WO2005002698A1 - ゲーム装置及びコンピュータの制御方法 - Google Patents
ゲーム装置及びコンピュータの制御方法 Download PDFInfo
- Publication number
- WO2005002698A1 WO2005002698A1 PCT/JP2003/016998 JP0316998W WO2005002698A1 WO 2005002698 A1 WO2005002698 A1 WO 2005002698A1 JP 0316998 W JP0316998 W JP 0316998W WO 2005002698 A1 WO2005002698 A1 WO 2005002698A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- sound
- character object
- moving surface
- instruction
- Prior art date
Links
Classifications
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/424—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
-
- 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
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
Definitions
- the present invention relates to a game device and a computer control method, and in particular, when moving a game character object placed in a game space on a moving surface of the game space, the predetermined portion of the game character object and the moving surface It is related with the technique for outputting the contact sound etc. suitably.
- a game program in which a game character object is arranged in a game space and moves, for example, a leg running or walking according to an operation from a controller.
- a predetermined part such as a foot
- a contact sound or the like is output when the contact is made.
- the conventional game program has the problem that it lacks reality because the same sound is output during movements such as leg running or walking.
- the present invention has been made in view of the above problems, and an object of the present invention is to provide a game apparatus and a computer control method capable of enhancing the reality of the effect by sound regarding the movement of the game character object in the game space. It is to provide. Disclosure of the invention
- a game device includes an instruction input unit that instructs to move a game character object arranged in a game space on a moving plane of the game space, and the instruction input unit.
- Sound output means for outputting a sound corresponding to the number of times counted by the contact number counting means.
- the computer evening control method includes, for example, a game machine, a home game machine, an arcade game machine, a portable game machine, a personal computer evening, a server computer, a home server, a portable information terminal, a portable telephone, and the like.
- an instruction input step for receiving an instruction to move a game character object arranged in the game space on the moving surface of the game space, and an instruction in the instruction input step are provided.
- the number-of-contacts counting step for counting the number of times the predetermined part of the game character object touches the moving surface in response to the acceptance, and the predetermined part of the game character object ⁇ ⁇ on the moving surface.
- the sound output that outputs a sound according to the number of times counted in the contact number counting step. Characterized in that it comprises a Tetsupu, the.
- a computer-readable information storage medium includes:
- Instruction input means for instructing to move the game character object placed in the game space on the moving plane of the game space, and the game character object according to the instruction from the instruction input means.
- Contact number counting means for counting the number of times a predetermined part of the object contacts the moving surface, and when the predetermined part of the game character object touches the moving surface, the contact number counting means
- sound output means for outputting sound according to the number of times counted, for example, game machines, home game machines, arcade game machines, portable game machines, personal computers, server computers, home servers, portable information terminals
- a program for causing a computer such as a mobile phone to function is stored.
- the number of times that a predetermined portion of the game character object touches the moving surface is counted, and when the predetermined portion contacts the moving surface, a sound corresponding to the counted number is output.
- the sound may be a sound representing contact between the predetermined portion and the moving surface.
- the contact number counting means counts the number of times the predetermined part contacts the moving surface after movement is instructed by the instruction input unit. In this way, the output sound can be changed according to the number of contacts after the start of movement.
- the contact number counting unit counts the number of times that the predetermined part contacts the moving surface after the movement instruction is stopped by the instruction input unit. By doing so, it is possible to change the output sound according to the number of contacts after the movement instruction is stopped until the movement actually stops after the movement instruction is stopped.
- the sound output means includes sound data storage means for storing sound data representing a plurality of sounds in association with the number of times counted by the contact number counting means.
- the sound data stored in the sound data storage means is reproduced in association with Outputs sound according to the condition. By doing this, it is possible to output a sound corresponding to the number of times of contact with a relatively light process.
- the sound output means includes correction means for outputting a sound subjected to correction according to a parameter based on sound data, and includes a parameter setting based on predetermined sound data and the number of times. Is supplied to the correction means, and a sound corresponding to the number of times is output. In this way, it is possible to output a sound according to the number of times of contact while saving the storage capacity.
- FIG. 1 is a diagram showing a virtual three-dimensional game space constructed in a game device according to an embodiment of the present invention.
- FIG. 2 is a diagram showing sound data for starting leg running.
- Fig. 3 is a diagram showing the sound for stopping leg running.
- FIG. 4 is a functional block diagram of the game device according to the embodiment of the present invention.
- FIG. 5 is a flowchart showing the processing of the sound control unit.
- FIG. 6 is a flowchart showing the processing of the sound control unit. BEST MODE FOR CARRYING OUT THE INVENTION
- FIG. 1 is a diagram showing a state of a game space constructed on a storage device in a game device according to an embodiment of the present invention. Specifically, a leg running (running using a leg) This figure shows the game character evening object seen from the side.
- a virtual three-dimensional game space (object space) 1 0 is constructed on the storage device, and a game character object 14 is arranged in the game space 10.
- the game character object 14 has two legs, and can move and move arbitrarily on the moving surface 12 of the game space 10 according to the operation by the operation input unit provided in the game device. ing.
- the moving surface 12 is drawn as a plane, but it may be a curved surface or uneven.
- a game character object 14 in a stopped state is shown at the left end, and when an operation of a leg running instruction is performed by the operation input unit in this state (here, a predetermined button is pressed), As indicated by the second and third game character objects 14 from the left in the figure, the game space 10 is moved in the direction corresponding to the operation content of the operation instruction. At this time, motion data representing a state where the game character object 14 is running on a leg is used. And in the figure. If the operation of the leg running instruction is stopped at the timing shown by the second game character 14 from the right side (here, the pressing of the predetermined button is released), He goes further by a predetermined number of steps (here, 6 steps) and stops there.
- a predetermined number of steps here, 6 steps
- the timing when the left foot 16 L and the right foot 16 R touch the moving surface 12 is monitored, and the number of times is monitored for the left foot 16 L and the right foot 16 R. Count for each.
- the sound data for starting leg running and the sound data for stopping leg running corresponding to the counted number of times are reproduced to output footstep sounds.
- the leg running start sound data and the leg running stop sound data will be described.
- the leg running stop sound data LE n .wav (representing the nth footstep sound emitted by the left foot 16 L is generated.
- the playback of motion data representing the movement of the game character 14 until it stops is started.
- the game device monitors the timing at which the operation of the leg running instruction is canceled, and after the operation of the leg running instruction is released, the left foot 16 R touches the moving surface 12 2 times n times. If it is determined, the left leg 16 6 L and the leg running stop sound data LE n .wav corresponding to the number of times n are obtained at the n-th contact and the reproduction is started.
- FIG. 4 is a configuration diagram of the game device according to the present embodiment.
- the game apparatus 20 includes a storage unit 2 2, a control unit 24, an operation input unit 26, a display unit 28, and an audio output unit 30.
- the storage unit 2 2 is, for example, a RAM, a ROM, a hardware It is composed of one or a combination of a disk storage device, CD-ROM, DVD-ROM, etc., and a motion data storage unit 3 8 for storing motion data and sound data for storing sound data And a storage unit 3 6.
- the motion data stored in the motion data storage unit 3 8 includes the motion data for realizing the motions in the sections A and B in FIG. 1 and the motion data for realizing the motion in the section C. .
- the motion data is data representing the movement of each part of the body of the game character object 14.
- the sound data stored in the sound data storage unit 36 includes the leg running start sound data shown in FIG. 2 and the leg running stop sound data shown in FIG.
- the operation input unit 26 is provided with, for example, a push button or a stick member.
- the game character object 14 arranged in the game space 10 is moved to the moving surface of the game space 10. 1 Used to instruct to move in 2.
- the display unit 28 is configured by, for example, a computer display or a home television receiver, and outputs a game image generated by the control unit 24.
- the game image represents, for example, a state in which the game space is viewed from the viewpoint set in the game space 10.
- the voice output unit 30 includes a speaker and a voice synthesis IC for converting the sound data included in the sound data storage unit 36 into an analog voice signal.
- the audio output unit 30 converts it into an analog audio signal and outputs it through a speaker.
- the speaker may be built in, for example, a home television receiver.
- the control unit 24 includes a computer such as a home game machine, an arcade game machine, a portable game machine, a personal computer, a portable information terminal, and a mobile phone. This is realized by executing a program to which is applied. This program may be supplied to the control unit 24 via an information storage medium such as a CD—; OM or DVD—ROM, or supplied to the control unit 24 via a data communication network such as the Internet ( May be downloaded).
- the program executed by the control unit 24 is a game program, and particularly includes a program for realizing the motion control unit 32 and the sound control unit 34.
- the motion control unit 3 2 changes the position and posture of the game character object 14 in the game space 10 every predetermined time based on the motion data stored in the motion data storage unit 38, thereby The game character object 14 is made to run on the leg in the game space 10.
- the motion control unit 3 2 reproduces the motion data indicating the current posture of the game character object 14, particularly the leg running, and adds the game space to the game character object 14.
- the motion control unit 32 determines the timing at which the left foot 16 L and the right foot 16 R of the game character object ⁇ 14 should contact the moving surface 12 based on the playback position of the motion data. It is supposed to do.
- the sound control unit 3 4 is responsive to instructions from the operation input unit 26. Count the number of times the left foot 1 6 L and right foot 1 6 R of the moving character object 1 4 touch the moving surface 1 2. Specifically, when the operation input unit 26 instructs to start (start) the leg, the left foot 16 L and the right foot 16 R of the game character object 14 contact the moving surface 12 from that point. Count the number of times left and right. Also, when the instruction for leg travel is stopped by the operation input unit 26, the number of times that the left foot 16 L and the right foot 16 R of the game character object 14 touch the moving surface 12 is Count. Therefore, while the sound control unit 3 4 is instructed to run the leg, the motion control unit 32 is repeatedly inquired and the left foot 16 L and the right foot 16 R of the game character object 14 move. Judgment is made on whether surface 1 2 is touched.
- the sound control unit 34 determines the number of times counted as described above when it is determined that the left foot 16 L and the right foot 16 R of the game character object 14 are in contact with the moving surface 12.
- the sound output unit 30 outputs the corresponding sound.
- the sound control unit 3 4 makes an inquiry to the motion control unit 3 2, and it is assumed that the left foot 16 L or the right foot 16 R of the game character object ⁇ 14 touches the moving surface 12.
- the sound data corresponding to the foot are obtained from the sound data storage unit 36.
- the sound output unit 30 can output a sound corresponding to the number of times of contact between the left foot 16 L or the right foot 16 R and the moving surface 12 after the instruction to run the leg. Yes.
- the sound control unit 34 monitors whether or not the leg input is instructed by the operation input unit 2 6 (S 1 0 1).
- the variable n—LS is set to 1 indicating the number of times the left foot 16 L of the game character object 14 has contacted the moving surface 12 after the leg running instruction.
- the variable n—RS indicating the number of times the right foot 1 6 R of the game character object 14 has contacted the moving surface 1 2 after the instruction to run the leg is set to 1 (S 1 0 2 ).
- the motion control unit 3 2 is instructed to start a leg running motion (running motion) (S 1 0 3).
- motion data (section A and section B) representing leg running is read from the motion data storage unit 38, and based on this, the game character object 14 runs in the game space 10. The position and orientation are calculated sequentially.
- the sound control unit 3 4 further inquires of the motion control unit 3 2 whether or not the left foot 1 6 L has contacted the moving surface 1 2 (S 1 0 4). If there is contact, the sound data LS 1. wav to LS 5. One of the wav to LS 5. wav corresponding to the variable n__LS is read from the sound data storage unit 36 and supplied to the audio output unit 30. The footsteps are output (S 1 0 5). At this time, if n—LS is 1 to 4, the sound data L S 1.wav to LS4.wav is read out and reproduced. If n-LS is 5 or more, the sound data L S 5.wav is read out and played back.
