be smaller than the outer periphery of the reference image by a predetermined width.
- a game control method is a game control method executed by a game device having a display unit and a reception unit, the display step, the reception step, .
- the guide image is displayed so as to pass through the reference image, and the player is prompted to input when the guide image overlaps the reference image.
- the receiving step an input from the player is received. Further, in the display step, when the input is accepted, the color or transparency of the area where the guide image and the reference image overlap is changed and displayed.
- a program according to another aspect of the present invention is configured to cause a computer to function as the above game device.
- a program according to another aspect of the present invention is configured to cause a computer to execute the above-described game control method.
- the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information recording medium can be distributed and sold independently of the computer.
- the present invention in a game in which the player should input at a designated timing, it is possible to present to the player in an easy-to-understand manner the timing of the actual input timing.
- FIG. 1 showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD (Digital Versatile). Disk) -ROM drive 107, image processing unit 108, audio processing unit 109, NIC (Network Interface Card) 110, and mat type controller 111.
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- controller 105 an external memory
- DVD Digital Versatile
- Disk Disk
- image processing unit 108 image processing unit
- audio processing unit 109 audio processing unit
- NIC Network Interface Card
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and the CPU 101 reads the program recorded on the DVD-ROM into the RAM 103 and executes it.
- the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100, and the CPU 101 reads out and executes these programs.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for the progress of the game.
- the controller 105 connected via the interface 104 receives an operation input performed when the user executes the game.
- the controller 105 includes an A button, a B button, an X button, a Y button, direction buttons (direction keys) indicating four directions, and the like. When these buttons are pressed by the user, an operation input corresponding to the pressed button is accepted.
- the mat type controller 111 connected via the interface 104 receives an operation input when the user executes the game.
- the mat-type controller 111 includes a left button 111a, a lower button 111b, an upper button 111c, a right button 111d, and the like.
- the mat type controller 111 is generally operated by a user's foot. The user can use the controller 105 and the mat type controller 111 at the same time, or can use the plurality of controllers 105 or the plurality of mat type controllers 111 at the same time.
- the external memory 106 detachably connected via the interface 104 data indicating game progress, communication log (record) data, and the like are stored in a rewritable manner.
- the user can appropriately record these data in the external memory 106 by inputting instructions via the controller 105 or the mat type controller 111.
- a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as ⁇ blending, and various saturation calculations at high speed.
- the polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and a rendering image obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position is obtained. High speed execution of the obtained operation is also possible.
- the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape.
- the font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
- the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
- the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- a computer communication network such as the Internet
- LAN Local Area Network
- 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
- ISDN Integrated Services Digital Network
- ADSL Asymmetric Digital Subscriber Line
- cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk so as to perform the same function as a ROM 102, a RAM 103, an external memory 106, a DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- an input / output device such as a keyboard for receiving a character string editing input from a user and a mouse for receiving various position designations and selection inputs is connected.
- a general computer can be used as the game apparatus according to the present invention.
- a general computer like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100.
- a hard disk as an external storage device
- a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
- a keyboard and a mouse are used as an input device instead of a controller. And after installing a game program, when the program is run, it can be functioned as a game device.
- the game apparatus 300 described later will be described by the information processing apparatus 100 shown in FIG.
- the game apparatus 300 can be appropriately replaced with general computer elements as necessary, and these embodiments are also included in the scope of the present invention.
- FIG. 3 is a diagram showing an example of a game screen realized by the game device according to the embodiment of the present invention.
- the game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM loaded in the DVD-ROM drive 107.
- a background image 206 is displayed on the entire surface, the reference images 201a, 201b, 201c, 201d, the guide images 202a, 202b, 202c, 202d, and the dance A gauge 203, a score 204, and a message 205 are superimposed on the background image 206.
- the score 204 is displayed in the lower part of the game screen 200, and displays the accumulated score so far.
- the message 205 is displayed in the middle of the screen, and displays characters having contents corresponding to the skill of the player's operation. For example, characters such as “GREAT”, “PERFECT”, “GOOD”, and “BAD” are displayed.
- the dance gauge 203 is displayed in the upper part of the screen and includes a gauge bar that expands and contracts depending on the superiority or inferiority of the game operation. For example, when the game operation receives a high evaluation, the gauge bar extends in the right direction. Conversely, when the game operation receives only a low evaluation, the gauge bar contracts in the left direction. When the gauge bar becomes shorter than the predetermined length, the game is over, and the player can determine whether the game is over by looking at the dance gauge 203. Below the dance gauge 203, reference images 201a, 201b, 201c, and 201d are displayed in this order. The reference images 201a, 201b, 201c, and 201d are references for the player to determine the operation timing.
