WO2009142155A1 - Dispositif de jeu, procédé de commande de jeu, support d’enregistrement d’informations et programme - Google Patents
Dispositif de jeu, procédé de commande de jeu, support d’enregistrement d’informations et programme Download PDFInfo
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- WO2009142155A1 WO2009142155A1 PCT/JP2009/059064 JP2009059064W WO2009142155A1 WO 2009142155 A1 WO2009142155 A1 WO 2009142155A1 JP 2009059064 W JP2009059064 W JP 2009059064W WO 2009142155 A1 WO2009142155 A1 WO 2009142155A1
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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
- A63F13/45—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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
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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
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
Definitions
- the present invention uses a calendar function and a clock function built in a game device, so that a player does not play the game for a long period of time in a game in which the date and time in the game advances in conjunction with the actual date and time.
- the present invention relates to a game device, a game control method, an information recording medium, and a program suitable for appropriately executing a game even when an illegal act of shifting the date / time setting from the actual date / time is performed.
- Patent Document 1 discloses a process of clearing (initializing) the progress of the game when the player changes the date and time.
- the present invention has been made in view of the above problems, and in a game in which the date and time in the game advances in conjunction with the actual date and time by using a calendar function and a clock function built in the game device, the player Game device, game control method, and information recording suitable for appropriately progressing the game even if the player does not play the game for a long period of time or performs an illegal act of shifting the clock date and time from the actual date and time
- An object is to provide a medium and a program.
- a game device that realizes a game in which the progress of a game is linked to an actual date and time, and includes a timing unit, a storage unit, And an update unit.
- the timekeeping unit measures the actual date and time.
- the storage unit stores the degree of progress of the game.
- the update unit has the time and date of the actual time measured and the progress of the stored game, (A) When a predetermined interlocking condition is satisfied, the progress degree that is interlocked with the measured actual date and time is stored in the storage unit as the progress degree of the game, (B) If the interlock condition is not satisfied, an intermediate progress degree sandwiched between the progress degree linked to the measured actual date and time and the progress degree of the stored game is determined and determined. The intermediate progress is stored in the storage unit as the progress of the game.
- the game can be progressed appropriately.
- the actual date and time and the progress of the game are not linked.
- the progress degree in a state before the progress degree changed by the player is reset as the progress degree of the game. For this reason, a predetermined event does not occur immediately.
- the reset progress degree reaches the progress degree at which the event occurs, and thus the event occurs. Therefore, it is possible to prevent the player from cheating and to appropriately advance the game.
- a game apparatus is a game apparatus that realizes a game in which a date and time in a game is linked to an actual date and time, and includes a timing unit, a storage unit, and an update Part.
- the timekeeping unit measures the actual date and time.
- the date and time in the game is stored in the storage unit.
- the update unit includes the time and date of the actual time and the stored date and time in the game.
- the interlocking condition may be satisfied when the difference between the measured actual date and time and the stored in-game date and time is equal to or less than a predetermined threshold time.
- the storage unit can further store a history of actual dates and times updated by the update unit.
- the interlocking condition is that a difference between a measured actual date and time and a stored game date and time is equal to or less than a predetermined threshold time, and an update frequency obtained from a stored history is a predetermined value. It is also possible to satisfy when the frequency is above the threshold frequency.
- the actual date and time history (for example, When there is no game save information), the interlock condition is not satisfied. For this reason, it is possible to appropriately advance the game by referring to the history information.
- the update unit will start from the stored date and time in the game among the plurality of candidate dates and times prepared in advance.
- the candidate date / time closest to the stored date / time in the game can be determined as the intermediate date / time.
- the date and time before the actual date and time is determined as the intermediate date and time, so the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time. For example, if a candidate date and time shifted by one day is prepared and there is a difference of 5 days between the actual date and time in the game, the date and time having a difference of 4 days from the actual date and time is determined as the intermediate date and time. The For this reason, the player needs to advance the game for four days. Therefore, even when the player does not play the game for a long time or performs an illegal act of shifting the setting of the game progress from the actual date and time, the game can be progressed appropriately.
