WO2009107724A1 - Game device, game control method, data storage medium and program - Google Patents

Game device, game control method, data storage medium and program Download PDF

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Publication number
WO2009107724A1
WO2009107724A1 PCT/JP2009/053565 JP2009053565W WO2009107724A1 WO 2009107724 A1 WO2009107724 A1 WO 2009107724A1 JP 2009053565 W JP2009053565 W JP 2009053565W WO 2009107724 A1 WO2009107724 A1 WO 2009107724A1
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WIPO (PCT)
Prior art keywords
image
input
reference image
guide image
player
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PCT/JP2009/053565
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French (fr)
Japanese (ja)
Inventor
祐一 浅見
Original Assignee
株式会社コナミデジタルエンタテインメント
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Priority to CN2009800005695A priority Critical patent/CN101784313B/en
Publication of WO2009107724A1 publication Critical patent/WO2009107724A1/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
    • A63F13/45Controlling 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/802D [Two Dimensional] animation, e.g. using sprites
    • 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
    • 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

Definitions

  • the present invention provides a game device, a game control method, an information recording medium, and a program suitable for easily presenting to a player the timing of actual input in a game that the player should input at a specified timing. About.
  • a so-called music game in which a player operates an input in accordance with a music rhythm is known.
  • a music game is a game that progresses when a player inputs information with good timing when guide images sequentially displayed on a screen reach a reference image (see, for example, Patent Document 1).
  • the guide image When the guide image reaches the vicinity of the reference image, the guide image disappears from the screen when the player performs an input operation corresponding to the guide image (see, for example, Patent Document 1, paragraphs 0053 to 0059 and FIG. 3).
  • Patent Document 1 a message (for example, “GREAT”, “GOOD”, etc.) associated with the input timing of the player is displayed on the screen.
  • Japanese Patent Laid-Open No. 2001-222280 Japanese Patent Laid-Open No. 2001-222280
  • the present invention has been made in view of the above-described problem, and is a game suitable for presenting the player with an easy-to-understand understanding of the timing of actual input in a game that the player should input at a specified timing.
  • An object is to provide an apparatus, a game control method, an information recording medium, and a program.
  • the game device includes a display unit and a reception unit.
  • the display unit displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image.
  • the reception unit receives input from the player.
  • the display unit changes and displays the color or transparency of the area where the guide image and the reference image overlap.
  • the display unit can also highlight and display a region of the reference image that does not overlap with the guide image.
  • the area where the images do not overlap is emphasized, so that the player can instantly know the size of the area of the non-overlapping area in detail.
  • the area of the region is large, the player can know that the input timing is earlier or later than the reference indicated by the reference image.
  • the area of the region is small, the player can know that the input timing is close to the reference indicated by the reference image.
  • the game device can further include a determination unit.
  • the determination unit when the input is accepted, in the route through which the guide image passes the reference image, the position of the guide image exceeds or coincides with the position of the reference image. To determine.
  • the display unit can also highlight and display a region of the reference image that does not overlap with the guide image with a color associated with the determined result. .
  • the input timing was either early, late, or not shifted (just right) with respect to the reference indicated by the reference image. The player can know if there was. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is red. On the other hand, if the input timing is late with respect to the reference indicated by the reference image, the region is blue. As a result, the player can know in detail instantly the timing of the timing from the color of the area.
  • the display unit associates an area of the reference image that does not overlap the guide image with the determination result and the distance between the reference image and the guide image. It is also possible to display with emphasis by color. With these configurations, by changing the color of the non-overlapping area, the player can instantly know in detail the timing of the input timing. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is dark red, and if the input timing is a little earlier, the area is light red. On the other hand, when the input timing is late with respect to the reference indicated by the reference image, the region is dark blue, and when the input timing is slightly late, the region is light blue. As a result, the player can know in detail instantly whether the timing is early or late based on the shade of the color of the area.
  • the outer periphery of the guide image and the outer periphery of the reference image match.
  • the outer periphery of the overlapping region or the non-overlapping region has a constant shape.
  • the player can know in detail instantly the timing.
  • the outer periphery of the guide image may be smaller than the outer periphery of the reference image by a predetermined width.
  • a game control method is a game control method executed by a game device having a display unit and a reception unit, the display step, the reception step, .
  • the guide image is displayed so as to pass through the reference image, and the player is prompted to input when the guide image overlaps the reference image.
  • the receiving step an input from the player is received. Further, in the display step, when the input is accepted, the color or transparency of the area where the guide image and the reference image overlap is changed and displayed.
  • a program according to another aspect of the present invention is configured to cause a computer to function as the above game device.
  • a program according to another aspect of the present invention is configured to cause a computer to execute the above-described game control method.
  • the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
  • the information recording medium can be distributed and sold independently of the computer.
  • the present invention in a game in which the player should input at a designated timing, it is possible to present to the player in an easy-to-understand manner the timing of the actual input timing.
  • FIG. 1 showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
  • the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD (Digital Versatile). Disk) -ROM drive 107, image processing unit 108, audio processing unit 109, NIC (Network Interface Card) 110, and mat type controller 111.
  • CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • controller 105 an external memory
  • DVD Digital Versatile
  • Disk Disk
  • image processing unit 108 image processing unit
  • audio processing unit 109 audio processing unit
  • NIC Network Interface Card
  • the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
  • the ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and the CPU 101 reads the program recorded on the DVD-ROM into the RAM 103 and executes it.
  • the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100, and the CPU 101 reads out and executes these programs.
  • the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for the progress of the game.
  • the controller 105 connected via the interface 104 receives an operation input performed when the user executes the game.
  • the controller 105 includes an A button, a B button, an X button, a Y button, direction buttons (direction keys) indicating four directions, and the like. When these buttons are pressed by the user, an operation input corresponding to the pressed button is accepted.
  • the mat type controller 111 connected via the interface 104 receives an operation input when the user executes the game.
  • the mat-type controller 111 includes a left button 111a, a lower button 111b, an upper button 111c, a right button 111d, and the like.
  • the mat type controller 111 is generally operated by a user's foot. The user can use the controller 105 and the mat type controller 111 at the same time, or can use the plurality of controllers 105 or the plurality of mat type controllers 111 at the same time.
  • the external memory 106 detachably connected via the interface 104 data indicating game progress, communication log (record) data, and the like are stored in a rewritable manner.
  • the user can appropriately record these data in the external memory 106 by inputting instructions via the controller 105 or the mat type controller 111.
  • a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
  • the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
  • the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
  • the image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as ⁇ blending, and various saturation calculations at high speed.
  • the polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and a rendering image obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position is obtained. High speed execution of the obtained operation is also possible.
  • the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape.
  • the font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
  • the audio processing unit 109 converts 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, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
  • the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • a computer communication network such as the Internet
  • LAN Local Area Network
  • 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
  • ISDN Integrated Services Digital Network
  • ADSL Asymmetric Digital Subscriber Line
  • cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk so as to perform the same function as a ROM 102, a RAM 103, an external memory 106, a DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
  • an input / output device such as a keyboard for receiving a character string editing input from a user and a mouse for receiving various position designations and selection inputs is connected.
  • a general computer can be used as the game apparatus according to the present invention.
  • a general computer like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100.
  • a hard disk as an external storage device
  • a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
  • a keyboard and a mouse are used as an input device instead of a controller. And after installing a game program, when the program is run, it can be functioned as a game device.
  • the game apparatus 300 described later will be described by the information processing apparatus 100 shown in FIG.
  • the game apparatus 300 can be appropriately replaced with general computer elements as necessary, and these embodiments are also included in the scope of the present invention.
  • FIG. 3 is a diagram showing an example of a game screen realized by the game device according to the embodiment of the present invention.
  • the game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM loaded in the DVD-ROM drive 107.
  • a background image 206 is displayed on the entire surface, the reference images 201a, 201b, 201c, 201d, the guide images 202a, 202b, 202c, 202d, and the dance A gauge 203, a score 204, and a message 205 are superimposed on the background image 206.
  • the score 204 is displayed in the lower part of the game screen 200, and displays the accumulated score so far.
  • the message 205 is displayed in the middle of the screen, and displays characters having contents corresponding to the skill of the player's operation. For example, characters such as “GREAT”, “PERFECT”, “GOOD”, and “BAD” are displayed.
  • the dance gauge 203 is displayed in the upper part of the screen and includes a gauge bar that expands and contracts depending on the superiority or inferiority of the game operation. For example, when the game operation receives a high evaluation, the gauge bar extends in the right direction. Conversely, when the game operation receives only a low evaluation, the gauge bar contracts in the left direction. When the gauge bar becomes shorter than the predetermined length, the game is over, and the player can determine whether the game is over by looking at the dance gauge 203. Below the dance gauge 203, reference images 201a, 201b, 201c, and 201d are displayed in this order. The reference images 201a, 201b, 201c, and 201d are references for the player to determine the operation timing.
  • the guide image 202a is a left button and a left button of the direction button provided in the controller 105 and the left button 111a of the mat type controller 111
  • the guide image 202b is a button of the direction button and the down button provided in the controller 105
  • the guide image 202c is displayed on the lower button 111b included in the mat-type controller 111, and the upward operation and the upper button on the direction button included in the controller 105 and the upper button 111c included in the mat-type controller 111.
  • the right direction operation and right button of the direction button provided, and the right button 111d provided in the mat type controller 111 are associated with each other.
  • guide images 202a, 202b, 202c, and 202d that move upward as time passes are displayed.
  • the images 202a, 202b, 202c, 202d overlap with the reference images 201a, 201b, 201c, 201d, a high score is obtained by pressing the direction button or button corresponding to the reference images 201a, 201b, 201c, 201d.
  • the guide image 202c is about to overlap the reference image 201c.
  • the score cannot be increased unless the player operates the controller 105 or the mat type controller 111 at a timing when the guide images 202a, 202b, 202c, and 202d completely overlap the reference images 201a, 201b, 201c, and 201d. Rather, a score is given according to the degree of coincidence. Note that the number of appearances, the order of appearance, and the like of the guide images 202a, 202b, 202c, and 202d are determined based on a game program and game data recorded on a DVD-ROM or the like.
  • the guidance images 202a, 202b, 202c, 202d are specifically displayed as follows.
