WO2010087284A1 - Game device, operation evaluation method, information recording medium, and program - Google Patents

Game device, operation evaluation method, information recording medium, and program Download PDF

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Publication number
WO2010087284A1
WO2010087284A1 PCT/JP2010/050796 JP2010050796W WO2010087284A1 WO 2010087284 A1 WO2010087284 A1 WO 2010087284A1 JP 2010050796 W JP2010050796 W JP 2010050796W WO 2010087284 A1 WO2010087284 A1 WO 2010087284A1
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WIPO (PCT)
Prior art keywords
controller
information
player
task
unit
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PCT/JP2010/050796
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French (fr)
Japanese (ja)
Inventor
祐一 浅見
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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 US13/147,027 priority Critical patent/US20110287839A1/en
Publication of WO2010087284A1 publication Critical patent/WO2010087284A1/en

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking 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
    • A63F13/45Controlling the progress of the video 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features 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 input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features 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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • 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
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game device, an operation evaluation method, an information recording medium, and a program that can appropriately evaluate a player's operation even when the player plays with a plurality of controllers erroneously held.
  • music games including dance games and the like
  • This music game is a type of game in which a player competes for a high score by performing an operation that matches the rhythm or musical scale of a musical piece to be played with good timing.
  • a specific example of a music game using a game mat is described below.
  • a plurality of movement lanes are provided on the game screen, and the target object moves and displays on the movement lanes in accordance with the music to be played. Is done. More specifically, a different target object appears for each moving lane, and moves on the moving lane from the start point to the end point according to the music.
  • These target objects are images (same symbols) having the same shape as the symbols indicating the areas divided into the game mats, and represent the areas of the game mat that the player should step on.
  • a determination area is provided so as to cross each movement lane, and when the target object moving on the movement lane reaches the determination area, the same symbol (game mat area) as the target object is displayed.
  • the determination area is represented by a straight line display or an object display. That is, the player is required to step on the same symbol on the game mat in a timely manner while following the target object that moves according to the music.
  • Patent Document 1 an invention of a game device capable of changing the degree of difficulty according to the game situation of the player is disclosed (for example, see Patent Document 1).
  • One of the controllers used is a main controller (first controller), and the other is an auxiliary controller (second controller).
  • first controller main controller
  • second controller auxiliary controller
  • the player can distinguish and use the first and second controllers due to a difference in the shapes of the first and second controllers.
  • the present invention has been made to solve such problems, and a game apparatus and operation evaluation capable of appropriately evaluating a player's operation even when the player plays with a plurality of controllers erroneously held. It is an object to provide a method, an information recording medium, and a program.
  • a game device is a game device that evaluates an operation using a plurality of controllers to be held at each predetermined part of a player's body, the image generating unit, An operation information acquisition unit, an evaluation unit, and an evaluation control unit are included.
  • the image generation unit displays a display image (for example, a game image including a target object) for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
  • the operation information acquisition unit acquires operation information of each controller operated by the player (for example, operation information such as shaking the controller held in the left and right hands).
  • the evaluation unit evaluates the player's operation based on the acquired relationship between the operation information and the task information. For example, when the first controller is swung with respect to a task operation in which the first controller to be held in the right hand is swung, or in response to a task operation in which the second controller is to be held in the left hand. If this is the case, evaluate that the correct operation was performed.
  • any controller is also swung. If not, it is evaluated that an incorrect operation has been performed.
  • the evaluation control unit displays the controller operation information held in the wrong part, and the controller operation information to be held in the wrong part. Let the evaluation part evaluate it. For example, when the number of times that the second controller has been shaken with respect to the task operation that shakes the first controller or the number of times that the first controller has been shaken with respect to the task operation that shakes the second controller is greater than a predetermined ratio.
  • each controller is gripped (held) in reverse, and the evaluation control unit determines whether the controller that is not properly held by the left and right hands to be held (the controller held reversely by the left and right hands)
  • the evaluation information is evaluated by replacing the operation information with the operation information of the controller to be held by these left and right hands. That is, the evaluation control unit replaces the operation information from the first controller with the operation information of the second controller that should be originally held by the left hand (the left hand in which the first controller is erroneously held). Further, the operation information from the second controller is replaced with the operation information of the first controller that should be originally held by the right hand (the right hand in which the second controller is erroneously held).
  • the evaluation unit evaluates that the first controller is shaken by this replacement even when the second controller is shaken in response to the task operation of shaking the first controller. Even when the first controller is shaken in response to a task operation of shaking the second controller, it is evaluated that the second controller is shaken by this replacement. As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
  • a game apparatus is a game apparatus in which a set of controllers are individually held at a plurality of parts including left and right hands of a player, and the player's operation using each controller is evaluated.
  • the assignment information storage unit, the image generation unit, the operation information acquisition unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
  • the task information storage unit stores task information that defines the task operation of each controller imposed on the player. Further, the image generation unit generates a display image for presenting the task content to the player based on the task information.
  • the operation information acquisition unit acquires operation information of each controller operated by the player in response to the task content presented in the display image.
  • the evaluation unit evaluates the player's operation based on the acquired relationship between the operation information and the task information.
  • the history information storage unit generates and stores history information in which operation information and task information are associated with each other. Further, the determination unit determines whether the holding state of each controller corresponding to each part of the player is correct based on the accumulated history information. That is, it is determined whether or not the player correctly holds each controller at each part. Then, when it is determined that the holding state is not correct (when it is determined that the holding state is not held in the correct part), the evaluation control unit determines the controller held in each part, The operation information of the held controller is replaced with the operation information of the controller to be held at each part, and the evaluation unit is made to evaluate.
  • the controller when the controller is held with the left and right hands and the controller is further lowered to one neck, all three are held correctly, one is correctly held, the other two are held incorrectly, or 3 It is determined whether they are held by mistake. When it is determined that there is a controller that is erroneously held, the number of times that each controller is held for the task operation of each controller is determined as to which part of the left or right hand or neck is held. Judged from the ratio.
  • the evaluation control unit The operation information is replaced with the operation information of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). Also, the operation information of the controller B is replaced with the operation information of the controller C that should be originally held at the neck (the neck where the controller B is erroneously held). Furthermore, the operation information of the controller C is replaced with the operation information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held).
  • the evaluation unit evaluates that the controller A is shaken by this replacement. Even when the controller A is shaken in response to a task operation of shaking the controller B, it is evaluated that the controller B is shaken by this replacement. Similarly, even if the controller B is shaken in response to a task operation of shaking the controller C, it is evaluated that the controller C is shaken by this replacement. As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
  • the determination unit compares the match ratio between the task information and the operation information as it is, and the case where the operation information is replaced for each controller and compared. And determining whether or not the holding state of each controller corresponding to each part is correct based on the relationship between the matching ratios of the two. In this case, it is possible to appropriately determine whether or not the holding state of each controller at the present time is correct.
  • the game device When the determination unit determines that the holding state is not correct, the game device, based on the history information stored in the history information storage unit, stores the operation information for the past controller held in each part, You may further provide the reevaluation part which re-evaluates by replacing with the operation information of the controller which should be hold
  • a game apparatus is a game apparatus in which a set of controllers are individually held at a plurality of parts including left and right hands of a player, and the player's operation using each controller is evaluated.
  • the assignment information storage unit, the image generation unit, the operation information acquisition unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
  • the game device determines the controller held in each part. Then, the evaluation control unit replaces the task information that specifies the task operation of the controller held in each part with the task information that specifies the task operation of the controller that should be held in each part, and evaluates it to the evaluation unit Let
  • the controller when the controller is held with the left and right hands and the controller is further lowered to one neck, all three are held correctly, one is correctly held, the other two are held incorrectly, or 3 It is determined whether they are held by mistake.
  • the controller C When the controller C is held in the right hand that should hold the controller A, the controller A is held in the left hand that should hold the controller B, and the controller B is held in the neck that should lower the controller C, the evaluation control unit
  • the task information of the controller B that should be originally held is replaced with the left hand (the left hand in which the controller A is erroneously held). Further, the task information of the controller B is replaced with the task information of the controller C that should be originally held at the neck (the neck in which the controller B is erroneously held).
  • the task information of the controller C is replaced with the task information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held).
  • An operation evaluation method includes a plurality of controllers, an image generation unit, an operation information acquisition unit, an evaluation unit, and evaluation control to be held at each predetermined part of the player's body.
  • An operation evaluation method in a game device having a section comprising an image generation step, an operation information acquisition step, an evaluation step, and an evaluation control step.
  • a display image for example, a game image including a target object
  • the task information that defines the task operation of each controller imposed on the player.
  • operation information of each controller operated by the player for example, operation information such as shaking the controller held in the left and right hands
  • the evaluation step the player's operation is evaluated based on the acquired relationship between the operation information and the task information.
  • the controller operation information held in the wrong part is changed to the controller operation information to be held in the wrong part.
  • the evaluation part evaluate it. For example, the number of times the second controller is swung with respect to a task operation that swings the first controller to be held in the right hand, or the first controller is swung with respect to the task operation that swings the second controller to be held in the left hand.
  • the number of times the number of times is greater than a predetermined ratio, it is determined that each controller is held in reverse, and in the evaluation control step, the controller held by the wrong hand (reversely held by the left and right hands).
  • the operation information of the controller is replaced with the operation information of the controller that should be originally held by the left and right hands, and is evaluated by the evaluation unit. That is, the evaluation control step replaces the operation information from the first controller with the operation information of the second controller that should be originally held by the left hand (the left hand in which the first controller is erroneously held). Further, the operation information from the second controller is replaced with the operation information of the first controller that should be originally held by the right hand (the right hand in which the second controller is erroneously held). For this reason, in the evaluation step, even when the second controller is shaken in response to the task operation of shaking the first controller, it is evaluated that the first controller is shaken by this replacement.
  • An information recording medium stores a program that causes a computer (including an electronic device) to function as an image generation unit, an operation information acquisition unit, an evaluation unit, and an evaluation control unit.
  • the image generation unit generates a display image for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
  • the operation information acquisition unit acquires operation information of each controller operated by the player.
  • the evaluation unit evaluates the player's operation based on the relationship between the acquired operation information and the task information. Based on the history information in which the operation information and the task information are associated with each other, the evaluation control unit displays the operation information of the controller held in the wrong part by operating the controller to be held in the wrong part. Replace with information and let the evaluation unit evaluate it.
  • a program causes a computer (including an electronic device) to function as an image generation unit, an operation information acquisition unit, an evaluation unit, and an evaluation control unit.
  • the image generation unit generates a display image for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
  • the operation information acquisition unit acquires operation information of each controller operated by the player.
  • the evaluation unit evaluates the player's operation based on the relationship between the acquired operation information and the task information. Based on the history information in which the operation information and the task information are associated with each other, the evaluation control unit displays the operation information of the controller held in the wrong part by operating the controller to be held in the wrong part. Replace with information and let the evaluation unit evaluate it.
  • This program 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.
  • a game device an operation evaluation method, an information recording medium, and a program suitable for appropriately evaluating a player's operation even when the player plays with a plurality of controllers. be able to.
  • Embodiments of the present invention will be described below.
  • an embodiment in which the present invention is applied to a game device will be described.
  • the present invention can be similarly applied to information processing devices such as various computers, PDAs, and mobile phones. it can. That is, the embodiment described below is for explanation, and does not limit the scope of the present invention. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
  • FIG. 1 is a schematic diagram 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.
  • a description will be given with reference to FIG. 1
  • 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 unit 105, a game mat 106, and an external memory. 107, a DVD (Digital Versatile Disk) -ROM drive 108, an image processing unit 109, an audio processing unit 110, and a NIC (Network Interface Card) 111.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • 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 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
  • the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
  • 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 game progress and chat communication.
  • the controller unit 105 connected via the interface 104 receives an operation input performed when the user executes the game. More specifically, for example, when a player holding a controller (to be described later) one by one with his / her left and right hands performs an operation of waving the controller (an operation of waving his / her hand), the operation information and the like are received by wireless communication. Details of the controller unit 105 will be described later.
  • the game mat 106 connected via the interface 104 is used by being placed on the floor surface, and accepts input by a stepping operation (step operation) by the player.
  • the game mat 106 is formed into a square such as a square, for example, and is divided into a plurality of regions. In each area, for example, a symbol imitating an arrow in each of the up, down, left, and right directions is written, and the player can identify each area.
  • Each area is provided with a pressure sensor, a switch, and the like. When any area is pressed (pressed) by the player, a stepping operation on the area is accepted.
  • the external memory 107 detachably connected via the interface 104, data indicating game progress, chat communication log (record) data, and the like are stored in a rewritable manner. The user can record these data in the external memory 107 as appropriate by inputting an instruction via the controller unit 105.
  • the external memory 107 may be an SD card or the like.
  • the DVD-ROM drive 108 On the DVD-ROM mounted on the DVD-ROM drive 108, a program for realizing the game and image data and sound data associated with the game are recorded. Under the control of the CPU 101, the DVD-ROM drive 108 performs a reading process on the DVD-ROM mounted thereon, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
  • the image processing unit 109 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 109 and records the processed data in a frame memory (not shown) included in the image processing unit 109. To do. Image information recorded in the frame memory is converted into a video signal (video signal) at a predetermined synchronization timing, and is output to a monitor (display described later) connected to the image processing unit 109. 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 kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. High speed execution of the obtained operation is also possible.
  • the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on the surface of each polygon according to the font information that defines the character shape. is there.
  • 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 110 converts audio data read from the DVD-ROM into an analog audio signal, supplies the analog audio signal to an external speaker (display speaker described later), and outputs the audio. For example, under the control of the CPU 101, the sound processing unit 110 generates sound effects and music data to be generated while the game is in progress, and outputs sound corresponding to the sound from the speaker.
  • the NIC 111 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 Or modems that connect to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cables to connect to the Internet using cable television lines This is an interface (not shown) that mediates between the modem and the CPU 101.
  • a computer communication network not shown
  • LAN Local Area Network
  • 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 the ROM 102, the RAM 103, the external memory 107, the DVD-ROM attached to the DVD-ROM drive 108, and the like. You may comprise. Further, it is possible to adopt a form in which a keyboard for accepting a character string editing input from a user, a mouse for accepting various position designations and selection inputs, and the like are connected.
  • a general computer can be used as a game apparatus.
  • 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 a simpler function 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, a mouse or the like is used as an input device instead of a controller. Then, after the game program is installed, when the program is executed, it functions as a game device.
  • FIG. 2 is an external view for explaining an outline of the controller unit 105 described above.
  • the controller unit 105 includes a pair of controllers 210 and 220 and a sensor bar 230 as shown. Each controller 210, 220 is connected by a predetermined connection cable.
  • the information processing apparatus 100 is connected to the sensor bar 230 and the display 290 via predetermined cables.
  • the controller 210 is a main controller, has an appearance similar to a remote control such as a television, and is connected to the information processing apparatus 100 wirelessly (by wireless communication).
  • the controller 220 is an auxiliary controller that is used in a state of being connected to the controller 210 in a nunchaku shape, and transmits information to the information processing apparatus 100 via the controller 210.
  • the player plays the game by holding the controllers 210 and 220 one by one with his left and right hands. In the information processing apparatus 100, holding the controller 210 with the right hand and holding the controller 220 with the left hand is defined as a correct (standard) way of holding.
  • the sensor bar 230 is formed in a rod shape having a predetermined length, and is appropriately fixed on the top of the display 290 along the direction of the screen. In the sensor bar 230, one light emitting element 231 is embedded at each end. Note that the number of light-emitting elements 231 embedded is an example, and may be larger than these numbers.
  • the sensor bar 230 receives power from the information processing apparatus 100 and causes the light emitting element 231 to emit light appropriately.
  • the controller 210 captures an image including the two light emitting elements 231 (two light emitting points) of the sensor bar 230.
  • the controller 210 includes a wireless communication unit therein, and sequentially transmits information of captured images to the information processing apparatus 100 by wireless communication. Then, the information processing apparatus 100 appropriately acquires the position and orientation of the controller 210 based on the positional relationship between the two light emitting points in the image sent from the controller 210.
  • the CPU 101, the image processing unit 109, and the like analyze the positional relationship between two light emitting points visible from the controller 210, calculate the spatial position of the controller 210 and the direction of the tip (the direction of the longitudinal axis), Finally, it is obtained where the player is operating the controller 210 on the screen. Note that such measurement of the position of the controller 210 is performed, for example, every vertical synchronization interrupt (1/60 seconds).
  • the controller 210 includes a triaxial acceleration sensor inside, and can measure the movement of the controller 210 in the triaxial direction. Note that the movement of the controller 210 may be measured by an angular velocity sensor, an inclination sensor, or the like instead of such an acceleration sensor.
  • the controller 210 sequentially transmits such measurement results (for example, acceleration information for each of the three axes) to the information processing apparatus 100.
  • the information processing apparatus 100 detects the movement of the controller 210 based on the measurement result sent from the controller 210. For example, a motion such as the player swinging, twisting, or striking the controller 210 and its moving direction are acquired. Note that such movement of the controller 210 is also detected, for example, every vertical synchronization interrupt.
  • a cross-shaped key 212 is arranged on the upper surface of the controller 210, and the player can input an instruction specifying an arbitrary direction.
  • An A button 213 and various buttons 215 are also arranged on the upper surface, and an instruction input associated with the button can be performed.
  • the B button 214 is disposed on the lower surface of the controller 210, and a depression may be formed on the lower surface thereof, so that the player can operate to pull the trigger.
  • a plurality of small holes 216 are provided on the upper surface of the controller 210 so that clear sound can be output from a speaker embedded therein.
  • the indicator 217 on the upper surface of the controller 210 is appropriately lit so that the player can identify even when a plurality of controllers 210 are used.
  • the power button 218 prepared on the top surface of the controller 210 instructs, for example, on / off of the information processing apparatus 100.
  • a vibration mechanism such as a vibrator is disposed inside the controller 210 so that vibration can be generated in response to instruction information sent from the information processing apparatus 100.
  • the controller 220 includes a similar triaxial acceleration sensor inside, and can measure the movement of the controller 220 in the triaxial direction.
  • the motion of the controller 220 may be measured by an angular velocity sensor, an inclination sensor, or the like instead of such an acceleration sensor.
  • the controller 220 sequentially transmits such measurement results (for example, acceleration information for each of the three axes) to the information processing apparatus 100 via the controller 210.
  • the information processing apparatus 100 similarly detects the movement of the controller 220 based on the measurement result from the controller 220. For example, a motion such as the player swinging, twisting, or striking the controller 220 and its moving direction are acquired. Note that such movement of the controller 220 is also detected, for example, every vertical synchronization interrupt.
  • a control stick 221 is arranged on the upper surface of the controller 220, and the player can input an instruction specifying an arbitrary direction.
  • a C button 222 is disposed at the tip of the controller 220, and a Z button 223 is disposed on the lower surface of the controller 220 so that the player can perform various operations.
  • each controller 210, 220 by combining such a pair of controllers 210, 220 and sensor bar 230.
  • the measurement of the position of the controller 210 and the like is not limited to the method in which the CCD camera 211 captures the light emitting point (light emitting element 231) of the sensor bar 230, and other methods can be applied as appropriate.
  • the position of the controller 210 or the like may be obtained from the time difference of wireless communication between two points via the sensor bar 230, or the controller 210 or the like based on the principle of triangulation using ultrasonic waves or infrared rays. May be determined.
  • FIG. 3 is a schematic diagram showing a schematic configuration viewed from the function of the game device according to the embodiment of the present invention.
  • FIG. 4 is a schematic diagram showing in detail the general configuration viewed from the hardware of the game device according to the embodiment of the present invention.
  • the game apparatus 300 includes an assignment information storage unit 330, an image generation unit 320, an operation information acquisition unit 340, an evaluation unit 361, a history information storage unit 350, a determination unit 362, and an evaluation control unit 363.
  • the task information storage unit 330 stores task information that defines task operations of the controllers 210 and 220 imposed on the player. For example, in a music game or the like, the type of controller to be operated by the player, the operation timing, and the like are stored in time series.
  • the above-described DVD-ROM mounted on the DVD-ROM drive 108, the RAM 103, and the like can function as such a problem information storage unit 330.
  • the image generation unit 320 generates a display image for presenting the task content to the player based on the stored task information. Specifically, an object may be generated that displays symbols corresponding to the controllers 210 and 220 and operation timing (such as the duration of the operation of shaking the controllers 210 and 220).
  • the image processing unit 109 or the like can function as such an image generation unit 320.
  • the operation information acquisition unit 340 acquires operation information of the controllers 210 and 220 operated by the player in response to the task content presented in the display image.
  • the controller unit 105, the game mat 106, the interface 104, the CPU 101, and the like can function as such an operation information acquisition unit 340.
  • the evaluation unit 361 evaluates the player's operation based on the relationship between the acquired operation information and the stored task information.
  • the CPU 101, the RAM 103, and the like can function as such an evaluation unit 361.
  • the history information storage unit 350 generates and stores history information in which operation information and task information are associated with each other. Typically, information such as operation timings of the controllers 210 and 220 acquired by the operation information acquisition unit 340 and the task information stored in the task information storage unit 330 are stored in association with each other in time series.
  • the RAM 103 or the like can function as such a history information storage unit 350.
  • the determination unit 362 determines whether or not the holding state of each of the controllers 210 and 220 corresponding to each part of the player is correct based on the accumulated history information.
  • the task information of each controller 210 and 220 may be collated with the operation information, and the determination may be performed based on the matching ratio.
  • the CPU 101, the RAM 103, and the like can function as such a determination unit 362.
  • the evaluation control unit 363 discriminates the controllers 210 and 220 held in the respective parts, and the operation information of the controllers 210 and 220 held in the wrong parts is obtained.
  • the evaluation unit 361 is evaluated by replacing the operation information of the controllers 220 and 210 to be held at the wrong part. Note that there may be three or more controllers.
  • the CPU 101 or the like can function as such an evaluation control unit 363.
  • the determination unit 362, the history information storage unit 350, and the assignment information storage unit 330 can be omitted as appropriate.
  • the configuration outline of the game apparatus 300 will be described in more detail.
  • the game apparatus 300 is a game apparatus that executes a music game, and moves and displays an object (a target object described later) on the screen in accordance with the music to be played, and is performed on the object. Evaluate player operations.