- the updating unit adds a predetermined stage time shorter than the threshold time to the stored date and time in the game.
- the determined date can also be determined as the intermediate date.
- the date and time before the actual date and time is determined as the intermediate date and time, so the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time. That is, the player needs to advance the game by the difference date and time until the threshold time is reached. Therefore, even when the player does not play the game for a long time or performs an illegal act of shifting the setting of the game progress from the actual date and time, the game can be progressed appropriately.
- the update unit calculates the actual date and time stored and the stored date and time in the game, It is also possible to determine the date / time to be internally divided at a predetermined internal ratio as the intermediate date / time.
- the date and time before the actual date and time is determined as the intermediate date and time, so the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time.
- the internal ratio 1: 1
- the date and time that falls between the actual date and time in the game is determined as the intermediate date and time.
- the player needs to advance the game by the difference date and time from the intermediate date and time to the actual date and time. Therefore, even when the player does not play the game for a long time or performs an illegal act of shifting the clock date and time from the actual date and time, the game can be progressed appropriately.
- Update by the update department (A) When a game is started by the game device, (B) When saving the current game state to the game device, (C) While the game is progressing on the game device, a predetermined time interval; It can also be performed at any one of the time points.
- history information as to whether or not the player is proceeding with the game properly is stored, so that the game can proceed appropriately.
- a game control method includes a timing unit, a storage unit, and an update unit, and a game that links the date and time in the game to the actual date and time.
- the time measuring unit measures the actual date and time.
- the date and time in the game is stored.
- the update unit calculates the actual date and time stored in the game and the stored date and time in the game.
- A) When a predetermined interlocking condition is satisfied, the time and date of the actual time are stored in the storage unit as the date and time in the game, (B) If the interlock condition is not satisfied, an intermediate date / time sandwiched between the measured actual date / time and the stored date / time in the game is determined, and the determined intermediate date / time is determined as the game Is stored in the storage unit.
- a computer-readable information recording medium is a computer-readable recording medium storing a program for realizing a game that links a game date and time with an actual date and time.
- This is an information recording medium that records a program that functions as a time measuring unit, a storage unit, and an updating unit.
- the timekeeping unit measures the actual date and time.
- the date and time in the game is stored in the storage unit.
- the update unit includes the time and date of the actual time and the stored date and time in the game.
- 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, a flexible disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a semiconductor memory.
- a computer-readable information recording medium such as a compact disk, a flexible disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a 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 player does not play the game for a long time in a game in which the date and time in the game progresses in conjunction with the actual date and time. Even when an illegal act of shifting the setting of the clock date and time from the actual date and time is performed, the game can be appropriately progressed.
- 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, and NIC (Network Interface Card) 110.
- 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 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 record these data in the external memory 106 as appropriate by inputting an instruction via the controller 105.
- 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 present invention can be similarly applied to an information processing apparatus such as a portable game machine, a PDA, or a mobile phone instead of the information processing apparatus 100.
- the portable game machine includes a display unit including a liquid crystal display, a wireless communication unit for performing wireless communication, and a cartridge in which a predetermined program is stored.
- a connector part for connecting and receiving data with the cartridge and a power supply part are provided.
- the game apparatus 200 described later will be described by the information processing apparatus 100 shown in FIG.
- the game apparatus 200 can be appropriately replaced with general computer elements as necessary, and these embodiments are also included in the scope of the present invention.
- FIG. 2 is a diagram showing an example of a game screen realized by game device 200 according to the present embodiment.
- the game screen 300 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 301 is displayed on the entire background, and a character 302 operated by the player, a clock 303, and the like are superimposed on the background image 301.
- the character 302 and the like can be displayed by polygons or the like in the three-dimensional virtual space.
