WO2010007887A1 - 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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- WO2010007887A1 WO2010007887A1 PCT/JP2009/062004 JP2009062004W WO2010007887A1 WO 2010007887 A1 WO2010007887 A1 WO 2010007887A1 JP 2009062004 W JP2009062004 W JP 2009062004W WO 2010007887 A1 WO2010007887 A1 WO 2010007887A1
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- player
- operation target
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- player characters
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/828—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6623—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating a group of characters
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game device, a game device control method, a program, and an information storage medium.
- a game of a sports game performed between a first team and a second team operated by a user is known.
- a soccer game, a basketball game, or an ice hockey game is known.
- the user by fixing the player character operated by the user to one of the player characters belonging to the first team, the user can concentrate on the operation of the player character. There is something that is.
- the present invention has been made in view of the above problems, and its purpose is to enable the user to concentrate on the operation of a specific player character and to reduce the time during which the user can hardly participate in the game.
- Operation candidate candidate player selection means for selecting a plurality of player characters as candidates based on the user's operation, and a plurality of user operation targets selected by the operation target candidate player selection means during the game
- the operation target player switching means for switching among the player characters, and during the game,
- the player character that Tsu including, the operation subject player control means for operating on the basis of the operation of the user.
- the game device control method includes a game device control method for executing a game of a sport game performed between a first team operated by a user and a second team.
- the operation target is selected from among a plurality of player characters belonging to one team, a player selection step for selecting a plurality of player characters participating in the game, and a plurality of player characters selected in the player selection step.
- the player character that is the operation target of the user including, the operation target player control step of operating on the basis of the operation of the user.
- a program according to the present invention is a home game machine (stationary game machine) as a game device that executes a game of a sports game performed between a first team operated by a user and a second team.
- a program for causing a computer such as a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer to function, from among a plurality of player characters belonging to the first team ,
- a player selection means for selecting a plurality of player characters to participate in the game, and a plurality of player characters selected as operation target candidates from among a plurality of player characters selected by the player selection means.
- the operation target candidate player selecting means for selecting based on the user, the operation target of the user in the game
- the operation target candidate player switching means that switches among the plurality of player characters selected by the operation target candidate player selection means, and the player character that is the user's operation target during the game, Is a program for causing the computer to function as an operation target player control means that is operated based on the control.
- the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
- the present invention it is possible to allow the user to concentrate on the operation of a specific player character, and it is possible to reduce the time during which the user can hardly participate in the game.
- operation target candidate guidance means for guiding a plurality of player characters selected by the operation target candidate player selection means on the game screen during the game may be included.
- the operation target candidate player selection unit is a selection guide unit that guides the user to select a plurality of player characters from a plurality of player characters selected by the participating player selection unit. And a plurality of player characters selected by the user from among a plurality of player characters selected by the participating player selection means may be selected as the operation target candidates.
- the microprocessor 14 controls each unit of the consumer game machine 11 based on an operating system stored in a ROM (not shown) and 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 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.
- FIG. 2 is a diagram illustrating an example of the flow of a soccer game.
- the user first selects a team (first team) operated by the user from a plurality of teams prepared in advance (S101).
- FW1, FW2, FW3 forwards
- GK goalkeeper
- the region 40 surrounded by the goal lines 42a and 42b, the left side line 44a, and the right side line 44b is referred to as “pitch”.
- the area 40a between the goal line 42a and the halfway line 46 on the own team side in the pitch 40 is referred to as “own team”.
- an area 40b between the goal line 42b and the halfway line 46 on the opponent team side in the pitch 40 is referred to as an “opposition team”.
- FIG. 4 shows an example of the selection screen.
- the selection screen 50 shown in FIG. 4 includes a formation column 52 and a participating player column 54.
- the formation selected by the user in S102 is displayed.
- the participating player column 54 a list of player characters selected by the user in S103 is displayed.
- the user selects one or more player characters from the player characters displayed in the participating player column 54.
- the player character selected by the user is displayed in a distinguished manner.
- FIG. 4 shows a state where the user has selected player characters B, F, and I as operation target candidates.
- FIG. 5 shows an example of a virtual three-dimensional space.
- a field 62 that is an object representing a soccer field is arranged in the virtual three-dimensional space 60.
- a goal line 42, a side line 44, and a half way line 46 are represented.
