201002398 六、發明說明: 【發明所屬之技術領域】 本發明有關於玩家在指定時序進行輪入之遊戲中一 際輸入時序之太早或太晚而使玩家容易明白之較佳=實 裝置、賴控㈣法、»訊記賴體及料。 戲 【先前技術】 配合音樂之韻律而由玩家操作輸人之所謂音樂遊戲 遊戲)已廣為周知。音樂遊戲,例如,依序顯示在書θ 導引影像’在到達基準影像時,玩家q好之時序二上之 行遊戲(例如,參昭專利t Jim . 2. 1而進 …、导利文獻1)。在導引影像_基 附近時,玩家進行與該導引影像對應之輸人操作,夢以= 導引影像從晝面上消u α , 曰使該 上々失(例如,參照日本國公 -222280號,段落_至_ ^報 Α查品ρ挪-冰 U ~在專利文獻1, 旦,,,、、不Ά家之輸入時序具有對應 如,「GREAT」、「G00D」等)。 (例 【發明内容】 (發明所欲解決之問題) 但疋’特別是在初學者之情況,要確認該 =像之位置關係並且進行輸人操作,和進-步確認顯= :息内容’_瞬時判斷所輸人之時序對基準為太= !有困難。因此要求有對玩家提科序為太早或太晚而使ί 谷易明白之技術。 /、 098106583 201002398 本發明係針對上述之問題而作成者,其目的是提供玩家在 指定時序進行輸入之遊戲中,提示實際輸入時序之太早或太 晚而使玩家容易明白之較佳之遊戲裝置、遊戲控制方法、資 訊記錄媒體及程式。 (解決問題之手段) 為能達成上述目的之本發明之第1觀點之遊戲裝置,係構 建成包含有顯示部和受理部。 顯示部以導引影像通過基準影像之方式進行顯示,當該導 引影像重疊在該基準影像時,則以表示玩家應進行輸入之信 息進行催促。 受理部受理該玩家之輸入。 另外,顯示部在受理該輸入時,變更該導引影像和該基準 影像重疊區域之色彩或透明度而進行顯示。 利用該等之構造,於玩家在指定時序進行輸入之遊戲中, 可以提示實際輸入時序之早晚而使玩家容易明白。亦即,經 由變化影像重疊之區域之色彩等,用來強調該區域(或影像 未重疊之區域),所以玩家可以瞬間且詳細地知道該區域面 積之大小。其結果是不只根據顯示在晝面上之信息之内容, 而且亦根據玩家不斷注意之與該導引影像和該基準影像具 有對應關係之該區域所示之面積之大小,使玩家可以知道輸 入之時序是否接近該基準影像所示之基準。 顯示部亦可以在受理該輸入時,強調並顯示該基準影像中 098106583 5 201002398 之未與該導引影像重疊之區域。 利用該等之構造,因為強調影像未重疊之區域,所以玩家 可以瞬間且詳細地知道該未重疊之區域之面積之大小。其結 果是在該區域之面積為很大之情況時,玩家可以知道輸入之 時序對該基準影像所示之基準是太早或太晚。另外一方面, 在該區域之面積為很小之情況時,玩家可以知道輸入之時序 接近該基準影像所示之基準。 另外,遊戲裝置亦可以更具備有判斷部。 判斷部在受理該輸入時,於該導引影像通過該基準影像之 路徑,判斷該導引影像之位置對該基準影像之位置是否為超 過、一致、或未到達。 顯示部在受理該輸入時,亦可以與該判斷之結果具有對應 關係之色彩,強調並顯示該基準影像中之未與該導引影像重 疊之區域。 利用該等之構造,根據該未重疊區域之面積,玩家可以知 道輸入之時序對該基準影像所示之基準為太早、太晚、或沒 有偏移(剛好)之任一方。例如,該區域以下列方式變化。輸 入之時序對該基準影像所示之基準為太早之情況時,使該區 域成為紅色。另外一方面,輸入之時序對該基準影像所示之 基準為太晚之情況時,使該區域成為藍色。其結果是利用該 區域之色彩,玩家可以瞬時且詳細地知道時序之太早或太 晚。 098106583 6 201002398 顯示部在受理該輸入時,亦可以與該判斷之結果和該基準 影像與該導引影像之距離具有對應關係之色彩,強調並顯示 該基準影像中之未與該導引影像重疊之區域。 利用該等之構造,經由變化該未重疊區域之色彩,玩家可 以瞬時且詳細地知道輸入之時序之太早或太晚。例如,該區 域以下列方式變化。在輸入之時序對該基準影像所示之基準 為太早之情況時,使該區域成為深紅色,在猶早之情況時, 使該區域成為淡紅色。另外一方面,在輸入之時序對該基準 影像所示之基準為太晚之情況時,使該區域成為深藍色,在 稍晚之情況時,使該區域成為淡藍色。其結果是利用該區域 之色彩之濃淡,玩家可以瞬時且詳細地知道時序之太早或太 晚。 亦可以使該導引影像之外周和該基準影像之外周成為一 致。 利用該等之構造,當該導引影像通過該基準影像時,該重 疊區域或該未重疊區域之外周成為一定之形狀。其結果是根 據該形狀,玩家可以瞬時且詳細地知道時序之太早或太晚。 該導引影像之外周對該基準影像之外周,亦可以小既定之 寬度。 利用該等之構造,即使在輸入時序對該基準影像所示之基 準沒有偏移(剛好)之情況時,亦存在有該未重疊區域。其結 果是經由強調該區域,玩家可以瞬時且詳細地知道時序之太 098106583 7 201002398 早或太晚。 為能達成上述目的々士义 曰的之本發明之另一觀點之遊戲 法,係在具有顯示部和為 方 矛又理邛之遊戲裝置實行之遊戲控 法’其具備有顯示步驟和受理步驟。 在顯示步驟,以導引影像通過基準影像之方式進行顯厂 當該導引影像重叠在兮装、.隹旦? ± d _ ' 輸入之信息進行催促。 任忒基準影像時,則以表示使玩家應進行 在受理步驛’受理該玩家之輸入。 另外’於上述顯示步驟,在受理該輸入時,變化該導弓I影 像和該基準影像:^之輯之色彩或透㈣行顯示。k 為能達成上述目的之本發m觀點之程式構建成 電腦具有作為上述遊戲裝置之功能。另外,本發明之另一^ 點之程式構建成在電腦上實行上述遊戲控制方法。 觀 另外,本發明之程式可以記錄在光碟、軟碟、 、 、 又七呆、磁弁 碟、數位視訊光碟、磁帶和半導體記憶器等之電腦可μ 資訊記錄媒體。上述程式可以與實行該程式之電腦獨立之201002398 VI. Description of the Invention: [Technical Field of the Invention] The present invention relates to a game in which a player enters a timing in which a predetermined time is entered, and the input timing is too early or too late, so that the player can easily understand the better = real device, Control (four) method, » news and materials. Play [Prior Art] The so-called music game game in which the player manipulates the input with the rhythm of the music has been widely known. Music games, for example, are displayed in sequence in the book θ Guided Image 'When the reference image is reached, the player q is in good timing on the second trip game (for example, the reference to the patent t Jim. 2. 1 into..., the guide literature 1). When the image is near the base, the player performs the input operation corresponding to the guide image, and the dream is to guide the image to eliminate u α from the surface, so that the upper limit is lost (for example, refer to the Japanese national public-222280 No., paragraph _ to _ ^ Α Α ρ - - 冰 冰 冰 冰 冰 冰 冰 冰 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ (Example [Summary of the Invention] (The problem to be solved by the invention) However, in particular, in the case of a beginner, it is necessary to confirm the positional relationship of the image and perform the input operation, and confirm the progress of the image. _Instantaneously judges that the timing of the input is too difficult for the benchmark. It is therefore required to have a technique that the player is too early or too late to make ί谷 understand. /, 098106583 201002398 The present invention is directed to the above The problem is to create a game device, a game control method, an information recording medium, and a program that prompts the player to enter the game at a specified time and prompts that the actual input timing is too early or too late for the player to easily understand. (Means for Solving the Problem) The game device according to the first aspect of the present invention, which is capable of achieving the above object, is configured to include a display unit and a receiving unit. The display unit displays the guided image through the reference image. When the reference image is superimposed on the reference image, the information indicating that the player should input is prompted. The receiving unit accepts the input of the player. In the input, the color or transparency of the guide image and the reference image overlap region is changed and displayed. With the above configuration, in the game in which the player inputs the specified time, the player can be prompted to input the early and late timing. It is easy to understand, that is, the color of the area where the image overlaps is used to emphasize the area (or the area where the image is not overlapped), so the player can know the size of the area in an instant and in detail. The result is not only based on the display. The content of the information on the face, and also according to the area indicated by the area in which the player continuously pays attention to the guide image and the reference image, so that the player can know whether the input timing is close to the reference image. The display unit may emphasize and display an area of the reference image that does not overlap the guide image in the reference image when accepting the input. With these configurations, since the areas where the images are not overlapped are emphasized, So the player can know the size of the area of the unoverlapping area in an instant and in detail. As a result, when the area of the area is large, the player can know that the timing of the input is too early or too late for the reference shown in the reference image. On the other hand, the area in the area is small. In this case, the player can know that the timing of the input is close to the reference indicated by the reference image. Further, the game device may further