  • the game apparatus 300 includes an image information storage unit 310, an image generation unit 320, an assignment information storage unit 330, an operation information acquisition unit 340, a history information storage unit 350, a processing control unit 360, and a music information storage unit 370. And a music playback unit 380.
  • the image information storage unit 310 stores various image information. For example, a background image to be displayed during the play of a music game, image information such as a target object to be moved in synchronization with the rhythm of the music to be reproduced, and the like are stored.
  • the image generation unit 320 is controlled by the processing control unit 360 to generate a display image (game image) of the music game.
  • the image generation unit 320 appropriately reads various image information stored in the image information storage unit 310 and task information described later stored in the task information storage unit 330, and generates a game image.
  • the image generation unit 320 generates a game image as shown in FIG.
  • a plurality of types of target objects OC1, OC2, OM1 to OM4 are sequentially synchronized from the lower side along the movement lane La (lane corresponding to the type of object) in synchronization with the rhythm of the music to be played. It shows how they appear, move up and disappear.
  • the target objects OC1 and OC2 represent bell (hand bell) symbols pointing in different directions, and correspond to the controllers 210 and 220 described above. That is, the target object OC1 representing the left-facing bell symbol corresponds to the controller 220 that is normally held by the player with the left hand (should be held with the left hand), and also represents the target object representing the right-facing bell symbol.
  • the OC2 corresponds to the controller 210 that is normally held by the player with the right hand (which is determined to be held with the right hand).
  • the shapes of the target objects OM1 to OM4 correspond to the symbols (areas) in the game mat 106 described above, with arrow symbols in different directions.
  • These target objects OC1, OC2, OM1 to OM4 are controlled by the processing control unit 360, appear from the lower end (starting point) of the moving lane La, move on the moving lane La, and upper end (end point) of the moving lane La. Disappears at Then, when the player reaches any of the target objects OC1, OC2, OM1 to OM4 (which may be plural), the determination area HA (an area in which an object having the same shape as each target object is fixed) is reached. The operation corresponding to the object type is requested. That is, an operation of swinging the controllers 210 and 220 or an operation of stepping on the game mat 106 is required at the timing when the objects completely overlap in the determination area HA.
  • the player performs an operation of shaking the controller 220 to be held with the left hand. It has been demanded.
  • the target object OC2 moves to the determination area HA
  • the player is required to perform an operation of swinging the controller 210 to be held with the right hand.
  • the target objects OM1 to OM4 move to the determination area HA
  • the player is required to step on the same symbol (arrow symbol in the same direction) of the game mat 106.
  • the game image of FIG. 5 shows a case where the target objects (OC1, OC2, OM1 to OM4) move from the bottom to the top of the screen, but the movement direction of the target object is not limited to this and is arbitrary.
  • the screen may be moved from the upper side to the lower side, or may be moved in the horizontal direction (from the right side to the left side of the screen or from the left side to the right side of the screen).
  • a determination line orthogonal to the moving lane La may be displayed and used as the determination area.
  • the moving lane La may be hidden in the game image.
  • the shape of the target object is an example and may be another shape.
  • the task information storage unit 330 stores task information that defines the content of task operations imposed (required) by the player in accordance with the music to be played. For example, according to the rhythm (tempo) of the music to be played, the scale of the melody, etc., the operation timing of the controllers 210 and 220 that the player should swing or the symbols (areas) of the game mat 106 that the player should step on. Stores the task information defined in time series.
  • An example of specific task information is shown in FIG. This figure schematically shows how the operation timing is defined for each of the symbols of the controllers 210 and 220 and the game mat 106. These operation timings are synchronized with the playback time of the music (playback counter or the like) and are defined in time series.
  • Such task information is used by the process control unit 360 (more specifically, an evaluation unit 361 described later) to evaluate the operation content of the player. For example, the task information is scanned in time series in synchronization with the reproduction of music, and it is sequentially evaluated whether or not the correct operation has been performed by the player.
  • the task information is also used when the image generation unit 320 generates a display image. That is, each target object is controlled to move so that the target object reaches the determination area HA in accordance with the operation timing of the task information.
  • the operation information acquisition unit 340 acquires the operation information when each of the controllers 210 and 220 or the game mat 106 is operated by the player.
  • the operation information acquisition unit 340 includes a wireless communication unit 341 and a mat information reception unit 342.
  • the player performs operations such as an operation of swinging the controllers 210 and 220 and an operation of stepping on the game mat 106. Get information.
  • the wireless communication unit 341 sequentially performs wireless communication with the controller 210 to transmit / receive necessary information. For example, when the player performs an operation such as shaking the controller 210, the wireless communication unit 341 acquires operation information including an identifier (such as an identification number) of the operated controller 210. Note that operation information of the controller 220 is also sent via the controller 210. That is, when the player swings the controller 220, operation information including the identifier of the controller 220 is acquired. For this reason, it is possible to determine which of the controllers 210 and 220 has been operated based on the identifier included in such operation information.
  • the controller unit 105 can function as such a wireless communication unit 341.
  • the mat information receiving unit 342 receives mat information (operation information) supplied from the game mat 106. That is, when the player steps on the game mat 106, it is possible to acquire which symbol (area) of the game mat 106 is stepped on from the received mat information.
  • the interface 104 or the like can function as such a mat information receiving unit 342.
  • the history information accumulation unit 350 generates and accumulates history information in which the operation information acquired by the operation information acquisition unit 340 is associated with the corresponding task information stored in the task information storage unit 330. For example, when the operation information acquisition unit 340 acquires operation information from the controllers 210 and 220, the history information accumulation unit 350 reads out the task information about the controllers 210 and 220 corresponding to the timing from the task information storage unit 330. Then, history information in which the operation information and the task information are associated with each other is generated and stored.
  • the history information storage unit 350 reads the task information of the controllers 210 and 220 at that timing from the task information storage unit 330, History information as shown in FIG. 7A is generated.
  • the controller 220 is shaken and operation information including the identifier of the controller 220 is acquired, the task information of the controllers 210 and 220 at that timing is read, and history information as shown in FIG. 7B is generated.
  • the history information storage unit 350 generates history information as shown in FIG. 7C. Then, the history information accumulation unit 350 accumulates and stores the history information generated in this way.
  • the RAM 103 can function as such a history information storage unit 350.
  • the process control unit 360 controls the entire game apparatus 300.
  • the process control unit 360 includes an evaluation unit 361, a determination unit 362, and an evaluation control unit 363.
  • the evaluation unit 361 evaluates the player's operation based on the relationship between the operation information acquired by the operation information acquisition unit 340 and the task information stored in the task information storage unit 330. For example, as shown in FIG. 8A, when the controller 210 is swung at the timing T2 with respect to the operation timing T1 of the controller 210 as a problem (when the identifier of the operation information is the controller 210), the evaluation unit 361 Evaluate that the correct operation was performed. As an example, even when the timings T1 and T2 do not completely match, it is evaluated that the correct operation has been performed if there is a period that overlaps both. Also, as shown in FIG.
  • the evaluation unit 361 also when the controller 220 is swung at the timing T4 with respect to the operation timing T3 of the controller 220 as a problem (when the identifier of the operation information is the controller 220). Evaluates that the correct operation was performed. Similarly, in the game mat 106, when the same symbol is stepped on at an equivalent timing with respect to the operation timing of the symbol (area) to be a problem, the evaluation unit 361 assumes that the correct operation has been performed. evaluate.
  • the evaluation unit 361 Evaluate that an incorrect operation was performed. That is, even if the timing is the same, the operation target is different, so that it is evaluated as an erroneous operation. Further, as shown in FIG. 8D, the evaluation unit 361 also when the controller 210 is swung at the timing T6 with respect to the operation timing T3 of the controller 220 as a problem (when the identifier of the operation information is the controller 210). Evaluates that an operation error occurred.
  • the evaluation unit 361 also evaluates that an erroneous operation has been performed when a different symbol is stepped on at an equivalent timing with respect to the operation timing of the symbol that is the subject. In addition to this, the evaluation unit 361 also evaluates that an erroneous operation has been performed, for example, when an operation that does not overlap with the operation timing that is a problem is performed.
  • the determination unit 362 determines whether the gripping state (holding state) of each of the controllers 210 and 220 by the player is correct based on the history information stored in the history information storage unit 350. First, the determination unit 362 reads a predetermined number of the latest history information stored in the history information storage unit 350 and verifies the correspondence between the operation information and the task information. For example, the determination unit 362 reads a predetermined number of pieces of history information as illustrated in FIGS. 9A and 9B, and for each piece of history information, the controller 210 or 220 of the operation information (identifier) matches which controller of the assignment information. It is verified whether there is an overlap in timing. That is, in the history information of FIG.
  • the controller 210 of the operation information matches the controller 210 of the same task information, and thus has a correspondence as shown in FIG. 9C.
  • the controller 220 of the operation information matches the controller 210 of the different task information, and thus has a correspondence as shown in FIG. 9D.
  • “ ⁇ ” is entered in any of the areas AR1 shown in FIG. 9E.
  • “ ⁇ ” is entered in any of the areas AR2 shown in FIG. 9E.
  • the determination unit 362 When the verification for each piece of history information is completed, the determination unit 362 counts the number of “ ⁇ ” in the area AR1 and the number of “ ⁇ ” in the area AR2 shown in FIG. The ratio of both in the number of verified history information) is obtained. Then, the determination unit 362 determines whether or not the gripping state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like. For example, when the ratio of the area AR1 is larger than the ratio of the area AR2 and exceeds a predetermined reference value, the determination unit 362 determines that the gripping state of each of the controllers 210 and 220 is correct (the player determines each It is determined that the controllers 210 and 220 are correctly held.
  • the determination unit 362 indicates that the gripping state of each of the controllers 210 and 220 is incorrect (the player is It is determined that the controllers 210 and 220 are erroneously held upside down. In other cases, since the gripping state of the controllers 210 and 220 cannot be determined, the determination unit 362 suspends the determination (does not determine either). Note that such a gripping state determination method is merely an example, and the gripping state of each of the controllers 210 and 220 may be appropriately determined by another method using history information.
  • the evaluation control unit 363 replaces the operation information of the controllers 210 and 220 and causes the evaluation unit 361 to evaluate. That is, since the player mistakenly holds the controllers 210 and 220 left and right, when the operation information acquisition unit 340 acquires the operation information from the controllers 210 and 220, the evaluation control unit 363 uses the identifier therein. It replaces with the identifier of the other controller 220,210, and makes the evaluation part 361 evaluate. For example, as illustrated in FIG.
  • the evaluation control unit 363 replaces the identifier of the operation information with the identifier of the controller 210. Therefore, the evaluation unit 361 determines that the controller 210 is swung at the timing T2 with respect to the operation timing T1, and evaluates that the correct operation has been performed. Similarly, as illustrated in FIG. 10B, when the controller 210 is swung with respect to the operation timing T ⁇ b> 1 of the controller 220 as a problem, the evaluation control unit 363 replaces the identifier of the operation information with the identifier of the controller 220.
  • the evaluation unit 361 determines that the controller 220 is swung at the timing T4 with respect to the operation timing T2, and evaluates that the correct operation has been performed.
  • the evaluation control unit 363 may cause the evaluation unit 361 to evaluate the information of the controllers 210 and 220 of the task information instead of replacing the controllers 210 and 220 (identifiers) of the operation information for evaluation.
  • the evaluation control unit 363 displays the task information of the controllers 210 and 220 that are not correctly held by the left and right hands to be held (the controllers 210 and 220 held reversely by the left and right hands). Are replaced with the task information of the controllers 220 and 210 to be held by the evaluation unit 361.
  • the evaluation control unit 363 replaces the task information of the controller 210 with the task information of the controller 220 that should be originally held by the left hand (the left hand in which the controller 210 is erroneously held). Also, the task information of the controller 220 is replaced with the task information of the controller 210 that should be originally held by the right hand (the right hand in which the controller 220 is erroneously held). Therefore, the evaluation unit 361 evaluates that the controller 210 is shaken by this replacement even when the controller 220 is shaken in response to the task operation of shaking the controller 210. Even when the controller 210 is shaken in response to a task operation of shaking the controller 220, it is evaluated that the controller 220 is shaken by this replacement.
  • the CPU 101 or the like can function as such a processing control unit 360.
  • the music information storage unit 370 stores a plurality of pieces of music information played as accompaniment to the music game. For example, music information in a predetermined format such as MIDI (Musical Instrument Digital Interface) data is stored. The player can select a favorite music piece and play a music game in accordance with the reproduced sound (musical sound).
  • the music information storage unit 370 also stores music related information such as rhythm (tempo) and playback time for each music. Note that the DVD-ROM and the RAM 103 attached to the DVD-ROM drive 108 described above can function as such a music information storage unit 370.
  • the music playback unit 380 is controlled by the processing control unit 360 and plays back the music sound of the music game.
  • the music playback unit 380 reads the music information selected by the player from the music information storage unit 370 before the game starts (before play), and plays back the music information after the game starts (during play). Output the music sound.
  • the music reproduction method is not limited to this, and is arbitrary.
  • the music information may be reproduced while being read sequentially during play.
  • the audio processing unit 110 described above can function as such a music playback unit 380.
  • FIG. 11 is a flowchart showing a flow of operation evaluation processing executed in the music game.
  • the operation of the game apparatus 300 will be described with reference to FIG.
  • the game device 300 clears the setting for replacing operation information (identifier) (step S401). That is, at the start of the game, the replacement setting is cleared assuming that the player correctly holds the controllers 210 and 220 with the left and right hands.
  • the game device 300 starts playing the music and starts generating a game image (step S402). That is, the music playback unit 380 plays music based on the selected music information, supplies an audio signal accompanying the playback to the display 290, and outputs music from the speaker of the display 290. Further, the image generation unit 320 generates a display image as shown in FIG. 5 described above, supplies this video signal to the display 290, and causes the display 290 to display it.
  • the game device 300 moves the target object according to the music to be played (step S403). That is, the image generation unit 320 is controlled by the processing control unit 360 to move the target objects OC1, OC2, OM1 to OM4 as shown in FIG. 5 in synchronization with the rhythm of the music. Then, the player performs a corresponding operation at the timing when any of the target objects reaches the determination area HA while following the movement of the target objects (OC1, OC2, OM1 to OM4). become. That is, the player performs an operation of swinging the controllers 210 and 220 or an operation of stepping on the game mat 106 in accordance with the target object that has reached the determination area HA. For this reason, the game apparatus 300 sequentially acquires operation information performed by the player.
  • the game device 300 sequentially evaluates the player's operation based on the operation information and the task information (step S404). That is, the evaluation unit 361 compares the operation information acquired by the operation information acquisition unit 340 with the task information stored in the task information storage unit 330, and evaluates the operation content of the player. Specifically, as shown in FIGS. 8A to 8D described above, the task information and the player operation information are compared in time series to evaluate the player operation.
  • the game device 300 accumulates history information in which operation information and task information are associated (step S405). That is, the history information accumulation unit 350 generates history information in which the operation information of the controllers 210 and 220 acquired by the operation information acquisition unit 340 is associated with the corresponding task information stored in the task information storage unit 330. That is, history information as shown in FIGS. 7A to 7C is generated and stored.
  • the game device 300 determines whether or not accumulation of a predetermined number of history information has been completed (step S406). That is, it is determined whether or not the history information has been accumulated so that the player can determine the gripping state of the controllers 210 and 220. When determining that the accumulation of history information is not completed (step S406; No), the game device 300 advances the process to step S410 to be described later.
  • the game device 300 determines the gripping state of the controllers 210 and 220 (step S407). That is, the determination unit 362 reads a predetermined number of the latest history information stored in the history information storage unit 350 and verifies the correspondence between the operation information and the task information. When the verification for each piece of history information is completed, the determination unit 362 determines whether the gripping state of each of the controllers 210 and 220 is correct from the verification result. For example, the determination unit 362 aggregates the number of “ ⁇ ” in the area AR1 and the number of “ ⁇ ” in the area AR2 shown in FIG. 9E from the verification results shown in FIGS. 9C and 9D. The ratio of both in the whole (number of verified history information) is obtained. Then, the determination unit 362 determines whether or not the gripping state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like.
  • the game device 300 determines whether or not the gripping state is determined to be correct (step S408). That is, it is determined from the history information whether each controller 210, 220 is correctly held. When determining that the gripping state is correct (step S408; Yes), the game device 300 advances the process to step S410 described later.
  • step S408 when it is determined that the gripping state is not correct (step S408; No), the game device 300 replaces the operation information (identifier) (step S409). That is, since the player mistakenly holds the controllers 210 and 220 in the left and right directions, the evaluation control unit 363 uses the identifier in the operation information acquisition unit 340 when the operation information acquisition unit 340 acquires the operation information of the controllers 210 and 220. It replaces with the identifier of the other controller 220,210, and makes the evaluation part 361 evaluate. Note that the identifier of the assignment information may be replaced.
  • Game device 300 determines whether or not the game is over (step S410). That is, it is determined whether or not the music game for one time (one music) is finished. If it is determined that the game has not ended (step S410; No), the game device 300 returns the process to step S403 described above. Then, the processes in steps S403 to S410 are repeatedly executed. On the other hand, when it is determined that the game has ended (step S410; Yes), the game apparatus 300 displays a predetermined end message, a total score, and the like, and then ends the operation evaluation process.
  • the gripping state of each controller 210, 220 is determined from the history information, and when it is determined that the gripping state of each controller 210, 220 is not correct, the operation acquired from each controller 210, 220 The information identifier is replaced with the identifier of the other controller 220 or 210 for evaluation.
  • the game apparatus 500 includes an image information storage unit 310, an image generation unit 320, an assignment information storage unit 330, an operation information acquisition unit 340, a history information storage unit 350, and a process control unit 560. And a music information storage unit 370 and a music playback unit 380.
  • the image information storage unit 310 to the history information storage unit 350, the music information storage unit 370, and the music playback unit 380 have the same configuration as the game device 300 of FIG. 4 described above.
  • the process control unit 560 includes an evaluation unit 361, a determination unit 362, an evaluation control unit 363, and a reevaluation unit 561. That is, the process control unit 560 has a configuration in which a re-evaluation unit 561 is added to the configuration of the process control unit 360 in the game apparatus 300 of FIG. 4 described above.
  • the re-evaluation unit 561 uses the history information stored in the history information storage unit 350 to determine the operation information identifier for the past operation by the player. Replace and re-evaluate. That is, when each piece of history information is read from the history information storage unit 350 and the operation information is about the controllers 210 and 220, the identifier in the controller is replaced with the identifier of the other controller 220 and 210 and compared with the task information. To evaluate. For example, as illustrated in FIG.
  • the re-evaluation unit 561 when the operation information in the history information is an operation of the controller 210, the re-evaluation unit 561 replaces the identifier of the operation information with the identifier of the controller 220, and operates the controller 220 in the task information. Re-evaluate the player's operation compared to the timing.
  • the re-evaluation unit 561 replaces the identifier of the operation information with the identifier of the controller 210, and The player's operation is re-evaluated in comparison with the operation timing.
  • the re-evaluation unit 561 may re-evaluate the information of the controllers 210 and 220 of the task information instead of re-evaluating the identifier of the operation information in this way.
  • the CPU 101 or the like can function as such a reevaluation unit 561.
  • the part that holds the controllers 210 and 220 is not limited to such a player's hand. It may be a part of.
  • the present invention can be applied as appropriate to the case where each controller 210, 220 is held by the left and right feet (shin, thighs, etc.) of the player and the raising and lowering of the left and right feet is evaluated.
  • the present invention can be appropriately applied to the case where two identical controllers 210 are used.
  • the identifiers of the controllers 210 are different from each other, and the indicators 217 of the respective controllers 210 are displayed differently according to the identifiers.
  • the display of the indicator 217 indicates to the player the controller 210 to be gripped with the left hand and the controller 210 to be gripped with the right hand.
  • the operation information acquisition unit 340 wireless communication unit 341 acquires operation information including this identifier from each controller 210.
  • the history information accumulation unit 350 generates and accumulates history information in which the operation information of each controller 210 is associated with the task information, and the determination unit 362 stores the history information in the history information accumulation unit 350. Based on the accumulated history information, it is determined whether or not the gripping state (holding state) of each controller 210 by the player is correct. If it is determined that the grip state is not correct, the evaluation control unit 363 performs evaluation by replacing the identifier of the operation information acquired from each controller 210 with the identifier of the other controller 210.
  • the re-evaluation unit 561 also replaces the identifier of the operation information of each controller 210 with the identifier of the other controller 210 for past operations by the player based on the history information accumulated in the history information accumulation unit 350. Reassess. As described above, in a situation where two identical controllers 210 are used, even when the player plays while holding each controller 210 by mistake, the player's operation can be appropriately evaluated.
  • the present invention can be appropriately applied to a case where a total of three controllers are operated by holding two controllers with the left and right hands and holding the other controller from the neck. Specifically, it is determined that the controller A should be held (gripped) with the right hand, the controller B should be held with the left hand, and the controller C should be held down from the neck. Suppose that it is defined.
  • the history information storage unit 350 generates and stores history information in which the operation information of each controller A to C is associated with the task information. Based on the history information stored in the history information storage unit 350, the determination unit 362 determines whether the holding states of the controllers A to C corresponding to the respective parts of the player are correct. That is, the determination unit 362 determines whether one of the three is correctly held, one of which is correctly held and the other two are erroneously held, or one of the three is erroneously held. It will be.
  • the determination unit 362 determines that one is correct and the other two are in the wrong part. Is determined to be held. That is, it is determined that the controllers A and B are not correctly held by the left and right hands to be held, and are held by the left and right hands in reverse. If determined in this way, the evaluation control unit 363 replaces the identifiers of the operation information acquired from the controllers B and A with the identifiers of the controllers A and B that should be held by the left and right hands, and causes the evaluation unit 361 to Let me evaluate.
  • the evaluation control unit 363 replaces the identifier with the identifier of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). .
  • the identifier is replaced with the identifier of the controller A that should be originally held by the right hand.
  • the operation information of the controller C is acquired by the identifier, the identifier remains as it is and is not replaced.
  • the re-evaluation unit 561 originally holds the operation information identifiers of the controllers B and A with the left and right hands for the past operations by the player based on the history information accumulated in the history information accumulation unit 350. It replaces with the identifiers A and B of the controller to be performed, and evaluates again.