  • the CPU 101 reads the operation timing included in the range from predetermined data. Then, based on the predetermined data, image data representing the guide images 202a, 202b, 202c, 202d is generated. In this image data, the display position is adjusted so that the operation timings are arranged in order from the closest operation timing downward.
  • guide images 202a, 202b, 202c, and 202d representing the direction operation of the corresponding direction button or the pressing timing of the button are displayed.
  • one guide image is displayed in each row, but a plurality of guide images may be displayed depending on the arrival status of the operation timing.
  • the generated image data is superimposed on the background image 206 and forms part of the game screen 200. The above processing is repeated at a predetermined cycle.
  • the beginning of the guidance display range corresponds to the playing position of the game music at that time, and the guidance display range is shifted backward from the beginning of the song by a predetermined amount for each process.
  • the guide images 202a, 202b, 202c, and 202d gradually move upward as the music progresses. If the guide images 202a, 202b, 202c, and 202d are displayed in this manner, the game screen 200 allows the player to easily grasp the arrival status of the operation timing.
  • the game device 300 includes a display unit 301, a reception unit 302, and a determination unit 303.
  • a display unit 301 for displaying images
  • a reception unit 302 for determining the reception of the game apparatus 300.
  • a determination unit 303 for determining the reception of the game apparatus 300.
  • the function of each part is mutually linked
  • the display unit 301 reads necessary programs and data from a DVD-ROM or the like, and as shown in FIG. 3, reference images 201a, 201b, 201c, 201d, guide images 202a, 202b, 202c, 202d, dance gauge 203, score 204, message 205, etc. are displayed on the monitor. In addition, the display unit 301 displays a character or the like imitating the action of the player on the monitor as necessary. Based on the read program, the display unit 301 moves the guide image so as to pass over the reference image. For example, as shown in FIG. 3, the guide image 202c moves so as to pass over the reference image 201c. After passing over the reference image 201 c, the guide image 202 c moves toward the upper side of the game screen 200 and disappears from the game screen 200.
  • the display unit 301 changes the color or transparency of the region where the guide image and the reference image overlap and the region where they do not overlap based on the determination result of the determination unit 303 described later.
  • 6A to 6C are diagrams showing a state in which the guide image or the reference image is highlighted.
  • the display unit 301 emphasizes the non-overlapping area 202e in the guide image 202a as shown in FIG. 6C, and overlaps the area 202f. Make it transparent.
  • the display unit 301 can change the color or the like of the reference image instead of changing the color or the like of the guide image. For example, as illustrated in FIG. 6B, the display unit 301 emphasizes the non-overlapping area 201e in the reference image 201a and makes the overlapping area 201f transparent.
  • the display unit 301 performs an emphasis process such as making it red, making it a fluorescent color, or making it a color that contrasts with the background color.
  • the display unit 301 changes the color or transparency of the overlapping areas 201f and 202f, for example, performs processing such as making the color transparent or the same as the background color, thereby performing the non-overlapping area 201e. , 202e.
  • the display unit 301 can change the hue, saturation, and brightness of the region in order to emphasize the overlapping region or the non-overlapping region.
  • 5A to 5D are diagrams showing the positional relationship between the reference image and the guide image.
  • 7A to 7C are diagrams showing a state where the guide image is changed and displayed.
  • the display unit 301 is displayed as shown in FIGS. 7A to 7C. Processing such as making the entire color of the guide image 202a transparent, making the color of the guide image 202a and the background image 206 the same color, and displaying the outer periphery of the guide image 202a with dotted lines are performed.
  • the display unit 301 may not perform the enhancement process when there is no overlapping area between the reference image and the guide image when receiving an input from the receiving unit 302. .
  • the display unit 301 can also calculate the areas of the overlapping regions 201f and 202f. Based on the size of the overlapping areas 201f and 202f, the display unit 301 can easily and easily present the input timing by highlighting the corresponding areas. For example, when the areas of the overlapping regions 201f and 202f are small, the display unit 301 performs processing for further emphasizing the non-overlapping regions 201e and 202e.
  • the time during which the display unit 301 emphasizes the guidance image and the reference image is arbitrary, such as a certain time (for example, about 3 seconds) immediately after the input is received, and the time until the guidance image disappears from the game screen 200.
  • the CPU 101, the RAM 103, and the image processing unit 108 work together to function as the display unit 301.
  • the display unit 301 can also measure the deviation of the input timing by measuring the distance (interval) between the guide image and the reference image.
  • the display unit 301 includes a distance D1 between the center line indicated by the reference image 201a and the guide image 202a, a distance D2 between the lower side portion of the reference image 201a and the upper side portion of the guide image 202a, and the reference image.
  • a distance D3 between the upper side portion of 201a and the upper side portion of the guide image 202a is measured.
  • the display unit 301 can measure the distance between an arbitrary position of the reference image and an arbitrary position of the guide image.
  • the display unit 301 instead of the determination unit 303 is in a state where the guide image 202a shown in FIGS. 5A to 5C overlaps with the reference image 201a, and the guide image shown in FIG. 5D. It is also possible to determine the state where 202a and the reference image 201a do not overlap at all.
  • the accepting unit 302 accepts an input operated by the player through the controller 105 or the mat-type controller 111 and passes the input information to the display unit 301 and the determining unit 303. As shown in FIG. 3, since there are four guide images 202a, 202b, 202c, and 202d, the receiving unit 302 includes at least four input buttons. Note that the number of input buttons is not limited to four, and the receiving unit can include the types and number of input buttons corresponding to the types and number of guide images.
  • the determination unit 303 determines the positional relationship between the guide image and the reference image when the player inputs. That is, the determination unit 303 determines whether the position of the guide image has reached, matched, or exceeded the position of the reference image. The determination unit 303 determines that the guide image 202a has not reached the reference image 201a in the state illustrated in FIG. 5A, and the guide image 202a and the reference image 201a completely match the state illustrated in FIG. 5B. 5C, it is determined that the guide image 202a exceeds the reference image 201a, and the state shown in FIG. 5D does not overlap the guide image 202a and the reference image 201a at all. Judge. The determination unit 303 determines the positional relationship between the guide image and the reference image and passes the determination result to the display unit 301.
  • the determination unit 303 determines a timing (time) difference between the reference time that is the optimum input time and the guide time that is actually input by the player, from the position and moving speed of the guide image and the position of the reference image. It is also possible. For example, as shown in FIG. 8, the determination unit 303 determines that the guide image 202a is based on the distances D1, D2, and D3 between the reference image 201a and the guide image 202a and the moving speed V1 of the guide image 202a. The time (D1 / V1, D2 / V1, D3 / V1) to reach is calculated. The determination unit 303 calculates the optimum input time by adding the arrival time (D1 / V1 or the like) to the current time T1. The determination unit 303 can determine the difference between the guide image 202a and the reference image 201a from the difference between the player input time T2 and the optimum input time (T1 + D1 / V1 etc.).
  • the display unit 301 When the game apparatus 300 is turned on and the game is started, the display unit 301 reads out necessary programs and data from a DVD-ROM or the like, and, as shown in FIG. 3, reference images 201a, 201b, 201c, 201d. , And guide images 202a, 202b, 202c, 202d, etc. are displayed on the monitor. Next, the display unit 301 moves a predetermined guide image so as to pass on a predetermined reference image based on the read program (step S11). For example, the guide image 202b moves so as to pass over the reference image 201b.
  • the receiving unit 302 determines whether or not there is an input from the player (step S12). If there is no input from the player (step S12; No), the movement of the guide image is continued until there is an input.
  • step S12 determines whether there is an input from the player (step S12; Yes). If there is an input from the player (step S12; Yes), the process proceeds to step S13.
  • the determination unit 303 determines the positional relationship between the guide image and the reference image when the player inputs.
  • step S13 When the receiving unit 302 receives an input from the player, if the position of the guide image does not reach the position of the reference image (the input timing is early) (step S13; early), the process proceeds to step S14.
  • step S14 as shown in FIG. 6C, the display unit 301 emphasizes the area 202e where the guide image does not overlap the reference image, and makes the overlapping area 202f transparent or the like. Further, the display unit 301 changes the emphasis degree of the non-overlapping region 202e (or 201e) in accordance with the size of the areas 201f and 202f where the guide image and the reference image overlap. For example, the non-overlapping area 202e (or 201e) is changed as follows.
  • the area When the input timing is earlier than the reference, the area is dark red, and when the input timing is a little earlier, the area is light red. On the other hand, when the input timing described later is late with respect to the reference, the area is dark blue, and when the input timing is a little late, it is light blue. As a result, the player can know in detail the timing of the input timing from the shade of the color of the area.
  • the highlighted guidance image 202a and the like shown in FIG. 6C continue to move in a state where the enhancement processing is performed, and disappear from the game screen 200 after reaching a certain position or after a predetermined time has elapsed.
  • step S13 the process proceeds to step S15.
  • step S15 as shown in FIGS. 7A to 7C, the display unit 301 makes the entire color of the guide image 202a transparent, and the guide image 202a and the background image 206 have the same color. Is displayed as a dotted line.
  • the guide image that has been subjected to the processing continues to move and disappears from the game screen 200, as in step S14.
  • step S13 When the accepting unit 302 accepts an input from the player, if the position of the guide image exceeds the position of the reference image (the input timing is late) (step S13; slow), the process proceeds to step S16.
  • step S16 as in step S14, the display unit 301 emphasizes the region 202e where the guide image does not overlap the reference image, and makes the overlapping region 202f transparent or the like.
  • the guide image can be made smaller by a predetermined width than the reference image. If the player can recognize the reference image hidden in the guide image when the position of the guide image matches the position of the reference image, the width is an arbitrary size.
  • the display unit 301 displays a guide image 202a that is smaller than the reference image 201a by a predetermined width. Based on the determination result of the determination unit 303, the display unit 301 emphasizes the reference image 201a as illustrated in FIG. 10B. Since the reference image is larger than the guide image by a predetermined width, the reference image is not completely hidden in the guide image (there is an area that does not overlap). Further, when the positions of the guide image and the reference image coincide with each other, the display unit 301 performs a process of making the outer periphery of the guide image 202a a dotted line and making the overlapping area transparent or the like, as shown in FIG. 10C.
  • the reference image is larger than the guide image by a predetermined width, and therefore there is an area where the guide image and the reference image do not overlap. As a result, the area is emphasized, so that the player can know the timing early and late in detail.