- the motion control unit 3 2 An inquiry is made as to whether or not the right foot 1 6 R has touched the moving surface 1 2 (S 1 0 7). If there is contact, the sound data corresponding to the variable n—RS is read out from the sound data storage unit 36 and one of the sound data RS 1. wav to RS 5. wav is supplied to the audio output unit 30. Footsteps are output (S 1 0 8). At this time, if n-RS is 1 to 4, the sound data is read RSI .wav to RS 4. wav is read and reproduced. If n-RS is 5 or more, read sound data RS 5. wav and play it back.
- the sound control unit 3 4 determines whether or not the instruction for leg running by the operation input unit 26 is stopped (S 1 1 0). If not stopped, the processing of S 1 0 4 to S 1 1 0 is executed again. On the other hand, if the leg running instruction is stopped, the variable n—LE indicating the number of times the left foot 16 6 L of the game character object 14 has contacted the moving surface 1 2 after the leg running instruction has been stopped. 1 is set, and the variable n_R E that represents the number of times the right foot 1 6 R of the game character object ⁇ 1 4 has touched the moving surface 1 2 after the leg running instruction is stopped is also set to 1 (S 1 1 1).
- the motion control unit 3 2 is instructed to start the movement that stops leg running (running end motion) (S 1 1 2).
- the motion control unit 3 2 reads out the motion data (section) indicating the stop of leg running from the motion data storage unit 38, and based on this, the game character object subject 1 4 gradually moves on the leg in the game space 10.
- the sound controller 3 4 further inquires of the motion controller 3 2 whether or not the left foot 16 L contacts the moving surface 12 (S 1 1 3). If it is touched, one of the sound data LEI.wav to LE3.wav corresponding to the variable n—LE is read from the sound data storage unit 36 and supplied to the audio output unit 30. The footsteps are output (S 1 1 4).
- n-LE 1-2, sound data LEI.wav ⁇ ; LE 2. wav is read out and reproduced. If n-LE is 3 or more, read sound data LE 3. wav and play it back. Then, the value of the variable n—LE is increased by 1 (S 1 1 5). On the other hand, if it is determined in S 1 1 3 that the left foot 1 6 L is not in contact with the moving surface 1 2, the processing of S 1 1 4 and S 1 1 5 is skipped.
- the sound control unit 34 asks the motion control unit 3 2 whether or not the right foot 16 R has contacted the moving surface 12 (S 1 16). If there is contact, the sound data corresponding to the variable n—RE RE 1. wav ⁇ : E 3. One of the wavs is read out from the sound storage unit 3 6, and it is output as the audio output unit 3 0. To output footsteps (S 1 1 7). At this time, if n—R E is 1 to 2, the sound data R E 1.wav to RE2.wav are read out and reproduced. Also, if n—R E is 3 or more, it reads Zunde de R E 3. w a v and plays it back. Then, the value of the variable n__RE is increased by 1 (S 1 1 8). On the other hand, if it is determined in S 1 1 6 that the right foot 1 6 R is not in contact with the moving surface 1 2, the processes in S 1 1 7 and S 1 1 8 are skipped.
- the sound control unit 3 4 determines whether or not the reproduction of the motion data by the motion control unit 3 2 is finished (S 1 19). If not completed, the processing from S 1 1 3 to S 1 1 9 is executed again. On the other hand, if the reproduction has been completed, it is monitored again whether or not the operation input unit 26 has instructed the leg running (S 1 0 1).
- the left foot 16 in the game space 10 is input after the instruction is input.
- the number of contacts between L or right foot 1 6 R and moving surface 1 2 is counted, and footsteps corresponding to this number are output.
- the number of times of contact between the left foot 16 L or the right foot 16 R and the moving surface 1 2 is counted in the game space 10 after the stop, and footsteps corresponding to this number are output. Is done. In this way, virtual reality can be improved.
- the present invention is not limited to the above embodiment.
- the sound data corresponding to the number of times of contact between the left foot 16 L or the right foot 16 R and the moving surface 12 after the instruction of leg running or after stopping the instruction is reproduced and output.
- the sound output unit 30 or the sound control unit 34 may perform correction according to the parameter on the sound reproduced and output based on the sound data.
- voice correction should be performed according to the parameters according to the number of touches after the instruction to run the leg or after the stop of the instruction.