include a determination unit. When the determination unit accepts the input, the guidance image passes the path of the reference image. Determining whether the position of the guide image is exceeding, matching, or not reaching the position of the reference image. When receiving the input, the display unit may emphasize and display the reference image in a color corresponding to the result of the determination. The area that is not overlapped with the guide image. With the configuration, based on the area of the non-overlapping area, the player can know that the timing of the input is too early, too late, or not biased toward the reference image. Move (just) either side. For example, the area changes in the following manner. When the timing of the input is too early for the reference shown in the reference image, the area is made red. On the other hand, when the timing of the input is too late for the reference shown by the reference image, the area is made blue. The result is that with the color of the area, the player can know the timing is too early or too late, instantaneously and in detail. 098106583 6 201002398 When receiving the input, the display unit may emphasize and display the color of the reference image that does not overlap with the guide image, and the color of the reference image and the distance between the reference image and the guide image. The area. With such a configuration, by varying the color of the non-overlapping region, the player can know instantaneously and in detail whether the timing of the input is too early or too late. For example, the area changes in the following manner. When the input timing is too early for the reference shown by the reference image, the area is made dark red, and in the case of early morning, the area is made reddish. On the other hand, when the timing of the input is too late for the reference shown by the reference image, the area is made dark blue, and in a later case, the area is made pale blue. The result is a shade of color in the area that allows the player to know the timing too early or too late. It is also possible to make the outer circumference of the guide image coincide with the outer circumference of the reference image. With such a configuration, when the guide image passes through the reference image, the overlap region or the outer periphery of the non-overlapping region becomes a certain shape. The result is that depending on the shape, the player can know the timing too early or too late, instantaneously and in detail. The outer circumference of the guide image may be smaller than the outer circumference of the reference image. With such a configuration, the non-overlapping region exists even when the input timing does not shift (just) to the reference indicated by the reference image. The result is that by emphasizing the area, the player can know the timing too quickly and in detail 098106583 7 201002398 early or too late. The game method of another aspect of the present invention which is capable of achieving the above-described purpose is a game control method having a display unit and a game device for a square spear. The display control method and the receiving step are provided. . In the display step, the image is guided through the reference image. When the guide image is overlaid on the armor, ± d _ ' Enter the information to urge. When the reference image is used, the player is required to accept the input of the player at the acceptance step 驿. Further, in the above display step, when the input is accepted, the color of the guide bow image and the reference image: or the (four) line display is changed. k is a program for realizing the above-mentioned object, and the computer has a function as the above-described game device. In addition, another program of the present invention is constructed to implement the above game control method on a computer. Further, the program of the present invention can record a computer-readable information recording medium such as a compact disc, a floppy disk, a seven-stay, a magnetic disk, a digital video disk, a magnetic tape, and a semiconductor memory. The above program can be independent of the computer that implements the program.
經由電腦通信網路散佈•販賣。另外,上述I 貝讯S己錄媒體可 以與§玄電腦獨立地散佈·販賣。 (發明效果) 可 依照本發明時’於玩家在指定時序進行輪入之遊戲中 以提示實際輸入時序之太早或太晚而使玩家容 白。 【實施方式】 098106583 8 201002398 以下説明本發明之遊戲裝置之實施形態之一,但是該實施 形態只用來容易理解本發明之原理,本發明之範圍不只限於 下面所述之實施形態,熟悉該領域之業者適當替換以下實施 - 形態構造之其他實施形態亦被包含在本發明之範圍。 - (實施形態1) 首先,參照圖1進行說明,圖1表示實現本發明之實施形 態之遊戲裝置之典型之資訊處理裝置之概要構造。 f 資訊處理裝置1 〇〇具備有CPU(Central ProcessingDistribute and sell through computer communication networks. In addition, the above-mentioned I Beixun S recorded media can be distributed and sold independently of the § Xuan computer. (Effect of the Invention) According to the present invention, the player can be whitened in a game in which the player performs the round-in at the specified timing to prompt the actual input timing too early or too late. [Embodiment] 098106583 8 201002398 The following describes an embodiment of the game device of the present invention, but the embodiment is only for easy understanding of the principle of the present invention, and the scope of the present invention is not limited to the embodiments described below, and is familiar with the field. Other embodiments of the embossing configuration are also included in the scope of the present invention. (Embodiment 1) First, a description will be given with reference to Fig. 1. Fig. 1 shows a schematic configuration of a typical information processing apparatus for realizing a game device of an embodiment of the present invention. f Information processing device 1 〇〇 has CPU (Central Processing
