TW201012519A - Game device, game processing method, and information recording medium - Google Patents

Game device, game processing method, and information recording medium Download PDF

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Publication number
TW201012519A
TW201012519A TW098108887A TW98108887A TW201012519A TW 201012519 A TW201012519 A TW 201012519A TW 098108887 A TW098108887 A TW 098108887A TW 98108887 A TW98108887 A TW 98108887A TW 201012519 A TW201012519 A TW 201012519A
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Taiwan
Prior art keywords
time
task
player
pressed state
warning
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TW098108887A
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Chinese (zh)
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TWI382865B (en
Inventor
Yuichi Asami
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Konami Digital Entertainment
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Publication of TW201012519A publication Critical patent/TW201012519A/en
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Publication of TWI382865B publication Critical patent/TWI382865B/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

In a game device (200), a storage unit (201) stores, as task information, a task that designates a time at which a player should switch a button from a non-pressed state to a pressed state. A detection unit (202) detects whether the button is in the pressed state or the non-pressed state. A score determination unit (203) determines the score of a player, based on the task information and the result of detection provided by the detection unit (202). An alarm unit (204) issues an alarm to the player when it is detected by the detection unit (202) that the state of the button is changed from the non-pressed state to the pressed state at a time that is after a first allowance time set around preceding one of chronically adjacent two tasks and before a second allowance time set around the subsequent one of such two tasks.