- a goal 64 that is an object representing a soccer goal
- a player character 66 that is an object representing a soccer player
- a ball 68 that is an object representing a soccer ball
- the player character closest to the ball 68 next to the player character 66 that is the user's operation target at that time 66 is set as the user's operation target.
- the user's operation target is the ball next to the player character 66a among the player characters 66a, 66b, 66c selected as operation target candidates.
- the player character 66b close to 68 is switched.
- the player character 66 to be operated by the user operates based on the user's operation. For example, the player character 66 to be operated by the user moves according to the user's direction instruction operation. For example, when the player character 66 to be operated by the user holds the ball 68, the player character 66 performs a pass or shoot operation according to the user's pass or shoot instruction operation.
- the user's operation target is switched among the player characters 66 selected as the operation target candidates by the user. For this reason, the user can concentrate on the operation of the player character 66 selected as the operation target candidate.
- the user can select a plurality of player characters 66 as operation target candidates.
- the user can select only one player character 66 as an operation target candidate. That is, a mode in which the user's operation target is fixed to one player character 66 is assumed.
- the user when the player character 66 operated by the user is away from the ball 68, the user can only perform an operation of moving the player character 66, and can hardly participate in the game. For this reason, in said aspect, there exists a tendency for the time which a user can hardly participate in a game to increase.
- the user can select a plurality of player characters 66 as operation target candidates, and the user's operation target is switched among the plurality of player characters 66, as described above.
- the time when the user can hardly participate in the game is reduced.
- the user can limit the player characters 66 that he / she operates to a wide variety.
- the user can limit the player character 66 that he / she operates in consideration of the area within the pitch 40.
- the user can select only the player character 66 at a position near the left side line 44a (in the case of FIG. 3, “FW1”, “MF1”, “DF1”) as an operation target candidate. That is, the user can limit the player character 66 operated by the user to the player character 66 at a position near the left side line 44a.
- the user can limit the player character 66 operated by the user in consideration of the position type. More specifically, the user can select only the forward player character 66 as an operation target candidate. That is, the user can limit the player character 66 operated by the user to forward.
- the player character 66 selected as the operation target candidate by the user is guided by the first mark image 72, so that the user has the player character 66 that he / she has selected as the operation target candidate.
- the player character 66 can be grasped at a glance.
- the user since the player character 66 operated by the user is guided by the second mark image 74, the user can grasp at a glance which player character 66 is operated.
- FIG. 7 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 80 and a game control unit 82. These functional blocks are realized by the microprocessor 14 executing a program.
- the game data storage unit 80 is realized by the main memory 16, the hard disk 26, or the optical disk 36, for example.
- the game data storage unit 80 stores game data for realizing a soccer game. For example, a plurality of team data, a plurality of formation data, and a plurality of operation data are stored in the game data storage unit 80.
- Each team data includes a list of player characters belonging to the team.
- data indicating the selection results in S101 and S102 of FIG. 2 is stored in the game data storage unit 80. That is, data indicating the team, formation, and strategy selected by the user is stored in the game data storage unit 80.
- game situation data indicating the situation of the soccer game is stored in the game data storage unit 80.
- player status data indicating the status of each player character is stored in the game data storage unit 80.
- FIG. 8 shows an example of player status data.
- the player status data shown in FIG. 8 includes “player ID”, “participation flag”, “position”, “operation target candidate flag”, “operation target flag”, and “ball holding flag” fields.
- Player ID is information for uniquely identifying a player character.
- player characters whose player IDs are “P101” to “P118” are player characters belonging to the first team, and player characters whose player IDs are “P201” to “P218” belong to the second team. It is a player character.
- the participation flag takes values of 0, 1, and 2. The value “0” indicates that the player character has not yet entered the game. The value “1” indicates that the player character is participating in the game. A value of “2” indicates that the player character has participated in the game, but has changed with another player character and is not currently participating in the game.
- the “operation target candidate flag” indicates whether or not a player character is selected as an operation target candidate, and takes a value of 0 or 1.
- a value “0” indicates that the player character is not an operation target candidate, and a value “1” indicates that the player character is an operation target candidate.
- the “operation target flag” indicates whether or not the player character is the operation target of the user, and takes a value of 0 or 1.
- the value “0” indicates that the player character is not currently the user's operation target, and the value “1” indicates that the player character is currently the user's operation target.
- “Ball holding flag” indicates whether or not the player character holds the ball, and takes a value of 0 or 1. A value “0” indicates that the player character currently does not hold the ball, and a value “1” indicates that the player character currently holds the ball.
