TW200840624A - Game device, game method and game program - Google Patents

Game device, game method and game program Download PDF

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Publication number
TW200840624A
TW200840624A TW096136743A TW96136743A TW200840624A TW 200840624 A TW200840624 A TW 200840624A TW 096136743 A TW096136743 A TW 096136743A TW 96136743 A TW96136743 A TW 96136743A TW 200840624 A TW200840624 A TW 200840624A
Authority
TW
Taiwan
Prior art keywords
line
player
game
input
indication
Prior art date
Application number
TW096136743A
Other languages
Chinese (zh)
Inventor
Naoko Matsumoto
Hiroyuki Masuda
Masanori Kono
Yoshito Fukuda
Original Assignee
Konami Digital Entertainment
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Publication date
Application filed by Konami Digital Entertainment filed Critical Konami Digital Entertainment
Publication of TW200840624A publication Critical patent/TW200840624A/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • 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
    • A63F2300/8088Features 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 involving concurrently several players in a non-networked game, e.g. on the same game console

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

A game device comprising a monitor (206) having a display surface directed upward at least partially, at least one operating means (214) which receives input operation of at least one player, a means for storing a plurality of input timings set commonly to the players in a time series manner and at which the players perform an input operation by the operating means, an operation designating means for designating the input timings by displaying on the monitor an annular reference line and an annular designation line emerging from a predetermined emergence position in the reference line and spreading toward the reference line and then by aligning the reference line with the designation line, and a means for evaluating the game results of the players based on the comparison results of the input timings and the operation timings of input operations by the players.

Description

200840624 九、發明說明 【發明所屬之技術領域】 本發明係關於遊戲裝置、遊戲方法及遊戲程式。 【先前技術】 目前提供有複數玩家共有監視器而進行遊戲的遊戲裝 置。例如,在專利文獻1的圖1(B),複數玩家並排於 監視器前’依據顯示於監視器的操作指示來進行遊戲。對 各玩家進行操作指示時,係於監視器中央顯示操作指示, 或因應各玩家的位置,顯示個別的操作指示。各玩家係因 應該等操作指示來執行遊戲,各玩家彼此競爭得分,或競 爭作爲團隊的總分。 〔專利文獻1〕日本特開平1 1 - 1 695 57號公報 【發明內容】 ♦ 但是’在於監視器中顯示中央部時,接近監視器中央 的玩家易於觀看操作指示,但是,離監視器中央較遠的玩 • 家有較難以觀看操作指示之狀況。因此,因玩家的位置有 - 不公平感。又,因應玩家的位置,按照每一玩家顯示操作 指示時’各玩家雖然易於觀看操作指示,但是可顯示於監 視器之操作指示的數量會被限制。如此,對於爲了使各玩 家易於觀看操作指示,可參加遊戲之玩家人數會有所限制 〇 在此’本發明的目的係提供可緩和可參加遊戲之玩家 -5- 200840624 人數的制約之技術。 爲了解決前述課題,發明1是提供一種遊 包含:監視器,係顯示面的至少一部份朝上,: 作手段,係受理至少1位玩家所致之輸入操作 ’係記憶前述玩家應藉由前述操作手段來進行 時機,即前述玩家所共通之時間數列地設定之 機,操作指示手段,係於前述監視器顯示環狀 與從前述基準線內之所定出現位置出現而朝前 張之環狀的指示線,並藉由使前述基準線與前 致來指示前述輸入時機,及評估手段,係依據 機與進行前述玩家所致之輸入操作之操作時機 ,評估前述玩家的遊戲成績。 監視器的顯示面之形狀係平板狀、半球狀 圓柱狀等,並不被特別限定。又,所謂顯示面 份朝上,係代表站在監視器周圍的玩家從監視 何位置皆可觀看到顯示面。 因爲顯示面的至少一部份朝上,故即使複 監視器周圍般地排列,亦可觀看到監視器。如 數玩家經由監視器相互面對,且可一邊觀看相 進行遊戲,故複數玩家可持有一體感來進行遊 家所致之操作手段的輸入時機,係並不是按照 別顯示,而是藉由使環狀基準線與環狀指示線 地顯示給玩家全體。因此,因爲不管哪個玩家 地觀看指示,故緩和了可參加之玩家人數的制 戲裝置,係 S少1個操 ,記憶手段 輸入操作的 複數輸入時 的基準線, 述基準線擴 述指示線一 前述輸入時 的比較結果 、圓錐狀、 的至少一部 器周圍的任 數玩家包圍 此,因爲複 同畫面一邊 戲。又,玩 各玩家而個 一致,共通 皆可無優劣 約。再者, -6 - 200840624 所謂環狀線係並不限定於圓狀線,代表亦包含封閉圈環狀 之任何線。又,所謂基準線與指示線一致,係指指示線在 允許範圍內一致於基準線。因此,不管在指示線上任何點 ’到達基準線之時機是相同程度,基準線與指示線的一致 會共通地對玩家全員指示。 發明2是提供一種遊戲裝置,特徵爲於發明1中,前 述操作指示手段,係隨機決定前述指定線的出現位置。 因爲無法預測接著指示線從何處出現,故賦予遊戲變 化,提升遊戲的有趣性及難易度。 發明3是提供一種遊戲裝置,特徵爲於發明1或2中 ,複數操作手段,係對於前述監視器,被固定於一定位置 ;前述操作指示手段,係依據前述操作手段的位置來特定 前述玩家的位置’並因應玩家的遊戲成績來決定前述指示 線的出現位置與前述玩家的位置之關係。 例如’使指示線的出現位置接近成績不好的玩家側, 並使出現位置接近基準線。因此,對於成績不好的玩家, 賦予輸入時機緊迫的緊張感,又使被操作指示之輸入時機 與玩家所致之操作時機的調整較爲困難。如此,可因應玩 家的成績,賦予遊戲變化。 發明4是提供一種遊戲裝置,特徵爲於發明1至3之 任一中,按照每一前述玩家設置之各操作手段,係包含複 數操作構件;前述操作指示手段,係將指示前述複數操作 構件中應進行輸入操作之操作構件的顯示型式,附加於前 述指示線;前述顯示型式,係顏色、模樣、文字、記號及 200840624 該等組合之至少任一。 例如,操作手段係包含操作構件A與操作構件B。於200840624 IX. Description of the Invention [Technical Field] The present invention relates to a game device, a game method, and a game program. [Prior Art] A game device in which a plurality of players share a monitor and plays a game is currently provided. For example, in Fig. 1(B) of Patent Document 1, a plurality of players are arranged side by side in front of the monitor, and the game is played in accordance with an operation instruction displayed on the monitor. When an operation instruction is given to each player, an operation instruction is displayed in the center of the monitor, or an individual operation instruction is displayed in response to the position of each player. Each player performs the game by waiting for an operation instruction, and each player competes for a score, or competes as a total score of the team. [Patent Document 1] Japanese Laid-Open Patent Publication No. Hei No. Hei 1 1 - 1 695 57. SUMMARY OF THE INVENTION ♦ However, when the center portion is displayed on the monitor, the player approaching the center of the monitor can easily view the operation instruction, but is closer to the center of the monitor. Far play • The home has a situation where it is difficult to view the operation instructions. Therefore, because the player's position has - unfair. Further, in accordance with the position of the player, when the operation instruction is displayed for each player, it is easy for each player to view the operation instruction, but the number of operation instructions that can be displayed on the monitor is limited. In this way, the number of players who can participate in the game is limited in order to make it easy for the players to view the operation instructions. 〇 The purpose of the present invention is to provide a technique for alleviating the number of players who can participate in the game -5-200840624. In order to solve the aforementioned problems, the invention provides a tour comprising: a monitor, wherein at least a portion of the display surface faces upwards, and means: accepting an input operation caused by at least one player. The operation means sets the timing, that is, the time set by the player in common, and the operation instruction means is an indication that the monitor displays a ring shape and a ring shape that appears from a predetermined position in the reference line and faces forward. And determining the aforementioned input timing and the evaluation means by causing the aforementioned reference line to be forwarded, and evaluating the game performance of the player based on the operation timing of the input operation by the player. The shape of the display surface of the monitor is a flat shape, a hemispherical cylindrical shape, or the like, and is not particularly limited. Further, the so-called display face is upward, which means that the player standing around the monitor can view the display surface from the monitored position. Since at least a portion of the display surface faces upward, the monitor can be viewed even if it is arranged around the complex monitor. If a number of players face each other via a monitor and can watch the game while playing, the plural players can hold the sense of unity to input the operation means of the game by the player, not by displaying it, but by making The ring base line and the ring indicator line are displayed to the player as a whole. Therefore, since the player who has watched the instruction regardless of the player, the player device that has the number of players that can participate is reduced by one, and the reference line at the time of the plural input of the memory input operation is described, and the reference line expansion instruction line is described. The comparison result at the time of the input, the cone-shaped, any number of players around at least one of the players surrounds this, because the same picture is played. In addition, playing each player is consistent, and there is no good or bad in common. Furthermore, -6 - 200840624 The so-called loop line is not limited to a circular line, and represents any line that also includes a closed loop. Further, the reference line coincides with the indication line, which means that the indication line is consistent with the reference line within the allowable range. Therefore, regardless of whether the timing of reaching the reference line at any point on the indication line is the same, the alignment of the reference line and the indication line will collectively indicate to the entire player. According to a second aspect of the invention, in the first aspect of the invention, the operation instruction means randomly determines the appearance position of the designated line. Because it is impossible to predict where the line will appear next, the game is changed to enhance the fun and difficulty of the game. According to a third aspect of the invention, in the first aspect of the invention, the plurality of operating means are fixed to the monitor at a predetermined position; and the operation indicating means specifies the player based on the position of the operating means. The position 'and determines the relationship between the appearance of the aforementioned indicator line and the position of the aforementioned player in accordance with the player's game score. For example, 'the position of the indicator line is close to the player side where the score is not good, and the appearance position is close to the reference line. Therefore, for a player who does not have a good performance, it is difficult to give an input timing an urgent tension, and it is difficult to adjust the timing of the operation of the operation instruction and the operation timing by the player. In this way, the game can be changed in response to the player's performance. A fourth aspect of the invention provides a game device, characterized in that in any one of the inventions 1 to 3, each of the operation means provided by each of the players includes a plurality of operation members; and the operation indication means is to indicate the plurality of operation members The display type of the operation member to be input operation is added to the indication line; the display type is at least one of a combination of color, pattern, character, symbol, and 200840624. For example, the operating means includes the operating member A and the operating member B. to

操作構件A係與紅色的顯示型式建立對應,於操作構件BThe operating member A is associated with the red display pattern, and the operating member B is