Unit,中央處理單元)101、R0M(Read Only Memory,唯讀記 憶器)102、RAM(Random Access Memory,隨機存取記憶器) 103、介面104、控制器105、外部記憶器i06、DVD(Digital Versatile Disk,數位多功能光碟)_r〇m驅動器1 、影像 處理部 108、聲音處理部 109、NIC(Netw〇rk Interface Card,網路界面卡)11 〇和踏墊型控制器111。 L 另外,將記憶有遊戲用之程式和資料之DVD-ROM裝著在 DVD-ROM驅動器107,經由投入資訊處理裝置1〇〇之電源, 而貫行該程式,藉以實現本實施形態之遊戲裴置。 CPU 101控制資訊處理裝置⑽之全體之動作,而進行與 . 各個構成元件連接之控制信號或資料之交接。 〃 在ROM 102記錄有電源投入後立即實行之I孔(丨以^“ Program Loader,初始程式載入常式),cpu I" 在DVD-ROM之程式讀出到_ 1〇3並實行。另外在丽⑽ 098106583 9 201002398 :錄有喊理裝置咖全艘之動__ 統之程式或各種資料,CPU101聘該 之作業系 _。3係用以暫時地記憶資料或輕式 =出並實行。 式或資料,和其他之遊戲進行所必要之資料。 面104所連接之控制_ 1〇5 戲時所進行之操作輸入。例如,才㈣ 用者於貫订遊 外,二等I:广方向之各個方_·另 操作^:被_者按下時,受邮驗下之崎應之 型制器以5同樣地’經由介面104所連接之踏整 111受理使用者實行遊戲時之操作輸人。例如,在 踏墊型控制器m,如圖2 ㈣上叙叫、右幻_ 1Ua'Tl5 、 專。踏墊型控制器111 一般係 利用使用者之腳進行操作輸入。 :用者可以同時使用控制器105和踏墊型控制器⑴,或 5、_用夕個之控制益105和多個之踏塾型控制器111。 ’丨面104連接成可自由褒卸之外部記憶器106,以 ^ =之方式記憶表示遊戲之進行狀態之資料、通信之日諸 出?,,料等。使用者經由控制器105或踏墊型控制器 播时進订心不輸入,可以將該等之資料記錄在適當之外部記 隐裔10 6。 在被裳著於DVD-ROM驅動器1〇7之議―歷,記錄有用以 098106583 201002398 實現遊戲之程式、和峨在遊戲之影像資料或聲音資料。利 用CPU 101之控制,DVD_R〇M驅動器1〇7對其所裝著之 DVD-ROM進行讀出處理,而讀出必要之程式或資料,並將該 等暫時地記憶在RAM 103等。 - 影像處理部108利用cpu ιοί或影像處理部1〇8所具備之 影像演算處理器(未圖示),對從_一_讀出之資料進行加 工處理後,將其記錄在影像處理部1〇8所具備之圖框記憶器 Γ (未圖示)。圖框記憶器所記錄之影像資訊被以指定之同步時 序變換成視訊信號’並輸出到影像處理部1〇8所連接之監視 器(未圖示)。利用此種方式,可以進行各種之影像顯示。 另外,影像演算處理器可以高速地實行2次元影像之重疊 廣算或α混合等之透過演算,和各種之飽和演算。 另外’利用Ζ緩衝法描繪被配置在虛擬3次元空間且附加 ,有各紐理資訊之多肖形資mx高速實行演算而由該演 I 异獲得從既定之視點位置,俯瞰被配置在虛擬3次元空間之 多角形之描繪影像。 另外,利用CPU 101和影像演算處理器之協調動作,依照 定義文字形狀之字型資訊,可以使文字列成為2次元影像, 而繪製到圖框記憶器,或繪製到各個多角形表面。字型資訊 §己錄在ROM 102,但是亦可以利用記錄在DVD一R〇M之專用之 字型資訊。 聲音處理部109將從DVD-ROM讀出之聲音資料變換成為頬 098106583 11 201002398 比聲音信號,從與其連接之揚聲器(未圖示)輸出。另外,在 ⑽⑻之控制下產生在遊戲之進行中所應產生之效果音或 樂曲資料,將與其對應之聲音從揚聲器輸出。 NIC 110是用來將資$處理|置丨⑽連接到網際網路等之 電腦通信網路(未圖示)者,其構成包含有依照構成 LAN(Local Area Network)時所使用之 1〇base — t/1〇〇base T規格者,或使用電話線路而連接到網際網路用之類比數 據故 ISDN(Integrated Services Digital Network,整合 服務數位網路)數據機’ Aj)SL(Asymmetric Digital Subscriber Line,非對稱式數位用戶線路)數據機,使用有 線電視線路而連接到網際網路用之有線電視數據機等,和進 行該等與CPU 101之媒介用之介面(未圖示)。 另外,資訊處理裝置100亦可以構建成使用硬碟等之大容 量外部記憶裝置,而具有與_ 1〇2、讀1〇3、外部記憶 器106、被裝著在DVD_R〇M驅動器1〇7之⑽等相同之 功能。 另外,亦可以採用連接受理來自使用者之文字列之編輯輸 入用之鍵盤’或受理各種位置之指定和選擇輸入用之滑鼠等 之輸入/輸出裝置之形態。 另外,除了本實施形態之資訊處理裝置100外,亦可以利 用一般之電腦(通用之個人電腦等)作為本發明之遊戲裝 置。例如,一般之電腦與上述資訊處理裝置10()同樣地,具 098106583 12 201002398 備有CPU、RAM、ROM、DVD-ROM驅動器和NIC,具備有功能 比資訊處理裝置100簡易之影像處理部,具有作為外部記憶 裝置之硬碟,除此之外可以利用棘磷、磁光碟、磁帶等。另 外’亦可以不利用控制器而是利用鍵盤或滑鼠等作為輸入裝 •置。另外,在安裝遊戲程式之後,當實行該程式時,可以具 有作為遊戲裝置之功能。 以下如無特別註明,對於後面所述之遊戲裝置300,利用 f 1 圖1所示之資訊處理裝置100進行説明。遊戲裝置300亦可 以依照需要適當地替換成為一般之電腦元件’該等之實施形 態亦包含在本發明之範圍。 (遊戲之說明) 圖3表示利用本發明之實施形態之遊戲裝置所實現之遊 戲晝面之一實例。以下參照該圖說明該遊戲。遊戲晝面 200,根據從裝著在DVD-R0M驅動器107之DVD-ROM所讀出 ί 之遊戲程式和遊戲資料,而產生在監視器。如該圖所示,在 該遊戲晝面200,在背景全面顯示背景影像206,使基準影 像 201a、201b、201c、201d,導引影像 202a、202b、202c、 ’ 202d,跳舞量尺203,得分204,和信息205重疊顯示在背 • 景影像206。得分204顯示在遊戲晝面200之下段,用來顯 示至目前之累積得分數。信息205顯示在晝面中段,而顯示 依照玩家操作之優劣之内容文字。例如,顯示「GREAT」、 「PERFECT」、「GOOD」、「BAD」等之文字。 098106583 13 201002398 2〇3顯示在晝面上段,包 劣而伸縮之量尺_ ^ 有依照遊戲操作之優 重尺棒。例如,在遊戲操 …量尺一料伸,減地錢 ㈣價之情況 時,量尺棒向卢端,μ 戲㈣"低評價之情況 況時,變_= 在量尺棒1^長度為短之情 W顿結束,玩家觀看跳舞量尺2 接近遊戲結束。在了以判斷疋否 像2〇la、2(nh 之下側依㈣序顯示基準影 像a 2Glb、2L基準影像2〇la、 2〇ld成為玩家用來判斷操作時序之基準。 c =,導引影像2〇2a對應到控制請戶斤具備之方向鈕 結作和左域踏㈣控制€ ill所具備之左鈕 ma’導弓丨影像202b對應到控制器1〇5所具備之方向紐之 向下操作和下缺踏㈣控⑴所具備之下紅lllb, 導引影像202c對應到控制器1〇5所具備之方向紐之向上操 作和上紐及踏墊型控㈣lu所具備之上紐uic,導引影 像202d對應到控制器105戶斤具備之方向紐之向右操作和右 鈕及踏墊型控制器1U所具備之右鈕md。另外,在基準 影像201a、201b、201c、201d之下方之比較寬廣之晝面區 域,表示依照時間之推移,移動到上方之導引影像2〇2a、 202b、202c、202d ’ 在該導引影像 2〇2a、202b、202c、202d 重疊在基準影像201a、201b、201c、20Id之時序,經由按 下與該等之基準影像201a ' 201b、201c、201d對應之方向 鈕或鈕,可以提高得分。例如,在該圖中導引影像2〇2c重 098106583 14 201002398 豐在基準影像201c。在稍後玩家按下控制器i〇5之上鈕或 踏墊型控制器1U之上鈕lllc,或操作方向鈕向上而可以 用來提而得分。 另外’不應解釋成在導引影像2〇2a、202b、202c、202d 完全重疊在基準影像2〇la、201b、201c、201d之時序,玩 家不操作控制器105或踏墊型控制器U1就不能提高得分, 應是成為依照其一致度而獲得得分。另外,導引影像2〇2&、 2〇2b、202c、202d之出現數目、出現順序等係根據記錄在 DVD-ROM等之遊戲程式和遊戲資料決定。 導引影像202a、202b、202c、202d具體而言以下列之方 賴示。當開始遊戲音樂之再生時,例如,當以現在起之2 小即部分之操作時序作為導引顯示範圍之情況時,咖ι〇ι 從既定資料讀出該範圍所含之操作時序。然後,根據該既定 貝科產生表示導引影像職、202b、驗、胸之影像資 料。該影像㈣從接近操作時序麵依序地向下,並以盥遠 離細作時序者並排之方式,娜顯示位置。 用在基準影像L驗、㈣之下方顯示 Γ表示對應之方⑽之方向操作或鈕之按下時序之導引 衫像 202a、202b、2〇2c、如 個之心” 咖d。在該圖中’在各行顯示】 U像,但是依照操作時序之到來狀況而顯示多個。 生之影像資料重疊在背景影像施,而成為遊戲畫面 之—部分。以㈣之週期重複進行以上之處理。 098106583 15 201002398 導引顯示範圍之開頭與其時點之遊戲音樂之演奏位置對 應,在每次處理時各以既定量使導引顯示範圍從曲之開頭向 後偏移。如此一來導引影像202a、202b、202c、202d配合 曲之進行逐漸移動到上方。依照此種方式,假如顯示導引景; 像202a、202b、202c、202d時,利用遊戲晝面200,玩家 可以容易地把握操作時序之到來狀況。 (遊戲裝置之構造) 其次’參照圖4用來說明本實施形態之遊戲裝置3〇〇之概 要構造。遊戲裝置300具備有顯示部301、受理部3〇2和判 斷部303。以下對遊戲裝置300之各個構成元件進行說明。 另外’各部分之功能互相關聯而配合,但是可以依照用途 '商 當地變更各部分之是否採用。 顯示部301從DVD-ROM等讀出必要之程式或資料,如圖 所示,在監視器顯示基準影像2〇la、2〇lb、2()le、 導引影像2G2a、2G2b、、_,跳舞量尺2Q3,^ 204,和信息205等。另外’顯示部3〇1使模倣玩家動^ 角色等亦依照需要而顯示在監視器。顯示部3qi㈣之 程式’以通過基準影像上之方式使導引影像移動。^之 圖3所示,影像驗料過鱗f彡像咖上之如 動。通過基準影像上後,丨影像脈朝向遊=移 200之上邊移動,並從遊戲晝面2〇〇消失。 思面 另外,顯示部301根據後面所述之判斷部 098106583 201002398 果,變更導引影像和基準影像之重疊區域和不重疊區域之色 彩或透明度。圖6A至圖6C表示導引影像和基準影像被強調 顯示之狀態。如圖6A所示,在導引影像202a和基準影像 201a為重疊之情況,顯示部301如圖6C所示,強調導引影 像202a之未重疊之區域202e,使重疊之區域202f成為透 明。另外,顯示部301,亦可以變更基準影像之色彩等,用 來代替變更導引影像之色彩等。例如,顯示部301如圖6B 所示,強調基準影像201a之未重疊之區域201e,使重疊之 區域201f成為透明。 強調區域之方法,例如,在顯示部301進行成為紅色、成 為螢光色、或成為與背景色對照之色等之強調處理。另外, 顯示部301變化該重疊之區域201f、202f之色彩或透明度, 例如,經由進行成為透明色、與背景色相同等之處理,用來 更進一步地強調該未重疊之區域201e、202e。顯示部301 為能強調該重疊之區域或該未重疊之區域,可以變更該區域 之色相、彩度和亮度。 圖5A至圖5D表示基準影像和導引影像之位置關係。另 外,圖7A至圖7C表示導引影像被變更顯示之狀態。如圖 5B所示,在接受到來自受理部302之輸入時,在基準影像 201a和導引影像202a之位置完全一致之情況,顯示部301 如圖7A至圖7C所示,進行使導引影像202a之全體之色成 為透明、導引影像202a和背景影像206之色成為同一色、 098106583 17 201002398 將導引影像202a之外周以虛線顯示等之處理。 另外,顯示部301,如圖5D所示,在接受到來自受理部 302之輸入時,在完全沒有基準影像和導引影像之重疊區域 之情況,可以不進行強調處理。 另外,顯示部301可以算出重疊之區域201f、202f之面 積。根據該重疊之區域201f、202f之面積之大小,顯示部 301藉由更進一步地強調該區域,而可以易於明白地提示輸 入之時序之太早或太晚。例如,在該重疊之區域201f、202f 之面積較小之情況時,顯示部301進行更強調未重疊之區域 201e、202e 之處理。 顯示部301強調導引影像和基準影像之時間,可以任意地 成為受理輸入起之一定時間(例如,3秒左右),或至導引影 像從遊戲晝面200消失為止之時間等。利用CPU 101、RAM 103 和影像處理部108之合作動作,具有作為顯示部301之功能。 另外,顯示部301經由計測導引影像和基準影像之距離 (間隔),可以用來計測輸入之時序之偏差。顯示部301如圖 8所示,計測表示基準影像201a和導引影像202a之中心線 之距離D1,基準影像201a之下邊部和導引影像202a之上 邊部之距離D2,和基準影像201a之上邊部和導引影像202a 之上邊部之距離D3。顯示部301可以計測基準影像之任意 位置和導引影像之任意位置之距離。 另外,在接受到來自受理部302之輸入時,代替判斷部 098106583 18 201002398 303者,顯示部301可以判別圖5A至圖叱所示之導引影像 202a和基準影像201a為重疊之狀態,和圖5D所示之導引 影像202a和基準影像201a為完全不重疊之狀熊。 受理部302經由控制器105或踏墊型控制器m,受理玩 家操作之輸入,將該輸入資訊交給顯示部301和判斷部 303。如圖3所示,因為存在有4個之導引影像2〇2a、2〇2b、 202c、202d,所以受理部3〇2具備有至少為4個之輸入鈕。 另外,輸入钮並不只限於4個,亦可以使受理部所具備之 輸入鈕之種類和數目對應到導引影像之種類和數目。 判斷部303判斷玩家進行輸入時之導引影像和基準影像 之位置關係。亦即,判斷部303判斷導引影像之位置對基準 影像之位置是否為到達、一致、或超過。判斷部3〇3判斷圖 5A所示之狀態為導引影像2〇2a未到達基準影像2〇ia,判斷 圖5B所示之狀態為導引影像202a和基準影像2〇la呈完全 一致’判斷圖5C所示之狀態為導引影像2〇2a超過基準影像 201a,判斷圖5D所示之狀態為導引影像2〇2a和基準影像 201a完全不重疊。判斷部3〇3判斷導引影像和基準影像之 位置關係,並將該判斷結果交給顯示部3〇1。 另外,判斷部303從導引影像之位置和移動速度,及基準 影像之位置,可以判斷最佳輸入時間之基準時間,和實際上 玩家輸入之導引時間之時序(時間)差。例如,判斷部別3 如圖8所示,根據基準影像2〇la和導引影像2〇2a之距離 098106583 19 201002398 D卜D2和D3 ’及導引影像202a之移動速度π,算出導引 影像202a到達基準影像201a之時間(di/vi、j)2/Vl、D3 /VI)。判斷部303利用現在之時間T1加上到達時間 VI等),用來算出最佳之輸入時間。判斷部3〇3從玩家之輸 入時間T2和最佳輸入時間(T1 + D1/V1等)之差,可以判斷 導引影像202a和基準影像2〇la之偏移。 (遊戲裝置之動作) 其次,參照圖9之流程圖用來說明遊戲裝置300之動作。 當投入遊戲裝置300之電源開始遊戲時,顯示部301從 DVD-ROM等讀出必要之程式或資料,如圖3所示,將基準影 像 201a、201b、201c、201d,和導引影像 202a、202b、202c、 202d等顯示在監視器。其次,顯示部301根據所讀出之程 式’以通過既定基準影像上之方式,使既定之導引影像移動 (步驟S11)。例如,導引影像2〇2b以通過基準影像201b上 之方式移動。 其次’受理部302判別是否有來自玩家之輸入(步驟 S12) °在沒有來自玩家之輸入之情況時(步驟S12 ; N〇),使 導引影像繼續移動至有輸入為止。 另外一方面,在有來自玩家之輸入之情況時(步驟S12 ; Yes),前進到步驟S13。判斷部303判斷玩家輸入時之導引 影像和基準影像之位置關係。 受理部302在受理到來自玩家之輸入時,在導引影像之位 098106583 201002398 置未到達基準影像之位置(輸入時序為太早)之情況(步驟 S13 ;太早),前進到步驟S14。 