- the guide image 202a is a left button and a left button of the direction button provided in the controller 105 and the left button 111a of the mat type controller 111
- the guide image 202b is a button of the direction button and the down button provided in the controller 105
- the guide image 202c is displayed on the lower button 111b included in the mat-type controller 111, and the upward operation and the upper button on the direction button included in the controller 105 and the upper button 111c included in the mat-type controller 111.
- the right direction operation and right button of the direction button provided, and the right button 111d provided in the mat type controller 111 are associated with each other.
- guide images 202a, 202b, 202c, and 202d that move upward as time passes are displayed.
- the images 202a, 202b, 202c, 202d overlap with the reference images 201a, 201b, 201c, 201d, a high score is obtained by pressing the direction button or button corresponding to the reference images 201a, 201b, 201c, 201d.
- the guide image 202c is about to overlap the reference image 201c.
- the score cannot be increased unless the player operates the controller 105 or the mat type controller 111 at a timing when the guide images 202a, 202b, 202c, and 202d completely overlap the reference images 201a, 201b, 201c, and 201d. Rather, a score is given according to the degree of coincidence. Note that the number of appearances, the order of appearance, and the like of the guide images 202a, 202b, 202c, and 202d are determined based on a game program and game data recorded on a DVD-ROM or the like.
- the guidance images 202a, 202b, 202c, 202d are specifically displayed as follows.
- the CPU 101 reads the operation timing included in the range from predetermined data. Then, based on the predetermined data, image data representing the guide images 202a, 202b, 202c, 202d is generated. In this image data, the display position is adjusted so that the operation timings are arranged in order from the closest operation timing downward.
- guide images 202a, 202b, 202c, and 202d representing the direction operation of the corresponding direction button or the pressing timing of the button are displayed.
- one guide image is displayed in each row, but a plurality of guide images may be displayed depending on the arrival status of the operation timing.
- the generated image data is superimposed on the background image 206 and forms part of the game screen 200. The above processing is repeated at a predetermined cycle.
- the beginning of the guidance display range corresponds to the playing position of the game music at that time, and the guidance display range is shifted backward from the beginning of the song by a predetermined amount for each process.
- the guide images 202a, 202b, 202c, and 202d gradually move upward as the music progresses. If the guide images 202a, 202b, 202c, and 202d are displayed in this manner, the game screen 200 allows the player to easily grasp the arrival status of the operation timing.
- the game device 300 includes a display unit 301, a reception unit 302, and a determination unit 303.
- a display unit 301 for displaying images
- a reception unit 302 for determining the reception of the game apparatus 300.
- a determination unit 303 for determining the reception of the game apparatus 300.
- the function of each part is mutually linked
- the display unit 301 reads necessary programs and data from a DVD-ROM or the like, and as shown in FIG. 3, reference images 201a, 201b, 201c, 201d, guide images 202a, 202b, 202c, 202d, dance gauge 203, score 204, message 205, etc. are displayed on the monitor. In addition, the display unit 301 displays a character or the like imitating the action of the player on the monitor as necessary. Based on the read program, the display unit 301 moves the guide image so as to pass over the reference image. For example, as shown in FIG. 3, the guide image 202c moves so as to pass over the reference image 201c. After passing over the reference image 201 c, the guide image 202 c moves toward the upper side of the game screen 200 and disappears from the game screen 200.
- the display unit 301 changes the color or transparency of the region where the guide image and the reference image overlap and the region where they do not overlap based on the determination result of the determination unit 303 described later.
- 6A to 6C are diagrams showing a state in which the guide image or the reference image is highlighted.
- the display unit 301 emphasizes the non-overlapping area 202e in the guide image 202a as shown in FIG. 6C, and overlaps the area 202f. Make it transparent.
- the display unit 301 can change the color or the like of the reference image instead of changing the color or the like of the guide image. For example, as illustrated in FIG. 6B, the display unit 301 emphasizes the non-overlapping area 201e in the reference image 201a and makes the overlapping area 201f transparent.
- the display unit 301 performs an emphasis process such as making it red, making it a fluorescent color, or making it a color that contrasts with the background color.
- the display unit 301 changes the color or transparency of the overlapping areas 201f and 202f, for example, performs processing such as making the color transparent or the same as the background color, thereby performing the non-overlapping area 201e. , 202e.
- the display unit 301 can change the hue, saturation, and brightness of the region in order to emphasize the overlapping region or the non-overlapping region.
- 5A to 5D are diagrams showing the positional relationship between the reference image and the guide image.
- 7A to 7C are diagrams showing a state where the guide image is changed and displayed.
- the display unit 301 is displayed as shown in FIGS. 7A to 7C. Processing such as making the entire color of the guide image 202a transparent, making the color of the guide image 202a and the background image 206 the same color, and displaying the outer periphery of the guide image 202a with dotted lines are performed.
- the display unit 301 may not perform the enhancement process when there is no overlapping area between the reference image and the guide image when receiving an input from the receiving unit 302. .