Description

201012519 六、發明說明: 【發明所屬之技術領域】 本發明係有關[種適合用於簡單易·&地教授玩家在遊 戲中相應於其進行之動作的遊齡置、軸處理方法、資訊 記錄媒體及程式。 【先前技術】 由虛擬玩家活動整個身體而遊玩的遊戲正在普及。例如, 在日本專利公報專利第3GG3851號公報巾揭示有如下裝 置:將以料位置及賴動作日㈣麵之任務顯示於畫面 上,當玩家根據“來遊玩時,可享讀蹈之錢。據此, 遊戲裝置騎玩家之踩踏動作進行檢測,根據踩踏位置及踩 踏動作時機之指示與玩家之實際踩踏動作之偏差,而對玩家 動作進行評分。玩家在根據所顯示之任務活動身體時,可配 合正在再生之音樂節奏而盡情地舞蹈。 【發明内容】 (發明所欲解決之問題) ::上述習知技術,當遊戲製作者方欲使玩家做 相應的所期望之動作時,只要製作與該所期望相 之任務並提供給玩家,宕 相0 務,從而可尨茸狳。 更會騎除(elear)所提供之任 日 〃程度上51導玩家做出所期望之動作。γ曰 疋,有時即使能夠教授於每—個時機所應採取之動作乍玩家 在將其看作-連事之動作時未必會按照遊戲製作者方之意 098J08887 201012519 圖來進行動作。例如,於第 f機之第1動作(motion)之後, 教杈7G豕繼續進行第2時機 動作鱼第2動你〜 第2動作時,有時即使第1 所提供之任務,即判定為第除 任務)’從而作為整體動作 丨(已明除 a疋為正確。如此便難以向玩 豕教杈按照遊戲製作者方所意圖之動作。 本發明係用以解決上述問 e 參 於間赫目的在於提供-種適合用 於間卓易Μ地教授玩家在遊愈 戲裝置、遊域理料 其進狀動作的遊 戲慝理方法、資訊記錄媒體及程式。 (解決問題之手段) 判tr::1態樣之遊戲裝置具備記憶部、檢測部、成績 判疋部、警告部。 。己U 4係讀玩家應將輸人裝置之特定 態變更為按壓狀態之多個任務時刻。 按壓狀 檢測部係檢測該較區域係該按壓狀態或係該非按 態0 成績判定部係根據針對所記憶之多個任務時刻之各個在 匕3該任務時刻之成績判定時限㈣,是藉由檢測部而檢 測到邊特定d域已自該非減狀態變為該按壓狀態,而 ^玩豕之成續。 警告部係在針對所記憶之多個任務時刻中之相鄰的任務 時刻之各個,在前面之任務時刻之成績判定時限(以下稱為 098108887 201012519 「前面之成績判定時限」)以後、後面之任務時刻之成績判 定時限(以下稱為「後面之成績判定時限」)以前之期間,藉 由檢測而檢測到該特定區域已變為該非按壓狀態時向該 玩家發出警告。 本發明之遊戲裝置上連接有作為輸入裝置之控制器 (controller)。例如’於控制器表面之特定區域内,配置會藉 由玩豕之按壓動作而變為按壓狀態及非按壓狀態之按知。關 於按鈕,例如,可為藉由玩家之按壓動作來切換按壓動作 _/非按壓狀態(⑽)之類型的餘,亦可為求出因按壓而 產生之壓力值,若為特定值以上則為⑽、若非如此則為 OFF之類型的按^於㈣紅至少配置—個以上之按紐。 於本發明之遊戲裝置中所進行之遊戲中,設定有玩家應將 按紐自非按壓狀態變更為按壓狀態之時刻(以下稱為「任務 時刻」)。t檢測到玩家於任務時刻使按紐自非按壓狀㈣ 為按壓狀態(自卿㈣〇晴,遊戲裝置狀為玩家^清 除任務(成功),當非如此情況時,則判定為玩家未清除任務 (失敗)。典型而言,對玩家提示多個任務。當存在時間上相 鄰的兩個任務時,將前面之任務時刻稱為「前面之任務’ 將後面之任務時刻稱為「後面 」 无卸之任務」。遊戲裝置根據判定 結果而判定玩家之成績。例如,遊戲裝置在遊戲中再生音 樂,只要玩家於任務時刻按照指示按壓按紐,即可配合音樂 而進行舞蹈。換言之’向玩家提雜務,以使玩家最終二夠 098108887 201012519 配合音樂進行舞蹈。 於包含任務時刻之前後之時間段内,設定用於成績判定之 成績判定時限。亦即,當在以自任務時刻算起特定時間之前 '至任務時刻算起駄時間之後為止而表示之時間區域内= ^ 測到按鈕已自非按壓狀態變為按壓狀態時,判斷為已由玩家 達成任務’從而加上得分。只要能夠於該成績判定時限以内 將按鈕自非按壓狀態變為按壓狀態,玩家即可得分。 • ㈣面之任務中狀定之成績判定時限(前面之成績判定 時限)以後、後面之任務中所設定之成績狀時限(後面之^ 績判定時限)以前之時間區域’稱為警告判定時限。當於警 告判定時限以内檢測到按紐已自按壓狀態變為非按壓狀二 (已立自二變為㈣時’向玩_警告。該警告為例如顯' 不思曰為不應使手或腳等離開按鈕」之内容的訊声、 (message)或影像。或者,亦可再生特定之鏊生立 " 參演遊戲内之特定花招等。 …或者放 即,遊戲裝置不僅判定針對以最終能夠配合音樂進行舞蹈 之方式而進行提示之各任務的玩家成績,且亦列八…日 在任務與任務間進行有未推薦之動作。並且,^家疋否 —與任務間進行有未推薦之動作時,發出意旨為二:在任務 夕L :可藉由獲知成績判定之結果與警告判定 果,而莩握遊戲中相應於其進行之動作。 單易懂地教授玩家在遊射相應於聽行之動作裝置可簡 098108887 7 201012519 行之踏步式 ,***有與 則遊戲裝置 例如,當欲使玩家踩踏出無多餘動作地連貫進 樣(step pattern)時’若在玩家之踏步與踏步之間 示範性舞蹈不同之多餘踏步而使腳離開了按鈕, 可建議玩家「最好不要使腳離開喊」。 警告部針對所記憶之多個任務時刻中之相鄰的 之各個’在包含該前面之成績判定時限在内且時 / 面之成績判定時限以上之第1餘裕時間寬以後、包含ί = 之成績判定時限在内且時間長為該後面之成績判定時 ^ 上之第2餘裕時間寬以前之期間,並藉由檢、 特定區域已變為該非按壓狀態時,亦可向該玩轉出^該 於本發明中’係於各個任務時刻之前後,與成績^口。 勿開而設置餘裕時間寬。餘裕 時限 限之時間長《上。將—刻之定時 第;:裕:間寬’將後面之任務時刻之相關餘裕時== 第2餘裕時間寬。於餘裕 ]尾稱為 内之時間段内,既不H &含於成績判定時限 此,玩家即:在:務亦不進行警告判定。因 動作係於餘裕時間内進行,則亦不會動^只要該 玩家會想單方財麵加踏步 =^ ^如’有時 安排戈即Μ叙&+ 艾式樣添加上述玩家單方面之 β卜、動作,亦可謂係用以更進— 素,故亦有時亦可在某 早又舞之重要要 餘裕時間寬,可—方面進^予〜心因此,藉由設置 鬲玩家對遊戲之興趣,一方 098108887 201012519 面簡單易懂地教授相應之動作。 警告部於該第2餘裕時間寬之開始時刻為# 寬之結束時刻之前之情況時,於在該前面,1餘格時間 场4續判定> 日吝JJB ΟΙ 後、該後面之成績判定時限以前之期間, 測到該特定區域已變為該非按壓狀態時,檢^而檢 馨止。 句該玩家發出 例如,當如上所述設置餘裕時間宽,瞎 6 ❹ . 時間上相鄰的兩個任 務之時間間隔已充分隔開時,可將前面之任務中所設定 1餘裕時間寬以後、後面之任務中所設定之第 2 以前之時間區域設為警告判定時限。但是’當相鄰之= 此在時間上接近,第2餘裕時間寬之開始時刻為第i餘裕時 間寬之結束時狀前時’有時並铸在上料告判定時限。 此時,遊戲裝置將以自前面之任務_起經過特定臨限時 間之後、自後面之任務時刻起特定臨限時間前之期間而表示 之時間區域,換言之,將前面之任務之成績判定時限與後面 之任務之成績判定時限間所夾之時間區域設為警告判定時 限,而不设置餘裕時間。並且,當於該警告判定時限以内檢 測到按鈕已自按壓狀態變為非按壓狀態(由〇N變為〇F巧 時,向玩家發出警告。因此,遊戲裝置於相鄰之任務彼此於 時間上接近時,亦可簡單易懂地教授玩家在遊戲中相應於其 進行之動作。再者,當相鄰之任務彼此之成績判定時限愈重 合而彼此愈接近之情況時,亦可不對是否發出警告作出判定 098108887 201012519 (不發出警告)。 警告部於該第2餘裕時間寬之開始時刻為該幻餘裕時間 寬之結束時刻前之情況時,於自該第2餘格時間寬之開始時 刻至該第i餘裕時間寬之結束時刻為止期間,並藉由檢測部 而檢測到該特定區域已自該按塵狀態變為該非按壓狀態 時’亦可向該玩家發出警告。 =所述,當第2餘裕時間之開始時刻為第i餘裕時間之 、、.σ束時刻之前時’有時並不存在上述警告判定時限。此時, 遊戲裝置將以自第丨餘裕時間之結束時刻至第2餘裕時間之 開始時刻為止之期間而表示之時間區域設為警告判定時 限。並且,當於該警告判定時限以内檢測物丑已自按= 態變為非按壓狀態(由0Ν變為㈣)時,向玩家發出馨止。 =遊戲裝置於相鄰的任務彼此在時間上接近時,簡 皁易懂地教授玩家在遊戲巾相應於其進行之動作。 輸入裝置中亦可包含多個特定區域。 。 又,記憶部亦可與該多個任務時刻之各個 定應自非按壓狀態變更為按_態之特定 …曰 又,檢測部亦可針對該特定區域之每袖 狀態或係該非按壓狀態。 母—個,檢測係該按壓 此外’成績判定部亦可根據針 各個,在包含雜務日衫丨> %彳錢之多個任務時刻之 MB 之該成績判定時限以内’是否 藉由檢測部而檢測到與該任務時刻相對應之該特定區域已 098108887 ❹ 10 201012519 自該非按壓狀態變為該按壓狀態,關定該玩家之成績。 並且警告部於針對所記憶之多個任務時刻中之相鄰的任 務時刻之各個,在前面之任務時刻之第1餘裕時間寬以後、 -後面之任務時刻之第2餘裕時間寬以前之期間,並藉由檢測 邛而k測到與该任務時刻相對應之該特定區域已自該按壓 狀L變為β亥非按壓狀態時,亦可向該玩家發出警告。 於本發明中,係於控制器中配置多個按紐。各任務係將任 #務時刻、與指定在任務時刻應自非按塵狀態變為按壓狀態之 按紐之資訊純對絲表現。並且,遊戲裝置根據是否:由 檢測部而檢測到與任務時刻相對應之按趣已自非按餘態 變為按壓狀態,而判定玩家之成績。又,遊戲裝置於在自前 面之任務時刻之第i餘裕時間寬後、至後面之任務時刻之第 2餘裕時間寬前為止之期間,並藉由檢測部而檢測到與任務 時刻相對應之按钮已自按㈣態變為非按壓狀態時,向玩家 ❹發出替。因此’玩家可藉由獲知成_定之結果與警告判 定之結果,而掌握遊射相應於其進行之各種動作之組合。 遊戲裝置可簡單易懂地教授玩家在遊戲中相應於其進行之 動作。 警告部亦可於在該前面之任務時刻之第ι餘_間寬< 結束時刻,藉由檢測部而檢測到在該前面之任務時刻應自非 按壓狀態變更為按壓狀態之特定區域為非按壓㈣時,向該 玩家發出警告。 098108887 11 201012519 即,不僅藉由對在如上所述而定義之警告判定時限内按紐 是否已自按壓狀態變為非按壓狀態進行判定,而且 進入警告判料限時是否已變為非按壓狀態進行檢L,而可 進-步高效地教授玩家在遊戲中相應於其進行之動作 :賫:定部於該前面之成績判定時限與該後面之成績判 7限存在重合之時間區域時,亦可根據針對該前面之任務 :與該後面之任務時刻之每—個,在自該前面之成績判定 參 二後面之成績判定時限之結束時刻為止 U間’疋否藉由檢測部而檢測到該較區域已自該 狀態變為該按壓狀態,而判定該玩家之成績。 當相鄰的任務時刻彼此接近,而第 餘裕時間之結束時刻之前時,有時並不存 成喑二广時限。此時’遊戲裝置可使用前面之任務之 時限與後面之任務之成績判料限間所夾 告判定時限,或者使用以自第1餘裕時間之: 束時刻至苐2餘裕時間 。 間區域而代替警告判定時限。為止之期間而表不之時 行:相:::務時刻彼此進一步接近時,玩家將幾乎同時進 :=任務至下一個任務為止之動作 : =Γ之動作並發出警告將不太具有意義。又,當= 將各個任===:有時,並_^是否已 別地加以清除,而係將該等作為一 098108887 12 201012519 系列之動作*進行判Κ壯’當推薦進行則、碎步連續地 兩次踏腳之動作時’有時與對各個踩踏動作彼此之時間間隔 進行準確判定相比,對是否已進行(並非一次,亦非三次)兩 次踩踏動作進行判定在教授動作方面更為重要。 Φ φ 因此,遊戲裝置在相鄰任務之成績判定時限彼此愈重合而 於時間上愈接近之情況時,將以前面之任務之成績判定日植 與後面之任務之成績判定時限之邏輯和所表示之時間區 為前面之任務與後面之任務之相關共通之成績判定時 :二:此,玩家藉由在相鄰的任務彼此於時間上接近時,獲 :。遊:定之結果:而可掌握遊戲中相應於其進行之各“ 之動作震置可簡單易懂地教授玩家在遊戲中相應於其進行 本發明之其他態樣之遊戲處理方法 戲裝置中所執杆$己之遊 定步驟μ 方法,其具備檢測步驟、成績判 疋步驟及警告步驟。 於記憶部中,印掊古仁^ + 壓狀態變更輸入裝置之特定區域自非按 更為&壓狀態之多個任務時刻。 壓狀態。,步驟中’檢測該特定區域係該按壓狀態或係該非按 個於根據針對所記憶之多餘務時刻之各 務時刻之成績判定時限以内,是否藉由檢測 步驟而檢測到該特定 埤已自該非按壓狀態變為該按壓狀 098108887 201012519 態’而判定該玩家之成績。 於警告步驟中’當針對所記憶之多個任務時刻之中相鄰的 任務時刻之各個,在前面之任務時刻之成績判定時限以後、 後面之任務時刻之成績判定時限以前之期間,並藉由上述檢 測步驟而檢測到該狀區域已變為該非按壓狀態時,向社 家發出警告。 70 根據本發明’可使電腦具有作為如上所述進行動作之 裝置之功能。 本發明之其他《之資訊記_·記,隐使電腦具有作 為記憶部、檢測部、成績判定部、警告部之功能之程式。 記憶部係記憶玩家應將輸人裝置之特^區域自非按壓狀 態變更為按壓狀態之多個任務時刻。 檢測部係檢_特定區域係該按壓狀態或係該非按壓狀 態0 成績判疋部根據針騎記憶之多個任糾刻之各個,在包 二==:之成績判定時限以内’是否藉由檢測部而檢測 _二n、已自轉按壓狀態變為該按壓狀態,而判定該 玩家之成績。 刻:在針::之記憶之多個任務時刻之中相鄰的任務時 任務時刻之成_定時=限以後、後面之 098108887 201012519 根據本發明’可使電腦具有作為如上所述進行動作之遊戲 裝置之功能。 本發明之其他g樣之程式麵電腦具有作為記憶部、檢測 部、成績判定部、警告部之功能。 圯憶部係圯憶玩家應將輸入裝置之特定區域自非按壓狀 態變更為按壓狀態之多個任務時刻。 檢測部係檢測該特定區域係該按壓狀態或係該非按壓狀 參態。 成績判定部根據針對所記憶之多個任務時刻之各個,在包 含該任務時刻之成績判定時限以内,是否藉由檢測部而檢測 到該特定區域已自該非按壓狀態變為該按壓狀態,而判定該 玩家之成績。 警告部在針對所記憶之多個任務時刻之中相鄰的任務時 刻之各個,在剛面之任務時刻之成績判定時限以後、後面之 參任務時刻之成績判定時限以前之期間’藉由檢測部而檢測到 該特定區域已變為該非按壓狀態時,向該玩家發出警告。 根據本發明’可使電腦具有作為如上所述進行動作之遊戲 裝置之功能。 又,本發明之程式可記錄於光碟、軟碟、硬碟、磁光碟、 數位視訊光碟、磁帶、半導體記憶體等電腦可讀取之資訊記 憶媒體中。 上述程式可與執行程式之電腦獨立開來,並透過電腦通訊 098108887 15 201012519 並且,上述資訊記憶媒體可與電腦獨立 網路而散布或銷售 開來散布或鎖售。 (發明效果) 根據本發明, 行之動作。 可簡單易‘II地教觀家在遊戲+相應於其進 【實施方式】 [實施例] 對本發明之實施形態進行說明。以下,為能易於理解,說 明利用遊戲用之資訊處理裝置而實現本發明之實施形態,但 以下之實施形態係用於說明,而非用以限制本案發明之範 圍因此〃要係本領域之技術人員便能夠採用將該等各要 素或所有要素置換成與之相等者之實㈣態,但該等實施形 態亦包含於本發明之範圍内。 圖1為示意圖,係表示藉由執行程式而發揮出本發明之遊 戲裝置之功能的典型之資訊處理裝置1〇〇之概要構成。以 下,參照本圖而進行說明。 資訊處理裝置 100 具備 CPU(Central Processing Unit,中 央處理單元)101、R〇M(Read Only Memory,唯讀記憶 體)102、RAM(Random Access Memory,隨機存取記憶 體)103、介面(interface) 104、控制器105、外部記憶體106、 DVD-ROM(Digital Versatile Disk-Read Only Memory,數位 多功能光碟-唯讀記憶體)驅動器107、影像處理部108、音 098108887 16 201012519 訊處理部109、以及NIC(Network Interface Card,網路介面 卡)110 。 將記憶有遊戲用之程式以及資料之DVD-ROM安裝至 ‘ DVD-ROM驅動器107,接通資訊處理裝置1〇〇之電源,藉 * 此使該程式被執行,從而實現本實施形態之遊戲裝置。 CPU101係對資訊處理裝置100整體之動作進行控制,並 與各構成元件連接而進行控制訊號或資料之交接。又, 參 CPU101可對暫存器(未圖示)之可高速存取記憶區域使用 ALU(Arithmetic Logic Unit,算術邏輯單元)(未圖示)而進行 加減乘除等之算術運算,邏輯和、邏輯積、邏輯否定等之邏 輯運算,或者位元和、位元積、位元反轉、位元位移、位元 旋轉等之位元運算等。此外,亦存在以能夠高速進行用以對 應多媒體處理之加減乘除等之飽和運算或三角函數等、向量 運算等之方式而CPU101自身所構成者、或具備共處理器 Φ (coprocessor)而實現者。 於ROM102中’ 5己錄有接通電源後立即運行之ΐρ[(Ιη池^201012519 VI. Description of the Invention: [Technical Field to Be Invented by the Invention] The present invention relates to a game setting method, an information processing method, and an information recording that are suitable for a player to play a game corresponding to an action performed by a player in a game. Media and programs. [Prior Art] A game in which a virtual player moves around the entire body is spreading. For example, Japanese Laid-Open Patent Publication No. 3GG3851 discloses a device for displaying a task of a material position and a day (four) surface on a screen, and when the player is "playing, he can enjoy the money for reading." In this case, the game device detects the pedaling action of the player, and scores the player action according to the deviation between the stepping position and the timing of the pedaling action and the actual pedaling action of the player. The player can cooperate with the body according to the displayed task. The music is being recreated and danced to the fullest. [Summary of the Invention] (The problem to be solved by the invention) :: The above-mentioned prior art, when the game maker wants to make the player perform the desired action, The desired task is provided to the player, and the 宕 0 0 , , 狳 狳 更 el el el el el el el el el el el el el el el el el el el el el el el el el el el el el el el el el el el Sometimes even if you can teach the action that should be taken at every opportunity, the player may not follow the game maker's intention 098J08887 when he regards it as a joint action. 201012519 The operation is performed. For example, after the first motion of the f-th machine, the 7G 豕 豕 豕 豕 豕 豕 豕 第 第 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 〜 The task, that is, the determination of the division task) is thus regarded as the overall action (it is clear that a is correct. Therefore, it is difficult to teach the game according to the action intended by the game maker. The present invention is to solve the above problem. e Participation in the purpose of the purpose is to provide a kind of game processing method, information recording medium and program suitable for teaching players to play in the game, and to learn the movements of the game. Means) The game device of the tr::1 aspect has a memory unit, a detection unit, a score judgment unit, and a warning unit. The U 4 system reader should change the specific state of the input device to a plurality of tasks in the pressed state. The pressing state detecting unit detects the pressing state or the non-period 0 result determining unit is based on the time limit (four) for each of the plurality of stored task times at the task time. Inspection The detecting unit detects that the specific d-domain has changed from the non-decremented state to the pressed state, and the warning portion is continued. The warning portion is for each of the adjacent task moments of the plurality of remembered task moments, In the period before the judgment time limit of the previous task time (hereinafter referred to as 098108887 201012519 "previous performance judgment time limit"), the time limit for the achievement of the subsequent task time (hereinafter referred to as "the subsequent performance determination time limit") is borrowed. A warning is issued to the player when it is detected that the specific area has become the non-pressed state. The game device of the present invention is connected with a controller as an input device. For example, 'in a specific area of the controller surface, The configuration is changed to the pressed state and the non-pressed state by the pressing action of the play. For the button, for example, the type of the pressing operation _/non-pressing state ((10)) may be switched by the pressing operation of the player, or the pressure value generated by the pressing may be obtained, and if it is a specific value or more, (10) If it is not the case, the type of OFF is at least one or more buttons. In the game played by the game device of the present invention, the time at which the player should change the button from the non-pressed state to the pressed state (hereinafter referred to as "task time") is set. t detects that the player has pressed the button at the time of the task (4) as the pressed state (self (Q), the game device is the player ^ clear task (success), when not the case, it is determined that the player has not cleared the task (Failure) Typically, the player is prompted for multiple tasks. When there are two tasks adjacent in time, the previous task time is called "front task" and the following task time is called "back". The game device determines the score of the player based on the determination result. For example, the game device reproduces the music in the game, and the player can dance with the music as long as the player presses the button at the time of the task. In other words, Chores, so that the player can finally dance with the music 098108887 201012519. Set the time limit for the achievement judgment in the time period before and after the task time is included. That is, before the specific time from the task time 'In the time zone indicated by the time after the task time is counted up ^ ^ The detected button has changed from non-pressed state to pressed When the state is pressed, it is determined that the player has reached the task' and the score is added. The player can score by changing the button from the non-pressed state to the pressed state within the time limit of the score determination. The time zone before the judgment time limit (the previous time determination time limit) and the performance time limit set in the subsequent task (the subsequent performance determination time limit) is called the warning determination time limit. When the button is detected within the warning determination time limit It has changed from the pressed state to the non-pressing state (when it has been changed from two to four) to "play _ warning. The warning is for example, the display is not thinking that the hand or foot should not leave the button" , (message) or video. Or, you can reproduce a specific 鏊 鏊 & 参 参 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定 特定The player's score for each mission, and also for the eight-day day, there is an unrecommended action between the task and the task. And, ^家疋No - there is no recommended action between the tasks At the time of the task, the second is: at the time of the task, L: by judging the result of the judgment of the achievement and the result of the warning, and grasping the action corresponding to the game in the game. It is easy to understand that the player is in the swim corresponding to the listening line. The action device can be simply 098108887 7 201012519, stepped into the game device, for example, when the player wants to step on a step pattern without any extra action, 'if the player steps between step and step Sexual dance differs from the extra step and the foot leaves the button. It is recommended that the player “prefer not to let the foot leave the shout.” The warning unit is for each of the adjacent ones of the remembered task moments. The time limit for the determination of the time limit is greater than the first margin time after the time limit of the time/surface, and the time limit for the result of the ί = is the time limit for the second time. During the period, and by the inspection, the specific area has changed to the non-pressed state, and the game can also be transferred to the game in the present invention. Do not open and set the margin time is wide. Yu Yu's time limit is long. The timing of the engraving will be the first; the margin of the engraving will be the ratio of the remaining task time == the second margin is wider. In the period of Yu Yuyu's tail, neither H & is included in the time limit for the achievement of the score. Therefore, the player is: no warning judgment. As the action is carried out during the rest of the time, it will not move. As long as the player will want to add unilateral money to the step = ^ ^ such as 'sometimes arrange Ge is Μ && + Ai style to add the above players unilaterally And actions can also be said to be more advanced, so sometimes it is also possible to have a certain amount of time in the early dance, and it is possible to enter the ^ heart. Therefore, by setting the player's interest in the game. One side 098108887 201012519 teaches the corresponding action in an easy-to-understand manner. When the start time of the second margin time width is before the end time of the #width, the warning unit continues to determine the time limit of the first and second time fields in the front and back of the JJB ΟΙ In the previous period, when it was detected that the specific area had become the non-pressed state, the detection was stopped. The player issues, for example, that when the margin time is set as described above, 瞎6 ❹. When the time interval between two adjacent tasks is sufficiently separated, the remaining time interval can be set in the previous task. The time zone before the 2nd time set in the following task is set as the warning determination time limit. However, when the adjacent = this is close in time, the start time of the second margin time width is the time before the end of the ith margin time width, and the timing is determined. At this time, the game device will represent the time zone indicated by the period from the previous task _ after a certain threshold time, from the time of the subsequent task to the period before the specific threshold time, in other words, the time limit of the previous task is determined. The time zone between the time determination deadlines of the subsequent tasks is set as the warning determination time limit, and the margin time is not set. Moreover, when it is detected within the warning determination time limit that the button has changed from the pressed state to the non-pressed state (from 〇N to 〇F, the player is warned. Therefore, the game device is adjacent to each other in time. When approaching, it is also easy to understand the player's actions corresponding to the game in the game. Moreover, when the results of the adjacent tasks are more coincident and closer to each other, the warning may be issued. A determination is made 098108887 201012519 (no warning is issued). When the start time of the second margin time width is before the end time of the lingering time width, the warning unit is at the time from the start of the second linger time width to the time When the detection unit detects that the specific area has changed from the dust state to the non-press state during the period from the end of the ith margin time, the player may also issue a warning to the player. The start time of the margin time is the sum of the ith margin time, and the time before the σ beam time. Sometimes there is no such warning decision time limit. At this time, the game device will be The time zone indicated by the period from the end time of the margin time to the start time of the second margin time is set as the warning determination time limit, and the detection object ugly has changed from the pressing state to the non-pressing state within the warning determination time limit ( When changing from 0Ν to (4)), the player is stunned. = When the game device approaches each other in time, it is easy to understand the player's action in the game towel. The plurality of specific areas may be included. Further, the memory unit may be changed from the non-pressed state to the specific state of the plurality of task times. Further, the detecting unit may also be for each sleeve of the specific area. The status is either the non-pressed state. The mother-in-one, the detection is the press, and the 'score determination unit can also be within the time limit of the score of the MB of the task time including the chores and the % of the money. 'Is it detected by the detecting unit that the specific area corresponding to the task time has been 098108887 ❹ 10 201012519 from the non-pressing state to the pressing state, and the player is determined And the warning unit is in the vicinity of the first task time of the plurality of task times that are memorized, after the first remaining time width of the previous task time, and before the second remaining time width of the following task time During the detection, the player can also issue a warning to the player by detecting the 邛 and detecting that the specific region corresponding to the task time has changed from the pressing shape L to the β hai non-pressing state. A plurality of buttons are arranged in the controller, and each task system displays the information of the button and the button that is specified to be in the pressed state from the non-dusting state to the pressing state. : The detection unit detects that the interest corresponding to the task time has changed from the non-return state to the pressed state, and determines the player's score. Moreover, the game device is after the ith margin time from the previous task time When the second remaining time of the task time is later, and the detection unit detects that the button corresponding to the task time has changed from the (four) state to the non-pressed state, the player is issued . Therefore, the player can grasp the combination of various actions corresponding to the action of the swim by knowing the result of the decision and the result of the warning. The game device can easily and intuitively teach the player the action corresponding to the game in the game. The warning unit may detect that the specific area to be changed from the non-pressed state to the pressed state in the preceding task time is detected by the detecting unit at the first time _th-width of the preceding task time < When pressing (4), the player is warned. 098108887 11 201012519 That is, it is determined not only whether the button has changed from the pressed state to the non-pressed state within the warning determination time limit defined above, but also when the warning judgment limit has entered the non-pressed state. L, and can further efficiently teach the player the action corresponding to the player in the game: 賫: when the time limit for determining the score in the front is coincident with the time limit of the subsequent score 7 For the previous task: with each of the following task moments, the U-between period is detected by the detecting unit at the end time of the score determination time limit from the preceding score decision 2 The state has been changed from the state to the pressed state, and the player's score is determined. When adjacent task times are close to each other and before the end time of the first margin time, there is sometimes no time limit. At this time, the game device can use the time limit of the previous task and the judgment limit of the subsequent task, or use the time from the first margin to the time: 束2 margin. The area is replaced by a warning time limit. During the period until the time of the line: Phase::: When the time is closer to each other, the player will enter almost at the same time: = the action until the next task: = Γ action and warning will not make sense. In addition, when = each of the ===: sometimes, and _^ has been cleared, and the system is judged as a 098108887 12 201012519 series of actions* When the foot is struck twice, it is sometimes more difficult to judge whether the pedaling action has been performed (not once or not) compared to the time interval between each pedaling action. important. Φ φ Therefore, when the game device determines that the time limits of the adjacent tasks are more coincident with each other and the closer the time is, the logical sum of the time limit of the scores of the Japanese and the subsequent tasks is determined by the results of the previous tasks. The time zone is determined when the previous task is related to the subsequent tasks. Second: In this case, the player obtains by: when the adjacent tasks are close to each other in time. Swim: the result of the game: it can be grasped in the game processing method corresponding to the action of the game, which can be easily and aptly taught by the player in the game corresponding to other aspects of the invention. The method of traversing the μ method has the steps of detecting, the step of judging and the step of warning. In the memory part, the printing area is changed, and the specific area of the input device is changed from non-pressing to & a plurality of task moments of the state. In the step of detecting, the specific region is the pressed state or is not within the time limit determined according to the scores of the times for the redundant moments of the memory, whether by the detecting step And detecting that the specific defect has changed from the non-pressed state to the pressed state 098108887 201012519 state', and determining the score of the player. In the warning step, 'when the task time is adjacent to the plurality of task moments memorized , after the time limit for the achievement of the previous task time, and the time period before the time limit for the task time, and by the above detection steps When it is detected that the area has changed to the non-pressed state, a warning is issued to the community. 70 According to the present invention, the computer can be made to function as a device that operates as described above. Note that the computer has a function as a function of the memory unit, the detection unit, the score determination unit, and the warning unit. The memory unit stores the player to change the special area of the input device from the non-pressed state to the pressed state. The detection unit checks _ the specific area is the pressed state or the non-pressed state 0. The score judgment unit is based on the plurality of corrections of the needle riding memory, and within the time limit of the score of the package ===: It is detected by the detecting unit that the state of the self-rotating pressing state is changed to the pressing state, and the result of the player is determined. Engraving: the task time of the adjacent task among the plurality of task times of the memory of the needle:: _ Timing = later, later 098108887 201012519 According to the present invention, the computer can be made to function as a game device that operates as described above. Other g-like programmers of the present invention It has a function as a memory unit, a detection unit, a score determination unit, and a warning unit. The memory unit recalls that the player should change a specific area of the input device from a non-pressed state to a plurality of task times in a pressed state. The specific region is the pressed state or the non-pressing state. The achievement determining unit detects whether the specific component is detected by the detecting unit within the time limit for determining the score of the task time for each of the plurality of stored task times. The area has been changed from the non-pressed state to the pressed state, and the score of the player is determined. The warning unit determines the time limit of the score at the task time of the face just for each of the adjacent task moments among the stored plurality of task times. When the detection unit detects that the specific area has become the non-pressed state, the player has issued a warning to the player in the subsequent period. According to the present invention, the computer can be made to function as a game device that operates as described above. Moreover, the program of the present invention can be recorded in a computer-readable information memory medium such as a compact disc, a floppy disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, or a semiconductor memory. The above program can be opened separately from the computer that executes the program and communicates via computer 098108887 15 201012519. The above information memory media can be distributed or sold on the computer's independent network for distribution or sale. (Effect of the Invention) According to the present invention, the action is performed. The present invention can be described as an embodiment of the present invention. [Embodiment] [Embodiment] Embodiments of the present invention will be described. In the following, embodiments of the present invention will be described using an information processing device for a game. However, the following embodiments are for illustrative purposes, and are not intended to limit the scope of the present invention. The person may be able to replace the elements or all of the elements with the actual (four) state, but such embodiments are also included in the scope of the invention. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a schematic view showing a schematic configuration of a typical information processing apparatus 1 which functions as a game device of the present invention by executing a program. Hereinafter, description will be made with reference to this figure. The information processing device 100 includes a CPU (Central Processing Unit) 101, a R〇M (Read Only Memory) 102, a RAM (Random Access Memory) 103, and an interface. 104, controller 105, external memory 106, DVD-ROM (Digital Versatile Disk-Read Only Memory) driver 107, video processing unit 108, sound 098108887 16 201012519 processing unit 109, And NIC (Network Interface Card) 110. The DVD-ROM storing the program and the data for the game is attached to the DVD-ROM drive 107, and the power of the information processing device 1 is turned on, whereby the program is executed, thereby realizing the game device of the present embodiment. . The CPU 101 controls the overall operation of the information processing apparatus 100, and is connected to each component to perform control signal or data transfer. Further, the CPU 101 can perform an arithmetic operation such as addition, subtraction, multiplication, division, and the like using an ALU (Arithmetic Logic Unit) (not shown) in the high-speed access memory area of the scratchpad (not shown), logical sum, logic Logical operations such as product and logical negation, or bit operations such as bit sum, bit product, bit inversion, bit shift, bit rotation, etc. Further, there is a case where the CPU 101 itself or the coprocessor Φ (coprocessor) is realized in such a manner that a saturation operation, a trigonometric function, or the like for vector processing such as addition, subtraction, multiplication, and the like of the multimedia processing can be performed at a high speed. In ROM102, '5 has recorded the ΐρ[(Ιη池^) that runs immediately after the power is turned on.