在步驟S14,顯示部301如圖6C所示,強調導引影像未 與基準影像重疊之區域202e,使重疊之區域202f成為透明 等。 另外,顯示部301依照導引影像和基準影像重疊之區域 201f、202f之面積之大小,變更該未重疊區域202e(或201e) 之強調程度。例如,使該未重疊之區域202e(或201e)以下 述方式進行變化。在輸入時序對基準為太早之情況時,使該 區域成為深紅,在稍早之情況時,使該區域成為淡紅。另外 一方面,在後面所述之輸入時序對基準為太晚之情況時,使 該區域成為深藍,在稍晚之情況時,使該區域成為淡藍。其 結果是依照該區域之色彩之濃淡,玩家可以詳細地知道輸入 之時序之太早或太晚。 圖6C所示之經強調之導引影像202a等,以施加過該強調 處理之狀態繼續移動,在到達一定位置後,或經過既定時間 後,從遊戲晝面200消失。 當受理部302受理來自玩家之輸入時,在導引影像之位置 與基準影像之位置一致(輸入時序剛好)之情況時(步驟 S13 ; —致),前進到步驟S15。在步驟S15顯示部301如圖 7A至圖7C所示,進行使導引影像202a之全體之色成為透 明、導引影像202a和背景影像206之色成為同一色、將導 098106583 21 201002398 引影像202a之外周以虛線表示等之處理。 施加過該處理之導引影像,與步驟S14同樣地,繼續移 動,並從遊戲晝面200消失。 受理部302在受理來自玩家之輸入時,在導引影像之位置 超過基準影像之位置(輸入時序為太晚)之情況時(步驟 S13 ;太晚),前進到步驟S16。在步驟S16顯示部301,與 步驟S14同樣地,強調導引影像未與基準影像重疊之區域 202e,並使重疊之區域202f成為透明等。 利用以上之處理,於玩家在指定之時序進行輸入之遊戲 中,可以將實際輸入之時序之太早或太晚提示給使用者使其 容易明白。亦即,經由變化影像重疊之區域之色彩等,而強 調該區域(或影像未重疊之區域),玩家可以瞬間且詳細地知 道該區域之面積之大小。其結果是不只根據顯示在晝面上之 信息内容,而且亦根據表示玩家不斷注意之與該導引影像和 該基準影像具有對應關係之該區域之面積大小,使玩家可以 知道輸入之時序是否接近該基準影像所示之基準。 (其他之實施形態) 在上述之實施形態中,所說明之情況是導引影像和基準影 像之外周成為一致之情況。但是,亦可以使導引影像比基準 影像小既定之寬度。在導引影像之位置和基準影像之位置一 致時,只要玩家可以辨識隱藏在導引影像之基準影像,該寬 度可以成為任意之大小。 098106583 22 201002398 顯示部301如圖ι〇Α 寬度之導心像τ為比基準影像201a小既定 部期如圖^所據判斷部3〇3之判斷結果,顯示 比導引影像大既定^強調基準影像廳。因為基準影像 影像(存在麵重疊基準影料會全賴藏在導引 顯:在導引影像和基準影像之位置成為-致之情況時, 顯不部301如圖⑽ 、 蚁之I兄時’ 為虛線、,使重疊區域成為透明^^二像㈣之外周成 利用以上之處理,. 時,因為㈣雜鱗成_好之情況 影像和基準影像未重&之2 7寬度,所以存在有導引 了,v田t 且之⑤域。其結果是經由強調該區域, 可以用來使玩家更詳細地知道時序之太早/太晚和-致。 另外本發明並不只限於上述之實施形態,亦可以有各種 之變化和應用。Unit, central processing unit 101, ROM (Read Only Memory) 102, RAM (Random Access Memory) 103, interface 104, controller 105, external memory i06, DVD (Digital A Versatile Disk, a digital versatile disc, a video processing unit 108, an audio processing unit 109, an NIC (Netw〇rk Interface Card) 11, and a pad type controller 111. In addition, the DVD-ROM in which the program and the data for the game are stored is loaded in the DVD-ROM drive 107, and the program is passed through the power supply of the information processing device 1 to realize the game of the embodiment. Set. The CPU 101 controls the operation of the entire information processing device (10) to perform the transfer of control signals or data connected to the respective constituent elements. I After the ROM 102 records the I hole that is executed immediately after the power is turned on (丨 "Program Loader", the initial program is loaded into the routine), cpu I" is read from the DVD-ROM program to _ 1〇3 and executed. In Li (10) 098106583 9 201002398: Recorded the slogan of the whole machine __ The program or various materials, CPU101 hired the operating system _. 3 is used to temporarily memorize the data or light = out and implement. Type or information, and other necessary information for the game. The control connected to face 104 _ 1〇5 The operation input performed during the play. For example, only (4) The user is outside the tour, the second class I: wide direction Each of the other parties _· another operation ^: When pressed by the _ person, the model that is under the inspection by the post is the same as the operation of the user through the interface 104. For example, in the mat type controller m, as shown in Fig. 2 (4), the right illusion _ 1Ua'Tl5, the special mat type controller 111 generally uses the user's foot for operation input. Simultaneous use of the controller 105 and the pad type controller (1), or 5, _ use of the control of the benefits of 105 and more The stepping type controller 111. The side surface 104 is connected to the external memory 106 that can be freely detached, and the data indicating the progress state of the game, the date of communication, and the like are stored in the form of ^=. If the user does not input through the controller 105 or the pad type controller, the data can be recorded in the appropriate external secrets 106. In the discussion of the DVD-ROM drive 1〇7 ―Record, record the program that uses 098106583 201002398 to implement the game, and the video data or sound data of the game. With the control of CPU 101, DVD_R〇M drive 1〇7 reads and processes the DVD-ROM installed on it. And reading necessary programs or materials, and temporarily storing the programs in the RAM 103, etc. - The image processing unit 108 uses a video processing processor (not shown) provided by the cpu ιοί or the image processing unit 1 8 After the data read from the ___ is processed, it is recorded in a frame memory Γ (not shown) included in the image processing unit 1 。 8. The image information recorded by the frame memory is specified. The synchronization timing is converted into a video signal' It is output to a monitor (not shown) connected to the image processing unit 1 to 8. In this way, various types of video display can be performed. In addition, the image calculation processor can perform superimposition of the binary image or α at high speed. Through the calculation of the mixing and other calculations, and the various saturation calculations. In addition, the Ζ buffering method is used to map and be placed in the virtual 3 dimensional space, and the multi-dimensional information is used to perform the calculation at the high speed. From the predetermined viewpoint position, the image of the polygon placed in the virtual 3 dimensional space is overlooked. In addition, by using the coordinated action of the CPU 101 and the image calculation processor, according to the font information defining the shape of the character, the character string can be made into a 2-dimensional image, drawn to the frame memory, or drawn onto each polygonal surface. Font information § has been recorded in ROM 102, but it is also possible to use the font information recorded on the DVD-R〇M. The sound processing unit 109 converts the sound data read from the DVD-ROM into a 頬 098106583 11 201002398 specific sound signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of (10) and (8), an effect sound or a music piece which should be generated during the progress of the game is generated, and the sound corresponding thereto is output from the speaker. The NIC 110 is a computer communication network (not shown) for connecting a device (10) to an Internet or the like, and includes a 〇base used in accordance with a LAN (Local Area Network). — t/1〇〇base T specifier, or ISDN (Integrated Services Digital Network) data machine 'Aj) SL (Asymmetric Digital Subscriber Line) connected to the Internet using a telephone line The asymmetrical digital subscriber line) data machine