201204443 六、發明說明: 【發明所屬之技術領域】 本發明係有關於一種遊戲裝置,尤其有關於一種關於攜 帶式遊戲裝置之技術。 【先前技術】 可便攜之遊戲裝置存在較多種類。其中之一,有專利文 獻1記載之遊戲裝置。 該遊戲裝置係可提取語音,從而獲取與所提取之語音相 應之角色。具體而言,使複數個聲音或語音中所含之特徵 資訊,與複數個角色之各個識別資訊預先建立對應關係, 且與所提取聲音之特徵資訊進行匹配,從而識別角色。使 經識別之角色顯示於顯示部。 [先前技術文獻] [專利文獻] [專利文獻1]曰本專利特開2007-175290號公報 【發明内容】 [發明所欲解決之問題] 然而,上述遊戲裝S,係無法對所提取聲音之類別、例 如電視播放之預定圖案之聲音與其以外之環境音進行區 別’從而識別角色。 因此’本發明之目的在於,可於游杜壯堪山广 J於遊戲裝置中區別所提取 之聲音類別,從而識別角色。 [解決問題之技術手段] 用以解決上述問題之本發明,俜— 保種執仃遊戲之遊戲裝 1552I2.doc 201204443 置’其特徵在於··包括 顯示機構,其顯示遊戲畫面; 提取機構,其提取語音,產生語音資料; 解析機構,其解析上述語音資料; , 記憶機構’其記憶角色表,該角色表 遊戲畫面中之角色;以及 有颂不於上述 擇機構,其基於上述解析機構 由、Sf埋听啊、々果,自上述角 中選擇顯示於上述遊戲畫面申之角色 且’上述解析機構, 預定之複數個音階信號 之音階組合, 係對上述語音資/料,解冑是否包含 之組合,且確定該語音資料中所含 上述角色表係以與上述預定之複數個音階組合中之任一 組合建立關係之方式,註冊上述角色, 上述選擇機構係基於與上述角色表中註冊之角色建立有 關係之音階組合、及上述解析機構所確定之上述音階組 合’選擇顯示於上述遊戲畫面t之角色, 田上述解析機構無法確定上述音階組合時,則選擇註冊 於上述角色表之角色中之任一角色。 [發明之效果] 根據本發明’其目的在於可於遊戲裝置中區別所提取之 聲音類別,從而識別角色。 【實施方式】 以下’參照隨附圖式,按照較佳實施形態,詳細說明本 發明。 155212.doc 201204443 [第1實施形態] 圖1係表示本實施形態之攜帶式遊戲裝置之〜外觀例之 圖。如該圖所示’攜帶式遊戲裝置1⑼係包含麥克風1〇1、 顯示部102、、红外線收發光部1〇3、滾輪1〇4 '及按㈣卜 106 » 再者,本貫施形態係就攜帶式遊戲裝置為具有圖丨之外 觀構成之裝置之情形進行說明,但顯示部1〇2、按鈕組 104 106之配置或其形狀等並不限定於該圖所示,可考慮 各種之變形例。而且,藉由以下說明,當知各個變形例亦 可應用以下之說明。 而且,於圖1及以下之圖式中’將以如下說明中所用之 部分為中心進行表示,而例如電源開關等對於本實施形態 之精神無直接關聯之部分,則省略圖示。 圖2係表示本實施形態之攜帶式遊戲裝置ι〇〇之一硬體構 成例之方塊圖。 CPU(Central processing unit ’中央處理器)2〇1,係使用 儲存於ROM(read-〇nly memory,唯讀記憶體)2〇3中之程式 或資料、及臨時性保存於RAM(Rand〇m Aeeess Memc^y, 隨機存取記憶體)202中之資料等,對攜帶式遊戲裝置ι〇〇 進行整體控制,並且執行下述之遊戲處理。 RAM 202,可適當地提供用於臨時性記憶處理中之資料 之區域。ROM 203,係儲存有用以使cpu 201對本攜帶式 遊戲裝置100進行整體控制,或者執行下述之遊戲處理之 程式或資料。於該資料中,包含有下述之角色表500。而 155212.doc 201204443 且,該表中之資料,係適當地加載於RAM 202中,供處理 使用。 顯示部204係與圖1之顯示部1 〇2對應之構成,且進行角 色顯示等。操作部205係與按鈕群1〇4至1〇6對應之構成, 受理來自使用者之操作。麥克風206係於遊戲進行時用於 提取自電視等可進行語音輸出之特定裝置輸出之語音,或 者提取攜帶式遊戲裝置100之周圍環境音之語音提取機 構。於麥克風206中,包含有將所提取之語音信號放大之 放大器、以及用以將雜音消除之濾波器。紅外線收發光部 207係與紅外線收發光部103對應之構成,用於與其他攜帶 式遊戲裝置100等進行紅外線通信。 其次,對使用與本實施形態對應之攜帶式遊戲裝置100 實施之遊戲處理進行說明。圖3係表示與本實施形態對應 之一遊戲處理例之流程圖。用以使CPU 2〇1執行遵循圖3所 示之流程圖之處理之程式或資料係儲存於R〇M 2〇3中且 藉由CPU 2〇1使用該程式或資料執行處理,而使本實施形 態之攜帶式遊戲裝置100執行以下說明之各處理。 首先’步驟S3(H係判定是否開始遊戲。若遊戲開始(步 驟S301中為「YES」),則移至步驟S3〇2。 若遊戲開始,則步驟S302將判定攜帶式遊戲裝置ι〇〇是 否收到開始提取裝置周邊之語音之指令。開始提取之指令 可基於操作例如遊戲本體100之滾輪(j〇g七叫中央之開關 而受理。或者,以可滑動之方式構成麥克風部分,、且:由 設置滑動開關,而於滑動開關受到操作時,視作受到=始 155212.doc 201204443 提取指令。 若受理提取開始指令(S302中為「YES」),則於S303中 使用麥克風206,開始進行語音提取。於開始進行提取 時,於S3 04中,一併開始進行提取之語音資料之解析。 S305係判定解析是否結束。若解析結束(S305中為 「YES」),則移至S306,並基於解析結果,進行角色選 擇。繼而於S307,使經選擇之角色顯示於顯示部102中。 其次,參照圖4,對S304中之語音資料之解析方法以及 S307中之角色選擇方法進行說明。於圖4中,不僅麥克風 206可以硬體實現,而且,區塊401至407,可藉由CPU 201 執行記憶於ROM 203中之程式,而以軟體實現。再者,即 便並非CPU 201,亦可使用專用之邏輯電路。 首先,由麥克風206獲取之類比語音信號,由麥克風206 内之放大器進行放大,並經濾波器消除雜訊後,輸入至 A/D(analog/digit,數位/類比)轉換部401中。A/D轉換部 401,將輸入之類比語音信號轉換為取樣頻率為44 kHz之 12位元(或10位元)之數位語音資料。接著,數位語音資料 係於二次取樣部402中,經二次取樣而使位元數削減後, 輸入至數位濾波器403中。數位濾波器403係用以提取特定 頻率之信號之濾波器,且本實施形態利用8個頻率。具體 而言,係與音階 C6、C#6、D6、D#6、E6、F6、F#6、G6 對應之頻率,且係 1,〇46.5 Hz、1,108.7 Hz、1,174·7 Hz、 1,244.5 Hz、1,318.5 Hz、1,396.9 Hz、1,480.0 Hz、1,568.0 Hz。 s 155212.doc 201204443 來自數位濾波器之8通濾波器處理結果,係輸入至等級 判定量化部404中,與特定之比較用圖案進行匹配。該比 圖案係表不獲得預先決定之輸入時之數位遽波器處理 之結果之圖案,且對上述8個音階,分別準備比較用圖 -、該比較用圖案,可經表格化而儲存mR〇m 2〇3中。若 請輸出信號中之任-個,與8個音階用之比較用圖案之任 個致,則將該信號判定為對應音階之語音信號。若係 任一音階之語音信冑,則將表示對應音階之值輸入至 st術/END同步檢測部4〇5。另一方面,當與所有圖案均 _致寺進行誤差判定,且將誤差值輸入至start/end 同步檢測部405。又,就無音區間而言,因來自濾波器之 輸出結果不具有固定之等級’故而,將表示無音區間之值 輸出。 a START/END同步檢測部4G5係保存有來自等級判定量化 P之值且判疋疋否連續輸入有表示任一音階之值。又, 判::表示連續輸入之音階之值之前後,是否輸出有表示 無曰區間之值。