Program Loader,初始程式載入常式),藉由執行該ιρ[,而 將記錄於DVD-RQM巾之程式讀取至RAM1Q3巾,並開始 藉由CPU101執行。又,於臟繼巾,記錄有資訊處理 裝置_整體之動作控制所必需之作業系統(〇Pemting System)之程式或各種資料。 RAM103係用以暫時記憶資料或程式者,用以保持自 098108887 17 201012519 DVD-ROM讀取出之程式或資料、以及其他的遊戲之進行或 聊天通訊所必f之#料。又,cp軸在ramig3内設置變 數區域而進行如下之處理:使ALU直接仙於該變數所儲 存之值而進行運算,或者—旦將儲存於ramiq3内之值儲 存於暫存H⑽麟暫存n崎運算,並將S算結果冑㈤i 記憶體内等。 透過介面104而連接之控制器105係受理使用者執行舞蹈 遊戲或足球遊戲等遊戲時所進行之操作輸入。 ❹ 在透過介面104而裝卸自如地連接著之外部記憶體1〇6 中,可覆寫地記憶有表示遊戲之遊玩狀況(過去之成績等)之 資料、表示遊戲之進行狀態之資料、利用網路之遊戲的聊天 通訊之日誌(記錄)之資料等。使用者可藉由透過控制器1〇5 進行4a示輸入,而將該等資料適當地記錄於外部記憶體1 〇6 内。 在安裝於DVD-ROM驅動器1〇7之DVD-R0M内,記錄 ® 用以實現遊戲之程式以及隨附於遊戲之影像資料或音訊資 料。藉由CPU101之控制,DVD-ROM驅動器1〇7對安裝於 其中之DVD-ROM進行讀取處理,讀取必需之程式或資料, - 並將該等暫時記憶於RAM103等之中。 - 影像處理部108藉由CPU101或影像處理部ι〇8所具備之 影像運算處理器(未圖示)而對自DVD-ROM讀取出之資料 進行加工處理後,將其記錄於影像處理部108所具備之訊框 098108887 18 201012519 記憶體(未圖示)中。將記錄於訊框記憶體中之影像資訊以特 定之同步時序轉換成視訊訊號後,輸入至與影像處理部 連接之監視器(未圖不)。藉此’可進行各種影像之顯示。 ' 影像運算處理器可高速執行二維影像之重合運算或α-混 - 合(alpha blending)等之透過運算、各種飽和運算。 又,亦可高速執行如下之運算:對配置於虛擬三維空間内 且附加有各種紋理資訊之多邊形(polygon)資訊,藉由Z緩 ❹ 衝法(Z-buffer method)而加以繪製(rendering),從而獲得自特 定之視點位置朝特定之視線方向俯視配置於虛擬三維空間 内之多邊形而成之縿製影像。 此外’藉由CPU101與影像運算處理器共同進行動作,而 可根據對文字形狀進行定義之字型(font)資訊,將字串 (character string)作為二維影像而刻寫至訊框記憶體,或者 刻寫至各多邊形表面。 ® 又,將遊戲之影像等之資訊預先準備於DVD-ROM内, 繼而將其於訊框記憶體内展開,藉此可將遊戲之情況等顯示 於晝面上。 音訊處理部109係將自DVD-ROM讀取出之音訊資料轉 換成類比音訊訊號後,自與其連接之揚聲器(未圖示)輸出。 又,在CPU101之控制下,生成於遊戲之行進過程中應產生 之音響效果(sound effect)或樂曲資料,並自揚聲器中輸出與 其對應之音訊。 098108887 19 201012519 於音訊處理部109中,當記錄於DVD-ROM内之音訊資 料為 MIDI(Musical Instrument Digital Interface,電子樂器數 位介面)資料時’參照其所具有之音源資料,將MIDI資料 轉換成PCM(Pulse Code Modulation,脈衝碼調變)資料。又, 當為 ADPCM(Adaptive Differential Pulse Code Modulation, 適應性差分脈衝碼調變)形式或〇gg Vorbis形式等之壓縮完 成音訊資料時’將其展開而轉換成PCM資料。將PCM資 料以與該取樣頻率相對應之時序加以D/A(Digital/Analog, 數位/類比)轉換後,輸出至揚聲器,藉此可進行音訊輸出。 NIC110係用以將資訊處理裝置1〇〇連接於網際網路等電 腦通訊網(未圖示)者’其係由遵照構成LAN(L〇cal AreaThe program loader, the initial program loading routine, reads the program recorded in the DVD-RQM towel to the RAM1Q3 towel by executing the ιρ[, and starts execution by the CPU 101. Further, in the dirty towel, a program or various materials of the operating system (Pemting System) necessary for the operation control of the entire information processing device are recorded. The RAM 103 is used to temporarily store data or programs to maintain programs or materials read from the 098108887 17 201012519 DVD-ROM, as well as other games or chat communications. Moreover, the cp axis sets the variable area in the ramig3 and performs the following processing: the ALU is directly operated on the value stored in the variable, or the value stored in the ramiq3 is stored in the temporary storage H (10). Saki calculation, and S calculation results 胄 (five) i memory and so on. The controller 105 connected through the interface 104 accepts an operation input performed when the user executes a game such as a dance game or a soccer game.外部 In the external memory 1〇6 that is detachably connected to the interface 104, information indicating the game play status (past grades, etc.), information indicating the progress state of the game, and the use network can be memorably stored. The information of the log (record) of the chat communication of the game of the road. The user can perform the 4a input through the controller 1〇5, and the data is appropriately recorded in the external memory 1 〇6. In the DVD-R0M installed in the DVD-ROM drive 1〇7, Record ® is used to implement the game program and the video material or audio information attached to the game. By the control of the CPU 101, the DVD-ROM drive 1 to 7 reads the DVD-ROM mounted therein, reads necessary programs or materials, and temporarily stores the memories in the RAM 103 or the like. - The image processing unit 108 processes the data read from the DVD-ROM by the video processing processor (not shown) included in the CPU 101 or the image processing unit 8 and records the data in the image processing unit. 108 has a frame 098108887 18 201012519 memory (not shown). The image information recorded in the frame memory is converted into a video signal at a specific synchronization timing, and then input to a monitor connected to the image processing unit (not shown). By this, various images can be displayed. The image processing processor can perform high-speed two-dimensional image superposition operations, alpha-blending (alpha blending), etc., and various saturation operations. Further, it is also possible to perform a calculation at a high speed: polygon information arranged in a virtual three-dimensional space and having various texture information added thereto, and rendering is performed by a Z-buffer method. Thereby, a captured image in which a polygon disposed in a virtual three-dimensional space is viewed from a specific viewpoint position in a specific line of sight direction is obtained. In addition, by the CPU 101 and the image operation processor operating together, the character string can be written to the frame memory as a two-dimensional image according to the font information defining the shape of the character, or Write to the surface of each polygon. ® In addition, the information such as the video of the game is prepared in advance on the DVD-ROM, and then expanded in the frame memory to display the game's situation on the screen. The audio processing unit 109 converts the 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, a sound effect or a music piece to be generated during the progress of the game is generated, and the audio corresponding thereto is output from the speaker. 098108887 19 201012519 In the audio processing unit 109, when the audio data recorded in the DVD-ROM is MIDI (Musical Instrument Digital Interface) data, the MIDI data is converted into PCM by referring to the audio source data. (Pulse Code Modulation) data. Further, when the audio data is compressed in the form of ADPCM (Adaptive Differential Pulse Code Modulation) or 〇gg Vorbis format, it is expanded and converted into PCM data. The PCM data is converted into D/A (Digital/Analog) at a timing corresponding to the sampling frequency, and then output to a speaker, whereby audio output can be performed. The NIC 110 is used to connect the information processing device 1 to a computer communication network (not shown) such as the Internet, which is configured to comply with the LAN (L〇cal Area).