- the game device 200 includes an RTC (Real Time Clock), and advances the clock 303 displayed on the game screen 300 when the actual date and time (including year, day of the week, etc.) advances.
- RTC Real Time Clock
- the game device 200 advances the clock 303 displayed on the game screen 300 when the actual date and time (including year, day of the week, etc.) advances.
- the actual date / time advances, the date / time in the game also advances in conjunction. For example, if the actual date / time is January 1, the date / time in the game is also January 1, and if the actual date / time advances by one day, the date / time in the game also advances by one day.
- a predetermined event linked to the actual date and time occurs. For example, on December 25, processing such as displaying an image for Christmas on the background image 301 is performed. Therefore, the player can enjoy a predetermined event according to a predetermined date and time.
- the predetermined event is not limited to Christmas, but includes any event such as New Year's Day, Hina Matsuri, summer vacation, and weekends and holidays.
- the date and time in the game includes the progress of the game without the concept of date and time. For example, as shown in FIG. 4, the game progresses from event 1 to event 2.
- the progress of the game can be changed in response to an event occurring in the game.
- an event such as Christmas
- the date and time in the game can be made longer than the actual date and time (the progress in the game can be delayed from the actual date and time).
- the date and time in the game can be made shorter than the actual date and time (the degree of progress in the game can be advanced from the actual date and time).
- the actual date / time changes from December 25 to December 26 when 24 hours elapse, but the game date / time is changed when the actual date / time elapses 24 hours by delaying the progress in the game. It can be allowed to proceed for 12 hours.
- the degree of progress of the game does not have to match the actual date and time.
- the clock 303 is not limited to an analog clock, and is arbitrary, and can display not only the hour and minute but also the year, second, date, day of the week, and the like. Further, by changing the color or the like of the background image 301 without displaying the clock 303 on the game screen 300, for example, the background image 301 is brightened during the daytime and the background image 301 is darkened at night. The date and time in the game linked to the date and time can be displayed.
- the game device 200 includes a timing unit 201, a storage unit 202, and an update unit 203.
- each component of the game apparatus 200 will be described.
- the function of each part is mutually linked
- the timekeeping unit 201 includes an RTC (Real Time Clock) and measures the current date (including year / month / day / hour / minute / second and day of the week).
- the timekeeping unit 201 functions as a calendar and a clock by measuring the current date and time.
- the timekeeping unit 201 causes the storage unit 202, which will be described later, to store the current date and time that is timed regularly (every fixed time, when an event occurs in the game, etc.).
- the timing unit 201 measures the date and time in the game indicating the progress of the game.
- the timing unit 201 periodically stores the date and time in the game in the storage unit 202.
- the time measuring unit 201 can acquire a standard time by connecting to a computer communication network such as the Internet through the NIC 110 or the like, and can also set the standard time as the current time. Moreover, the time measuring part 201 can also acquire a time zone (regional standard time zone).
- the CPU 101, the ROM 102, and the like work together to function as the time measuring unit 201.
- the external memory 106 with a built-in battery can also function as the timer unit 201.
- the storage unit 202 stores the current date and time counted by the timing unit 201 and the date and time in the game linked to the current date and time. Further, the storage unit 202 stores a history of actual dates and times updated by an update unit 203 described later.
- the storage unit 202 stores an intermediate date and time sandwiched between the actual date and time measured by the timing unit 201 and the game date and time stored in the storage unit 202. Details of the intermediate date and time will be described later.
- the storage unit 202 stores the operating time during which the game apparatus 200 is operating and the number of times the game apparatus 200 has been started up.
- the operating time is the time from power-on to off of the game apparatus 200, the time from the start to the end of the corresponding software (game software), or the like.
- the number of activations is the number of times that the game device 200 has been activated, the number of times that the corresponding software has been activated, or the like.
- the storage unit 202 stores a history of the operation time and the number of activations.