  • the route through which the guide image passes is not limited to a straight line, but may be any curve.
  • the appearance position of the guide image is not limited to the lower part of the game screen 200, but is arbitrary such as the upper part and the middle part.
  • the position of the reference image is not limited to the upper part of the game screen 200, but may be arbitrary such as a lower part or a middle stage.
  • a game apparatus and game suitable for easily presenting to the player the timing of actual input timing in a game in which a player should input at a designated timing, a game apparatus and game suitable for easily presenting to the player the timing of actual input timing.
  • a control method, an information recording medium, and a program can be provided.

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Abstract

Disclosed is a game device wherein a display unit displays a guide image (202a) to pass through a reference image (201a) and prompts the player to make an input when said guide image (202a) is overlaid on said reference image (201a), and a receiver receives the input from said player. In addition, when said input has been received, the display unit changes the displayed color or transparency of the area where said guide image (202a) and said reference image (201a) are overlaid.

Description

ゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラムGAME DEVICE, GAME CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、実際に入力されたタイミングの早遅をプレイヤにわかりやすく提示するのに好適なゲーム装置、ゲーム制御方法、情報記録媒体及びプログラムに関する。 The present invention provides a game device, a game control method, an information recording medium, and a program suitable for easily presenting to a player the timing of actual input in a game that the player should input at a specified timing. About.
 音楽のリズムに合わせてプレイヤが入力を操作する、いわゆる音楽ゲーム(リズムゲーム)が知られている。音楽ゲームは、例えば、画面上に順次表示される案内画像が、基準画像に到達したときに、プレイヤがタイミングよく入力をすることにより進行するゲームである(例えば、特許文献1参照)。案内画像が基準画像付近に到達した際に、プレイヤが当該案内画像に対応する入力操作をすることにより、当該案内画像は画面上から消滅する(例えば、特許文献1段落0053乃至0059、図3参照)。特許文献1では、プレイヤの入力タイミングに対応付けられたメッセージ(例えば、「GREAT」、「GOOD」等)が画面上に表示される。
特開2001-222280号公報
A so-called music game (rhythm game) in which a player operates an input in accordance with a music rhythm is known. For example, a music game is a game that progresses when a player inputs information with good timing when guide images sequentially displayed on a screen reach a reference image (see, for example, Patent Document 1). When the guide image reaches the vicinity of the reference image, the guide image disappears from the screen when the player performs an input operation corresponding to the guide image (see, for example, Patent Document 1, paragraphs 0053 to 0059 and FIG. 3). ). In Patent Document 1, a message (for example, “GREAT”, “GOOD”, etc.) associated with the input timing of the player is displayed on the screen.
Japanese Patent Laid-Open No. 2001-222280
 しかしながら、特に初心者の場合には、当該案内画像と当該基準画像との位置関係を確認しつつ入力操作を行い、さらに表示されるメッセージの内容を確認することにより、入力したタイミングが基準に対して早いのか遅いのかを瞬時に判断することが困難な場合があった。従って、タイミングが早いのか遅いのかを、プレイヤにわかりやすく提示する技術が求められている。 However, particularly for beginners, input operations are performed while confirming the positional relationship between the guide image and the reference image, and the content of the displayed message is further confirmed so that the input timing is relative to the reference. In some cases, it was difficult to instantly determine whether it was early or late. Therefore, there is a need for a technique that provides a player with an easy-to-understand indication of whether the timing is early or late.
 本発明は、上記問題に鑑みてなされたものであり、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、実際に入力されたタイミングの早遅をプレイヤにわかりやすく提示するのに好適なゲーム装置、ゲーム制御方法、情報記録媒体及びプログラムを提供することを目的とする。 The present invention has been made in view of the above-described problem, and is a game suitable for presenting the player with an easy-to-understand understanding of the timing of actual input in a game that the player should input at a specified timing. An object is to provide an apparatus, a game control method, an information recording medium, and a program.
 上記の目的を達成するため、本発明の第1の観点に係るゲーム装置は、表示部と、受付部と、を含んで構成される。 To achieve the above object, the game device according to the first aspect of the present invention includes a display unit and a reception unit.
 表示部は、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す。
 受付部は、当該プレイヤの入力を受け付ける。
 また、表示部は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変更して表示する。
 これらの構成により、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、実際に入力されたタイミングの早遅をプレイヤにわかりやすく提示することができる。つまり、画像が重なっている領域の色彩等が変化することにより当該領域(又は、画像が重なっていない領域)が強調されるため、当該領域の面積の大小をプレイヤは瞬時に詳しく知ることができる。その結果、画面上に表示されるメッセージの内容からだけでなく、プレイヤが絶えず注目をしている当該案内画像及び当該基準画像に対応付けられた当該領域が示す面積の大小に基づいて、入力したタイミングが当該基準画像により示される基準に近かったのか否かを、プレイヤは知ることができる。
The display unit displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image.
The reception unit receives input from the player.
In addition, when the input is accepted, the display unit changes and displays the color or transparency of the area where the guide image and the reference image overlap.
With these configurations, in a game that the player should input at the designated timing, it is possible to present to the player the early and late timing of the actual input timing. In other words, since the area (or the area where the images do not overlap) is emphasized by changing the color or the like of the area where the images overlap, the player can instantly know the size of the area instantly in detail. . As a result, not only based on the content of the message displayed on the screen, but also based on the size of the area indicated by the guide image that the player is constantly paying attention to and the region associated with the reference image The player can know whether or not the timing is close to the reference indicated by the reference image.
 表示部は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を強調して表示する、ことも可能である。
 これらの構成により、画像が重なっていない領域が強調されるため、当該重なっていない領域の面積の大小をプレイヤは瞬時に詳しく知ることができる。その結果、当該領域の面積が大きい場合には、入力したタイミングが当該基準画像により示される基準に対して早かった又は遅かったことを、プレイヤは知ることができる。一方、当該領域の面積が小さい場合には、入力したタイミングが当該基準画像により示される基準に近かったことをプレイヤは知ることができる。
When the input is accepted, the display unit can also highlight and display a region of the reference image that does not overlap with the guide image.
With these configurations, the area where the images do not overlap is emphasized, so that the player can instantly know the size of the area of the non-overlapping area in detail. As a result, when the area of the region is large, the player can know that the input timing is earlier or later than the reference indicated by the reference image. On the other hand, when the area of the region is small, the player can know that the input timing is close to the reference indicated by the reference image.
 また、ゲーム装置は、判断部をさらに備える、ことも可能である。
 判断部は、当該入力が受け付けられた時に、当該案内画像が当該基準画像を通過する経路において、当該案内画像の位置が当該基準画像の位置を超えているか、一致しているか、到達していないか、を判断する。
 表示部は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を、当該判断された結果に対応付けられる色彩で強調して表示する、ことも可能である。
 これらの構成により、当該重なっていない領域の面積に基づいて、入力したタイミングが、当該基準画像により示される基準に対して早かった、遅かった、又はずれはなかった(ちょうどよかった)、のいずれであったのかをプレイヤは知ることができる。例えば、当該領域を次のように変化させる。入力したタイミングが当該基準画像により示される基準に対して、早い場合には当該領域を赤色とする。一方、入力したタイミングが当該基準画像により示される基準に対して、遅い場合には当該領域を青色とする。その結果、当該領域の色彩により、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。
The game device can further include a determination unit.
The determination unit, when the input is accepted, in the route through which the guide image passes the reference image, the position of the guide image exceeds or coincides with the position of the reference image. To determine.
When the input is accepted, the display unit can also highlight and display a region of the reference image that does not overlap with the guide image with a color associated with the determined result. .
With these configurations, based on the area of the non-overlapping area, the input timing was either early, late, or not shifted (just right) with respect to the reference indicated by the reference image. The player can know if there was. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is red. On the other hand, if the input timing is late with respect to the reference indicated by the reference image, the region is blue. As a result, the player can know in detail instantly the timing of the timing from the color of the area.
 表示部は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を、当該判断された結果、及び、当該基準画像と当該案内画像との距離に対応付けられる色彩で強調して表示する、ことも可能である。
 これらの構成により、当該重なっていない領域の色彩を変化させることにより、プレイヤは入力したタイミングの早遅を瞬時に詳しく知ることができる。例えば、当該領域を次のように変化させる。入力したタイミングが当該基準画像により示される基準に対して、早い場合には当該領域を濃い赤とし、少しだけ早い場合には当該領域を薄い赤とする。一方、入力したタイミングが当該基準画像により示される基準に対して、遅い場合には当該領域を濃い青とし、少し遅い場合には薄い青とする。その結果、当該領域の色彩の濃淡により、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。
When the input is accepted, the display unit associates an area of the reference image that does not overlap the guide image with the determination result and the distance between the reference image and the guide image. It is also possible to display with emphasis by color.
With these configurations, by changing the color of the non-overlapping area, the player can instantly know in detail the timing of the input timing. For example, the area is changed as follows. If the input timing is earlier than the reference indicated by the reference image, the area is dark red, and if the input timing is a little earlier, the area is light red. On the other hand, when the input timing is late with respect to the reference indicated by the reference image, the region is dark blue, and when the input timing is slightly late, the region is light blue. As a result, the player can know in detail instantly whether the timing is early or late based on the shade of the color of the area.
 当該案内画像の外周と当該基準画像の外周とは、一致する、ことも可能である。
 これらの構成により、当該案内画像が当該基準画像を通過する際に、当該重なっている領域又は当該重なっていない領域の外周は、一定の形状となる。その結果、当該形状に基づき、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。
It is also possible that the outer periphery of the guide image and the outer periphery of the reference image match.
With these configurations, when the guide image passes through the reference image, the outer periphery of the overlapping region or the non-overlapping region has a constant shape. As a result, based on the shape, the player can know in detail instantly the timing.
 当該案内画像の外周は、当該基準画像の外周に対して、所定の幅だけ小さい、ことも可能である。
 これらの構成により、入力したタイミングが当該基準画像により示される基準に対してずれていない(ちょうどよかった)場合でも、当該重なっていない領域が存在する。その結果、当該領域が強調されることにより、プレイヤはタイミングの早遅を瞬時に詳しく知ることができる。
The outer periphery of the guide image may be smaller than the outer periphery of the reference image by a predetermined width.
With these configurations, even when the input timing is not shifted (just right) with respect to the reference indicated by the reference image, the non-overlapping region exists. As a result, the area is emphasized, so that the player can instantly know in detail the timing.
 上記の目的を達成するため、本発明の他の観点に係るゲーム制御方法は、表示部と、受付部と、を有するゲーム装置が実行するゲーム制御方法であって、表示工程と、受付工程と、を備える。 In order to achieve the above object, a game control method according to another aspect of the present invention is a game control method executed by a game device having a display unit and a reception unit, the display step, the reception step, .
 表示工程では、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す。
 受付工程では、当該プレイヤの入力を受け付ける。
 また、表示工程では、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する。
In the display step, the guide image is displayed so as to pass through the reference image, and the player is prompted to input when the guide image overlaps the reference image.
In the receiving step, an input from the player is received.
Further, in the display step, when the input is accepted, the color or transparency of the area where the guide image and the reference image overlap is changed and displayed.
 上記の目的を達成するため、本発明の他の観点に係るプログラムは、コンピュータを、上記のゲーム装置として機能させるように構成する。また、本発明の他の観点に係るプログラムは、コンピュータに上記のゲーム制御方法を実行させるように構成する。 In order to achieve the above object, a program according to another aspect of the present invention is configured to cause a computer to function as the above game device. A program according to another aspect of the present invention is configured to cause a computer to execute the above-described game control method.
 また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記録媒体に記録することができる。上記プログラムは、当該プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記録媒体は、当該コンピュータとは独立して配布・販売することができる。 In addition, the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory. The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information recording medium can be distributed and sold independently of the computer.
 本発明によれば、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、実際に入力されたタイミングの早遅をプレイヤにわかりやすく提示することができる。 According to the present invention, in a game in which the player should input at a designated timing, it is possible to present to the player in an easy-to-understand manner the timing of the actual input timing.
本発明の実施の形態に係るゲーム装置等が実現される典型的な情報処理装置の概要構成を示す模式図である。It is a mimetic diagram showing the outline composition of the typical information processor with which the game device etc. concerning an embodiment of the invention are realized. マット型コントローラを示す図である。It is a figure which shows a mat type | mold controller. ゲーム画面例を示す図である。It is a figure which shows the example of a game screen. ゲーム装置の概要構成を示す説明図である。It is explanatory drawing which shows schematic structure of a game device. 案内画像が基準画像に到達していない状態を示す図である。It is a figure showing the state where the guidance image has not reached the reference image. 案内画像と基準画像との位置が一致している状態を示す図である。It is a figure which shows the state in which the position of a guidance image and a reference | standard image corresponds. 案内画像が基準画像を超えている状態を示す図である。It is a figure which shows the state in which the guidance image exceeds the reference | standard image. 案内画像と基準画像との重なりがない状態を示す図である。It is a figure which shows the state without the overlap of a guidance image and a reference | standard image. 案内画像と基準画像とが重なっている状態を示す図である。It is a figure which shows the state with which the guidance image and the reference | standard image have overlapped. 基準画像が強調された状態を示す図である。It is a figure which shows the state by which the reference | standard image was emphasized. 案内画像が強調された状態を示す図である。It is a figure which shows the state by which the guidance image was emphasized. 案内画像の色が透明色である状態を示す図である。It is a figure which shows the state which the color of a guidance image is a transparent color. 案内画像及び背景画像の色が同色である状態を示す図である。It is a figure which shows the state which the color of a guidance image and a background image is the same color. 案内画像の外周が点線の状態を示す図である。It is a figure which shows the outer periphery of a guidance image in the state of a dotted line. 案内画像と基準画像との距離を説明する図である。It is a figure explaining the distance of a guidance image and a standard image. ゲーム装置の動作を説明するフローチャートである。It is a flowchart explaining operation | movement of a game device. 他の実施形態に係る案内画像及び基準画像を示す図であり、案内画像と基準画像との位置が一致している状態を示す図である。It is a figure which shows the guidance image and reference | standard image which concern on other embodiment, and is a figure which shows the state in which the position of a guidance image and a reference | standard image corresponds. 他の実施形態に係る案内画像及び基準画像を示す図であり、基準画像が強調された状態を示す図である。It is a figure which shows the guidance image and reference | standard image which concern on other embodiment, and is a figure which shows the state by which the reference | standard image was emphasized. 他の実施形態に係る案内画像及び基準画像を示す図であり、案内画像の外周が点線の状態(強調されていない状態)を示す図である。It is a figure which shows the guidance image and reference | standard image which concern on other embodiment, and is a figure which shows the outer periphery of a guidance image in the state of a dotted line (state which is not emphasized).
符号の説明Explanation of symbols
100 情報処理装置
101 CPU
102 ROM
103 RAM
104 インターフェース
105 コントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
111 マット型コントローラ
200 ゲーム画面
201a、201b、201c、201d 基準画像
202a、202b、202c、202d 案内画像
203 ダンスゲージ
204 スコア
205 メッセージ
206 背景画像
300 ゲーム装置
301 表示部
302 受付部
303 判断部
100 Information processing apparatus 101 CPU
102 ROM
103 RAM
104 Interface 105 Controller 106 External Memory 107 DVD-ROM Drive 108 Image Processing Unit 109 Audio Processing Unit 110 NIC
111 mat type controller 200 game screen 201a, 201b, 201c, 201d reference image 202a, 202b, 202c, 202d guide image 203 dance gauge 204 score 205 message 206 background image 300 game device 301 display unit 302 reception unit 303 determination unit
 以下では、本発明のゲーム装置の実施形態の一つについて説明するが、当該実施形態は本発明の原理の理解を容易にするためのものであり、本発明の範囲は、下記の実施形態に限られるものではなく、当業者が以下の実施形態の構成を適宜置換した他の実施形態も、本発明の範囲に含まれる。 Hereinafter, one embodiment of the game apparatus of the present invention will be described. However, the embodiment is for facilitating understanding of the principle of the present invention, and the scope of the present invention is described in the following embodiment. The present invention is not limited, and other embodiments in which those skilled in the art appropriately replace the configurations of the following embodiments are also included in the scope of the present invention.
(実施形態1)
 まず、本発明の実施の形態に係るゲーム装置が実現される典型的な情報処理装置の概要構成を示す図1を参照して説明する。
(Embodiment 1)
First, a description will be given with reference to FIG. 1 showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
 情報処理装置100は、CPU(Central Processing Unit)101と、ROM(Read Only Memory)102と、RAM(Random Access Memory)103と、インターフェース104と、コントローラ105と、外部メモリ106と、DVD(Digital Versatile Disk)-ROMドライブ107と、画像処理部108と、音声処理部109と、NIC(Network Interface Card)110と、マット型コントローラ111と、を備える。 The information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD (Digital Versatile). Disk) -ROM drive 107, image processing unit 108, audio processing unit 109, NIC (Network Interface Card) 110, and mat type controller 111.
 なお、ゲーム用のプログラムおよびデータを記憶したDVD-ROMをDVD-ROMドライブ107に装着して、情報処理装置100の電源を投入することにより、当該プログラムが実行され、本実施形態のゲーム装置が実現される。 Note that when the DVD-ROM storing the game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on, the program is executed, and the game apparatus of the present embodiment is Realized.
 CPU 101は、情報処理装置100全体の動作を制御し、各構成要素と接続され制御信号やデータをやりとりする。 The CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
 ROM 102には、電源投入直後に実行されるIPL(Initial Program Loader)が記録され、CPU 101がDVD-ROMに記録されたプログラムをRAM 103に読み出して実行する。また、ROM 102には、情報処理装置100全体の動作制御に必要なオペレーティングシステムのプログラムや各種のデータが記録され、CPU 101がこれらのプログラム等を読み出して実行する。 The ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and the CPU 101 reads the program recorded on the DVD-ROM into the RAM 103 and executes it. The ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100, and the CPU 101 reads out and executes these programs.
 RAM 103は、データやプログラムを一時的に記憶するためのもので、DVD-ROMから読み出したプログラムやデータ、その他ゲームの進行に必要なデータが保持される。 The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for the progress of the game.
 インターフェース104を介して接続されたコントローラ105は、ユーザがゲーム実行の際に行う操作入力を受け付ける。例えば、コントローラ105には、Aボタン、Bボタン、Xボタン、Yボタンや4方向を示す各方向ボタン(方向キー)等が配置されている。そして、これらのボタンがユーザに押下されると、押下されたボタンに応じた操作入力を受け付ける。
 また、コントローラ105と同様に、インターフェース104を介して接続されたマット型コントローラ111は、ユーザがゲーム実行の際に操作入力を受け付ける。例えば、マット型コントローラ111には、図2に示すように、左ボタン111a、下ボタン111b、上ボタン111c、右ボタン111d等が配置されている。マット型コントローラ111は、一般にユーザの足によって操作入力が行われる。
 ユーザは、コントローラ105とマット型コントローラ111とを同時に使用することや、複数のコントローラ105又は複数のマット型コントローラ111を同時に使用することもできる。
The controller 105 connected via the interface 104 receives an operation input performed when the user executes the game. For example, the controller 105 includes an A button, a B button, an X button, a Y button, direction buttons (direction keys) indicating four directions, and the like. When these buttons are pressed by the user, an operation input corresponding to the pressed button is accepted.
Similarly to the controller 105, the mat type controller 111 connected via the interface 104 receives an operation input when the user executes the game. For example, as shown in FIG. 2, the mat-type controller 111 includes a left button 111a, a lower button 111b, an upper button 111c, a right button 111d, and the like. The mat type controller 111 is generally operated by a user's foot.
The user can use the controller 105 and the mat type controller 111 at the same time, or can use the plurality of controllers 105 or the plurality of mat type controllers 111 at the same time.
 インターフェース104を介して着脱自在に接続された外部メモリ106には、ゲームの進行状態を示すデータ、通信のログ(記録)のデータなどが書き換え可能に記憶される。ユーザは、コントローラ105又はマット型コントローラ111を介して指示入力を行うことにより、これらのデータを適宜外部メモリ106に記録することができる。 In the external memory 106 detachably connected via the interface 104, data indicating game progress, communication log (record) data, and the like are stored in a rewritable manner. The user can appropriately record these data in the external memory 106 by inputting instructions via the controller 105 or the mat type controller 111.