本實施形態係檢測於由無音區間夾持之區 間内存在3個表示音階之值之㈣,作為資料集、經檢測 之資料集係輸出至代碼資料輸出部4〇6。 再=’即冑未能檢測到上述資料集_,亦於檢測到表示 某曰P自之值時,將表示檢測出該音階之值(環境音值)輸 出至代碼資料輸出部406。 代碼貝料輪出部4〇6係自表示由start/end同步檢測部 405獲取之資料集中所含之音階之值之組合中,產生代碼 155212.doc 201204443 資料’並將其輸出 音階組合之資料,"資料係表示 ' 歹j如,可表現為9位元之信號。更 而言,分別餅卜、+、立 、體 于上述 θ 階 C6、C#6 ' D6、D#6、E6、F6 F#6、G6之8立帅 \ ,为配0〜7為止之可由3位元表現之數字 數子。右依序設為0至7,則(C6、C#6、D6)可表 現為(二1、2)之代竭資料。當產生該代碼資料時可視 曰貝料解析結束°再者’代碼資料亦可僅於連續特定: 數(例如3次)檢測出3個音階之組合時產生。 者力輪入環境音值而並非輸入資料集時,代碼資201204443 VI. Description of the Invention: [Technical Field] The present invention relates to a game device, and more particularly to a technology relating to a portable game device. [Prior Art] There are many types of portable game devices. One of them is the game device described in Patent Document 1. The gaming device extracts speech to obtain a character corresponding to the extracted speech. Specifically, the feature information included in the plurality of voices or voices is associated with each of the identification information of the plurality of characters in advance, and is matched with the feature information of the extracted voices to identify the character. The recognized character is displayed on the display. [Prior Art Document] [Patent Document 1] [Patent Document 1] JP-A-2007-175290 SUMMARY OF INVENTION [Problems to be Solved by the Invention] However, the game device S described above cannot be used for the extracted sound. The category, for example, the sound of a predetermined pattern for television playback is distinguished from the ambient sounds other than it, thereby recognizing the character. Therefore, the object of the present invention is to identify the character by distinguishing the extracted sound categories from the game device in the game. [Technical means for solving the problem] The present invention for solving the above-mentioned problems, the game device 1552I2.doc 201204443 of the game-preserving game is characterized in that it includes a display mechanism that displays a game screen, and an extraction mechanism. Extracting voice, generating voice data; analyzing mechanism, analyzing the voice data; , memory mechanism 'the memory character table, the role in the character table game screen; and the above-mentioned mechanism, based on the above-mentioned analysis mechanism Sf listens to the results, selects the character displayed in the above-mentioned game screen from the above-mentioned corners and 'the above-mentioned analysis mechanism, the predetermined scale combination of the plurality of scale signals, the voice information/material, whether the solution includes Combining, and determining that the character list included in the voice data is registered in the manner of establishing a relationship with any one of the predetermined plurality of scale combinations, wherein the selection mechanism is based on a role registered in the role table. Establishing a combination of scales and the above-mentioned scale combination determined by the above-mentioned analytical mechanism' selection display Role of the above-described game screen t, Tian the analyzing means can not determine the scale when the above-described composition, is selected to register the character of any character in the table of a character. [Effect of the Invention] According to the present invention, it