係與藍色的顯示型式建立對應。然後,在指示操作構件A 的輸入操作時,係輸出紅色的顯示型式,以紅色輸出指示 線。另一方面,在指示操作構件B的輸入操作時,係輸出 藍色的顯示型式,以藍色輸出指示線。藉此,可視覺上指 示玩家是否操作任一操作構件。作爲顯示型式,係可舉出 顏色、模樣、文字、記號及該等組合等,按照各構件設定 。而該顯示型式與指示線成爲一體,顯示指示線。 發明5是提供一種遊戲裝置,特徵爲於發明1至3之 任一中’前述操作指示手段,係使前述指示線接連出現, 且使顯示之前述指示線中至少鄰接之指示線的顏色相異。 即使於監視器上同時顯示複數指示線,因爲指示線的 顏色分別不同’故可一瞥就掌握哪條指示線表示下個輸入 時機。又’即使複數指示線交叉之狀況,玩家亦可明確地 區別下一指示線。 發明6是提供一種遊戲裝置,特徵爲於發明1至5之 任中,則述操作指示手段,係在顯示之前一指示線的內 側,決定下一指示線的出現位置,且以前述下一指示線存 在於刖述即指示線的內側之方式,調整各指示線的擴張 速度。 以於即一指示線的內部,使下一指示線出現,且下一 ί曰示線不會la越前_指示線之方式來控制。因此,接連浮 -8 - 200840624 現出指示線般地顯示,一邊賦予遊戲速度感,一邊可對玩 家明示下一指示線。 發明7是提供一種遊戲裝置,特徵爲於發明1至6中 ’前述操作指示手段,係使前述指示線的擴張速度,等速 、等加速或等減速。 ^ 因位前述指示線的擴張速度是等速、等加速或等減速 ,玩家係可一邊預測指示線與基準線一致之時機,一邊進 φ 行輸入操作。於音樂遊戲中,利用藉由等速、等加速或等 減速運動之指示線來指示輸入時機,玩家係可配合音樂, 而有韻律感地進行輸入操作。 * 發明8是提供一種遊戲裝置,特徵爲於發明1至7之 > 任一中,前述遊戲裝置,係由具有上面與從前述上面朝下 方擴張並支持前述上面的側面之框體所構成;前述監視器 ,係設置於前述上面,而於前述側面,設置有前述玩家操 作之操作手段。 • 玩家係觀看顯示於設置在上面之監視器的指示線及基 準線,以所定時機操作設置於側面的操作手段。即使操作 ^ 手段設置於接近底面之狀況,因爲側面越朝向底面越擴張 ^ ’所以操作手段與玩家的距離變近,易於操作。 發明9是提供一種遊戲方法,係包含:記憶步驟,係 記憶玩家應藉由受理至少1位玩家所致之輸入操作的至少 1個操作手段來進行輸入操作的時機,即前述玩家所共通 之時間數列地設定之複數輸入時機,操作指示步驟,係於 顯示面之至少一部份朝上的監視器顯示環狀的基準線,與 -9- 200840624 從前述基準線內之所定出現位置出現而朝前述基準線擴張 之環狀的指示線,並藉由使前述基準線與前述指示線一致 來指示前述輸入時機,及評估步驟,係依據前述輸入時機 與進行前述玩家所致之輸入操作之操作時機的比較結果, 評估前述玩家的遊戲成績。發明9係發揮與發明1相同之 作用效果。 發明1 〇是提供一種遊戲程式,係使電腦作爲以下手 段而作用:記憶手段,係記憶玩家應藉由受理至少1位玩 家所致之輸入操作的至少1個操作手段來進行輸入操作的 時機,即前述玩家所共通之時間數列地設定之複數輸入時 機,操作指示手段,係於顯示面之至少一部份朝上的監視 器顯示環狀的基準線,與從前述基準線內之所定出現位置 出現而朝前述基準線擴張之環狀的指示線,並藉由使前述 基準線與前述指示線一致來指示前述輸入時機,及評估手 段,係依據前述輸入時機與進行前述玩家所致之輸入操作 之操作時機的比較結果,評估前述玩家的遊戲成績。發明 1 〇係發揮與發明1相同之作用效果。 依據本發明,可緩和可參加之玩家人數的制約。 【實施方式】 <第1實施形態例> (1 )關於本實施形態例之遊戲系統的構造 圖1係爲揭示本發明之第1實施形態例的遊戲系統之 整體構造的說明圖。該遊戲系統係包含中央伺服器1 00與 -10 - 200840624 複數遊戲終端裝置20〇a、b…所構成。遊戲終端裝置200 係經由網際網路等之網路300而連接於中央伺服器1〇〇。 (1 -1 )中央伺服器 中央伺服器100係從遊戲終端裝置200接收各玩家的 個人資料並加以記憶。又,中央伺服器1 〇〇係因應來自於 遊戲終端裝置200之要求,將個人資料傳送至要求來源。 中央伺服器100係具備下述的要素(a)〜(e)。 (a) CPU101 :依據儲存於11〇]^103或11八厘102之控 制程式等,而實現後述之複數功能。 (b ) RAM 1 02 :暫時性地記憶控制程式、個人資料等 〇 (c ) ROM 103 :記憶控制程式等。 (d) 資料積存部104:積存從遊戲終端裝置200傳送 過來之每一玩家的個人資料。作爲個人資料係可舉出包含 玩家ID、密碼之認證資訊等。關於該等個人資料,係於 後說明。 (e) 網路通訊部105:經由網路30 0,在遊戲終端裝 置2 0 0之間進行資料的傳送接收。 (1-2)遊戲終端裝置 圖2係揭示遊戲終端裝置200的構造之一例。遊戲終 端裝置200係搭載CPU之遊戲專用的框體。遊戲終端裝 置200係具有下述之(a)〜(η)要素。 200840624 (a ) C P U 2 0 1 :依據記憶於後述之R 〇 Μ 2 0 3的控制程 式及遊戲用資料等,而實現後述之複數功能。 (b ) RAM2 02 :暫時性地記憶各種變數及參數等之遊 戲用各種資料。 (c ) ROM2 03 :記憶控制程式及各種參數等。 廨 (d)網路通訊部204·經由網路300,與中央伺服器 1〇〇進行傳送接收資料。 Φ ( e )監視器2 0 6 :顯示遊戲中的操作指示、遊戲畫像 、遊戲之各遊戲參數的成績及在遊戲前後之角色等。 (f)描繪處理部205 :產生顯示於監視器206之畫像 • 資料。 胃 (g)揚聲器208:於遊戲的執行中、展示畫面顯示中 、遊戲的成績顯示中等時,輸出效果音等之音效。 (h)聲音再生部207·•產生用以使揚聲器208輸出之 音效資料。 ® (〇輸入部211:包含受理遊戲的選擇之決定按鍵、‘ 用以開始遊戲的開始按鍵等的各種按鍵。 (j )操作部2 1 4 :由受理因應操作指示之玩家的輸入 * 操作所構成。 (k)卡片讀寫機212:從插入之磁性卡片進行卡片 ID之讀取。並因應必要,執行玩家iD及成績的寫入處理 亦可。 (1 )硬幣受理部2 1 3 :受理投入之硬幣所致之代額數 (credit) ° -12- 200840624 (m)外部機器控制部2 1 0 :控制輸入部2 1 1 '卡片讀 寫機212、硬幣受理部212及操作部214等之外部機器。 (η )外部輸出入控制部209 :產生相對於輸入部21 1 、卡片讀寫機212、硬幣受理部213及操作部214等之外 部機器的控制訊號。又,接收來自於外部機器之檢測訊號 並送出至CPU201。 (2 )遊戲終端裝置之一例 (2-1)遊戲終端裝置的構造 圖3係前述遊戲終端裝置200之一具體例的外觀立體 圖。遊戲筐體200係具有台桌狀的框體。於框體的上面係 設置有平板狀,且顯示面朝上的監視器206。圖3所示之 遊戲終端裝置200係框體的平面爲矩形狀,例如,4位玩 家站在框體各4邊,包圍框體周圍般地進行遊戲。於監視 器206的週緣,係對應框體各邊般地,表示有玩家位置 2 1 5 ( 2 1 5 a〜2 1 5 d )。在此,所謂監視器2 0 6的顯示面朝 上,係例如代表站在監視器206周圍的複數玩家從監視器 206周圍的任何位置皆可觀看到顯示面。又,顯示面係只 要其至少一部份朝上即可,例如,半球狀、圓錐狀、圓柱 狀等,顯示面的一部份爲橫向等皆可,不需要全面朝上。 於監視器206係爲了對玩家進行操作指示,顯示有環狀基 準線231、所定出現位置23 3及從出現位置233出現之環 狀指示線232。關於操作指示的顯示方法係於後詳述。 於監視器206的週緣,係對應框體各邊般地,表示4 200840624 組操作部214。1組操作部214係例如包含“R (紅)”、“G (綠)”、“B (藍)”個別之R按鍵、G按鍵及B按鍵的各 輸入按鍵。各玩家係操作設置於各邊之任一輸入按鍵來進 行輸入操作。又,於框體的上面及側面係設置有揚聲器 208、輸入部211、卡片讀寫機212及硬幣受理部213。框 體係內藏有構成遊戲終端裝置200的CPU201、ROM2 02、 RAM2 03、網路通訊部204、畫像處理部205、聲音再生部 207、外部輸出入控制部209及外部機器控制部210。再者 ’框體的形狀係不限定於台桌狀,爲柱體狀及錐狀體及將 該等加以變形之形狀亦可。 (2-2)在監視器的操作指示 接著’使用圖4及圖5,針對在監視器206上的操作 指示之顯示方法,或複數操作指示的顯示方法加以說明。 圖4 ( a )〜(c )係揭示顯示於監視器2〇6之指示線 的時間數列變化之畫面例。利用藉由該指示線2 3 2表示之 操作指示’對玩家指示以哪個輸入時機來操作哪個操作部 214 ( R按鍵、G按鍵及B按鍵)。所謂輸入時機,係代 表遊戲終端裝置200以操作操作部2〗4之方式對玩家指示 的時機。另一方面,所謂後述之輸入時機,係指玩家因應 輸入時機’而操作操作部2 1 4的時機。 於監視器2 0 6係顯示有基準線2 3 1、指示線2 3 2及出 現位置233。基準線23 !係環狀線,顯示於固定位置。指 示線232係環狀線,以從出現位置233浮現之方式輸出, -14- 200840624 朝向基準線23 1擴張。環狀線係並不限定於圖4所示之圓 狀線’亦包含三角形狀及四角形狀等之封閉圈環狀的任何 線。但是,於本實施形態中,基準線231是真圓,出現位 置233係在藉由基準線231顯示之真圓的中心之固定位置 ,指示線232亦維持真圓而漸漸擴張者。指示線232係依 據後述之操作序列資料來輸出。所謂操作序列資料,係以 哪種操作時機來操作任一操作部2 1 4,亦即在本實施形態 ,係界定何時操作R按鍵、G按鍵及B按鍵的程式。 爲了提示玩家R按鍵、G按鍵及B按鍵之任一的操作 指示,於指示線232的顯示係分別對應r按鍵、〇按鍵及 B按鍵,使用不同的顯示型式。例如,於R按鍵係與紅色 的顯示型式建立對應,於G按鍵係與綠色的顯示型式建立 對應,於B按鍵係與藍色的顯示型式建立對應。然後,在 指示R按鍵的輸入操作時,係輸出紅色的顯示型式,以紅 色輸出指示線232。又,在指示B按鍵的輸入操作時,係 輸出藍色的顯示型式,以藍色輸出指示線2 3 2。藉此,可 視覺上指不玩家是否操作任一輸入按鍵。作爲顯示型式, 係可舉出顏色、線種、模樣、文字、記號及該等組合等, 按照各輸入按鍵設定不同顏色、線種等。而該顯示型式與 指示線成爲一體,顯示指示線。再者,在本圖面爲了便利 ,藉由使指示線2 3 2的線種按照每一輸入按鍵而不同,揭 示相對於任一輸入按鍵的輸入操作。 各輸入按鍵的輸入時機係藉由使指Tpc線232 —致於基 準線23 1,對玩家指示。例如,對於爲了在時刻t二ti,進 -15- 200840624 行輸入按鍵的操作指示,以圖4 ( a )〜(c )的順、 基準線2 3 1。首先,在時刻t = 11之所定時間2 X △ 時刻t = tl-2xZ\ t,從出現位置23 3輸出對應所定輸 的指示線232(參考圖4(a))。指示線232係隨 刻t= tl_2x^ t經過時間,而朝向基準線231漸漸 然後,在從時刻t = tl-2xA t經過時間△ t的時刻t = ,指示線232係較圖4 ( a )之狀況,更接近基準線 參考圖4 ( b ))。最後成爲時刻t = 11時,指示線 一致於基準線23 1 (參考圖4 ( c ))。玩家係配合 線232與基準線231 —致之輸入時機,進行輸入操 此,所定時間△ t及2 X △ t係爲一範例,並不限定於 再者,依據操作序列資料,於所定時刻,使; 232與基準線231 —致。爲此,指示線232係圖4 ( 示,在指示線232與基準線23 1 —致之時刻的所定 例如,2xA t)前,從出現位置23 3輸出。在此, 所定時間係針對被輸出之所有指示線232爲一定, 232朝基準線231擴張之速度係因應出現位置233 線231之間的距離而被決定。 又,所謂基準線231與指示線232 —致,係指 232在允許範圍內一致於基準線231。因此,即使 所示之释體的各邊之任一玩家位置215觀看,基準 與指示線23 2 —致之時機亦相同。換句話說,以何 時機來操作哪個操作部2 1 4,並不是按照每位玩家 示,而是對玩家全員共通地顯示。爲此,不管哪位 序顯示 t前的 入按鍵 從從時 擴張。 tl-Δ t 231 ( 232係 該指示 作。在 此。 指示線 :a)所 時間( 例如, 指示線 與基準 指示線 從圖3 線23 1 種輸入 分別表 玩家皆 -16- 200840624 可無優劣地觀看操作指示。 又,指示線232的擴張速度,係等速、等加速或等減 速。因此,玩家可一邊預測指示線232與基準線231 —致 的時機,一邊進行輸入操作。因而,例如,於R按鍵、G 按鍵及B按鍵分別對應不同韻律音,因應操作指示來操作 各輸入按鍵而輸出韻律音的音樂遊戲中,以藉由等速、等 加速或等減速運動之指示線232來指示輸入時機,玩家係 可配合音樂,有韻律感地進行各輸入按鍵的輸入操作。 圖5係揭示複數指示線232同時顯示在監視器上之樣 子的畫面例。在圖4(a)〜(c),於監視器206上僅顯 示有1條指示線232,但是,如圖5所示,分別對應R按 鍵、G按鍵及B按鍵的指示線232,從出現位置23 3接連 顯示亦可。在圖5,遵從後述之圖8的操作序列資料,對 應R按鍵的指示線RtO、Rtl,對應G按鍵的指示線Gt2, 對應B按鍵的指示線Bt3,係顯示於監視器206。各指示 線RtO、Rtl、Gt2、Bt3係依序從出現位置233輸出,朝 向基準線23 1擴張。在此,R按鍵、G按鍵及B按鍵的各 指示線232係分別使用虛線、單點鎖線及雙點鎖線的顯示 型式來輸出。 再者’接連顯不有指不線2 3 2時,下一'指示線2 3 2係 出現於前一指示線232的內部,不會超越前一指示線232 。此時,指示線232係以從出現位置23 3輸出之順序,一 致於基準線23 1。藉此,接連浮現出般地顯示指示線232 ,一邊賦予遊戲速度感,一邊可使玩家以指示線232的輸 •17- 200840624 出順序來進行輸入操作。 (2-3)遊戲的執行 如前述所構成之遊戲終端裝置200係遵從記憶於 ROM2 03的控制程式,而如後述般地執行遊戲。玩家係於 任一玩家位置2 1 5 ( 2 1 5 a〜2 1 5 d )中,將自己所持有之磁 性卡片插入卡片讀寫機212,並投入硬幣至硬幣受理部 # 213。遊戲終端裝置200係從插入於卡片讀寫機212的磁 性卡片讀取識別卡片之卡片ID而對玩家要求輸入密碼。 而被輸入之密碼係與中央伺服器100的資料對照,而進行 個人認證。藉此,遊戲終端裝置2 0 0係掌握有幾位玩家參 " 加遊戲’哪位玩家在哪個玩家位置2 1 5進行遊玩。遊戲終 端裝置200從已認證玩家受理遊戲開始的指示時,藉由 CPU201執行控制程式,而開始遊戲。藉由遊戲的執行, 而運算遊戲成績。 馨 (2-4)遊戲的槪要 ^ 接著,使用圖3及圖4 ( a )〜(c ),針對在遊戲終 ‘ 端裝置200所進行之遊戲的槪要加以說明。 遊戲終端裝置200的CPU201係從玩家受理由複數遊 戲中遊玩任一遊戲。CPU201係遵從對應執行之遊戲的操 作序列資料,從出現位置223輸出對應所定輸入按鍵的指 示線232,使其一致於基準線231。玩家係依據指示線232 的顯示型式,從對應自身的玩家位置215 (215a〜215d) -18- 200840624 的輸入按鍵中,選擇操作哪個輸入按鍵。又,一邊觀看指 示線23 2朝基準線231漸漸擴張,一邊等待操作輸入按鍵 的操作時機。然後,以指示線232 —致於基準線23 1之輸 入時機,玩家係按壓已選擇之輸入按鍵等來進行輸入操作 。在此,指示線232與基準線231 —致的時機,係於基準 線2 3 1上之任一地點皆爲相同。因此,玩家係在基準線 23 1上之任一地點,確認輸入時機皆可。例如,玩家係在 最接近自身的玩家位置215之處,確認輸入時機亦可,在 接近隔壁的玩家位置之處,確認輸入時機亦可。 CPU201係按照每一玩家位置215 ( 215a〜215d),檢 測出各輸入按鍵的輸入操作。亦即,按照每位玩家檢測出 被操作之輸入按鍵及其操作時機。然後,CPU201係依據 因應對應指示線232的輸入按鍵是否被操作,已指示之輸 入時機與玩家所致之操作時機的比較結果,決定各玩家的 遊戲成績。 (3 )中央伺服器及遊戲終端裝置的功能構造 (3-1)中央伺服器的功能構造 針對圖1所示之中央伺服器1〇〇中,CPU101內的個 人資料收送訊手段1 1 1加以說明。 圖6係個人資料的槪念說明圖。個人資料係藉由作爲 個人資料收送訊手段而作用之中央伺服器100的 CPU 10 1而收集(參考圖!),並積存於資料積存部1〇4。 在此範例,個人資料係將「玩家ID」、「玩家名稱 -19 - 200840624 」、「認證資訊」、「卡片ID」及「遊戲成 個記錄。「玩家ID」係識別玩家之識別資 稱」係爲玩家的姓名。「認證資訊」係使用 之密碼及暗號。「卡片ID」係識別玩家所 別資訊。再者,於各卡片係記錄有卡片ID 」係表示玩家於過去進行之遊戲成績的累計1 個人資料收送訊手段1 1 1係從各遊戲終 收前述個人資料,而更新資料積存部1 04。 料收送訊手段111係從遊戲終端裝置200接 遊戲成績時,則更新對應該玩家ID的遊戲 〇 又’個人資料收送訊手段1 1 1係因應來 置2 00之要求,將包含於要求之與玩家ID 人資料,傳送至要求來源遊戲終端裝置200。 (3-2)遊戲終端裝置的功能構造 圖7係揭示遊戲終端裝置200的功能構 遊戲終端裝置2〇〇的CPU201係包含:遊戲 、遊戲執行手段 322、操作指示手段 323、 3 24及判定手段325。遊戲終端裝置200的 憶有操作序列資料表格3 3 1。藉由該等手段 終端裝置200的CPU201係執行遊戲之同時 績’並顯示於監視器206上。 績」包含於1 訊。「玩家名 於玩家的認證 有之卡片的識 。「遊戲成績 直。 端裝置200接 例如,個人資 :收玩家ID及 成績的累計値 自遊戲終端裝 建立對應的個 成之說明圖。 受理手段3 2 1 操作受理手段 ROM203係言己 及表格,遊戲 ,運算遊戲成 20- 200840624Corresponds to the blue display style. Then, when the input operation of the operation member A is instructed, the red display mode is output, and the indication line is output in red. On the other hand, when the input operation of the operation member B is instructed, a blue display pattern is output, and an indication line is output in blue. Thereby, it is possible to visually indicate whether the player operates any of the operating members. The display type is exemplified by a color, a pattern, a character, a symbol, and the like, and is set for each member. The display pattern is integrated with the indicator line to display the indicator line. According to a fifth aspect of the invention, there is provided a game device, characterized in that in the any one of the inventions 1 to 3, the operation indicating means causes the indication lines to appear one after another, and the color of at least the adjacent indication lines of the displayed indication lines are different. . Even if the complex indicator lines are displayed simultaneously on the monitor, because the colors of the indicator lines are different, it is possible to know which indicator line indicates the next input timing. Moreover, even if the plural indicator lines cross, the player can clearly distinguish the next indicator line. A sixth aspect of the invention provides a game device, characterized in that in the inventions 1 to 5, the operation indicating means determines the appearance position of the next indicator line on the inner side of the display line before the display, and the next instruction is The line exists in the manner of the inside of the indication line, and adjusts the expansion speed of each indicator line. So that the inside of a line is indicated, the next indicator line appears, and the next line is not controlled by the way the line is indicated. Therefore, the undulating -8 - 200840624 is displayed as a line of indication, and while giving the sense of speed to the game, the next indicator line can be clearly indicated to the player. According to a seventh aspect of the invention, there is provided a game apparatus characterized by the above-described operation indicating means of the invention, wherein the expansion speed of the indicator line, the constant speed, the like, or the like is decelerated. ^ Since the expansion speed of the above indication line is constant speed, equal acceleration or equal deceleration, the player can enter the φ line input operation while predicting the timing at which the indication line coincides with the reference line. In a music game, the input timing is indicated by a line of constant speed, equal acceleration, or equal deceleration motion, and the player can perform an input operation with rhythm in conjunction with music. The invention provides a game device, characterized in that, in any one of the inventions 1 to 7, the game device comprises a frame having an upper surface and a side surface extending downward from the upper surface and supporting the upper surface; The monitor is provided on the upper surface, and the operation means of the player operation is provided on the side surface. • The player views the indicator line and the reference line displayed on the monitor set above, and operates on the side with the timer. Even if the operation ^ means is placed close to the bottom surface, the more the side surface is expanded toward the bottom surface, the closer the distance between the operation means and the player is, and the operation is easy. The invention provides a game method, comprising: a memory step of memorizing a timing at which an input operation is performed by at least one operation means for accepting an input operation by at least one player, that is, a time common to the players. The plurality of input timings set in the series, the operation indicating step is to display an annular reference line on at least a portion of the display surface of the display surface, and -9-200840624 appears from the predetermined position in the aforementioned reference line The circular indication line of the reference line expansion, and the input timing is indicated by the reference line being aligned with the indication line, and the evaluation step is based on the input timing and the operation timing of the input operation by the player. The result of the comparison is to evaluate the game scores of the aforementioned players. Invention 9 has the same effects as those of Invention 1. Invention 1 is to provide a game program that causes a computer to function as a means for memorizing, and is a timing at which a memory player should perform an input operation by accepting at least one operation means of an input operation by at least one player. That is, the plurality of input timings set in the time series of the common time of the player, and the operation indicating means display the annular reference line on the monitor facing at least a part of the display surface, and the predetermined appearance position from the reference line And an indication line that appears to be extended toward the reference line, and the input timing is indicated by the reference line being aligned with the indication line, and the evaluation means is based on the input timing and the input operation by the player. The comparison result of the operation timing evaluates the game score of the aforementioned player. Invention 1 The oxime system exerts the same effects as those of the invention 1. According to the present invention, the restriction on the number of players that can participate can be alleviated. [Embodiment] <First Embodiment Example> (1) Structure of a game system according to the present embodiment Fig. 1 is an explanatory view showing an overall structure of a game system according to a first embodiment of the present invention. The game system is composed of a central server 1 00 and a -10 - 200840624 plurality of game terminal devices 20A, b, . The game terminal device 200 is connected to the central server 1 via a network 300 such as the Internet. (1 - 1) Central server The central server 100 receives and stores the personal data of each player from the game terminal device 200. Further, the central server 1 transmits the personal data to the request source in response to the request from the game terminal device 200. The central server 100 includes the following elements (a) to (e). (a) CPU101: The plural functions described later are implemented based on a control program stored in 11〇^^103 or 118%. (b) RAM 1 02 : Temporarily memorizes control programs, personal data, etc. (c) ROM 103: Memory control program, etc. (d) The data storage unit 104: stores the personal data of each player transmitted from the game terminal device 200. As the personal data, authentication information including a player ID and a password can be cited. These personal data are described later. (e) The network communication unit 105: transmits and receives data between the game terminal devices 2000 via the network 30 0. (1-2) Game terminal device Fig. 2 shows an example of the structure of the game terminal device 200. The game terminal device 200 is a game-only housing on which a CPU is mounted. The game terminal device 200 has the following elements (a) to (n). 200840624 (a) C P U 2 0 1 : The plural function described later is realized based on the control program and game data stored in R 〇 Μ 2 0 3 described later. (b) RAM2 02: Temporarily memorize various kinds of information for games such as various variables and parameters. (c) ROM2 03: Memory control program and various parameters.