- the player status data includes, for example, data indicating the position and posture of the player character 66 placed in the virtual three-dimensional space 60 in addition to the above information.
- data indicating the position, moving direction and moving speed of the ball 68 and data indicating the position and line-of-sight direction of the virtual camera 69 are stored in the game data storage unit 80. Further, for example, data indicating the scores of both teams and data indicating the elapsed time are also stored in the game data storage unit 80.
- the game control unit 82 is realized mainly by the microprocessor 14, for example.
- the game control unit 82 includes a participating player selection unit 84, an operation target candidate player selection unit 86, an operation target player switching unit 88, a player control unit 90, and a game screen display control unit 92.
- the participating player selection unit 84 corresponds to S103 in FIG.
- the participating player selection unit 84 selects a plurality of player characters as player characters participating in the game from among a plurality of player characters belonging to the team. For example, the participating player selection unit 84 displays a screen on the monitor 32 that guides the user to select a plurality of player characters from a plurality of player characters belonging to the team. And the participating player selection part 84 selects the several player character which the user selected on the screen as a player character participating in a game. Also, based on the selection result, the participating player selection unit 84 updates the “participating player flag” in the player status data (see FIG. 8).
- the operation target candidate player selection unit 86 corresponds to S104 in FIG.
- the operation target candidate player selecting unit 86 selects one or a plurality of player characters as operation target candidates from a plurality of player characters participating in the game.
- the operation target candidate player selection unit 86 displays the selection screen 50 (see FIG. 4) on the monitor 32.
- the operation target candidate player selection unit 86 selects one or a plurality of player characters selected by the user on the selection screen 50 as user operation target candidates. Further, based on the selection result, the operation target candidate player selection unit 86 updates the “operation target candidate flag” in the player status data (see FIG. 8).
- the operation target player switching unit 88 switches the operation target of the user among the player characters 66 selected as the operation target candidates during the match. For example, the switching of the user's operation target is executed based on the movement of the ball 68 or the user's switching instruction operation. Details will be described later (see S201 and S202 in FIG. 9).
- the player control unit 90 controls the movement of the player character 66 during the match.
- the player control unit 90 controls the player characters 66 belonging to the first team as follows. That is, the player control unit 90 (operation target player control means) operates the player character 66 operated by the user based on the operation content of the user. For example, the player control unit 90 moves the player character 66 operated by the user based on the user's movement instruction operation. Further, for example, the player control unit 90 causes the player character 66 operated by the user to perform a pass or shoot operation based on the user's pass or shoot movement instruction operation. Moreover, the player control part 90 (ally player control means) makes a teammate player character act based on the strategy (strategy etc.) which the user set.
- the player control unit 90 causes the teammate player character to perform an action in accordance with the tactic (strategy) selected by the user.
- the strategy selected by the user in S102 of FIG. 2 is the basis of the action control of the teammate player character.
- the game screen display control unit 92 (operation target candidate guidance means) displays a game screen 70 (see FIG. 6) on the monitor 32 that represents the virtual three-dimensional space 60 viewed from the virtual camera 69 during the game.
- FIG. 9 is a flowchart mainly showing processing related to the present invention among processing executed by the game apparatus 10 every predetermined time (for example, 1/60 second) from the start to the end of the game. .
- the microprocessor 14 executes the processing shown in FIG. 9 according to the program stored in the optical disc 36.
- the microprocessor 14 determines whether or not it is time to switch the user's operation target (S201). For example, when the player character 66 selected by the user as the operation target candidate includes a player character 66 that is closer to the ball 68 than the player character 66 that is the current operation target of the user, the above switching timing has been reached. Determined. Further, for example, when the user performs a switching instruction operation (for example, pressing a predetermined button), it is determined that the switching timing has come.
- a switching instruction operation for example, pressing a predetermined button
- the microprocessor 14 changes the operation target of the user to another player character 66 (S202). For example, when there is a player character 66 closer to the ball 68 than the player character 66 that is the user's current operation target among the player characters 66 that the user has selected as the operation target candidate, the player character 66 is the user's current operation character 66. A new operation target is set. Further, for example, when the user performs a switching instruction operation (for example, pressing a predetermined button), the player character 66 is selected as the operation target candidate and is next to the player character 66 that is the current operation target of the user.
- a switching instruction operation for example, pressing a predetermined button
- a player character 66 close to the ball 68 is set as a new operation target of the user. Note that the “operation target flag” of the player character 66 that is no longer the user's operation target is updated to 0, and the “operation target flag” of the player character 66 that is newly the user's operation target is updated to 1.