  • the determination unit 362 determines that all three are incorrect parts. It is determined that it is held at. That is, it is determined that the controllers A to C are not correctly held by the left and right hands and neck to be held, but are held by mistake in each of these parts.
  • the evaluation control unit 363 replaces the identifier of the operation information acquired from the controllers A to C with the identifier of the controller to be held in each part, and causes the evaluation unit 361 to evaluate.
  • the evaluation control unit 363 replaces the identifier with the identifier of the controller C that should originally be held at the neck (the neck where the controller A is erroneously held). .
  • the identifier is replaced with the identifier of the controller A that should be originally held by the right hand.
  • the identifier acquires the operation information of the controller C
  • the identifier is replaced with the identifier of the controller B that should be originally held by the left hand.
  • the re-evaluation unit 561 also originally retains the identifier of the operation information of the controllers A to C for each operation by the player based on the history information stored in the history information storage unit 350 at each part. Replace with the identifier of the controller to be evaluated and re-evaluate. Also in this case, even when the player plays while holding the controllers A to C by mistake, the operation of the player can be appropriately evaluated.
  • the evaluation control unit 363 and the like replace the identifiers in the operation information in order to replace the operation information from the controller.
  • the method of replacing the operation information from the controller is not limited to this and is arbitrary. It is.
  • the evaluation control unit 363 or the like may regenerate operation information of a controller that should be held at an incorrect part.
  • you may replace the subject information of a controller.
  • the evaluation control unit 363 The information is replaced with the task information of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). Further, the task information of the controller B is replaced with the task information of the controller C that should be originally held at the neck (the neck in which the controller B is erroneously held). Furthermore, the task information of the controller C is replaced with the task information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held). Even when the task information is replaced, even when the player plays while holding the controllers A to C in error, the operation of the player can be evaluated appropriately.
  • the evaluation control unit 363 immediately replaces the operation information (identifier or the like) for the controller that is determined to be erroneously held has been described. However, in such a case, after the player is warned once, if the player does not change the holding of the controller, the evaluation control unit 363 may replace the operation information of the controller that is erroneously held. Good. For example, if the determination unit 362 determines that the holding state of the controller is not correct, the processing control unit 360 (560) controls the image generation unit 320 to display a caution message notifying that the controller is not correctly held. , Display on the game screen.
  • the determination unit 362 determines again whether or not the holding state of each controller is correct based on history information (relationship between operation information and task information) accumulated after the attention message is displayed.
  • history information correlation between operation information and task information
  • the evaluation control unit 363 does not replace the operation information (identifier).
  • the evaluation control unit 363 can detect the erroneously held part as described above.
  • the operation information of the controller is replaced with the operation information of the controller that should be originally held at the site. In addition, you may replace the subject information of a controller.
  • the player can be alerted about the holding of the controller, and the player himself can be given an opportunity to change the holding of the controller. Even when the player is still playing with the controller held in error, the player's operation can be evaluated appropriately.
  • the re-evaluation unit 561 can re-evaluate the operation before the determination unit 362 displays the caution message in the same manner as described above, but only when the player changes the holding of the controller (takes it back correctly). You may make it reevaluate.
  • a game device As described above, according to the present invention, a game device, an operation evaluation method, and an information recording that are suitable for appropriately evaluating a player's operation even when the player plays with a plurality of controllers erroneously held.
  • a medium and a program can be provided.

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Abstract

In a game device (300), a task information storage unit (330) stores task information proscribing a task operation for each controller which is imposed on a player. When a game begins, an operation information acquisition unit (340) acquires operation information of each controller which is operated by the player. A processing control unit (360) evaluates the operation of the player on the basis of the relation between the acquired operation information and the stored task information. A history information accumulation unit (350) accumulates history information associating the operation information with the task information. The processing control unit (360) replaces the operation information of a controller held at a wrong portion with the operation information of a controller to be held at the wrong portion and evaluates the operation of the player on the basis of the accumulated history information.

Description

ゲーム装置、操作評価方法、情報記録媒体、および、プログラムGAME DEVICE, OPERATION EVALUATION METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、プレイヤが複数のコントローラを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することのできるゲーム装置、操作評価方法、情報記録媒体、および、プログラムに関する。 The present invention relates to a game device, an operation evaluation method, an information recording medium, and a program that can appropriately evaluate a player's operation even when the player plays with a plurality of controllers erroneously held.
 従来より、業務用や家庭用のゲーム装置にて実行されるゲーム(ソフトウェア等)が種々開発されている。中でも、音楽ゲーム(ダンスゲーム等も含まれる)と総称されるゲームは、根強い人気があり、幅広い年齢層のプレイヤから支持されている。
 この音楽ゲームは、演奏される楽曲のリズムや音階等に符合する操作をプレイヤがタイミングよく行うことにより、高得点を競うタイプのゲームである。
Conventionally, various games (software or the like) that are executed on a business or home game device have been developed. Among them, games collectively called music games (including dance games and the like) are very popular and are supported by players of a wide range of ages.
This music game is a type of game in which a player competes for a high score by performing an operation that matches the rhythm or musical scale of a musical piece to be played with good timing.
 ゲーム用マットを用いた音楽ゲームを一例として具体的に説明すると、ゲーム画面には、複数の移動レーンが設けられており、これら移動レーン上を目標オブジェクトが、演奏される楽曲に合わせて移動表示される。より詳細には、移動レーン毎に異なる目標オブジェクトが出現し、楽曲に合わせて移動レーン上を起点から終点に向けて移動する。これらの目標オブジェクトは、ゲーム用マットに区分けされた各領域を示すそれぞれのシンボルと同じ形状の画像(同じシンボル)であり、プレイヤが踏むべきゲーム用マットの領域を表している。また、各移動レーンを横断するように、判定エリアが設けられており、移動レーン上を移動する目標オブジェクトが判定エリアに到達したタイミングで、その目標オブジェクトと同じシンボル(ゲーム用マットの領域)をプレイヤが踏むと、得点が得られるようになっている。なお、判定エリアは、直線表示やオブジェクト表示にて表されている。
 つまりプレイヤには、楽曲に合わせて移動する目標オブジェクトを目で追いながら、ゲーム用マットの同じシンボルを、タイミングよく踏む操作が求められている。
A specific example of a music game using a game mat is described below. A plurality of movement lanes are provided on the game screen, and the target object moves and displays on the movement lanes in accordance with the music to be played. Is done. More specifically, a different target object appears for each moving lane, and moves on the moving lane from the start point to the end point according to the music. These target objects are images (same symbols) having the same shape as the symbols indicating the areas divided into the game mats, and represent the areas of the game mat that the player should step on. In addition, a determination area is provided so as to cross each movement lane, and when the target object moving on the movement lane reaches the determination area, the same symbol (game mat area) as the target object is displayed. When the player steps on, a score is obtained. Note that the determination area is represented by a straight line display or an object display.
That is, the player is required to step on the same symbol on the game mat in a timely manner while following the target object that moves according to the music.
 このような音楽ゲームの一例として、プレイヤのゲーム状況等に応じて難易度を変更することのできるゲーム装置の発明が開示されている(例えば、特許文献1参照)。 As an example of such a music game, an invention of a game device capable of changing the degree of difficulty according to the game situation of the player is disclosed (for example, see Patent Document 1).
特許第3579042号公報(第7-15頁、第4図)Japanese Patent No. 3579042 (pages 7-15, Fig. 4)
 最近では、上述したゲーム用マットを踏む操作に加えて、コントローラの操作を更にプレイヤに要求する音楽ゲームも開発されている。例えば、プレイヤが2つのコントローラ(一組のコントローラ)を左右の手で1つずつ把持(保持)し、目標オブジェクトの形状によって指定された左右のコントローラを、タイミングよく振る操作が更に課された音楽ゲーム等である。 Recently, in addition to the above-described operation of stepping on the game mat, a music game that further requires the player to operate the controller has been developed. For example, music in which a player holds (holds) two controllers (a set of controllers) one by one with his / her left and right hands and shakes the left and right controllers designated by the shape of the target object in a timely manner. Games, etc.
 なお、使用される各コントローラは、一方が主となるコントローラ(第1のコントローラ)であり、他方が補助的なコントローラ(第2のコントローラ)となっている。そして、例えば、第1及び第2のコントローラの形状の相違等により、プレイヤは、それらを見分けて使用できるようになっている。
 更に、このようなゲーム装置では、ゲームの種類に限られずに、第1のコントローラを右手で把持し、また、第2のコントローラを左手で把持して使用することが、正しい(標準的な)持ち方として定められている。
One of the controllers used is a main controller (first controller), and the other is an auxiliary controller (second controller). For example, the player can distinguish and use the first and second controllers due to a difference in the shapes of the first and second controllers.
Furthermore, in such a game apparatus, it is correct (standard) that the first controller is held with the right hand and the second controller is held with the left hand without being limited to the type of game. It is defined as a way of holding.
 しかしながら、このようなゲーム装置に不慣れなプレイヤは、これらのコントローラの正しい持ち方を知らないため、誤って各コントローラを左右逆に持ってプレイしてしまうことも多い。例えば、プレイヤから見て、第1のコントローラが左側に置いてあり、また、第2のコントローラが右側に置かれているような状況でゲームを始める場合、不慣れなプレイヤは、特に違和感を抱くことなく、各コントローラをそれぞれそのまま手に取ってしまう。つまり、左手で第1のコントローラを把持し、右手で第2のコントローラを把持しても、そのような持ち方が誤っていることに全く気付かずに、音楽ゲームを開始してしまうことになる。
 また、各コントローラの正しい持ち方を知っていたとしても、小さい子供等のプレイヤは、他のことに気が取られ、誤って各コントローラを左右逆に持ってプレイしてしまう場合も多い。
However, a player unfamiliar with such a game device does not know how to properly hold these controllers, and often mistakenly plays each controller upside down. For example, when the game is started in a situation where the first controller is placed on the left side and the second controller is placed on the right side as viewed from the player, the unfamiliar player is particularly uncomfortable. Instead, each controller is picked up as it is. In other words, even if the first controller is held with the left hand and the second controller is held with the right hand, the music game is started without realizing that the holding method is wrong. .
Even if the player knows how to hold each controller correctly, the player, such as a small child, often takes care of other things and mistakenly plays each controller upside down.
 このように、各コントローラの持ち方を誤ったまま音楽ゲームをプレイしてしまうと、たとえ、左右指定された方のコントローラをタイミングよく振ったとしても、実際には、異なる方のコントローラを振っているため、得点が得られないことになる。
 しかも、その際のゲーム画面には、誤操作を示すメッセージ(例えば、「miss!」等)が表示されるだけであるため、プレイヤは、依然として各コントローラの持ち方が誤っていることに気付かずに、ゲームを進めてしまう。
 そのため、思うように、ゲームの点数が伸びず、このような音楽ゲームが難しいと誤解してしまうプレイヤも多かった。
In this way, if you play a music game with the wrong way to hold each controller, even if you swing the right or left designated controller in a timely manner, in fact, shake the different controller. Therefore, the score cannot be obtained.
Moreover, since a message indicating an erroneous operation (for example, “miss!” Etc.) is only displayed on the game screen at that time, the player does not realize that the controller is still held in error. , Go ahead with the game.
Therefore, as expected, many players misunderstood that such a music game is difficult because the score of the game does not increase.
 つまり、プレイヤが各コントローラを正しく持ってプレイするとは限らず、そのような状況も考慮して、プレイヤの操作を評価する技術が求められていた。 That is, the player does not always play with each controller correctly, and a technique for evaluating the operation of the player in consideration of such a situation has been demanded.
 本発明は、このような課題を解決するためになされたもので、プレイヤが複数のコントローラを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することのできるゲーム装置、操作評価方法、情報記録媒体、および、プログラムを提供することを目的とする。 The present invention has been made to solve such problems, and a game apparatus and operation evaluation capable of appropriately evaluating a player's operation even when the player plays with a plurality of controllers erroneously held. It is an object to provide a method, an information recording medium, and a program.
 本発明の第1の観点に係るゲーム装置は、プレイヤの身体の予め定められた各部位にてそれぞれ保持されるべき複数のコントローラを使用した操作を評価するゲーム装置であって、画像生成部、操作情報取得部、評価部、及び、評価制御部を含んで構成される。 A game device according to a first aspect of the present invention is a game device that evaluates an operation using a plurality of controllers to be held at each predetermined part of a player's body, the image generating unit, An operation information acquisition unit, an evaluation unit, and an evaluation control unit are included.
 まず、画像生成部は、プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像(例えば、目標オブジェクト等を含んだゲーム画像)を生成する。また、操作情報取得部は、プレイヤにより操作された各コントローラの操作情報(例えば、左右の手に持つコントローラを振る等の操作情報)を取得する。評価部は、取得したこの操作情報と課題情報との関係に基づいて、プレイヤの操作を評価する。例えば、右手に保持されるべき第1コントローラを振る課題操作に対して第1コントローラが振られた場合や、左手に保持されるべき第2コントローラを振る課題操作に対して第2コントローラが振られた場合に、正しい操作が行われたと評価する。逆に、第1コントローラを振る課題操作に対して第2コントローラが振られた場合や、第2コントローラを振る課題操作に対して第1コントローラが振られた場合、更に、何れのコントローラも振られなかった場合では、誤った操作が行われたと評価する。 First, the image generation unit displays a display image (for example, a game image including a target object) for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player. Generate. Further, the operation information acquisition unit acquires operation information of each controller operated by the player (for example, operation information such as shaking the controller held in the left and right hands). The evaluation unit evaluates the player's operation based on the acquired relationship between the operation information and the task information. For example, when the first controller is swung with respect to a task operation in which the first controller to be held in the right hand is swung, or in response to a task operation in which the second controller is to be held in the left hand. If this is the case, evaluate that the correct operation was performed. Conversely, when the second controller is swung in response to the task operation of shaking the first controller, or when the first controller is swung in response to the task operation of shaking the second controller, any controller is also swung. If not, it is evaluated that an incorrect operation has been performed.
 そして、評価制御部は、操作情報と課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、誤った部位にて保持されるべきコントローラの操作情報に入れ替えて評価部に評価させる。
 例えば、第1コントローラを振る課題操作に対して第2コントローラが振られた回数や、第2コントローラを振る課題操作に対して第1コントローラが振られた回数が、所定の割合よりも大きい場合に、各コントローラが逆に把持(保持)されていると判別され、評価制御部は、保持されるべき左右の手で正しく保持されていないコントローラ(左右の手で逆に保持されているコントローラ)の操作情報を、これら左右の手にて保持されるべきコントローラの操作情報に入れ替えて評価部に評価させる。つまり、評価制御部は、第1コントローラからの操作情報を、左手(この第1コントローラが誤って保持されている左手)にて本来保持されるべき第2コントローラの操作情報に入れ替える。また、第2コントローラからの操作情報を、右手(この第2コントローラが誤って保持されている右手)にて本来保持されるべき第1コントローラの操作情報に入れ替える。
 このため、評価部は、第1コントローラを振る課題操作に対して第2コントローラが振られた場合でも、この入れ替えにより、第1コントローラが振られたと評価する。また、第2コントローラを振る課題操作に対して第1コントローラが振られた場合でも、この入れ替えにより、第2コントローラが振られたと評価する。
 この結果、プレイヤが複数のコントローラを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。
And based on the history information in which the operation information and the task information are associated, the evaluation control unit displays the controller operation information held in the wrong part, and the controller operation information to be held in the wrong part. Let the evaluation part evaluate it.
For example, when the number of times that the second controller has been shaken with respect to the task operation that shakes the first controller or the number of times that the first controller has been shaken with respect to the task operation that shakes the second controller is greater than a predetermined ratio. , It is determined that each controller is gripped (held) in reverse, and the evaluation control unit determines whether the controller that is not properly held by the left and right hands to be held (the controller held reversely by the left and right hands) The evaluation information is evaluated by replacing the operation information with the operation information of the controller to be held by these left and right hands. That is, the evaluation control unit replaces the operation information from the first controller with the operation information of the second controller that should be originally held by the left hand (the left hand in which the first controller is erroneously held). Further, the operation information from the second controller is replaced with the operation information of the first controller that should be originally held by the right hand (the right hand in which the second controller is erroneously held).
Therefore, the evaluation unit evaluates that the first controller is shaken by this replacement even when the second controller is shaken in response to the task operation of shaking the first controller. Even when the first controller is shaken in response to a task operation of shaking the second controller, it is evaluated that the second controller is shaken by this replacement.
As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
 本発明のその他の観点に係るゲーム装置は、一組のコントローラがプレイヤの左右の手を含む複数の部位にて個々に保持され、これら各コントローラを使用したプレイヤの操作を評価するゲーム装置であって、課題情報記憶部、画像生成部、操作情報取得部、評価部、履歴情報蓄積部、判定部、及び、評価制御部を含んで構成される。 A game apparatus according to another aspect of the present invention is a game apparatus in which a set of controllers are individually held at a plurality of parts including left and right hands of a player, and the player's operation using each controller is evaluated. The assignment information storage unit, the image generation unit, the operation information acquisition unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
 まず、課題情報記憶部は、プレイヤに課される各コントローラの課題操作を規定する課題情報を記憶する。また、画像生成部は、この課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する。操作情報取得部は、表示画像にて提示した課題内容に応答して、プレイヤにより操作された各コントローラの操作情報を取得する。評価部は、取得したこの操作情報と課題情報との関係に基づいて、プレイヤの操作を評価する。 First, the task information storage unit stores task information that defines the task operation of each controller imposed on the player. Further, the image generation unit generates a display image for presenting the task content to the player based on the task information. The operation information acquisition unit acquires operation information of each controller operated by the player in response to the task content presented in the display image. The evaluation unit evaluates the player's operation based on the acquired relationship between the operation information and the task information.
 一方、履歴情報蓄積部は、操作情報と課題情報とを対応付けた履歴情報を生成して蓄積する。また、判定部は、蓄積されたこの履歴情報に基づいて、プレイヤの各部位に対応する各コントローラの保持状態が正しいか否かを判定する。つまり、プレイヤが各部位で各コントローラを正しく保持しているかどうかを判定する。そして、評価制御部は、この保持状態が正しくないと判定された場合(正しい部位にて保持されていないと判定された場合)に、各部位に保持されているコントローラを判別し、各部位に保持されているコントローラの操作情報を、各部位にて保持されるべきコントローラの操作情報に入れ替えて評価部に評価させる。
 例えば、左右の手でコントローラを把持し、さらにコントローラを1つ首に下げて操作する場合、3つとも正しく保持されているか、1つが正しく残りの2つが誤って保持されているか、若しくは、3つとも誤って保持されているかを判定する。誤って保持されているコントローラが存在すると判別された場合には、各コントローラが左右の手又は首のいずれの部位にて保持されているかを、各コントローラの課題操作に対する実際に振られた回数の割合等から判別する。その後、評価制御部は、例えば、コントローラAを持つべき右手にコントローラCが、コントローラBを持つべき左手にコントローラAが、コントローラCを下げるべき首にコントローラBが保持されている場合、コントローラAの操作情報を、左手(このコントローラAが誤って保持されている左手)にて本来保持されるべきコントローラBの操作情報に入れ替える。また、コントローラBの操作情報を、首(このコントローラBが誤って保持されている首)にて本来保持されるべきコントローラCの操作情報に入れ替える。さらに、コントローラCの操作情報を、右手(このコントローラCが誤って保持されている右手)にて本来保持されるべきコントローラAの操作情報に入れ替える。
 このため、評価部は、コントローラAを振る課題操作に対してコントローラCが振られた場合でも、この入れ替えにより、コントローラAが振られたと評価する。また、コントローラBを振る課題操作に対してコントローラAが振られた場合でも、この入れ替えにより、コントローラBが振られたと評価する。同様に、コントローラCを振る課題操作に対してコントローラBが振られても、この入れ替えにより、コントローラCが振られたと評価する。
 この結果、プレイヤが複数のコントローラを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。
On the other hand, the history information storage unit generates and stores history information in which operation information and task information are associated with each other. Further, the determination unit determines whether the holding state of each controller corresponding to each part of the player is correct based on the accumulated history information. That is, it is determined whether or not the player correctly holds each controller at each part. Then, when it is determined that the holding state is not correct (when it is determined that the holding state is not held in the correct part), the evaluation control unit determines the controller held in each part, The operation information of the held controller is replaced with the operation information of the controller to be held at each part, and the evaluation unit is made to evaluate.
For example, when the controller is held with the left and right hands and the controller is further lowered to one neck, all three are held correctly, one is correctly held, the other two are held incorrectly, or 3 It is determined whether they are held by mistake. When it is determined that there is a controller that is erroneously held, the number of times that each controller is held for the task operation of each controller is determined as to which part of the left or right hand or neck is held. Judged from the ratio. Thereafter, for example, when the controller C is held in the right hand that should hold the controller A, the controller A is held in the left hand that should hold the controller B, and the controller B is held in the neck that should lower the controller C, the evaluation control unit The operation information is replaced with the operation information of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). Also, the operation information of the controller B is replaced with the operation information of the controller C that should be originally held at the neck (the neck where the controller B is erroneously held). Furthermore, the operation information of the controller C is replaced with the operation information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held).
For this reason, even when the controller C is shaken in response to a task operation of shaking the controller A, the evaluation unit evaluates that the controller A is shaken by this replacement. Even when the controller A is shaken in response to a task operation of shaking the controller B, it is evaluated that the controller B is shaken by this replacement. Similarly, even if the controller B is shaken in response to a task operation of shaking the controller C, it is evaluated that the controller C is shaken by this replacement.
As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
 判定部は、履歴情報蓄積部に蓄積された直近の所定数の履歴情報において、課題情報と操作情報との合致割合を、そのまま比較した場合と、操作情報をコントローラ毎に入れ替えて比較した場合とでそれぞれ求め、両者の合致割合の関係に基づいて、各部位に対応する各コントローラの保持状態が正しいか否かを判定してもよい。
 この場合、現時点における各コントローラの保持状態が正しいか否かを適切に判別することができる。
In the most recent predetermined number of history information stored in the history information storage unit, the determination unit compares the match ratio between the task information and the operation information as it is, and the case where the operation information is replaced for each controller and compared. And determining whether or not the holding state of each controller corresponding to each part is correct based on the relationship between the matching ratios of the two.