廨 (d) The network communication unit 204 transmits and receives data to and from the central server 1 via the network 300. Φ ( e ) Monitor 2 0 6 : Display the operation instructions in the game, the game portrait, the scores of the game parameters of the game, and the characters before and after the game. (f) Drawing processing unit 205: Generates image data to be displayed on the monitor 206. Stomach (g) Speaker 208: When the game is being executed, the display is displayed, or the game's score is displayed, the effect sound is output. (h) The sound reproducing unit 207·• generates sound effect data for outputting the speaker 208. ® (〇 input unit 211: various buttons including the selection button for accepting the selection of the game, the start button for starting the game, etc.) (j) The operation unit 2 1 4 : input by the player who accepts the operation instruction* (k) Card reader/writer 212: The card ID is read from the inserted magnetic card, and the player iD and the score writing process may be executed as necessary. (1) The coin accepting unit 2 1 3 : accepting The number of credits due to the coin inserted (Credit) ° -12- 200840624 (m) External device control unit 2 1 0 : Control input unit 2 1 1 'card reader/writer 212, coin accepting unit 212, operation unit 214, etc. (n) External input/output control unit 209: generates a control signal to an external device such as the input unit 21 1 , the card reader/writer 212, the coin accepting unit 213, and the operation unit 214. Further, the external device is received. The detection signal is sent to the CPU 201. (2) Example of the game terminal device (2-1) Structure of the game terminal device FIG. 3 is an external perspective view of a specific example of the game terminal device 200. The game case 200 has a table. Shaped frame. on the frame A monitor 206 having a flat shape and having a display surface facing upward is provided. The game terminal device 200 shown in FIG. 3 has a rectangular shape in a plane, for example, four players stand on each side of the frame and surround the frame. The game is played around. On the periphery of the monitor 206, the player position 2 1 5 (2 1 5 a~2 1 5 d ) is displayed on each side of the frame. Here, the monitor 2 0 6 The display face up, for example, a plurality of players standing around the monitor 206 can view the display surface from anywhere around the monitor 206. Again, the display surface can be at least partially facing up, for example , hemispherical, conical, cylindrical, etc., part of the display surface is horizontal, etc., and does not need to be fully facing upwards. The monitor 206 is displayed with an annular reference line 231 for the player's operation instruction. The position 23 3 and the annular indication line 232 appearing from the appearance position 233 appear. The display method for the operation instruction is described in detail later. The periphery of the monitor 206 corresponds to each side of the frame, and indicates the operation of the group 2008 200840624 Part 214. The one-group operation unit 214 includes, for example, R (red), "G (green)", "B (blue)" individual R button, G button and B button input buttons. Each player operates any input button set on each side to input Further, a speaker 208, an input unit 211, a card reader/writer 212, and a coin accepting unit 213 are provided on the upper surface and the side surface of the casing. The CPU 201, ROM 202, and RAM 203 constituting the game terminal device 200 are housed in the frame system. The network communication unit 204, the image processing unit 205, the sound reproduction unit 207, the external input/output control unit 209, and the external device control unit 210. Further, the shape of the frame is not limited to a table shape, and may be a column shape or a cone shape and a shape for deforming the same. (2-2) Operation Instruction on Monitor Next, the display method of the operation instruction on the monitor 206 or the display method of the plurality of operation instructions will be described with reference to Figs. 4 and 5 . 4(a) to (c) show examples of screens showing changes in the time series of the indicator lines displayed on the monitor 2〇6. Which operation unit 214 (R button, G button, and B button) is operated by which the input timing is indicated to the player by the operation instruction indicated by the instruction line 2 3 2 . The input timing is a timing at which the game terminal device 200 instructs the player to operate the operation unit 2 to 4. On the other hand, the input timing described later refers to the timing at which the player operates the operation unit 2 1 4 in response to the input timing. The monitor 2 0 6 displays the reference line 2 3 1 , the indication line 2 3 2 , and the appearance position 233. The reference line 23 ! is a loop line and is displayed at a fixed position. The indication line 232 is an annular line that is outputted from the appearance position 233, and -14-200840624 is expanded toward the reference line 23 1 . The loop line is not limited to the circular line ‘ shown in Fig. 4 and includes any line of a closed loop such as a triangular shape or a quadrangular shape. However, in the present embodiment, the reference line 231 is a true circle, and the position 233 is at a fixed position at the center of the true circle displayed by the reference line 231, and the indicator line 232 is also gradually expanded while maintaining the true circle. The indicator line 232 is output based on the operation sequence data described later. The operation sequence data refers to which operation timing is used to operate any of the operation units 2 1 4, that is, in the present embodiment, a program for defining when to operate the R button, the G button, and the B button. In order to prompt the player to operate the R button, the G button, and the B button, the display on the indicator line 232 corresponds to the r button, the 〇 button, and the B button, respectively, and different display patterns are used. For example, the R button system is associated with the red display pattern, the G button system is associated with the green display pattern, and the B button system is associated with the blue display pattern. Then, when the input operation of the R button is instructed, a red display pattern is output, and an indication line 232 is output in red. Further, when the input operation of the B button is instructed, the blue display mode is output, and the indication line 2 3 2 is output in blue. Thereby, it can be visually indicated whether or not the player operates any of the input buttons. Examples of the display type include color, line type, pattern, character, symbol, and the like, and different colors, line types, and the like are set for each input button. The display pattern is integrated with the indicator line to display the indicator line. Further, in the drawing, for convenience, the input operation with respect to any of the input buttons is revealed by making the line type of the indication line 2 3 2 different for each input button. The input timing of each input button is indicated to the player by causing the finger Tpc line 232 to pass to the reference line 23 1. For example, for the operation instruction of inputting a button for entering the -15-200840624 line at the time t2, the cis, the reference line 2 3 1 of Fig. 4 (a) to (c). First, at the time t 2 = Δ at the time t = 11, the time t = tl - 2xZ / t, the indication line 232 corresponding to the predetermined input is output from the appearance position 23 3 (refer to Fig. 4 (a)). The indicator line 232 is elapsed with time t = tl_2x^t, and gradually toward the reference line 231. Then, at time t = when the time Δ t elapses from time t = tl-2xA t, the indication line 232 is compared with FIG. 4(a). The situation is closer to the baseline reference to Figure 4 (b)). Finally, when the time t = 11, the indication line coincides with the reference line 23 1 (refer to Fig. 4 (c)). The player performs the input operation by the input timing of the line 232 and the reference line 231, and the predetermined time Δ t and 2 X Δ t are an example, and are not limited to the other, according to the operation sequence data, at the determined time, 232 is aligned with the reference line 231. To this end, the indicator line 232 is output from the appearance position 23 3 before FIG. 4 (shown, for example, at a time when the indication line 232 coincides with the reference line 23 1 , for example, 2xA t ). Here, the predetermined time is determined for all of the output lines 232 being outputted, and the speed at which the 232 is expanded toward the reference line 231 is determined by the distance between the position 233 lines 231. Further, the reference line 231 coincides with the indication line 232, and the finger 232 coincides with the reference line 231 within the allowable range. Thus, even if any of the players' positions 215 of each side of the illustrated body are viewed, the timing is the same as that of the indicator line 23 2 . In other words, which operation unit 2 1 4 is operated at what timing is not displayed for each player, but is displayed in common to all players. For this reason, no matter which order is displayed, the incoming button before t is expanded from the time. Tl-Δt 231 ( 232 is the instruction. Here. Indicator line: a) Time (for example, the indicator line and the reference indicator line are from the line of Figure 3, and the input of the indicator is 16-200840624. Further, the expansion speed of the indication line 232 is constant speed, equal acceleration, or the like. Therefore, the player can perform an input operation while predicting the timing of the indication line 232 and the reference line 231. In the music game in which the R button, the G button, and the B button respectively correspond to different prosody sounds, and the rhythm sounds are output in response to the operation instruction, the instruction line 232 by the constant speed, the equal acceleration, or the like deceleration motion is used. Instructing the input timing, the player can perform the input operation of each input button with the rhythm in accordance with the music. Fig. 5 is a view showing an example of the screen in which the plural indicator line 232 is simultaneously displayed on the monitor. In Fig. 4(a)~( c) Only one indicator line 232 is displayed on the monitor 206. However, as shown in FIG. 5, the indication lines 232 corresponding to the R button, the G button, and the B button, respectively, may be displayed successively from the appearance position 23 3 . in 5, in accordance with the operation sequence data of FIG. 8 to be described later, the indication lines RtO and Rtl corresponding to the R button, the instruction line Gt2 corresponding to the G button, and the instruction line Bt3 corresponding to the B button are displayed on the monitor 206. Each indicator line RtO Rtl, Gt2, and Bt3 are sequentially outputted from the appearance position 233 and expanded toward the reference line 23 1. Here, the indication lines 232 of the R button, the G button, and the B button respectively use a dotted line, a single-point lock line, and a double-point lock line. The display type is output. In addition, the next 'indication line 2 3 2 appears in the interior of the previous indicator line 232, and does not exceed the previous indicator line 232. When the indicator line 232 is outputted from the appearance position 23 3, it coincides with the reference line 23 1 . Thereby, the indication line 232 is displayed in a continuous manner, and the player is given the speed sense while the player can be guided by the line 232. (17) Execution of the game The game terminal device 200 configured as described above follows the control program stored in the ROM 203, and executes the game as will be described later. At any player position 2 1 5 ( 2 1 In 5 a to 2 1 5 d ), the magnetic card held by itself is inserted into the card reader/writer 212, and the coin is inserted into the coin accepting unit #213. The game terminal device 200 is magnetically inserted from the card reader/writer 212. The card reads the card ID of the identification card and requests the player to input a password. The entered password is compared with the data of the central server 100 to perform personal authentication. Thereby, the game terminal device 2000 has several players. Participate in the "add game" which player is playing at which player position 2 1 5 . When the game terminal device 200 receives an instruction to start the game from the authenticated player, the game program is started by the CPU 201 executing the control program. The game results are calculated by the execution of the game.馨 (2-4) Summary of the game ^ Next, use FIG. 3 and FIG. 4 (a) to (c) to explain the game played by the game end device 200. The CPU 201 of the game terminal device 200 accepts from the player that any game is played by a plurality of games. The CPU 201 outputs the instruction line 232 corresponding to the predetermined input button from the appearance position 223 in accordance with the operation sequence data of the corresponding executed game to match the reference line 231. The player selects which input button to operate from among the input buttons of the player position 215 (215a~215d) -18-200840624 corresponding to the player line 232 according to the display type of the indicator line 232. Further, while the observation line 23 2 gradually expands toward the reference line 231, it waits for the operation timing of the operation input button. Then, with the indication line 232 at the timing of the input of the reference line 23 1 , the player presses the selected input button or the like to perform an input operation. Here, the timing of the indication line 232 and the reference line 231 is the same at any point on the reference line 2 31. Therefore, the player can confirm the input timing at any point on the reference line 23 1 . For example, if the player is closest to his or her own player position 215, the input timing may be confirmed, and the input timing may be confirmed near the player position next door. The CPU 201 detects an input operation of each input button in accordance with each player position 215 (215a to 215d). That is, each player detects the operated input button and its operation timing. Then, the CPU 201 determines the game score of each player based on whether or not the input button corresponding to the instruction line 232 is operated, the comparison of the input timing indicated and the operation timing by the player. (3) Functional structure of the central server and game terminal device (3-1) Functional structure of the central server For the central server 1 shown in Fig. 1, the personal data receiving and transmitting means 1 1 1 in the CPU 101 Explain. Figure 6 is a commemorative diagram of the personal data. The personal data is collected by the CPU 10 1 of the central server 100 functioning as a personal data receiving and transmitting means (refer to FIG.!), and is stored in the data storage unit 1〇4. In this example, the personal data is the "player ID", "player name -19 - 200840624", "certification information", "card ID" and "games into a record. "player ID" is the identification of the player's identification." Is the name of the player. "Certificate Information" is the password and password used. The "card ID" identifies the player's unique information. In addition, the card ID is recorded in each card system. The game information is accumulated in the past. The personal data receiving and dispatching means 1 1 1 receives the personal data from each game, and updates the data storage unit 104. . When the game receiving and dispatching means 111 receives the game result from the game terminal device 200, the game corresponding to the player ID is updated, and the personal data receiving and dispatching means 1 1 1 is required to be placed in accordance with the request, and is included in the request. The player ID data is transmitted to the request source game terminal device 200. (3-2) Functional Structure of Game Terminal Device FIG. 7 is a diagram showing that the CPU 201 of the game terminal device 2 of the game terminal device 200 includes a game, a game execution means 322, operation instruction means 323, 324, and a determination means. 325. The game terminal device 200 recalls the operation sequence data table 3 31. By these means, the CPU 201 of the terminal device 200 executes the game's simultaneous performance and displays it on the monitor 206. Performance is included in 1 news. "The player's name is recognized by the player's card. "The game score is straight. The end device 200 is connected to, for example, the personal assets: the player ID and the cumulative scores are obtained from the game terminal installation. 3 2 1 Operation acceptance means ROM203 is a statement and form, game, computing game becomes 20-200840624