- the microprocessor 14 determines the player character 66 that is the user's operation target. Are updated based on the user's operation content (S203). For example, when a movement instruction operation is performed by the user, the position of the player character 66 that is the user's operation target is updated based on the movement direction instructed by the user. Further, for example, when a pass or shoot movement instruction operation is performed by the user, the posture of the player character 66 that is the operation target of the user is updated according to the pass or shoot motion data.
- the microprocessor 14 updates the states of the player characters 66 other than the player character 66 that is the operation target of the user, the ball 68, and the virtual camera 69 (S204). For example, the microprocessor 14 (player control unit 90) updates the state of the teammate player character of the first team based on the strategy set by the user in S102. Further, for example, the microprocessor 14 (the opponent player control means) updates the state of the player character 66 belonging to the second team according to a predetermined algorithm. Further, for example, the state of the ball 68 is updated based on the action of the player character 66 (for example, dribbling, passing or shooting). Further, for example, the state of the virtual camera 69 is updated based on the position of the ball 68.
- the microprocessor 14 updates the game screen 70 (S205). That is, a game screen 70 showing the virtual three-dimensional space 60 viewed from the virtual camera 69 is generated on the VRAM based on the game situation data.
- a game screen 70 showing the virtual three-dimensional space 60 viewed from the virtual camera 69 is generated on the VRAM based on the game situation data.
- an object corresponding to the first mark image 72 is placed under the player character 66 selected as the operation target candidate by the user.
- an object corresponding to the second mark image 74 is arranged above the player character 66 that is the operation target of the user.
- a game screen 70 formed on the VRAM is displayed on the monitor 32.
- the user's operation target is switched among the player characters 66 selected as the operation target candidates by the user. For this reason, the user can concentrate on operation of the player character 66 which he selected as an operation object candidate.
- the user can select a plurality of player characters 66 as operation target candidates.
- the user's operation target is fixed to one player character 66.
- the user when the ball 68 is at a position away from the player character 66 operated by the user, the user can only perform an operation of moving the player character 66 and can hardly participate in the game. For this reason, in said aspect, there may be a case where the time that the user can hardly participate in the game increases.
- the user's operation target is switched among the plurality of player characters 66 selected as the operation target candidates by the user, it is possible to reduce time during which the user can hardly participate in the game. become.
- the player character 66 selected by the user as the operation target candidate is guided on the game screen 70 during the game, the user selects which player character 66 is the player character 66 that he has selected as the operation target candidate. At a glance.
- the first mark image 72 may have a shape other than a circle (ellipse). Further, the first mark image 72 may be displayed at a position other than the feet of the player character 66 selected by the user as an operation target candidate. The first mark image 72 may be displayed at a position determined based on the position of the player character 66 selected by the user as the operation target candidate. Further, instead of displaying the first mark image 72, the display mode (color or darkness) of the player character 66 selected by the user as the operation target candidate may be different from that of the other player characters 66. By doing so, the player character 66 selected by the user as an operation target candidate may be guided on the game screen 70.
- the display mode color or darkness
- a single team may be operated by a plurality of users in cooperation.
- one or a plurality of operation target candidates are selected for each user.
- the forward (FW1 to 3) player character 66 can be the first user operation target candidate, and the defender (DF1 to 4) player character 66 can be the second user operation target candidate. .
- the roles of two users can be divided in consideration of the position type.
- the player character 66 at the position (FW1, FW3, MF1 to MF3) is set as the first user operation target candidate, and the player character 66 at the position (FW2, DF1 to 4) is set as the second user operation target candidate. It becomes possible. As described above, one user is in charge of each of the midfielder or defender, and two users can be jointly in charge of the forward.
- the first user, the second user, and the third user cooperate to operate one team. Further, it is assumed that the formation selected in S102 of FIG. 2 is “4-3-3” (see FIG. 3).
- the forward (FW1 to 3) player character 66 is the first user's operation target candidate
- the midfielder (MF1 to 3) player character 66 is the second user's operation target candidate
- the player character 66 of 4) can be set as a third user operation target candidate. In this way, the roles of the three users can be divided in consideration of the position type.