In this case, it is possible to appropriately determine whether or not the holding state of each controller at the present time is correct.
 上記ゲーム装置は、判定部により保持状態が正しくないと判定された場合に、履歴情報蓄積部に蓄積された履歴情報を基に、各部位に保持されているコントローラの過去分の操作情報を、各部位にて保持されるべきコントローラの操作情報に入れ替えて評価し直す再評価部を更に備えてもよい。
 この場合、過去の操作についても遡って再評価することができる。
When the determination unit determines that the holding state is not correct, the game device, based on the history information stored in the history information storage unit, stores the operation information for the past controller held in each part, You may further provide the reevaluation part which re-evaluates by replacing with the operation information of the controller which should be hold | maintained in each site | part.
In this case, past operations can be re-evaluated retroactively.
 本発明のその他の観点に係るゲーム装置は、一組のコントローラがプレイヤの左右の手を含む複数の部位にて個々に保持され、これら各コントローラを使用したプレイヤの操作を評価するゲーム装置であって、課題情報記憶部、画像生成部、操作情報取得部、評価部、履歴情報蓄積部、判定部、及び、評価制御部を含んで構成される。 A game apparatus according to another aspect of the present invention is a game apparatus in which a set of controllers are individually held at a plurality of parts including left and right hands of a player, and the player's operation using each controller is evaluated. The assignment information storage unit, the image generation unit, the operation information acquisition unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
 上記ゲーム装置は、判定部により保持状態が正しくないと判定された場合に、各部位に保持されているコントローラを判別する。そして、評価制御部は、各部位に保持されているコントローラの課題操作を規定する課題情報を、各部位にて保持されるべきコントローラの課題操作を規定する課題情報に入れ替えて、評価部に評価させる。 When the determination unit determines that the holding state is not correct, the game device determines the controller held in each part. Then, the evaluation control unit replaces the task information that specifies the task operation of the controller held in each part with the task information that specifies the task operation of the controller that should be held in each part, and evaluates it to the evaluation unit Let
 例えば、左右の手でコントローラを把持し、さらにコントローラを1つ首に下げて操作する場合、3つとも正しく保持されているか、1つが正しく残りの2つが誤って保持されているか、若しくは、3つとも誤って保持されているかを判定する。評価制御部は、コントローラAを持つべき右手にコントローラCが、コントローラBを持つべき左手にコントローラAが、コントローラCを下げるべき首にコントローラBが保持されている場合、コントローラAの課題情報を、左手(このコントローラAが誤って保持されている左手)にて本来保持されるべきコントローラBの課題情報に入れ替える。また、コントローラBの課題情報を、首(このコントローラBが誤って保持されている首)にて本来保持されるべきコントローラCの課題情報に入れ替える。さらに、コントローラCの課題情報を、右手(このコントローラCが誤って保持されている右手)にて本来保持されるべきコントローラAの課題情報に入れ替える。
 この結果、プレイヤが複数のコントローラを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。
For example, when the controller is held with the left and right hands and the controller is further lowered to one neck, all three are held correctly, one is correctly held, the other two are held incorrectly, or 3 It is determined whether they are held by mistake. When the controller C is held in the right hand that should hold the controller A, the controller A is held in the left hand that should hold the controller B, and the controller B is held in the neck that should lower the controller C, the evaluation control unit The task information of the controller B that should be originally held is replaced with the left hand (the left hand in which the controller A is erroneously held). Further, the task information of the controller B is replaced with the task information of the controller C that should be originally held at the neck (the neck in which the controller B is erroneously held). Furthermore, the task information of the controller C is replaced with the task information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held).
As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
 本発明のその他の観点に係る操作評価方法は、プレイヤの身体の予め定められた各部位にてそれぞれ保持されるべき複数のコントローラ、画像生成部、操作情報取得部、評価部、及び、評価制御部を有するゲーム装置における操作評価方法であって、画像生成ステップ、操作情報取得ステップ、評価ステップ、及び、評価制御ステップを含んで構成される。 An operation evaluation method according to another aspect of the present invention includes a plurality of controllers, an image generation unit, an operation information acquisition unit, an evaluation unit, and evaluation control to be held at each predetermined part of the player's body. An operation evaluation method in a game device having a section, comprising an image generation step, an operation information acquisition step, an evaluation step, and an evaluation control step.
 まず、画像生成ステップでは、プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像(例えば、目標オブジェクト等を含んだゲーム画像)を生成する。また、操作情報取得ステップでは、プレイヤにより操作された各コントローラの操作情報(例えば、左右の手に持つコントローラを振る等の操作情報)を取得する。評価ステップでは、取得したこの操作情報と課題情報との関係に基づいて、プレイヤの操作を評価する。 First, in the image generation step, a display image (for example, a game image including a target object) for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player. Generate. In the operation information acquisition step, operation information of each controller operated by the player (for example, operation information such as shaking the controller held in the left and right hands) is acquired. In the evaluation step, the player's operation is evaluated based on the acquired relationship between the operation information and the task information.
 そして、評価制御ステップでは、操作情報と課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、誤った部位にて保持されるべきコントローラの操作情報に入れ替えて評価部に評価させる。
 例えば、右手に保持されるべき第1コントローラを振る課題操作に対して第2コントローラが振られた回数や、左手に保持されるべき第2コントローラを振る課題操作に対して第1コントローラが振られた回数が、所定の割合よりも大きい場合に、各コントローラが逆に把持されていると判別され、評価制御ステップでは、誤った手で保持されているコントローラ(左右の手で逆に保持されているコントローラ)の操作情報を、左右の手にて本来保持されるべきコントローラの操作情報に入れ替えて評価部に評価させる。つまり、評価制御ステップは、第1コントローラからの操作情報を、左手(この第1コントローラが誤って保持されている左手)にて本来保持されるべき第2コントローラの操作情報に入れ替える。また、第2コントローラからの操作情報を、右手(この第2コントローラが誤って保持されている右手)にて本来保持されるべき第1コントローラの操作情報に入れ替える。
 このため、評価ステップでは、第1コントローラを振る課題操作に対して第2コントローラが振られた場合でも、この入れ替えにより、第1コントローラが振られたと評価する。また、第2コントローラを振る課題操作に対して第1コントローラが振られた場合でも、この入れ替えにより、第2コントローラが振られたと評価する。
 この結果、プレイヤが複数のコントローラを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。
Then, in the evaluation control step, based on the history information in which the operation information and the task information are associated with each other, the controller operation information held in the wrong part is changed to the controller operation information to be held in the wrong part. Let the evaluation part evaluate it.
For example, the number of times the second controller is swung with respect to a task operation that swings the first controller to be held in the right hand, or the first controller is swung with respect to the task operation that swings the second controller to be held in the left hand. When the number of times the number of times is greater than a predetermined ratio, it is determined that each controller is held in reverse, and in the evaluation control step, the controller held by the wrong hand (reversely held by the left and right hands). The operation information of the controller) is replaced with the operation information of the controller that should be originally held by the left and right hands, and is evaluated by the evaluation unit. That is, the evaluation control step replaces the operation information from the first controller with the operation information of the second controller that should be originally held by the left hand (the left hand in which the first controller is erroneously held). Further, the operation information from the second controller is replaced with the operation information of the first controller that should be originally held by the right hand (the right hand in which the second controller is erroneously held).
For this reason, in the evaluation step, even when the second controller is shaken in response to the task operation of shaking the first controller, it is evaluated that the first controller is shaken by this replacement. Even when the first controller is shaken in response to a task operation of shaking the second controller, it is evaluated that the second controller is shaken by this replacement.
As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
 本発明のその他の観点に係る情報記録媒体は、コンピュータ(電子機器を含む。)を、画像生成部、操作情報取得部、評価部、及び、評価制御部として機能させるプログラムを記憶する。
 画像生成部は、プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する。
 操作情報取得部は、プレイヤにより操作された各コントローラの操作情報を取得する。
 評価部は、取得した当該操作情報と当該課題情報との関係に基づいて、プレイヤの操作を評価する。
 評価制御部は、当該操作情報と当該課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、当該誤った部位にて保持されるべきコントローラの操作情報に入れ替えて評価部に評価させる。
An information recording medium according to another aspect of the present invention stores a program that causes a computer (including an electronic device) to function as an image generation unit, an operation information acquisition unit, an evaluation unit, and an evaluation control unit.
The image generation unit generates a display image for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
The operation information acquisition unit acquires operation information of each controller operated by the player.
The evaluation unit evaluates the player's operation based on the relationship between the acquired operation information and the task information.
Based on the history information in which the operation information and the task information are associated with each other, the evaluation control unit displays the operation information of the controller held in the wrong part by operating the controller to be held in the wrong part. Replace with information and let the evaluation unit evaluate it.
 本発明のその他の観点に係るプログラムは、コンピュータ(電子機器を含む。)を、画像生成部、操作情報取得部、評価部、及び、評価制御部として機能させる。
 画像生成部は、プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する。
 操作情報取得部は、プレイヤにより操作された各コントローラの操作情報を取得する。
 評価部は、取得した当該操作情報と当該課題情報との関係に基づいて、プレイヤの操作を評価する。
 評価制御部は、当該操作情報と当該課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、当該誤った部位にて保持されるべきコントローラの操作情報に入れ替えて評価部に評価させる。
A program according to another aspect of the present invention causes a computer (including an electronic device) to function as an image generation unit, an operation information acquisition unit, an evaluation unit, and an evaluation control unit.
The image generation unit generates a display image for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
The operation information acquisition unit acquires operation information of each controller operated by the player.
The evaluation unit evaluates the player's operation based on the relationship between the acquired operation information and the task information.
Based on the history information in which the operation information and the task information are associated with each other, the evaluation control unit displays the operation information of the controller held in the wrong part by operating the controller to be held in the wrong part. Replace with information and let the evaluation unit evaluate it.
 このプログラムは、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。 This program 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.
 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。 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、プレイヤが複数のコントローラを逆に持ってプレイした場合でも、プレイヤの操作を適切に評価するのに好適なゲーム装置、操作評価方法、情報記録媒体、および、プログラムを提供することができる。 According to the present invention, there are provided a game device, an operation evaluation method, an information recording medium, and a program suitable for appropriately evaluating a player's operation even when the player plays with a plurality of controllers. be able to.
本発明の実施形態に係る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 information processor concerning an embodiment of the present invention. 本発明の実施形態に係る情報処理装置の外観を示す模式図である。It is a mimetic diagram showing appearance of an information processor concerning an embodiment of the present invention. 本発明の実施形態に係るゲーム装置の機能から見た概要構成を示す模式図である。It is a schematic diagram which shows the general | schematic structure seen from the function of the game device which concerns on embodiment of this invention. 本発明の実施形態に係るゲーム装置のハードウェアから見た概要構成を詳細に示す模式図である。It is a mimetic diagram showing in detail the outline composition seen from the hardware of the game device concerning the embodiment of the present invention. 生成される表示画像の一例を示す模式図である。It is a schematic diagram which shows an example of the display image produced | generated. 課題情報を説明するための模式図である。It is a schematic diagram for demonstrating subject information. 履歴情報を説明するための模式図である。It is a schematic diagram for demonstrating log | history information. 履歴情報を説明するための模式図である。It is a schematic diagram for demonstrating log | history information. 履歴情報を説明するための模式図である。It is a schematic diagram for demonstrating log | history information. 評価の様子を説明するための模式図である。It is a schematic diagram for demonstrating the mode of evaluation. 評価の様子を説明するための模式図である。It is a schematic diagram for demonstrating the mode of evaluation. 評価の様子を説明するための模式図である。It is a schematic diagram for demonstrating the mode of evaluation. 評価の様子を説明するための模式図である。It is a schematic diagram for demonstrating the mode of evaluation. 把持状態の判定を説明するための模式図である。It is a schematic diagram for demonstrating determination of a holding state. 把持状態の判定を説明するための模式図である。It is a schematic diagram for demonstrating determination of a holding state. 把持状態の判定を説明するための模式図である。It is a schematic diagram for demonstrating determination of a holding state. 把持状態の判定を説明するための模式図である。It is a schematic diagram for demonstrating determination of a holding state. 把持状態の判定を説明するための模式図である。It is a schematic diagram for demonstrating determination of a holding state. 操作情報を入れ替える様子を説明するための模式図である。It is a schematic diagram for demonstrating a mode that operation information is replaced. 操作情報を入れ替える様子を説明するための模式図である。It is a schematic diagram for demonstrating a mode that operation information is replaced. 本発明の実施形態に係る操作評価処理の一例を示すフローチャートである。It is a flowchart which shows an example of the operation evaluation process which concerns on embodiment of this invention. 本発明の他の実施形態に係るゲーム装置の概要構成を示す模式図である。It is a schematic diagram which shows schematic structure of the game device which concerns on other embodiment of this invention. 再評価の様子を説明するための模式図である。It is a schematic diagram for demonstrating the mode of reevaluation. 再評価の様子を説明するための模式図である。It is a schematic diagram for demonstrating the mode of reevaluation.
 以下に本発明の実施形態を説明する。以下では、理解を容易にするため、ゲーム装置に本発明が適用される実施形態を説明するが、各種のコンピュータ、PDA、携帯電話などの情報処理装置においても同様に本発明を適用することができる。すなわち、以下に説明する実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素または全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。 Embodiments of the present invention will be described below. In the following, for ease of understanding, an embodiment in which the present invention is applied to a game device will be described. However, the present invention can be similarly applied to information processing devices such as various computers, PDAs, and mobile phones. it can. That is, the embodiment described below is for explanation, and does not limit the scope of the present invention. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
 図1は、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模式図である。以下、本図を参照して説明する。 FIG. 1 is a schematic diagram 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. Hereinafter, a description will be given with reference to FIG.
 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、コントローラユニット105と、ゲーム用マット106と、外部メモリ107と、DVD(Digital Versatile Disk)-ROMドライブ108と、画像処理部109と、音声処理部110と、NIC(Network Interface Card)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 unit 105, a game mat 106, and an external memory. 107, a DVD (Digital Versatile Disk) -ROM drive 108, an image processing unit 109, an audio processing unit 110, and a NIC (Network Interface Card) 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108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 a DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 108 and the information processing apparatus 100 is turned on to execute the program. 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、これが実行されることにより、DVD-ROMに記録されたプログラムをRAM 103に読み出してCPU 101による実行が開始される。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る。 The ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started. The The ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
 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やチャット通信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 game progress and chat communication.
 インターフェース104を介して接続された、コントローラユニット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。より詳細には、後述するコントローラを左右の手で1つずつ把持したプレイヤが、例えば、コントローラを振る操作(手を振る動作)を行うと、その操作情報等を無線通信により受け付ける。なお、コントローラユニット105の詳細については後述する。 The controller unit 105 connected via the interface 104 receives an operation input performed when the user executes the game. More specifically, for example, when a player holding a controller (to be described later) one by one with his / her left and right hands performs an operation of waving the controller (an operation of waving his / her hand), the operation information and the like are received by wireless communication. Details of the controller unit 105 will be described later.
 インターフェース104を介して接続された、ゲーム用マット106は、床面に置かれて使用され、プレイヤによる踏み操作(ステップ動作)による入力を受け付ける。
 ゲーム用マット106は、例えば、正方形等の四角形に成形されており、複数の領域に区分けされている。各領域には、例えば、上下左右の各方向への矢印を模したシンボル等がそれぞれ表記されており、プレイヤが各領域を識別することが可能となっている。また、各領域には、押圧センサやスイッチ等が内部に配置されており、何れかの領域がプレイヤにより押圧(押下)されると、その領域への踏み操作を受け付ける。
The game mat 106 connected via the interface 104 is used by being placed on the floor surface, and accepts input by a stepping operation (step operation) by the player.
The game mat 106 is formed into a square such as a square, for example, and is divided into a plurality of regions. In each area, for example, a symbol imitating an arrow in each of the up, down, left, and right directions is written, and the player can identify each area. Each area is provided with a pressure sensor, a switch, and the like. When any area is pressed (pressed) by the player, a stepping operation on the area is accepted.
 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107には、ゲームの進行状態を示すデータ、チャット通信のログ(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、コントローラユニット105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107に記録することができる。外部メモリ107は、SDカード等であってもよい。 In the external memory 107 detachably connected via the interface 104, data indicating game progress, chat communication log (record) data, and the like are stored in a rewritable manner. The user can record these data in the external memory 107 as appropriate by inputting an instruction via the controller unit 105. The external memory 107 may be an SD card or the like.
 DVD-ROMドライブ108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108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。 On the DVD-ROM mounted on the DVD-ROM drive 108, a program for realizing the game and image data and sound data associated with the game are recorded. Under the control of the CPU 101, the DVD-ROM drive 108 performs a reading process on the DVD-ROM mounted thereon, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
 画像処理部109は、DVD-ROMから読み出されたデータをCPU 101や自身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、これを自身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(映像信号)に変換され画像処理部109に接続されるモニタ(後述するディスプレイ)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 109 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 109 and records the processed data in a frame memory (not shown) included in the image processing unit 109. To do. Image information recorded in the frame memory is converted into a video signal (video signal) at a predetermined synchronization timing, and is output to a monitor (display described later) connected to the image processing unit 109. 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 kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. 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。 In addition, the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on the surface of each polygon according to the font information that defines the character shape. is there. 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110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、外部のスピーカ(後述するディスプレイのスピーカ)に供給して音声を出力させる。例えば、音声処理部110は、CPU 101による制御の下、ゲームの進行中に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 110 converts audio data read from the DVD-ROM into an analog audio signal, supplies the analog audio signal to an external speaker (display speaker described later), and outputs the audio. For example, under the control of the CPU 101, the sound processing unit 110 generates sound effects and music data to be generated while the game is in progress, and outputs sound corresponding to the sound from the speaker.
 NIC 111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規格に従うものや、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、CPU 101との仲立ちを行うインターフェース(図示せず)である。 The NIC 111 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 Or modems that connect to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cables to connect to the Internet using cable television lines This is an interface (not shown) that mediates between the modem 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107、DVD-ROMドライブ108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 the ROM 102, the RAM 103, the external memory 107, the DVD-ROM attached to the DVD-ROM drive 108, and the like. You may comprise.
Further, it is possible to adopt a form in which a keyboard for accepting a character string editing input from a user, a mouse for accepting various position designations and selection inputs, and the like are 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)をゲーム装置として利用することもできる。たとえば、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よりも簡易な機能となる画像処理部を備え、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する。 Further, instead of the information processing apparatus 100 of this embodiment, a general computer (general-purpose personal computer or the like) can be used as a game apparatus. 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 a simpler function 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, a mouse or the like is used as an input device instead of a controller. Then, after the game program is installed, when the program is executed, it functions as a game device.
 (コントローラユニットの概要)
 図2は、上述したコントローラユニット105の概要を説明するための外観図である。
 コントローラユニット105は、図示するような一組のコントローラ210,220とセンサバー230とを含んで構成される。各コントローラ210,220は、所定の接続ケーブルにて接続されている。また、情報処理装置100は、所定のケーブルを介してセンサバー230及びディスプレイ290とそれぞれ接続されている。
(Overview of controller unit)
FIG. 2 is an external view for explaining an outline of the controller unit 105 described above.
The controller unit 105 includes a pair of controllers 210 and 220 and a sensor bar 230 as shown. Each controller 210, 220 is connected by a predetermined connection cable. In addition, the information processing apparatus 100 is connected to the sensor bar 230 and the display 290 via predetermined cables.
 コントローラ210は、主となるコントローラであり、例えば、テレビ等のリモコンと類似した外観を有し、情報処理装置100とワイヤレスで(無線通信によって)接続される。
 一方、コントローラ220は、コントローラ210とヌンチャク状に接続された状態で使用される補助的なコントローラであり、コントローラ210を介して、情報処理装置100に情報を送信する。
 プレイヤは、各コントローラ210,220を左右の手で1つずつ把持して、ゲームをプレイすることになる。なお、情報処理装置100において、コントローラ210を右手で把持し、また、コントローラ220を左手で把持することが、正しい(標準的な)持ち方として定められている。
 また、センサバー230は、所定の長さの棒状に形成され、ディスプレイ290の上部に、画面の向きに沿って適宜固定される。このセンサバー230には、両端に1つずつ発光素子231が埋設されている。なお、埋設される発光素子231の数は一例であり、これらの数より多くてもよい。
 センサバー230は、情報処理装置100から電源供給を受けて発光素子231を適宜発光させる。
The controller 210 is a main controller, has an appearance similar to a remote control such as a television, and is connected to the information processing apparatus 100 wirelessly (by wireless communication).
On the other hand, the controller 220 is an auxiliary controller that is used in a state of being connected to the controller 210 in a nunchaku shape, and transmits information to the information processing apparatus 100 via the controller 210.
The player plays the game by holding the controllers 210 and 220 one by one with his left and right hands. In the information processing apparatus 100, holding the controller 210 with the right hand and holding the controller 220 with the left hand is defined as a correct (standard) way of holding.
The sensor bar 230 is formed in a rod shape having a predetermined length, and is appropriately fixed on the top of the display 290 along the direction of the screen. In the sensor bar 230, one light emitting element 231 is embedded at each end. Note that the number of light-emitting elements 231 embedded is an example, and may be larger than these numbers.
The sensor bar 230 receives power from the information processing apparatus 100 and causes the light emitting element 231 to emit light appropriately.
 コントローラ210は、先端にCCDカメラ211が配置され、先端がディスプレイ290に向けられると、このCCDカメラ211がセンサバー230の2つの発光素子231(2つの発光点)を含む画像を撮影する。また、コントローラ210は、内部に無線通信部を備えており、撮影した画像の情報を、無線通信にて情報処理装置100に順次送信する。
 そして、情報処理装置100は、コントローラ210から送られた画像中における2つの発光点の位置関係等に基づいて、コントローラ210の位置及び向き等を適宜取得する。例えば、CPU 101及び画像処理部109等は、コントローラ210から見える2つの発光点の位置関係等を解析して、コントローラ210の空間位置及び、その先端の向き(長手軸線の方向)を算定し、最終的に、プレイヤがコントローラ210を画面上のどこに向けて操作しているか等を取得する。
 なお、このようなコントローラ210の位置等の計測は、例えば、垂直同期割り込み(1/60秒)毎に行われる。
When the CCD camera 211 is disposed at the tip and the tip is directed to the display 290, the controller 210 captures an image including the two light emitting elements 231 (two light emitting points) of the sensor bar 230. In addition, the controller 210 includes a wireless communication unit therein, and sequentially transmits information of captured images to the information processing apparatus 100 by wireless communication.