- the player can freely set the date and time in the game through the controller 105.
- the current date and time can be automatically set as the date and time in the game.
- the set game date and time is stored in the storage unit 202.
- the CPU 101, the RAM 103, the external memory 106, and the like work together to function as the storage unit 202.
- the update unit 203 acquires the actual date and time and the date and time in the game, and determines whether or not the date and time satisfies a predetermined interlocking condition.
- the predetermined interlocking condition is (1) If the difference between the actual date and time in the game is less than or equal to a predetermined threshold time, (2) The difference between the actual date and time and the date and time in the game is equal to or less than a predetermined threshold time, and the update frequency obtained from the history stored in the storage unit 202 is equal to or higher than the predetermined threshold frequency. If Say.
- the predetermined threshold time is arbitrary, for example, one week, three days, 12 hours, or the like.
- the predetermined threshold frequency is arbitrary, for example, once or five times. Moreover, it can also be set as the frequency per unit time.
- the history includes not only the actual date / time history but also the history of the operating time and the number of activations.
- the update unit 203 causes the storage unit 202 to store the actual date and time as the game date and time. And the game date and time.
- the update unit 203 determines whether or not the update frequency of the history accumulated when the game progresses properly is equal to or higher than the threshold frequency. When the game progresses properly and the history is accumulated, the interlocking condition is satisfied. On the other hand, since the history is not accumulated when the player changes the date and time in the game a plurality of times, the update frequency does not exceed the threshold frequency, and the interlocking condition is not satisfied.
- the update unit 203 can also update the history when the condition is satisfied. Note that the update unit 203 may not update the history at all when the condition is not satisfied. Further, the update unit 203 can update the history while satisfying the condition, and can not update the history when the condition is not satisfied.
- the updating unit 203 uses the actual date and time (date and time 1a and date and time 2a) measured by the timing unit 201 as the date and time in the game (date and time 1b and date and time 2b). Is stored in the storage unit 202. For this reason, the date and time in the game are linked with the actual date and time.
- the update unit 203 also stores the date and time that does not match the actual date (here, date 1 and date A, date 2 and date B) in the storage unit 202 as the date and time in the game. It can also be memorized. That is, the update unit 203 can advance the date and time in the game so as to catch up with the actual date and time, and can match the actual date and time with the date and time in the game after a certain time or after a certain event.
- the updating unit 203 determines an intermediate date and time sandwiched between the actual date and time measured by the time measuring unit 201 and the game date and time stored in the storage unit 202. To do. Further, the update unit 203 stores the intermediate date / time in the storage unit 202 as the date / time in the game.
- the intermediate date is (1) Among a plurality of candidate dates and times prepared in advance, a candidate date and time closest to the game date and time after the game date and time stored in the storage unit 202, (2) Date and time obtained by adding a predetermined stage time shorter than the threshold time to the game date and time stored in the storage unit 202, (3) Date and time for internally dividing the actual date and time counted by the timing unit 201 and the date and time in the game stored in the storage unit 202 at a predetermined internal ratio; Say.
- the intermediate date and time of (1) will be described.
- the update unit 203 selects a plurality of candidate dates / times (here, candidate date / time 1, candidate date / time 2, candidate date / time 3) stored in the storage unit 202, etc.
- the candidate date / time closest to the game date / time is determined as the intermediate date / time.
- the candidate date 1 is determined as the intermediate date.
- the interlocking condition is satisfied when the player advances the game by the difference date and time from the intermediate date and time (candidate date 1) to the actual date or until the date and time in the game falls within the threshold time range. It is.
- the update unit 203 determines the intermediate date and time by adding the stage time shorter than the threshold time to the game date and time stored in the storage unit 202.
- the stage time is not limited to date, hour, minute, or the like, but can be the progress of the game.
- the player advances the game by the date and time of the difference from the intermediate date and time (in-game date and time + stage time) to the actual date or until the date and time in the game falls within the threshold time range, The interlocking condition is satisfied.