Network,區域網路)時所用之10BAse—T/1〇〇BASE—T規 格者,或者用以使用電話線連接於網際網路之類比數據機、 ISDN(Integrated Services Digital Network,整合服務數位網 路)數據機、ADSL(Asymmetric Digital Subscriber Line,非 對稱數位用戶線)數據機、用以使用有線電視線連接於網際 網路之有線電視數據機等以及進行該等與CPU101之中介 之介面(未圖示)所構成。 此外,資訊處理裝置100亦可構成為使用硬碟等大容量外 部記憶裝置,而發揮與ROM102、RAM103、外部記憶體 106、安裝於DVD-ROM驅動器1〇7内之DVD-ROM等相同 之功能。 098108887 20 201012519 其次’對本實施形態之遊戲绝 礙戲裝置200之功能性構成進行說 明。 作為本發明之賴裝置2⑽巾龍狀典型賴,有在現 ‘實空_玩家配合音樂而進行編之賴。以下,以舞蹈遊 - 戲為例而說明本實施形態。 一圖2係表讀戲裝置之功能性構成之圖。如該圖所 示’遊戲裝置200具備記憶部2〇1、檢測部2〇2、成績判定 參 部203及警告部204。 本實施形態之遊戲裝置中所使用之控制器1〇5係放置 於地面上,且形成為藉由腳或手等來按壓控制器1〇5之表面 之特定區域的踏整(mat)型之形狀。於控制器1〇5之表面之 特定區域内,配置有受理來自使用者之藉由按壓而進行之指 示輸入的按紐。 圖3係自正上方俯視放置於地面上之踏墊型控制器 ❹犄之控制器1〇5之概略圖。於控制器1〇5之特定區域内,分 別配置有自玩家受理指# “左,,之輸入之按紐3〇卜自玩家 受理指示“下,,之輸入之按鈕3〇2、自玩家受理指示“上,, 之輸入之按鈕303、以及自玩家受理指示“右”之輸入之按 鈕304。玩家能夠以任意之時機按壓按鈕3〇1至3〇4。 於以下說明中,將按鈕3〇1至304被玩家按壓之狀態稱為 「按壓狀態」,而未被按壓之狀態稱為「非按壓狀態」。 CPU101針對按鈕3〇1至304之每一個,判定係處於按壓狀 098108887 21 201012519 態或係處於非按壓狀態。 於本實施形態中,控制器105係具備有四個按鈕3〇1至 304,但按紐之個數並不限定於四個,而亦可為三個以下或 者五個以上。又,控制器105並不限於配置於地面上之形 狀,而亦可為握在手中進行操作之所謂觸控板(t〇uchpad)之 形狀、或者用手握持之形狀。 圖4係監視器中所顯示之畫面4〇〇之構成例。於畫面4〇〇 : 中,顯示固定描繪於畫面400内之特定位置之靜止標記401 至404、描繪位置隨時間之經過而一同移動之踩踏位置指示 標記410(本圖中為41〇A、41〇B、41〇c、4i〇d四個)、其他 背景影像等。 ~ 踩踏位置指示標記410配合所再生之音樂而捲動顯示。於 踩踏位置指示標I己上,描綠有上下左右之任一者之箭頭 之影像。 靜止標記401至404分別係指示玩家應按麼按叙301至 3〇4之時機之標記。於靜止標記4〇1至姻上,描緣有上下 左右之任一者之箭頭之影像。 踩踏位置指示標記會朝向描綠有靜止標記備至彻 並配合音樂之再生速度而移動。當踩踏位置指示標 =Γ至與靜止標記401至404相同之位置時,若玩家 止標記401至姻上所描繪之箭頭方向相對應之按 304 ’則加上玩家之得分。關於玩家成績之判定方 098108887 Φ 22 201012519 法將於後文說明。 例如,當踩踏位置指示標記410移動至與靜止標記4〇1 至404中之任一者重合之位置時,若玩家單腳按壓與移動而 - 來之踩踏位置指示標記410所示之箭頭對應之按鈕3〇1至 ' 304中之任一者,則可踩踏出配合正在再生之音樂之示範的 (標準的)舞步。 其次’對遊戲裝置200之各部進行詳細之說明。 參 6己憶部2〇 1係§己憶表示玩家應將控制器1 〇5内之配置按紐 301至304之特定區域自非按壓狀態變更為按壓狀態之任務 時刻之任務資訊251。CPU101與RAM103共同合作而具有 作為記憶部201之功能。 更詳細而言,任務資訊251包含至少一個以上之任務,該 任務係由相當於所再生之音樂開頭起之經過時間的任務時 刻T、以及指定當前時刻變為任務時刻時應按壓之按鈕之資 參訊B之組合來表示。任務時刻亦可並不表示為音樂開頭起 之經過時間,而表示為自音樂開頭起第幾小節、第幾拍之資 料。 例如,第1個(1為1以上之整數)任務p(i)可如下表示。 p⑴=(τ⑴,b(x)) .··[數 η 其中,Τ(ι)為指定任務時刻之變數,Β(χ)為指定應由玩家 自非按壓狀態變為按壓狀態之按紐之變數。於本實施形態 中’對於變數Β(χ)’當任務p(i)為應使指定“左,,之按姐 098108887 201012519 301為按壓狀態時指定為b(l),當其為應使指定“下,,之按 鈕302為按壓狀態時指定為B(D),當其為應使指定“上” 之按鈕303為按壓狀態時指定為B(u),當其為應使指定 “右”之按鈕304為按壓狀態時指定為B(R)。 例如’於圖4中,以踩踏位置指示標記4i〇a、41〇B、410C、 410D而表示之各任務p⑷、p⑼、p⑷、p(d)分別可如下表 示。 P(a) = (T(a),B(L))…[數 2] P(b)=(T(b),B(R))…[數 3] P(c)=(T(c),B(D))…[數 4] P(d) = (T(d),B(U)) .·.[數 5] 再者,當為玩家於任務時刻T(i)用腳踩踏藉由變數Β(χ) 而指定之各按鈕301至304之舞蹈遊戲時,任務P(i)分別稱 為“足譜”。按鈕之個數並不限於四個,而亦可為三個以下 或者五個以上.又,各按鈕亦可並非如本實施形態所示般而 於概念上與上下左右等之方向相對應,而亦可使用如第工 按鈕、第2按鈕、第3按鈕、第4按鈕般之劃分方式。 又,記憶部201根據任務資訊251中所儲存之各任務 P(i),以及後述檢測部202之檢測結果,將成績判定部2〇3 所判疋之玩豕成績作為成績資訊252而加以記憶。關於成績 判定之詳細情況將於後文說明。 其次,檢測部202檢測配置有各按鈕3 〇丨至3 〇 4之控制器 098108887 24 201012519 105之表面之特定區域係按壓狀態或係非按壓狀態。例如於 控制器105之配置各按鈕301至304之位置,分別内置有藉 由負重而切換ΟΝ/OFF之開關,當施加有未達特定量之力 時,變為OFF(非按壓狀態),當施加特定量以上之力時變為 • ON(按壓狀態)。CPU101根據來自各開關之〇N/OFF之輸 入’檢測各按紐301至304係按壓狀態或係非按壓狀態。 CPU101與控制器1〇5共同合作而具有作為檢測部2〇2之功 ❹ 能。 再者’於控制器1〇5之各按紐301至304之位置具備壓力 感測器’該壓力感測器不僅可檢測出〇N/〇FF,而且能夠檢 測出作為具體數值之壓力,CPU101亦可於施加有特定臨限 值以上大小的壓力之情況時設為按壓狀態,於除此以外之情 況時設為非按壓狀態。 圖5係表示各按紐301至304之按壓狀態或非按壓狀態之 馨變化之時序圖之示例。於圖3所示之控制器1 〇5之箭頭γ3 方向上配置監視器’基本上玩家係採取以具有監視器之方向 (Y3方向)作為正面而站立之姿勢。箭頭γι方向為玩家之左 手側’箭頭Y2方向為玩家之背面側’箭頭γ4方向為玩家 之右手側。但是’有時根據舞步之踩踏方式,玩家之方向每 次都會發生變化。 於時刻T1 ’按鈕3〇1與按鈕304同時為ON。亦即,左右 方向之兩個按鈕301、304同時變為按壓狀態。此時,可推 098108887 25 201012519 測玩家係將-隻腳(通常為左腳)置於按紅則上將另—隻 腳(通吊為右腳)置於按紐304上,將兩腳同時打開而站立著。 於時刻T2 ’按紐304變為OFF。亦即,僅左方向之按鈕 3〇1為按驗態。此時,可推測玩家係將一隻腳(通常為左 腳)仍舊置於按紐3()1上,將另一隻腳(通常為右腳)離開按紐 304,而僅以一隻腳(通常為左腳)站立著。10BAse-T/1〇〇BASE-T specification for Network, Regional Network, or analog data machine, ISDN (Integrated Services Digital Network) for connecting to the Internet using a telephone line a data machine, an ADSL (Asymmetric Digital Subscriber Line) data machine, a cable television modem connected to the Internet using a cable television line, and the like to interface with the CPU 101 (not shown) Shown). Further, the information processing device 100 may be configured to use the same functions as the ROM 102, the RAM 103, the external memory 106, and the DVD-ROM mounted in the DVD-ROM drive 1 to 7 using a large-capacity external memory device such as a hard disk. . 098108887 20 201012519 Next, the functional configuration of the game play device 200 of the present embodiment will be described. As a typical example of the device 2(10) of the present invention, there is a case in which the current ‘real space _ players cooperate with music. Hereinafter, the present embodiment will be described by taking a dance tour as an example. Figure 2 is a diagram showing the functional composition of the reading device. As shown in the figure, the game device 200 includes a storage unit 2, a detecting unit 2, a score determination unit 203, and a warning unit 204. The controller 1〇5 used in the game device of the present embodiment is placed on the ground and is formed as a mat type that presses a specific region of the surface of the controller 1〇5 by a foot or a hand or the like. shape. A button for accepting an instruction input from the user by pressing is disposed in a specific area of the surface of the controller 1〇5. Fig. 3 is a schematic view of the controller 1〇5 of the mat type controller placed on the ground from the top. In the specific area of the controller 1〇5, there are respectively arranged from the player acceptance finger #“Left, the input button 3〇 from the player acceptance instruction”, the input button 3〇2, from the player acceptance The button 303 for inputting "up," and the button 304 for inputting the instruction "right" from the player are received. The player can press the buttons 3〇1 to 3〇4 at an arbitrary timing. In the following description, the button 3〇 The state in which 1 to 304 is pressed by the player is referred to as "pressed state", and the state in which it is not pressed is referred to as "non-pressed state". For each of the buttons 3〇1 to 304, the CPU 101 determines that it is in the state of pressing 098108887 21 201012519 or is in a non-pressing state. In the present embodiment, the controller 105 is provided with four buttons 3〇1 to 304, but the number of buttons is not limited to four, and may be three or less or five or more. Further, the controller 105 is not limited to being shaped on the ground, but may be in the shape of a so-called touch pad that is operated in the hand or held by a hand. Fig. 4 shows an example of the configuration of the screen 4 displayed on the monitor. In the screen 4〇〇:, the stationary marks 401 to 404 which are fixedly drawn at specific positions in the screen 400 are displayed, and the tread position indication mark 410 which moves together with the drawing position with time (in the figure, 41〇A, 41) 〇B, 41〇c, 4i〇d four), other background images, etc. ~ The stepping position indication mark 410 scrolls the display in accordance with the reproduced music. On the stepping position indicator I, the image of the arrow with any of the up, down, left and right is painted green. The stationary marks 401 to 404 indicate the timings at which the player should press 301 to 3, respectively. On the still mark 4〇1 to the marriage, the image of the arrow with any one of the top, bottom, left and right is drawn. The stepping position indicator will move toward the green and static mark and move with the reproduction speed of the music. When the stepping position indicator = Γ to the same position as the stationary marks 401 to 404, if the player stops the mark 401 to the corresponding arrow direction of the marriage, the player's score is added by pressing 304'. The judgment party regarding the player's score 098108887 Φ 22 201012519 The law will be explained later. For example, when the stepping position indication mark 410 is moved to a position overlapping with any of the stationary marks 4〇1 to 404, if the player single-leg presses and moves, the arrow indicated by the stepping position indication mark 410 corresponds to The button 3〇1 to '304 can step on a (standard) dance step that matches the demonstration of the music being reproduced. Next, each part of the game device 200 will be described in detail.参6忆忆部2〇 1 system § Recall that the player should change the specific area of the configuration buttons 301 to 304 in the controller 1 〇5 from the non-pressed state to the task information 251 of the task state in the pressed state. The CPU 101 and the RAM 103 cooperate to function as the storage unit 201. In more detail, the task information 251 includes at least one task, which is a task time T corresponding to the elapsed time from the beginning of the music being reproduced, and a button to be pressed when the current time is changed to the task time. The combination of the participation B is indicated. The task time may not be expressed as the elapsed time from the beginning of the music, but is expressed as the data of the first few bars and the first few shots from the beginning of the music. For example, the first (1 is an integer of 1 or more) task p(i) can be expressed as follows. p(1)=(τ(1),b(x)) .··[number η where Τ(ι) is the variable of the specified task time, Β(χ) is the button that specifies that the player should change from the non-pressed state to the pressed state. variable. In the present embodiment, 'for the variable Β(χ)', when the task p(i) is such that the designation "left, the pressing 098108887 201012519 301 is pressed, it is designated as b(l), and when it is specified "Under, the button 302 is designated as B(D) when it is in the pressed state, and is designated as B(u) when it is set to the button 303 of the designated "up", when it is specified to be "right" When the button 304 is in the pressed state, it is designated as B(R). For example, in Fig. 4, each of the tasks p(4), p(9), p(4), and p(d) indicated by the stepping position indication marks 4i〇a, 41〇B, 410C, and 410D can be expressed as follows. P(a) = (T(a), B(L))...[number 2] P(b)=(T(b), B(R))...[number 3] P(c)=(T( c), B(D))...[Number 4] P(d) = (T(d), B(U)) .·.[Number 5] Again, for the player at the task time T(i) When a foot dances a dance game of each of the buttons 301 to 304 designated by a variable χ (χ), the task P(i) is referred to as a "footprint", respectively. The number of the buttons is not limited to four, but may be three or less or five or more. Further, the buttons may not conceptually correspond to directions of up, down, left, and the like as in the present embodiment, and It is also possible to use a division method such as a work button, a second button, a third button, and a fourth button. Further, the storage unit 201 memorizes the play scores judged by the score determination unit 2〇3 as the score information 252 based on the tasks P(i) stored in the task information 251 and the detection results of the detection unit 202 described later. . Details on the judgment of the results will be explained later. Next, the detecting unit 202 detects that the specific area of the surface of the controller 098108887 24 201012519 105 in which the respective buttons 3 〇丨 to 3 配置 4 are arranged is a pressed state or a non-pressed state. For example, in the position where each of the buttons 301 to 304 of the controller 105 is disposed, a switch for switching ΟΝ/OFF by a load is built in, and when a force of a certain amount is applied, it is turned OFF (non-pressed state), when When a force of a certain amount or more is applied, it becomes • ON (pressed state). The CPU 101 detects the pressing state or the non-pressing state of each of the buttons 301 to 304 based on the input 〇N/OFF of each switch. The CPU 101 cooperates with the controller 1A5 to have the function as the detecting unit 2〇2. Furthermore, 'the pressure sensor is provided at the position of each of the buttons 301 to 304 of the controller 1〇5'. The pressure sensor can detect not only 〇N/〇FF but also the pressure as a specific value, CPU101 It is also possible to set the pressing state when a pressure having a magnitude greater than or equal to the specific threshold is applied, and to set the non-pressing state in other cases. Fig. 5 is a view showing an example of a timing chart of the change of the pressed state or the non-pressed state of each of the buttons 301 to 304. The monitor is disposed in the direction of the arrow γ3 of the controller 1 〇 5 shown in Fig. 3. Basically, the player takes a posture in which the direction of the monitor (Y3 direction) is used as the front side. The direction of the arrow γι is the left hand side of the player. The direction of the arrow Y2 is the back side of the player. The direction of the arrow γ4 is the right hand side of the player. However, sometimes the direction of the player changes every time according to the stepping style of the dance step. At time T1 ', button 3〇1 and button 304 are ON at the same time. That is, the two buttons 301, 304 in the left and right directions simultaneously become pressed. At this time, you can push 098108887 25 201012519 to measure the player's position - only the foot (usually the left foot) is placed on the red, then the other foot (the hanging is the right foot) is placed on the button 304, and both feet are simultaneously Open and stand. At time T2, button 304 is turned OFF. That is, only the button 3〇1 in the left direction is in the check state. At this point, it can be inferred that the player will still place one foot (usually the left foot) on button 3 () 1 and the other foot (usually the right foot) from button 304, with only one foot. (usually the left foot) stands.

於時刻T3,按鈕302變為〇N。亦即,左方向與下方向之 按紐3(H、302二者變為按壓狀態。此時,可推測玩家係將 一隻腳(通常為左腳)仍舊置於按紐3〇1上,將另一隻腳(通常 為右腳)置於按鈕302上,而傾斜站立著。 亦即’可推測自時刻T1至時刻T3,玩家係踩踏著以左腳 為軸而將右腳向後移動之舞步。或者可推測玩家係踩踏著以 右腳為轴而將左腳向前移動之舞步。At time T3, button 302 becomes 〇N. That is, the button 3 in the left direction and the down direction (H, 302 both become pressed. At this time, it can be inferred that the player is still placing one foot (usually the left foot) on the button 3〇1. Put the other foot (usually the right foot) on the button 302 and stand on the slope. That is, it can be speculated that from the time T1 to the time T3, the player steps on the left foot as the axis and moves the right foot backward. Dance steps. Or it can be assumed that the player is stepping on the dance step of moving the left foot forward with the right foot as the axis.