Then, the information processing apparatus 100 appropriately acquires the position and orientation of the controller 210 based on the positional relationship between the two light emitting points in the image sent from the controller 210. For example, the CPU 101, the image processing unit 109, and the like analyze the positional relationship between two light emitting points visible from the controller 210, calculate the spatial position of the controller 210 and the direction of the tip (the direction of the longitudinal axis), Finally, it is obtained where the player is operating the controller 210 on the screen.
Note that such measurement of the position of the controller 210 is performed, for example, every vertical synchronization interrupt (1/60 seconds).
 また、コントローラ210は、内部に、3軸の加速度センサを備えており、コントローラ210の3軸方向の動きを測定することが可能となっている。なお、このような加速度センサの代わりに、角速度センサや傾きセンサ等により、コントローラ210の動きを測定してもよい。
 コントローラ210は、このような測定結果(例えば、3軸それぞれの加速度情報)を情報処理装置100に順次送信する。
 そして、情報処理装置100は、コントローラ210から送られる測定結果に基づいて、コントローラ210の動きを検出する。例えば、プレイヤがコントローラ210を振る、ひねる、突くといった動作やその移動方向を取得する。
 なお、このようなコントローラ210の動きの検出も、例えば、垂直同期割り込み毎に行われる。
The controller 210 includes a triaxial acceleration sensor inside, and can measure the movement of the controller 210 in the triaxial direction. Note that the movement of the controller 210 may be measured by an angular velocity sensor, an inclination sensor, or the like instead of such an acceleration sensor.
The controller 210 sequentially transmits such measurement results (for example, acceleration information for each of the three axes) to the information processing apparatus 100.
The information processing apparatus 100 detects the movement of the controller 210 based on the measurement result sent from the controller 210. For example, a motion such as the player swinging, twisting, or striking the controller 210 and its moving direction are acquired.
Note that such movement of the controller 210 is also detected, for example, every vertical synchronization interrupt.
 コントローラ210の上面には、十字形キー212が配置されており、プレイヤが任意の方向を指定した指示入力を行うことができる。また、Aボタン213や、各種ボタン215も上面に配置されており、当該ボタンに対応付けられた指示入力を行うことができる。 A cross-shaped key 212 is arranged on the upper surface of the controller 210, and the player can input an instruction specifying an arbitrary direction. An A button 213 and various buttons 215 are also arranged on the upper surface, and an instruction input associated with the button can be performed.
 一方、Bボタン214は、コントローラ210の下面に配置され、その下面に窪みが構成されていることもあり、プレイヤがトリガを引くように操作することができるようになっている。 On the other hand, the B button 214 is disposed on the lower surface of the controller 210, and a depression may be formed on the lower surface thereof, so that the player can operate to pull the trigger.
 コントローラ210の上面には、複数の小さな孔216が設けられており、内部に埋設されたスピーカからクリアな音声を出力できるようになっている。 A plurality of small holes 216 are provided on the upper surface of the controller 210 so that clear sound can be output from a speaker embedded therein.
 コントローラ210の上面のインジケータ217は、コントローラ210が複数使用された場合でもプレイヤが識別できるように、適宜点灯する。
 また、コントローラ210の上面に用意された電源ボタン218は、例えば、情報処理装置100のオン・オフを指示する。
The indicator 217 on the upper surface of the controller 210 is appropriately lit so that the player can identify even when a plurality of controllers 210 are used.
The power button 218 prepared on the top surface of the controller 210 instructs, for example, on / off of the information processing apparatus 100.
 更に、コントローラ210の内部には、バイブレータ等の振動機構が配置され、情報処理装置100から送られる指示情報に応答して、振動を発生させることもできるようになっている。 Furthermore, a vibration mechanism such as a vibrator is disposed inside the controller 210 so that vibration can be generated in response to instruction information sent from the information processing apparatus 100.
 一方、コントローラ220は、内部に、同様の3軸の加速度センサを備えており、コントローラ220の3軸方向の動きを測定することが可能となっている。なお、このような加速度センサの代わりに、角速度センサや傾きセンサ等により、コントローラ220の動きを測定してもよい。
 コントローラ220は、このような測定結果(例えば、3軸それぞれの加速度情報)を、コントローラ210を介して情報処理装置100に順次送信する。
 そして、情報処理装置100は、同様に、コントローラ220からの測定結果に基づいて、コントローラ220の動きを検出する。例えば、プレイヤがコントローラ220を振る、ひねる、突くといった動作やその移動方向を取得する。
 なお、このようなコントローラ220の動きの検出も、例えば、垂直同期割り込み毎に行われる。
On the other hand, the controller 220 includes a similar triaxial acceleration sensor inside, and can measure the movement of the controller 220 in the triaxial direction. Note that the motion of the controller 220 may be measured by an angular velocity sensor, an inclination sensor, or the like instead of such an acceleration sensor.
The controller 220 sequentially transmits such measurement results (for example, acceleration information for each of the three axes) to the information processing apparatus 100 via the controller 210.
The information processing apparatus 100 similarly detects the movement of the controller 220 based on the measurement result from the controller 220. For example, a motion such as the player swinging, twisting, or striking the controller 220 and its moving direction are acquired.
Note that such movement of the controller 220 is also detected, for example, every vertical synchronization interrupt.
 コントローラ220の上面には、コントロールスティック221が配置されており、プレイヤが任意の方向を指定した指示入力を行うことができる。
 この他にも、コントローラ220の先端部には、Cボタン222が配置され、また、コントローラ220の下面には、Zボタン223が配置されており、プレイヤが各種操作を行えるようになっている。
A control stick 221 is arranged on the upper surface of the controller 220, and the player can input an instruction specifying an arbitrary direction.
In addition, a C button 222 is disposed at the tip of the controller 220, and a Z button 223 is disposed on the lower surface of the controller 220 so that the player can perform various operations.
 以下では、このような一組のコントローラ210,220とセンサバー230との組合せによって、各コントローラ210,220の操作や位置等を得ることについて説明する。なお、コントローラ210等の位置の測定は、センサバー230の発光点(発光素子231)をCCDカメラ211が撮影する手法に限られず、他の手法でも適宜適用可能である。例えば、センサバー230を介した2地点間の無線通信の時差等から、コントローラ210等の位置を求めてもよく、また、超音波や赤外線等を使用して、三角測量の原理にてコントローラ210等の位置を求めてもよい。 Hereinafter, description will be given of obtaining the operation, position, and the like of each controller 210, 220 by combining such a pair of controllers 210, 220 and sensor bar 230. The measurement of the position of the controller 210 and the like is not limited to the method in which the CCD camera 211 captures the light emitting point (light emitting element 231) of the sensor bar 230, and other methods can be applied as appropriate. For example, the position of the controller 210 or the like may be obtained from the time difference of wireless communication between two points via the sensor bar 230, or the controller 210 or the like based on the principle of triangulation using ultrasonic waves or infrared rays. May be determined.
 (ゲーム装置の概要構成)
 ゲーム装置の概要構成について、図3と図4を参照して説明する。
 図3は、本発明の実施形態に係るゲーム装置の機能から見た概要構成を示す模式図である。図4は、本発明の実施形態に係るゲーム装置のハードウェアから見た概要構成を詳細に示す模式図である。以下、図3を参照して説明する。
 ゲーム装置300は、課題情報記憶部330、画像生成部320、操作情報取得部340、評価部361、履歴情報蓄積部350、判定部362、評価制御部363を含んで構成される。
(Outline configuration of game device)
A schematic configuration of the game apparatus will be described with reference to FIGS. 3 and 4.
FIG. 3 is a schematic diagram showing a schematic configuration viewed from the function of the game device according to the embodiment of the present invention. FIG. 4 is a schematic diagram showing in detail the general configuration viewed from the hardware of the game device according to the embodiment of the present invention. Hereinafter, a description will be given with reference to FIG.
The game apparatus 300 includes an assignment information storage unit 330, an image generation unit 320, an operation information acquisition unit 340, an evaluation unit 361, a history information storage unit 350, a determination unit 362, and an evaluation control unit 363.
 課題情報記憶部330は、プレイヤに課される各コントローラ210,220の課題操作を規定する課題情報を記憶する。例えば、音楽ゲーム等において、プレイヤが操作するべきコントローラの種類や操作のタイミング等を時系列に記憶する。
 上述したDVD-ROMドライブ108に装着されるDVD-ROM及び、RAM 103等が、このような課題情報記憶部330として機能しうる。
The task information storage unit 330 stores task information that defines task operations of the controllers 210 and 220 imposed on the player. For example, in a music game or the like, the type of controller to be operated by the player, the operation timing, and the like are stored in time series.
The above-described DVD-ROM mounted on the DVD-ROM drive 108, the RAM 103, and the like can function as such a problem information storage unit 330.
 画像生成部320は、記憶される課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する。具体的には、各コントローラ210,220に対応するシンボルや、操作のタイミング(コントローラ210,220を振る動作の継続時間等)を表示するオブジェクトを生成してもよい。画像処理部109等が、このような画像生成部320として機能しうる。 The image generation unit 320 generates a display image for presenting the task content to the player based on the stored task information. Specifically, an object may be generated that displays symbols corresponding to the controllers 210 and 220 and operation timing (such as the duration of the operation of shaking the controllers 210 and 220). The image processing unit 109 or the like can function as such an image generation unit 320.
 操作情報取得部340は、表示画像にて提示した課題内容に応答して、プレイヤにより操作された各コントローラ210,220の操作情報を取得する。コントローラユニット105、ゲーム用マット106、インターフェース104及びCPU 101等が、このような操作情報取得部340として機能しうる。 The operation information acquisition unit 340 acquires operation information of the controllers 210 and 220 operated by the player in response to the task content presented in the display image. The controller unit 105, the game mat 106, the interface 104, the CPU 101, and the like can function as such an operation information acquisition unit 340.
 評価部361は、取得した操作情報と記憶される課題情報との関係に基づいて、プレイヤの操作を評価する。CPU 101及びRAM 103等が、このような評価部361として機能しうる。 The evaluation unit 361 evaluates the player's operation based on the relationship between the acquired operation information and the stored task information. The CPU 101, the RAM 103, and the like can function as such an evaluation unit 361.
 履歴情報蓄積部350は、操作情報と課題情報とを対応付けた履歴情報を生成して蓄積する。典型的には、操作情報取得部340で取得した各コントローラ210,220の操作のタイミング等の情報と、課題情報記憶部330に記憶されている課題情報とを時系列に対応させて記憶する。RAM 103等が、このような履歴情報蓄積部350として機能しうる。 The history information storage unit 350 generates and stores history information in which operation information and task information are associated with each other. Typically, information such as operation timings of the controllers 210 and 220 acquired by the operation information acquisition unit 340 and the task information stored in the task information storage unit 330 are stored in association with each other in time series. The RAM 103 or the like can function as such a history information storage unit 350.
 判定部362は、蓄積された履歴情報に基づいて、プレイヤの各部位に対応する各コントローラ210,220の保持状態が正しいか否かを判定する。各コントローラ210,220の課題情報と操作情報とを照合し、これらの合致割合に基づいて判定を行ってもよい。CPU 101及びRAM 103等が、このような判定部362として機能しうる。 The determination unit 362 determines whether or not the holding state of each of the controllers 210 and 220 corresponding to each part of the player is correct based on the accumulated history information. The task information of each controller 210 and 220 may be collated with the operation information, and the determination may be performed based on the matching ratio. The CPU 101, the RAM 103, and the like can function as such a determination unit 362.
 評価制御部363は、保持状態が正しくないと判定された場合に、各部位に保持されているコントローラ210,220を判別し、誤った部位に保持されているコントローラ210,220の操作情報を、誤った部位にて保持されるべきコントローラ220,210の操作情報に入れ替えて評価部361に評価させる。なお、コントローラは3つ以上であってもよい。CPU 101等が、このような評価制御部363として機能しうる。 When it is determined that the holding state is not correct, the evaluation control unit 363 discriminates the controllers 210 and 220 held in the respective parts, and the operation information of the controllers 210 and 220 held in the wrong parts is obtained. The evaluation unit 361 is evaluated by replacing the operation information of the controllers 220 and 210 to be held at the wrong part. Note that there may be three or more controllers. The CPU 101 or the like can function as such an evaluation control unit 363.
 判定部362、履歴情報蓄積部350、課題情報記憶部330は、適宜省略することができる。
 以下では、ゲーム装置300の構成概要についてさらに詳細に説明する。
The determination unit 362, the history information storage unit 350, and the assignment information storage unit 330 can be omitted as appropriate.
Hereinafter, the configuration outline of the game apparatus 300 will be described in more detail.
 以下、図4を参照して説明する。このゲーム装置300は、一例として、音楽ゲームを実行するゲーム装置であって、演奏する楽曲に合わせて画面上にオブジェクト(後述する目標オブジェクト)を移動させて表示し、このオブジェクトに対してなされるプレイヤの操作を評価する。 Hereinafter, description will be made with reference to FIG. As an example, the game apparatus 300 is a game apparatus that executes a music game, and moves and displays an object (a target object described later) on the screen in accordance with the music to be played, and is performed on the object. Evaluate player operations.
 ゲーム装置300は、画像情報記憶部310と、画像生成部320と、課題情報記憶部330と、操作情報取得部340と、履歴情報蓄積部350と、処理制御部360と、楽曲情報記憶部370と、楽曲再生部380とを備える。 The game apparatus 300 includes an image information storage unit 310, an image generation unit 320, an assignment information storage unit 330, an operation information acquisition unit 340, a history information storage unit 350, a processing control unit 360, and a music information storage unit 370. And a music playback unit 380.
 まず、画像情報記憶部310は、種々の画像情報を記憶する。例えば、音楽ゲームのプレイ中に表示するための背景画像や、再生される楽曲のリズム等に同調して移動させる目標オブジェクト等の画像情報等を記憶する。 First, the image information storage unit 310 stores various image information. For example, a background image to be displayed during the play of a music game, image information such as a target object to be moved in synchronization with the rhythm of the music to be reproduced, and the like are stored.
 画像生成部320は、処理制御部360に制御され、音楽ゲームの表示画像(ゲーム画像)を生成する。
 例えば、画像生成部320は、画像情報記憶部310に記憶された各種画像情報や課題情報記憶部330に記憶された後述する課題情報を適宜読み出し、ゲーム画像を生成する。
The image generation unit 320 is controlled by the processing control unit 360 to generate a display image (game image) of the music game.
For example, the image generation unit 320 appropriately reads various image information stored in the image information storage unit 310 and task information described later stored in the task information storage unit 330, and generates a game image.
 具体的に画像生成部320は、図5に示すようなゲーム画像を生成する。この図5では、複数種類の目標オブジェクトOC1,OC2,OM1~OM4が、演奏される楽曲のリズム等に同調して、移動レーンLa(オブジェクトの種類に応じたレーン)に沿って、下方から順次現れてそれぞれ上方まで移動して消えて行く様子を示している。
 目標オブジェクトOC1,OC2は、異なる方向を向いたベル(ハンドベル)シンボルを表しており、上述したコントローラ210,220と対応している。つまり、左向きのベルシンボルを表す目標オブジェクトOC1は、プレイヤが通常左手で把持する(左手で保持すべきと定められている)コントローラ220に対応しており、また、右向きのベルシンボルを表す目標オブジェクトOC2は、プレイヤが通常右手で把持する(右手で保持すべきと定められている)コントローラ210に対応している。
 一方、目標オブジェクトOM1~OM4の形状は、異なる向きの矢印シンボルで、上述したゲーム用マット106における各シンボル(領域)とそれぞれ対応している。
Specifically, the image generation unit 320 generates a game image as shown in FIG. In FIG. 5, a plurality of types of target objects OC1, OC2, OM1 to OM4 are sequentially synchronized from the lower side along the movement lane La (lane corresponding to the type of object) in synchronization with the rhythm of the music to be played. It shows how they appear, move up and disappear.
The target objects OC1 and OC2 represent bell (hand bell) symbols pointing in different directions, and correspond to the controllers 210 and 220 described above. That is, the target object OC1 representing the left-facing bell symbol corresponds to the controller 220 that is normally held by the player with the left hand (should be held with the left hand), and also represents the target object representing the right-facing bell symbol. The OC2 corresponds to the controller 210 that is normally held by the player with the right hand (which is determined to be held with the right hand).
On the other hand, the shapes of the target objects OM1 to OM4 correspond to the symbols (areas) in the game mat 106 described above, with arrow symbols in different directions.
 これら目標オブジェクトOC1,OC2,OM1~OM4は、処理制御部360によって制御され、移動レーンLaの下端(起点)から出現し、移動レーンLa上を移動し、そして、移動レーンLaの上端(終点)にて消滅する。そして、プレイヤには、いずれかの目標オブジェクトOC1,OC2,OM1~OM4(複数の場合もあり)が判定エリアHA(各目標オブジェクトと同じ形状のオブジェクトを固定して配置したエリア)に到達したタイミングにて、そのオブジェクトの種類に対応した操作が要求される。
 つまり、判定エリアHAにてオブジェクト同士が完全に重なったタイミングにて、コントローラ210,220を振る操作、又は、ゲーム用マット106を踏む操作が求められている。
 例えば、目標オブジェクトOC1(左ベルシンボル)が判定エリアHAまで移動したタイミング(より詳細にはオブジェクト同士が完全に重なったタイミング)にて、プレイヤには、左手で保持すべきコントローラ220を振る操作が求められている。同様に、目標オブジェクトOC2(右ベルシンボル)が判定エリアHAまで移動したタイミングにて、プレイヤには、右手で保持すべきコントローラ210を振る操作が求められている。
 一方、目標オブジェクトOM1~OM4が判定エリアHAまで移動したタイミングにて、プレイヤには、ゲーム用マット106の同じシンボル(同じ方向の矢印シンボル)を踏む操作が求められている。
These target objects OC1, OC2, OM1 to OM4 are controlled by the processing control unit 360, appear from the lower end (starting point) of the moving lane La, move on the moving lane La, and upper end (end point) of the moving lane La. Disappears at Then, when the player reaches any of the target objects OC1, OC2, OM1 to OM4 (which may be plural), the determination area HA (an area in which an object having the same shape as each target object is fixed) is reached. The operation corresponding to the object type is requested.
That is, an operation of swinging the controllers 210 and 220 or an operation of stepping on the game mat 106 is required at the timing when the objects completely overlap in the determination area HA.
For example, at the timing when the target object OC1 (left bell symbol) moves to the determination area HA (more specifically, when the objects completely overlap each other), the player performs an operation of shaking the controller 220 to be held with the left hand. It has been demanded. Similarly, at the timing when the target object OC2 (right bell symbol) moves to the determination area HA, the player is required to perform an operation of swinging the controller 210 to be held with the right hand.
On the other hand, at the timing when the target objects OM1 to OM4 move to the determination area HA, the player is required to step on the same symbol (arrow symbol in the same direction) of the game mat 106.
 なお、図5のゲーム画像では、目標オブジェクト(OC1,OC2,OM1~OM4)が画面の下方から上方へ移動する場合を示しているが、目標オブジェクトの移動方向はこれに限られず任意である。例えば、画面の上方から下方へ移動させてもよく、他にも、横方向(画面の右側から左側、又は、画面の左側から右側)等へ移動させてもよい。また、判定エリアHAの代わりに、移動レーンLaと直交する判定ラインを表示し、判定のエリアとして用いてもよい。また、移動レーンLaは、ゲーム画像において非表示としてもよい。
 更に、目標オブジェクトの形状は、一例であり、他の形状であってもよい。
The game image of FIG. 5 shows a case where the target objects (OC1, OC2, OM1 to OM4) move from the bottom to the top of the screen, but the movement direction of the target object is not limited to this and is arbitrary. For example, the screen may be moved from the upper side to the lower side, or may be moved in the horizontal direction (from the right side to the left side of the screen or from the left side to the right side of the screen). Further, instead of the determination area HA, a determination line orthogonal to the moving lane La may be displayed and used as the determination area. The moving lane La may be hidden in the game image.
Furthermore, the shape of the target object is an example and may be another shape.
 図4に戻って、課題情報記憶部330は、再生される楽曲に応じて、プレイヤに課される(要求される)課題操作の内容を規定する課題情報を記憶する。例えば、再生される楽曲のリズム(テンポ)及び、メロディの音階等に応じて、プレイヤが振るべきコントローラ210,220、又は、プレイヤが踏むべきゲーム用マット106のシンボル(領域)について、その操作タイミングが時系列に規定された課題情報を記憶する。
 具体的な課題情報の一例を、図6に示す。この図では、コントローラ210,220、及び、ゲーム用マット106の各シンボルのそれぞれについて、操作タイミングが規定されている様子を模式的に示している。これらの操作タイミングは、楽曲の再生時間(再生カウンタ等)と同期しており、時系列に規定されている。
 このような課題情報は、処理制御部360(より詳細には、後述する評価部361)が、プレイヤの操作内容を評価するために使用される。例えば、楽曲の再生と同期させて、課題情報が時系列に沿って走査され、正しい操作がプレイヤによって行われたかどうかが順次評価される。
 また、課題情報は、画像生成部320が表示画像を生成する際にも使用される。つまり、課題情報の操作タイミングに合わせて、対象の目標オブジェクトが、判定エリアHAに到達するように、各目標オブジェクトが移動制御される。
Returning to FIG. 4, the task information storage unit 330 stores task information that defines the content of task operations imposed (required) by the player in accordance with the music to be played. For example, according to the rhythm (tempo) of the music to be played, the scale of the melody, etc., the operation timing of the controllers 210 and 220 that the player should swing or the symbols (areas) of the game mat 106 that the player should step on. Stores the task information defined in time series.
An example of specific task information is shown in FIG. This figure schematically shows how the operation timing is defined for each of the symbols of the controllers 210 and 220 and the game mat 106. These operation timings are synchronized with the playback time of the music (playback counter or the like) and are defined in time series.
Such task information is used by the process control unit 360 (more specifically, an evaluation unit 361 described later) to evaluate the operation content of the player. For example, the task information is scanned in time series in synchronization with the reproduction of music, and it is sequentially evaluated whether or not the correct operation has been performed by the player.