- the update unit 203 determines a date and time that internally divides the actual date and time and the date and time in the game (for example, a date and time that internally divides 1: 2) as an intermediate date and time.
- the internal ratio is not limited to 1: 2, but is arbitrary.
- the interlock condition is satisfied by allowing the player to advance the game for the difference date and time from the intermediate date and time to the actual date or until the date and time in the game falls within the threshold time range. .
- the update unit 203 can perform update at the following predetermined time points. (1) When a game is started on the game device 200, (2) When the current game state is saved in the game device 200, (3) A predetermined time interval while the game is progressing on the game device 200. Note that the predetermined time interval is arbitrary such as one day, one hour, one minute, etc., and may be an interval corresponding to the progress of the game.
- the update unit 203 links the actual date and time with the date and time in the game by performing the update.
- the CPU 101, the ROM 102, and the like operate in cooperation to function as the update unit 203.
- the update unit 203 acquires the current date and time measured by the timing unit 201 and the date and time in the game stored in the storage unit 202 (step). S11).
- the update unit 203 determines whether or not the current date and time and the date and time in the game satisfy a predetermined interlocking condition (step S12).
- step S12 When the predetermined interlocking condition is satisfied (step S12; Yes), the update unit 203 stores the current date and time in the storage unit 202 as the date and time in the game (step S13) and ends. If the interlocking condition is satisfied, it is determined that fraud or the like has not been performed, and the progress state of the game is determined to be appropriate.
- the update unit 203 determines an intermediate date / time sandwiched between the actual date / time and the date / time in the game (step S14). For example, when the player of the game changes the date and time in the game to generate a predetermined event in the game, the interlocking condition is not satisfied. In this case, the intermediate date and time before the game date and time changed by the player is reset as the game date and time. For this reason, a predetermined event that occurs at a predetermined date and time does not occur immediately. Thereafter, when the player progresses the game as usual, the set date and time reaches the date and time when the event occurs, and thus the event occurs.
- the update unit 203 determines the intermediate date and time based on the interlocking condition as to whether or not the history of the number of activations and the operation time stored in the storage unit 202 is equal to or greater than a threshold (minimum frequency, minimum time) (step) S14). For example, when the player intentionally advances the game date and time and the operation time is shorter than the number of activations, the update unit 203 can determine that the interlocking condition is not satisfied, as shown in FIG. Also. If the player has not played the game for a long time and both the number of activations and the operation time are small, the updating unit 203 can also determine that the interlocking condition is satisfied.
- a threshold minimum frequency, minimum time
- the update unit 203 can also determine the date and time before the predetermined event occurrence date and time as the intermediate date and time based on the number of activations and the operation time. Thereby, it is possible to prevent a predetermined event from being easily generated.
- the update unit 203 stores the intermediate date and time as the date and time in the game in the storage unit 202 (step S15), and ends. Thereby, the actual date and time in the game are linked. As shown in FIG. 8, the update unit 203 advances the game date / time earlier than the actual date / time while the actual date / time has passed from the date / time 1 to the date / time 2. Advance to date B. As a result, the date and time in the game slowly catches up with the actual date and time, so that a predetermined event always occurs.
- the progress of the game can be performed appropriately.
- the present invention by using the calendar function and the clock function built in the game device, in a game in which the date and time in the game proceeds in conjunction with the actual date and time, the player can Even when a game is not played or an illegal act of shifting the clock date and time from the actual date and time is performed, it is possible to provide a game device or the like suitable for appropriately progressing the game.