is an object of the present invention to identify a character by distinguishing the extracted sound category from the game device. [Embodiment] Hereinafter, the present invention will be described in detail with reference to the accompanying drawings. [First Embodiment] Fig. 1 is a view showing an example of the appearance of a portable game device according to the present embodiment. As shown in the figure, the portable game device 1 (9) includes a microphone 1〇1, a display unit 102, an infrared light-receiving unit 1〇3, a wheel 1〇4', and a (4) bu 106 » The case where the portable game device is a device having the appearance configuration of the figure will be described. However, the arrangement of the display unit 1〇2, the button group 104106, or the shape thereof and the like are not limited to those shown in the figure, and various deformations may be considered. example. Further, the following description will be applied to the respective modifications by the following description. Further, in the drawings of Fig. 1 and the following, the description will be made centering on the portion used in the following description, and for example, a portion of the power switch or the like which is not directly related to the spirit of the embodiment will be omitted. Fig. 2 is a block diagram showing an example of a hardware configuration of the portable game device ι of the embodiment. The CPU (Central Processing Unit '2〇1) uses programs or data stored in ROM (read-〇nly memory) 2〇3 and temporarily stores it in RAM (Rand〇m). The information in the Aeeess Memc^y, random access memory 202, etc., controls the portable game device ι as a whole, and performs the following game processing. The RAM 202 can appropriately provide an area for data in the temporary memory processing. The ROM 203 stores programs or materials useful for causing the CPU 201 to perform overall control of the portable game device 100 or to perform game processing described below. The following table of roles 500 is included in this document. And 155212.doc 201204443 Also, the information in this table is properly loaded in RAM 202 for processing. The display unit 204 is configured to correspond to the display unit 1 〇 2 of Fig. 1, and performs character display or the like. The operation unit 205 is configured to correspond to the button groups 1〇4 to 1〇6, and accepts an operation from the user. The microphone 206 is a voice extracting mechanism for extracting a voice output from a specific device capable of voice output such as a television or a voice extracting mechanism for extracting ambient sound of the portable game device 100. The microphone 206 includes an amplifier for amplifying the extracted speech signal and a filter for canceling the noise. The infrared light receiving unit 207 is configured to correspond to the infrared light receiving unit 103, and is configured to perform infrared communication with other portable game devices 100 and the like. Next, the game processing performed by the portable game device 100 corresponding to the present embodiment will be described. Fig. 3 is a flow chart showing an example of game processing corresponding to the present embodiment. The program or data for causing the CPU 2〇1 to execute the processing according to the flowchart shown in