The task information is also used when the image generation unit 320 generates a display image. That is, each target object is controlled to move so that the target object reaches the determination area HA in accordance with the operation timing of the task information.
 図4に戻って、操作情報取得部340は、各コントローラ210,220、又は、ゲーム用マット106がプレイヤによって操作された際に、その操作情報を取得する。
 具体的に操作情報取得部340は、無線通信部341とマット情報受付部342とを有しており、プレイヤが各コントローラ210,220を振る操作、及び、ゲーム用マット106を踏む操作等の操作情報を取得する。
Returning to FIG. 4, the operation information acquisition unit 340 acquires the operation information when each of the controllers 210 and 220 or the game mat 106 is operated by the player.
Specifically, the operation information acquisition unit 340 includes a wireless communication unit 341 and a mat information reception unit 342. The player performs operations such as an operation of swinging the controllers 210 and 220 and an operation of stepping on the game mat 106. Get information.
 すなわち、無線通信部341は、コントローラ210と順次無線通信を行い、必要な情報を送受信する。
 例えば、プレイヤがコントローラ210を振る等の操作を行った際に、無線通信部341は、操作されたコントローラ210の識別子(識別番号等)を含む操作情報を取得する。なお、コントローラ220の操作情報も、コントローラ210を介して送られる。つまり、プレイヤがコントローラ220を振った際には、コントローラ220の識別子を含む操作情報を取得することになる。
 そのため、このような操作情報に含まれる識別子によって、コントローラ210,220の何れが操作されたのかを判別できるようになっている。
 そして、コントローラユニット105が、このような無線通信部341として機能しうる。
That is, the wireless communication unit 341 sequentially performs wireless communication with the controller 210 to transmit / receive necessary information.
For example, when the player performs an operation such as shaking the controller 210, the wireless communication unit 341 acquires operation information including an identifier (such as an identification number) of the operated controller 210. Note that operation information of the controller 220 is also sent via the controller 210. That is, when the player swings the controller 220, operation information including the identifier of the controller 220 is acquired.
For this reason, it is possible to determine which of the controllers 210 and 220 has been operated based on the identifier included in such operation information.
The controller unit 105 can function as such a wireless communication unit 341.
 また、マット情報受付部342は、ゲーム用マット106から供給されるマット情報(操作情報)を受け付ける。つまり、プレイヤがゲーム用マット106を踏んだ際に、受け付けたマット情報からゲーム用マット106のどのシンボル(領域)が踏まれたのかを取得できるようになっている。
 なお、インターフェース104等が、このようなマット情報受付部342として機能しうる。
The mat information receiving unit 342 receives mat information (operation information) supplied from the game mat 106. That is, when the player steps on the game mat 106, it is possible to acquire which symbol (area) of the game mat 106 is stepped on from the received mat information.
The interface 104 or the like can function as such a mat information receiving unit 342.
 履歴情報蓄積部350は、操作情報取得部340が取得した操作情報と、課題情報記憶部330に記憶される対応する課題情報とを対応付けた履歴情報を生成して蓄積する。
 例えば、履歴情報蓄積部350は、コントローラ210,220からの操作情報を操作情報取得部340が取得した際に、そのタイミングに対応するコントローラ210,220についての課題情報を課題情報記憶部330から読み出し、これら操作情報と課題情報とを対応付けた履歴情報を生成して蓄積する。
 具体的に履歴情報蓄積部350は、コントローラ210が振られ、コントローラ210の識別子を含む操作情報が取得された際に、そのタイミングにおけるコントローラ210,220の課題情報を課題情報記憶部330から読み出し、図7Aに示すような履歴情報を生成する。
 同様に、コントローラ220が振られ、コントローラ220の識別子を含む操作情報が取得された際に、そのタイミングにおけるコントローラ210,220の課題情報を読み出し、図7Bに示すような履歴情報を生成する。
 また、コントローラ210,220が同時期に振られ、各識別子を含む操作情報がそれぞれ取得された際に、履歴情報蓄積部350は、図7Cに示すような履歴情報を生成する。
 そして、履歴情報蓄積部350は、このようにして生成した履歴情報を蓄積して保存する。
 なお、RAM 103が、このような履歴情報蓄積部350として機能しうる。
The history information accumulation unit 350 generates and accumulates history information in which the operation information acquired by the operation information acquisition unit 340 is associated with the corresponding task information stored in the task information storage unit 330.
For example, when the operation information acquisition unit 340 acquires operation information from the controllers 210 and 220, the history information accumulation unit 350 reads out the task information about the controllers 210 and 220 corresponding to the timing from the task information storage unit 330. Then, history information in which the operation information and the task information are associated with each other is generated and stored.
Specifically, when the controller 210 is shaken and the operation information including the identifier of the controller 210 is acquired, the history information storage unit 350 reads the task information of the controllers 210 and 220 at that timing from the task information storage unit 330, History information as shown in FIG. 7A is generated.
Similarly, when the controller 220 is shaken and operation information including the identifier of the controller 220 is acquired, the task information of the controllers 210 and 220 at that timing is read, and history information as shown in FIG. 7B is generated.
Further, when the controllers 210 and 220 are shaken at the same time and operation information including each identifier is acquired, the history information storage unit 350 generates history information as shown in FIG. 7C.
Then, the history information accumulation unit 350 accumulates and stores the history information generated in this way.
The RAM 103 can function as such a history information storage unit 350.
 図4に戻って、処理制御部360は、ゲーム装置300全体を制御する。例えば、処理制御部360は、評価部361、判定部362、及び、評価制御部363を含んで構成される。 Returning to FIG. 4, the process control unit 360 controls the entire game apparatus 300. For example, the process control unit 360 includes an evaluation unit 361, a determination unit 362, and an evaluation control unit 363.
 評価部361は、操作情報取得部340が取得した操作情報と、課題情報記憶部330に記憶された課題情報との関係に基づいて、プレイヤの操作を評価する。
 例えば、図8Aに示すように、課題となるコントローラ210の操作タイミングT1に対して、コントローラ210がタイミングT2にて振られた場合(操作情報の識別子がコントローラ210の場合)に、評価部361は、正しい操作が行われたと評価する。なお、一例として、タイミングT1,T2のように、完全に一致していない場合でも、両者に重なる期間があれば正しい操作が行われたと評価するものとする。
 また、図8Bに示すように、課題となるコントローラ220の操作タイミングT3に対して、コントローラ220がタイミングT4にて振られた場合(操作情報の識別子がコントローラ220の場合)にも、評価部361は、正しい操作が行われたと評価する。
 同様に、ゲーム用マット106においても、課題となるシンボル(領域)の操作タイミングに対して、同じシンボルが同等のタイミングにて踏まれた場合にも、評価部361は、正しい操作が行われたと評価する。
The evaluation unit 361 evaluates the player's operation based on the relationship between the operation information acquired by the operation information acquisition unit 340 and the task information stored in the task information storage unit 330.
For example, as shown in FIG. 8A, when the controller 210 is swung at the timing T2 with respect to the operation timing T1 of the controller 210 as a problem (when the identifier of the operation information is the controller 210), the evaluation unit 361 Evaluate that the correct operation was performed. As an example, even when the timings T1 and T2 do not completely match, it is evaluated that the correct operation has been performed if there is a period that overlaps both.
Also, as shown in FIG. 8B, the evaluation unit 361 also when the controller 220 is swung at the timing T4 with respect to the operation timing T3 of the controller 220 as a problem (when the identifier of the operation information is the controller 220). Evaluates that the correct operation was performed.
Similarly, in the game mat 106, when the same symbol is stepped on at an equivalent timing with respect to the operation timing of the symbol (area) to be a problem, the evaluation unit 361 assumes that the correct operation has been performed. evaluate.
 一方、図8Cに示すように、課題となるコントローラ210の操作タイミングT1に対して、コントローラ220がタイミングT5にて振られた場合(操作情報の識別子がコントローラ220の場合)に、評価部361は、誤操作が行われたと評価する。つまり、タイミングは同等であっても、操作対象が異なっているため、誤操作と評価する。
 また、図8Dに示すように、課題となるコントローラ220の操作タイミングT3に対して、コントローラ210がタイミングT6にて振られた場合(操作情報の識別子がコントローラ210の場合)にも、評価部361は、誤操作が行われたと評価する。
 同様に、ゲーム用マット106においても、課題となるシンボルの操作タイミングに対して、異なるシンボルが同等のタイミングにて踏まれた場合にも、評価部361は、誤操作が行われたと評価する。
 この他にも、課題となる操作タイミングと重ならない操作がなされた場合等にも、評価部361は、誤操作が行われたと評価する。
On the other hand, as shown in FIG. 8C, when the controller 220 is swung at the timing T5 with respect to the operation timing T1 of the controller 210 as a problem (when the identifier of the operation information is the controller 220), the evaluation unit 361 Evaluate that an incorrect operation was performed. That is, even if the timing is the same, the operation target is different, so that it is evaluated as an erroneous operation.
Further, as shown in FIG. 8D, the evaluation unit 361 also when the controller 210 is swung at the timing T6 with respect to the operation timing T3 of the controller 220 as a problem (when the identifier of the operation information is the controller 210). Evaluates that an operation error occurred.
Similarly, in the game mat 106, the evaluation unit 361 also evaluates that an erroneous operation has been performed when a different symbol is stepped on at an equivalent timing with respect to the operation timing of the symbol that is the subject.
In addition to this, the evaluation unit 361 also evaluates that an erroneous operation has been performed, for example, when an operation that does not overlap with the operation timing that is a problem is performed.
 図4に戻って、判定部362は、履歴情報蓄積部350に蓄積された履歴情報に基づいて、プレイヤによる各コントローラ210,220の把持状態(保持状態)が正しいか否かを判定する。
 まず、判定部362は、履歴情報蓄積部350に蓄積された直近の履歴情報を所定数読み出し、操作情報と課題情報との対応を検証する。例えば、判定部362は、図9A、図9Bに示すような履歴情報を所定数読み出して、各履歴情報について、操作情報(識別子)のコントローラ210,220が課題情報のどちらのコントローラと合致しているか(タイミングに重なりがあるか)を検証する。つまり、図9Aの履歴情報では、操作情報のコントローラ210が、課題情報の同じコントローラ210と合致しているため、図9Cに示すような対応関係となる。一方、図9Bの履歴情報では、操作情報のコントローラ220が、課題情報の異なる方のコントローラ210と合致しているため、図9Dに示すような対応関係となる。
 すなわち、課題情報の同じコントローラ210,220と合致する場合には、図9Eに示すエリアAR1の何れかに「○」が入ることになる。一方、課題情報の異なる方のコントローラ220,210と合致する場合には、図9Eに示すエリアAR2の何れかに「○」が入ることになる。
Returning to FIG. 4, the determination unit 362 determines whether the gripping state (holding state) of each of the controllers 210 and 220 by the player is correct based on the history information stored in the history information storage unit 350.
First, the determination unit 362 reads a predetermined number of the latest history information stored in the history information storage unit 350 and verifies the correspondence between the operation information and the task information. For example, the determination unit 362 reads a predetermined number of pieces of history information as illustrated in FIGS. 9A and 9B, and for each piece of history information, the controller 210 or 220 of the operation information (identifier) matches which controller of the assignment information. It is verified whether there is an overlap in timing. That is, in the history information of FIG. 9A, the controller 210 of the operation information matches the controller 210 of the same task information, and thus has a correspondence as shown in FIG. 9C. On the other hand, in the history information of FIG. 9B, the controller 220 of the operation information matches the controller 210 of the different task information, and thus has a correspondence as shown in FIG. 9D.
In other words, if it matches the controllers 210 and 220 having the same task information, “◯” is entered in any of the areas AR1 shown in FIG. 9E. On the other hand, when matching with the controllers 220 and 210 having different task information, “◯” is entered in any of the areas AR2 shown in FIG. 9E.
 このような各履歴情報についての検証を終えると、判定部362は、検証結果から、図9Eに示すエリアAR1の「○」の数と、エリアAR2の「○」の数を集計し、全体(検証した履歴情報の数)における両者の割合を求める。
 そして、判定部362は、求めた割合等に基づいて、各コントローラ210,220の把持状態が正しいか否かを判定する。
 例えば、エリアAR1の割合の方が、エリアAR2の割合よりも大きく、かつ、所定の基準値を超えている場合に、判定部362は、各コントローラ210,220の把持状態が正しい(プレイヤが各コントローラ210,220を正しく保持している)と判定する。
 一方、エリアAR2の割合の方が、エリアAR1の割合よりも大きく、かつ、所定の基準値を超えている場合に、判定部362は、各コントローラ210,220の把持状態が正しくない(プレイヤが誤って各コントローラ210,220を左右逆に保持している)と判定する。
 それ以外の場合は、各コントローラ210,220の把持状態が判定できないため、判定部362は、判定を保留する(どちらとも判定しない)。
 なお、このような把持状態の判定手法は一例であり、履歴情報を用いた他の手法により各コントローラ210,220の把持状態を適宜判定してもよい。
When the verification for each piece of history information is completed, the determination unit 362 counts the number of “◯” in the area AR1 and the number of “◯” in the area AR2 shown in FIG. The ratio of both in the number of verified history information) is obtained.
Then, the determination unit 362 determines whether or not the gripping state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like.
For example, when the ratio of the area AR1 is larger than the ratio of the area AR2 and exceeds a predetermined reference value, the determination unit 362 determines that the gripping state of each of the controllers 210 and 220 is correct (the player determines each It is determined that the controllers 210 and 220 are correctly held.
On the other hand, when the ratio of the area AR2 is larger than the ratio of the area AR1 and exceeds a predetermined reference value, the determination unit 362 indicates that the gripping state of each of the controllers 210 and 220 is incorrect (the player is It is determined that the controllers 210 and 220 are erroneously held upside down.
In other cases, since the gripping state of the controllers 210 and 220 cannot be determined, the determination unit 362 suspends the determination (does not determine either).
Note that such a gripping state determination method is merely an example, and the gripping state of each of the controllers 210 and 220 may be appropriately determined by another method using history information.
 図4に戻って、評価制御部363は、判定部362によって把持状態が正しくないと判定された場合に、各コントローラ210,220の操作情報を入れ替えて評価部361に評価させる。
 つまり、プレイヤが誤って各コントローラ210,220を左右逆に持っているため、評価制御部363は、操作情報取得部340がコントローラ210,220から操作情報を取得した際に、その中の識別子を他方のコントローラ220,210の識別子に入れ替えて、評価部361に評価させる。
 例えば、図10Aに示すように、課題となるコントローラ210の操作タイミングT1に対して、コントローラ220が振られた場合に、評価制御部363は、操作情報の識別子をコントローラ210の識別子に入れ替える。そのため、評価部361は、操作タイミングT1に対して、コントローラ210がタイミングT2にて振られたと判定し、正しい操作が行われたと評価する。
 同様に、図10Bに示すように、課題となるコントローラ220の操作タイミングT1に対して、コントローラ210が振られた場合に、評価制御部363は、操作情報の識別子をコントローラ220の識別子に入れ替える。そのため、評価部361は、操作タイミングT2に対して、コントローラ220がタイミングT4にて振られたと判定し、正しい操作が行われたと評価する。
 なお、評価制御部363は、操作情報のコントローラ210,220(識別子)を入れ替えて評価させる代わりに、課題情報の方のコントローラ210,220の情報を入れ替えて評価部361に評価させてもよい。例えば、評価制御部363は、保持されるべき左右の手で正しく保持されていないコントローラ210,220(左右の手で逆に保持されているコントローラ210,220)の課題情報を、これら左右の手にて保持されるべきコントローラ220,210の課題情報に入れ替えて評価部361に評価させる。つまり、評価制御部363は、コントローラ210の課題情報を、左手(このコントローラ210が誤って保持されている左手)にて本来保持されるべきコントローラ220の課題情報に入れ替える。また、コントローラ220の課題情報を、右手(このコントローラ220が誤って保持されている右手)にて本来保持されるべきコントローラ210の課題情報に入れ替える。
 このため、評価部361は、コントローラ210を振る課題操作に対してコントローラ220が振られた場合でも、この入れ替えにより、コントローラ210が振られたと評価する。また、コントローラ220を振る課題操作に対してコントローラ210が振られた場合でも、この入れ替えにより、コントローラ220が振られたと評価する。
 そして、CPU 101等が、このような処理制御部360として機能しうる。
Returning to FIG. 4, when the determination unit 362 determines that the gripping state is not correct, the evaluation control unit 363 replaces the operation information of the controllers 210 and 220 and causes the evaluation unit 361 to evaluate.
That is, since the player mistakenly holds the controllers 210 and 220 left and right, when the operation information acquisition unit 340 acquires the operation information from the controllers 210 and 220, the evaluation control unit 363 uses the identifier therein. It replaces with the identifier of the other controller 220,210, and makes the evaluation part 361 evaluate.
For example, as illustrated in FIG. 10A, when the controller 220 is swung with respect to the operation timing T <b> 1 of the controller 210 as a problem, the evaluation control unit 363 replaces the identifier of the operation information with the identifier of the controller 210. Therefore, the evaluation unit 361 determines that the controller 210 is swung at the timing T2 with respect to the operation timing T1, and evaluates that the correct operation has been performed.
Similarly, as illustrated in FIG. 10B, when the controller 210 is swung with respect to the operation timing T <b> 1 of the controller 220 as a problem, the evaluation control unit 363 replaces the identifier of the operation information with the identifier of the controller 220. Therefore, the evaluation unit 361 determines that the controller 220 is swung at the timing T4 with respect to the operation timing T2, and evaluates that the correct operation has been performed.
The evaluation control unit 363 may cause the evaluation unit 361 to evaluate the information of the controllers 210 and 220 of the task information instead of replacing the controllers 210 and 220 (identifiers) of the operation information for evaluation. For example, the evaluation control unit 363 displays the task information of the controllers 210 and 220 that are not correctly held by the left and right hands to be held (the controllers 210 and 220 held reversely by the left and right hands). Are replaced with the task information of the controllers 220 and 210 to be held by the evaluation unit 361. That is, the evaluation control unit 363 replaces the task information of the controller 210 with the task information of the controller 220 that should be originally held by the left hand (the left hand in which the controller 210 is erroneously held). Also, the task information of the controller 220 is replaced with the task information of the controller 210 that should be originally held by the right hand (the right hand in which the controller 220 is erroneously held).
Therefore, the evaluation unit 361 evaluates that the controller 210 is shaken by this replacement even when the controller 220 is shaken in response to the task operation of shaking the controller 210. Even when the controller 210 is shaken in response to a task operation of shaking the controller 220, it is evaluated that the controller 220 is shaken by this replacement.
The CPU 101 or the like can function as such a processing control unit 360.
 図4に戻って、楽曲情報記憶部370は、音楽ゲームの伴奏として演奏される楽曲情報を複数記憶する。例えば、MIDI(Musical Instrument Digital Interface)データのような所定形式の楽曲情報を記憶する。そして、プレイヤは、好みの楽曲を選んで、その再生音(楽曲音)に合わせて音楽ゲームをプレイできるようになっている。
 また、楽曲情報記憶部370は、各楽曲について、リズム(テンポ)や再生時間等のような楽曲の関連情報も記憶している。
 なお、上述したDVD-ROMドライブ108に装着されるDVD-ROM及び、RAM 103が、このような楽曲情報記憶部370として機能しうる。
Returning to FIG. 4, the music information storage unit 370 stores a plurality of pieces of music information played as accompaniment to the music game. For example, music information in a predetermined format such as MIDI (Musical Instrument Digital Interface) data is stored. The player can select a favorite music piece and play a music game in accordance with the reproduced sound (musical sound).
The music information storage unit 370 also stores music related information such as rhythm (tempo) and playback time for each music.
Note that the DVD-ROM and the RAM 103 attached to the DVD-ROM drive 108 described above can function as such a music information storage unit 370.
 楽曲再生部380は、処理制御部360に制御され、音楽ゲームの楽曲音を再生する。
 例えば、楽曲再生部380は、ゲーム開始前(プレイ前)に、プレイヤによって選曲された楽曲情報を楽曲情報記憶部370から読み出しておき、ゲーム開始後(プレイ中)に、この楽曲情報を再生して楽曲音を出力する。
 なお、楽曲の再生手法はこれに限られず任意である。例えば、楽曲情報を、プレイ中に順次読み出しながら再生するようにしてもよい。
 そして、上述した音声処理部110が、このような楽曲再生部380として機能しうる。
The music playback unit 380 is controlled by the processing control unit 360 and plays back the music sound of the music game.
For example, the music playback unit 380 reads the music information selected by the player from the music information storage unit 370 before the game starts (before play), and plays back the music information after the game starts (during play). Output the music sound.
Note that the music reproduction method is not limited to this, and is arbitrary. For example, the music information may be reproduced while being read sequentially during play.
The audio processing unit 110 described above can function as such a music playback unit 380.
 (ゲーム装置の動作の概要)
 以下、このような構成のゲーム装置300の動作について図面を参照して説明する。図11は、音楽ゲームにおいて実行される操作評価処理の流れを示すフローチャートである。以下、この図を参照してゲーム装置300の動作について説明する。
(Overview of game device operation)
Hereinafter, the operation of the game apparatus 300 having such a configuration will be described with reference to the drawings. FIG. 11 is a flowchart showing a flow of operation evaluation processing executed in the music game. Hereinafter, the operation of the game apparatus 300 will be described with reference to FIG.
 まず、ゲーム装置300は、操作情報(識別子)の入れ替えの設定をクリアする(ステップS401)。
 すなわち、ゲームを開始するに当たって、プレイヤが各コントローラ210,220を左右の手で正しく持っているものとして、入れ替えの設定をクリアする。
First, the game device 300 clears the setting for replacing operation information (identifier) (step S401).
That is, at the start of the game, the replacement setting is cleared assuming that the player correctly holds the controllers 210 and 220 with the left and right hands.