- the player character 66 at the position (FW1, MF1, DF1) on the left side line 44a side is set as a candidate for operation of the first user
- the player character 66 at the position (FW3, MF3, DF4) on the right side line 44b side can be the second user's operation target candidate
- the player character 66 at the center position (FW2, MF2, DF2, DF3) can be the third user's operation target candidate. In this way, the roles of the three users can be divided in consideration of the area within the pitch 40.
- At least one user may not select an operation target candidate.
- the operation target of the second user or the third user is switched among the player characters 66 that are not selected as the operation target candidates of the first user.
- the operation target candidates of the first user are set to the forward (FW 1 to 3) player characters 66, and the operation target candidates of the second user and the third user are not set. By doing so, it becomes possible for the first user who is a beginner to concentrate on the attack and enjoy it.
- the roles of the plurality of users can be divided in various modes.
- the first mark image 72 and the second mark image 74 are different for each user ( It may be displayed in color, shape, or darkness.
- the player character 66 selected as the operation target candidate by the first user the player character 66 selected as the operation target candidate by the second user
- the player character 66 selected as the operation target candidate by the third user It is better to be guided separately.
- the display mode (color, darkness, etc.) of the player character 66 itself selected as the operation target candidate for each user the player character 66 selected as the operation target candidate by each user is distinguished and guided. You may make it do.
- the user's operation target candidates may be automatically selected based on the strategy set by the user in S102. That is, the user's operation target candidate may be automatically selected based on the user's tactics setting operation in S102. Note that only when the user performs a predetermined operation, the user's operation target candidates may be automatically selected based on the strategy set by the user in S102.
- the formation selected by the user is “4-3-3” (see FIG. 3).
- the player character assigned to the position related to the strategy that is, the position (FW1, MF1, DF1) on the left side line 44a side. 66 is selected as an operation target candidate of the user.
- the player character 66 assigned to the position (FW 1 to 3 or DF 1 to 4) related to the operation is the user's operation target candidate. Selected.
- data for selecting a user's operation target candidate based on the strategy set by the user is stored in the game data storage unit 80 (selection control information storage means).
- selection control information storage means For example, data associating conditions relating to tactics with selection control information relating to selection of operation target candidates is stored. 10 and 11 are diagrams showing examples of this data.
- the strategy is associated with the position conditions (conditions relating to positions).
- a player character assigned to a position that satisfies the position condition associated with the strategy selected by the user in S102 is selected as a user's operation target candidate.
- the strategy “left side attack” is associated with the position condition “position near the left side line”. Therefore, when the formation and the strategy selected by the user in S102 are “4-3-3” (see FIG. 3) and “left side attack”, the position condition “ A player character 66 assigned to a position (FW1, MF1, DF1) that satisfies the “position near the left side line” is selected as a user's operation target candidate.
- the combination of strategy and formation is associated with the position.
- the player character assigned to the position associated with the strategy and formation selected by the user in S102 is selected as the user's operation target candidate.
- the combination of the formation “4-3-3” and the strategy “left side attack” is associated with the positions “FW1, MF1, DF1”. Therefore, if the formation and strategy selected by the user in S102 is “4-3-3” (see FIG. 3) and “left side attack”, the players assigned to the positions (FW1, MF1, DF1) The character 66 is selected as a user's operation target candidate.
- the user's operation target candidate may be reselected based on the changed tactic.
- the user's operation target candidates may be automatically selected based on the strategy set for the second team. Only when the user performs a predetermined operation, the user's operation target candidate may be automatically selected based on the strategy set for the second team.
- the formation selected by the user is “4-3-3” (see FIG. 3).
- the position is important to prevent the operation, that is, the position on the right side line 44b side (FW3, MF3, DF3).
- the assigned player character 66 is selected as a user's operation target candidate.
- This aspect can be realized in the same manner as the third modification. That is, it is realized using data similar to those in FIGS.
- the user's operation target candidates may be reselected based on the changed tactics.
- the user's operation target candidates may be automatically selected based on the user's game skill. Only when the user performs a predetermined operation, the user's operation target candidate may be automatically selected based on the skill of the user's game.
- skill information indicating the level of skill of the user's game is stored in the game data storage unit 80.
- the microprocessor 14 (skill information acquisition means) stores the skill information in the game data storage unit 80. Get from.
- the skill information may be stored in a storage means accessed via a communication network.
- the skill information is information based on, for example, a user's competition result (total number of wins, total number of defeats), total score, or total loss.
- the skill information may be level information based on a user's competition result, a total score, or a total loss.
- the skill information may be a user's competition result, a total score, or a total goal loss.