(3-2-1 ) ROM 《操作序列資料表》 圖8係記憶於操作序列資料表3 3 1的操作序列資料之 一例。所謂操作序列資料’係以哪種操作時機來操作任一 操作部2 1 4,亦即在本實施形態,係界定何時操作R按鍵 、G按鍵及B按鍵的程式。具體來說,操作序列資料係將 分別對應R按鍵、G按鍵及B按鍵的“R”旗標、“G”旗標及 “B”旗標與“時刻”建立對應並加以記憶。各旗標係如果是 “1”則成爲ON,如果是“〇”則成爲OFF。在此,CPU201係 在旗標是ON的時刻之所定時間前,從出現位置23 3輸出 對應該旗標的指示線232,使其朝基準線231擴張,並在 旗標是ON的時刻,使指示線232與基準線231 —致。旗 標是0FF時,並不會輸出對應該旗標的指示線2 3 2。 圖5係揭示遵從圖8的操作序列資料,從出現位置 23 3接連輸出指示線RtO、Rtl、Gt2、Bt3之樣子。例如, 在時刻t0因爲“R”旗標是ON,故以對應R按鍵的指示線 RtO在時刻t0 —致於基準線231之方式,在時刻t0之所 定時間(例如,圖4(a)所示之2χΔ〇前,從出現位置 23 3被輸出,朝基準線23 1擴張。又’在時刻tl因爲 旗標是ON,故以對應R按鍵的指示線Rt 1在時刻t〗一致 於基準線231之方式,在所定時間前’從出現位置23 3被 輸出,朝基準線231擴張。又,在時刻t2、t3因爲“G”旗 標及“B”旗標分別是ON,故以對應G按鍵及B按鍵的指 示線Gt2、Bt3在時刻t2及時刻t3 —致於基準線23 1之方 -21 - 200840624 式,在所定時間前’從出現位置2 3 3被輸出,朝基準線 23 1擴張。 再者,時刻tO、tl、t2…的時間間隔係包含等間隔之 狀況及不是等間隔之狀況。 * ( 3-2-2 ) CPU 的功能 《遊戲受理手段》 • 遊戲受理手段3 1 1係依據磁性卡片被插入卡片讀寫機 212’硬幣被投入硬幣受理部213,而檢測出可開始遊戲。 又,特定磁性卡片插入卡片讀寫機212之位置,依據來自 磁性卡片的資料,識別玩家。藉此,遊戲受理手段3 2 1係 • 將各玩家與玩家位置215建立對應,取得參加玩家數量。 又,遊戲受理手段3 2 1係於監視器顯示用以從複數遊 戲中選擇所希望之遊戲的遊戲選擇晝面。玩家係使用輸入 部2 1 1的決定按鍵來進行所希望之遊戲的選擇,遊戲受理 • 手段321係受理所希望之遊戲的選擇。 ~ 《遊戲執行手段》 * 遊戲執行手段3 22係在遊戲的執行之前,從中央伺服 器1〇〇下載個人資料。於下載之個人資料係包含玩家過去 的遊戲成績。 又,遊戲執行手段3 22係執行被選擇之遊戲所對應的 程式。 進而,遊戲執行手段322係從判定手段3 25接收判定 -22- 200840624 結果,依據判定結果來運算遊戲成績。具體來說’依據基 於操作序列資料而被操作指示之輸入按鍵是否被操作’已 被操作指示之輸入時機與玩家所致之操作時機的比較結果 ,運算各玩家的遊戲成績。再者,於涵蓋複數關卡而執行 遊戲時,遊戲執行手段321係在複數關卡結束之後’運算 、 各關卡的遊戲成績之値的累計値亦可。遊戲執行手段3 2 1 係例如於監視器203顯示遊戲成績。 《操作指示手段》 操作指示手段3 23係從遊戲受理手段321取得被選擇 ' 之遊戲的遊戲識別資訊,並從操作序列資料表3 3 1讀取出 * 對應遊戲識別資訊的操作序列資料。然後,操作指示手段 3 23係依據讀取出之操作序列資料,經由監視器206對玩 家輸出操作指示。例如,操作指示手段3 2 3係以在時刻t0 及時刻tl 一致於基準線231之方式,從出現位置23 3輸 ® 出對應R按鍵的指示線Rto、Rtl,並使其朝基準線231 擴張般地,對描繪處理部205進行指示。具體來說,操作 指示手段3 23係參考操作序列資料表,在各輸入按鍵的旗 * 標成爲ON之時刻的所定時間前,以從出現位置2 3 3輸出 該當指示線2 3 2之方式,對描繪處理部2 0 5進行指示。然 後,操作指示手段3 2 3係以從前述所定時間前使指示線 2 3 2朝基準線2 3 1擴大,在旗標成爲ON之時刻使指示線 232與基準線231 —致之方式,對描繪處理部205進行指 示。描繪處理部2 0 5係依據操作指示手段2 3 2的指示,對 -23- 200840624 監視器206輸出操作指示。 又’操作指示手段323係如前述般,按照對應各輸入 按鍵之指示線,設定不同之顯示型式,於鄰接之指示線設 定不同顏色’或設定指示線的擴張速度。例如,操作指示 手段3 23係按照每一輸入按鍵來設定顯示型式,並以於對 應各輸入按鍵的指示線,附加已設定之顯示型式之方式, 對描繪處理部20 5進行指示。藉此,可視覺上指示玩家是 否操作任一輸入按鍵。 又’操作指示手段3 23係設定指示線232的擴張速度 爲等速、等加速或等減速。因此,玩家可一邊預測指示線 232與基準線231 —致的時機,——邊進行輸入操作。 又,接連顯示有指示線2 3 2時,下一指示線2 3 2係出 現於前一指示線2 3 2的內部,不會超越前一指示線2 3 2。 具體來說,操作指示手段323係以下一指示線232存在於 前一指示線2 3 2內側之方式,調整各指示線2 3 2的擴張速 度。藉此,接連浮現出般地顯示指示線232,一邊賦予遊 戲速度感,一邊可使玩家以指示線232的輸出順序來進行 輸入操作。 《操作受理手段》 玩家係因應來自操作指示手段323的操作指示,按壓 輸入按鍵等而進行輸入操作。操作受理手段324係經由外 部輸出入控制部209,從各玩家受理包含輸入操作之輸入 按鍵的種類及輸入按鍵的操作時機之輸入操作資訊。 -24 - 200840624 《判定手段》 判定手段325係從操作受理手段324接收 入操作資訊。又,判定手段3 25係從遊戲受理 得被選擇之遊戲的遊戲識別資訊,並從操作 3 3 1讀取出對應遊戲識別資訊的操作序列資料 3 25係比較取得之操作序列資料與各玩家的輸 ,判定玩家的操作結果。亦即,判定手段3 25 列資料的操作指示與被玩家操作之輸入按鍵, 操作序列資料之輸入時機與玩家的操作時機之&gt; 例如,依據圖8所示之操作序列資料,以 的指示線232再時刻t5 —致於基準線231之 操作指示。在對於該操作指示而操作R按鍵時 3 25係判定操作結果是“錯誤”。另一方面,在 操作指示,以某操作時機操作G按鍵時,該當 示之輸入按鍵的輸入按鍵被操作,則判定手段 操作結果是“正確”。進而,判定手段325係被 按鍵之時機與時刻t5的偏差越小則判定爲越好 又,判定手段3 2 5係將判定結果輸出至遊 321。 (4 )處理的流程 圖9係揭示遊戲終端裝置200所進行之處 一例的流程圖。投入遊戲終端裝置200的電 各玩家的輸 手段3 2 1取 序列資料表 。判定手段 入操作資訊 係比較作序 或判定依據 偏差。 對應G按鍵 方式,進行 ,判定手段 對於前述之 於被操作指 325係判定 玩家操作G 〇 戲執fT手段 理的流程之 時,則開始 -25-(3-2-1) ROM "Operation sequence data table" Fig. 8 is an example of the operation sequence data stored in the operation sequence data table 3 31. The operation sequence data is used to operate any of the operation units 2 1 4 at which operation timing, that is, in the present embodiment, a program for defining when to operate the R button, the G button, and the B button. Specifically, the operation sequence data associates and memorizes the "R" flag, the "G" flag, and the "B" flag corresponding to the R button, the G button, and the B button, respectively, with the "time". If each flag is "1", it turns ON, and if it is "〇", it turns OFF. Here, the CPU 201 outputs the indication line 232 corresponding to the flag from the appearance position 23 3 to the reference line 231 before the predetermined time of the time when the flag is ON, and makes the indication at the time when the flag is ON. Line 232 coincides with reference line 231. When the flag is 0FF, the indicator line 2 3 2 corresponding to the flag is not output. Fig. 5 is a view showing the manner in which the indication lines RtO, Rtl, Gt2, and Bt3 are successively outputted from the appearance position 23 3 in accordance with the operation sequence data of Fig. 8. For example, at time t0, since the "R" flag is ON, the indication line RtO corresponding to the R button is at the time t0 to the reference line 231, and the time at time t0 (for example, FIG. 4(a) Before 2 χΔ〇, it is output from the appearance position 23 3 and expands toward the reference line 23 1. Again, since the flag is ON at time t1, the indication line Rt 1 corresponding to the R button coincides with the reference line at time t. The mode of 231 is outputted from the appearance position 23 3 before the predetermined time, and is expanded toward the reference line 231. Further, since the "G" flag and the "B" flag are ON at times t2 and t3, respectively, the corresponding G The indicator lines Gt2 and Bt3 of the button and the B button are at the time t2 and the time t3, respectively, in the manner of the reference line 23 1 -21 to 40,064,24, and are outputted from the appearance position 2 3 3 before the predetermined time, toward the reference line 23 1 Further, the time intervals of the times t0, tl, t2, ... include the conditions of equal intervals and the conditions of not equal intervals. * (3-2-2) Function of the CPU "game acceptance means" • Game acceptance means 3 1 1 is inserted into the card reader/writer 212' according to the magnetic card, and the coin is put into the coin accepting unit 213. It is detected that the game can be started. Further, the specific magnetic card is inserted into the position of the card reader/writer 212, and the player is identified based on the data from the magnetic card. Thereby, the game receiving means 3 2 1 • the players are associated with the player position 215 In addition, the game receiving means 3 2 1 displays a game selection screen for selecting a desired game from the plurality of games on the monitor. The player uses the decision button of the input unit 2 1 1 to perform the game. The selection of the desired game, the game reception means 321 is to accept the selection of the desired game. ~ "Game execution means" * Game execution means 3 22 downloads the personal data from the central server 1 before the execution of the game. The downloaded personal data includes the past game results of the player. Further, the game executing means 3 22 executes the program corresponding to the selected game. Further, the game executing means 322 receives the decision -22-200840624 from the determining means 325. According to the judgment result, the game result is calculated. Specifically, the operation instruction is based on the operation sequence data. Whether the button is operated or not, the result of the comparison between the input timing of the operation instruction and the operation timing by the player is calculated, and the game score of each player is calculated. Further, when the game is executed by covering the plural levels, the game execution means 321 is in the plural level. After the completion of the calculation, the game scores of the scores of the respective levels may be accumulated. The game execution means 3 2 1 displays the game results on the monitor 203, for example. "Operation instruction means" The operation instruction means 3 23 is the game acceptance means 321 The game identification information of the selected game is obtained, and the operation sequence data corresponding to the game identification information is read out from the operation sequence data table 3 3 1 . Then, the operation instructing means 3 23 outputs an operation instruction to the player via the monitor 206 based on the read operation sequence data. For example, the operation instructing means 3 2 3 outputs the indication lines Rto and Rtl corresponding to the R button from the appearance position 23 3 so as to coincide with the reference line 231 at the time t0 and the time t1, and expands it toward the reference line 231. In general, the drawing processing unit 205 is instructed. Specifically, the operation instructing means 3 23 refers to the operation sequence data table, and outputs the instruction line 2 3 2 from the appearance position 2 3 3 before the predetermined time at which the flag of each input button is turned ON. The drawing processing unit 205 is instructed. Then, the operation instructing means 3 2 3 expands the indication line 2 3 2 toward the reference line 2 3 1 from the predetermined time, and causes the indication line 232 to coincide with the reference line 231 at the time when the flag is turned on. The drawing processing unit 205 gives an instruction. The drawing processing unit 205 outputs an operation instruction to the -23-200840624 monitor 206 in accordance with an instruction from the operation instruction means 2 3 2 . Further, as described above, the operation instructing means 323 sets different display patterns in accordance with the instruction lines corresponding to the respective input buttons, sets different colors on the adjacent instruction lines, or sets the expansion speed of the indication lines. For example, the operation instructing means 3 23 sets the display type for each input button, and instructs the drawing processing unit 20 to add the set display pattern to the instruction line of each input button. Thereby, it is possible to visually indicate whether the player operates any of the input buttons. Further, the operation instructing means 3 23 sets the expansion speed of the instruction line 232 to a constant speed, an equal acceleration, or the like. Therefore, the player can perform an input operation while predicting the timing at which the indication line 232 coincides with the reference line 231. Further, when the indication line 2 3 2 is displayed in succession, the next indication line 2 3 2 appears inside the previous indication line 2 3 2 and does not exceed the previous indication line 2 3 2 . Specifically, the operation instructing means 323 adjusts the expansion speed of each of the indication lines 2 3 2 such that the following indication line 232 exists inside the previous indication line 2 3 2 . Thereby, the instruction line 232 is displayed in a continuous manner, and while the game speed is given, the player can perform an input operation in the order of output of the instruction line 232. <<Operation Acceptance means>> The player performs an input operation by pressing an input button or the like in response to an operation instruction from the operation instruction means 323. The operation accepting means 324 receives the input operation information including the type of the input button of the input operation and the operation timing of the input button from each player via the external input/output control unit 209. -24 - 200840624 "Judgement means" The determination means 325 receives the operation information from the operation accepting means 324. Further, the determination means 3 25 receives the game identification information of the selected game from the game, and reads the operation sequence data corresponding to the game identification information from the operation 3 3 1 to compare the acquired operation sequence data with each player's Lose, determine the player's operation results. That is, the operation means of the determination means 3 column data and the input button operated by the player, the timing of inputting the operation sequence data and the timing of the operation of the player, for example, according to the operation sequence data shown in FIG. 232 then at time t5 to indicate an operational indication of the baseline 231. When the R button is operated for the operation instruction, the result of the determination is "error". On the other hand, when the operation button is operated to operate the G button at an operation timing, the input button of the input button is operated, and the operation result of the determination means is "correct". Further, the determination means 325 determines that the smaller the deviation between the timing of the button and the time t5 is, the more the determination means 325 outputs the determination result to the cursor 321 . (4) Flow of Process Fig. 9 is a flowchart showing an example of the progress of the game terminal device 200. The input means 3 2 1 of the electric players input to the game terminal device 200 takes the sequence data table. Judgment means The operation information is the comparison order or the judgment basis deviation. Corresponding to the G button mode, the determination means is performed. When the above-mentioned operation finger 325 determines that the player operates the G 戏 action fT means, the process starts -25-