其次,於時刻T4,按鈕3〇1變為〇FF。亦即,僅下方向 之按紐3G2為按壓狀態。此時,可推測玩家係將—隻腳(通 常為右腳)仍舊置於按紐302 i,將另—隻腳(㈣為 離開按鈕301,而僅以一隻腳(通常為右腳)站立著。 於時刻T5 ’按鈕303變為ON。亦即,下方向與上方向之 按紐302、303二者為按壓狀態。此時,可推測玩家係將一 隻腳(通常為右腳)仍舊置於按鈕302上,將另—隹腳(通常為 左腳)置於按鈕303上,將兩腳前後分開而站立著。、為 亦即,可推測自時刻T3至時刻T5,玩家係踩踏著以右腳 098108887 26 201012519 為軸而將左腳向前移動之舞步。或者可推測玩家麵踏著以 左腳為轴而將右腳向後移動之舞步。 其次’於時刻T6,按鈕302變為〇FF。亦即,僅上方向 之按紐303為按壓狀態。此時,可推測玩家係將—隻腳(通 •常為左腳)仍舊置於按紐303上,將另一隻腳(通常為右腳) 離開按鈕302 ’而僅以一隻腳(通常為左腳)站立著。 於時刻T7,按紐304變為〇N。亦即,上方向與右方向之 _按鈕朋、304二者變為按壓狀態。此時,可推測玩家係將 一隻腳(通常為左腳)仍舊置於按紐3〇3上,將另一隻腳(通常 為右腳)置於按鈕304上,而傾斜站立著。 亦即’可推測自時刻T5至時刻T7,玩家係踩踏著以左腳 為軸而將右腳向前移動之舞步。或者可推測玩家係踩踏著以 右腳為軸而將左腳向後移動之舞步。 如上所述,可藉由掌握各按鈕301至304之按壓狀態•非 參按壓狀態隨時間經過而一同變化之情況,推測玩家之動作 (本實施形態中為舞步之踩踏方式)。 其次’成績判定部2〇3根據針對記憶部2〇1中所記憶之任 務之任務時刻τ⑴之每—個,在任務時刻Τ⑴前後之特定臨 限時間内,是否藉由檢測部202而檢測到配置有各按紐训 至304之特疋區域已自非按壓狀態變為按壓狀態,而判定玩 豕之成、、責戶斤判疋之成績係作為成績資訊而記憶於 RAM103中。CPm〇1與RAMl〇3共同合作而具有作為成績 098108887 27 201012519 判定部203之功能。 此處,對玩家成績之判定方法進行詳細說明。 圖6係表示遊戲裝置2〇〇中所執行之遊戲之經過時間、用 以進行成績判定等之時間區域、以及按鈕(301至304中之 任一者均可)之按壓狀態•非按壓狀態之變化的樣本之關係 圖。 於與第1個任務p(i)相對應之任務時刻T⑴之前後,預先 设疋成績判定時限610。成績判定時限610由自任務時刻 ❿ Τ(ι)起經過特定臨限時間為止之前方成績判定時限6ιι、以 及自任務時刻τ⑴起經過特定臨限時間前為止之後方成績 判疋時限612所構成。前方成績判定時限611之時間長與後 方成、、責判疋時限612之時間長典型而言係相同的,但亦可設 為不同之時間長。 同樣地,對於第i+1個任務P(i+1),亦設定由前方成績 判足時限621以及後方成績判定時限622所構成之成績判定 _ 時限620。 1個任務P⑴各自之成績判定時限61〇(或者62〇)之時間長 可相同’亦可對每個任務設定不同之時間長。同樣地,關於 - 1個任務P⑴各自之前方成績判定時限611(或者621)之時間 長與後方成績判定時限612(或者622)之時間長,可為相同, 亦可不同。 於任務Ρ(ι)所對應之任務時刻τ⑴之前後,預先設定餘裕 098108887 28 201012519 時間寬630。餘裕時間寬63〇由成績判定時限⑽、自成績 判定時限⑽經職起補定臨限㈣經過為止 裕時間寬⑶、以及自進入至成績判定時限⑽前起至進而 -特定臨限時間前為止之後方餘裕時間寬⑻所構成。前方餘 -裕時間寬631之時間長與後方餘裕時間寬632之時間長典型 而言為相同的,但亦可設為不同之時間長。 同樣地,關於第i+1個任務p(i+1),亦可預先設定由成 ®績判定時限620、前方餘裕時間寬641以及後方餘裕時間寬 642所構成之餘裕時間寬64〇。 再者,餘裕時間寬630、640之時間長係設為成 績判定時 限610、620之時間長以上。 於本圖中,訊號69卜692、693係表示關於任意按鈕(按 鈕301至304中之任一個)之按壓狀態與非按壓狀態之時間 變化。 參例如訊號691中,於當前時刻為成績判定時限610以内 時’已自非按壓狀態變為按壓狀態。即,玩家對於任務ρ(〇, 已以處於成績判定時限61〇内之時機按下按鈕(用腳踩踏)。 因此’ CPU101針對任務ρ⑴判定為成功。 例如訊號692中,於進入至成績判定時限610之前,自非 按壓狀態變為按壓狀態。即,玩家對於任務ρ⑴,並未以成 績判定時限610所限定之時機按壓按鈕。因此,CPU101針 對任務P(i)判定為失敗。 098108887 29 201012519 例如訊號693 +,於經過成績判定時限61〇之後,自非按 壓狀態變為按壓狀態。即’玩家對於任務p(i),並未以成績 判定時限610所限定之時機按壓按知。因此,cpm〇i 任務P(i)判定為失敗。 亦即,當於成績判定時限⑽以内存在自非按壓狀態變為 按壓狀態之“脈衝上升(rising)”時,cpm〇i針對任務p⑴ 判定為成功’否則判定為失敗。 並1 CPU101根據判定結果而求出玩家之成績。例如 CPUHU對於各任務P(i),若為成功則在玩家之總分數上加 上特定之得分,若為失敗則不加分。根據關於所有任務p(i) 之判定結果而算出之總分數,職為玩家對於該遊戲之成績 (讀e,得分)。CPU101將所求出之玩家成績作為成績資訊 252而記憶於RAM103内。 再者,亦可將得分設為可變’於每個成功時之任務p(i) 之得分中設置分數之差。例如,若針對任務p_定為成功 則得分為C1,若針對任務P(i+1)#lJ定為成功則得分為 C2(关C1),如此般,亦可對每個任務改變得分。 又,若針對時間上連續(時間上相鄰)之任務均判定為成功 (所謂“連勝(combo),’),則亦可於通常之得分上加上獎勵 分數。 此外,於對於任務P(i),在成績判定時限61〇以内,任務 Ρ(0中所指定之按鈕被玩家按壓之情況,亦可愈接近於任務 098108887 30 201012519 時刻T(i)愈使得分增大。 其次,警告部204對於在記憶部201中所記憶之各任務 Ρ(ι)之任務時刻T(i)中,相鄰之任務時刻τ(〇、T(i+丨),分 別於前面之任務時刻T(i)之餘裕時間寬63〇以後、後面之任 - 務時刻T(i+1)之餘裕時間寬64〇以前之期間,即,在圖6 之警告判定時限650内’藉由檢測部2〇2而檢測到配置有按 鈕301至3〇4之特定區域已自按壓狀態變為非按壓狀態時, _向玩家發Λ警告。CPU101與RAM1〇3制合作^具有作為 警告部204之功能。 ~Next, at time T4, the button 3〇1 becomes 〇FF. That is, only the button 3G2 in the downward direction is in the pressed state. At this point, it can be inferred that the player will still place the foot (usually the right foot) on the button 302 i, and the other foot ((4) as the exit button 301, but only with one foot (usually the right foot) At time T5, the button 303 is turned ON. That is, both the down direction and the up direction buttons 302, 303 are pressed. At this time, it can be inferred that the player is still one foot (usually the right foot). Placed on the button 302, the other foot (usually the left foot) is placed on the button 303, and the two feet stand apart before and after standing. That is, it can be presumed that the player is stepping on from time T3 to time T5. The dance step of moving the left foot forward with the right foot 098108887 26 201012519 as the axis. Or it can be assumed that the player faces the dance step of moving the right foot backward with the left foot as the axis. Secondly, at time T6, the button 302 becomes 〇 FF. That is, only the up button 303 is in the pressed state. At this time, it can be inferred that the player will still place the foot (the usual left foot) on the button 303 and the other foot (usually It is the right foot) leaving the button 302' and standing with only one foot (usually the left foot). At time T7, the button 304 becomes N. That is, both the upper direction and the right direction of the button and the 304 become pressed. At this time, it is presumed that the player is still placing one foot (usually the left foot) on the button 3〇3. Place the other foot (usually the right foot) on the button 304 and stand tilted. That is, it can be speculated that from time T5 to time T7, the player steps on the left foot as the axis and moves the right foot forward. Or it is presumed that the player is stepping on the dance step of moving the left foot backward with the right foot as the axis. As described above, the pressing state of each of the buttons 301 to 304 can be grasped. In the case of a change, the action of the player (in the present embodiment, the stepping method of the dance step) is presumed. Next, the 'score determination unit 2〇3 is based on each of the task time τ(1) for the task stored in the memory unit 2〇1. Whether the special area in which each button training 304 is disposed has been detected by the detecting unit 202 from the non-pressing state to the pressing state during the specific threshold time before and after the task time Τ(1), and the game is determined to be Responsibility of the blame The memory is stored in the RAM 103. The CPm〇1 cooperates with the RAM3〇3 to function as the result 098108887 27 201012519. The determination unit 203 is described in detail. Here, the method for determining the player's score will be described in detail. Fig. 6 shows the game device 2〇 The relationship between the elapsed time of the game executed in the game, the time zone for performing the score determination, and the like, and the pressed state of the button (any of 301 to 304) and the sample of the change of the non-pressed state. After the task time T(1) corresponding to the first task p(i), the score determination time limit 610 is set in advance. The score determination time limit 610 is determined by the previous score after the specific threshold time has elapsed since the task time ❿ Τ (ι) The time limit of 6 ιι, and the time limit 612 after the specific threshold time has elapsed since the task time τ (1). The length of time in front of the score determination time limit 611 is the same as that of the latter, and the time limit of the time limit 612 is typically the same, but it can also be set to a different length of time. Similarly, for the i+1th task P(i+1), the score determination _ time limit 620 composed of the forward score judgment time limit 621 and the rear score determination time limit 622 is also set. The time limit for each of the results of each task P (1) is 61 〇 (or 62 〇), and the length of time may be the same. Similarly, the time length of the previous score determination time limit 611 (or 621) of the -1 task P(1) may be the same as or longer than the time length of the rear score determination time limit 612 (or 622). After the task time τ(1) corresponding to the task ι(1), the margin 098108887 28 201012519 time width 630 is set in advance. The margin time is 63 〇 from the time limit for achievement (10), the time limit for self-satisfaction (10), the threshold for the replenishment period (4), the time limit for the elapsed time (3), and the time from the entry to the time limit for determination (10) to the end of the specific threshold time. After that, Yu Yuyu's time is wide (8). The length of the front margin-width time 631 and the length of the rear margin time 632 are typically the same, but may be set to different lengths of time. Similarly, for the i+1th task p(i+1), the margin time width 620 formed by the achievement determination time limit 620, the front margin time width 641, and the rear margin time width 642 may be set in advance. Further, the time length of the margin time widths of 630 and 640 is set to be longer than the time length of the performance determination time limits 610 and 620. In the figure, the signal 69, 692, 693 indicates the temporal change of the pressed state and the non-pressed state with respect to any of the buttons (any one of the buttons 301 to 304). For example, in the signal 691, when the current time is within the time limit of the achievement determination time 610, the state has changed from the non-pressed state to the pressed state. That is, the player presses the button (stepped with the foot) at the timing of the score determination time limit of 61 。 for the task ρ (〇). Therefore, the CPU 101 determines that the task ρ (1) is successful. For example, in the signal 692, the time limit is entered. Before the 610, the non-pressed state changes to the pressed state. That is, the player does not press the button for the task ρ(1) at the timing defined by the achievement determination time limit 610. Therefore, the CPU 101 determines that the task P(i) has failed. 098108887 29 201012519 The signal 693 + is changed from the non-pressed state to the pressed state after the time limit of the score determination 61. That is, the player does not press the press at the timing defined by the score determination time limit 610 for the task p(i). Therefore, cpm 〇i Task P(i) is determined to be a failure. That is, cpm〇i is determined to be successful for task p(1) when the result determination time limit (10) is "puling rise" from the non-pressed state to the pressed state. Otherwise, it is determined to be a failure. 1 CPU 101 obtains the score of the player based on the determination result. For example, CPUHU for each task P(i), if it is successful, is on the total score of the player. The score on the specific score, if it is a failure, does not add points. According to the judgment result of all the tasks p(i), the total score is the score of the player for the game (read e, score). The player's score is stored in the RAM 103 as the grade information 252. Further, the score may be set to be 'variable' in the score of each successful task p(i). For example, if for the task p If _ is successful, the score is C1. If the task P(i+1)#lJ is successful, the score is C2 (off C1). In this way, the score can also be changed for each task. Continuous (time-adjacent) tasks are judged as successful (so-called "combo,"), and bonus scores can be added to the usual scores. In addition, for the task P(i), the score is determined. Within the time limit of 61 ,, the task Ρ (the button specified in 0 is pressed by the player, and the closer to the task 098108887 30 201012519, the time T(i) is increased. Next, the warning unit 204 is in the memory unit 201. Among the tasks memorized in 中(ι), the task time T(i), phase The task time τ (〇, T(i+丨), respectively, after the margin time width of the previous task time T(i) is 63〇, and the margin time of the subsequent task time T(i+1) is 64〇 before During the warning determination time limit 650 of FIG. 6, when the detection unit 2〇2 detects that the specific area in which the buttons 301 to 3〇4 are arranged has changed from the pressed state to the non-pressed state, the player The CPU 101 cooperates with the RAM 1〇3 to function as the warning unit 204. ~

當於相鄰之任務巾存在例如N個任務p時按照時刻順 序’存在P(1)與p(2)、p(2)與p(3)、叩)與pH 1)與p剛(N-D餘合。於各組合巾,將較早時刻之任務 稱為“前面之任務,,,將較晚時刻之任務稱為“後面之任 務” 。 φ 前面之任務之餘裕時間寬630與後面之任務之餘裕時間 寬640之間所夾之時間區域為警告判定時限㈣。 亦即,CPU101於在警告判定時限650所示之時間區域 配置有按紐3〇1至3〇4之特定區域自按壓狀態變為非按 隸態時,向玩家發料告。财之,當在警告判定時限 :斤不之時間區域内,玩家使腳離開此前 鈕時,CPU101對該玩家發出警告。 邱心牧 所謂警告,例如,係指在自某任°務起至下一任務為止之期 098108887 31 201012519 間’顯示用以通知玩家已做出就遊戲而言不相應之動作之特 定訊息或特定影像,再生特定聲音,或者放演特定之花招。 例如,於本實施形態之舞蹈遊戲中,在自某足譜起至下一 足譜為止期間,玩家已踩踏對示範性舞蹈而言並不相應之舞 步時’ CPU101如圖7所示,使警告訊息710或者警告影像 720等顯示於監視器上。警告訊息710之字面、警告影像72〇 之内容係可自由變更。 CPU101亦可改變靜止標記401至404之中至少任務所示 之箭頭所對應者之色相、彩度、亮度中之至少一者、或者大 小或形狀等,而作為警告。例如,CPU101亦可縮放靜止標 記401至404、踩踏位置指示標記410、背景影像等,或者 改變色調。又,CPU101亦可放演使背景影像之角色之表情 憂鬱或驚訝之花招而作為警告。 CPU101亦可再生例如預先記憶於外部記憶體1〇6中之音 訊資料而自揚聲器輸出警告音,而作為警告。 & 於遊戲裝置 200 上連接有 LED(Light-Emitting Diode, 發光二極體)等之燈時,CPU101亦可放演以特定之點燈模式 使燈點亮或熄滅之花招,來作為警告。 例如於圖8中,於訊號891、892中,在並非警告判定時 限650之時間區域内自按壓狀態變為非按壓狀態。即,玩家 在相鄰之任務p(i)與任務P(i+1)間之警告判定時限65〇 内,並未作出使手腳等離開按鈕之動作。因此,cpui〇1針 098108887 32 201012519 對自相鄰之任務P(i)至任務 為不發出警告。 PG+O為止之玩家動作,判定 例如,於訊號893中,在 壯能_ μ 叙時限65G内,已自按壓 =為非按壓狀態玩家在相鄰的任務p⑴與任務 1間之警告判定時限650内,已作出使手腳等離開按叙 動乍因此’ CPU101針對自相鄰的任務p⑴至任務叫 + 1)為止之玩家動作,判定為發出警告。When there are, for example, N tasks p in the adjacent task towel, there are P(1) and p(2), p(2) and p(3), 叩) and pH 1) and p just (ND) in time order. In each combination towel, the task at the earlier moment is called “the task ahead, and the task at the later moment is called the “post task”. φ The task of the previous task is 630 and the task behind it. The time zone between the remaining time widths 640 is the warning determination time limit (4). That is, the CPU 101 is configured with the specific area of the button 3〇1 to 3〇4 in the time zone indicated by the warning determination time limit 650. When the player becomes a non-pressed state, the player is notified. For example, when the player makes the foot leave the previous button in the warning time limit period, the CPU 101 issues a warning to the player. , means the period from the beginning of the service until the next task 098108887 31 201012519 'displays a specific message or specific image to inform the player that the action has not been made in the game, regenerate the specific sound, or Play a specific trick. For example, in this embodiment In the dance game, during the period from the foot of the foot to the next, the player has stepped on the dance step which is not corresponding to the exemplary dance. The CPU 101 displays the warning message 710 or the warning image 720 as shown in FIG. On the monitor, the content of the warning message 710 and the warning image 72〇 can be freely changed. The CPU 101 can also change the hue, chroma, and brightness of at least the arrow corresponding to the task indicated by the at least one of the stationary marks 401 to 404. At least one, or size, shape, etc., as a warning. For example, the CPU 101 can also zoom the still marks 401 to 404, the step position indication mark 410, the background image, etc., or change the color tone. Further, the CPU 101 can also play the background. The image of the character of the image is a warning or a surprise gesture. The CPU 101 can also reproduce the audio data stored in the external memory 1 to 6 and output a warning sound from the speaker as a warning. & When a lamp such as an LED (Light-Emitting Diode) is connected, the CPU 101 can also be turned on or off in a specific lighting mode. For example, in FIG. 8, in the signal 891, 892, in the time zone that is not the warning determination time limit 650, the self-pressing state is changed to the non-pressing state. That is, the player is in the adjacent task p(i). Within 65 警告 of the warning decision period between the task P(i+1), the action of leaving the button such as the hand and the foot is not made. Therefore, the cpui 〇 1 pin 098108887 32 201012519 is from the adjacent task P(i) to the task. The player does not issue a warning. For example, in the signal 893, in the signal 893, the player is in the non-pressed state, and the player is in the non-pressed state between the adjacent task p(1) and the task 1. In the warning determination time limit 650, the player's action has been made so that the hand and the foot are moved away from the game, so that the CPU 101 has moved from the adjacent task p(1) to the task call + 1), and it is determined that a warning is issued.

