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Title:
GAME MACHINE, CONTROL METHOD USED THEREFOR AND STORAGE MEDIUM STORING COMPUTER PROGRAMS
Document Type and Number:
WIPO Patent Application WO/2012/117848
Kind Code:
A1
Abstract:
The purpose of the invention is to improve control of the moving velocity of an action-indicating marker when a lag occurs in the timing of an action-time detection. The invention is a game machine, in which an object (60) travels back and forth between reference positions (55A, 55B) that correspond to the control devices of online opponent players, and which allows the player to operate the control device in synchrony with the timing of the object (60) arriving at the reference position (55A). The game machine: assesses whether or not a lag has occurred in detecting the action-time and when it is determined that a lag has occurred, estimates the true distance as the distance from the object (60) to the next arrival point (R1b) assuming that said lag did not occur (distance on the path R2 - C - R1b) and corrects the display of the object (60) so that the difference between the estimated true distance and the actual distance from the object (60) to the next arrival point (distance on the A - C - R1b) is cancelled prior to the action-time associated with the next arrival point (R1b).

Inventors:
KATAGIRI SHOTA (JP)
Application Number:
PCT/JP2012/053390
Publication Date:
September 07, 2012
Filing Date:
February 14, 2012
Export Citation:
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Assignee:
KONAMI DIGITAL ENTERTAINMENT (JP)
KATAGIRI SHOTA (JP)
International Classes:
A63F13/33; A63F13/2145; A63F13/335; A63F13/54; A63F13/55
Domestic Patent References:
WO2011136303A12011-11-03
Foreign References:
JP2003236243A2003-08-26
JP2000155543A2000-06-06
JP4827982B12011-11-30
Attorney, Agent or Firm:
YAMAMOTO, Koji et al. (JP)
Koji Yamamoto (JP)
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Claims: