TW200948439A - Game device, game controlling method, and information recording medium - Google Patents

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

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Publication number
TW200948439A
TW200948439A TW098109477A TW98109477A TW200948439A TW 200948439 A TW200948439 A TW 200948439A TW 098109477 A TW098109477 A TW 098109477A TW 98109477 A TW98109477 A TW 98109477A TW 200948439 A TW200948439 A TW 200948439A
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TW
Taiwan
Prior art keywords
image
guide
shortest
display unit
player
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TW098109477A
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Chinese (zh)
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TWI379700B (en
Inventor
Yuichi Asami
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Konami Digital Entertainment
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Publication of TWI379700B publication Critical patent/TWI379700B/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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

In a game device, a receiving unit receives an input from a player, a display unit displays a guide image (202a) in such a manner that each guide image (202a) passes through a reference image (201a) associated therewith, and displays a guide image (202e) whose distance from the reference image (201a) is the smallest so that the guide image (202e) is accentuated, to prompt the player to make an input.

Description

200948439 六、發明說明: 【發明所屬之技術销域j 本發明係有Μ於〜種適合於在玩家應於指 入之遊戲中,簡單^靖玩家提示輸I時機進行輪 遊戲控制方法、資Μ記錄媒體及程式。、璣之遊戲袁置、 【先前技術】 眾所周知有-種故家配合著音樂之 謂之音樂遊戲(節拍遊戲)。音樂遊戲係例如!:作輪入之所 示之導引影像到達基準影像時’玩家抓^面上依序顯 此而進行之遊戲(例如, 機進行輪入,藉 I照日本公開直 2001-222280號)。當導引办你 寻利公報特開 行對應於該導引影像之輪^達基準影像附近時’玩家進 消失(例如,參照上迷公翻知作藉此該導弓1影像自畫面上 【發明内容】 4段落0053至亂圖3)。 (發明所欲解決之問題) 然而,尤其於初學者 於基準是早還是晚^期/况下料細獲知輸人時機相對 提示玩家輸入時機之技術因此’要求—種簡單易懂地 本發明係有鑒於上迷卩 適合於在玩家應於指定❿研电者’其目的在於提供一種 提示玩家輸入時機之遊^進行輸入之遊財,簡單易懂地 體及程式。 、置、遊戲控制方法、資訊記錄媒 098109477 200948439 (解決間題之手段) 為達成上述目的,本發明之第1觀點之遊戲裝置係包含受 理部及顯示部而構成。 受理部受理來自玩家之輸入。 顯示部以通過各自相對應之基準影像之方式顯示多個導 • 引影像’於該導引影像重合於該基準影像時催促該玩家應進 . 行輸入。 參 又,上述顯示部強調顯示與該基準影像之距離為最短之導 引影像。 藉由該等構成,於玩家應於指定時機進行輪入之遊戲中, 可簡單易懂地提示玩家輸人時機。即,即使於顯示有多個導 引影像之情況下,藉由強調顯示位於最靠近該基準影像之位 置處的該導引影像’玩家可容易地判斷該基準影像與該導引 影像之位置關係,從而可得知輸入時機。 耱 1述顯示部亦可於該最短導引影像之周圍顯示特定影像。 藉^等構成可簡單易懂地提示玩家輸入時機。例如, 藉由於該導弓 1影像之周圍顯示由與該導引影像不同之色 相表度A儿度構成之由與該導引影像大致相同的形狀構 成之影像’從而強調顧千分播?丨 顯不該導引影像,玩家可容易地掌握該 導引影像與該基準影像 心像之位置關係。因此,玩家可容易地得 知輸入時機。 上述顯示㈣可於該較影像與該多個導引影像之任一 098109477 5 200948439 者相重疊時,優先顯示後者。 藉由該等構成’即使顯示該特定影像,亦可使 影像顯稀前面,衫觀藏至祕定麟之背面。”丨 玩家可辨識該料影像之位置,因而可容易:此, 機。 知輸入時 上述顯示部亦可利用與該基準影像與該最短導 距離相對=之色彩,㈣麵雜特定影像。 像的 藉由該等構成,可簡單易僅地提示玩家輸入時機 當該基準影像與該最短導引影像之距離較遠時,使該特〜 像與背景色㈣或為透明。隨著該距離之线,使該特$ 像變紅’變錢光色’或者變成與背景色成對比的顏色等: 藉此強調顯示該特定影像。因此,該導引影像亦被強調顯 示,玩家可容易地得知輸入時機。 > 上述顯不部亦可繪製該特定影像,繼而按照與該基準影像 之距離由近及遠之順序繪製該導引影像並顯示生成之影像。 藉由該等構成’可使該多個導引影像依次顯示於前面而不 被隱藏至該特定影像之背面。因此,玩家可辨識該導引影像 之位置,因而可容易地得知輸入時機。 上述顯示部亦可繪製該特定影像,繼而按照與該基準影像 之距離由遠及近之順序繪製該導引影像並顯示生成之影像。 藉由該等構成,可使該多個導引影像依次顯示於前面而不 被隱藏至該特定影像之背面。因此,玩家可辨識該導弓丨影像 098109477 6 200948439 之位置,因而可容易地得知輸入時機。 二達成上述目的,本發明之其他觀點之遊戲控制方法係一 =遊戲控财法,錢由包含接受部及顯科之遊戲裝置所 執仃者,而包括受理步驟及顯示步驟。 受理步驟中,受理來自玩家之輸入。 顯示步驟中,以通過各自相對應之基準影像之方式顯示多200948439 VI. Description of the invention: [Technical sales field of the invention] The present invention is suitable for the game in which the player should be in the game, and the player is prompted to input the opportunity to control the game. Record media and programs.玑 游戏 袁 袁 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 【 The music game is for example: When the guide image shown as the wheel enters the reference image, the player plays the game in sequence (for example, the machine performs the round-in, and the photo is taken by Japan. No. 222280). When the guide asks you to find the special bulletin line corresponding to the wheel of the guide image near the reference image, the player enters and disappears (for example, refer to the above-mentioned fascination to make the guide bow 1 image from the screen [ SUMMARY OF THE INVENTION 4 paragraph 0053 to chaotic Figure 3). (The problem to be solved by the invention) However, especially in the case of a beginner, the reference is early or late, and the timing of the input is relatively informed of the skill of the player to input the timing. Therefore, the requirement is simple and easy to understand. In view of the above, it is suitable for the player to specify the 电 电 ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' In the game device of the first aspect of the present invention, the game device includes a processing unit and a display unit. The receiving unit accepts input from the player. The display unit displays a plurality of guide images by means of respective reference images. When the guide images coincide with the reference images, the player is urged to enter. Further, the display unit emphasizes that the guide image having the shortest distance from the reference image is displayed. With such a configuration, in a game in which the player should perform the round-up at a specified timing, the player can be prompted to input the opportunity in an easy-to-understand manner. That is, even in the case where a plurality of guide images are displayed, the player can easily determine the positional relationship between the reference image and the guide image by emphasizing the guide image located at the position closest to the reference image. So that you can know the timing of the input. The display unit can also display a specific image around the shortest guide image. By means of ^ and so on, it is easy to understand and prompt the player to enter the opportunity. For example, by displaying an image composed of a chromaticity of a different angle from the guide image, which is formed by a shape similar to the guide image, is displayed around the image of the guide bow 1 to emphasize the thousands of distributions.丨 It is obvious that the image should be guided, and the player can easily grasp the positional relationship between the guide image and the reference image. Therefore, the player can easily know the timing of the input. The above display (4) may preferentially display the latter when the comparison image overlaps with any one of the plurality of guide images 098109477 5 200948439. With such a configuration, even if the specific image is displayed, the image can be made thin and the front of the shirt can be hidden to the back of the secret. "The player can recognize the position of the material image, so it can be easily: This machine can also use the color of the reference image and the shortest lead distance = the color of the reference image, and (4) the specific image. With such a configuration, it is possible to promptly and simply prompt the player to input the timing so that when the distance between the reference image and the shortest guide image is far, the special image and the background color (4) are either transparent. , so that the special $ becomes red 'change money color' or becomes a color contrasted with the background color, etc.: thereby highlighting the specific image. Therefore, the guide image is also highlighted, and the player can easily know Input timing. > The above-mentioned display portion can also draw the specific image, and then draw the guide image in the near and far distance from the reference image and display the generated image. The plurality of guide images are sequentially displayed on the front side without being hidden to the back of the specific image. Therefore, the player can recognize the position of the guide image, so that the input timing can be easily known. Forming the specific image, and then drawing the guided image in a far and near distance from the reference image and displaying the generated image. With the above configuration, the plurality of guided images can be sequentially displayed in front without It is hidden to the back of the specific image. Therefore, the player can recognize the position of the guide bow image 098109477 6 200948439, so that the input timing can be easily known. 2. To achieve the above object, the game control method of another aspect of the present invention is = Game control money method, the money is executed by the player including the receiving department and the video game device, and includes the acceptance step and the display step. In the acceptance step, the input from the player is accepted. In the display step, the corresponding ones are passed. The way the reference image is displayed

個導㈣像,於該導引影像重合於該基準影像時催促該玩家 應進行輸入。 又,上述顯示步驟中,強調顯示與該基準影像之距離為最 短之導引影像。 為達成上述目的’本發明之其他觀點之程式係構成為使電 腦具有作為上料錄置之魏。又,本發狀其他觀點之 程式係構成為使電腦執行上述遊戲控制方法。 又,本發明之程式可記錄於光碟、軟碟、硬碟、磁光碟、 數位視訊光碟、磁帶、半導體記憶體等電腦可讀取之資訊記 錄媒體中。上述程式可與執行該程式之電腦獨立開來,經由 電腦通訊網散布、銷售。又,上述資訊記錄媒體可與該電腦 獨立開來散布、銷售。 (發明效果) 根據本發明,可在玩家應於指定時機進行輸入之遊戲中簡 單易懂地提示玩家輸入時機。 【實施方式】 098109477 7 200948439 以下,對本發明之遊戲裝置之實施形態之一進行說明,但 該實施形態係用於讓本發明之原理易於理解者,本發明之範 圍並不受下述實施形態限定,本領域技術人員將以下實施形 態之構成適當置換後之其他實施形態,亦包含於本發明之範 圍中。 首先,參照表示實現本發明之實施形態之遊戲裝置的典型 資訊處理裝置之概要構成之圖1進行說明。 資訊處理裝置 100 包含 CPU(Central Processing Unit,中 央處理举元)101、R〇M(Read Only Memory,唯讀記憶 體)102、RAM(Random Access Memory,隨機存取記憶 體)1〇3、介面104、控制器1〇5、外部記憶體i〇6、DVD(Digital Versatile Disk,數位多功能光碟)— rom驅動器1〇7、影像 處理部 108、音訊處理部 1〇9、NIC^NetworlUnterface Card, 網路介面卡)110及踏墊式控制器111。 再者’將記憶有遊戲用之程式及資料之DVD —ROM安裝 於DVD — ROM驅動器107中,接通資訊處理裝置1〇〇之電 源’藉此執行該程式,而實現本實施形態之遊戲裝置。 CPU101控制資訊處理裝置100整體之動作,與各構成元 件相連接並交接控制信號或資料。 於ROM102中記錄有電源接通後立即執行之ij>L(lnitialThe guide (four) image urges the player to input when the guide image coincides with the reference image. Further, in the display step, the guide image having the shortest distance from the reference image is highlighted. In order to achieve the above object, the program of the other aspects of the present invention is configured such that the computer has a record as a loading. Further, the program of the other aspect of the present invention is configured to cause the computer to execute the above game control method. Moreover, the program of the present invention can be recorded in a computer-readable information recording medium such as a compact disc, a floppy disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, or a semiconductor memory. The above program can be opened separately from the computer that executes the program and distributed and sold via a computer communication network. Further, the above information recording medium can be distributed and sold separately from the computer. (Effect of the Invention) According to the present invention, it is possible to promptly enter the player's input timing in a game in which the player should input at a designated timing. [Embodiment] 098109477 7 200948439 Hereinafter, one embodiment of the game device of the present invention will be described. However, the embodiment is intended to facilitate the understanding of the principle of the present invention, and the scope of the present invention is not limited by the following embodiments. Other embodiments in which the configuration of the following embodiments is appropriately substituted by those skilled in the art are also included in the scope of the present invention. First, a schematic configuration of a typical information processing device for realizing a game device according to an embodiment of the present invention will be described with reference to Fig. 1 . The information processing device 100 includes a CPU (Central Processing Unit) 101, R〇M (Read Only Memory) 102, RAM (Random Access Memory) 1, 3, and an interface. 104, controller 1〇5, external memory i〇6, DVD (Digital Versatile Disk) - rom driver 1〇7, image processing unit 108, audio processing unit 1〇9, NIC^NetworlUnterface Card, Network interface card) 110 and pad controller 111. Furthermore, a DVD-ROM that stores a program and data for a game is installed in the DVD-ROM drive 107, and the power supply of the information processing device 1 is turned on to execute the program, thereby realizing the game device of the present embodiment. . The CPU 101 controls the overall operation of the information processing apparatus 100, and is connected to each constituent element to deliver a control signal or data. In the ROM 102, the ij>L (lnitial) executed immediately after the power is turned on is recorded.