is connected to a cable television modem for the Internet using a cable television line, and the medium (not shown) for the medium of the CPU 101. In addition, the information processing apparatus 100 can also be constructed as a large-capacity external memory device using a hard disk or the like, and has a _1 〇 2, a read 1 〇 3, an external memory 106, and a DVD_R 〇 M drive 1 〇 7 The same function as (10). Further, it is also possible to adopt a form in which an input/output device for accepting an input for editing input from a character string of a user or a mouse for accepting designation of various positions and selecting a mouse for input. Further, in addition to the information processing device 100 of the present embodiment, a general computer (a general-purpose personal computer or the like) can be used as the game device of the present invention. For example, a general computer has a CPU, a RAM, a ROM, a DVD-ROM drive, and a NIC in the same manner as the above-described information processing apparatus 10 (), and has an image processing unit having a function that is simpler than that of the information processing apparatus 100. As a hard disk of an external memory device, a spinous phosphorus, a magneto-optical disk, a magnetic tape, or the like can be used. Alternatively, it is also possible to use a keyboard or a mouse or the like as an input device without using a controller. Further, after the game program is installed, when the program is executed, it can have a function as a game device. Hereinafter, unless otherwise specified, the game device 300 described later will be described using the information processing apparatus 100 shown in FIG. The game device 300 can also be appropriately replaced with a general computer element as needed. The embodiments are also included in the scope of the present invention. (Description of the game) Fig. 3 shows an example of a game surface realized by the game device of the embodiment of the present invention. The game will be described below with reference to the figure. The game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM of the DVD-ROM drive 107. As shown in the figure, in the game surface 200, the background image 206 is displayed on the background, and the reference images 201a, 201b, 201c, and 201d are guided by the images 202a, 202b, 202c, '202d, and the dancing scale 203 is scored. 204, and the information 205 is superimposed on the back view image 206. A score of 204 is displayed below the game's facet 200 to show the current cumulative number of points. The message 205 is displayed in the middle of the face, and the content text according to the merits of the player's operation is displayed. For example, characters such as "GREAT", "PERFECT", "GOOD", and "BAD" are displayed. 098106583 13 201002398 2〇3 is displayed on the upper surface of the ,, the scale of the inferior and retractable _ ^ There is a good bar according to the game operation. For example, in the game operation... when the scale is stretched, and the price of the land is reduced (four), the ruler sticks to Lu Duan, μ play (four) " low evaluation situation, change _= in the scale bar 1 ^ length is The short feeling is over, and the player watches the dancing scale 2 near the end of the game. In the case of judging whether or not the image is 2〇la, 2 (nh is displayed in the lower side (4), the reference image a 2Glb, the 2L reference image 2〇la, 2〇ld is used as a reference for the player to judge the operation timing. The image 2〇2a corresponds to the control button and the left field step (4) control. The left button ma's guide bow image 202b corresponds to the direction of the controller 1〇5. The downward operation and the lower step (4) control (1) have the red lllb, and the guide image 202c corresponds to the upward direction of the controller 1〇5 and the up button and the pad type control (four) lu Uic, the guide image 202d corresponds to the rightward operation of the direction of the controller 105 and the right button md of the right button and the pad type controller 1U. In addition, the reference images 201a, 201b, 201c, 201d The wider face area below the bottom indicates that the guide images 2〇2a, 202b, 202c, 202d' moved to the top according to the passage of time overlap the reference images 2〇2a, 202b, 202c, 202d in the reference The timing of the images 201a, 201b, 201c, and 20Id is pressed and pressed against the benchmarks For example, the direction buttons or buttons corresponding to 201a '201b, 201c, and 201d can improve the score. For example, in this figure, the guide image 2〇2c 098106583 14 201002398 is in the reference image 201c. Later, the player presses the controller i. 〇5 above the button or the pad type controller 1U above the button lllc, or the operation direction button up can be used to score. Also ' should not be interpreted as the guide image 2〇2a, 202b, 202c, 202d completely When the time of the reference images 2〇la, 201b, 201c, and 201d is superimposed, the player cannot increase the score without operating the controller 105 or the pad type controller U1, and the score is obtained according to the degree of coincidence. The number of occurrences of 2〇2&, 2〇2b, 202c, and 202d, the order of appearance, and the like are determined based on game programs and game data recorded on a DVD-ROM, etc. The guide images 202a, 202b, 202c, and 202d are specifically as follows In the case of the start of the reproduction of the game music, for example, when the operation timing of the second, that is, part of the operation timing is used as the guidance display range, the coffee ι〇ι reads the range included in the range from the predetermined data. Operation timing. Then then According to the predetermined Beca, the image data of the guide image job, 202b, test, and chest is generated. The image (4) is sequentially downward from the approach timing surface, and the side is displayed side by side away from the fine sequence. The guide shirt images 202a, 202b, 2〇2c, such as the heart, are displayed under the reference image L test and (4) below the corresponding direction (10). In the figure, the U image is displayed on each line, but a plurality of U pictures are displayed in accordance with the arrival timing of the operation. The image data of the living overlaps the background image and becomes part of the game screen. Repeat the above process in the cycle of (4). 