- the display unit 301 can also calculate the areas of the overlapping regions 201f and 202f. Based on the size of the overlapping areas 201f and 202f, the display unit 301 can easily and easily present the input timing by highlighting the corresponding areas. For example, when the areas of the overlapping regions 201f and 202f are small, the display unit 301 performs processing for further emphasizing the non-overlapping regions 201e and 202e.
- the time during which the display unit 301 emphasizes the guidance image and the reference image is arbitrary, such as a certain time (for example, about 3 seconds) immediately after the input is received, and the time until the guidance image disappears from the game screen 200.
- the CPU 101, the RAM 103, and the image processing unit 108 work together to function as the display unit 301.
- the display unit 301 can also measure the deviation of the input timing by measuring the distance (interval) between the guide image and the reference image.
- the display unit 301 includes a distance D1 between the center line indicated by the reference image 201a and the guide image 202a, a distance D2 between the lower side portion of the reference image 201a and the upper side portion of the guide image 202a, and the reference image.
- a distance D3 between the upper side portion of 201a and the upper side portion of the guide image 202a is measured.
- the display unit 301 can measure the distance between an arbitrary position of the reference image and an arbitrary position of the guide image.
- the display unit 301 instead of the determination unit 303 is in a state where the guide image 202a shown in FIGS. 5A to 5C overlaps with the reference image 201a, and the guide image shown in FIG. 5D. It is also possible to determine the state where 202a and the reference image 201a do not overlap at all.
- the accepting unit 302 accepts an input operated by the player through the controller 105 or the mat-type controller 111 and passes the input information to the display unit 301 and the determining unit 303. As shown in FIG. 3, since there are four guide images 202a, 202b, 202c, and 202d, the receiving unit 302 includes at least four input buttons. Note that the number of input buttons is not limited to four, and the receiving unit can include the types and number of input buttons corresponding to the types and number of guide images.
- the determination unit 303 determines the positional relationship between the guide image and the reference image when the player inputs. That is, the determination unit 303 determines whether the position of the guide image has reached, matched, or exceeded the position of the reference image. The determination unit 303 determines that the guide image 202a has not reached the reference image 201a in the state illustrated in FIG. 5A, and the guide image 202a and the reference image 201a completely match the state illustrated in FIG. 5B. 5C, it is determined that the guide image 202a exceeds the reference image 201a, and the state shown in FIG. 5D does not overlap the guide image 202a and the reference image 201a at all. Judge. The determination unit 303 determines the positional relationship between the guide image and the reference image and passes the determination result to the display unit 301.
- the determination unit 303 determines a timing (time) difference between the reference time that is the optimum input time and the guide time that is actually input by the player, from the position and moving speed of the guide image and the position of the reference image. It is also possible. For example, as shown in FIG. 8, the determination unit 303 determines that the guide image 202a is based on the distances D1, D2, and D3 between the reference image 201a and the guide image 202a and the moving speed V1 of the guide image 202a. The time (D1 / V1, D2 / V1, D3 / V1) to reach is calculated. The determination unit 303 calculates the optimum input time by adding the arrival time (D1 / V1 or the like) to the current time T1. The determination unit 303 can determine the difference between the guide image 202a and the reference image 201a from the difference between the player input time T2 and the optimum input time (T1 + D1 / V1 etc.).
- the display unit 301 When the game apparatus 300 is turned on and the game is started, the display unit 301 reads out necessary programs and data from a DVD-ROM or the like, and, as shown in FIG. 3, reference images 201a, 201b, 201c, 201d. , And guide images 202a, 202b, 202c, 202d, etc. are displayed on the monitor. Next, the display unit 301 moves a predetermined guide image so as to pass on a predetermined reference image based on the read program (step S11). For example, the guide image 202b moves so as to pass over the reference image 201b.
- the receiving unit 302 determines whether or not there is an input from the player (step S12). If there is no input from the player (step S12; No), the movement of the guide image is continued until there is an input.
- step S12 determines whether there is an input from the player (step S12; Yes). If there is an input from the player (step S12; Yes), the process proceeds to step S13.
- the determination unit 303 determines the positional relationship between the guide image and the reference image when the player inputs.
- step S13 When the receiving unit 302 receives an input from the player, if the position of the guide image does not reach the position of the reference image (the input timing is early) (step S13; early), the process proceeds to step S14.
- step S14 as shown in FIG. 6C, the display unit 301 emphasizes the area 202e where the guide image does not overlap the reference image, and makes the overlapping area 202f transparent or the like. Further, the display unit 301 changes the emphasis degree of the non-overlapping region 202e (or 201e) in accordance with the size of the areas 201f and 202f where the guide image and the reference image overlap. For example, the non-overlapping area 202e (or 201e) is changed as follows.