 DVD-ROMドライブ107に装着されるDVD-ROMには、ゲームを実現するためのプログラムとゲームに付随する画像データや音声データが記録される。CPU 101の制御によって、DVD-ROMドライブ107は、これに装着されたDVD-ROMに対する読み出し処理を行って、必要なプログラムやデータを読み出し,これらはRAM 103等に一時的に記憶される。 A DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
 画像処理部108は、DVD-ROMから読み出されたデータをCPU 101や画像処理部108が備える画像演算プロセッサ(図示せず)によって加工処理した後、これを画像処理部108が備えるフレームメモリ(図示せず)に記録する。フレームメモリに記録された画像情報は、所定の同期タイミングでビデオ信号に変換され画像処理部108に接続されるモニタ(図示せず)へ出力される。これにより、各種の画像表示が可能となる。 The image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown). The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
 なお、画像演算プロセッサは、2次元の画像の重ね合わせ演算やαブレンディング等の透過演算、各種の飽和演算を高速に実行できる。
 また、仮想3次元空間に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法によりレンダリングして、所定の視点位置から仮想3次元空間に配置されたポリゴンを俯瞰したレンダリング画像を得る演算の高速実行も可能である。
The image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as α blending, and various saturation calculations at high speed.
In addition, the polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and a rendering image obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position is obtained. High speed execution of the obtained operation is also possible.
 さらに、CPU 101と画像演算プロセッサが協調動作することにより、文字の形状を定義するフォント情報にしたがって、文字列を2次元画像としてフレームメモリへ描画したり、各ポリゴン表面へ描画したりすることが可能である。フォント情報は、ROM 102に記録されているが、DVD-ROMに記録された専用のフォント情報を利用することも可能である。 Furthermore, the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible. The font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
 音声処理部109は、DVD-ROMから読み出した音声データをアナログ音声信号に変換し、これに接続されたスピーカ(図示せず)から出力させる。また、CPU 101の制御の下、ゲームの進行の中で発生させるべき効果音や楽曲データを生成し、これに対応した音声をスピーカから出力させる。 The audio processing unit 109 converts 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, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
 NIC 110は、情報処理装置100をインターネット等のコンピュータ通信網(図示せず)に接続するためのものであり、LAN(Local Area Network)を構成する際に用いられる10BASE-T/100BASE-T規格にしたがうものや、電話回線を用いてインターネットに接続するためのアナログモデム、ISDN(Integrated Services Digital Network)モデム、ADSL(Asymmetric Digital Subscriber Line)モデム、ケーブルテレビジョン回線を用いてインターネットに接続するためのケーブルモデム等と、これらとCPU 101との仲立ちを行うインターフェース(図示せず)により構成される。 The NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
 このほか、情報処理装置100は、ハードディスク等の大容量外部記憶装置を用いて、ROM 102、RAM 103、外部メモリ106、DVD-ROMドライブ107に装着されるDVD-ROM等と同じ機能を果たすように構成してもよい。
 また、ユーザからの文字列の編集入力を受け付けるためのキーボードや、各種の位置の指定および選択入力を受け付けるためのマウスなどの入出力デバイスを接続する形態も採用することができる。
In addition, the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk so as to perform the same function as a ROM 102, a RAM 103, an external memory 106, a DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
In addition, it is possible to adopt a form in which an input / output device such as a keyboard for receiving a character string editing input from a user and a mouse for receiving various position designations and selection inputs is connected.
 また、本実施形態の情報処理装置100にかえて、一般的なコンピュータ(汎用のパーソナルコンピュータ等)を本発明に係るゲーム装置として利用することもできる。例えば、一般的なコンピュータは、上記情報処理装置100と同様に、CPU、RAM、ROM、DVD-ROMドライブ、および、NICを備え、情報処理装置100よりも簡易な機能を備えた画像処理部を備え、外部記憶装置としてハードディスクを有する他、フレキシブルディスク、光磁気ディスク、磁気テープ等が利用できるようになっている。また、コントローラではなく、キーボードやマウスなどを入力装置として利用する。そして、ゲームプログラムをインストールした後に、そのプログラムを実行させると、ゲーム装置として機能させることができる。 Further, instead of the information processing apparatus 100 of the present embodiment, a general computer (general-purpose personal computer or the like) can be used as the game apparatus according to the present invention. For example, a general computer, like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100. In addition to having a hard disk as an external storage device, a flexible disk, a magneto-optical disk, a magnetic tape, and the like can be used. In addition, a keyboard and a mouse are used as an input device instead of a controller. And after installing a game program, when the program is run, it can be functioned as a game device.
 以下では、注記しない限り、後述するゲーム装置300について、図1に示した情報処理装置100により説明を加える。ゲーム装置300は、必要に応じて適宜一般的なコンピュータの要素に置換することができ、これらの実施の形態も本発明の範囲に含まれる。 Hereinafter, unless otherwise noted, the game apparatus 300 described later will be described by the information processing apparatus 100 shown in FIG. The game apparatus 300 can be appropriately replaced with general computer elements as necessary, and these embodiments are also included in the scope of the present invention.
(ゲームの説明)
 図3は、本発明の実施の形態に係るゲーム装置により実現されるゲーム画面の一例を示す図である。以下、本図を参照して当該ゲームについて説明する。ゲーム画面200は、DVD-ROMドライブ107に装着されたDVD-ROMから読み出されるゲームプログラム及びゲームデータに基づいてモニタに生成される。同図に示すように、このゲーム画面200では、背景には背景画像206が全面に表示されており、基準画像201a、201b、201c、201dと、案内画像202a、202b、202c、202dと、ダンスゲージ203と、スコア204と、メッセージ205と、が背景画像206に重畳表示されている。スコア204はゲーム画面200の下段に表示されており、これまでの累積点数を表示するものである。メッセージ205は画面中段に表示されており、プレイヤの操作の巧拙に応じた内容の文字を表示するものである。例えば、「GREAT」、「PERFECT」、「GOOD」、「BAD」等の文字が表示される。
(Game description)
FIG. 3 is a diagram showing an example of a game screen realized by the game device according to the embodiment of the present invention. Hereinafter, the game will be described with reference to FIG. The game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM loaded in the DVD-ROM drive 107. As shown in the figure, in the game screen 200, a background image 206 is displayed on the entire surface, the reference images 201a, 201b, 201c, 201d, the guide images 202a, 202b, 202c, 202d, and the dance A gauge 203, a score 204, and a message 205 are superimposed on the background image 206. The score 204 is displayed in the lower part of the game screen 200, and displays the accumulated score so far. The message 205 is displayed in the middle of the screen, and displays characters having contents corresponding to the skill of the player's operation. For example, characters such as “GREAT”, “PERFECT”, “GOOD”, and “BAD” are displayed.
 ダンスゲージ203は画面上段に表示されており、ゲーム操作の優劣に応じて伸縮するゲージバーを含んでいる。例えば、ゲーム操作が高い評価を受けた場合は、ゲージバーは右方向に伸び、逆にゲーム操作が低い評価しか受けられなかった場合は、ゲージバーは左方向に縮む。そして、ゲージバーが所定長よりも短くなった場合には、ゲームオーバとなるようになっており、プレイヤはダンスゲージ203を見てゲームオーバが近いか否かを判断することができる。ダンスゲージ203の下側には、基準画像201a、201b、201c、201dがこの順に表示されている。基準画像201a、201b、201c、201dは、プレイヤが操作タイミングを判断するための基準である。 The dance gauge 203 is displayed in the upper part of the screen and includes a gauge bar that expands and contracts depending on the superiority or inferiority of the game operation. For example, when the game operation receives a high evaluation, the gauge bar extends in the right direction. Conversely, when the game operation receives only a low evaluation, the gauge bar contracts in the left direction. When the gauge bar becomes shorter than the predetermined length, the game is over, and the player can determine whether the game is over by looking at the dance gauge 203. Below the dance gauge 203, reference images 201a, 201b, 201c, and 201d are displayed in this order. The reference images 201a, 201b, 201c, and 201d are references for the player to determine the operation timing.
 すなわち、案内画像202aは、コントローラ105が備える方向ボタンの左方向操作及び左ボタン並びにマット型コントローラ111が備える左ボタン111aに、案内画像202bは、コントローラ105が備える方向ボタンの下方向操作及び下ボタン並びにマット型コントローラ111が備える下ボタン111bに、案内画像202cは、コントローラ105が備える方向ボタンの上方向操作及び上ボタン並びにマット型コントローラ111が備える上ボタン111cに、案内画像202dは、コントローラ105が備える方向ボタンの右方向操作及び右ボタン並びにマット型コントローラ111が備える右ボタン111dに、それぞれ対応付けられている。そして、基準画像201a、201b、201c、201dの下方の比較的広い画面領域には、時間の推移にしたがって、上方向に移動する案内画像202a、202b、202c、202dが表されており、この案内画像202a、202b、202c、202dが基準画像201a、201b、201c、201dに重なるタイミングにて、それらの基準画像201a、201b、201c、201dに対応する方向ボタン又はボタンを押下することにより、高得点を上げることができるようになっている。例えば、同図においては案内画像202cが基準画像201cに重なろうとしているところである。この少し後でプレイヤがコントローラ105の上ボタン又はマット型コントローラ111の上ボタン111cを押下し、あるいは方向ボタンを上方向操作することにより、高得点をあげることができる。 That is, the guide image 202a is a left button and a left button of the direction button provided in the controller 105 and the left button 111a of the mat type controller 111, and the guide image 202b is a button of the direction button and the down button provided in the controller 105. In addition, the guide image 202c is displayed on the lower button 111b included in the mat-type controller 111, and the upward operation and the upper button on the direction button included in the controller 105 and the upper button 111c included in the mat-type controller 111. The right direction operation and right button of the direction button provided, and the right button 111d provided in the mat type controller 111 are associated with each other. In a relatively wide screen area below the reference images 201a, 201b, 201c, and 201d, guide images 202a, 202b, 202c, and 202d that move upward as time passes are displayed. When the images 202a, 202b, 202c, 202d overlap with the reference images 201a, 201b, 201c, 201d, a high score is obtained by pressing the direction button or button corresponding to the reference images 201a, 201b, 201c, 201d. Can be raised. For example, in the figure, the guide image 202c is about to overlap the reference image 201c. After a while, the player can increase the score by pressing the upper button 111c of the controller 105 or the upper button 111c of the mat type controller 111 or by operating the direction button upward.
 なお、必ずしも案内画像202a、202b、202c、202dが基準画像201a、201b、201c、201dに完全に重なるタイミングでプレイヤがコントローラ105又はマット型コントローラ111を操作しなければ得点を上げることができないという訳ではなく、その一致度に応じて得点が与えられるようになっている。なお、案内画像202a、202b、202c、202dの出現数、出現順序等は、DVD-ROM等に記録されたゲームプログラム及びゲームデータに基づき決定される。 It should be noted that the score cannot be increased unless the player operates the controller 105 or the mat type controller 111 at a timing when the guide images 202a, 202b, 202c, and 202d completely overlap the reference images 201a, 201b, 201c, and 201d. Rather, a score is given according to the degree of coincidence. Note that the number of appearances, the order of appearance, and the like of the guide images 202a, 202b, 202c, and 202d are determined based on a game program and game data recorded on a DVD-ROM or the like.
 案内画像202a、202b、202c、202dは、具体的には次のようにして表示される。ゲーム音楽の再生が開始されると、例えば現在以降の2小節分の操作タイミングを案内表示範囲とした場合、CPU 101はその範囲に含まれる操作タイミングを所定のデータから読み出す。そして、その所定のデータに基づいて案内画像202a、202b、202c、202dを表す画像データを生成する。この画像データは、操作タイミングが近いものから順に下向に向かって操作タイミングが遠いものが並ぶように表示位置が調整されたものである。 The guidance images 202a, 202b, 202c, 202d are specifically displayed as follows. When the reproduction of game music is started, for example, when the operation timing for two bars after the current time is set as the guidance display range, the CPU 101 reads the operation timing included in the range from predetermined data. Then, based on the predetermined data, image data representing the guide images 202a, 202b, 202c, 202d is generated. In this image data, the display position is adjusted so that the operation timings are arranged in order from the closest operation timing downward.
 このとき、基準画像201a、201b、201c、201dの下方には、対応する方向ボタンの方向操作又はボタンの押下タイミングを表す案内画像202a、202b、202c、202dが表示される。同図では、各列に1つの案内画像が表示されているが、操作タイミングの到来状況によっては複数表示されうる。生成された画像データは背景画像206に重畳され、ゲーム画面200の一部をなす。以上の処理は所定周期で繰り返される。 At this time, below the reference images 201a, 201b, 201c, and 201d, guide images 202a, 202b, 202c, and 202d representing the direction operation of the corresponding direction button or the pressing timing of the button are displayed. In the figure, one guide image is displayed in each row, but a plurality of guide images may be displayed depending on the arrival status of the operation timing. The generated image data is superimposed on the background image 206 and forms part of the game screen 200. The above processing is repeated at a predetermined cycle.
 案内表示範囲の先頭はその時点でのゲーム音楽の演奏位置と対応しており、処理毎に所定量ずつ案内表示範囲が曲の先頭から後方向にずらされる。こうして、案内画像202a、202b、202c、202dが曲の進行に合わせて徐々に上方に移動する。このようにして案内画像202a、202b、202c、202dを表示すれば、ゲーム画面200により、プレイヤは操作タイミングの到来状況を容易に把握できるようになる。 The beginning of the guidance display range corresponds to the playing position of the game music at that time, and the guidance display range is shifted backward from the beginning of the song by a predetermined amount for each process. Thus, the guide images 202a, 202b, 202c, and 202d gradually move upward as the music progresses. If the guide images 202a, 202b, 202c, and 202d are displayed in this manner, the game screen 200 allows the player to easily grasp the arrival status of the operation timing.
(ゲーム装置の構成)
 次に、本実施の形態に係るゲーム装置300の概要構成について図4を参照して説明する。ゲーム装置300は、表示部301と、受付部302と、判断部303と、を備える。以下にゲーム装置300の各構成要素について説明する。なお、各部の機能は互いに連関し合っているが、用途に応じて各部の採否を適宜変更することができる。
(Configuration of game device)
Next, a schematic configuration of game device 300 according to the present embodiment will be described with reference to FIG. The game device 300 includes a display unit 301, a reception unit 302, and a determination unit 303. Hereinafter, each component of the game apparatus 300 will be described. In addition, although the function of each part is mutually linked | related, the acceptance / rejection of each part can be changed suitably according to a use.
 表示部301は、DVD-ROM等から必要なプログラムやデータを読み出し、図3に示すように、基準画像201a、201b、201c、201d、案内画像202a、202b、202c、202d、ダンスゲージ203、スコア204、メッセージ205等をモニタに表示する。また、表示部301は、プレイヤの動作を模したキャラクタ等も必要に応じてモニタに表示する。表示部301は、読み出されたプログラムに基づき、基準画像上を通過するように案内画像を移動させる。例えば、図3に示すように、案内画像202cは、基準画像201c上を通過するように移動する。基準画像201c上を通過した後、案内画像202cはゲーム画面200の上辺に向かって移動し、ゲーム画面200から消える。 The display unit 301 reads necessary programs and data from a DVD-ROM or the like, and as shown in FIG. 3, reference images 201a, 201b, 201c, 201d, guide images 202a, 202b, 202c, 202d, dance gauge 203, score 204, message 205, etc. are displayed on the monitor. In addition, the display unit 301 displays a character or the like imitating the action of the player on the monitor as necessary. Based on the read program, the display unit 301 moves the guide image so as to pass over the reference image. For example, as shown in FIG. 3, the guide image 202c moves so as to pass over the reference image 201c. After passing over the reference image 201 c, the guide image 202 c moves toward the upper side of the game screen 200 and disappears from the game screen 200.
 また、表示部301は、後述する判断部303の判断結果に基づいて、案内画像と基準画像とが重なっている領域及び重なっていない領域の色彩又は透明度を変更する。図6A~6Cは、案内画像又は基準画像が強調表示された状態を示す図である。図6Aに示すように案内画像202aと基準画像201aとが重なっている場合、表示部301は、図6Cに示すように、案内画像202aにおける重なっていない領域202eを強調し、重なっている領域202fを透明にする。なお、表示部301は、案内画像の色彩等を変更する代わりに、基準画像の色彩等を変更することもできる。例えば、表示部301は、図6Bに示すように、基準画像201aにおける重なっていない領域201eを強調し、重なっている領域201fを透明にする。 Also, the display unit 301 changes the color or transparency of the region where the guide image and the reference image overlap and the region where they do not overlap based on the determination result of the determination unit 303 described later. 6A to 6C are diagrams showing a state in which the guide image or the reference image is highlighted. When the guide image 202a and the reference image 201a overlap as shown in FIG. 6A, the display unit 301 emphasizes the non-overlapping area 202e in the guide image 202a as shown in FIG. 6C, and overlaps the area 202f. Make it transparent. Note that the display unit 301 can change the color or the like of the reference image instead of changing the color or the like of the guide image. For example, as illustrated in FIG. 6B, the display unit 301 emphasizes the non-overlapping area 201e in the reference image 201a and makes the overlapping area 201f transparent.
 領域を強調する方法として、例えば、赤くする、蛍光色とする、又は背景色と対照となる色とする等の強調処理を表示部301は行う。また、表示部301は、当該重なっている領域201f、202fの色彩又は透明度を変化させ、例えば、透明色にする、背景色と同一にする等の処理を行うことにより、当該重なっていない領域201e、202eをいっそう強調する。表示部301は、当該重なっている領域又は当該重なっていない領域を強調するために、当該領域の色相、彩度、及び明度を変更することができる。 As a method for emphasizing the region, for example, the display unit 301 performs an emphasis process such as making it red, making it a fluorescent color, or making it a color that contrasts with the background color. In addition, the display unit 301 changes the color or transparency of the overlapping areas 201f and 202f, for example, performs processing such as making the color transparent or the same as the background color, thereby performing the non-overlapping area 201e. , 202e. The display unit 301 can change the hue, saturation, and brightness of the region in order to emphasize the overlapping region or the non-overlapping region.
 図5A~5Dは、基準画像と案内画像との位置関係を示す図である。また、図7A~7Cは、案内画像が変更表示された状態を示す図である。図5Bに示すように、受付部302からの入力を受けた時に基準画像201aと案内画像202aとの位置が完全に一致している場合、表示部301は、図7Aから7Cに示すように、案内画像202aの全体の色を透明にする、案内画像202aと背景画像206との色を同一色とする、案内画像202aの外周を点線で表示する等の処理を行う。
 なお、表示部301は、図5Dに示すように、受付部302からの入力を受けた時に基準画像と案内画像との重なっている領域が全くない場合には、強調処理を行わないこともできる。
5A to 5D are diagrams showing the positional relationship between the reference image and the guide image. 7A to 7C are diagrams showing a state where the guide image is changed and displayed. As shown in FIG. 5B, when the position of the reference image 201a and the guide image 202a completely match when receiving an input from the receiving unit 302, the display unit 301 is displayed as shown in FIGS. 7A to 7C. Processing such as making the entire color of the guide image 202a transparent, making the color of the guide image 202a and the background image 206 the same color, and displaying the outer periphery of the guide image 202a with dotted lines are performed.
As shown in FIG. 5D, the display unit 301 may not perform the enhancement process when there is no overlapping area between the reference image and the guide image when receiving an input from the receiving unit 302. .
 さらに、表示部301は、重なっている領域201f、202fの面積を算出することもできる。当該重なっている領域201f、202fの面積の大小に基づいて、表示部301は、該当する領域をいっそう強調することにより入力したタイミングの早遅をわかりやすく提示することができる。例えば、当該重なっている領域201f、202fの面積が小さい場合には、表示部301は重なっていない領域201e、202eをより強調する処理を行う。 Furthermore, the display unit 301 can also calculate the areas of the overlapping regions 201f and 202f. Based on the size of the overlapping areas 201f and 202f, the display unit 301 can easily and easily present the input timing by highlighting the corresponding areas. For example, when the areas of the overlapping regions 201f and 202f are small, the display unit 301 performs processing for further emphasizing the non-overlapping regions 201e and 202e.
 表示部301が案内画像及び基準画像を強調する時間は、入力を受け付けた直後から一定時間(例えば、3秒程度)、また案内画像がゲーム画面200から消えるまでの時間等、任意である。CPU 101、RAM 103、画像処理部108が協働して動作することにより、表示部301として機能する。 The time during which the display unit 301 emphasizes the guidance image and the reference image is arbitrary, such as a certain time (for example, about 3 seconds) immediately after the input is received, and the time until the guidance image disappears from the game screen 200. The CPU 101, the RAM 103, and the image processing unit 108 work together to function as the display unit 301.
 なお、表示部301は、案内画像と基準画像との距離(間隔)を計測することにより、入力したタイミングのズレを計測することもできる。表示部301は、例えば図8に示すように、基準画像201aと案内画像202aとが示す中心線との距離D1、基準画像201aの下辺部と案内画像202aの上辺部との距離D2、基準画像201aの上辺部と案内画像202aの上辺部との距離D3を、計測する。表示部301は、基準画像の任意の位置と案内画像の任意の位置との距離を計測することができる。
 また、受付部302からの入力を受けた時に、判断部303の代わりに表示部301が図5Aから5Cに示す案内画像202aと基準画像201aとが重なっている状態と、図5Dに示す案内画像202aと基準画像201aとが全く重なっていない状態と、を判別することもできる。
Note that the display unit 301 can also measure the deviation of the input timing by measuring the distance (interval) between the guide image and the reference image. For example, as shown in FIG. 8, the display unit 301 includes a distance D1 between the center line indicated by the reference image 201a and the guide image 202a, a distance D2 between the lower side portion of the reference image 201a and the upper side portion of the guide image 202a, and the reference image. A distance D3 between the upper side portion of 201a and the upper side portion of the guide image 202a is measured. The display unit 301 can measure the distance between an arbitrary position of the reference image and an arbitrary position of the guide image.
In addition, when receiving an input from the reception unit 302, the display unit 301 instead of the determination unit 303 is in a state where the guide image 202a shown in FIGS. 5A to 5C overlaps with the reference image 201a, and the guide image shown in FIG. 5D. It is also possible to determine the state where 202a and the reference image 201a do not overlap at all.
 受付部302は、コントローラ105又はマット型コントローラ111を通じてプレイヤが操作した入力を受け付け、当該入力情報を表示部301及び判断部303に渡す。図3に示すように、4つの案内画像202a、202b、202c、202dが存在するため、受付部302は少なくとも4つの入力ボタンを備える。
 なお、入力ボタンは4つに限られず、案内画像の種類及び数に応じた入力ボタンの種類及び数を受付部は備えることができる。
The accepting unit 302 accepts an input operated by the player through the controller 105 or the mat-type controller 111 and passes the input information to the display unit 301 and the determining unit 303. As shown in FIG. 3, since there are four guide images 202a, 202b, 202c, and 202d, the receiving unit 302 includes at least four input buttons.
Note that the number of input buttons is not limited to four, and the receiving unit can include the types and number of input buttons corresponding to the types and number of guide images.
 判断部303は、プレイヤが入力をした時の案内画像と基準画像との位置関係を判断する。つまり、案内画像の位置が基準画像の位置に対して、到達しているか、一致しているか、超えているか、を判断部303は判断する。判断部303は、図5Aに示される状態を、案内画像202aが基準画像201aに到達していないと判断し、図5Bに示される状態を、案内画像202aと基準画像201aとが完全に一致していると判断し、図5Cに示される状態を、案内画像202aが基準画像201aを超えていると判断し、図5Dに示される状態を、案内画像202aと基準画像201aとが全く重なっていないと判断する。判断部303は、案内画像と基準画像との位置関係を判断し、当該判断結果を表示部301に渡す。 The determination unit 303 determines the positional relationship between the guide image and the reference image when the player inputs. That is, the determination unit 303 determines whether the position of the guide image has reached, matched, or exceeded the position of the reference image. The determination unit 303 determines that the guide image 202a has not reached the reference image 201a in the state illustrated in FIG. 5A, and the guide image 202a and the reference image 201a completely match the state illustrated in FIG. 5B. 5C, it is determined that the guide image 202a exceeds the reference image 201a, and the state shown in FIG. 5D does not overlap the guide image 202a and the reference image 201a at all. Judge. The determination unit 303 determines the positional relationship between the guide image and the reference image and passes the determination result to the display unit 301.
 なお、判断部303は、案内画像の位置及び移動速度、並びに基準画像の位置から、最適な入力時間である基準時間と、実際にプレイヤが入力した案内時間とのタイミング(時間)差を判断することも可能である。例えば、判断部303は、図8に示すように、基準画像201aと案内画像202aとの距離D1、D2、及びD3、並びに案内画像202aの移動速度V1に基づいて、案内画像202aが基準画像201aに到達するまでの時間(D1/V1、D2/V1、D3/V1)を算出する。判断部303は、現在の時間T1に到達時間(D1/V1等)を加えることにより、最適な入力時間を算出する。判断部303は、プレイヤの入力時間T2と最適入力時間(T1+D1/V1等)との差から、案内画像202aと基準画像201aとのずれを判断できる。 Note that the determination unit 303 determines a timing (time) difference between the reference time that is the optimum input time and the guide time that is actually input by the player, from the position and moving speed of the guide image and the position of the reference image. It is also possible. For example, as shown in FIG. 8, the determination unit 303 determines that the guide image 202a is based on the distances D1, D2, and D3 between the reference image 201a and the guide image 202a and the moving speed V1 of the guide image 202a. The time (D1 / V1, D2 / V1, D3 / V1) to reach is calculated. The determination unit 303 calculates the optimum input time by adding the arrival time (D1 / V1 or the like) to the current time T1. The determination unit 303 can determine the difference between the guide image 202a and the reference image 201a from the difference between the player input time T2 and the optimum input time (T1 + D1 / V1 etc.).
 (ゲーム装置の動作)
 次に、ゲーム装置300の動作を、図9のフローチャートを参照して説明する。
(Operation of game device)
Next, the operation of the game apparatus 300 will be described with reference to the flowchart of FIG.
 ゲーム装置300の電源が投入されてゲームが開始されると、表示部301は、DVD-ROM等から必要なプログラムやデータを読み出し、図3に示すように、基準画像201a、201b、201c、201d、及び案内画像202a、202b、202c、202d等をモニタに表示する。次に、表示部301は、読み出されたプログラムに基づき、所定の基準画像上を通過するように所定の案内画像を移動させる(ステップS11)。例えば、案内画像202bは、基準画像201b上を通過するように移動する。 When the game apparatus 300 is turned on and the game is started, the display unit 301 reads out necessary programs and data from a DVD-ROM or the like, and, as shown in FIG. 3, reference images 201a, 201b, 201c, 201d. , And guide images 202a, 202b, 202c, 202d, etc. are displayed on the monitor. Next, the display unit 301 moves a predetermined guide image so as to pass on a predetermined reference image based on the read program (step S11). For example, the guide image 202b moves so as to pass over the reference image 201b.
 次に、受付部302は、プレイヤから入力があるか否かを判別する(ステップS12)。プレイヤからの入力がない場合(ステップS12;No)、入力があるまで案内画像の移動を続ける。 Next, the receiving unit 302 determines whether or not there is an input from the player (step S12). If there is no input from the player (step S12; No), the movement of the guide image is continued until there is an input.
 一方、プレイヤからの入力がある場合(ステップS12;Yes)、ステップS13に進む。判断部303は、プレイヤが入力をした時の案内画像と基準画像との位置関係を判断する。 On the other hand, if there is an input from the player (step S12; Yes), the process proceeds to step S13. The determination unit 303 determines the positional relationship between the guide image and the reference image when the player inputs.
 受付部302がプレイヤからの入力を受け付けた時に、案内画像の位置が基準画像の位置に到達していない(入力したタイミングが早い)場合(ステップS13;早い)、ステップS14に進む。
 ステップS14において、表示部301は、図6Cに示すように、案内画像が基準画像と重なっていない領域202eを強調し、重なっている領域202fを透明等にする。
 また、表示部301は、案内画像と基準画像とが重なっている領域201f、202fの面積の大小に対応して、当該重なってない領域202e(又は201e)の強調度合いを変更する。例えば、当該重なってない領域202e(又は201e)を次のように変化させる。入力したタイミングが基準に対して早い場合、当該領域を濃い赤とし、少しだけ早い場合には当該領域を薄い赤とする。一方、後述する入力したタイミングが基準に対して遅い場合、当該領域を濃い青とし、少し遅い場合には薄い青とする。その結果、当該領域の色彩の濃淡により、プレイヤは入力したタイミングの早遅を詳しく知ることができる。
 図6Cに示す強調された案内画像202a等は、当該強調処理が施された状態で移動を続け、一定の位置に到達した後や所定時間の経過した後にゲーム画面200から消える。
When the receiving unit 302 receives an input from the player, if the position of the guide image does not reach the position of the reference image (the input timing is early) (step S13; early), the process proceeds to step S14.
In step S14, as shown in FIG. 6C, the display unit 301 emphasizes the area 202e where the guide image does not overlap the reference image, and makes the overlapping area 202f transparent or the like.
Further, the display unit 301 changes the emphasis degree of the non-overlapping region 202e (or 201e) in accordance with the size of the areas 201f and 202f where the guide image and the reference image overlap. For example, the non-overlapping area 202e (or 201e) is changed as follows. When the input timing is earlier than the reference, the area is dark red, and when the input timing is a little earlier, the area is light red. On the other hand, when the input timing described later is late with respect to the reference, the area is dark blue, and when the input timing is a little late, it is light blue. As a result, the player can know in detail the timing of the input timing from the shade of the color of the area.
The highlighted guidance image 202a and the like shown in FIG. 6C continue to move in a state where the enhancement processing is performed, and disappear from the game screen 200 after reaching a certain position or after a predetermined time has elapsed.
 受付部302がプレイヤからの入力を受け付けた時に、案内画像の位置が基準画像の位置と一致している(入力したタイミングがちょうどよい)場合(ステップS13;一致)、ステップS15に進む。ステップS15において表示部301は、図7Aから7Cに示すように、案内画像202aの全体の色を透明にする、案内画像202aと背景画像206との色を同一色とする、案内画像202aの外周を点線で表示する等の処理を行う。
 当該処理が施された案内画像は、ステップS14と同様に、移動を続け、ゲーム画面200から消える。
When the receiving unit 302 receives an input from the player, if the position of the guide image matches the position of the reference image (the input timing is just right) (step S13; match), the process proceeds to step S15. In step S15, as shown in FIGS. 7A to 7C, the display unit 301 makes the entire color of the guide image 202a transparent, and the guide image 202a and the background image 206 have the same color. Is displayed as a dotted line.
The guide image that has been subjected to the processing continues to move and disappears from the game screen 200, as in step S14.
 受付部302がプレイヤからの入力を受け付けた時に、案内画像の位置が基準画像の位置を超えている(入力したタイミングが遅い)場合(ステップS13;遅い)、ステップS16に進む。ステップS16において表示部301は、ステップS14と同様に、案内画像が基準画像と重なっていない領域202eを強調し、重なっている領域202fを透明等にする。 When the accepting unit 302 accepts an input from the player, if the position of the guide image exceeds the position of the reference image (the input timing is late) (step S13; slow), the process proceeds to step S16. In step S16, as in step S14, the display unit 301 emphasizes the region 202e where the guide image does not overlap the reference image, and makes the overlapping region 202f transparent or the like.
 以上の処理により、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、実際に入力されたタイミングの早遅をプレイヤにわかりやすく提示することができる。つまり、画像が重なっている領域の色彩等が変化することにより当該領域(又は、画像が重なっていない領域)が強調されるため、当該領域の面積の大小をプレイヤは瞬時に詳しく知ることができる。その結果、画面上に表示されるメッセージの内容からだけでなく、プレイヤが絶えず注目をしている当該案内画像及び当該基準画像に対応付けられた当該領域が示す面積の大小に基づいて、入力したタイミングが当該基準画像により示される基準に近かったのか否かを、プレイヤは知ることができる。 With the above processing, in the game that the player should input at the designated timing, it is possible to present to the player the early and late timing of the actual input timing. In other words, since the area (or the area where the images do not overlap) is emphasized by changing the color or the like of the area where the images overlap, the player can instantly know the size of the area instantly in detail. . As a result, not only based on the content of the message displayed on the screen, but also based on the size of the area indicated by the guide image that the player is constantly paying attention to and the region associated with the reference image The player can know whether or not the timing is close to the reference indicated by the reference image.
(他の実施形態)
 上記の実施形態では、案内画像と基準画像との外周が一致する場合について説明した。しかしながら、基準画像に比べ案内画像が所定の幅だけ小さくすることも可能である。案内画像の位置と基準画像の位置とが一致したときに、案内画像に隠れた基準画像をプレイヤが認識することができれば、当該幅は任意のサイズである。
(Other embodiments)
In the above-described embodiment, the case where the outer circumferences of the guide image and the reference image match has been described. However, the guide image can be made smaller by a predetermined width than the reference image. If the player can recognize the reference image hidden in the guide image when the position of the guide image matches the position of the reference image, the width is an arbitrary size.
 表示部301は、図10Aに示すように、基準画像201aに比べ所定の幅だけ小さくした案内画像202aを表示する。判断部303の判断結果に基づいて、表示部301は、図10Bに示すように、基準画像201aを強調する。基準画像は案内画像に比べ所定の幅だけ大きいため、基準画像が案内画像にすべて隠れることはない(重なっていない領域が存在する)。
 また、案内画像と基準画像との位置が一致した場合、表示部301は、図10Cに示すように、案内画像202aの外周を点線とし、重なっている領域を透明等にする処理を行う。
As shown in FIG. 10A, the display unit 301 displays a guide image 202a that is smaller than the reference image 201a by a predetermined width. Based on the determination result of the determination unit 303, the display unit 301 emphasizes the reference image 201a as illustrated in FIG. 10B. Since the reference image is larger than the guide image by a predetermined width, the reference image is not completely hidden in the guide image (there is an area that does not overlap).
Further, when the positions of the guide image and the reference image coincide with each other, the display unit 301 performs a process of making the outer periphery of the guide image 202a a dotted line and making the overlapping area transparent or the like, as shown in FIG. 10C.
 以上の処理により、入力したタイミングが基準に対してちょうどよかった場合でも、基準画像は案内画像に比べ所定の幅だけ大きいため、案内画像と基準画像とが重なっていない領域が存在する。その結果、当該領域が強調されることにより、プレイヤはタイミングの早遅及び一致を詳しく知ることができる。 As a result of the above processing, even if the input timing is just right with respect to the reference, the reference image is larger than the guide image by a predetermined width, and therefore there is an area where the guide image and the reference image do not overlap. As a result, the area is emphasized, so that the player can know the timing early and late in detail.
 なお、本発明は上記実施の形態に限定されず、種々の変形及び応用が可能である。 It should be noted that the present invention is not limited to the above embodiment, and various modifications and applications are possible.
 案内画像が通過する経路は、直線に限られず、曲線等、任意である。
 案内画像の出現位置は、ゲーム画面200の下方に限られず、上方、中段等、任意である。
The route through which the guide image passes is not limited to a straight line, but may be any curve.
The appearance position of the guide image is not limited to the lower part of the game screen 200, but is arbitrary such as the upper part and the middle part.
 基準画像の位置は、ゲーム画面200の上方に限られず、下方、中段等、任意である。 The position of the reference image is not limited to the upper part of the game screen 200, but may be arbitrary such as a lower part or a middle stage.
 なお、本願については、日本国特許願 特願2008-046422号 を基礎とする優先権を主張し、当該基礎出願の内容をすべて本願にとりこむものとする。 As for the present application, the priority based on Japanese Patent Application No. 2008-046422 is claimed, and all the contents of the basic application are incorporated in the present application.
 以上説明したように、本発明によれば、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、実際に入力されたタイミングの早遅をプレイヤにわかりやすく提示するのに好適なゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラムを提供することができる。 As described above, according to the present invention, in a game in which a player should input at a designated timing, a game apparatus and game suitable for easily presenting to the player the timing of actual input timing. A control method, an information recording medium, and a program can be provided.

Claims (9)

  1.  案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
     当該プレイヤの入力を受け付ける受付部(302)と、を備え、
     前記表示部(301)は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変更して表示する、
     ことを特徴とするゲーム装置。
    A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
    A receiving unit (302) for receiving input from the player,
    When the input is accepted, the display unit (301) changes and displays the color or transparency of an area where the guide image and the reference image overlap.
    A game device characterized by that.
  2.  請求項1に記載のゲーム装置であって、
     前記表示部(301)は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を強調して表示する、
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    When the input is accepted, the display unit (301) highlights and displays a region of the reference image that does not overlap with the guide image.
    A game device characterized by that.
  3.  請求項2に記載のゲーム装置であって、
     当該入力が受け付けられた時に、当該案内画像が当該基準画像を通過する経路において、当該案内画像の位置が当該基準画像の位置を超えているか、一致しているか、到達していないか、を判断する判断部(303)と、をさらに備え、
     前記表示部(301)は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を、当該判断された結果に対応付けられる色彩で強調して表示する、
     ことを特徴とするゲーム装置。
    The game device according to claim 2,
    When the input is accepted, in the route through which the guide image passes the reference image, it is determined whether the position of the guide image exceeds, coincides with, or has not reached the position of the reference image. And a determination unit (303) that
    When the input is accepted, the display unit (301) displays an area of the reference image that does not overlap with the guide image in an emphasized color that is associated with the determined result.
    A game device characterized by that.
  4.  請求項3に記載のゲーム装置であって
     前記表示部(301)は、当該入力が受け付けられた時に、当該基準画像のうち、当該案内画像と重なっていない領域を、当該判断された結果、及び、当該基準画像と当該案内画像との距離に対応付けられる色彩で強調して表示する、
     ことを特徴とするゲーム装置。
    The game device according to claim 3, wherein when the input is received, the display unit (301) determines a region of the reference image that does not overlap the guide image as a result of the determination, and , Highlighting with a color associated with the distance between the reference image and the guide image,
    A game device characterized by that.
  5.  請求項1に記載のゲーム装置であって、
     当該案内画像の外周と当該基準画像の外周とは、一致する、
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    The outer periphery of the guide image and the outer periphery of the reference image match,
    A game device characterized by that.
  6.  請求項1に記載のゲーム装置であって、
     当該案内画像の外周は、当該基準画像の外周に対して、所定の幅だけ小さい、
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    The outer periphery of the guide image is smaller than the outer periphery of the reference image by a predetermined width.
    A game device characterized by that.
  7.  表示部(301)と、受付部(302)と、を有するゲーム装置が実行するゲーム制御方法であって、
     前記表示部(301)が、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示工程と、
     前記受付部(302)が、当該プレイヤの入力を受け付ける受付工程と、を備え、
     前記表示工程では、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する、
     ことを特徴とするゲーム制御方法。
    A game control method executed by a game device having a display unit (301) and a reception unit (302),
    A display step in which the display unit (301) displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image;
    The reception unit (302) includes a reception step of receiving input from the player,
    In the display step, when the input is received, the color or transparency of the area where the guide image and the reference image overlap is displayed.
    A game control method characterized by the above.
  8.  コンピュータを、
     案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
     当該プレイヤの入力を受け付ける受付部(302)と、として機能させるプログラムを記録した情報記録媒体であって、
     前記表示部(301)は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する、
     ように機能させることを特徴とするプログラムを記録した情報記録媒体。
    Computer
    A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
    An information recording medium that records a program that functions as a reception unit (302) that receives input from the player,
    When the input is accepted, the display unit (301) changes and displays the color or transparency of an area where the guide image and the reference image overlap.
    An information recording medium having recorded thereon a program characterized in that it functions as described above.
  9.  コンピュータを、
     案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
     当該プレイヤの入力を受け付ける受付部(302)と、として機能させるプログラムであって、
     前記表示部(301)は、当該入力が受け付けられた時に、当該案内画像と当該基準画像とが重なっている領域の色彩もしくは透明度を変化させて表示する、
     ように機能させることを特徴とするプログラム。
    Computer
    A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
    A program that functions as a receiving unit (302) that receives input from the player,
    When the input is accepted, the display unit (301) changes and displays the color or transparency of an area where the guide image and the reference image overlap.
    A program characterized by functioning as follows.
PCT/JP2009/053565 2008-02-27 2009-02-26 Game device, game control method, data storage medium and program WO2009107724A1 (en)

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