200840624 下述之處理。 步驟S1〜S2: CPU201係一邊顯示展示畫面 待遊戲的執行指示(S 1 )。例如,投入硬幣,磁 入卡片讀寫機212時(S2 ),則轉變至步驟S3。 步驟S3 : CPU201係取得卡片讀寫機212所 片ID 〇 步驟S4: CPU201係將已讀取之卡片ID傳矣 伺服器1 〇〇,並下載因應卡片ID之個人資料。方 之個人資料係包含認證資訊。接著,CPU2 01係雙 要求密碼等之認證資訊的輸入。CPU201係藉由K 入之認證資訊與包含於個人資料之認證資訊,確I 與卡片ID建立關聯之玩家本人。 步驟S5〜S6: CPU201係於監視器206顯示裂 畫面,並受理任一之遊戲的選擇。 步驟S8〜S9: CPU201係依據對應被選擇之3 作序列資料,將操作指示輸出至監視器206。又, 係受理玩家的輸入操作,判定操作結果。CPU201 判定結果,運算遊戲成績。CPU201係到遊戲結$ 執行遊戲。 步驟S9: CPU201係在遊戲結束時,將遊戲月 於監視器206。 步驟S 1 0 : C P U 2 0 1係向玩家詢問是否繼續! ,而繼續進行遊戲時則回到步驟S5,再次受理2 擇。不繼續進行時,則回到步驟S 1,顯示展示畫节 一邊等 卡片插 取之卡 至中央 被下載 於玩家 較已輸 是否爲 戲選擇 :戲的操 CPU201 係因應 爲止, :績顯示 行遊戲 戲的選 -26- 200840624 本實施形態的遊戲終端裝置200係因爲監視器206的 顯示面的至少一部份朝上,故即使複數玩家包圍監視器 206周圍般地排列,亦可觀看到監視器206。如此,因爲 複數玩家經由監視器206相互面對,且可一邊觀看相同畫 面一邊進行遊戲,故複數玩家可持有一體感來進行遊戲。 * 又,玩家所致之輸入按鍵(亦即操作部214)的輸入時機 ,係並不是按照各玩家而個別顯示,而是藉由使環狀基準 φ 線231與環狀指示線232 —致,共通地顯示給玩家全體。 因此,因爲不管哪個玩家皆可無優劣地觀看指示,故緩和 了可參加之玩家人數的制約。 ^ ( 5 )變形例 以下,針對前述實施形態之各種變形例加以說明。 (5-1 )變形例1 # 在前述實施形態,出現位置23 3雖然被固定,但是出 現位置隨機地變動亦可。圖1 〇係揭示出現位置變動時的 ^ 說明圖,圖1 1係揭示從各出現位置輸出之指示線的時間 ^ 數列變化之畫面例。 在變形例1,操作指示手段323係隨機決定指定線的 出現位置。例如,如圖1 0、圖1 1所不般,指不線R10係 從出現位置2 3 3a出現,指示線Rtl係從出現位置233b出 現。再者,指示線RtO係在時刻t〇 —致於基準線23 1,指 示線Rtl係在時刻tl 一致於基準線23 1。 -27- 200840624 在此,將指示線RtO上之任意點作爲a,將連結出現 位置233a與任意點a之延長線與基準線231的交點作爲b 。而以某時刻之出現位置233a及任意點a之間的距離L1 與任意點a及交點b之間的距離L2之比成爲一定之方式 ,指示線RtO朝基準線2 3 1以所定擴張速度漸漸擴張。又 ,將指示線Rtl上之任意點作爲c,將連結出現位置23 3 b 與任意點c之延長線與基準線23 1的交點作爲d。而以某 時刻之出現位置233b及任意點c之間的距離L3與任意點 c及交點d之間的距離L4之比成爲一定之方式,指示線 Rtl朝基準線231以所定擴張速度漸漸擴張。 再者,基準線23 1與指示線232係於所定時刻在允許 範圍內一致。因此,例如,在基準線23 1是真圓,出現位 置23 3 a是基準線圓的中心時,自指示線RtO之出現位置 23 3 a的擴張速度,係即使在指示線RtO上任一地點皆爲相 同。亦即,指示線RtO係經常以真圓之狀態,朝基準線 231漸漸擴張。但是,出現位置23 3b係與基準線圓的中心 不同,故自指示線Rtl之出現位置23 3b的擴張速度係因 指示線Rt 1上的地點而不同。例如,於指示線Rt 1中,擴 張速度S1係小於擴張速度S2。此係因爲出現位置233b 及基準線23 1上的任意點e之間的距離L5雖然短於出現 位置23 3b及基準線231上的任意點f之間的距離L6,但 是,在時刻tl,指示線Rtl與基準線231必須在允許範圍 內一致。亦即,於指示線232上之任一點中,從出現位置 233到達基準線231爲止的所需時間相同。因此,在出現 -28- 200840624 位置23 3與基準線圓的中心不同時,則使指示 各點的擴張速度,因應出現位置233與基準線 點之距離而不同。 又,使用圖1 1說明各指示線RtO及指示; 間數列變化。首先,在時刻t二to之所定時間 時刻t = t0-2x/\t,從出現位置23 3 a輸出對應 示線RtO (參考圖1 1 ( a))。接著,在時刻t 時間2x^t前的時刻t=tl-2xAt,從出現位置 對應R按鍵的指示線Rt 1。此時,指示線RtO t = 10 - 2 X △ t至時刻t = 11 - 2 X △ t之間,從出現包 基準線2 3 1擴張(參考圖1 1 ( b ))。然後, = tl_2xAt經過時間At的時刻t=tl-At,指^ Rtl係較圖11 ( b)之狀況,更接近基準線23 1 前述般,出現位置233a及233b的位置相互不 線2 3 1上的任意點至出現位置2 3 3 a及出現位穩 的距離分別不同。因此,指示線RtO上的各點 與指示線Rt 1上的各點之擴張速度不同。爲 Rtl會超越指示線RtO,指示線Rtl之一部份 RtO更接近基準線231 (參考圖11 ( c))。進 RtO會再度超越指示線Rtl,在時刻t= t0 — 231(參考圖11(d))。接著,在時刻t = Rtl —致於基準線231 (參考圖11 ( e))。 在此,使指示線RtO及Rtl的顏色不同時 線RtO及Rtl交叉之狀況,亦可明確地區別指 線232上之 231上的各 線Rtl的時 前的 R按鍵的指 =11之所定 233b輸出 係在從時刻 [置2 3 3 a朝 在從時刻t iU泉RtO及 。此時,如 同,從基準 | 233b爲止 之擴張速度 此,指示線 會比指示線 而,指示線 致於基準線 tl,指示線 ,即使指示 示線RtO及 -29- 200840624200840624 The following processing. Steps S1 to S2: The CPU 201 displays an execution instruction (S 1 ) of the display screen waiting for the game. For example, when a coin is inserted and magnetically inserted into the card reader/writer 212 (S2), the process proceeds to step S3. Step S3: The CPU 201 obtains the chip ID of the card reader/writer 212. Step S4: The CPU 201 transmits the read card ID to the server 1 and downloads the personal data corresponding to the card ID. Fang's personal data contains certification information. Next, the CPU 2 01 is an input requesting authentication information such as a password. The CPU 201 confirms the player who is associated with the card ID by using the authentication information entered by K and the authentication information included in the personal data. Steps S5 to S6: The CPU 201 displays a split screen on the monitor 206 and accepts the selection of any game. Steps S8 to S9: The CPU 201 outputs an operation instruction to the monitor 206 in accordance with the sequence data corresponding to the selected 3. Moreover, the input operation of the player is accepted, and the result of the operation is determined. The CPU 201 determines the result and calculates the game result. The CPU 201 is tied to the game knot $ execution game. Step S9: The CPU 201 will play the game on the monitor 206 at the end of the game. Step S 1 0 : C P U 2 0 1 asks the player whether to continue! When the game is continued, the process returns to step S5, and the selection is accepted again. If it does not continue, then go back to step S1, display the card showing the drawing and wait for the card to be inserted into the center to be downloaded to the player. Is it a play selection: the CPU 201 of the play is in response, the performance display line game Selection of Play -26- 200840624 In the game terminal device 200 of the present embodiment, since at least a part of the display surface of the monitor 206 faces upward, even if a plurality of players are arranged around the periphery of the monitor 206, the monitor can be viewed. 206. In this way, since the plurality of players face each other via the monitor 206 and can play while watching the same picture, the plurality of players can hold the game to perform the game. * Further, the input timing of the input button (i.e., the operation unit 214) by the player is not individually displayed for each player, but by the ring reference φ line 231 and the ring indicating line 232, Commonly displayed to the player as a whole. Therefore, since no matter which player can view the instruction without any advantage, the restriction on the number of players that can participate is alleviated. (5) Modifications Hereinafter, various modifications of the above embodiment will be described. (5-1) Modification 1 In the above embodiment, the appearance position 23 3 is fixed, but the position may be randomly changed. Fig. 1 is a diagram showing an example of a change in position when a positional change occurs, and Fig. 11 is an example of a screen showing a change in the time ^ series of the indication line outputted from each appearance position. In the first modification, the operation instructing means 323 randomly determines the appearance position of the designated line. For example, as shown in Fig. 10 and Fig. 11, the finger line R10 appears from the appearance position 2 3 3a, and the indication line Rtl appears from the appearance position 233b. Further, the indication line RtO is at the time t〇 such that the reference line 231 indicates that the line Rtl coincides with the reference line 23 1 at the time t1. -27- 200840624 Here, an arbitrary point on the indication line RtO is taken as a, and an intersection of the extension line connecting the appearance position 233a and the arbitrary point a with the reference line 231 is taken as b. On the other hand, the ratio of the distance L1 between the appearance position 233a and the arbitrary point a at a certain time to the distance L2 between the arbitrary point a and the intersection point b is constant, and the indication line RtO gradually becomes the predetermined expansion speed toward the reference line 2 3 1 . expansion. Further, an arbitrary point on the indication line Rtl is taken as c, and an intersection of the extension line of the connection occurrence position 23 3 b and the arbitrary point c and the reference line 23 1 is taken as d. On the other hand, the ratio of the distance L3 between the appearance position 233b and the arbitrary point c at a certain time to the distance L4 between the arbitrary point c and the intersection d becomes constant, and the indication line Rtl gradually expands toward the reference line 231 at the predetermined expansion speed. Further, the reference line 23 1 and the indication line 232 are aligned within the allowable range at a predetermined time. Therefore, for example, when the reference line 23 1 is a true circle and the appearance position 23 3 a is the center of the reference line circle, the expansion speed of the appearance position 23 3 a from the indication line RtO is even at any position on the indication line RtO. For the same. That is, the indicator line RtO is gradually expanded toward the reference line 231 in a true round state. However, since the appearance position 23 3b is different from the center of the reference line circle, the expansion speed of the appearance position 23 3b from the indication line Rtl differs depending on the location on the indication line Rt 1 . For example, in the indication line Rt 1, the expansion speed S1 is smaller than the expansion speed S2. This is because the distance L5 between the occurrence position 233b and any point e on the reference line 23 1 is shorter than the distance L6 between the appearance position 23 3b and any point f on the reference line 231, but at time t1, the indication The line Rtl and the reference line 231 must be within the allowable range. That is, the desired time from the appearance position 233 to the reference line 231 is the same at any point on the indication line 232. Therefore, when the position 23 3 of the -28-200840624 is different from the center of the reference line circle, the expansion speed indicating each point is made different depending on the distance between the position 233 and the reference line point. Further, each of the indicator lines RtO and the instruction will be described with reference to Fig. 11. First, at the time t = t0 - 2x / \t at the time t2, the corresponding line RtO is output from the appearance position 23 3 a (refer to Fig. 11 (a)). Next, at time t = t1 - 2xAt before time t 2x^t, the indication line Rt 1 corresponding to the R button is obtained from the appearance position. At this time, the indication line RtO t = 10 - 2 X Δ t to the time t = 11 - 2 X Δ t is expanded from the occurrence of the packet reference line 2 3 1 (refer to Fig. 11 (b)). Then, = tl_2xAt is the time t=tl-At of the time At, which means that the Rtl is closer to the reference line 23 1 than the condition of Fig. 11 (b), and the positions of the appearance positions 233a and 233b are not lined with each other 2 3 1 The distance from any point to the position 2 3 3 a and the position where the position is stable is different. Therefore, the points on the indication line RtO are different from the expansion speeds of the points on the indication line Rt1. Rtl will exceed the indication line RtO, and a portion of the indication line Rtl, RtO, is closer to the reference line 231 (refer to Figure 11 (c)). The RtO will again exceed the indication line Rtl at time t = t0 - 231 (refer to Figure 11 (d)). Next, at time t = Rtl, the reference line 231 is reached (refer to Fig. 11 (e)). Here, when the colors of the indication lines RtO and Rt are different, the lines RtO and Rtl intersect, and the 233b output of the finger of the R button before the current line Rtl on the finger line 232 can be clearly distinguished. It is at the time from the moment [set 2 3 3 a toward the time from the time t iU spring RtO and. At this time, as in the same, the expansion speed from the reference | 233b, the indication line will be compared to the indication line, and the indication line is to the reference line tl, the indication line, even if the indication line RtO and -29- 200840624