- the area When the input timing is earlier than the reference, the area is dark red, and when the input timing is a little earlier, the area is light red. On the other hand, when the input timing described later is late with respect to the reference, the area is dark blue, and when the input timing is a little late, it is light blue. As a result, the player can know in detail the timing of the input timing from the shade of the color of the area.
- the highlighted guidance image 202a and the like shown in FIG. 6C continue to move in a state where the enhancement processing is performed, and disappear from the game screen 200 after reaching a certain position or after a predetermined time has elapsed.
- step S13 the process proceeds to step S15.
- step S15 as shown in FIGS. 7A to 7C, the display unit 301 makes the entire color of the guide image 202a transparent, and the guide image 202a and the background image 206 have the same color. Is displayed as a dotted line.
- the guide image that has been subjected to the processing continues to move and disappears from the game screen 200, as in step S14.
- step S13 When the accepting unit 302 accepts an input from the player, if the position of the guide image exceeds the position of the reference image (the input timing is late) (step S13; slow), the process proceeds to step S16.
- step S16 as in step S14, the display unit 301 emphasizes the region 202e where the guide image does not overlap the reference image, and makes the overlapping region 202f transparent or the like.
- the guide image can be made smaller by a predetermined width than the reference image. If the player can recognize the reference image hidden in the guide image when the position of the guide image matches the position of the reference image, the width is an arbitrary size.
- the display unit 301 displays a guide image 202a that is smaller than the reference image 201a by a predetermined width. Based on the determination result of the determination unit 303, the display unit 301 emphasizes the reference image 201a as illustrated in FIG. 10B. Since the reference image is larger than the guide image by a predetermined width, the reference image is not completely hidden in the guide image (there is an area that does not overlap). Further, when the positions of the guide image and the reference image coincide with each other, the display unit 301 performs a process of making the outer periphery of the guide image 202a a dotted line and making the overlapping area transparent or the like, as shown in FIG. 10C.
- the reference image is larger than the guide image by a predetermined width, and therefore there is an area where the guide image and the reference image do not overlap. As a result, the area is emphasized, so that the player can know the timing early and late in detail.
- the route through which the guide image passes is not limited to a straight line, but may be any curve.
- the appearance position of the guide image is not limited to the lower part of the game screen 200, but is arbitrary such as the upper part and the middle part.
- the position of the reference image is not limited to the upper part of the game screen 200, but may be arbitrary such as a lower part or a middle stage.
- a game apparatus and game suitable for easily presenting to the player the timing of actual input timing in a game in which a player should input at a designated timing, a game apparatus and game suitable for easily presenting to the player the timing of actual input timing.
- a control method, an information recording medium, and a program can be provided.
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Abstract
Description
受付部は、当該プレイヤの入力を受け付ける。
また、表示部は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変更して表示する。
これらの構成により、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、実際に入力されたタイミングの早遅をプレイヤにわかりやすく提示することができる。つまり、画像が重なっている領域の色彩等が変化することにより当該領域(又は、画像が重なっていない領域)が強調されるため、当該領域の面積の大小をプレイヤは瞬時に詳しく知ることができる。その結果、画面上に表示されるメッセージの内容からだけでなく、プレイヤが絶えず注目をしている当該案内画像及び当該基準画像に対応付けられた当該領域が示す面積の大小に基づいて、入力したタイミングが当該基準画像により示される基準に近かったのか否かを、プレイヤは知ることができる。 The display unit displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image.
The reception unit receives input from the player.
In addition, when the input is accepted, the display unit changes and displays the color or transparency of the area where the guide image and the reference image overlap.
With these configurations, in a game that the player should input at the designated timing, it is possible to present to the player the early and late timing of the actual input timing. In other words, since the area (or the area where the images do not overlap) is emphasized by changing the color or the like of the area where the images overlap, the player can instantly know the size of the area instantly in detail. . As a result, not only based on the content of the message displayed on the screen, but also based on the size of the area indicated by the guide image that the player is constantly paying attention to and the region associated with the reference image The player can know whether or not the timing is close to the reference indicated by the reference image.
これらの構成により、画像が重なっていない領域が強調されるため、当該重なっていない領域の面積の大小をプレイヤは瞬時に詳しく知ることができる。その結果、当該領域の面積が大きい場合には、入力したタイミングが当該基準画像により示される基準に対して早かった又は遅かったことを、プレイヤは知ることができる。一方、当該領域の面積が小さい場合には、入力したタイミングが当該基準画像により示される基準に近かったことをプレイヤは知ることができる。 When the input is accepted, the display unit can also highlight and display a region of the reference image that does not overlap with the guide image.
With these configurations, the area where the images do not overlap is emphasized, so that the player can instantly know the size of the area of the non-overlapping area in detail. As a result, when the area of the region is large, the player can know that the input timing is earlier or later than the reference indicated by the reference image. On the other hand, when the area of the region is small, the player can know that the input timing is close to the reference indicated by the reference image.
判断部は、当該入力が受け付けられた時に、当該案内画像が当該基準画像を通過する経路において、当該案内画像の位置が当該基準画像の位置を超えているか、一致しているか、到達していないか、を判断する。
表示部は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を、当該判断された結果に対応付けられる色彩で強調して表示する、ことも可能である。
これらの構成により、当該重なっていない領域の面積に基づいて、入力したタイミングが、当該基準画像により示される基準に対して早かった、遅かった、又はずれはなかった(ちょうどよかった)、のいずれであったのかをプレイヤは知ることができる。例えば、当該領域を次のように変化させる。入力したタイミングが当該基準画像により示される基準に対して、早い場合には当該領域を赤色とする。一方、入力したタイミングが当該基準画像により示される基準に対して、遅い場合には当該領域を青色とする。その結果、当該領域の色彩により、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。 The game device can further include a determination unit.
The determination unit, when the input is accepted, in the route through which the guide image passes the reference image, the position of the guide image exceeds or coincides with the position of the reference image. To determine.
When the input is accepted, the display unit can also highlight and display a region of the reference image that does not overlap with the guide image with a color associated with the determined result. .
With these configurations, based on the area of the non-overlapping area, the input timing was either early, late, or not shifted (just right) with respect to the reference indicated by the reference image. The player can know if there was. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is red. On the other hand, if the input timing is late with respect to the reference indicated by the reference image, the region is blue. As a result, the player can know in detail instantly the timing of the timing from the color of the area.
これらの構成により、当該重なっていない領域の色彩を変化させることにより、プレイヤは入力したタイミングの早遅を瞬時に詳しく知ることができる。例えば、当該領域を次のように変化させる。入力したタイミングが当該基準画像により示される基準に対して、早い場合には当該領域を濃い赤とし、少しだけ早い場合には当該領域を薄い赤とする。一方、入力したタイミングが当該基準画像により示される基準に対して、遅い場合には当該領域を濃い青とし、少し遅い場合には薄い青とする。その結果、当該領域の色彩の濃淡により、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。 When the input is accepted, the display unit associates an area of the reference image that does not overlap the guide image with the determination result and the distance between the reference image and the guide image. It is also possible to display with emphasis by color.
With these configurations, by changing the color of the non-overlapping area, the player can instantly know in detail the timing of the input timing. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is dark red, and if the input timing is a little earlier, the area is light red. On the other hand, when the input timing is late with respect to the reference indicated by the reference image, the region is dark blue, and when the input timing is slightly late, the region is light blue. As a result, the player can know in detail instantly whether the timing is early or late based on the shade of the color of the area.
これらの構成により、当該案内画像が当該基準画像を通過する際に、当該重なっている領域又は当該重なっていない領域の外周は、一定の形状となる。その結果、当該形状に基づき、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。 It is also possible that the outer periphery of the guide image and the outer periphery of the reference image match.
With these configurations, when the guide image passes through the reference image, the outer periphery of the overlapping region or the non-overlapping region has a constant shape. As a result, based on the shape, the player can know in detail instantly the timing.
これらの構成により、入力したタイミングが当該基準画像により示される基準に対してずれていない(ちょうどよかった)場合でも、当該重なっていない領域が存在する。その結果、当該領域が強調されることにより、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。 The outer periphery of the guide image may be smaller than the outer periphery of the reference image by a predetermined width.
With these configurations, even when the input timing is not shifted (just right) with respect to the reference indicated by the reference image, the non-overlapping region exists. As a result, the area is emphasized, so that the player can instantly know in detail the timing.
受付工程では、当該プレイヤの入力を受け付ける。
また、表示工程では、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する。 In the display step, the guide image is displayed so as to pass through the reference image, and the player is prompted to input when the guide image overlaps the reference image.
In the receiving step, an input from the player is received.
Further, in the display step, when the input is accepted, the color or transparency of the area where the guide image and the reference image overlap is changed and displayed.
101 CPU
102 ROM
103 RAM
104 インターフェース
105 コントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
111 マット型コントローラ
200 ゲーム画面
201a、201b、201c、201d 基準画像
202a、202b、202c、202d 案内画像
203 ダンスゲージ
204 スコア
205 メッセージ
206 背景画像
300 ゲーム装置
301 表示部
302 受付部
303 判断部 100
102 ROM
103 RAM
104
111
まず、本発明の実施の形態に係るゲーム装置が実現される典型的な情報処理装置の概要構成を示す図1を参照して説明する。 (Embodiment 1)
First, a description will be given with reference to FIG. 1 showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
また、コントローラ105と同様に、インターフェース104を介して接続されたマット型コントローラ111は、ユーザがゲーム実行の際に操作入力を受け付ける。例えば、マット型コントローラ111には、図2に示すように、左ボタン111a、下ボタン111b、上ボタン111c、右ボタン111d等が配置されている。マット型コントローラ111は、一般にユーザの足によって操作入力が行われる。
ユーザは、コントローラ105とマット型コントローラ111とを同時に使用することや、複数のコントローラ105又は複数のマット型コントローラ111を同時に使用することもできる。 The
Similarly to the
The user can use the
また、仮想3次元空間に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法によりレンダリングして、所定の視点位置から仮想3次元空間に配置されたポリゴンを俯瞰したレンダリング画像を得る演算の高速実行も可能である。 The image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as α blending, and various saturation calculations at high speed.