098106583 15 201002398 The beginning of the guidance display range corresponds to the performance position of the game music at the time of the game, and the guidance display range is offset from the beginning of the song by the amount of each measurement. As a result, the guide images 202a, 202b, 202c, and 202d are gradually moved to the upper side in conjunction with the music. In this manner, if the guide scenes are displayed, such as 202a, 202b, 202c, and 202d, the player can easily grasp the arrival timing of the operation timing by using the game face 200. (Structure of Game Device) Next, a schematic structure of the game device 3 of the present embodiment will be described with reference to Fig. 4 . The game device 300 includes a display unit 301, a receiving unit 3〇2, and a determination unit 303. Hereinafter, each constituent element of the game device 300 will be described. In addition, the functions of each part are related to each other, but it is possible to change the use of each part according to the purpose. The display unit 301 reads necessary programs or materials from the DVD-ROM or the like, and displays the reference images 2〇1a, 2〇lb, 2()le, the guide images 2G2a, 2G2b, and _ on the monitor as shown in the figure. Dancing scales 2Q3, ^ 204, and information 205. Further, the display unit 3〇1 causes the imitating player character or the like to be displayed on the monitor as needed. The program of the display unit 3qi (4) moves the guide image by the reference image. ^ Figure 3 shows that the image is over-scaled like a coffee. After passing through the reference image, the 丨 image pulse moves toward the top of the swim=shift 200 and disappears from the game surface 2〇〇. In addition, the display unit 301 changes the color or transparency of the overlapping area and the non-overlapping area of the guide image and the reference image based on the determination unit 098106583 201002398 described later. 6A to 6C show states in which the guide image and the reference image are highlighted. As shown in Fig. 6A, when the guide image 202a and the reference image 201a are overlapped, the display unit 301 emphasizes the non-overlapping region 202e of the guided image 202a as shown in Fig. 6C, so that the overlapped region 202f becomes transparent. Further, the display unit 301 may change the color of the reference image or the like instead of changing the color of the guide image or the like. For example, as shown in Fig. 6B, the display unit 301 emphasizes the non-overlapping region 201e of the reference image 201a, and makes the overlapped region 201f transparent. In the method of emphasizing the area, for example, the display unit 301 performs an emphasis process of becoming red, becoming a fluorescent color, or being colored against the background color. Further, the display unit 301 changes the color or transparency of the overlapped regions 201f and 202f, for example, by performing processing such as forming a transparent color and the same background color, and further emphasizing the non-overlapping regions 201e and 202e. The display unit 301 can change the area of the overlap or the area that is not overlapped, and can change the hue, chroma, and brightness of the area. 5A to 5D show the positional relationship between the reference image and the guide image. Further, Fig. 7A to Fig. 7C show states in which the guide image is changed and displayed. As shown in FIG. 5B, when the input from the receiving unit 302 is received, when the positions of the reference image 201a and the guided image 202a are completely matched, the display unit 301 performs the guided image as shown in FIGS. 7A to 7C. The color of the whole of 202a becomes transparent, and the colors of the guide image 202a and the background image 206 become the same color, and 098106583 17 201002398 treats the outer periphery of the guide image 202a by a broken line or the like. Further, as shown in Fig. 5D, when the input from the receiving unit 302 is received, the display unit 301 may not perform the emphasis processing when there is no overlapping area of the reference image and the guide image. Further, the display unit 301 can calculate the area of the overlapped regions 201f and 202f. Depending on the size of the area of the overlapped regions 201f, 202f, the display portion 301 can more easily and implicitly indicate that the timing of the input is too early or too late by further emphasizing the region. For example, when the area of the overlapped regions 201f and 202f is small, the display unit 301 performs processing for more emphasis on the regions 201e and 202e which are not overlapped. The display unit 301 emphasizes the time of guiding the video and the reference video, and can arbitrarily set a predetermined time (for example, about 3 seconds) to accept the input, or a time until the guidance image disappears from the game surface 200. The cooperation operation of the CPU 101, the RAM 103, and the image processing unit 108 has a function as the display unit 301. Further, the display unit 301 can measure the deviation of the timing of the input by measuring the distance (interval) between the guide image and the reference image. As shown in FIG. 8, the display unit 301 measures the distance D1 indicating the center line between the reference image 201a and the guide image 202a, the distance D2 between the lower side of the reference image 201a and the upper side of the guide image 202a, and the upper side of the reference image 201a. The distance D3 between the portion and the upper edge of the guide image 202a. The display unit 301 can measure the distance between an arbitrary position of the reference image and an arbitrary position of the guide image. When the input from the receiving unit 302 is received, instead of the determining unit 098106583 18 201002398 303, the display unit 301 can determine that the guided image 202a and the reference image 201a shown in FIG. 5A to FIG. The guide image 202a and the reference image 201a shown in FIG. 5D are bears that do not overlap at all. The accepting unit 302 receives the input of the player operation via the controller 105 or the pad type controller m, and passes the input information to the display unit 301 and the determining unit 303. As shown in FIG. 3, since there are four guide images 2〇2a, 2〇2b, 202c, and 202d, the receiving unit 3〇2 is