FIG. 3 is stored in R〇M 2〇3 and executed by the CPU 2〇1 using the program or data. The portable game device 100 of the embodiment executes each process described below. First, in step S3 (H determines whether or not to start the game. If the game starts (YES in step S301), the process proceeds to step S3〇2. If the game starts, step S302 determines whether the portable game device is 〇〇 An instruction to start the extraction of the voice around the device is received. The instruction to start the extraction may be accepted based on, for example, a scroll wheel of the game body 100 (or a central switch). Alternatively, the microphone portion may be slidably configured, and: When the slide switch is set, when the slide switch is operated, it is regarded as receiving an instruction by the 155212.doc 201204443. If the extraction start command is accepted (YES in S302), the microphone 206 is used to start the voice in S303. When the extraction is started, the extraction of the extracted speech data is started in S3 04. S305 determines whether or not the analysis is completed. If the analysis is completed (YES in S305), the process proceeds to S306, and based on The result of the analysis is performed, and the character selection is performed. Then, in S307, the selected character is displayed on the display unit 102. Next, referring to Fig. 4, the voice data in S304 is referred to. The analysis method and the character selection method in S307 are explained. In FIG. 4, not only the microphone 206 can be implemented by hardware, but also the blocks 401 to 407 can be executed by the CPU 201 in the program stored in the ROM 203. Further, even if it is not the CPU 201, a dedicated logic circuit can be used. First, the analog voice signal obtained by the microphone 206 is amplified by the amplifier in the microphone 206, and after the noise is removed by the filter, it is input to the A. /D (analog/digit, digital/analog) conversion unit 401. The A/D conversion unit 401 converts the input analog signal into a 12-bit (or 10-bit) digital speech data having a sampling frequency of 44 kHz. Next, the digital voice data is in the sub-sampling unit 402, and the number of bits is reduced by sub-sampling, and then input to the digital filter 403. The digital filter 403 is a filter for extracting signals of a specific frequency. In the present embodiment, eight frequencies are used. Specifically, the frequencies correspond to the scales C6, C#6, D6, D#6, E6, F6, F#6, and G6, and the system is 1, 〇46.5 Hz, 1,108.7 Hz, 1,174·7 Hz, 1,2 44.5 Hz, 1,318.5 Hz, 1,396.9 Hz, 1,480.0 Hz, 1,568.0 Hz. s 155212.doc 201204443 The 8-pass filter processing result from the digital filter is input to the level determination quantization unit 404 to match the specific comparison pattern. The ratio pattern is a pattern in which the result of the digital chopper processing at the time of the predetermined input is not obtained, and the comparison graph - the comparison pattern is prepared for the above eight scales, and the mR can be stored by tabulation. 〇m 2〇3. If any of the output signals is used, and any of the comparison patterns for the eight scales is used, the signal is determined as the speech signal of the corresponding scale. If the voice signal of any scale is used, the value indicating the corresponding scale is input to the st/END sync detecting unit 4〇5. On the other hand, an error determination is made with all the patterns, and the error value is input to the start/end synchronization detecting portion 405. Further, in the silent section, since the output result from the filter does not have a fixed level', the value indicating the silent section is output. The a START/END synchronization detecting unit 4G5 stores the value from the level determination quantization P and determines whether or not a value indicating any scale is continuously input. Further, the judgment: indicates whether or not the value indicating the innocent interval is output after the value of the scale input continuously. In the present embodiment, (four) indicating the value of the scale is present in the area sandwiched by the silent section, and the data set as the data set and the detected data set is output to the code data output unit 4〇6. Further, if the above data set _ is not detected, the value (the environmental sound value) indicating the detection of the scale is output to the code data output unit 406 when the value indicating the 曰P is detected. The code shelling portion 4〇6 is generated from the combination of the values of the scales included in the data set obtained by the start/end synchronization detecting unit 405, and generates the code 155212.doc 201204443 data 'and outputs the data of the scale combination , " data indicates that '歹j, can be expressed as a 9-bit signal. In addition, the cakes, +, and the bodies are in the above-mentioned θ-order C6, C#6' D6, D#6, E6, F6 F#6, and G6, which are 8 to 7 A digital number that can be represented by 3 bits. The right order is set to 0 to 7, then (C6, C#6, D6) can be expressed as (2, 2). When the code data is generated, it can be seen that the analysis of the material is completed. Further, the code data can be generated only when a combination of three scales is detected by a continuous number: (for example, three times). When the player turns into the ambient sound value instead of entering the data set, the code capital
輸出部406,將董+兮1 A 將對該%境音值預先分配之值作為代碼 料,輸出至角色選擇部407中。 b處進而參照圖5。圖5係表示用於使用代碼資料選擇 角色之表之構成例之圖。於表500中,往冊有角色名501、 音階1(5G2)、音階2(5G3)、音階卿4)、及本體資料505 β 於音階i至音階3令"分別,主冊有表示上述音階C6、c#6、 D6、D#6、E6、F6、F#6、G6之8音階中之任一音階之值。 該值’較佳為與代碼資料中表示各音階之值對應。於角色 名.501中„主冊有與3個音階組合分別建立對應關係之角色 名稱’且於本體資料5G5中,註冊有包含用以將該角㈡ 不於顯示部1〇2中之資料之角色資料。例如,當代碼資料 表示(〇、2、4)時,將選擇角色名ABC之角色。The output unit 406 outputs the value previously assigned to the %-sound value as a code to Dong +兮1 A, and outputs it to the character selection unit 407. Further reference to Fig. 5 at point b. Fig. 5 is a view showing a configuration example of a table for selecting a character using code data. In Table 500, the book has a character name 501, a scale 1 (5G2), a scale 2 (5G3), a scale 4), and an ontology data 505 β in the scale i to the scale 3 order " respectively, the main volume has the above The value of any of the 8 scales of the scales C6, c#6, D6, D#6, E6, F6, F#6, G6. The value ' is preferably corresponding to the value indicating each scale in the code data. In the character name .501, the main book has a role name that is associated with the three scale combinations, and in the ontology data 5G5, the registration includes the data for the angle (2) not in the display unit 1〇2. Role data. For example, when the code data indicates (〇, 2, 4), the role name ABC will be selected.
再者,於圖5中,雖铁分别兮A u τ难…、刀別δ主冊有音階丨至音階3,但亦 可註冊與音階⑴對應之值作為角色之識別編號。此時,' 可藉由代碼資料’而立即確定角色。 155212.doc 201204443 再者,當代碼資料表示環境音值時,可自表中註冊之角 色中,以恆定概率隨機地選擇任一角色。 根據以上實施形態,可提取圖6所示之以特定之圖案自 電視等特定裝置中輸出之語音,從而獲取與該語音中所含 之音階對應之角色。另一方面,即便提取裝置1〇〇之周圍 環境音時,亦可以恆定概率隨機地獲取角色。 圖6係表示於電視等特定裝置中再生之語音之一資料結 構例之圖。圖6所示之語音資料6〇〇係相當於i次之資料, 於由電視再生時將重複進行3次。語音資料係於最前端與 最後端設有0.5秒之無音期間(601、6〇2),藉此便可識別 上述資料集。再者,語音資料不必一定於最前端與最後端 設置無音期間(6〇1、602),當於最前端未設置無音期間 (601)時,若最後端之無音區間(6〇2)夾在特定數音階信號 之檢測區間與特定數音階信號之檢測區之間,存在於語音 資料内,則亦可識別資料集。語音辨識區間6〇2至6〇4分^ 包含有0.5秒鐘之音階資料。於語音資料區間6〇5中亦可 包含任意之語音資料,開始音之音階,較佳為不同於音階 辨識區間6〇2中之音階。此係為了防止資料集之誤判定。 語音資料區間可為例如〇.8秒鐘。再者,於圖6中,各區間 之時間係僅作為—例而記載,故既可長於該時間,亦可短 於該時間。因該語音資料區間之存在(因於該語音資料區 間***例如角色之誕生音等)’而可令使用者辨識該語音 為何種語音。 若使用類似圖6之語音資料600,且,準備與用於音階辨 155212.doc •10- 201204443 識區間之音階種類對應之比較用圖案,則可基於電視等特 定裝置中再生之語音資料,令使用者獲取特定之角色。另 一方面,當提取與圖6之圖案不一致之環境音時,使用者 可基於恆定之概率獲取角色。 [其他實施形態] 可藉由將以上處理(例如上述實施形態中遵循圖3所示之 流程圖之處理)作為電腦程式,記憶於cd_r、r〇m*dvD- ROM、MO等記憶媒體中,幻吏電腦讀入(安裝或者複製) 該記憶媒體t記憶之程式,而使該電腦作為與本發明對應 之遊戲I置發揮作用。藉此,可明白該種電腦程式、以及 S己憶該電腦程式之記憶媒體亦屬於本發明之範疇内。 【圖式簡單說明】 β 圖1係表示發明實施形態之攜帶式遊戲裝置之一外觀例 之圖。 圖2係表示發明實施形態之攜帶式遊戲裝置1〇〇之一硬體 構成例之方塊圖。 圖3係表示與發明實施形態對應之一遊戲處理例之流程 圖。 圖4係用以說明與發明實施形態對應之錄音資料之解析 方法之圖》 圖5係表示與發明實施形態對應之角色表之一構成例之 圖。 圖6係表示與發明實施形態對應之再生用語音資料之構 155212.doc 201204443 【主要元件符號說明】 100 攜帶式遊戲裝置 101 麥克風 102 顯不部 103 紅外線收發光部 104 滾輪 105 、 106 按钮 201 CPU(中央處理單元) 203 ROM(唯讀記憶體) 205 操作部 202 RAM(隨機存取記憶體) 204 顯示部 206 麥克風 207 紅外線收發光部 401 A/D轉換部 402 二次取樣部 403 數位濾波器 404 等級判定量化部 405 START/END同步檢測部 406 代碼資料輸出部 407 角色選擇部 501 角色名 502 音階1 503 音階2 155212.doc -12- 201204443 504 音階3 505 本體資料 600 語音資料 601 無音期間 602-605 語音資料區間 155212.doc 13-Further, in Fig. 5, although the iron 兮A u τ is difficult, and the δ main volume has the scale 丨 to the scale 3, the value corresponding to the scale (1) may be registered as the character identification number. At this point, the character can be determined immediately by 'code data'. 155212.doc 201204443 Furthermore, when the code data represents an environmental sound value, any character can be randomly selected from a role registered in the table with a constant probability. According to the above embodiment, the speech outputted from a specific device such as a television set in a specific pattern as shown in Fig. 6 can be extracted, and the character corresponding to the scale included in the speech can be acquired. On the other hand, even when the ambient sound of the device 1 is extracted, the character can be randomly acquired with a constant probability. Fig. 6 is a view showing an example of a structure of a voice reproduced in a specific device such as a television. The voice data 6 shown in Fig. 6 is equivalent to the data of i times, and is repeated three times when reproduced by the television. The voice data is identified by a 0.5 second silent period (601, 6〇2) at the forefront and the last end. Furthermore, the voice data does not have to be set to the silent period (6〇1, 602) at the forefront and the last end, and when the silent period (601) is not set at the foremost end, if the last end of the silent interval (6〇2) is sandwiched When a detection interval of a specific digital scale signal and a detection area of a specific digital scale signal