In addition, the polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and a rendering image obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position is obtained. High speed execution of the obtained operation is also possible.
また、ユーザからの文字列の編集入力を受け付けるためのキーボードや、各種の位置の指定および選択入力を受け付けるためのマウスなどの入出力デバイスを接続する形態も採用することができる。 In addition, the
In addition, it is possible to adopt a form in which an input / output device such as a keyboard for receiving a character string editing input from a user and a mouse for receiving various position designations and selection inputs is connected.
図3は、本発明の実施の形態に係るゲーム装置により実現されるゲーム画面の一例を示す図である。以下、本図を参照して当該ゲームについて説明する。ゲーム画面200は、DVD-ROMドライブ107に装着されたDVD-ROMから読み出されるゲームプログラム及びゲームデータに基づいてモニタに生成される。同図に示すように、このゲーム画面200では、背景には背景画像206が全面に表示されており、基準画像201a、201b、201c、201dと、案内画像202a、202b、202c、202dと、ダンスゲージ203と、スコア204と、メッセージ205と、が背景画像206に重畳表示されている。スコア204はゲーム画面200の下段に表示されており、これまでの累積点数を表示するものである。メッセージ205は画面中段に表示されており、プレイヤの操作の巧拙に応じた内容の文字を表示するものである。例えば、「GREAT」、「PERFECT」、「GOOD」、「BAD」等の文字が表示される。 (Game description)
FIG. 3 is a diagram showing an example of a game screen realized by the game device according to the embodiment of the present invention. Hereinafter, the game will be described with reference to FIG. The
次に、本実施の形態に係るゲーム装置300の概要構成について図4を参照して説明する。ゲーム装置300は、表示部301と、受付部302と、判断部303と、を備える。以下にゲーム装置300の各構成要素について説明する。なお、各部の機能は互いに連関し合っているが、用途に応じて各部の採否を適宜変更することができる。 (Configuration of game device)
Next, a schematic configuration of
なお、表示部301は、図5Dに示すように、受付部302からの入力を受けた時に基準画像と案内画像との重なっている領域が全くない場合には、強調処理を行わないこともできる。 5A to 5D are diagrams showing the positional relationship between the reference image and the guide image. 7A to 7C are diagrams showing a state where the guide image is changed and displayed. As shown in FIG. 5B, when the position of the
As shown in FIG. 5D, the
また、受付部302からの入力を受けた時に、判断部303の代わりに表示部301が図5Aから5Cに示す案内画像202aと基準画像201aとが重なっている状態と、図5Dに示す案内画像202aと基準画像201aとが全く重なっていない状態と、を判別することもできる。 Note that the
In addition, when receiving an input from the
なお、入力ボタンは4つに限られず、案内画像の種類及び数に応じた入力ボタンの種類及び数を受付部は備えることができる。 The accepting
Note that the number of input buttons is not limited to four, and the receiving unit can include the types and number of input buttons corresponding to the types and number of guide images.
次に、ゲーム装置300の動作を、図9のフローチャートを参照して説明する。 (Operation of game device)
Next, the operation of the
ステップS14において、表示部301は、図6Cに示すように、案内画像が基準画像と重なっていない領域202eを強調し、重なっている領域202fを透明等にする。
また、表示部301は、案内画像と基準画像とが重なっている領域201f、202fの面積の大小に対応して、当該重なってない領域202e(又は201e)の強調度合いを変更する。例えば、当該重なってない領域202e(又は201e)を次のように変化させる。入力したタイミングが基準に対して早い場合、当該領域を濃い赤とし、少しだけ早い場合には当該領域を薄い赤とする。一方、後述する入力したタイミングが基準に対して遅い場合、当該領域を濃い青とし、少し遅い場合には薄い青とする。その結果、当該領域の色彩の濃淡により、プレイヤは入力したタイミングの早遅を詳しく知ることができる。
図6Cに示す強調された案内画像202a等は、当該強調処理が施された状態で移動を続け、一定の位置に到達した後や所定時間の経過した後にゲーム画面200から消える。 When the receiving
In step S14, as shown in FIG. 6C, the
Further, the
The highlighted
当該処理が施された案内画像は、ステップS14と同様に、移動を続け、ゲーム画面200から消える。 When the receiving
The guide image that has been subjected to the processing continues to move and disappears from the
上記の実施形態では、案内画像と基準画像との外周が一致する場合について説明した。しかしながら、基準画像に比べ案内画像が所定の幅だけ小さくすることも可能である。案内画像の位置と基準画像の位置とが一致したときに、案内画像に隠れた基準画像をプレイヤが認識することができれば、当該幅は任意のサイズである。 (Other embodiments)
In the above-described embodiment, the case where the outer circumferences of the guide image and the reference image match has been described. However, the guide image can be made smaller by a predetermined width than the reference image. If the player can recognize the reference image hidden in the guide image when the position of the guide image matches the position of the reference image, the width is an arbitrary size.