Rtl 如前述般,在變形例1,因爲操作指示手段323 決定出現位置2 3 3,故玩家係無法預測接著從何處出 示線。因此,賦予遊戲變化,提升遊戲的有趣性及難 〇 在前述中,雖然在某時刻t=tl-At,前一指示線 被下一指示線Rt 1超越(參考圖1 1 ( c )),但是, • 刻t = t0,前一指示線RtO比下一指示線Rt 1先到達 線231。但是,與前述不同,使前一指示線Rtl不被 指示線Rtl超越亦可。具體來說,操作指示手段323 在顯示之前一指不線R t 〇內側,決定下一指示線R11 • 現位置23 3b,且以下一指示線Rtl存在於前一指示線 內側之方式,調整各指示線23 2的擴張速度。藉此, 浮現出般地顯示指示線232,一邊賦予遊戲速度感, 可使玩家以指示線232的輸出順序來進行輸入操作。 • (5-2)變形例2 虡 在前述實施形態,出現位置23 3雖然被固定,但 ‘ 出現位置23 3因應各玩家的過去遊戲成績而變動亦可 1 2係揭示出現位置與玩家的遊戲成績之關係的說明圖 變形例2,操作指示手段3 23係從中央伺服器100取 加遊戲之各玩家的過去遊戲成績,並依據各玩家的過 戲成績來決定出現位置3 23。 例如,假設以以下之各種條件,開始遊戲。玩家 隨機 現指 易度 RtO 在時 基準 下一 係已 的出 RtO 接連 一邊 是使 。圖 。在 得參 去遊 的參 -30- 200840624 加人數是 4 人,各玩家 ID 是 “ P 〇 〇 〇 1,,、“ p 〇 〇 〇 2,,、“ P 0 0 0 3,, 、“Ρ0004”。又,各玩家的過去遊戲成績係以玩家 ID“P0001 ”〜“Ρ0004”之順序,分別爲 “30”、“4〇”、“70,,、 “60”。玩家ID“P000 1 ”〜“P0004”的玩家係依序分別於玩家 位置215a〜215d進行遊戲。又,將玩家位置215a〜215d 所對應之監視器206的邊緣部各點作爲P1〜P4。再者, 對應玩家位置215a〜215d,設置輸入按鍵(亦即,操作部 214)。以下,針對在前述條件之出現位置的決定方法加 以說明。 首先,遊戲受理手段3 2 1係依據來自磁性卡片的資料 來識別玩家,將各玩家與玩家位置215a〜215d建立對應 。操作指示手段3 23係從遊戲受理手段321接收各玩家與 玩家位置215a〜215d的建立對應。進而,操作指示手段 323係以圖13所示之出現位置233與各點P1〜P4的距離 L7〜L10與玩家ID“P0001 ”〜“P0004”的過去遊戲成績成比 例之方式,決定出現位置23 3。此時,出現位置23 3係以 成爲距離L7 :距離L8 :距離L9 :距離L10= “30” : “40” :“70” : “60”之方式而決定。 在變形例2,例如,使指示線232的出現位置23 3接 近成績不好的玩家側,並使出現位置23 3接近基準線23 1 。因此,對於成績不好的玩家,賦予輸入時機緊迫的緊張 感,又使輸入時機與操作時機的調整較爲困難。如此,可 因應玩家的成績,賦予遊戲變化。 -31 - 200840624 (5-3)變形例3 如前述圖5所示般,指示線232接連顯示時,因爲輸 出指示線232之時機,指示線232彼此有接近輸出之狀況 。在此,至少使鄰接之指示線232的顏色不同亦可。爲此 ,操作指示手段232係在指示線232接連顯示於監視器時 ,以使至少鄰接之指示線232的顏色不同之方式,指示描 繪處理部205。此時,操作指示手段232係爲了揭示各指 不線2 3 2是R按鍵、G按鍵及B按鍵之任一的操作指示, 按照輸入按鍵設定顏色以外之設定(例如,線種)。藉此 ,即使於監視器206上同時顯示複數指示線23 2,因爲指 示線232的顏色分別不同,故可一瞥就掌握哪條指示線 23 2表示下個輸入時機。此時,玩家係依據指示線23 2的 線種’確認是R按鍵、G按鍵及B按鍵之任一的操作指示 ,並依據指示線232的顏色,區分鄰接之指示線232的輸 入時機。在前述,藉由線種及顏色的組合,區分應操作之 輸入按鍵及-入時機,但是,使用其他組合亦可。例如, 藉由顏色來區分應操作之輸入按鍵,藉由線種來區分鄰接 之指示線2 3 2的輸入時機亦可。 (5-4)變形例4 在前述實施形態的遊戲終端裝置200,可進行遊戲的 參加玩家數量是4人,但是,參加玩家數量並不被限定於 此。在變形例4,係提供4人以上的玩家可參加之遊戲終 端裝置25 0。圖13 ( a)係變形例4的遊戲終端裝置250 -32- 200840624 之一具體例的外觀立體圖,圖13(b)係揭示顯示於監視 器之指示線及基準線的說明圖。 遊戲筐體250係具有台桌狀的框體。於框體的上面係 設置有顯示面之至少一部份朝上的監視器2 0 6。在圖1 3所 示之遊戲終端裝置250,最大8人的玩家可包圍框體的周 ‘圍,來進行遊戲。於監視器206係爲了對玩家進行操作指 $ ’顯7^:有環狀基準線231、所定出現位置233及從出現 φ 位置233出現之環狀指示線232。基準線231、指示線232 及出現位置2 3 3之顯示方法係因爲與前述相同,故省略說 明。於監視器206的週緣,係對應最大8人玩家可進行遊 玩般地,設置有8組操作部2 1 4。1組操作部2 1 4係例如 ' 包含R按鍵、G按鍵及B按鍵的各輸入按鍵。又,於監視 器2 0 6的週緣,係表示有8個玩家位置2 1 5 ( 2 1 5 a〜2 1 5 h )。進而,於框體的上面及側面係設置有揚聲器208、輸 入部211、卡片讀寫機212及硬幣受理部213。 Φ 如上所述,變形例4的遊戲終端裝置250,可有最大 8人的玩家進行遊戲。此時,變形例4的監視器206之顯 示面的至少一部份朝上,且操作部2 1 4的輸入時機係對玩 # 家泉員共通地揭示。因此,與本實施形態相同,因爲複數 玩家經由監視器206相互面對,且可一邊觀看相同畫面〜 邊進行遊戲,故複數玩家可持有一體感來進行遊戲。又, 因爲不管哪個玩家皆可無優劣地觀看指示,故緩和了可參 加之玩家人數的制約。再者,最大的參加玩家數量及遊戲 終端裝置的形態係可適切設定,並不限定於前述實施形態 -33- 200840624 及變形例4等。 在此,參加玩家數量是8人時,係如圖1 3 ( b )所示 ,圓狀指示線232從出現位置23 3輸出,使圓狀指示線 232與圓狀基準線231 —致。藉此,可對玩家位置215a〜 21 5h的各玩家,無優劣地表示輸入時機。之外,因應參加 玩家數量,如圖1 4及圖1 5般,設定基準線2 3 1及指示線 23 2的形狀亦可。 # 圖1 4及圖1 5係揭示基準線及指示線的形狀之變形例 的說明圖。在圖1 4,參加玩家數量是3人,各玩家係將磁 性卡片插入分別對應玩家位置2 1 5 a、2 1 5 c、2 1 5 g的卡片 讀寫機212。遊戲受理手段321係依據來自磁性卡片的資 * 料,將各玩家與玩家位置2 1 5建立對應。操作指示手段 323係依據從遊戲受理手段321接收之各玩家與玩家位置 215的建立對應,使監視器206顯示具有對應玩家位置 215a、215c、215g之各邊的三角形狀之基準線231。又, ® 操作指示手段3 23係依據操作序列資料,從出現位置233 輸出三角形狀的指示線232,並在所定時刻,使三角形狀 的指示線232與三角形狀的基準線231 —致。又,在圖15 * ’參加玩家數量是4人,各玩家係將磁性卡片插入分別對 應玩家位置215a、215c、215e、215g的卡片讀寫機212。 操作指示手段3 23係使監視器206顯示具有對應玩家位置 215a、215c、21 5e、21 5g之各邊的四角形狀之基準線231 及指示線2 3 2。如此,可因應參加玩家數量,設定基準線 231及指示線232的形狀。 -34 - 200840624 (5-5 )變形例5 在前述實施形態,遊戲終端裝置200係台桌狀的框體 ,監視器206亦爲平面狀。但是,遊戲終端裝置200的形 態係並不限定於此,例如,可爲以下揭示之各種形態。再 者,以下所示僅爲一例,遊戲終端裝置2 0 0的形態並不限 定於以下形態。 φ 圖16 ( a)係具有半球狀之監視器226的遊戲終端裝 置260的外觀立體圖。與前述實施形態相同的符號號碼是 相同的構成要素,故省略說明。遊戲終端裝置260係於台 ' 桌狀的框體上,設置有半球狀的監視器226。在圖16 ( a - )所示之遊戲終端裝置260,係例如4人的玩家可包圍框 體的周圍,來進行遊戲。於監視器226係爲了對玩家進行 操作指示,顯示有環狀基準線2 3 1、所定出現位置2 3 3及 環狀指示線23 2。在此,指示線232係從上部出現位置 ® 233輸出,朝基準線231由上往下,沿著半球狀的監視器 226表面移動。玩家係在指示線23 2與基準線23 1 —致之 輸入時機,操作所定輸入按鍵。 # 圖1 6 ( b )係使指示線的出現位置與基準線成爲與圖 16(a)相反時的說明圖。在圖16(b),設定成圖16(a )的出現位置23 3作爲基準點241,圖16 ( a )的基準線 231作爲出現位置243。此時,指示線232係從出現位置 243輸出,朝監視器23 6上部的基準點241,沿著半球狀 的監視器236表面由下往上移動。玩家係在指示線232與 -35- 200840624 基準點24 1 —致之輸入時機,操作所定輸入按鍵。 圖17係具有圓柱狀之監視器23 6的遊戲終端裝置270 的外觀立體圖。與前述實施形態相同的符號號碼是相同的 構成要素,故省略說明。遊戲終端裝置270係於台桌狀的 框體上,設置有圓柱狀的監視器236。在圖17所示之遊戲 終端裝置270,係例如4人的玩家可包圍框體的周圍,來 進行遊戲。於監視器23 6係爲了對玩家進行操作指示,顯 示有環狀基準線231、所定出現位置233及環狀指示線 232。在此,指示線232係從下部出現位置233輸出,朝 基準線231由下往上,沿著圓柱狀的監視器236表面移動 。玩家係在指示線23 2與基準線231 —致之輸入時機,操 作所定輸入按鍵。再者,替換基準線231與出現位置233 ,使指示線232沿著監視器236由上往下移動亦可。 圖1 8係遊戲終端裝置2 8 0的外觀立體圖。遊戲終端 裝置2 8 0的框體係具有切取四角錐的上部,形成四角形狀 的上面之形狀。框體的側面係支持四角形狀的上面,越往 下側則越往外側擴張般地形成斜面。於框體的上面係設置 有在前述實施形態所示之監視器206,於監視器206係顯 示有基準線231、指示線23 2、出現位置23 3。於框體的4 個側面係設置有附有觸控面板的監視器224。附有觸控面 板的監視器224的各側面係爲各玩家的操作部。附有觸控 面板的監視器224係分割成複數子區域,各子區域係分別 成爲各輸入按鍵。玩家係觀看顯示於框體上面之監視器 2 06的指示線23 2及基準線231,作設置於側面的操作部 -36- 200840624 。又,於框體側面的下部係設置有揚聲器208、輸入部 2 1 1、卡片讀寫機2 1 2、硬幣受理部2 1 3等。在遊戲終端裝 置2 80,即使操作部214設置於接近底面之狀況,因爲框 體的側面越下側越往外側擴張,所以操作部2 1 4與玩家的 距離變近,易於操作。 * 即使前述圖16〜圖18所示之遊戲終端裝置260〜270 ,亦可發揮與本實施形態相同的作用效果。 (5-6 )變形例6 用以將前述方法在電腦上執行的程式及記錄其程式之 ^ 電腦可讀取的記錄媒體係包含於本發明之範圍。在此,程 * 式係爲可下載者亦可。作爲記錄媒體係可舉出電腦可讀寫 之可撓性碟、硬碟、半導體記憶體、CD-ROM、DVD、光 磁碟(MO )、及其他者。 〔產業上之利用可能性〕 關於本發明之遊戲終端裝置、遊戲方法及遊戲程式係 可適用於複數玩家進行遊戲之所有遊戲。 【圖式簡單說明】 〔圖1〕揭示關於本發明之第1實施形態例的遊戲系 統之整體構造的說明圖。 〔圖2〕遊戲終端裝置200的構造之一例。 〔圖3〕遊戲終端裝置200之一具體例的外觀立體圖 -37- 200840624 〔圖4〕( a )係揭示顯示於監視器2〇6之指示線的時 間數列變化之畫面例(1 ) 。 ( b )係揭示顯示於監視器 2 06之指示線的時間數列變化之畫面例(2 ) 。^ )係揭 示顯示於監視器206之指示線的時間數列變化之畫面例( 2 )。 〔圖5〕揭示複數指示線232同時顯示在監視器上之 樣子的畫面例。 〔圖6〕個人資料的槪念說明圖。 〔圖7〕揭示遊戲終端裝置200之功能構造的說明圖 〇 〔圖8〕記憶於操作序列資料表3 3〗的操作序列資料 之一例。 〔圖9〕揭示遊戲終端裝置200所進行之處理流程之 一例的流程圖。 〔圖1 0〕揭示出現位置變動之狀況的說明圖。 〔圖11〕 ( a )係揭示從各出現位置輸出之指示線的 時間數列變化之畫面例(1 ) 。( b )係揭示從各出現位置 輸出之指示線的時間數列變化之畫面例(2 ) 。( c )係揭 示從各出現位置輸出之指示線的時間數列變化之畫面例( 3 ) 。( d )係揭示從各出現位置輸出之指示線的時間數列 變化之畫面例(4 ) 。( e )係揭示從各出現位置輸出之指 示線的時間數列變化之畫面例(5 )。 〔圖1 2〕揭示出現位置與玩家的遊戲成績之關係的說 -38· 200840624 明圖。 〔圖1 3〕 ( a )係變形例4的遊戲終端裝置 具體例的外觀立體圖。(b )係揭示顯示於監視 線及基準線的說明圖。 〔圖1 4〕揭示基準線及指示線的形狀之變形 圖(1 )。 〔圖1 5〕揭示基準線及指示線的形狀之變形 圖(2 )。 〔圖16〕( a)係具有半球狀之監視器226 端裝置260的外觀立體圖。(b)係使指示線的 與基準線成爲與圖1 6 ( a )相反時的說明圖。 〔圖17〕具有圓柱狀之監視器236的遊戲 270的外觀立體圖。 〔圖18〕遊戲終端裝置280的外觀立體圖。 【主要元件符號說明】 206,226,23 6:監視器 208 :揚聲器. 2 1 2 :卡片讀寫機 2 1 3 :硬幣受理部 2 1 4 :操作部 215a〜215d :玩家位置 224 :附有觸控面板的監視器 231 :基準線 250 之一 器之指示 例的說明 例的說明 的遊戲終 出現位置 終端裝置 -39- 200840624Rtl As described above, in the first modification, since the operation instructing means 323 determines the occurrence position 2 3 3, the player cannot predict where to go next. Therefore, giving the game a change, improving the fun and difficulty of the game. In the foregoing, although at some time t=tl-At, the previous indicator line is overtaken by the next indicator line Rt 1 (refer to FIG. 11 (c)), However, • When t = t0, the previous indicator line RtO reaches line 231 first than the next indicator line Rt 1 . However, unlike the foregoing, the previous indication line Rtl may not be exceeded by the indication line Rtl. Specifically, the operation instructing means 323 adjusts each of the first indicator line R11 and the current position 23 3b before the display, and the next indicator line Rtl exists inside the previous indicator line. Indicates the expansion speed of line 23 2 . Thereby, the indicator line 232 is displayed in a general manner, and the game speed is given, and the player can perform the input operation in the output order of the instruction line 232. (5-2) Modification 2 In the above embodiment, the appearance position 23 3 is fixed, but the 'appearance position 23 3 varies depending on the past game performance of each player. 1 2 is a game that reveals the position and the player's game. Explanation of the relationship between the scores In the second modification, the operation instructing means 3 23 takes the past game scores of the players of the game from the central server 100, and determines the appearance position 3 23 based on the scores of the players. For example, assume that the game is started under various conditions as follows. The player randomly refers to the ease of RtO in the time base of the next line of RtO. Figure. The number of participants in the tour is -30-200840624. The number of players is "P 〇〇〇1,,," p 〇〇〇2,,," P 0 0 0 3,, , "Ρ0004 In addition, each player's past game scores are in the order of player IDs "P0001" to "Ρ0004", respectively, "30", "4", "70,", "60". The players of the player IDs "P000 1" to "P0004" are sequentially played in the player positions 215a to 215d, respectively. Further, each point of the edge portion of the monitor 206 corresponding to the player positions 215a to 215d is referred to as P1 to P4. Further, an input button (i.e., operation unit 214) is provided corresponding to the player positions 215a to 215d. Hereinafter, the method of determining the position where the aforementioned conditions appear will be described. First, the game accepting means 3 2 1 identifies the player based on the data from the magnetic card, and associates each player with the player positions 215a to 215d. The operation instructing means 3 23 receives the establishment of each player from the game receiving means 321 in association with the player positions 215a to 215d. Further, the operation instructing means 323 determines the appearance position 23 such that the appearance position 233 shown in FIG. 13 and the distances L7 to L10 of the respective points P1 to P4 are proportional to the past game results of the player IDs "P0001" to "P0004". 3. At this time, the appearance position 23 3 is determined as the distance L7: the distance L8: the distance L9: the distance L10 = "30": "40": "70": "60". In Modification 2, for example, the appearance position 23 3 of the indication line 232 is brought close to the player side where the score is not good, and the appearance position 23 3 is brought close to the reference line 23 1 . Therefore, for players with poor performance, it is difficult to give an input timing and tight adjustment of input timing and operation timing. In this way, the game can be changed in response to the player's performance. -31 - 200840624 (5-3) Modification 3 As shown in Fig. 5, when the indication line 232 is successively displayed, the indication lines 232 are close to each other due to the timing of the output of the indication line 232. Here, at least the colors of the adjacent indicator lines 232 may be different. For this reason, the operation instructing means 232 instructs the drawing processing unit 205 so that at least the color of the adjacent instruction line 232 is different when the instruction line 232 is successively displayed on the monitor. At this time, the operation instructing means 232 is for setting an operation instruction for each of the R button, the G button, and the B button, and setting a setting other than the color (for example, a line type) in accordance with the input button. Thereby, even if the plural indicator line 23 2 is simultaneously displayed on the monitor 206, since the colors of the indication lines 232 are different, it is possible to grasp which indicator line 23 2 indicates the next input timing. At this time, the player confirms the operation instruction of any of the R button, the G button, and the B button according to the line type ' of the instruction line 23 2 , and distinguishes the input timing of the adjacent indicator line 232 according to the color of the indication line 232. In the foregoing, the input button and the timing of the operation should be distinguished by the combination of the line type and the color, but other combinations may be used. For example, the input button to be operated is distinguished by color, and the input timing of the adjacent indicator line 2 3 2 can be distinguished by the line type. (5-4) Modification 4 In the game terminal device 200 of the above-described embodiment, the number of participating players that can play the game is four, but the number of participating players is not limited thereto. In the fourth modification, a game terminal device 25 that a player of four or more players can participate in is provided. Fig. 13 (a) is an external perspective view showing a specific example of the game terminal device 250 - 32 - 200840624 of the fourth modification, and Fig. 13 (b) is an explanatory view showing the indicator line and the reference line displayed on the monitor. The game housing 250 has a table-like frame. On the upper surface of the frame, a monitor 206 is provided with at least a portion of the display surface facing upward. In the game terminal device 250 shown in Fig. 13, a player of up to eight people can surround the circumference of the casing to play the game. The monitor 206 is operative to indicate to the player that there is an annular reference line 231, a predetermined appearance position 233, and an annular indication line 232 appearing from the occurrence of the φ position 233. Since the display methods of the reference line 231, the indication line 