- a sound corresponding to the number of times of contact after the instruction for leg running or after the instruction stop may be output.
- the leg running is instructed by pressing a button provided in the operation input unit 26, and the leg running instruction is stopped by releasing the press.
- the leg running instruction is stopped by releasing the press.
- the presence or absence of contact between the left foot 16 L or the right foot 16 R and the moving surface 1 2 is determined based on the motion data playback position. This may be determined based on the position of 6 L and the position of the right foot 16 R.
- the present invention can be applied to a computer such as a game machine, and it counts the number of times a predetermined part of a game character object contacts the moving surface, and the predetermined part contacts the moving surface. Since the sound corresponding to the counted number of times is output, the reality of the production by sound can be improved.
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020057025101A KR100758166B1 (ko) | 2003-06-30 | 2003-12-26 | 게임 장치 및 컴퓨터의 제어 방법 |
EP03768354A EP1640045A4 (en) | 2003-06-30 | 2003-12-26 | GAME MACHINE AND METHOD OF CONTROLLING A COMPUTER |
CN2003801103679A CN1802191B (zh) | 2003-06-30 | 2003-12-26 | 游戏装置以及计算机的控制方法 |
AU2003292709A AU2003292709A1 (en) | 2003-06-30 | 2003-12-26 | Game machine and control method of computer |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2003188484A JP3546209B1 (ja) | 2003-06-30 | 2003-06-30 | ゲーム装置、コンピュータの制御方法及びプログラム |
JP2003-188484 | 2003-06-30 |
Publications (1)
Publication Number | Publication Date |
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WO2005002698A1 true WO2005002698A1 (ja) | 2005-01-13 |
Family
ID=32821699
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2003/016998 WO2005002698A1 (ja) | 2003-06-30 | 2003-12-26 | ゲーム装置及びコンピュータの制御方法 |
Country Status (8)
Country | Link |
---|---|
US (1) | US20040266525A1 (ja) |
EP (1) | EP1640045A4 (ja) |
JP (1) | JP3546209B1 (ja) |
KR (1) | KR100758166B1 (ja) |
CN (1) | CN1802191B (ja) |
AU (1) | AU2003292709A1 (ja) |
TW (1) | TWI233369B (ja) |
WO (1) | WO2005002698A1 (ja) |
Families Citing this family (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3924579B2 (ja) * | 2005-03-30 | 2007-06-06 | 株式会社コナミデジタルエンタテインメント | ゲームプログラム、ゲーム装置及びゲーム制御方法 |
AU2006201734A1 (en) * | 2005-04-27 | 2006-11-16 | Aruze Corp. | Gaming machine |
JP4012921B2 (ja) * | 2005-12-09 | 2007-11-28 | 株式会社コナミデジタルエンタテインメント | ゲーム機、ゲームシステム及びプログラム |
JP5546846B2 (ja) * | 2009-12-16 | 2014-07-09 | 株式会社スクウェア・エニックス | 効果音情報生成装置、効果音情報生成方法、及び効果音情報生成プログラム |
US10223859B2 (en) | 2012-10-30 | 2019-03-05 | Bally Gaming, Inc. | Augmented reality gaming eyewear |
CN108367199B (zh) * | 2015-12-09 | 2021-07-09 | 喀普康有限公司 | 记录游戏程序的记录介质、效果控制方法及游戏装置 |
JP6358479B2 (ja) * | 2016-06-30 | 2018-07-18 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム制御装置、及びプログラム |
EP3316222B1 (en) * | 2016-11-01 | 2020-07-01 | Previble AB | Pre-visualization device |
JP6329616B1 (ja) * | 2016-11-28 | 2018-05-23 | 株式会社スクウェア・エニックス | プログラム、コンピュータ装置、及び、判定方法 |
US10964076B2 (en) * | 2018-07-06 | 2021-03-30 | Tata Consultancy Services Limited | Method and system for solving inverse problems in image processing using deep dictionary learning (DDL) |