provided with at least four input buttons. Further, the number of input buttons is not limited to four, and the type and number of input buttons provided in the receiving unit may correspond to the type and number of guide images. The determination unit 303 determines the positional relationship between the guidance image and the reference image when the player performs the input. That is, the determination unit 303 determines whether or not the position of the navigation image is the arrival, coincidence, or exceeding of the position of the reference image. The determining unit 3〇3 determines that the state shown in FIG. 5A is that the guided image 2〇2a does not reach the reference image 2〇ia, and determines that the state shown in FIG. 5B is that the guided image 202a and the reference image 2〇la are completely identical. The state shown in FIG. 5C is that the guide image 2〇2a exceeds the reference image 201a, and it is judged that the state shown in FIG. 5D is that the guide image 2〇2a and the reference image 201a do not overlap at all. The determination unit 3〇3 determines the positional relationship between the guide image and the reference image, and passes the determination result to the display unit 3〇1. Further, the determination unit 303 can determine the reference time of the optimum input time from the position and the moving speed of the guidance image and the position of the reference image, and the timing (time) of the guidance time input by the player. For example, the judging section 3 calculates the guide image based on the distance 098106583 19 201002398 D b D2 and D3 ' and the moving speed π of the guide image 202a of the reference image 2〇la and the guide image 2〇2a as shown in FIG. The time (di/vi, j) 2/V1, D3 / VI) at which 202a reaches the reference image 201a. The judging unit 303 uses the current time T1 plus the arrival time VI or the like to calculate the optimum input time. The judging unit 3〇3 can determine the offset between the guide image 202a and the reference image 2〇la from the difference between the player's input time T2 and the optimum input time (T1 + D1/V1, etc.). (Operation of Game Device) Next, the operation of the game device 300 will be described with reference to the flowchart of Fig. 9 . When the power of the game device 300 is started to start the game, the display unit 301 reads necessary programs or materials from the DVD-ROM or the like, and as shown in FIG. 3, the reference images 201a, 201b, 201c, and 201d, and the guide image 202a, 202b, 202c, 202d, etc. are displayed on the monitor. Next, the display unit 301 moves the predetermined guide image so as to pass through the predetermined reference image in accordance with the read mode ' (step S11). For example, the image 2〇2b is guided to move through the reference image 201b. Next, the accepting unit 302 determines whether or not there is an input from the player (step S12). When there is no input from the player (step S12; N〇), the guide image is continuously moved until there is input. On the other hand, when there is an input from the player (step S12; Yes), the process proceeds to step S13. The determination unit 303 determines the positional relationship between the guidance image and the reference image when the player inputs. When receiving the input from the player, the receiving unit 302 does not reach the position of the reference image (the input timing is too early) in the navigation image bit 098106583 201002398 (step S13; too early), and the process proceeds to step S14. In step S14, as shown in Fig. 6C, the display unit 301 emphasizes the region 202e in which the guide image is not overlapped with the reference image, and makes the overlapped region 202f transparent or the like. Further, the display unit 301 changes the degree of emphasis of the non-overlapping region 202e (or 201e) in accordance with the size of the area of the regions 201f and 202f where the guide image and the reference image overlap. For example, the non-overlapping region 202e (or 201e) is changed in the following manner. When the input timing is too early for the reference, the area is made dark red, and in an earlier case, the area is made reddish. On the other hand, when the input timing described later is too late for the reference, the area is made dark blue, and in a later case, the area is made pale blue. The result is that depending on the color of the area, the player can know in detail whether the timing of the input is too early or too late. The emphasized guide image 202a or the like shown in Fig. 6C continues to move in a state in which the emphasis processing has been applied, and disappears from the game surface 200 after reaching a certain position or after a predetermined time. When the accepting unit 302 accepts the input from the player, when the position of the pilot image matches the position of the reference image (the input timing is just right) (step S13; YES), the process proceeds to step S15. In step S15, as shown in FIGS. 7A to 7C, the display unit 301 makes the color of the entire guide image 202a transparent, and the colors of the guide image 202a and the background image 206 become the same color, and the guide image 202a is guided by 098106583 21 201002398. The outer circumference is indicated by a broken line and the like. The guided image to which the processing has been applied is moved in the same manner as in step S14, and disappears from the game surface 200. When receiving the input from the player, when the position of the guidance image exceeds the position of the reference image (the input timing is too late) (step S13; too late), the receiving unit 302 proceeds to step S16. In the same manner as in step S14, the display unit 301 emphasizes the area 202e in which the guide image is not overlapped with the reference image, and makes the overlapped area 202f transparent or the like. With the above processing, in the game where the player inputs at the specified timing, the timing of the actual input can be presented to the user too early or too late to make it easy to understand. That is, by changing the color of the area where the image overlaps, etc., and emphasizing the area (or the area where the image is not overlapped), the player can know the size of the area in an instant and in detail. The result is that the player can know whether the timing of the input is close not only according to the information content displayed on the face, but also according to the size of the area indicating that the player keeps paying attention to the guide image and the reference image. The reference shown in the reference image. (Other Embodiments) In the above-described embodiment, the case where the guide image and the reference image are equal to each other is described. However, it is also possible to make the guide image smaller than the reference image by a predetermined width. When the position of the guide image coincides with the position of the reference image, the width can be any size as long as the player can recognize the reference image hidden in the guide image. 