- data for selecting a user operation target candidate based on the skill information is stored in the game data storage unit 80.
- data in which conditions relating to skill information and selection control information relating to selection of operation target candidates are associated is stored. Then, the user's operation target candidate is selected based on the selection control information associated with the user's skill information.
- the selection control information is information indicating the position of the player character selected as the operation target candidate.
- a player character in a position with a relatively high difficulty for example, a defender
- a relatively difficult degree A player character having a low position (for example, forward) can be selected as an operation target candidate.
- the selection control information is information indicating the number of player characters selected as operation target candidates.
- a relatively large number for example, five
- a relatively small number for example, a user with a low game skill.
- Two player characters can be selected as operation target candidates.
- a game executed on the game apparatus 10 is not limited to a game that displays a three-dimensional game space constituted by three coordinate elements on a 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 network game in which a plurality of users participate via a network.
- the game executed on the game apparatus 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).
- the present invention can be applied to a baseball game.
- the user's operation target may be switched among a plurality of player characters selected in advance by the user. In this way, for example, the user can operate the player characters in the infield and leave the operation of the player characters in the outfield to the computer.
- the present invention can also be applied to games other than sports games.
- the configuration of the third modification, the fourth modification, or the fifth modification can be applied to a game other than a sports game.
- an action game in which a hero character group corresponding to the user and an enemy character (an opponent game character) opposed to the character group appears is assumed.
- the “hero character group” corresponds to the “first team” in the soccer game
- the “enemy character” corresponds to the “player characters belonging to the second team” in the soccer game.
- the user may select a plurality of operation target candidate game characters from a plurality of game characters belonging to the main character group.
- the user's operation target may be switched among the plurality of operation target candidate game characters.
- the user may set action control information (for example, a strategy or a formation) that is the basis of action control of the game characters of the main character group.
- action control information for example, a strategy or a formation
- the action of the game character which is not set as a user's operation object among the game characters which belong to a hero character group may be controlled based on action control information.