亦即,當於警告判定時限650以内存在自按壓狀態變為非 按壓狀態之“脈衝下降,,時,CPUl()l針對任務p⑴及任務 P(i+1)判定為發出警告,否則判定為不發出警告。 利用圖8舉出具體示例而進行說明。例如,假設向前踏出 腳之動作為某舞蹈中示範性的踏步式樣。任務P⑴可如下表 示。 P(i)=(T ⑴,B(U)) ® 當玩家之動作以訊號891、892表示時,可推測玩家在成 績判定時限610以内將腳放在地面上(使按鈕3〇1為按壓狀 態)後,雖然立即離開了地面(使按鈕301為非按壓狀態),但 • 在警告判定時限以内650並未作出使腳離開地面之動作。因 '此,CPU101不向玩家發出警告。 另一方面,當玩家之動作以说號893表不時,可推測玩家 在成績判定時限610以内將腳放在地面上(使按鈕301為按 壓狀態)後,在警告判定時限650以内使腳離開地面(使按趣 098108887 33 201012519 301為非按壓狀態)。因此,cpm〇i向玩家發出警告。 再者,若使前方餘裕時間寬⑶、641與後方餘裕時間寬 632、642之時間長分別為零,則未包含於成績判定時限 610、620内之時間區域為警告判定時限65〇。即,此時, CPU101於在刚面之任務p(i)之成績判定時限㈣結束後、 進入後面之任務P(i+之成績判定時限_之前為止之時 間段’並藉由檢測部2〇2而檢測到配置有按钮3〇1至取 之特定區域已自按職態變為非觀狀態時,向玩家發出警 告。 (成績判定處理) 其次,利用圖9之流程圖,對本實施形態之上述各部所執 行之成績判定處理進行說明。 於本實施形態中’遊戲裝置200 -面再生音樂,—面執行 使玩家踩踏示範轉步之舞闕戲。作為記餘任務資訊 251中之任務P,指定應按壓油之時機,即應將腳放在地 面上之時機。於本實施形態中_齡之總數設為四個,如 圖3所示’分別將按紐3〇1表示為B(L),將按钮迎表示 為聊’將按紐303表示為B(u),將按㉘3〇4表示為b⑻。 又’每個音樂(舞蹈)中任務P之總數為N個…為】以上 之整數)’將自音樂開端起第i個任務表示為p⑴。變數^為 1以上且N以下之整數之計數(c〇unter)。如上所述使用指 定應由玩家設為按屢狀態之時刻丁⑴以及應由玩家設為按 098108887 34 201012519 壓狀態之按鈕之變數B(x),而任務p⑴可如[數。所表示。 首先’CPU101自RAM103讀取出記憶於任務資訊251中 之N個任務P(步驟S901)。 - CPU101使計數i初始化。即,設為i= 1(步驟S902)。 • CPU101判別在第i個成績判定時限610以内,任務P⑴ 所表示之按鈕B(x)是否已自非按壓狀態變為按壓狀態(步驟 S903)。 _ 當判別為任務P⑴所表示之按钮B(x)已自非按壓狀態變 為按壓狀態時(步驟S903 ; YES),CPU101針對任務p⑴判 疋為玩豕成功,(步驟S904)。另一方面,當並非如此時(步 驟S903;NO)’CPU101針對任務P(i)判定為玩家“失敗,,(步 驟 S905)。 CPU101根據步驟S904或者S905之判定結果求出玩家之 成績,並作為成績資訊252而記憶於RAM103内。即, ❹ CPU101對成績資訊252進行更新(步驟S906)。 此外,CPU 1 〇 1判別計數i是否等於任務之總數n,即下 一個任務是否為N個任務中之最後任務P(N)(步驟S907)。 當i尹N時(步驟S907 ; NO),CPU101增加計數i(步驟 S908) ’並返回至步驟S9〇3。亦即,此時,對於當前再生之 音樂之所有任務P並未判定成績,故繼續進行成績判定處 理。 當i = N時(步驟S9〇7; YES),結束成績判定處理。亦即, 098108887 35 201012519 此時,對於當前再+ + & 丹生之音樂之所有任務P已判定成績,故結 束成績判定處理。 —再者於步驟S907中,亦可於步驟S906中所更新之玩 豕成項滿足特定之清除條件時則過渡至步驟 S908 ’於未滿 足特定之清除條件時則結束成績判定處理 。例如,所謂特定 之/月除條件,係指根據步驟沾〇4或8衝之判定結果而增 減之遊戲參數之值為特定值以上。並且,亦可以只要該遊戲 Φ 參數值為特dx上’則可繼續進行遊戲,若未達特定值則 使遊戲強制結束。 此處係使用四個按知,但亦可僅使用-個按紐。例如,準 備僅練S朝向監視器向左側(即圖3之箭頭γι方向)踏出腳 之舞步之遊戲模式(練習模式(practice mode))。於練習模式 中各個任務P⑴中所指定之按紐僅設為例如 B(L)。或者, 作為各個任務P⑴中所指定之按紐,亦可使用叫)、B⑼、 b(u)、b⑻四個,而將步驟s簡中之成績判定之對象按紐That is, when the warning determination time limit 650 is "pulse down" from the self-pressing state to the non-pressing state, the CPU1(1) determines that the warning is issued for the task p(1) and the task P(i+1), otherwise it is determined as No warning is given. A specific example will be described with reference to Fig. 8. For example, it is assumed that the action of stepping forward is an exemplary step pattern in a dance. Task P(1) can be expressed as follows: P(i) = (T (1), B(U)) ® When the player's action is indicated by the signals 891, 892, it can be inferred that the player will leave the ground immediately after placing the foot on the ground within the time limit of 610 (making the button 3〇1 pressed). (The button 301 is in the non-pressing state), but • The action of the foot 650 is not made to move the foot off the ground within the warning determination time limit. Because of this, the CPU 101 does not issue a warning to the player. On the other hand, when the player moves with the number 893, from time to time, it can be inferred that the player puts his foot on the ground within the time limit of decision 610 (so that the button 301 is in the pressed state), and then makes the foot off the ground within the warning determination time limit of 650 (so that the fun is 098108887 33 201012519 301 is not Press Therefore, cpm〇i issues a warning to the player. Further, if the front margin time width (3), 641 and the rear margin time width 632, 642 are respectively zero, it is not included in the score determination time limit 610, 620. The time zone within the time is the warning determination time limit of 65. That is, at this time, the CPU 101 is after the end of the score determination time (4) of the task p(i) in the face, and the task P (i+ before the time limit of the achievement judgment_) The time period 'and the detection unit 2〇2 detects that the button 3〇1 is arranged to the specific area that has been changed from the pressed state to the non-viewing state, and warns the player. (Score determination processing) Next, use In the flowchart of Fig. 9, the result determination processing executed by each of the above-described units of the present embodiment will be described. In the present embodiment, the "game device 200-surface-reproduced music" performs a dance game in which the player steps on the demonstration step. In task 251, the task P specifies the timing at which the oil should be pressed, that is, the timing at which the foot should be placed on the ground. In the present embodiment, the total number of _ ages is set to four, as shown in FIG. Button 3〇 1 is denoted as B(L), and the button is indicated as "talking", the button 303 is represented as B(u), and 283〇4 is represented as b(8). Also, the total number of tasks P in each music (dance) is N. The number is the above integer) 'The i-th task from the beginning of the music is denoted as p(1). The variable ^ is a count of 1 or more and an integer below N (c〇unter). The use specification as described above should be set by the player. According to the time of the repeated state (1) and the variable B(x) of the button that should be pressed by the player to press 098108887 34 201012519, the task p(1) can be expressed as [number. Firstly, the CPU 101 reads the memory from the RAM 103. N tasks P in the information 251 (step S901). - The CPU 101 initializes the count i. That is, it is assumed that i = 1 (step S902). The CPU 101 determines whether or not the button B(x) indicated by the task P(1) has changed from the non-pressed state to the pressed state within the i-th score determination time limit 610 (step S903). When it is determined that the button B(x) indicated by the task P(1) has changed from the non-pressed state to the pressed state (step S903; YES), the CPU 101 determines that the task p(1) is successful, (step S904). On the other hand, when this is not the case (step S903; NO), the CPU 101 determines that the player "failed" for the task P(i) (step S905). The CPU 101 obtains the score of the player based on the determination result of step S904 or S905, and The result information 252 is stored in the RAM 103. That is, the CPU 101 updates the achievement information 252 (step S906). Further, the CPU 1 判别1 determines whether the count i is equal to the total number n of tasks, that is, whether the next task is N tasks. The last task P(N) (step S907). When i Yin N (step S907; NO), the CPU 101 increments the count i (step S908)' and returns to step S9〇3. That is, at this time, for the current All the tasks P of the reproduced music do not judge the score, so the score determination processing is continued. When i = N (step S9〇7; YES), the score determination processing is ended. That is, 098108887 35 201012519 At this time, for the current + + & All the tasks of Dansheng's music P have judged the results, so the result determination processing is ended. - In step S907, the transition may be made when the game items updated in step S906 satisfy the specific clearing condition. Go to step S908 When the specific clearance condition is not satisfied, the result determination processing is ended. For example, the specific/monthly removal condition refers to a value of the game parameter that is increased or decreased according to the determination result of the step 4 or 8 rushing. Moreover, as long as the game Φ parameter value is on the special dx, the game can be continued, and if the specific value is not reached, the game is forcibly terminated. Here, four buttons are used, but only one button can be used. For example, a game mode (practice mode) in which the foot is stepped toward the left side of the monitor (ie, the arrow γι in FIG. 3) is prepared, and is specified in each task P(1) in the practice mode. The button is only set to, for example, B(L). Alternatively, as the button specified in each task P(1), four, namely, B), B(9), b(u), and b(8) may be used, and the results in the step s are determined. Object button