098106583 22 201002398 The display unit 301 is smaller than the reference image 201a, and the display unit 301 is smaller than the reference image 201a. The display result is larger than the guide image. hall. Because the reference image image (the presence of overlapping surface reference material will be hidden in the guide display: when the position of the guide image and the reference image becomes the same, the display portion 301 is shown in Figure (10), Ant I brother's time] In the case of a dotted line, the overlapping area is made transparent. The second image is processed by the above method. When the (4) is a good image, the reference image is not heavy and the width is 2, so there is Guided, v field and 5 fields. The result is that by emphasizing the area, the player can be used to make the player know the timing too early/too late and the timing. In addition, the present invention is not limited to the above embodiment. There are also various changes and applications.
導引影像所通過之路徑並不只限於直線,亦可以為曲線等 之任意者。 導引影像之出現位置並不只限於遊戲畫面200之下方,亦 可以為上方、中段等之任意者。 基準影像之位置並不只限於遊戲晝面200之上方,亦可以 為下方、中段等之任意者。 另外,本案以日本國專利案特願2008_046422號為基礎主 張優先權,並將該基礎案之内容全部取入到本案。 098106583 23 201002398 (產業上之可利用性) 如以上所說明之方式,依照本發明時矸以提供於玩家在指 定時序進行輸入之遊戲中,提示實際輸入之時序之太早或太 晚而使玩家容易明白之較佳之遊戲裝置、遊戲控制方法、資 訊記錄媒體及程式。 【圖式簡單說明】 圖1是模式圖,用來表示本發明之實施形態之遊戲裝置等 所實現之典型之資訊處理裝置之概要構造。 圖2表示踏墊型控制器。 圖3表示遊戲晝面實例。 圖4是說明圖,用來表示遊戲裝置之概要構造。 圖5A表示導弓丨影像未到達基準影像之狀態。 圖5B表示導弓丨影像和基準影像之位置為一致之狀態。 圖5C表示導弓丨影像超過基準影像之狀態。 圖5D表示導引影像和基準影像為未重疊之狀態。 圖6A表示導弓丨影像和基準影像為重疊之狀態。 圖6B表示強調基準影像之狀態。 圖6C表示強調導引影像之狀態。 圖7A表示導引影像之色為透明色之狀態。 圖7B表示料影像和背景影像之色為㈣之狀態。 圖7C表示導弓丨影像之外周為虛線之狀態。 圖8用來說明導引影像和基準影像之距離。 098106583 24 201002398 圖9是流程圖,用來說明遊戲裝置之動作。 圖10A表示另一實施形態之導引影像和基準影像,表示導 引影像和基準影像之位置為一致之狀態。 圖10B表示另一實施形態之導引影像和基準影像,表示強 . 調基準影像之狀態。 圖10C表示另一實施形態之導引影像和基準影像,表示導 引影像之外周為虛線之狀態(未強調之狀態)。 p 【主要元件符號說明】 100 資訊處理裝置 101 CPU 102 ROM 103 RAM 104 介面 105 控制器 106 外部記憶器 107 DVD-ROM驅動器 108 影像處理部 109 聲音處理部 110 NIC 111 踏墊型控制器 111a 左在丑 111b 下鈕 098106583 25 201002398 lllc 上鈕 llld 右鈕 200 遊戲晝面 201a 、 201b 、 201c 、 201d 201e、202e 未重疊之區域 202a 、 202b 、 202c 、 202d 201f、202f 重疊之區域 203 跳舞量尺 204 得分The path through which the image is guided is not limited to a straight line, and may be any of a curve or the like. The position where the guidance image appears is not limited to the lower side of the game screen 200, and may be any of the upper and middle sections. The position of the reference image is not limited to the upper side of the game screen 200, and may be any of the lower and middle sections. In addition, the case is based on the priority of the Japanese patent case 2008_046422, and the contents of the basic case are taken into the case. 098106583 23 201002398 (Industrial Applicability) In the manner described above, in accordance with the present invention, the player is prompted to enter the game at a specified time, prompting the player to enter the timing of the actual input too early or too late. It is easy to understand the preferred game device, game control method, information recording medium and program. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a schematic view showing a schematic configuration of a typical information processing apparatus realized by a game device or the like according to an embodiment of the present invention. Figure 2 shows a pad type controller. Figure 3 shows an example of a game face. Fig. 4 is an explanatory diagram for showing a schematic configuration of a game device. Fig. 5A shows a state in which the guide bow image does not reach the reference image. Fig. 5B shows a state in which the positions of the guide bow image and the reference image are identical. Fig. 5C shows the state in which the guide bow image exceeds the reference image. Fig. 5D shows a state in which the guide image and the reference image are not overlapped. Fig. 6A shows a state in which the guide bow image and the reference image are overlapped. Fig. 6B shows the state of the emphasized reference image. Fig. 6C shows the state in which the guide image is emphasized. Fig. 7A shows a state in which the color of the guide image is a transparent color. Fig. 7B shows the state in which the color of the material image and the background image is (4). Fig. 7C shows a state in which the outer circumference of the guide bow image is a broken line. Figure 8 is used to illustrate the distance between the pilot image and the reference image. 098106583 24 201002398 Figure 9 is a flow chart for explaining the operation of the game device. Fig. 10A shows a guide image and a reference image of another embodiment, showing a state in which the positions of the guide image and the reference image are identical. Fig. 10B shows a guide image and a reference image of another embodiment, showing the state of the strong reference image. Fig. 10C shows a guide image and a reference image of another embodiment, showing a state in which the outer circumference of the guide image is a broken line (a state not emphasized). p [Description of main component symbols] 100 Information processing device 101 CPU 102 ROM 103 RAM 104 Interface 105 Controller 106 External memory 107 DVD-ROM drive 108 Image processing unit 109 Sound processing unit 110 NIC 111 Pad type controller 111a Left Ugly 111b lower button 098106583 25 201002398 lllc upper button llld right button 200 game face 201a, 201b, 201c, 201d 201e, 202e non-overlapping regions 202a, 202b, 202c, 202d 201f, 202f overlapping region 203 dancing ruler 204 score
背景影像 遊戲裝置 顯示部 受理部 判斷部 距離 基準影像 導引影像 205 206 300 301 302 303 D卜 D2、D3 VI 移動速度 098106583 26Background image Game device Display unit Reception unit Judgment unit Distance Reference image Guide image 205 206 300 301 302 303 D Bu D2, D3 VI Movement speed 098106583 26