- Information processing apparatus 101
- CPU 102
- ROM 103
- RAM 104
- Controller 106
- External Memory 107
- DVD-ROM Drive 108
- Image Processing Unit 109
- Audio Processing Unit 110
- Game Device 201
- Timekeeping Unit 202
- Storage Unit 203 Update Unit 300
- Game Screen 301 Background Image 302 Character 303 Clock
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Pinball Game Machines (AREA)
- Processing Or Creating Images (AREA)
- Electric Clocks (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Priority Applications (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| KR1020107017902A KR101195764B1 (ko) | 2008-05-21 | 2009-05-15 | 게임장치, 게임제어방법 및 정보기록매체 |
| CN2009801056980A CN102089048A (zh) | 2008-05-21 | 2009-05-15 | 游戏装置、游戏控制方法、信息记录介质以及程序 |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2008133267A JP4402729B2 (ja) | 2008-05-21 | 2008-05-21 | ゲーム装置、ゲーム制御方法、及び、プログラム |
| JP2008-133267 | 2008-05-21 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2009142155A1 true WO2009142155A1 (fr) | 2009-11-26 |
Family
ID=41340087
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2009/059064 Ceased WO2009142155A1 (fr) | 2008-05-21 | 2009-05-15 | Dispositif de jeu, procédé de commande de jeu, support d’enregistrement d’informations et programme |
Country Status (5)
| Country | Link |
|---|---|
| JP (1) | JP4402729B2 (fr) |
| KR (1) | KR101195764B1 (fr) |
| CN (1) | CN102089048A (fr) |
| TW (1) | TWI382866B (fr) |
| WO (1) | WO2009142155A1 (fr) |
Families Citing this family (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN107497116B (zh) * | 2016-09-04 | 2020-10-16 | 广东小天才科技有限公司 | 一种游戏进度的更新控制方法及装置、用户终端 |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH11267355A (ja) * | 1998-03-19 | 1999-10-05 | Sega Enterp Ltd | ゲーム装置、ゲーム処理方法および記録媒体 |
| JP2000024321A (ja) * | 1998-07-10 | 2000-01-25 | Namco Ltd | ゲームシステム及び情報記憶媒体 |
| JP2004000679A (ja) * | 2003-07-22 | 2004-01-08 | Konami Co Ltd | ゲーム装置、プログラム及びコンピュータゲームシステムの制御方法 |
| JP3683632B2 (ja) * | 1995-12-21 | 2005-08-17 | 株式会社ハドソン | 家庭用テレビゲーム機 |
-
2008
- 2008-05-21 JP JP2008133267A patent/JP4402729B2/ja active Active
-
2009
- 2009-05-15 WO PCT/JP2009/059064 patent/WO2009142155A1/fr not_active Ceased
- 2009-05-15 KR KR1020107017902A patent/KR101195764B1/ko active Active
- 2009-05-15 CN CN2009801056980A patent/CN102089048A/zh active Pending
- 2009-05-21 TW TW098116896A patent/TWI382866B/zh not_active IP Right Cessation
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP3683632B2 (ja) * | 1995-12-21 | 2005-08-17 | 株式会社ハドソン | 家庭用テレビゲーム機 |
| JPH11267355A (ja) * | 1998-03-19 | 1999-10-05 | Sega Enterp Ltd | ゲーム装置、ゲーム処理方法および記録媒体 |
| JP2000024321A (ja) * | 1998-07-10 | 2000-01-25 | Namco Ltd | ゲームシステム及び情報記憶媒体 |
| JP2004000679A (ja) * | 2003-07-22 | 2004-01-08 | Konami Co Ltd | ゲーム装置、プログラム及びコンピュータゲームシステムの制御方法 |
Also Published As
| Publication number | Publication date |
|---|---|
| TWI382866B (zh) | 2013-01-21 |
| CN102089048A (zh) | 2011-06-08 |
| KR20100102216A (ko) | 2010-09-20 |
| JP4402729B2 (ja) | 2010-01-20 |
| KR101195764B1 (ko) | 2012-11-09 |
| TW201016277A (en) | 2010-05-01 |
| JP2009279138A (ja) | 2009-12-03 |
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