 ゲーム装置300は、楽曲の再生を開始し、またゲーム画像の生成を開始する(ステップS402)。つまり、楽曲再生部380は、選択された楽曲情報に基づいて楽曲音を再生し、再生に伴う音声信号をディスプレイ290に供給して、ディスプレイ290のスピーカから楽曲音を出力させる。また、画像生成部320は、上述した図5に示すような表示画像を生成し、この映像信号をディスプレイ290に供給して、ディスプレイ290に表示させる。 The game device 300 starts playing the music and starts generating a game image (step S402). That is, the music playback unit 380 plays music based on the selected music information, supplies an audio signal accompanying the playback to the display 290, and outputs music from the speaker of the display 290. Further, the image generation unit 320 generates a display image as shown in FIG. 5 described above, supplies this video signal to the display 290, and causes the display 290 to display it.
 ゲーム装置300は、再生する楽曲に合わせて、目標オブジェクトを移動させる(ステップS403)。つまり、画像生成部320は、処理制御部360に制御され、図5に示すような目標オブジェクトOC1,OC2,OM1~OM4を楽曲のリズム等に同調して移動させる。
 そして、プレイヤは、このような目標オブジェクト(OC1,OC2,OM1~OM4)が移動するのを目で追いながら、何れかの目標オブジェクトが判定エリアHAに到達したタイミングで、対応する操作を行うことになる。つまり、判定エリアHAに到達した目標オブジェクトに応じて、コントローラ210,220を振る操作や、ゲーム用マット106を踏む操作をプレイヤが行うことになる。このため、ゲーム装置300は、プレイヤにより行われた操作情報を順次取得する。
The game device 300 moves the target object according to the music to be played (step S403). That is, the image generation unit 320 is controlled by the processing control unit 360 to move the target objects OC1, OC2, OM1 to OM4 as shown in FIG. 5 in synchronization with the rhythm of the music.
Then, the player performs a corresponding operation at the timing when any of the target objects reaches the determination area HA while following the movement of the target objects (OC1, OC2, OM1 to OM4). become. That is, the player performs an operation of swinging the controllers 210 and 220 or an operation of stepping on the game mat 106 in accordance with the target object that has reached the determination area HA. For this reason, the game apparatus 300 sequentially acquires operation information performed by the player.
 ゲーム装置300は、操作情報と課題情報とに基づいて、プレイヤの操作を順次評価する(ステップS404)。つまり、評価部361は、操作情報取得部340が取得した操作情報と、課題情報記憶部330に記憶された課題情報とを比較して、プレイヤの操作内容を評価する。
 具体的には、上述した図8A~図8Dに示すように、課題情報とプレイヤの操作情報とを時系列に比較し、プレイヤの操作を評価する。
The game device 300 sequentially evaluates the player's operation based on the operation information and the task information (step S404). That is, the evaluation unit 361 compares the operation information acquired by the operation information acquisition unit 340 with the task information stored in the task information storage unit 330, and evaluates the operation content of the player.
Specifically, as shown in FIGS. 8A to 8D described above, the task information and the player operation information are compared in time series to evaluate the player operation.
 ゲーム装置300は、操作情報と課題情報とを対応付けた履歴情報を蓄積する(ステップS405)。
 すなわち、履歴情報蓄積部350は、操作情報取得部340が取得したコントローラ210,220の操作情報と、課題情報記憶部330に記憶される対応する課題情報とを対応付けた履歴情報を生成する。つまり、上述した図7A~図7Cに示すような履歴情報を生成して蓄積する。
The game device 300 accumulates history information in which operation information and task information are associated (step S405).
That is, the history information accumulation unit 350 generates history information in which the operation information of the controllers 210 and 220 acquired by the operation information acquisition unit 340 is associated with the corresponding task information stored in the task information storage unit 330. That is, history information as shown in FIGS. 7A to 7C is generated and stored.
 ゲーム装置300は、所定数の履歴情報の蓄積が完了したか否かを判別する(ステップS406)。つまり、プレイヤによる各コントローラ210,220の把持状態を判定できる程度の履歴情報の蓄積が完了したかどうかを判定する。
 ゲーム装置300は、履歴情報の蓄積が完了していないと判別すると(ステップS406;No)、後述するステップS410に処理を進める。
The game device 300 determines whether or not accumulation of a predetermined number of history information has been completed (step S406). That is, it is determined whether or not the history information has been accumulated so that the player can determine the gripping state of the controllers 210 and 220.
When determining that the accumulation of history information is not completed (step S406; No), the game device 300 advances the process to step S410 to be described later.
 一方、履歴情報の蓄積が完了していると判別した場合に(ステップS406;Yes)、ゲーム装置300は、各コントローラ210,220の把持状態を判定する(ステップS407)。
 すなわち、判定部362は、履歴情報蓄積部350に蓄積された直近の履歴情報を所定数読み出し、操作情報と課題情報との対応をそれぞれ検証する。各履歴情報についての検証を終えると、判定部362は、検証結果から、各コントローラ210,220の把持状態が正しいか否かを判定する。
 例えば、判定部362は、上述した図9C、図9Dに示すような検証結果から、上述した図9Eに示すエリアAR1の「○」の数と、エリアAR2の「○」の数を集計し、全体(検証した履歴情報の数)における両者の割合を求める。
 そして、判定部362は、求めた割合等に基づいて、各コントローラ210,220の把持状態が正しいか否かを判定する。
On the other hand, when it is determined that the accumulation of history information has been completed (step S406; Yes), the game device 300 determines the gripping state of the controllers 210 and 220 (step S407).
That is, the determination unit 362 reads a predetermined number of the latest history information stored in the history information storage unit 350 and verifies the correspondence between the operation information and the task information. When the verification for each piece of history information is completed, the determination unit 362 determines whether the gripping state of each of the controllers 210 and 220 is correct from the verification result.
For example, the determination unit 362 aggregates the number of “◯” in the area AR1 and the number of “◯” in the area AR2 shown in FIG. 9E from the verification results shown in FIGS. 9C and 9D. The ratio of both in the whole (number of verified history information) is obtained.
Then, the determination unit 362 determines whether or not the gripping state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like.
 ゲーム装置300は、把持状態が正しいと判定されたか否かを判別する(ステップS408)。つまり、履歴情報から各コントローラ210,220が正しく把持されているかどうかを判別する。
 ゲーム装置300は、把持状態が正しいと判別すると(ステップS408;Yes)、後述するステップS410に処理を進める。
The game device 300 determines whether or not the gripping state is determined to be correct (step S408). That is, it is determined from the history information whether each controller 210, 220 is correctly held.
When determining that the gripping state is correct (step S408; Yes), the game device 300 advances the process to step S410 described later.
 一方、把持状態が正しくないと判別した場合に(ステップS408;No)、ゲーム装置300は、操作情報(識別子)を入れ替える(ステップS409)。
 すなわち、プレイヤが誤って各コントローラ210,220を左右逆に持っているため、評価制御部363は、操作情報取得部340がコントローラ210,220の操作情報を取得した際に、この中の識別子を他方のコントローラ220,210の識別子に入れ替えて、評価部361に評価させる。なお、課題情報の方の識別子を入れ替えても良い。
On the other hand, when it is determined that the gripping state is not correct (step S408; No), the game device 300 replaces the operation information (identifier) (step S409).
That is, since the player mistakenly holds the controllers 210 and 220 in the left and right directions, the evaluation control unit 363 uses the identifier in the operation information acquisition unit 340 when the operation information acquisition unit 340 acquires the operation information of the controllers 210 and 220. It replaces with the identifier of the other controller 220,210, and makes the evaluation part 361 evaluate. Note that the identifier of the assignment information may be replaced.
 ゲーム装置300は、ゲームが終了したか否かを判別する(ステップS410)。つまり、1回(1曲分)の音楽ゲームが終了したかどうかを判別する。
 ゲーム装置300は、ゲームが終了していないと判別すると(ステップS410;No)、上述したステップS403に処理を戻す。そして、ステップS403~S410の処理を繰り返し実行する。
 一方、ゲームが終了したと判別した場合に(ステップS410;Yes)、ゲーム装置300は、所定の終了メッセージや総合得点等を表示した後、操作評価処理を終える。
Game device 300 determines whether or not the game is over (step S410). That is, it is determined whether or not the music game for one time (one music) is finished.
If it is determined that the game has not ended (step S410; No), the game device 300 returns the process to step S403 described above. Then, the processes in steps S403 to S410 are repeatedly executed.
On the other hand, when it is determined that the game has ended (step S410; Yes), the game apparatus 300 displays a predetermined end message, a total score, and the like, and then ends the operation evaluation process.
 このような操作評価処理により、履歴情報から各コントローラ210,220の把持状態を判定し、各コントローラ210,220の把持状態が正しくないと判定された場合に、各コントローラ210,220から取得した操作情報の識別子を他方のコントローラ220,210の識別子に入れ替えて評価する。 By such operation evaluation processing, the gripping state of each controller 210, 220 is determined from the history information, and when it is determined that the gripping state of each controller 210, 220 is not correct, the operation acquired from each controller 210, 220 The information identifier is replaced with the identifier of the other controller 220 or 210 for evaluation.
 この結果、プレイヤが各コントローラ210,220を誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。 As a result, even when the player plays while holding the controllers 210 and 220 by mistake, the operation of the player can be appropriately evaluated.
 上記の実施形態では、各コントローラ210,220の把持状態が正しくないと判定された場合に、各コントローラ210,220から取得した操作情報の識別子を入れ替えて評価する場合について説明した。
 つまり、プレイヤが各コントローラ210,220を誤って保持していると判定された以降について、プレイヤの操作を適切に評価することができる。
 これに加えて、誤って保持していると判定された以前の操作についても、遡って評価をやり直してもよい。
 以下、判定以前の操作についても遡って再評価し直すことを特徴とした本発明の他の実施形態に係るゲーム装置500について、図12を参照して説明する。
In the above-described embodiment, a case has been described in which when it is determined that the gripping state of each controller 210, 220 is not correct, the identifier of the operation information acquired from each controller 210, 220 is replaced and evaluated.
That is, the player's operation can be appropriately evaluated after it is determined that the player holds the controllers 210 and 220 by mistake.
In addition to this, the previous operation that is determined to be erroneously held may be retroactively evaluated.
Hereinafter, a game apparatus 500 according to another embodiment of the present invention, which is characterized by re-evaluating the operation before the determination retroactively, will be described with reference to FIG.
 図12に示すように、ゲーム装置500は、画像情報記憶部310と、画像生成部320と、課題情報記憶部330と、操作情報取得部340と、履歴情報蓄積部350と、処理制御部560と、楽曲情報記憶部370と、楽曲再生部380とを備える。
 なお、画像情報記憶部310~履歴情報蓄積部350、楽曲情報記憶部370、及び、楽曲再生部380は、上述した図4のゲーム装置300と同じ構成となっている。
As shown in FIG. 12, the game apparatus 500 includes an image information storage unit 310, an image generation unit 320, an assignment information storage unit 330, an operation information acquisition unit 340, a history information storage unit 350, and a process control unit 560. And a music information storage unit 370 and a music playback unit 380.
Note that the image information storage unit 310 to the history information storage unit 350, the music information storage unit 370, and the music playback unit 380 have the same configuration as the game device 300 of FIG. 4 described above.
 処理制御部560は、評価部361、判定部362、評価制御部363、及び、再評価部561を含んで構成される。
 つまり、処理制御部560は、上述した図4のゲーム装置300における処理制御部360の構成に再評価部561を加えた構成となっている。
The process control unit 560 includes an evaluation unit 361, a determination unit 362, an evaluation control unit 363, and a reevaluation unit 561.
That is, the process control unit 560 has a configuration in which a re-evaluation unit 561 is added to the configuration of the process control unit 360 in the game apparatus 300 of FIG. 4 described above.
 再評価部561は、判定部362によって把持状態が正しくないと判定された場合に、履歴情報蓄積部350に蓄積された履歴情報を基に、プレイヤによる過去分の操作について、操作情報の識別子を入れ替えて評価し直す。
 つまり、履歴情報蓄積部350から各履歴情報を読み出し、コントローラ210,220についての操作情報であった場合に、その中の識別子を他方のコントローラ220,210の識別子に入れ替えて、課題情報と比較して評価する。
 例えば、図13Aに示すように、履歴情報における操作情報がコントローラ210の操作であった場合、再評価部561は、この操作情報の識別子をコントローラ220の識別子に入れ替え、課題情報におけるコントローラ220の操作タイミングと比較してプレイヤの操作を再評価する。
 同様に、図13Bに示すように、履歴情報における操作情報がコントローラ220の操作であった場合、再評価部561は、この操作情報の識別子をコントローラ210の識別子に入れ替え、課題情報におけるコントローラ210の操作タイミングと比較してプレイヤの操作を再評価する。
 なお、再評価部561は、このように操作情報の方の識別子を入れ替えて再評価する代わりに、課題情報の方のコントローラ210,220の情報を入れ替えて再評価してもよい。
 そして、CPU 101等が、このような再評価部561として機能しうる。
When the determination unit 362 determines that the gripping state is not correct, the re-evaluation unit 561 uses the history information stored in the history information storage unit 350 to determine the operation information identifier for the past operation by the player. Replace and re-evaluate.
That is, when each piece of history information is read from the history information storage unit 350 and the operation information is about the controllers 210 and 220, the identifier in the controller is replaced with the identifier of the other controller 220 and 210 and compared with the task information. To evaluate.
For example, as illustrated in FIG. 13A, when the operation information in the history information is an operation of the controller 210, the re-evaluation unit 561 replaces the identifier of the operation information with the identifier of the controller 220, and operates the controller 220 in the task information. Re-evaluate the player's operation compared to the timing.
Similarly, as illustrated in FIG. 13B, when the operation information in the history information is an operation of the controller 220, the re-evaluation unit 561 replaces the identifier of the operation information with the identifier of the controller 210, and The player's operation is re-evaluated in comparison with the operation timing.
Note that the re-evaluation unit 561 may re-evaluate the information of the controllers 210 and 220 of the task information instead of re-evaluating the identifier of the operation information in this way.
The CPU 101 or the like can function as such a reevaluation unit 561.
 この場合、各コントローラ210,220の把持状態が正しくないと判定されたことをきっかけに、それ以前の操作についても、遡って評価をやり直すため、全体を通してプレイヤの操作を適切に評価することができる。 In this case, since it is determined that the gripping state of each of the controllers 210 and 220 is not correct, the previous operation is re-evaluated retroactively, so that the operation of the player can be appropriately evaluated throughout. .
 上記の実施形態では、各コントローラ210,220をプレイヤが左右の手で把持(保持)する場合について説明したが、各コントローラ210,220を保持する部位は、このようなプレイヤの手に限られず他の部位であってよい。例えば、各コントローラ210,220をプレイヤの左右の足(すねや腿等)にて保持するようにし、左右の足の上げ下げを評価する場合等にも、適宜適用可能である。 In the above-described embodiment, the case where the player holds (holds) the controllers 210 and 220 with the left and right hands has been described. However, the part that holds the controllers 210 and 220 is not limited to such a player's hand. It may be a part of. For example, the present invention can be applied as appropriate to the case where each controller 210, 220 is held by the left and right feet (shin, thighs, etc.) of the player and the raising and lowering of the left and right feet is evaluated.
 また、上記の実施形態では、コントローラ210,220を用いる場合について説明したが、同じコントローラ210を2つ用いる場合にも、適宜適用可能である。
 この場合、各コントローラ210の識別子は、互いに異なっており、それぞれのコントローラ210のインジケータ217には、その識別子に応じて異なる表示がなされるようになっている。そのため、このインジケータ217の表示により、左手で把持すべきコントローラ210と右手で把持すべきコントローラ210とがプレイヤに示されるものとする。
 そして、操作情報取得部340(無線通信部341)は、この識別子を含んだ操作情報を各コントローラ210からそれぞれ取得することになる。つまり、同じコントローラ210を2つ用いる場合でも、同様に操作情報の識別子から、どちらのコントローラ210が振られたのかが判別できるようになっている。
 そのため、上記と同様に、履歴情報蓄積部350は、各コントローラ210の操作情報と課題情報とを対応付けた履歴情報を生成して蓄積し、そして、判定部362は、履歴情報蓄積部350に蓄積された履歴情報に基づいて、プレイヤによる各コントローラ210の把持状態(保持状態)が正しいか否かを判定する。
 そして、把持状態が正しくないと判定されると、評価制御部363は、各コントローラ210から取得した操作情報の識別子を他方のコントローラ210の識別子に入れ替えて評価する。また同様に、再評価部561も、履歴情報蓄積部350に蓄積された履歴情報を基に、プレイヤによる過去分の操作について、各コントローラ210の操作情報の識別子を他方のコントローラ210の識別子に入れ替えて評価し直す。
 このように同じコントローラ210を2つ用いる状況で、プレイヤが各コントローラ210を誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。
In the above-described embodiment, the case where the controllers 210 and 220 are used has been described. However, the present invention can be appropriately applied to the case where two identical controllers 210 are used.
In this case, the identifiers of the controllers 210 are different from each other, and the indicators 217 of the respective controllers 210 are displayed differently according to the identifiers. For this reason, the display of the indicator 217 indicates to the player the controller 210 to be gripped with the left hand and the controller 210 to be gripped with the right hand.
Then, the operation information acquisition unit 340 (wireless communication unit 341) acquires operation information including this identifier from each controller 210. That is, even when two identical controllers 210 are used, it is possible to determine which controller 210 has been shaken from the identifier of the operation information.
Therefore, similarly to the above, the history information accumulation unit 350 generates and accumulates history information in which the operation information of each controller 210 is associated with the task information, and the determination unit 362 stores the history information in the history information accumulation unit 350. Based on the accumulated history information, it is determined whether or not the gripping state (holding state) of each controller 210 by the player is correct.
If it is determined that the grip state is not correct, the evaluation control unit 363 performs evaluation by replacing the identifier of the operation information acquired from each controller 210 with the identifier of the other controller 210. Similarly, the re-evaluation unit 561 also replaces the identifier of the operation information of each controller 210 with the identifier of the other controller 210 for past operations by the player based on the history information accumulated in the history information accumulation unit 350. Reassess.
As described above, in a situation where two identical controllers 210 are used, even when the player plays while holding each controller 210 by mistake, the player's operation can be appropriately evaluated.
 更に、上記の実施形態では、1組のコントローラとして、合計2つのコントローラを操作する場合について説明したが、1組のコントローラ数は2つに限られず3つ以上であってもよい。例えば、2つのコントローラを左右の手で把持し、もう1つのコントローラを首から下げて保持するようにし、合計3つのコントローラを操作する場合にも適宜適用可能である。
 具体的に、コントローラAを右手で保持(把持)すべきと定められており、また、コントローラBを左手で保持すべきと定められており、そして、コントローラCを首から下げて保持すべきと定められているとする。
 この場合も、各コントローラA~Cの識別子は、互いに異なっており、履歴情報蓄積部350は、各コントローラA~Cの操作情報と課題情報とを対応付けた履歴情報を生成して蓄積する。そして、判定部362は、履歴情報蓄積部350に蓄積された履歴情報に基づいて、プレイヤの各部位に対応する各コントローラA~Cの保持状態が正しいか否かを判定する。つまり、判定部362は、3つとも正しく保持されている場合、1つが正しく残りの2つが誤って保持されている場合、若しくは、3つとも誤って保持されている場合の何れかを判定することになる。
Furthermore, in the above embodiment, a case has been described in which a total of two controllers are operated as one set of controllers, but the number of one set of controllers is not limited to two, and may be three or more. For example, the present invention can be appropriately applied to a case where a total of three controllers are operated by holding two controllers with the left and right hands and holding the other controller from the neck.
Specifically, it is determined that the controller A should be held (gripped) with the right hand, the controller B should be held with the left hand, and the controller C should be held down from the neck. Suppose that it is defined.
Also in this case, the identifiers of the controllers A to C are different from each other, and the history information storage unit 350 generates and stores history information in which the operation information of each controller A to C is associated with the task information. Based on the history information stored in the history information storage unit 350, the determination unit 362 determines whether the holding states of the controllers A to C corresponding to the respective parts of the player are correct. That is, the determination unit 362 determines whether one of the three is correctly held, one of which is correctly held and the other two are erroneously held, or one of the three is erroneously held. It will be.
 例えば、プレイヤがコントローラAを左手で保持し、コントローラBを右手で保持し、コントローラCを首から下げて保持している場合、判定部362は、1つが正しく、残りの2つが誤った部位にて保持されていると判定する。つまり、コントローラA,Bが、保持されるべき左右の手で正しく保持されておらず、これら左右の手で逆に保持していると判定する。
 このように判定されると、評価制御部363は、コントローラB,Aから取得した操作情報の識別子を、左右の手にて保持されるべきコントローラA,Bの識別子に入れ替えて、評価部361に評価させる。
 つまり、評価制御部363は、識別子がコントローラAの操作情報を取得すると、その識別子を、左手(そのコントローラAが誤って保持されている左手)にて本来保持されるべきコントローラBの識別子に入れ替える。また、識別子がコントローラBの操作情報を取得すると、その識別子を、右手にて本来保持されるべきコントローラAの識別子に入れ替える。なお、識別子がコントローラCの操作情報を取得した場合は、識別子はそのままで、入れ替えは行わない。
 同様に、再評価部561も、履歴情報蓄積部350に蓄積された履歴情報を基に、プレイヤによる過去分の操作について、コントローラB,Aの操作情報の識別子を、左右の手にて本来保持されるべきコントローラの識別子A,Bに入れ替えて、評価し直す。
For example, when the player holds the controller A with the left hand, holds the controller B with the right hand, and holds the controller C down from the neck, the determination unit 362 determines that one is correct and the other two are in the wrong part. Is determined to be held. That is, it is determined that the controllers A and B are not correctly held by the left and right hands to be held, and are held by the left and right hands in reverse.
If determined in this way, the evaluation control unit 363 replaces the identifiers of the operation information acquired from the controllers B and A with the identifiers of the controllers A and B that should be held by the left and right hands, and causes the evaluation unit 361 to Let me evaluate.
That is, when the operation information of the controller A is acquired as the identifier, the evaluation control unit 363 replaces the identifier with the identifier of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). . When the operation information of the controller B is acquired by the identifier, the identifier is replaced with the identifier of the controller A that should be originally held by the right hand. When the operation information of the controller C is acquired by the identifier, the identifier remains as it is and is not replaced.
Similarly, the re-evaluation unit 561 originally holds the operation information identifiers of the controllers B and A with the left and right hands for the past operations by the player based on the history information accumulated in the history information accumulation unit 350. It replaces with the identifiers A and B of the controller to be performed, and evaluates again.