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JPH07116348A (ja) * | 1993-10-27 | 1995-05-09 | Casio Comput Co Ltd | ゲーム装置 |
JPH09122354A (ja) * | 1995-10-31 | 1997-05-13 | Namco Ltd | ゲーム装置 |
US5735743A (en) * | 1993-12-14 | 1998-04-07 | Konami Co., Ltd. | Game machine having play-by-play announcement |
JP2000279636A (ja) * | 1999-03-30 | 2000-10-10 | Namco Ltd | ゲーム装置及び情報記憶媒体 |
JP2002346210A (ja) * | 2001-05-22 | 2002-12-03 | Konami Co Ltd | ゲーム機における視点切替と音響変化 |
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US6159100A (en) * | 1998-04-23 | 2000-12-12 | Smith; Michael D. | Virtual reality game |
US6408128B1 (en) * | 1998-11-12 | 2002-06-18 | Max Abecassis | Replaying with supplementary information a segment of a video |
JP2000176171A (ja) * | 1998-12-11 | 2000-06-27 | Konami Computer Entertainment Osaka:Kk | ビデオゲ―ム装置、ビデオゲ―ムのプレイ制御方法及びその方法が記録された可読記録媒体 |
JP2002258842A (ja) * | 2000-12-27 | 2002-09-11 | Sony Computer Entertainment Inc | 音声制御装置、音声制御方法、音声制御プログラム、音声制御プログラムを記憶したコンピュータ読み取り可能な記憶媒体、音声制御プログラムを実行するプログラム実行装置 |
JP2002282538A (ja) * | 2001-01-19 | 2002-10-02 | Sony Computer Entertainment Inc | 音声制御プログラム、音声制御プログラムを記録したコンピュータ読み取り可能な記憶媒体、音声制御プログラムを実行するプログラム実行装置、音声制御装置及び音声制御方法 |
JP3735359B2 (ja) * | 2003-09-12 | 2006-01-18 | コナミ株式会社 | ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム方法 |
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2003
- 2003-06-30 JP JP2003188484A patent/JP3546209B1/ja not_active Expired - Fee Related
- 2003-12-26 KR KR1020057025101A patent/KR100758166B1/ko not_active IP Right Cessation
- 2003-12-26 CN CN2003801103679A patent/CN1802191B/zh not_active Expired - Fee Related
- 2003-12-26 EP EP03768354A patent/EP1640045A4/en not_active Withdrawn
- 2003-12-26 WO PCT/JP2003/016998 patent/WO2005002698A1/ja active Application Filing
- 2003-12-26 AU AU2003292709A patent/AU2003292709A1/en not_active Abandoned
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2004
- 2004-01-06 TW TW093100210A patent/TWI233369B/zh not_active IP Right Cessation
- 2004-06-29 US US10/878,551 patent/US20040266525A1/en not_active Abandoned
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JPH07116348A (ja) * | 1993-10-27 | 1995-05-09 | Casio Comput Co Ltd | ゲーム装置 |
US5735743A (en) * | 1993-12-14 | 1998-04-07 | Konami Co., Ltd. | Game machine having play-by-play announcement |
JPH09122354A (ja) * | 1995-10-31 | 1997-05-13 | Namco Ltd | ゲーム装置 |
JP2000279636A (ja) * | 1999-03-30 | 2000-10-10 | Namco Ltd | ゲーム装置及び情報記憶媒体 |
JP2002346210A (ja) * | 2001-05-22 | 2002-12-03 | Konami Co Ltd | ゲーム機における視点切替と音響変化 |
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Publication number | Publication date |
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KR100758166B1 (ko) | 2007-09-12 |
JP2005021264A (ja) | 2005-01-27 |
EP1640045A1 (en) | 2006-03-29 |
CN1802191A (zh) | 2006-07-12 |
TWI233369B (en) | 2005-06-01 |
TW200500122A (en) | 2005-01-01 |
CN1802191B (zh) | 2010-04-28 |
EP1640045A4 (en) | 2006-11-08 |
JP3546209B1 (ja) | 2004-07-21 |
KR20060033742A (ko) | 2006-04-19 |
US20040266525A1 (en) | 2004-12-30 |
AU2003292709A1 (en) | 2005-01-21 |
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