僅限疋於例如B(L)。藉由如上所述設置,可形絲使玩家 按壓特定之i触(肤家如肢讀步)之遊戲。毋庸 置。於任務P⑴中’亦可代替B⑹而使用B⑼、B(u)、 B(R)中之任—者’且亦可採用包含該等四個中之至少兩個以 上之組合。又’亦可採用五個以上之按紐。 (警告判定處理) 其久’利用圖10之流程圖’對本實施形態之上述各部所 098108887 36 201012519 執行之警告判定處理進行說明e CPU1〇1可分別單獨地以多 任務方式(multitask)而執行成績判定處理與警告判定處理。 當任務之總數為N時,相鄰任務之組合存在N—丨個。 - CPUlOi對於N—丨個警告判定時限65〇,分別判定是否向 • 玩家發出警告。 首先,CPU101自RAM103中讀取出記憶於任務資訊251 中之N個任務p(步驟S1001)。 # CPU101使計數i初始化。即,設為i= 1(步驟S1002) CPU101判別在第i個任務p⑴與相鄰之第i+丨個任務叩 + 1)間之警告判定時限650以内,任務P(i)所表示之按鈕Β(χ) 是否已自按壓狀態變為非按壓狀態(步驟S1003)。 當判別為任務P(i)所表示之按钮B(x)已自按壓狀態變為 非按壓狀態之情況時(步驟S1003 ; YES),CPU101針對自任 務P(i)至任務P(i+1)之玩家動作’判定為發出警告,並向 ® 玩家發出警告(步驟S1004)。另一方面,於若非如此之情況 時(步驟S1003 ; NO),CPU101針對自任務P(i)至任務p(i + 1)之玩家動作並不發出警告,從而進入至步驟SIO05。 例如CPU101使警告訊息710或警告影像720顯示於監視 ' 器上,或者自揚聲器輸出特定之警告音,作為警告。 CPU101判別計數i是否等於N-卜即,下一個警告判定 時限65 0是否為N _ 1個警告判定時限65 0中之最後—個(步 驟 S1005)。 098108887 37 201012519 當i<N-i時(步驟S刚5 ; N〇),cpm〇1增加計 驟S1006) ’並返回至步驟sl〇〇3。亦即,此時對於者 生之音樂之所有警料定時限㈣判定是否發出警=處 理並未結束,因此繼續進行警告判定處理。 當i = N—i時(步驟sl〇〇5 ; YES),結束警告列定處理 亦即,此時’對於當前再生之音樂之所有警告列定時限㈣ 已判定是否發出警告,因此結束警告判定處理。 下 例如,相鄰任務P⑴與任務p(i+丨)分別表示如 任務 P(i卜(T(i),B(L)) …[數 6] 任務 P(i+l)=(T(i+1),b(r)) ...[數 7] 即,由該等任務而表示之玩家至少應達成之動作為「首先 作為第i階段而按壓左按紐3〇1,其次作為第2階段而按壓 右按紐304 |。 此處,表述為“至少,,之原因在於,有時在連續踩踏舞步 時,若第1階段之動作與第2階段之動作完成得較為零亂, 則結果將跳出不理想之舞蹈。 例如,開始玩遊戲時,玩家係在圖3所示之控制器⑽ 之^央附近(本财,以虛線之圓所示之附近)將兩腳並齊站 立著,且向玩家發出以上述[數6]與[數7]而表示之連續之任 務卜此時,玩家例如選擇執行其次所示之兩個舞步式樣中 之任一者,則於上述成績判定處理令判定為“成功”。 (舞步式樣1)首先,用一隻腳踩踏按鈕3〇1(動作卜丨),其 098108887 38 201012519 後返回至原位置(動作1 -2),將兩腳並齊站立。其次,用一 隻腳踩踏按鈕304(動作丨-3),其後返回至原位置(動作1-4), 將兩腳並齊站立。 (舞步式樣2)首先,用一隻腳踩踏按鈕3〇1,並保持著該 狀態繼續踩踏(動作2-D。此時,—隻腳放在胁則之位 置,另-隻腳放在虛線之圓内之位置。其次,_維持踩踏 0 著按钮3〇1,用另一隻腳踩踏按叙綱(動作2-2)。最後將兩 腳張開而站立。 可認為判斷哪-舞步式樣較佳,係因音樂或舞蹈而不同。 當欲設為無多餘動作地連貫進行之動作時,通常認為應採用 舞步式樣2。但是,僅執行上述成績判定處理,只能判定玩 家之部分動作。因此,若為例如較佳為採用上述舞步式樣2 之舞蹈’則咖1()1執行上述警告判核理。其結果為,假 使玩家本應採訂述錢鍾2卻_ 了上述舞步式樣! 時’™(Π對該玩家,自動作M至動们_2,或者自動 作=至動作1-4,發出「不得使腳離開」之警告。因此, 玩家可根據警U容易地理解與每個舞蹈相應之舞步式 樣,從而可掌握拿手的舞步式樣。 假使遊戲製作者意圖使玩家以上述❹式樣2來舞蹈 亦可以如下方式而構成:於圖3所示之控制器105之以 虛線圓所示之附近配置“第5按紐,,,對該“第5独,,之 按壓狀態與非按壓狀態進行檢測,並根據檢測結果而發出馨 098108887 39 201012519 告。但是,根據本發明,可一方面不配置“第5餘,,而使 用既有之控制器1〇5,—方面有效率地向玩家教授相應之舞 步讀。由此’遊戲製作者方不用費工夫製作新的控制器, 玩家方則無需購貝新的控制器,且遊戲裝置可簡單易懂 地教授玩家應進行之動作。 此處係使用四個按紐,但亦可僅使用一個按紐。例如,於 上述練S模式中’將各個任務卩⑴中所指定之按紐僅設為 B⑹。或者,亦可使用B(L)、_、B(u)、b(r)四個作為 各個任務以1)中所指定之按紐,但將步驟S1003 t之警告列 定之對象按純較為购。藉由如上所述設置,可形成 為引導玩家踩踏特定之舞步(按祕定之按㈣之遊戲。毋庸 置吕,於任務叩)中,亦可代替B(L)而使用B(D)、B(U)、 ()中之任者’且亦可採用包含該等四個按紐中之至少兩 個以上之組合。又,亦可採用五個以上之按鈕。 根據本實施形態,遊戲裝置200可簡單易懂地教授玩家應 進打之動作°上述說明中,以舞蹈遊戲為例,已對玩家應進 订之動作為腳之活動方式者進行說明。但是,為能簡單易憧 地教授”有腳、只有手、手腳併用、或者指尖之活動方式, 亦可利用本發明。又,遊戲並不限於僅-個玩家所進行之遊 戲而亦可為兩個以上之玩家一同進行之遊戲、或者兩個以 上之玩家進行辦戰之遊戲等。 [其他實施例] 098108887 201012519 (實施例2) 警=本:明之其他實施形態進行說明。本實施形態係 :一發出警告之時間區域之變形例。以下進行詳細說 明。 ” ρ〇+1)之成績判定時限610與620、餘裕時間寬㈣與 640之位置關係之示例的囷。於以下說 Ρ⑴之成績判定時限610稱為「第^ 將則面之任務 之杯路ΡΓΜ、 成績判定時限」,將後面 之任務Ρ㈣)之成績判定時限620稱為「第 限」。又,將前面之任務Ρ⑴之餘裕時間寬6為 餘裕時間寬」’將後面之任務Ρ(… 二= 「第2餘裕時間寬」。 吁間寬640 %為 φ 於圖11Α中’任務ρ(〇所對應之 + 1)所對應之任務時間T(i 〜B (1)與任務P(i 判定時限650。 77刀離’因此存在警告 另一方面,於圖11B中,任 D相接近,故不存㈣告判定時限物如與任務時間啊 於圖11B所示之位置關係之情‘ 完全相同之方式而執行警告判 述實施形態 確的警告。 幻不會向玩家發出準 因此,在本實施形態t,如圆!1B所一 A 間寬之開始時刻為第1I 不冨第2餘裕時 _ 均之前時,將自 201012519 第1成績判定時限之結束時刻起至第2成績判定時限之開始 時刻為正之期間、即時間區域111〇,設為應發出警止口 間區域(相當於警告判定時限650之時間區域)。σ 、 其意味著’當如圖11Β所示相鄰之兩個任務時間叩)、 τ㈣相接近時,將前面之任務p(i)之前方餘裕時間寬與後 面之任務?(1+】)之後方餘裕時間寬實質上加以消除。 ( 為能掌握兩個任務時刻彼此接近之舞步式樣,可以說對玩 家而言最重要的是清除該等兩個任務,即繼續踏兩次腳雖 說第-次踩踏動作與第二次踩踏動作間之間隔較短,作並不 能說「不得使腳離開」之警告係恰當的。因此,此時顯示警 告訊息710時’理想的是設為「舞步是不是有點奇怪呀?」 之程度不同之警告内容。 為能進行本實施形態之警告判定,只要代替上述實施形態 之步驟_3中’判定「在處於任務PW與任務叩+1)間 ^警告判=時限65G以内」是否已自按壓狀態變為非按壓狀 :在時間區域1110内」是否已自按壓狀態變為 非按壓狀態即可。 再者’當第2餘裕時間寬之開始時刻為第1餘裕時間寬之 結束_之前時’亦可將自第2餘裕時間寬之開始時刻至第 1餘裕時間寬之結束時刻為止之期間、即時間區域,設 為應發出警告之時間區域。 任務彼此亦有可能較圖11B所示之位置關係更為接近。 098108887 42 201012519 例如於圖nc中,任務時間T(i)與任務時間T(i+i)更為接 近’從而存在第1成績判定時限與第2成績判定時限重合之 時間區域。此時,cpuigi亦可不對自兩個任務p(i)至任務 • P(i+1)之玩家動作發出警告。 •㈣本實施形態,遊戲震置可向玩家簡單易懂地教授 更細微之動作。 (實施形態3) • 減’對本發明之其他實施形態進行說明。於上述實施形 態中’當處於如圖11C所示之位置關係時,遊戲裝置· 不對自兩個任務P(i)至任務叩+1)之玩家動作發出警告。 於本實施形態中’雖然不發出關於該等兩個任務p(i)與p(i + 1)之警告,但會改變成績判定之方法。以下進行詳細說明。 當處於如圖11C所示之位置關係時,即,#兩個任務時 刻彼此接近,时在彼此之成績狀時限_、62G重合之 ©時間區域時’ CPU101將以第i成績判定時限及第2成績判 定時限之邏輯和(〇 R)所表示之時間區域工i 3 〇設為兩個任務 Ρ(ι)、Ρ(ι+ 1)之共同之成績判定時限。 更洋細而έ,當存在相鄰的任務之成績判定 時限610 620重合之時間區域時當在時間區域⑴〇内檢 測到第-次脈衝上升(自非按壓狀態向按⑽態之變化) 時CPU101針對前面之任務卩⑴判別為玩家成功。 备在時間區域113G内檢測到第二次脈衝上升時’CPU101 098108887 43 201012519 針對後面之任務P(i+1)判別為玩家成功。 另一方面,當在時間區域⑽内未檢 升時,c酬1針對後面之任務p(i+物如j脈衝上 者,亦可著重於更準確地踏出「連續踩踏兩次」之== 或 均判別為失敗。 ㈣)編之任射㈣二者 當於__113〇1次都未檢_ 咖1針對前面之任務P(i)與後面之任務 別為失敗。 )一有岣判 當在時間區域1130内檢測到三次以上之脈 cpuhh針對後面之任務P(i+1)判別為失敗但是心刪 亦可針對前面之任務P_別為失敗。或者,亦可著重於 準確地踏出舞步式樣,而由CP咖針對前面之任化 後面之任務P(i+ 1)二者均判別為失敗。 >、 根據本實施形n,遊戲裝置2⑼可就更細微之動作,通知 玩家是否已做出與遊戲相應之動作。 (實施形態4) 其次’對本發明之其他實施形態進行㈣。於上述實施形 態中,當玩家進行以圖8之訊號891、892所示之動作時^ 遊戲裝置200不向玩家發出警告’但於本實施形態中會發出 警告。以下進行詳細說明。 於上述實施形態中,於圖8之訊號891、892中玩家對 098108887 44 201012519 於任務p⑴被判定為成功’且不會被警告。但是,若欲向玩 家建議推薦例如上述舞步式樣2而不推薦上述舞步式樣1, 則當做出如訊號891、892所示之動作時,理想的亦是向玩 ' 家發出某些警告等。 - 因此’於本實施形態之警告判定處理中,除了進行上述實 施形態之警告判定以外,亦會在前面之任務p(i)與後面之任 務P(i+1)間之警告判定時限650之開始時刻,判定前面之 • 任務P⑴中所指定之按紐B(X)是否為按壓狀態,並根據該判 定結果而判定是否發出警告。 圖12係用以說明本實施形態中之警告判定處理之流程 圖。 首先,CPU101自RAM103讀取出記憶於任務資訊251中 之N個任務p(步驟S12〇i)。 cpuioi使計數i初始化。即,設為i==1(步驟si2〇2)。 鲁 # i=1時’即’於當前時刻未到達第1個任務p⑴之警 告判定時限650時(步驟S1203 ; N〇),進入至步驟si2〇5: 當i> 1時(步驟S1203 ; YES),CPU101於第i個警告判 定時限650之開始時刻,判定前面之任務p(i)中所指定之按 鈕B(x)是否為按壓狀態(步驟sl2〇4)。_,判別玩家是否仍 舊繼續在踩财面之任務P(i)巾所指定之按紐B⑻。 當前面之任務P⑴中所指定之按紐Β(χ)為按壓狀態時(步 驟Sl2〇4,YES),CPU1〇1在前面之任務ρ⑴與後面之任務 098108887 45 201012519 Ρ(ι+1)間之警告判定時限65〇以内,判別前面之任務p⑴ 所表示之按鈕B(X)是否已自按壓狀態變為非按壓狀態(步驟 S1205)。 另方面,當前面之任務P(i)中所指定之按鈕b(x)並非按 壓狀態時’即為非按壓狀態時(步驟S1204 ; NO),CPU101 針對自任務p⑴至任務p(i+1)之玩家動作判定為發出警 告,並向玩家發出警告(步驟S1206)。 ;步驟S1205中,當判別為任務p⑴所表示之按紐b⑻參 已自按壓狀態變為非按壓狀態時(步驟S1205 ; YES), cpu=1針對自任務p⑴至任務p(i + u之玩家動作判定為發 出警σ,並向玩家發出警告(步驟sl2〇6)e另一方面,於若 非如此之情況時(步驟S12〇5;NO),CPU101針對自任務p⑴ 至任務p(1+丨)之玩家動作不發出警告,而進入至步驟 S1207。 CPU1〇l判別計數i是否等於N— 1(步驟S1207)。 _ 虽1邱〜1時(步驟S1207 ; NO),CPU101增加計數i(步 驟S12〇8) ’而返回至步驟S1203。亦即,此時,針對當前再 生之曰樂巾所設定之所有警告判定時限判定是^發出-s σ的处理並未結束,故繼續進行警告判定處理。 田—時(步驟S12〇7;YES),結束警告判定處理。 亦即此時,針對當前再生之音樂中所設定之所有警告判定 時限650已判定是否發出警告’因此結束警告判定處理。 098108887 46 201012519 根據本實施形態,遊戲裝置200可簡單易懂地教授玩家應 進打之動作。例如,當玩家應進行之動作在時間上連續時, 不僅各動作之單個動作是否正確,而且第一個動作與第二個 動作間之連接是否正確亦包含在内,均會向玩家提出建議。 本心明不僅限於上述實施形態,而且亦可具有各種變形及 應用。又’料對上述實施形態之各構成元件純自由組合。 亦可將用以使裝置作為裝置之整體或者一部分 而進行動作之程式存儲於記憶卡、cd_r〇m、勵、 MO(Magnet0〇pticaldisk,磁光碟)等電腦可讀取之記錄媒體 内加以散布’將其安裝於其他電腦上,使其料上述手段而 進行動作,或者執行上述步驟。 此外,亦可預先將程式存儲於網際網路 具有之磁碟裝置等之φ,鳩,# t 通$裝置所 中等。 〇,吏一載波重疊而下載至電腦 ❷ (產業上之可利用性) 如以上說明,根據本發明,可提供適合用 授玩家在遊戲中相雜1 、簡+易懂地教 方法、^ί ㈣蚊置、遊戲處理 乃杰貝Λδ己錄媒體及程式。 【圖式簡單說明】 圖1係表^實縣發明之賴I置 置之概要構成的圖。 、㈣胃訊處理裝 圖2係用以說明遊戲装置之功能性構成之圖。 098108887 47 201012519 圖3係控制器之構成之概略圖。 圖4係監視器中所顯示之晝面之構成例。 圖5係表示各按鈕之按壓狀態•非按壓狀態之變化之時序 圖之示例。 圖6係用以對使用有成績判定時限之成績判定進行說明 之圖。 圖7係監視器中所顯示之畫面之構成例。 圖8係用以對使用有警告判定時限之警告判定進行說明 之圖。 圖9係用以說明成績判定處理之流程圖。 圖10係用以說明警告判定處理之流程圖。 圖11A係實施形態2中用以說明發出警告之時間區域之 圖。 圖11B係實施形態2中用以說明發出警告之時間區域之 圖。 圖11C係實施形態3中用以說明判定成績之時間區域之 圖。 圖12係實施形態4中用以說明警告判定處理之流程圖。 【主要元件符號說明】For example, only B (L). By setting as described above, the shapeable wire allows the player to press a specific i-touch (the skin is like a step-by-step) game. It is not necessary. In the task P(1), any of B(9), B(u), and B(R) may be used instead of B(6), and a combination of at least two of the four may be employed. Also, more than five buttons can be used. (Warning Judgment Processing) The warning determination processing executed by the above-mentioned respective units 098108887 36 201012519 of the present embodiment will be described for a long time. The e CPU 1〇1 can individually perform the results in a multitask manner. Determination processing and warning determination processing. When the total number of tasks is N, there is N-丨 in the combination of adjacent tasks. - CPU1Oi determines the time limit of 65 N for N-丨 warnings, and determines whether to warn the player. First, the CPU 101 reads out the N tasks p stored in the task information 251 from the RAM 103 (step S1001). # CPU101 initializes the count i. That is, it is assumed that i = 1 (step S1002) The CPU 101 determines that the button indicated by the task P(i) is within the warning determination time limit 650 between the i-th task p(1) and the adjacent i-th task 叩 + 1). (χ) Whether or not the self-pressing state has changed to the non-pressing state (step S1003). When it is determined that the button B(x) indicated by the task P(i) has changed from the pressed state to the non-pressed state (step S1003; YES), the CPU 101 targets the self-task P(i) to the task P(i+1). The player action 'determines to issue a warning and issues a warning to the ® player (step S1004). On the other hand, if it is not the case (step S1003; NO), the CPU 101 does not issue a warning to the player action from the task P(i) to the task p(i + 1), and proceeds to step S1005. For example, the CPU 101 causes the warning message 710 or the warning image 720 to be displayed on the monitor or outputs a specific warning tone from the speaker as a warning. The CPU 101 discriminates whether or not the count i is equal to N-b, that is, whether the next warning determination time limit 65 0 is the last one of the N _ 1 warning determination time periods 65 0 (step S1005). 098108887 37 201012519 When i < N-i (step S just 5; N 〇), cpm 〇 1 increments the step S1006) ' and returns to the step s1 〇〇 3. That is, at this time, for all the warning timings of the music of the person (4), it is judged whether or not the alarm is issued. If the processing is not completed, the warning determination processing is continued. When i = N - i (step sl 〇〇 5; YES), the warning setting process is ended, that is, at this time, 'all warning column definite time (four) for the currently reproduced music has been determined whether a warning is issued, so the warning judgment is ended. deal with. For example, the adjacent task P(1) and the task p(i+丨) respectively represent as task P(ibu(T(i), B(L)) ... [number 6] task P(i+l)=(T(i +1), b(r)) ... [number 7] That is, the action that the player represented by the tasks should at least achieve is "first press the left button 3〇1 as the i-th stage, followed by In the second stage, press the right button 304 |. Here, the expression is "at least, the reason is that sometimes the action of the first stage and the second stage are more disorderly when the step is continuously performed, the result is For example, when you start playing a game, the player stands in the vicinity of the controller (10) shown in Figure 3 (this money, near the circle shown by the dotted line). And issuing a continuous task indicated by the above [number 6] and [number 7] to the player. At this time, if the player selects, for example, performing any of the two dance step patterns shown next, the above-mentioned achievement determination processing order It is judged as "successful". (Dance pattern 1) First, step on the button 3〇1 (action dip) with one foot, and return to the original position after 098108887 38 201012519 1 - 2), stand your feet together. Secondly, step on the button 304 (action 丨-3) with one foot, then return to the original position (action 1-4), and stand your feet together. Style 2) First, step on the button 3〇1 with one foot and continue to step on it in this state (Action 2-D. At this time, - only the foot is placed in the position of the threat, and the other foot is placed in the circle of the dotted line. In the next position, _maintains stepping on the 0 button 3〇1, stepping on the other foot with the other foot (act 2-2). Finally, the two feet are opened and stand. It can be considered which one is better. It is different for music or dance. When it is intended to be a continuous action without unnecessary movement, it is generally considered that the dance pattern 2 should be used. However, only the above-mentioned achievement determination processing can be performed, and only part of the player's movement can be determined. For example, if the dance of the above-mentioned dance pattern 2 is used, then the warning 1 is executed. The result is that if the player should have specified the money clock 2, the above-mentioned dance style! TM (Π for the player, automatically make M to move _2, or automatically make = to action 1-4, issue "not The warning of the foot leaving. Therefore, the player can easily understand the dance pattern corresponding to each dance according to the police U, so as to grasp the dance pattern of the master. If the game creator intends to make the player dance in the above style 2, the following can also be According to the configuration, the fifth button is arranged in the vicinity of the dotted circle indicated by the controller 105 shown in FIG. 3, and the "five unique" state is detected and the non-pressed state is detected. The result of the test is issued xin 098108887 39 201012519. However, according to the present invention, it is possible to efficiently teach the player the corresponding dance step without configuring "5th, and using the existing controller 1〇5". . Thus, the game maker does not have to work hard to create a new controller, and the player does not need to purchase a new controller, and the game device can easily and intuitively teach the player what to do. There are four buttons here, but you can also use just one button. For example, in the above-described practice S mode, the button specified in each task (1) is set to only B (6). Alternatively, B (L), _, B (u), and b (r) may be used as the buttons specified in 1) for each task, but the objects listed in the warning of step S1003 t are purchased as pure purchases. . By setting as described above, it can be formed to guide the player to step on a specific dance step (by pressing the game of the secret (4). In the case of the task 叩), it is also possible to use B(D), B instead of B(L). Any of (U) and () may also be combined with at least two of the four buttons. Also, more than five buttons can be used. According to the present embodiment, the game device 200 can easily and intuitively teach the action that the player should play. In the above description, the dance game is taken as an example, and the action that the player should subscribe to is the activity mode of the foot. However, in order to be able to easily and easily teach the "foot, hand, foot and foot, or fingertip movements, the present invention can also be utilized. Moreover, the game is not limited to only one player's game, but also A game played by two or more players together, or a game in which two or more players perform a game, etc. [Other Embodiments] 098108887 201012519 (Embodiment 2) Police = Ben: Other embodiments of the present invention will be described. : A modification of the time zone in which the warning is issued. The following is a detailed description of the example of the positional relationship between the time limit of 610 and 620 and the marginal time width (four) and 640 of "ρ〇+1). In the following, the score determination time limit 610 of Ρ(1) is called "the cup path of the task of the second face, the time limit for the judgment of the score", and the time limit 620 of the score of the subsequent task (4) is called the "limit". In addition, the previous task Ρ(1) has a margin time width of 6 for the margin time width. 'The next task is Ρ (... 2 = "2nd margin time width". The width between the calls is 640% is φ in Figure 11Α 'Task ρ ( + corresponds to the + 1) corresponding task time T (i ~ B (1) and task P (i determination time limit 650. 77 knife away 'therefore there is a warning, on the other hand, in Figure 11B, any D phase is close, Therefore, there is no (4) warning time limit object, such as the positional relationship shown in Figure 11B, in the same way as the positional relationship shown in Figure 11B, the warning statement is executed in the same way. In the embodiment t, if the start time of the width of the circle A is equal to the first time, the first time is the first time, and the second time is from the end of the 201012519 first result determination time limit to the start of the second achievement determination time limit. The period in which the time is positive, that is, the time zone 111〇, is set to be the area where the warning stop should be issued (corresponding to the time zone of the warning determination time limit 650). σ , which means 'when two tasks are adjacent as shown in FIG. 11A When time 叩) and τ (four) are close, the previous task p(i) In the front, the time is wide and the task behind it is? (1+)) After the time is wide, the time width is virtually eliminated. (In order to grasp the dance pattern that the two missions are close to each other, it can be said that the most important thing for the player is to clear the Waiting for two tasks, that is, continuing to step on the foot. Although the interval between the first stepping action and the second stepping action is short, the warning that "the foot must not be left" is not appropriate. Therefore, a warning is displayed at this time. In the case of the message 710, it is desirable to set the warning content to be different in the degree of "the dance step is a little strange?". In order to perform the warning determination of the present embodiment, the "decision" is in place in the step _3 of the above embodiment. Between the task PW and the task 叩 +1), the warning is judged to be within the time limit of 65 G. "Whether the self-pressing state has changed to the non-pressing state: whether or not the self-pressing state has changed from the pressed state to the non-pressed state in the time zone 1110. When the start time of the second margin time width is the end of the first margin time width _ before, the period from the start time of the second margin time width to the end time of the first margin time width may be The time zone is set to the time zone in which the warning should be issued. The tasks are also closer to each other than the positional relationship shown in Figure 11B. 098108887 42 201012519 For example, in Figure nc, task time T(i) and task time T(i+i) is closer to 'therefore there is a time zone where the first achievement determination time limit coincides with the second achievement determination time limit. At this time, cpuigi may not be from two tasks p(i) to the task • P(i+ 1) The player's action is issued a warning. (4) In the present embodiment, the game shake can teach the player a more subtle action in a simple and easy-to-understand manner. (Embodiment 3) • A description will be given of another embodiment of the present invention. In the above-described embodiment, when the positional relationship is as shown in Fig. 11C, the game device does not issue a warning to the player action from the two tasks P(i) to 叩+1). In the present embodiment, although the warnings about the two tasks p(i) and p(i + 1) are not issued, the method of determining the score is changed. The details are described below. When in the positional relationship as shown in FIG. 11C, that is, when the two task times are close to each other, the CPU 101 will determine the time limit and the second time by the i-th score when the time-limit time__, 62G coincides with the time zone of each other. The logic of the time limit for the achievement of the score and the time zone indicated by (〇R) are set as the time limit for the determination of the results of the two tasks ι (ι) and Ρ (ι + 1). More subtle and ambiguous, when there is a time zone in which the time limit of the adjacent task is determined to coincide with the time limit 610 620, when the first pulse rises (from the non-pressed state to the (10) state) is detected in the time zone (1) The CPU 101 determines that the player is successful for the previous task 卩 (1). When the second pulse rise is detected in the time zone 113G' CPU101 098108887 43 201012519, it is determined that the player succeeds for the subsequent task P(i+1). On the other hand, when it is not detected in the time zone (10), the remuneration 1 is for the latter task p (i+, such as the j pulse, it can also focus on more accurately stepping out "continuous stepping twice" == Or both are judged as failures. (4)) The coded shots (4) Both are not detected in __113〇1 times _ _ 1 is not a failure for the previous task P(i) and the following tasks. When there is a judgment, when more than three times are detected in the time zone 1130, cpuhh is judged as a failure for the subsequent task P(i+1) but the heart can be deleted for the previous task P_. Alternatively, it is also possible to focus on accurately taking out the dance pattern, and the CP coffee is judged as a failure for both the task P(i+ 1) following the previous assignment. > According to the present embodiment n, the game device 2 (9) can notify the player whether or not the action corresponding to the game has been made in a more subtle action. (Embodiment 4) Next, (4) is performed on another embodiment of the present invention. In the above embodiment, when the player performs the action shown by the signals 891 and 892 of Fig. 8, the game device 200 does not issue a warning to the player, but in the present embodiment, a warning is issued. The details are described below. In the above embodiment, the player 098108887 44 201012519 is judged to be successful on the task p(1) in the signals 891, 892 of Fig. 8 and is not warned. However, if it is desired to recommend to the player, for example, the above-described dance pattern 2 without recommending the above-described dance pattern 1, when making an action as shown by signals 891, 892, it is desirable to issue certain warnings to the play home. Therefore, in the warning determination processing of the present embodiment, in addition to the warning determination of the above-described embodiment, the warning determination time limit 650 between the previous task p(i) and the subsequent task P(i+1) is also performed. At the start time, it is determined whether or not the button B (X) specified in the previous task P(1) is in the pressed state, and it is determined whether or not the warning is issued based on the result of the determination. Fig. 12 is a flow chart for explaining the warning determination processing in the embodiment. First, the CPU 101 reads out the N tasks p stored in the task information 251 from the RAM 103 (step S12〇i). Cpuioi initializes the count i. That is, it is assumed that i==1 (step si2〇2). When Lu #i=1, that is, 'when the current time has not reached the warning determination time limit 650 of the first task p(1) (step S1203; N〇), the process proceeds to step si2〇5: when i> 1 (step S1203; YES The CPU 101 determines whether or not the button B(x) designated in the previous task p(i) is in the pressed state at the start time of the i-th warning determination time limit 650 (step sl2〇4). _, to determine whether the player is still continuing to press the button B (8) specified by the P(i) towel. When the button χ (χ) specified in the previous task P(1) is in the pressed state (step S1 〇 4, YES), the CPU 1 〇 1 is between the preceding task ρ (1) and the following task 098108887 45 201012519 Ρ (ι+1) The warning determination time limit is within 65 ,, and it is determined whether or not the button B (X) indicated by the previous task p (1) has changed from the pressed state to the non-pressed state (step S1205). On the other hand, when the button b(x) specified in the current task P(i) is not in the pressed state, that is, in the non-pressed state (step S1204; NO), the CPU 101 targets the task p(1) to the task p(i+1). The player action is determined to issue a warning and issue a warning to the player (step S1206). In step S1205, when it is determined that the button b(8) parameter indicated by the task p(1) has changed from the pressed state to the non-pressed state (step S1205; YES), cpu=1 is for the player from the task p(1) to the task p(i + u) The action is determined to issue an alarm σ and issue a warning to the player (step sl2〇6). On the other hand, if this is not the case (step S12〇5; NO), the CPU 101 targets the task p(1) to the task p(1+丨). The player's action does not issue a warning, but proceeds to step S1207. The CPU 101 determines whether the count i is equal to N-1 (step S1207). _ Although 1 邱~1 (step S1207; NO), the CPU 101 increments the count i (step S12〇8)' returns to step S1203. That is, at this time, all the warning determination time limits set for the currently regenerated music towel are judged to be - the process of issuing -s σ is not ended, so the warning determination process is continued. The field-time (step S12〇7; YES) ends the warning determination process. That is, at this time, it is determined whether or not the warning is issued for all the warning determination time limits 650 set in the currently reproduced music. Therefore, the warning determination process is ended. 098108887 46 201012519 According to this implementation The game device 200 can easily and intuitively teach the player that the action should be played. For example, when the action that the player should perform is continuous in time, not only is the individual action of each action correct, but also the first action and the second action. The correct connection is also included in the action, and the player will be advised. The present invention is not limited to the above embodiment, but may also have various modifications and applications. Moreover, the components of the above embodiment are purely freely combined. The program for operating the device as a whole or a part of the device may be stored in a computer-readable recording medium such as a memory card, cd_r〇m, excitation, MO (Magnet0〇pticaldisk), or the like. 'Install it on another computer, and operate it by the above means, or perform the above steps. In addition, you can store the program in the floppy disk of the Internet, etc., 鸠, #t通$ The device is medium. 〇, the carrier is overlapped and downloaded to the computer ❷ (industrial availability) As explained above, according to the present invention, It is suitable for players to mix in the game, simple and easy to understand teaching methods, ^ί (4) mosquito set, game processing is Jiebei Λ δ recorded media and programs. [Simple diagram] Figure 1 is a table Fig. 2 is a diagram for explaining the functional configuration of the game device. 098108887 47 201012519 Fig. 3 is a schematic diagram of the configuration of the controller. Fig. 4 is a monitoring diagram of the controller. Example of the configuration of the face shown in the device. Fig. 5 is an example of a timing chart showing changes in the pressed state and the non-pressed state of each button. Fig. 6 is a diagram for explaining the judgment of the score using the score determination time limit. Fig. 7 shows an example of the configuration of a screen displayed on the monitor. Fig. 8 is a view for explaining a warning judgment using a warning determination time limit. Fig. 9 is a flow chart for explaining the result determination processing. Fig. 10 is a flowchart for explaining the warning determination process. Fig. 11A is a view for explaining a time zone in which a warning is issued in the second embodiment. Fig. 11B is a view for explaining a time zone in which a warning is issued in the second embodiment. Fig. 11C is a view for explaining a time zone for determining a score in the third embodiment. Fig. 12 is a flow chart for explaining the warning determination processing in the fourth embodiment. [Main component symbol description]