 この他にも、例えば、プレイヤがコントローラAを首から下げて保持し、コントローラBを右手で保持し、コントローラCを左手で保持している場合、判定部362は、3つ全てが誤った部位にて保持されていると判定する。つまり、コントローラA~Cが、保持されるべき左右の手及び首で正しく保持されておらず、これら各部位で取り違えて保持していると判定する。
 このように判定されると、評価制御部363は、コントローラA~Cから取得した操作情報の識別子を、各部位にて保持されるべきコントローラの識別子に入れ替えて、評価部361に評価させる。
 つまり、評価制御部363は、識別子がコントローラAの操作情報を取得すると、その識別子を、首(そのコントローラAが誤って保持されている首)にて本来保持されるべきコントローラCの識別子に入れ替える。また、識別子がコントローラBの操作情報を取得すると、その識別子を、右手にて本来保持されるべきコントローラAの識別子に入れ替える。そして、識別子がコントローラCの操作情報を取得すると、その識別子を、左手にて本来保持されるべきコントローラBの識別子に入れ替える。
 同様に、再評価部561も、履歴情報蓄積部350に蓄積された履歴情報を基に、プレイヤによる過去分の操作について、コントローラA~Cの操作情報の識別子を、各部位にて本来保持されるべきコントローラの識別子に入れ替えて、評価し直す。
 この場合も、プレイヤが各コントローラA~Cを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。
In addition to this, for example, when the player holds the controller A with the neck lowered, holds the controller B with the right hand, and holds the controller C with the left hand, the determination unit 362 determines that all three are incorrect parts. It is determined that it is held at. That is, it is determined that the controllers A to C are not correctly held by the left and right hands and neck to be held, but are held by mistake in each of these parts.
When the determination is made in this way, the evaluation control unit 363 replaces the identifier of the operation information acquired from the controllers A to C with the identifier of the controller to be held in each part, and causes the evaluation unit 361 to evaluate.
That is, when the operation information of the controller A is acquired as the identifier, the evaluation control unit 363 replaces the identifier with the identifier of the controller C that should originally be held at the neck (the neck where the controller A is erroneously held). . When the operation information of the controller B is acquired by the identifier, the identifier is replaced with the identifier of the controller A that should be originally held by the right hand. Then, when the identifier acquires the operation information of the controller C, the identifier is replaced with the identifier of the controller B that should be originally held by the left hand.
Similarly, the re-evaluation unit 561 also originally retains the identifier of the operation information of the controllers A to C for each operation by the player based on the history information stored in the history information storage unit 350 at each part. Replace with the identifier of the controller to be evaluated and re-evaluate.
Also in this case, even when the player plays while holding the controllers A to C by mistake, the operation of the player can be appropriately evaluated.
 上記実施形態では、評価制御部363等が、コントローラからの操作情報を入れ替えるために、操作情報内の識別子を入れ替える場合について説明したが、コントローラからの操作情報を入れ替える手法は、これに限られず任意である。
 例えば、評価制御部363等が、誤った部位にて保持されるべきコントローラの操作情報を生成し直すようにしてもよい。
 なお、コントローラの課題情報を入れ替えてもよい。例えば、評価制御部363は、コントローラAを持つべき右手にコントローラCが、コントローラBを持つべき左手にコントローラAが、コントローラCを下げるべき首にコントローラBが保持されている場合、コントローラAの課題情報を、左手(このコントローラAが誤って保持されている左手)にて本来保持されるべきコントローラBの課題情報に入れ替える。また、コントローラBの課題情報を、首(このコントローラBが誤って保持されている首)にて本来保持されるべきコントローラCの課題情報に入れ替える。さらに、コントローラCの課題情報を、右手(このコントローラCが誤って保持されている右手)にて本来保持されるべきコントローラAの課題情報に入れ替える。課題情報を入れ替えた場合も、プレイヤが各コントローラA~Cを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することができる。
In the above embodiment, the case where the evaluation control unit 363 and the like replace the identifiers in the operation information in order to replace the operation information from the controller has been described. However, the method of replacing the operation information from the controller is not limited to this and is arbitrary. It is.
For example, the evaluation control unit 363 or the like may regenerate operation information of a controller that should be held at an incorrect part.
In addition, you may replace the subject information of a controller. For example, when the controller C is held in the right hand that should hold the controller A, the controller A is held in the left hand that should hold the controller B, and the controller B is held in the neck where the controller C should be lowered, the evaluation control unit 363 The information is replaced with the task information of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). Further, the task information of the controller B is replaced with the task information of the controller C that should be originally held at the neck (the neck in which the controller B is erroneously held). Furthermore, the task information of the controller C is replaced with the task information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held). Even when the task information is replaced, even when the player plays while holding the controllers A to C in error, the operation of the player can be evaluated appropriately.
 上記実施形態では、誤って保持されていると判定されたコントローラについて、評価制御部363が、直ちに、操作情報(識別子等)を直ちに入れ替える場合について説明した。
 しかしながら、そのような場合に、一旦プレイヤに注意を促した後、プレイヤがコントローラの保持を改めない場合に、評価制御部363が、誤って保持されているコントローラの操作情報を入れ替えるようにしてもよい。
 例えば、判定部362が、コントローラの保持状態が正しくないと判定すると、処理制御部360(560)は、画像生成部320を制御して、コントローラが正しく保持されていない旨を報知する注意メッセージを、ゲーム画面に表示させる。そして、判定部362は、注意メッセージを表示した以降に蓄積された履歴情報(操作情報と課題情報との関係)に基づいて、再度、各コントローラの保持状態が正しいか否かを判定する。
 ここで、保持状態が正しいと判定された場合、プレイヤがコントローラの保持を改めた(正しく持ち直した)と判別できるため、評価制御部363は、操作情報(識別子)の入れ替えを行わない。
 一方、保持状態が正しくないと判定された場合、依然として、コントローラを誤って保持したままプレイしていると判別できるため、評価制御部363は、上記と同様に、誤って保持されている部位のコントローラの操作情報を、その部位にて本来保持されるべきコントローラの操作情報に入れ替える。なお、コントローラの課題情報を入れ替えてもよい。
 この場合、コントローラの保持についてプレイヤに注意を促し、プレイヤ自らがコントローラの保持を改める機会を与えることができる。また、依然として、コントローラを誤って保持したままプレイしている場合でも、プレイヤの操作を適切に評価することができる。
 また、再評価部561は、判定部362が注意メッセージを表示した以前の操作について、上記と同様に再評価することもできるが、プレイヤがコントローラの保持を改めた(正しく持ち直した)場合に限り、再評価するようにしてもよい。
In the above-described embodiment, the case where the evaluation control unit 363 immediately replaces the operation information (identifier or the like) for the controller that is determined to be erroneously held has been described.
However, in such a case, after the player is warned once, if the player does not change the holding of the controller, the evaluation control unit 363 may replace the operation information of the controller that is erroneously held. Good.
For example, if the determination unit 362 determines that the holding state of the controller is not correct, the processing control unit 360 (560) controls the image generation unit 320 to display a caution message notifying that the controller is not correctly held. , Display on the game screen. Then, the determination unit 362 determines again whether or not the holding state of each controller is correct based on history information (relationship between operation information and task information) accumulated after the attention message is displayed.
Here, when it is determined that the holding state is correct, it can be determined that the player has changed the holding of the controller (taken correctly), and thus the evaluation control unit 363 does not replace the operation information (identifier).
On the other hand, if it is determined that the holding state is not correct, it can be determined that the controller is still playing with the controller held in error, so that the evaluation control unit 363 can detect the erroneously held part as described above. The operation information of the controller is replaced with the operation information of the controller that should be originally held at the site. In addition, you may replace the subject information of a controller.
In this case, the player can be alerted about the holding of the controller, and the player himself can be given an opportunity to change the holding of the controller. Even when the player is still playing with the controller held in error, the player's operation can be evaluated appropriately.
In addition, the re-evaluation unit 561 can re-evaluate the operation before the determination unit 362 displays the caution message in the same manner as described above, but only when the player changes the holding of the controller (takes it back correctly). You may make it reevaluate.
 なお、本願については、日本国特許願 特願2009-017578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, priority is claimed based on Japanese Patent Application No. 2009-017578, and 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、プレイヤが複数のコントローラを誤って保持したままプレイした場合でも、プレイヤの操作を適切に評価することに好適な、ゲーム装置、操作評価方法、情報記録媒体、および、プログラムを提供することができる。 As described above, according to the present invention, a game device, an operation evaluation method, and an information recording that are suitable for appropriately evaluating a player's operation even when the player plays with a plurality of controllers erroneously held. A medium and a program can be provided.
 100 情報処理装置
 101 CPU
 102 ROM
 103 RAM
 104 インターフェース
 105 コントローラユニット
 106 ゲーム用マット
 107 外部メモリ
 108 DVD-ROMドライブ
 109 画像処理部
 110 音声処理部
 111 NIC
 210,220 コントローラ
 211 CCDカメラ
 212 十字形キー
 213 Aボタン
 214 Bボタン
 215 各種ボタン
 216 小さな孔
 217 インジケータ
 218 電源ボタン
 221 コントロールスティック
 222 Cボタン
 223 Zボタン
 230 センサバー
 231 発光素子
 290 ディスプレイ
 300,500 ゲーム装置
 310 画像情報記憶部
 320 画像生成部
 330 課題情報記憶部
 340 操作情報取得部
 341 無線通信部
 342 マット情報受付部
 350 履歴情報蓄積部
 360、560 処理制御部
 361 評価部
 362 判定部
 363 評価制御部
 370 楽曲情報記憶部
 380 楽曲再生部
 561 再評価部
100 Information processing apparatus 101 CPU
102 ROM
103 RAM
104 Interface 105 Controller unit 106 Game mat 107 External memory 108 DVD-ROM drive 109 Image processing unit 110 Audio processing unit 111 NIC
210, 220 Controller 211 CCD camera 212 Cross key 213 A button 214 B button 215 Various buttons 216 Small hole 217 Indicator 218 Power button 221 Control stick 222 C button 223 Z button 230 Sensor bar 231 Light emitting element 290 Display 300,500 Game device 310 Image information storage unit 320 Image generation unit 330 Task information storage unit 340 Operation information acquisition unit 341 Wireless communication unit 342 Mat information reception unit 350 History information storage unit 360, 560 Processing control unit 361 Evaluation unit 362 Determination unit 363 Evaluation control unit 370 Music Information storage unit 380 Music playback unit 561 Re-evaluation unit

Claims (8)

  1.  プレイヤの身体の予め定められた各部位にてそれぞれ保持されるべき複数のコントローラを使用した操作を評価するゲーム装置(300)であって、
     プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する画像生成部(320)と、
     プレイヤにより操作された各コントローラの操作情報を取得する操作情報取得部(340)と、
     取得した当該操作情報と当該課題情報との関係に基づいて、プレイヤの操作を評価する評価部(361)と、
     当該操作情報と当該課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、当該誤った部位にて保持されるべきコントローラの操作情報に入れ替えて前記評価部(361)に評価させる評価制御部(363)と、を備える、
     ことを特徴とするゲーム装置(300)。
    A game device (300) for evaluating an operation using a plurality of controllers to be held at each predetermined part of a player's body,
    An image generation unit (320) that generates a display image for presenting the task content to the player, based on the task information that defines the task operation of each controller imposed on the player;
    An operation information acquisition unit (340) for acquiring operation information of each controller operated by the player;
    An evaluation unit (361) that evaluates the player's operation based on the relationship between the acquired operation information and the task information;
    Based on the history information in which the operation information and the task information are associated, the operation information of the controller held in the wrong part is replaced with the operation information of the controller to be held in the wrong part. An evaluation control unit (363) for causing the evaluation unit (361) to evaluate,
    A game device (300) characterized by that.
  2.  一組のコントローラがプレイヤの左右の手を含む複数の部位にて個々に保持され、当該各コントローラを使用したプレイヤの操作を評価するゲーム装置(300)であって、
     プレイヤに課される各コントローラの課題操作を規定する課題情報を記憶する課題情報記憶部(330)と、
     記憶される当該課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する画像生成部(320)と、
     当該表示画像にて提示した課題内容に応答して、プレイヤにより操作された各コントローラの操作情報を取得する操作情報取得部(340)と、
     取得した当該操作情報と記憶される当該課題情報との関係に基づいて、プレイヤの操作を評価する評価部(361)と、
     当該操作情報と当該課題情報とを対応付けた履歴情報を生成して蓄積する履歴情報蓄積部(350)と、
     蓄積された当該履歴情報に基づいて、プレイヤの各部位に対応する各コントローラの保持状態が正しいか否かを判定する判定部(362)と、
     当該保持状態が正しくないと判定された場合に、当該各部位に保持されているコントローラを判別し、当該各部位に保持されているコントローラの操作情報を、当該各部位にて保持されるべきコントローラの操作情報に入れ替えて前記評価部(361)に評価させる評価制御部(363)と、を備える、
     ことを特徴とするゲーム装置(300)。
    A game device (300) in which a set of controllers is individually held at a plurality of parts including left and right hands of a player, and evaluates the operation of the player using each controller.
    A task information storage unit (330) that stores task information that defines task operations of each controller imposed on the player;
    An image generation unit (320) that generates a display image for presenting the task content to the player based on the stored task information;
    In response to the task content presented in the display image, an operation information acquisition unit (340) that acquires operation information of each controller operated by the player;
    An evaluation unit (361) for evaluating a player's operation based on the relationship between the acquired operation information and the stored task information;
    A history information storage unit (350) for generating and storing history information in which the operation information and the task information are associated;
    A determination unit (362) for determining whether or not the holding state of each controller corresponding to each part of the player is correct based on the accumulated history information;
    When it is determined that the holding state is not correct, the controller that is held in each part is determined, and the operation information of the controller that is held in each part is stored in each part. An evaluation control unit (363) that replaces the operation information and causes the evaluation unit (361) to evaluate the information.
    A game device (300) characterized by that.
  3.  請求項2に記載されたゲーム装置(300)であって、
     前記判定部(362)は、前記履歴情報蓄積部(350)に蓄積された直近の所定数の履歴情報において、課題情報と操作情報との合致割合を、そのまま比較した場合と、操作情報をコントローラ毎に入れ替えて比較した場合とでそれぞれ求め、両者の合致割合の関係に基づいて、各部位に対応する各コントローラの保持状態が正しいか否かを判定する、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 2,
    The determination unit (362) compares the match information between the task information and the operation information as they are in the most recent predetermined number of pieces of history information stored in the history information storage unit (350), and the operation information as a controller. It is determined when each is replaced and compared, and based on the relationship between the matching ratios of both, it is determined whether the holding state of each controller corresponding to each part is correct,
    A game device (300) characterized by that.
  4.  請求項2に記載されたゲーム装置(300)であって、
     前記判定部(362)により当該保持状態が正しくないと判定された場合に、前記履歴情報蓄積部(350)に蓄積された履歴情報を基に、各部位に保持されているコントローラの過去分の操作情報を、当該各部位にて保持されるべきコントローラの操作情報に入れ替えて評価し直す再評価部(561)を更に備える、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 2,
    When the determination unit (362) determines that the holding state is not correct, based on the history information stored in the history information storage unit (350), the past amount of the controller held in each part is stored. Further comprising a re-evaluation unit (561) for re-evaluating the operation information by replacing the operation information with the operation information of the controller to be held in each part.
    A game device (300) characterized by that.
  5.  一組のコントローラがプレイヤの左右の手を含む複数の部位にて個々に保持され、当該各コントローラを使用したプレイヤの操作を評価するゲーム装置(300)であって、
     プレイヤに課される各コントローラの課題操作を規定する課題情報を記憶する課題情報記憶部(330)と、
     記憶される当該課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する画像生成部(320)と、
     当該表示画像にて提示した課題内容に応答して、プレイヤにより操作された各コントローラの操作情報を取得する操作情報取得部(340)と、
     取得した当該操作情報と記憶される当該課題情報との関係に基づいて、プレイヤの操作を評価する評価部(361)と、
     当該操作情報と当該課題情報とを対応付けた履歴情報を生成して蓄積する履歴情報蓄積部(350)と、
     蓄積された当該履歴情報に基づいて、プレイヤの各部位に対応する各コントローラの保持状態が正しいか否かを判定する判定部(362)と、
     当該保持状態が正しくないと判定された場合に、当該各部位に保持されているコントローラを判別し、当該各部位に保持されているコントローラの課題操作を規定する課題情報を、当該各部位にて保持されるべきコントローラの課題操作を規定する課題情報に入れ替えて前記評価部(361)に評価させる評価制御部(363)と、を備える、
     ことを特徴とするゲーム装置(300)。
    A game device (300) in which a set of controllers is individually held at a plurality of parts including left and right hands of a player, and evaluates the operation of the player using each controller.
    A task information storage unit (330) that stores task information that defines task operations of each controller imposed on the player;
    An image generation unit (320) that generates a display image for presenting the task content to the player based on the stored task information;
    In response to the task content presented in the display image, an operation information acquisition unit (340) that acquires operation information of each controller operated by the player;
    An evaluation unit (361) for evaluating a player's operation based on the relationship between the acquired operation information and the stored task information;
    A history information storage unit (350) for generating and storing history information in which the operation information and the task information are associated;
    A determination unit (362) for determining whether or not the holding state of each controller corresponding to each part of the player is correct based on the accumulated history information;
    When it is determined that the holding state is not correct, the controller held in each part is determined, and task information that defines the task operation of the controller held in each part is displayed in each part. An evaluation control unit (363) that replaces the task information that defines the task operation of the controller to be held and causes the evaluation unit (361) to evaluate,
    A game device (300) characterized by that.
  6.  プレイヤの身体の予め定められた各部位にてそれぞれ保持されるべき複数のコントローラ、画像生成部(320)、操作情報取得部(340)、評価部(361)、及び、評価制御部(363)を有するゲーム装置(300)における操作評価方法であって、
     前記画像生成部(320)が、プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する画像生成ステップと、
     前記操作情報取得部(340)が、プレイヤにより操作された各コントローラの操作情報を取得する操作情報取得ステップと、
     前記評価部(361)が、取得した当該操作情報と当該課題情報との関係に基づいて、プレイヤの操作を評価する評価ステップと、
     前記評価制御部(363)が、当該操作情報と当該課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、当該誤った部位にて保持されるべきコントローラの操作情報に入れ替えて前記評価ステップにて評価させる評価制御ステップと、を備える、
     ことを特徴とする操作評価方法。
    A plurality of controllers to be held at each predetermined part of the player's body, an image generation unit (320), an operation information acquisition unit (340), an evaluation unit (361), and an evaluation control unit (363) An operation evaluation method in a game device (300) having
    An image generating step for generating a display image for presenting the task content to the player, based on the task information defining the task operation of each controller imposed on the player by the image generating unit (320);
    The operation information acquisition unit (340) acquires operation information of each controller operated by the player;
    An evaluation step in which the evaluation unit (361) evaluates a player's operation based on the relationship between the acquired operation information and the task information;
    Based on the history information in which the operation information and the task information are associated with each other, the evaluation control unit (363) holds the operation information of the controller held in the wrong part at the wrong part. An evaluation control step that replaces the operation information of the controller to be evaluated and evaluates in the evaluation step,
    An operation evaluation method characterized by that.
  7.  プレイヤの身体の予め定められた各部位にてそれぞれ保持されるべき複数のコントローラを使用した操作を評価するコンピュータを、
     プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する画像生成部(320)、
     プレイヤにより操作された各コントローラの操作情報を取得する操作情報取得部(340)、
     取得した当該操作情報と当該課題情報との関係に基づいて、プレイヤの操作を評価する評価部(361)、
     当該操作情報と当該課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、当該誤った部位にて保持されるべきコントローラの操作情報に入れ替えて前記評価部(361)に評価させる評価制御部(363)、
     として機能させることを特徴とするプログラムを記録する、コンピュータ読み取り可能な情報記録媒体。
    A computer for evaluating operations using a plurality of controllers to be held at each predetermined part of the player's body,
    An image generation unit (320) for generating a display image for presenting the task content to the player based on the task information defining the task operation of each controller imposed on the player;
    An operation information acquisition unit (340) for acquiring operation information of each controller operated by the player;
    An evaluation unit (361) that evaluates the player's operation based on the relationship between the acquired operation information and the task information;
    Based on the history information in which the operation information and the task information are associated, the operation information of the controller held in the wrong part is replaced with the operation information of the controller to be held in the wrong part. An evaluation control unit (363) for causing the evaluation unit (361) to evaluate,
    A computer-readable information recording medium for recording a program characterized by functioning as a computer program.
  8.  プレイヤの身体の予め定められた各部位にてそれぞれ保持されるべき複数のコントローラを使用した操作を評価するコンピュータを、
     プレイヤに課される各コントローラの課題操作を規定する課題情報に基づいて、プレイヤに課題内容を提示するための表示画像を生成する画像生成部(320)、
     プレイヤにより操作された各コントローラの操作情報を取得する操作情報取得部(340)、
     取得した当該操作情報と当該課題情報との関係に基づいて、プレイヤの操作を評価する評価部(361)、
     当該操作情報と当該課題情報とを対応付けた履歴情報に基づいて、誤った部位に保持されているコントローラの操作情報を、当該誤った部位にて保持されるべきコントローラの操作情報に入れ替えて前記評価部(361)に評価させる評価制御部(363)、
     として機能させることを特徴とするプログラム。
    A computer for evaluating operations using a plurality of controllers to be held at each predetermined part of the player's body,
    An image generation unit (320) for generating a display image for presenting the task content to the player based on the task information defining the task operation of each controller imposed on the player;
    An operation information acquisition unit (340) for acquiring operation information of each controller operated by the player;
    An evaluation unit (361) that evaluates the player's operation based on the relationship between the acquired operation information and the task information;
    Based on the history information in which the operation information and the task information are associated, the operation information of the controller held in the wrong part is replaced with the operation information of the controller to be held in the wrong part. An evaluation control unit (363) for causing the evaluation unit (361) to evaluate,
    A program characterized by functioning as
PCT/JP2010/050796 2009-01-29 2010-01-22 Game device, operation evaluation method, information recording medium, and program WO2010087284A1 (en)

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US20110287839A1 (en) 2011-11-24

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