exist in the voice data, the data set can also be identified. The speech recognition interval is 6〇2 to 6〇4 minutes^ and contains 0.5 seconds of scale data. The voice data interval 6〇5 may also include any voice data, and the pitch of the start sound is preferably different from the scale of the scale recognition interval 6〇2. This is to prevent misjudgment of data sets. The voice data interval can be, for example, 〇8 seconds. Further, in Fig. 6, the time of each section is described only as an example, and therefore it may be longer than this time or shorter than this time. The user can recognize the voice as the voice due to the presence of the voice data interval (because of the insertion of the voice of the character, etc.). If a voice material 600 similar to that of FIG. 6 is used, and a comparison pattern corresponding to the scale type used for the scale recognition 155212.doc •10-201204443 is prepared, the voice data reproduced in a specific device such as a television can be used. The user gets a specific role. On the other hand, when an environmental sound that is inconsistent with the pattern of Fig. 6 is extracted, the user can acquire a character based on a constant probability. [Other Embodiments] The above processing (for example, the processing following the flowchart shown in FIG. 3 in the above embodiment) can be stored as a computer program in a memory medium such as cd_r, r〇m*dvD-ROM, or MO. The phantom computer reads (installs or copies) the memory media t memory program, and causes the computer to function as the game I corresponding to the present invention. Accordingly, it will be understood that such a computer program, and a memory medium in which the computer program has been recalled, are also within the scope of the present invention. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a view showing an example of the appearance of a portable game device according to an embodiment of the invention. Fig. 2 is a block diagram showing an example of a hardware configuration of a portable game device 1 of the embodiment of the invention. Fig. 3 is a flow chart showing an example of game processing corresponding to the embodiment of the invention. Fig. 4 is a view for explaining a method of analyzing the recording material corresponding to the embodiment of the invention. Fig. 5 is a view showing an example of the configuration of a character table corresponding to the embodiment of the invention. Fig. 6 is a diagram showing the structure of reproduction voice data corresponding to the embodiment of the invention. 155212.doc 201204443 [Description of main component symbols] 100 Portable game device 101 Microphone 102 Display portion 103 Infrared light receiving unit 104 Roller 105, 106 Button 201 CPU (Central processing unit) 203 ROM (read only memory) 205 Operation unit 202 RAM (random access memory) 204 Display unit 206 Microphone 207 Infrared light receiving unit 401 A/D conversion unit 402 Subsampling unit 403 Digital filter 404 level determination quantization unit 405 START/END synchronization detection unit 406 code material output unit 407 role selection unit 501 role name 502 scale 1 503 scale 2 155212.doc -12- 201204443 504 scale 3 505 body data 600 voice data 601 silent period 602 -605 Voice data interval 155212.doc 13-