また、案内画像と基準画像との位置が一致した場合、表示部301は、図10Cに示すように、案内画像202aの外周を点線とし、重なっている領域を透明等にする処理を行う。 As shown in FIG. 10A, the
Further, when the positions of the guide image and the reference image coincide with each other, the
案内画像の出現位置は、ゲーム画面200の下方に限られず、上方、中段等、任意である。 The route through which the guide image passes is not limited to a straight line, but may be any curve.
The appearance position of the guide image is not limited to the lower part of the
Claims (9)
- 案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
当該プレイヤの入力を受け付ける受付部(302)と、を備え、
前記表示部(301)は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変更して表示する、
ことを特徴とするゲーム装置。 A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
A receiving unit (302) for receiving input from the player,
When the input is accepted, the display unit (301) changes and displays the color or transparency of an area where the guide image and the reference image overlap.
A game device characterized by that. - 請求項1に記載のゲーム装置であって、
前記表示部(301)は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を強調して表示する、
ことを特徴とするゲーム装置。 The game device according to claim 1,
When the input is accepted, the display unit (301) highlights and displays a region of the reference image that does not overlap with the guide image.
A game device characterized by that. - 請求項2に記載のゲーム装置であって、
当該入力が受け付けられた時に、当該案内画像が当該基準画像を通過する経路において、当該案内画像の位置が当該基準画像の位置を超えているか、一致しているか、到達していないか、を判断する判断部(303)と、をさらに備え、
前記表示部(301)は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を、当該判断された結果に対応付けられる色彩で強調して表示する、
ことを特徴とするゲーム装置。 The game device according to claim 2,
When the input is accepted, in the route through which the guide image passes the reference image, it is determined whether the position of the guide image exceeds, coincides with, or has not reached the position of the reference image. And a determination unit (303) that
When the input is accepted, the display unit (301) displays an area of the reference image that does not overlap with the guide image in an emphasized color that is associated with the determined result.
A game device characterized by that. - 請求項3に記載のゲーム装置であって
前記表示部(301)は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を、当該判断された結果、及び、当該基準画像と当該案内画像との距離に対応付けられる色彩で強調して表示する、
ことを特徴とするゲーム装置。 The game device according to claim 3, wherein when the input is received, the display unit (301) determines a region of the reference image that does not overlap the guide image as a result of the determination, and , Highlighting with a color associated with the distance between the reference image and the guide image,
A game device characterized by that. - 請求項1に記載のゲーム装置であって、
当該案内画像の外周と当該基準画像の外周とは、一致する、
ことを特徴とするゲーム装置。 The game device according to claim 1,
The outer periphery of the guide image and the outer periphery of the reference image match,
A game device characterized by that. - 請求項1に記載のゲーム装置であって、
当該案内画像の外周は、当該基準画像の外周に対して、所定の幅だけ小さい、
ことを特徴とするゲーム装置。 The game device according to claim 1,
The outer periphery of the guide image is smaller than the outer periphery of the reference image by a predetermined width.
A game device characterized by that. - 表示部(301)と、受付部(302)と、を有するゲーム装置が実行するゲーム制御方法であって、
前記表示部(301)が、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示工程と、
前記受付部(302)が、当該プレイヤの入力を受け付ける受付工程と、を備え、
前記表示工程では、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する、
ことを特徴とするゲーム制御方法。 A game control method executed by a game device having a display unit (301) and a reception unit (302),
A display step in which the display unit (301) displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image;
The reception unit (302) includes a reception step of receiving input from the player,
In the display step, when the input is received, the color or transparency of the area where the guide image and the reference image overlap is displayed.
A game control method characterized by the above. - コンピュータを、
案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
当該プレイヤの入力を受け付ける受付部(302)と、として機能させるプログラムを記録した情報記録媒体であって、
前記表示部(301)は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する、
ように機能させることを特徴とするプログラムを記録した情報記録媒体。 Computer
A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
An information recording medium that records a program that functions as a reception unit (302) that receives input from the player,
When the input is accepted, the display unit (301) changes and displays the color or transparency of an area where the guide image and the reference image overlap.