100 資訊處理裝置 101 CPU 102 ROM 098108887 48 201012519 103 104 105 . 106 . 107 108 109 • 110 200 201 202 203 204 251 _ 252 301〜304 400 ' 401〜404 410A 〜410D 610 、 620 611 ' 621 612 、 622 098108887100 information processing apparatus 101 CPU 102 ROM 098108887 48 201012519 103 104 105 . 106 . 107 108 109 • 110 200 201 202 203 204 251 _ 252 301~304 400 ' 401 404 410A ~ 410D 610 , 620 611 ' 621 612 , 622 098108887

RAM 介面 控制器 外部記憶體 DVD-ROM驅動器 影像處理部 音訊處理部 NIC 遊戲裝置 記憶部 檢測部 成績判定部 警告部 任務資訊 成績資訊 按鈕 晝面 靜止標記 踩踏位置指示標記 成績判定時限 前方成績判定時限 後方成績判定時限 49 201012519 630 、 640 餘裕時間寬 631 、 641 前方餘裕時間寬 632 、 642 後方餘裕時間寬 650 警告判定時限 691〜693 、 891〜893 訊號 710 警告訊息 720 警告影像 1110 、 1120 、 1130 時間區域 098108887 50RAM interface controller external memory DVD-ROM drive image processing unit audio processing unit NIC game device memory unit detection unit score determination unit warning unit task information result information button face still mark tread position indication mark result determination time limit front result determination time limit rear Grade determination time limit 49 201012519 630, 640 margin time width 631, 641 front margin time width 632, 642 rear margin time width 650 warning determination time limit 691~693, 891~893 signal 710 warning message 720 warning image 1110, 1120, 1130 time zone 098108887 50

Claims (1)

201012519 七、申請專利範圍: L種遊戲裝置(200) ’其特徵在於,其具備有: 記憶部(201) ’其記憶玩家應將輪入裝置之特定區域自非 ' 按壓狀態變更為按壓狀態之多個任務時刻; .檢測部(2〇2),其檢測該特定區域係該按壓狀態或係該非 按壓狀態; 成績判定部⑽),料對上柄記憶之乡練務時刻之 各個’在包含該任務a寺刻之成績判定時限以内,根據是否藉 由上述檢測部(2G2)而檢測到該特定區域已自該非按壓狀態 變為該按壓狀態,而判定該玩家之成績;以及 警告部(2G4),其在針對上述所記憶之多個任務時刻中之 相鄰任務時刻之各個,在前面之任務時刻之成績判定時限 =二^面之成_時限」)以後、後面之任務時刻 之成績叙時限(以下稱為「後面之成績財時限」)以前之 期間,藉由上述檢測部(202)而 非按壓狀態時,向該玩家發出警區域已變為該 2·如申請專利範圍第1項之^裝置_),其中 上述警告部(綱)錢對上⑼記憶 :鄰任務時刻之各個,在包含讀前面之成績判=中之 時間長為該前面之成績判定時限、在内且 後、包含該後面之成績判定時喂在内且時間長間寬以 績判定時限以上之第2餘裕 098108887 iinRRR7 工地 51 201012519 檢測部(202)而檢測職特定區域已變為該非按壓狀態時 向該玩家發出警告。 ^ ’ 3·如申請專利範圍第2項之遊戲裝置(),其中, 上述警告部(204)在該第2餘裕時間寬之開始時刻為該第 1餘裕時間寬之結束時刻之前時,於自該前面之成績列定時 限以後、職面之缝狀時限以狀_,賴由上述檢 ( ( 測部(202)而檢測到該特定區域已自該按壓狀態變為該非按 壓狀態時,向該玩家發出警告。 ^ 4.如申請專利範圍第2項之遊戲裝置(2〇〇),其中, 上述警告部(剔)在該第2餘裕時間寬之開始時刻為該第 1餘裕時間寬之結束時刻之前時’於自該第2餘裕時間寬之 開始時刻至該第!餘裕時㈣之結束時刻為止之袖,並藉 由上述檢測部(202)而檢測到該特定區域已自該按壓狀_ 為該非按壓狀態時’向該玩家發出警止。 5·如申請專利範圍第2項之遊錄置_),其中, 在上述輸入裝置中含有多個特定區域,、 上述記憶部_)與該多個任務時刻之各個相對應地,記 憶指定應自频壓狀_更為按壓㈣之特定區域 上述檢測部(202)針對該p 、5 態或係該非按壓狀態 寻疋£域,分別檢測係該按壓狀 個任務時刻之 内,根據是否 上述成績判定部(203)針對上塊所記憶之夕 各個,在包含齡務時狀叫⑼定 098108887 52 201012519 ,由^述檢測部⑽)而檢測到與該任務時到相對應之該特 而判定該玩家之 疋區域已自該非觀狀態變為該按遷狀雖, 成績, 上述警告部(204)在針對上述所記憶之多個任務時刻中之 相鄰任務時刻之各個’在前面之任務時刻之第】餘裕時間寬 ⑽'後面之任務_之第2餘裕時間寬以前之期間,藉由 上边檢測部(202)而檢測到與該任務時刻相對應之該特定區 域已自該㈣狀態變為該非按墨狀態時,向該玩家發出罄 告。 ° 6·如申請專利範圍第2項之遊戲裝置(2〇〇),其中, 上述警告部(204)在該前面之任務時刻之第i餘裕時間寬 之結束時刻’藉由上述檢測部⑽)而檢測到在該前面之任 務時刻應自非按壓狀態變更為按壓狀態之特定區 壓狀態時,向該玩家發出警告。 — 知 m 7.如申請專利範圍第1項之遊戲裝置(2〇〇),其中, 上述成績判定部(203)在該前面之成績判定時限與該後 之成績判定時限存在重合之時間區域時,在針對該前面之住 務時刻與該後面之任務時刻之每一個,於自該前面之成績判 定時限之開始時刻至該後面之成績判定時限之結束時刻為 止之期間,根據是否藉由上述檢測部(202)而檢測到,特: 區域已自該非按壓狀態變為該按壓狀態,而判定該玩家之疋 績。 &之成 098108887 53 201012519 8.種遊戲處理方法,其係在具有記憶部(2G1)之遊戲裝置 (_中所執行者;其特徵在於, 在上述記憶部⑽)中,記憶有玩家應將輸人裝置之特定 區域自非按壓狀態變更為按壓狀態之多個任務時刻, 且其具備以下步驟: 檢測步驟’檢測該特^區域係該按壓狀態或係該非按壓狀 態, 成績判疋步驟,針對上述所記憶之多個任務時刻之各個, 在包含該任務_之成績判定時L根據是否藉由上述 檢測步驟而檢測到該特定區域已自該非按壓狀態變為該 壓狀態,而判定該玩家之成績;以及 警告步驟,針對上述所記憶之多個任務_中之相鄰任務 時刻之各個’在前面之任務時刻之成績判定時限以後、後面 之任務時狀成績取時限以前之顧,藉由上述檢測步驟 而檢測到該特定區域已變為該非按壓狀態時向該玩家發出 警告。 9.一種電腦可讀取之資訊記錄媒體,其特徵在於,其記憶 使電腦具有如下功能之程式,其包括: 記憶部(201) ’其記憶玩家應將輸入裝置之特定區域自非 按壓狀態變更為按壓狀態之多個任務時刻; 檢測部(202) ’其檢測該特定區域係該按壓狀態或係該非 按壓狀態; 098108887 54 201012519 成績判定部(203),其針對 各個,在包含該任務時刻之心4所記億之多個任務時刻之 由上述檢測部⑽)而撿測到定時限以内’根據是否藉 變為該按壓狀態,來判定外1疋區域已自該非按壓狀態 逛b 故家之成績, ·以及 s α。_4),其在針對上述 相鄰任務時刻之各個,在前 ^之多個任務時刻中之 後、後面之任務時刻之成_定_=之成績判定時限以 述檢測部⑽)而檢測到該特^ 藉由上 時,向該玩家發出警告。 -已變為該非按壓狀態 m 098108887 55201012519 VII. Patent application scope: L game device (200) 'It is characterized in that it has: memory unit (201) 'The memory player should change the specific area of the wheel-in device from the non-pressed state to the pressed state. a plurality of task times; a detecting unit (2〇2) detecting whether the specific area is the pressed state or the non-pressing state; the score determining unit (10), the material of each of the training moments of the upper handle memory is included The task a is determined within the time limit of the score of the temple, and it is determined whether the specific region has changed from the non-pressed state to the pressed state by the detecting unit (2G2), and the player's score is determined; and the warning unit (2G4) ), in the case of the adjacent task moments in the plurality of task moments memorized, the scores of the scores in the previous task moments = the time limit of the two planes _ the time limit") In the period before the time limit (hereinafter referred to as "the later profit time limit"), when the detecting unit (202) is not in the pressing state, the alarm area is issued to the player. Please refer to the first item of the patent scope _), in which the above warning department (class) money is on (9) memory: each time of the adjacent task time, the time length in the judgment score including the reading is the time limit of the previous achievement judgment The second and the second time 098108887 iinRRR7 site 51 201012519 detection unit (202) and the inspection-specific area has become the non-pressing The player is warned when the status is in progress. [3] The game device (2) of claim 2, wherein the warning unit (204) is at a time when the start time of the second margin time width is before the end time of the first margin time width After the time limit of the previous score is listed, the seam time limit of the job face is determined by the above-mentioned test (the detection unit (202) detects that the specific area has changed from the pressed state to the non-pressed state, The player issues a warning. ^ 4. The game device (2) of claim 2, wherein the warning portion (tick) is at the end of the second margin time width at the end of the first margin time width Before the time, the sleeve from the start time of the second margin time to the end time of the second time (fourth) is detected by the detecting unit (202) that the specific region has been pressed from the pressing state. In the non-pressing state, 'warning to the player. 5. According to the second aspect of the patent application scope _), wherein the input device includes a plurality of specific regions, the memory portion _) and the Corresponding to each of multiple task moments Recalling that the specific area of the frequency-pressure-type (four) is more pressed (four), the detecting unit (202) searches for the p, 5 state or the non-pressing state, and detects the pressing time of the task, respectively, according to Whether or not the above-mentioned achievement determination unit (203) detects each of the memories of the upper block, and includes the 098108887 52 201012519 when the age is included, and the detection unit (10) detects the corresponding time corresponding to the task. And determining that the player's area has changed from the non-view state to the transition status, the score, the warning unit (204) is in front of each of the plurality of task moments recorded above. In the period of the task time, the remaining time width (10) 'before the second task time period _ the second remaining time width is wide, the upper detecting unit (202) detects that the specific area corresponding to the task time has been from the (four) state When the non-ink state is changed, an obituary is issued to the player. 6. The game device (2) of claim 2, wherein the warning unit (204) is at the end time of the ith margin time width of the preceding task time by the detecting unit (10) When it is detected that the task time at the front is changed from the non-pressed state to the specific zone pressure state of the pressed state, the player is warned. The game device (2) according to claim 1, wherein the achievement determination unit (203) is in a time zone in which the previous achievement determination time limit and the subsequent achievement determination time limit overlap. For each of the preceding duty time and the subsequent task time, based on whether the test is performed from the start time of the previous performance determination time limit to the end of the subsequent performance determination time limit The part (202) detects that the area has changed from the non-pressed state to the pressed state, and determines the performance of the player. & 098108887 53 201012519 8. A game processing method, which is implemented in a game device having a memory unit (2G1) (executed in _; characterized in that in the memory unit (10)), it is remembered that the player should The specific area of the input device is changed from the non-pressed state to the plurality of task times of the pressed state, and the following steps are performed: the detecting step 'detecting the specific region is the pressed state or the non-pressing state, and the score determining step is Each of the plurality of task times recorded as described above determines whether the player has changed from the non-pressed state to the pressed state by detecting whether the specific region has changed from the non-pressed state to the pressed state by the detection step. The result; and the warning step, for each of the plurality of tasks described above, the time of each of the adjacent task moments is determined by the time limit after the score of the previous task time, and the time of the subsequent task time score is taken by the above The detecting step detects a warning to the player when the specific area has become the non-pressed state. A computer readable information recording medium, characterized in that the memory causes the computer to have a function of the following functions, comprising: a memory unit (201) 'the memory player should change a specific area of the input device from a non-pressing state a plurality of task times in a pressed state; the detecting unit (202) 'detects that the specific area is the pressed state or the non-pressed state; 098108887 54 201012519 a score determining unit (203) for each of the tasks including the task time It is determined by the detection unit (10) that the plurality of task times of the heart 4 are within the time limit of the above-mentioned detection unit (10), and it is determined that the outer area has been browsed from the non-pressed state. Grades, · and s α. _4), for each of the adjacent task moments, the score determination period after the plurality of task moments before and after the task time is determined by the detecting unit (10) ^ By the time, the player is warned. - has become the non-pressed state m 098108887 55
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