- a plurality of operation target candidate game characters may be selected from a plurality of game characters belonging to the main character group based on action control information set by the user.
- the action of the enemy character may be controlled based on the action control information set for the enemy character.
- a plurality of operation target candidate game characters may be selected from a plurality of game characters belonging to the main character group based on action control information set as an enemy character.
- a plurality of operation target candidate game characters may be selected from a plurality of game characters belonging to the main character group based on skill information indicating a user's game skill.
- the skill information in this case is information based on, for example, the user's past score or the number of enemy characters that the user has defeated in the past.
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Abstract
Description
例えば、第1マーク画像72は円形(楕円形)以外の形状としてもよい。また、第1マーク画像72は、ユーザが操作対象候補として選択した選手キャラクタ66の足元以外の位置に表示されるようにしてもよい。第1マーク画像72は、ユーザが操作対象候補として選択した選手キャラクタ66の位置に基づいて決定される位置に表示されるようにすればよい。また、第1マーク画像72を表示する代わりに、ユーザが操作対象候補として選択した選手キャラクタ66の表示態様(色又は濃さなど)を他の選手キャラクタ66と異ならせるようにしてもよい。こうすることによって、ユーザが操作対象候補として選択した選手キャラクタ66がゲーム画面70において案内されるようにしてもよい。
また例えば、一つのチームを複数のユーザが協力して操作するようにしてもよい。この場合、図2のS104では、各ユーザごとに一又は複数の操作対象候補が選択される。
また例えば、図2のS104では、S102でユーザが設定した戦術に基づいて、ユーザの操作対象候補が自動的に選択されるようにしてもよい。すなわち、S102におけるユーザの戦術設定操作に基づいて、ユーザの操作対象候補が自動的に選択されるようにしてもよい。なお、ユーザが所定操作を行った場合に限って、S102でユーザが設定した戦術に基づいて、ユーザの操作対象候補が自動的に選択されるようにしてもよい。
また例えば、図2のS104では、第2チームに設定された戦術に基づいて、ユーザの操作対象候補が自動的に選択されるようにしてもよい。なお、ユーザが所定操作を行った場合に限って、第2チームに設定された戦術に基づいて、ユーザの操作対象候補が自動的に選択されるようにしてもよい。
また例えば、図2のS104では、ユーザのゲームの技量に基づいて、ユーザの操作対象候補が自動的に選択されるようにしてもよい。なお、ユーザが所定操作を行った場合に限って、ユーザのゲームの技量に基づいて、ユーザの操作対象候補が自動的に選択されるようにしてもよい。
また例えば、ゲーム装置10で実行されるゲームは、3つの座標要素によって構成される3次元ゲーム空間をゲーム画面に表示するゲームに限られない。ゲーム装置10で実行されるゲームは、2つの座標要素によって構成される2次元ゲーム空間をゲーム画面に表示するゲームであってもよい。すなわち、ゲーム装置10で実行されるゲームは、ボールや選手キャラクタの位置等が2つの座標要素で管理されるゲームであってもよい。
また例えば、ゲーム装置10で実行されるゲームは、複数のユーザがネットワークを介して参加するネットワークゲームであってもよい。また例えば、ゲーム装置10で実行されるゲームはサッカーゲーム以外のスポーツゲームであってもよい。例えば、ボール(移動物体)を用いて行われるバスケットボールのゲームや、パック(移動物体)を用いて行われるアイスホッケーのゲームにも本発明は適用することができる。また例えば、本発明は野球ゲームに適用することもできる。例えば、ユーザに対応するチームが守備を行う場合、ユーザがあらかじめ選択した複数の選手キャラクタのうちで、ユーザの操作対象が切り替えられるようにしてもよい。こうすれば、例えば、ユーザは内野の選手キャラクタ達を操作し、外野の選手キャラクタ達の操作はコンピュータに任せるということも可能になる。
なお、本発明はスポーツゲーム以外のゲームにも適用することができる。例えば、第3変形例、第4変形例、又は第5変形例の構成は、スポーツゲーム以外のゲームにも適用することができる。ここで、ユーザに対応する主人公キャラクタグループと、これに対立する敵キャラクタ(相手ゲームキャラクタ)と、が登場するアクションゲームを想定する。この場合、「主人公キャラクタグループ」は、上記サッカーゲームにおける「第1チーム」に対応し、「敵キャラクタ」は、上記サッカーゲームにおける「第2チームに所属する選手キャラクタ」に対応する。
Claims (12)
- ユーザによって操作される第1チームと、第2チームと、の間で行われるスポーツの試合のゲームを実行するゲーム装置において、
前記第1チームに所属する複数の選手キャラクタのうちから、前記試合に出場する複数の選手キャラクタを選択する出場選手選択手段と、
前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、操作対象候補として、複数の選手キャラクタを、前記ユーザの操作に基づいて選択する操作対象候補選手選択手段と、
前記試合中において、前記ユーザの操作対象を、前記操作対象候補選手選択手段によって選択された複数の選手キャラクタのうちで切り替える操作対象選手切替手段と、
前記試合中において、前記ユーザの操作対象になっている選手キャラクタを、前記ユーザの操作に基づいて動作させる操作対象選手制御手段と、
を含むことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記操作対象候補選手選択手段によって選択された複数の選手キャラクタを前記試合中のゲーム画面において案内する操作対象候補案内手段を含むことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記操作対象候補選手選択手段は、
前記出場選手選択手段によって選択された複数の選手キャラクタのうちから複数の選手キャラクタを選択するように前記ユーザに案内する選択案内手段を含み、
前記出場選手選択手段によって選択された複数の選手キャラクタのうちから前記ユーザによって選択された複数の選手キャラクタを前記操作対象候補として選択する、
ことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記第1チームに所属する選手キャラクタの行動制御に関する行動制御情報を設定するように前記ユーザに案内する設定案内手段と、
前記試合中において、前記出場選手選択手段によって選択された複数の選手キャラクタのうちの、前記ユーザの操作対象になっていない選手キャラクタを前記行動制御情報に基づいて行動させる味方選手制御手段と、を含み、
前記操作対象候補選手選択手段は、前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、前記操作対象候補として、複数の選手キャラクタを前記行動制御情報に基づいて選択する、
ことを特徴とするゲーム装置。 - 請求項4に記載のゲーム装置において、
前記行動制御情報に関する条件に対応づけて、前記操作対象候補の選択に関する選択制御情報を記憶する選択制御情報記憶手段を含み、
前記操作対象候補選手選択手段は、前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、前記操作対象候補として、複数の選手キャラクタを、前記行動制御情報が満足する前記条件に対応づけられた前記選択制御情報に基づいて選択する、
ことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記第2チームに所属する選手キャラクタの行動制御に関する行動制御情報を設定する設定手段と、
前記試合中において、前記第2チームに所属し、かつ、前記試合に出場している選手キャラクタを前記行動制御情報に基づいて行動させる相手選手制御手段と、を含み、
前記操作対象候補選手選択手段は、前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、前記操作対象候補として、複数の選手キャラクタを前記行動制御情報に基づいて選択する、
ことを特徴とするゲーム装置。 - 請求項6に記載のゲーム装置において、
前記行動制御情報に関する条件に対応づけて、前記操作対象候補の選択に関する選択制御情報を記憶する選択制御情報記憶手段を含み、
前記操作対象候補選手選択手段は、前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、前記操作対象候補として、複数の選手キャラクタを、前記行動制御情報が満足する前記条件に対応づけられた前記選択制御情報に基づいて選択する、
ことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記ユーザのゲーム技量の高さに関する技量情報を取得する技量情報取得手段を含み、
前記操作対象候補選手選択手段は、前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、前記操作対象候補として、複数の選手キャラクタを前記技量情報に基づいて選択する、
ことを特徴とするゲーム装置。 - 請求項8に記載のゲーム装置において、
前記技量情報に関する条件に対応づけて、前記操作対象候補の選択に関する選択制御情報を記憶する選択制御情報記憶手段を含み、
前記操作対象候補選手選択手段は、前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、前記操作対象候補として、複数の選手キャラクタを、前記技量情報が満足する前記条件に対応づけられた前記選択制御情報に基づいて選択する、
ことを特徴とするゲーム装置。 - ユーザによって操作される第1チームと、第2チームと、の間で行われるスポーツの試合のゲームを実行するゲーム装置の制御方法において、
前記第1チームに所属する複数の選手キャラクタのうちから、前記試合に出場する複数の選手キャラクタを選択する出場選手選択ステップと、
前記出場選手選択ステップにおいて選択された複数の選手キャラクタのうちから、操作対象候補として、複数の選手キャラクタを、前記ユーザの操作に基づいて選択する操作対象候補選手選択ステップと、
前記試合中において、前記ユーザの操作対象を、前記操作対象候補選手選択ステップにおいて選択された複数の選手キャラクタのうちで切り替える操作対象選手切替ステップと、
前記試合中において、前記ユーザの操作対象になっている選手キャラクタを、前記ユーザの操作に基づいて動作させる操作対象選手制御ステップと、
を含むことを特徴とするゲーム装置の制御方法。 - ユーザによって操作される第1チームと、第2チームと、の間で行われるスポーツの試合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、
前記第1チームに所属する複数の選手キャラクタのうちから、前記試合に出場する複数の選手キャラクタを選択する出場選手選択手段、
前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、操作対象候補として、複数の選手キャラクタを、前記ユーザの操作に基づいて選択する操作対象候補選手選択手段、
前記試合中において、前記ユーザの操作対象を、前記操作対象候補選手選択手段によって選択された複数の選手キャラクタのうちで切り替える操作対象候補選手切替手段、及び、
前記試合中において、前記ユーザの操作対象になっている選手キャラクタを、前記ユーザの操作に基づいて動作させる操作対象選手制御手段、
として前記コンピュータを機能させるためのプログラム。 - ユーザによって操作される第1チームと、第2チームと、の間で行われるスポーツの試合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、
前記第1チームに所属する複数の選手キャラクタのうちから、前記試合に出場する複数の選手キャラクタを選択する出場選手選択手段、
前記出場選手選択手段によって選択された複数の選手キャラクタのうちから、操作対象候補として、複数の選手キャラクタを、前記ユーザの操作に基づいて選択する操作対象候補選手選択手段、
前記試合中において、前記ユーザの操作対象を、前記操作対象候補選手選択手段によって選択された複数の選手キャラクタのうちで切り替える操作対象候補選手切替手段、及び、
前記試合中において、前記ユーザの操作対象になっている選手キャラクタを、前記ユーザの操作に基づいて動作させる操作対象選手制御手段、
として前記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。
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CN102065959B (zh) | 2013-09-11 |
US8475250B2 (en) | 2013-07-02 |
TWI392531B (zh) | 2013-04-11 |
JP2010022493A (ja) | 2010-02-04 |
CN102065959A (zh) | 2011-05-18 |
US20130337877A1 (en) | 2013-12-19 |
US20110124386A1 (en) | 2011-05-26 |
JP4922259B2 (ja) | 2012-04-25 |
TW201008617A (en) | 2010-03-01 |
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