An information recording medium having recorded thereon a program characterized in that it functions as described above. - コンピュータを、
案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
当該プレイヤの入力を受け付ける受付部(302)と、として機能させるプログラムであって、
前記表示部(301)は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する、
ように機能させることを特徴とするプログラム。 Computer
A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
A program that functions as a receiving unit (302) that receives input from the player,
When the input is accepted, the display unit (301) changes and displays the color or transparency of an area where the guide image and the reference image overlap.
A program characterized by functioning as follows.
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CN2009800005695A CN101784313B (en) | 2008-02-27 | 2009-02-26 | Game device and game control method |
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JP2008-046422 | 2008-02-27 | ||
JP2008046422A JP4464444B2 (en) | 2008-02-27 | 2008-02-27 | GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM |
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WO2009107724A1 true WO2009107724A1 (en) | 2009-09-03 |
Family
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PCT/JP2009/053565 WO2009107724A1 (en) | 2008-02-27 | 2009-02-26 | Game device, game control method, data storage medium and program |
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JP (1) | JP4464444B2 (en) |
KR (1) | KR101066460B1 (en) |
CN (2) | CN103285593B (en) |
TW (1) | TWI382863B (en) |
WO (1) | WO2009107724A1 (en) |
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JP4417420B2 (en) * | 2008-03-24 | 2010-02-17 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM |
KR101222776B1 (en) * | 2010-08-26 | 2013-01-15 | (주)네오위즈게임즈 | Method, apparatus and recording medium for providing operation game |
JP6472949B2 (en) * | 2014-02-12 | 2019-02-20 | 株式会社バンダイナムコエンターテインメント | Program, game device, and server |
JP6123066B2 (en) * | 2015-03-31 | 2017-05-10 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE AND GAME PROGRAM |
CN105999691A (en) * | 2015-12-10 | 2016-10-12 | 吴天京 | Method and device for multi-rotating-disk game |
JP6590454B1 (en) * | 2019-01-23 | 2019-10-16 | 株式会社コナミアミューズメント | GAME SYSTEM, COMPUTER PROGRAM USED FOR THE SAME, AND CONTROL METHOD |
EP4112143A4 (en) | 2021-05-14 | 2023-01-11 | Tencent Technology (Shenzhen) Company Limited | Control display method and apparatus, device, medium, and program product |
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JPH11232438A (en) * | 1998-02-10 | 1999-08-27 | Square Co Ltd | Information processor and information recording medium |
JP3003851B1 (en) * | 1998-07-24 | 2000-01-31 | コナミ株式会社 | Dance game equipment |
JP2006340744A (en) * | 2005-06-07 | 2006-12-21 | Nintendo Co Ltd | Game program and game device |
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2008
- 2008-02-27 JP JP2008046422A patent/JP4464444B2/en active Active
-
2009
- 2009-02-26 CN CN201310138371.1A patent/CN103285593B/en active Active
- 2009-02-26 WO PCT/JP2009/053565 patent/WO2009107724A1/en active Application Filing
- 2009-02-26 CN CN2009800005695A patent/CN101784313B/en active Active
- 2009-02-26 KR KR1020107003130A patent/KR101066460B1/en active IP Right Grant
- 2009-02-27 TW TW098106583A patent/TWI382863B/en active
Patent Citations (6)
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JP2000325666A (en) * | 2000-01-01 | 2000-11-28 | Konami Co Ltd | Dance game device |
JP2001222280A (en) * | 2000-02-07 | 2001-08-17 | Konami Co Ltd | Game device, game music output method, information storage medium, game program distributing device and method |
JP2001246154A (en) * | 2000-03-02 | 2001-09-11 | Konami Co Ltd | Game device, information recording medium, game distributing device, game distribution method, and control method of game device |
JP2004015735A (en) * | 2002-06-11 | 2004-01-15 | Omron Corp | Image printing apparatus and method, printing medium, and printing medium unit |
JP2006204440A (en) * | 2005-01-26 | 2006-08-10 | Aruze Corp | Game system and typing game device |
JP2007111568A (en) * | 2007-02-06 | 2007-05-10 | Nintendo Co Ltd | Game program, and game device |
Also Published As
Publication number | Publication date |
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CN103285593B (en) | 2016-04-20 |
KR101066460B1 (en) | 2011-09-23 |
TW201002398A (en) | 2010-01-16 |
TWI382863B (en) | 2013-01-21 |
CN101784313A (en) | 2010-07-21 |
CN101784313B (en) | 2013-06-05 |
KR20100043229A (en) | 2010-04-28 |
JP4464444B2 (en) | 2010-05-19 |
JP2009201667A (en) | 2009-09-10 |
CN103285593A (en) | 2013-09-11 |
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