232, and the appearance position 2 3 3 are the same as described above, the description is omitted. On the periphery of the monitor 206, a maximum of eight players can play, and eight sets of operation units 2 1 4 are provided. One set of operation units 2 1 4 is, for example, a part including an R button, a G button, and a B button. Enter the button. Further, on the periphery of the monitor 206, there are eight player positions 2 1 5 (2 1 5 a to 2 1 5 h). Further, a speaker 208, an input portion 211, a card reader/writer 212, and a coin accepting portion 213 are provided on the upper surface and the side surface of the casing. Φ As described above, in the game terminal device 250 of the fourth modification, the player having a maximum of eight players can play the game. At this time, at least a part of the display surface of the monitor 206 of the modification 4 faces upward, and the input timing of the operation unit 214 is commonly disclosed to the player. Therefore, in the same manner as in the present embodiment, since a plurality of players face each other via the monitor 206 and can play the game while watching the same screen, the plurality of players can hold the game and play the game. Moreover, since no player can view the instruction without any advantage, the restriction on the number of players that can be participated is alleviated. Further, the maximum number of participating players and the form of the game terminal device can be appropriately set, and are not limited to the above-described embodiments -33-200840624 and Modification 4. Here, when the number of participating players is eight, as shown in Fig. 13 (b), the circular indicator line 232 is output from the appearance position 23 3, so that the circular indicator line 232 coincides with the circular reference line 231. Thereby, it is possible to indicate the input timing to each player of the player positions 215a to 21 5h. In addition, the shape of the reference line 2 3 1 and the indicator line 23 2 may be set as shown in Figs. 14 and 15 in order to participate in the number of players. # Fig. 1 and Fig. 1 are explanatory views showing a modification of the shape of the reference line and the indicator line. In Fig. 14, the number of participating players is three, and each player inserts a magnetic card into the card reader/writer 212 corresponding to the player positions 2 1 5 a, 2 1 5 c, and 2 1 5 g, respectively. The game accepting means 321 associates each player with the player position 2 15 based on the material from the magnetic card. The operation instructing means 323 associates each of the players received from the game receiving means 321 with the player position 215, and causes the monitor 206 to display the triangular reference line 231 having the respective sides of the player positions 215a, 215c, and 215g. Further, the ® operation instructing means 3 23 outputs a triangular-shaped indicator line 232 from the appearance position 233 based on the operation sequence data, and at the predetermined time, the triangular-shaped indicator line 232 is aligned with the triangular-shaped reference line 231. Further, in Fig. 15, the number of participating players is four, and each player inserts a magnetic card into the card reader/writer 212 corresponding to the player positions 215a, 215c, 215e, and 215g. The operation instructing means 3 23 causes the monitor 206 to display the reference line 231 and the indication line 2 3 2 having the quadrangular shape corresponding to each side of the player positions 215a, 215c, 21 5e, and 21 5g. Thus, the shape of the reference line 231 and the indication line 232 can be set in accordance with the number of players participating. -34 - 200840624 (5-5) Modification 5 In the above embodiment, the game terminal device 200 is a table-like frame, and the monitor 206 is also planar. However, the form of the game terminal device 200 is not limited thereto, and may be, for example, various forms disclosed below. The following is merely an example, and the form of the game terminal device 200 is not limited to the following. φ Fig. 16 (a) is an external perspective view of the game terminal device 260 having a hemispherical monitor 226. Since the same reference numerals as in the above-described embodiments are the same constituent elements, the description thereof will be omitted. The game terminal device 260 is attached to a table-like frame, and is provided with a hemispherical monitor 226. In the game terminal device 260 shown in Fig. 16 (a - ), for example, a player of four people can surround the frame to play the game. The monitor 226 displays an annular reference line 2 3 1 , a predetermined appearance position 2 3 3 and an annular indication line 23 2 in order to give an operation instruction to the player. Here, the indicator line 232 is output from the upper appearance position ® 233, and moves up and down the reference line 231 along the surface of the hemispherical monitor 226. The player operates the predetermined input button at the input timing of the indication line 23 2 and the reference line 23 1 . #图1 6 (b) is an explanatory diagram when the position where the indicator line appears and the reference line are opposite to Fig. 16(a). In Fig. 16(b), the appearance position 23 3 of Fig. 16(a) is set as the reference point 241, and the reference line 231 of Fig. 16(a) is taken as the appearance position 243. At this time, the indication line 232 is outputted from the appearance position 243, and moves toward the top of the hemispherical monitor 236 toward the surface of the hemispherical monitor 236 toward the reference point 241 at the upper portion of the monitor 23 6 . The player operates the predetermined input button at the input timing of the indicator line 232 and the -35-200840624 reference point 24 1 . Fig. 17 is an external perspective view of the game terminal device 270 having a cylindrical monitor 23 6 . Since the same reference numerals as in the above-described embodiments are the same constituent elements, the description thereof will be omitted. The game terminal device 270 is attached to a table-like casing, and is provided with a cylindrical monitor 236. In the game terminal device 270 shown in Fig. 17, for example, a player of four people can surround the casing to play the game. In order to give an operation instruction to the player, the monitor 23 6 displays an annular reference line 231, a predetermined appearance position 233, and an annular indication line 232. Here, the indicator line 232 is outputted from the lower appearance position 233, moving from the bottom to the top of the reference line 231, along the surface of the cylindrical monitor 236. The player operates the predetermined input button at the input timing of the indication line 23 2 and the reference line 231. Furthermore, the reference line 231 and the appearance position 233 are replaced, and the indication line 232 may be moved from top to bottom along the monitor 236. Fig. 1 is an external perspective view of the game terminal device 2 80. The frame system of the game terminal device 280 has an upper portion cut out of a quadrangular pyramid to form a shape of a quadrangular upper surface. The side surface of the frame supports the upper surface of the square shape, and the lower side is formed to be inclined outward as it expands outward. The monitor 206 shown in the above embodiment is provided on the upper surface of the casing, and the reference line 231, the indication line 23, and the appearance position 23 3 are displayed on the monitor 206. A monitor 224 with a touch panel is disposed on the four sides of the frame. Each side of the monitor 224 with the touch panel attached is an operation portion of each player. The monitor 224 with the touch panel is divided into a plurality of sub-areas, and each sub-area is a separate input button. The player views the indicator line 23 2 of the monitor 206 displayed on the frame and the reference line 231 as an operation unit -36-200840624 provided on the side. Further, a speaker 208, an input unit 2 1 1 , a card reader/writer 2 1 2, a coin accepting unit 2 1 3, and the like are provided in a lower portion of the side surface of the casing. In the game terminal device 280, even if the operation portion 214 is placed close to the bottom surface, the side surface of the frame is expanded outward as the side surface of the frame is lowered. Therefore, the distance between the operation portion 214 and the player becomes close, and it is easy to operate. * Even in the game terminal devices 260 to 270 shown in Figs. 16 to 18 described above, the same operational effects as those of the present embodiment can be exhibited. (5-6) Modification 6 A program for executing the above-described method on a computer and a computer-readable recording medium for recording the program are included in the scope of the present invention. Here, the program type is also available as a downloadable person. Examples of the recording medium include a flexible disk, a hard disk, a semiconductor memory, a CD-ROM, a DVD, a magnetic disk (MO), and the like which are readable and writable by a computer. [Industrial Applicability] The game terminal device, the game method, and the game program system of the present invention are applicable to all games in which a plurality of players play games. [Brief Description of the Drawings] Fig. 1 is an explanatory view showing an overall structure of a game system according to a first embodiment of the present invention. FIG. 2 shows an example of the configuration of the game terminal device 200. [Fig. 3] An external perspective view of a specific example of the game terminal device 200 - 37 - 200840624 (Fig. 4) (a) shows a screen example (1) showing a change in the time series of the indicator lines displayed on the monitor 2〇6. (b) A screen example (2) showing the change in the time series displayed on the indicator line of the monitor 206. ^) is a screen example (2) showing a change in the time series of the indicator line displayed on the monitor 206. Fig. 5 shows an example of a screen in which the plural indicator line 232 is simultaneously displayed on the monitor. [Fig. 6] A description of the mourning of personal data. Fig. 7 is an explanatory diagram showing an operation structure of the game terminal device 200. Fig. 8 is an example of the operation sequence data stored in the operation sequence data table 33. Fig. 9 is a flow chart showing an example of a flow of processing performed by the game terminal device 200. [Fig. 10] An explanatory diagram showing a state in which a positional change occurs. [Fig. 11] (a) is a screen example (1) showing a change in the time series of the indication lines outputted from the respective appearance positions. (b) is a screen example (2) showing the change in the time series of the indication lines outputted from the respective appearance positions. (c) is a screen example (3) showing a change in the time series of the indication lines outputted from the respective appearance positions. (d) is a screen example (4) showing a change in the time series of the indication lines outputted from the respective appearance positions. (e) is a screen example (5) showing a change in the time series of the indication lines outputted from the respective appearance positions. [Fig. 1 2] reveals the relationship between the appearance position and the player's game scores -38· 200840624. [Fig. 13] (a) A perspective view of an appearance of a game terminal device according to a fourth modification. (b) Explains an explanatory diagram displayed on the monitor line and the reference line. [Fig. 14] A deformation diagram (1) showing the shape of the reference line and the indication line. [Fig. 15] A deformation diagram (2) showing the shape of the reference line and the indication line. [Fig. 16] (a) is an external perspective view of a hemispherical monitor 226 end device 260. (b) is an explanatory diagram when the reference line and the reference line are opposite to Fig. 16 (a). Fig. 17 is a perspective view showing the appearance of a game 270 having a cylindrical monitor 236. FIG. 18 is an external perspective view of the game terminal device 280. [Description of main component symbols] 206, 226, 23 6: Monitor 208: Speaker. 2 1 2 : Card reader 2 1 3 : Coin accepting unit 2 1 4 : Operating unit 215a to 215d: Player position 224: Attached Monitor panel 231 of touch panel: game end appearance position terminal device described in the description example of the indicator of one of the reference lines 250 - 39 - 200840624

