PROGRAM, GAME DEVICE AND CONTROL METHOD FOR SAME
    2.
    发明公开
    PROGRAM, GAME DEVICE AND CONTROL METHOD FOR SAME 审中-公开
    PROGRAMM,SPIELVORRICHTUNG UND STEERERVERFAHRENDAFÜR

    公开(公告)号:EP2578281A1

    公开(公告)日:2013-04-10

    申请号:EP11786427.2

    申请日:2011-04-12

    IPC分类号: A63F13/10

    摘要: The present invention provides a program executed in a game device. The program causes a controller to execute: moving a plurality of operated characters in a virtual three-dimensional space in accordance with operation signals output from a plurality of operation units; deciding a moving direction of a field-of-view range; setting a screen end of a display screen of a game image on the opposite side of the moving direction of the field-of-view range; generating, if a first operated character, which is at least one operated character in the plurality of operated characters, is located at a predetermined point outside the screen end, an operation event for receiving a specific operation from an operation unit operating the first operated character; and moving, if the specific operation is received when the operation event is generated, at least a second operated character in the plurality of operated characters toward a position of the first operated character. The second operated character is an operated character closest to a screen end of the game image in the moving direction of the field-of-view range.

    摘要翻译: 本发明提供一种在游戏装置中执行的程序。 该程序使控制器执行:根据从多个操作单元输出的操作信号,在虚拟三维空间中移动多个操作字符; 决定视场范围的移动方向; 在视野范围的移动方向的相反侧设置游戏图像的显示屏幕的屏幕结束; 如果在所述多个操作字符中具有至少一个操作字符的第一操作字符位于所述屏幕端外部的预定点处,则产生用于从操作所述第一操作字符的操作单元接收特定操作的操作事件 ; 并且如果在生成操作事件时接收到特定操作,则移动到多个操作字符中的至少第二操作字符朝向第一操作字符的位置。 第二操作字符是在视野范围的移动方向上最靠近游戏图像的屏幕端的操作字符。

    GAME CONTROL PROGRAM AND GAME DEVICE
    5.
    发明公开
    GAME CONTROL PROGRAM AND GAME DEVICE 审中-公开
    SPIELSTEUERPROGRAMM UND SPIELVORRICHTUNG

    公开(公告)号:EP2392390A1

    公开(公告)日:2011-12-07

    申请号:EP09839133.7

    申请日:2009-12-13

    IPC分类号: A63F13/10 A63F13/00

    摘要: Damages include ineffective damage (scratch damage) and effective damage (fixed damage). When scratch damage occurs, an amount Ds corresponding to the scratch damage is stored into a memory. When fixed damage occurs, a vitality parameter Lp is decreased by an amount Df corresponding to the fixed damage. Scratch damage decreases over time. If fixed damage Df occurs in the presence of scratch damage, the vitality parameter Lp is decreased by a total amount of the scratch damage and the fixed damage. Such controls on the vitality parameter diversify the game progress.

    摘要翻译: 损坏包括无效伤害(划痕伤害)和有效伤害(固定伤害)。 当发生划痕伤害时,对应于划痕伤害的量Ds存储在存储器中。 当固定损伤发生时,活力参数Lp减小对应于固定损伤的量Df。 刮擦伤害随时间而减少。 如果在存在划痕损伤的情况下发生固定损伤,则活力参数Lp会减少划痕损伤和固定伤害的总量。 这种对活力参数的控制使游戏进度多样化。

    NETWORK GAME SYSTEM AND CLIENT GAME DEVICE
    7.
    发明公开
    NETWORK GAME SYSTEM AND CLIENT GAME DEVICE 审中-公开
    NETZWERKSPIELSYSTEM在客户端 - SPIELVORRICHTUNG

    公开(公告)号:EP2327461A1

    公开(公告)日:2011-06-01

    申请号:EP09809679.5

    申请日:2009-06-22

    申请人: Sega Corporation

    IPC分类号: A63F13/12 G06F21/20 G06K17/00

    摘要: By assigning presentation process information, which is used for changing a game screen or a game sound to a game screen or a game sound that is different from an ordinary game screen or game sound, to a player through an external storage medium when a predetermined condition is satisfied, a network game system and a client game device capable of increasing the attraction and strengthening the friendship between players are provided. In a network game system including game devices each including a unit that reads out a player ID from an external storage medium and a server terminal that is communicably connected to the game devices through a network, presentation process information used for performing a game presentation associated with a game presentation ID at the time of performing a game is stored in a managing section, the game presentation ID set to be used in the external storage medium based on the player ID is stored in the managing section in association with the player ID, and, when a predetermined condition is satisfied, information on the use permission setting of the game presentation ID that is stored in the managing section is updated.

    摘要翻译: 通过在预定条件下通过外部存储介质,将用于将游戏画面或游戏声音改变为游戏画面的演示处理信息或与普通游戏画面或游戏声音不同的游戏声音分配给玩家 提供了能够增加吸引力并增强玩家之间的友谊的网络游戏系统和客户端游戏装置。 在包括游戏装置的网络游戏系统中,每个包括从外部存储介质读出玩家ID的单元和通过网络可通信地连接到游戏装置的服务器终端的游戏装置,用于执行与 在执行游戏时的游戏呈现ID存储在管理部分中,根据玩家ID将设置为在外部存储媒体中使用的游戏呈现ID与玩家ID相关联地存储在管理部分中,以及 当满足预定条件时,更新关于存储在管理部分中的游戏演示ID的使用许可设置的信息。

    Game apparatus, server apparatus, program, and recording medium
    10.
    发明公开
    Game apparatus, server apparatus, program, and recording medium 审中-公开
    Spielgerät,Servervorrichtung,程序和Aufzeichnungsmedium

    公开(公告)号:EP2111902A1

    公开(公告)日:2009-10-28

    申请号:EP09005995.7

    申请日:2002-05-09

    申请人: Sega Corporation

    IPC分类号: A63F13/10 A63F13/00

    摘要: An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A.

    摘要翻译: 本发明的目的是提供一种游戏服务器,其可以模拟与实际存在的特定人物相竞争的感觉。 本发明的游戏服务器为玩家A可以随着足球游戏的进展而改变的游戏场景中选择的动作提供多个选项。 选项包括运球(长),运球(短),穿过球员前方,传球到球员的脚下,等待射击。 通过计数每个选项的次数,为每个游戏场景存储玩家A的动作模式。 游戏服务器是指在与其他玩家B玩的时候存储的动作模式。这种配置使得游戏玩家B能够像虚拟玩家一样玩游戏玩家A.