232 :指示線 23 3,243 :出現位置 241 :基準點 200,250,260,270:遊戲終端裝置 -40-232: indicator line 23 3, 243: appearance position 241: reference point 200, 250, 260, 270: game terminal device -40-

Claims (1)

200840624 十、申請專利範園 1 一種遊戲裝置,其特徵爲包含: 監視器,係顯示面的至少一部份朝上, 至少1個操作手段,係受理至少1位玩 操作, 記憶手段,係記憶前述玩家應藉由前述 行輸入操作的時機,即前述玩家所共通之時 之複數輸入時機, 操作指不手段,係於前述監視器顯示環 與從前述基準線內之所定出現位置出現而朝 張之環狀的指示線,並藉由使前述基準線與 致來指示前述輸入時機,及 評估手段,係依據前述輸入時機與進行 之輸入操作之操作時機的比較結果,評估前 成績。 2 ·如申請專利範圍第1項所記載之遊 前述操作指示手段,係隨機決定前述指 置。 3 ·如申請專利範圍第1項所記載之遊 複數操作手段,係對於前述監視器,被 置; 前述操作指示手段,係依據前述操作手 家所致之輸入 操作手段來進 間數列地設定 狀的基準線, 前述基準線擴 前述指7K線一 前述玩家所致 述玩家的遊戲 戲裝置’其中 定線的出現位 戲裝置’其中 固定於一定位 段的位置來特 -41 - 200840624 定前述玩家的位置,並因應玩家的遊戲成績來決定前述指 示線的出現位置與前述玩家的位置之關係。 4.如申請專利範圍第1項所記載之遊戲裝置,其中 , 按照每一前述玩家設置之各操作手段,係包含複數操 ^ 作構件; 前述操作指示手段,係將指示前述複數操作構件中應 φ 進行輸入操作之操作構件的顯示型式,附加於前述指示線 前述顯示型式,係顏色、模樣、文字、記號及該等組 合之至少任一。 ' 5-如申請專利範圍第1項所記載之遊戲裝置,其中 , 前述操作指示手段,係使前述指示線接連出現,且使 顯示之前述指示線中至少鄰接之指示線的顏色相異。 * 6.如申請專利範圍第1項所記載之遊戲裝置,其中 * 前述操作指示手段,係在顯示之前一指示線的內側, * 決定下一指示線的出現位置,且以前述下一指示線存在於 前述前一指示線的內側之方式,調整各指示線的擴張速度 〇 7.如申請專利範圍第1項所記載之遊戲裝置,其中 前述操作指示手段,係使前述指示線的擴張速度,等 -42- 200840624 速、等加速或等減速。 8.如申請專利範圍第1項所記載之遊戲裝置,其中 前述遊戲裝置,係由具有上面與從前述上面朝下方擴 張並支持前述上面的側面之框體所構成; ^ 前述監視器,係設置於前述上面,而於前述側面,設 置有前述玩家操作之操作手段。 • 9 . 一種遊戲方法,其特徵爲包含·· 記憶步驟,係記憶玩家應藉由受理至少1位玩家所致 之輸入操作的至少1個操作手段來進行輸入操作的時機, ^ 即前述玩家所共通之時間數列地設定之複數輸入時機, - 操作指示步驟,係於顯示面之至少一部份朝上的監視 器顯示環狀的基準線,與從前述基準線內之所定出現位置 出現而朝前述基準線擴張之環狀的指示線,並藉由使前述 基準線與前述指示線一致來指示前述輸入時機,及 # 評估步驟,係依據前述輸入時機與進行前述玩家所致 之輸入操作之操作時機的比較結果,評估前述玩家的遊戲 成績。 ^ * 1 〇· 一種遊戲程式,其特徵爲使電腦作爲以下手段而 作用: 記憶手段’係記憶玩家應藉由受理至少1位玩家所致 之輸入操作的至少1個操作手段來進行輸入操作的時機, 即前述玩家所共通之時間數列地設定之複數輸入時機, 操作指示手段,係於顯示面之至少一部份朝上的監視 -43- 200840624200840624 X. Patent application Fan Park 1 A game device, comprising: a monitor, at least one part of the display surface facing upward, at least one operation means, accepting at least one play operation, memory means, memory The foregoing player should use the timing of the above-mentioned line input operation, that is, the plural input timing when the players are common, and the operation means means that the monitor display ring and the predetermined appearance position in the reference line appear toward the ring of Zhang. The indicator line is instructed to indicate the aforementioned input timing and the evaluation means by causing the aforementioned reference line and the indication to be based on the comparison result of the operation timing of the input timing and the input operation performed. 2 • The above instructions are randomly determined as described in the first paragraph of the patent application. 3. The method of operating the complex number as described in the first paragraph of the patent application is placed on the monitor; the operation instruction means is set in a series according to the input operation means by the operator. The reference line, the aforementioned reference line expands the aforementioned 7K line, and the player's game play device 'where the line appears in the game device' is fixed at a position of the positioning segment. The above-mentioned player is determined. The position, and in accordance with the player's game scores, determines the relationship between the appearance of the aforementioned indicator line and the position of the aforementioned player. 4. The game device according to claim 1, wherein each of the operating means provided by each of the players includes a plurality of operating members; and the operation indicating means indicates that the plurality of operating members are φ The display type of the operation member that performs the input operation is added to the display pattern of the indicator line, and is at least one of a color, a pattern, a character, a symbol, and the like. The game device according to the first aspect of the invention, wherein the operation indicating means causes the indicator lines to appear in succession, and the color of at least the adjacent indicator lines of the displayed indication lines are different. 6. The game device according to claim 1, wherein the operation indication means is located on the inner side of the previous indication line, * determines the appearance position of the next indication line, and uses the aforementioned next indication line The game device according to the first aspect of the invention, wherein the operation indicating means is to increase the speed of expansion of the indicator line, in the manner of the inner side of the preceding indicator line. Etc.-42- 200840624 Speed, equal acceleration or equal speed reduction. 8. The game device according to claim 1, wherein the game device is constituted by a frame having an upper surface and a side surface extending downward from the upper surface and supporting the upper surface; In the foregoing, on the foregoing side, the operation means of the aforementioned player operation is provided. 9. A game method characterized by comprising: a memory step of memorizing a timing at which an input operation is performed by at least one operation means for accepting an input operation by at least one player, ^ a plurality of input timings set in a common time series, - an operation indicating step of displaying an annular reference line on at least a portion of the display surface facing the display surface, and appearing from a predetermined appearance position in the aforementioned reference line The circular indication line of the reference line expansion, and the input timing is indicated by the reference line being aligned with the indication line, and the #evaluating step is based on the input timing and the operation of the input operation by the player. The comparison result of the timing evaluates the game scores of the aforementioned players. ^ * 1 〇 · A game program featuring a computer functioning as follows: The memory means is a memory player who should perform an input operation by accepting at least one operation means of an input operation by at least one player. Timing, that is, the plural input timing set by the time series of the players in common, the operation indication means is to monitor at least a part of the display surface upwards -43- 200840624 器顯示瓌狀的基準線,與從前述基準線內之所定出現位置 出現而朝前述基準線擴張之環狀的指示線,並藉由使前述 基準線與前述指示線一致來指示前述輸入時機,及 評估手段,係依據前述輸入時機與進行前述玩家所致 入操作之操作時機的比較結果,評估前述玩家的遊戲 成績。 -44-The device displays a meandering reference line, and an annular indication line that appears from the predetermined occurrence position in the reference line and expands toward the reference line, and indicates the input timing by causing the reference line to coincide with the indication line. And the evaluation means is to evaluate the game performance of the aforementioned player based on the comparison result of the aforementioned input timing and the operation timing of performing the aforementioned player-initiated operation. -44-
TW096136743A 2006-11-30 2007-10-01 Game device, game method and game program TW200840624A (en)

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CN110573223A (en) * 2017-04-27 2019-12-13 世嘉游戏股份有限公司 Game device, program, and game system

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JP3031676B1 (en) * 1998-07-14 2000-04-10 コナミ株式会社 Game system and computer readable storage medium
JP3916965B2 (en) * 2002-02-20 2007-05-23 アルゼ株式会社 game machine

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110573223A (en) * 2017-04-27 2019-12-13 世嘉游戏股份有限公司 Game device, program, and game system
CN110573223B (en) * 2017-04-27 2022-11-22 世嘉游戏股份有限公司 Game device, computer-readable storage medium, and game system

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