Program Loader ’初始程式載入常式)’ CPXJ101將DVD — ROM中§己錄之程式讀出至RAM 103中執行。又,於R〇M 1 〇2 098109477 8 200948439 t記錄有資訊處理裝置刚整體之動作控制所需之作業系 統之程式或各種資料,而cpu丨〇丨钱山 、、 1?Δλ>ίΐη^ ^ m 項出該等程式等並執行。Program Loader 'Initial program loading routine'' CPXJ101 reads the program recorded in the DVD-ROM to the RAM 103 for execution. In addition, R〇M 1 〇2 098109477 8 200948439 t records the program or various materials of the operating system required for the overall operation control of the information processing device, and cpu 丨〇丨钱山,, 1?Δλ> ΐ ^ ^ ^ m items such programs are executed and executed.

係用於臨時記”料或程式者,其簡自DVD -R0M讀出之程核資料、其他_進㈣需之資料。 經由"面104而連接之控制器105受理用戶於遊戲執行時 所進行之獅輸人。例如,於㈣“5上配置U按叙、 B按;5、、X触、Y触絲W方向之各杨按紐(方向 鍵)、並且胃用戶按下該等按紐時,受理與被按下之按 鈕相應之操作輸入。 又,與控制器105同樣地,經由介面刚❿連接之踏墊式 控制器111於用戶執行遊戲時受理操作輸人。例如,於踏塾 式控制器111上’如圖2所示般配置有左按紐llla、下按 鈕nib、上按鈕lllc、右按紐llid等。踏塾式控制器⑴ 一般由用戶之腳進行操作輸入。 用戶亦可同時使用控制器105及踏墊式控制器iu,或者 可同時㈣多個控制!! 1G5或多個踏墊式控制器⑴。 於、.、f由)丨面104而裝卸自如地連接之外部記憶體⑺6中, 可重寫地記憶有表示遊戲進行狀態之資料、通訊日德(記錄) 之貧料等。用戶藉由經由控制器1〇5或踏整式控制器⑴進 行心示輸入’可將該等資料適當地記錄於外部記憶體刚 中。 於安裴於DVD —R〇m驅動器107中之DVD —R〇M中 098109477 200948439 記錄有用於實現遊戲之程式、及遊戲附帶之影像資料或音訊 資料。 藉由CPU101之控制,DVD —ROM驅動器107對安裝於 其中之DVD —ROM進行讀出處理,讀出必要之程式或資 料’並將該等臨時記憶於RAM103等中。 影像處理部108將自DVD —ROM讀出之資料藉由 CPU101或影像處理部1〇8所具備之影像運算處理器(未圖 示)進行加工處理之後,將其記錄至影像處理部1〇8所具備 之訊框記憶體(未圖示)中。 訊框記憶體中記錄之影像資訊以特定之同步時序轉換成 視訊信號而輸出至連接於影像處理部1〇8之監視器(未圖 示)。藉此,可顯示各種影像。 再者’影像運算處理器可高速進行二維影像之重疊運算或 α混合等之透過運算、各種飽和運算。 又’亦可高速執行下述運算,即:將配置於虛擬三維空間 且附加有各種紋理資訊之多邊形資訊,藉由Ζ緩衝器法進 行描繪’而獲得自特定之視點位置俯視配置於虛擬三維空間 中之多邊形之描繪影像。 進而’藉由CPU101與影像運算處理器進行協同動作,可 按照定義文字形狀之字型資訊,將字串作為二維影像而繪製 於讯框記憶體中’或者繪製於各多邊形表面。字型資訊係記 錄於ROM102中’但亦可利用DVD_R〇M中所記錄之專用 098109477 10 200948439 之字型資訊。 音訊處理部109將自DVD-ROM讀出之音訊資料轉換成 類比音訊信號,並自連接於其之揚聲器(未圖示)輸出。又, 在CPU101之控制下,生成在遊戲之進行中應產生之音效或 樂曲資料’並使與此對應之音訊自揚聲器輸出。 NIC110係用以將資訊處理裝置連接於網際網路等電 - 腦通訊網(未圖示)者,其係由遵照構成LAN(Local Area Φ Network,區域網路)時所用之 10BASE —T/100BASE—Τ 規 格者,或者用以使用電話線連接於網際網路之類比數據機、 ISDN(Integrated Services Digital Network,整合服務數 位網路)數據機、ADSL(Asymmetric Digital Subscriber Line ’非對稱數位用戶線)數據機、用以使用有線電視線連 接於網際網路之有線電視數據機等,以及進行該等與 CPU101之媒介之介面(未圖示)所構成。 © 除此以外,資訊處理裝置100亦可使用硬碟等大容量外部 記憶裝置而構成,以發揮與ROM102、RAM103、外部記憶 體106、DVD-ROM驅動器107中安裝之DVD-ROM等相 同的功能。 又,亦可採用連接用以受理來自用戶之字串編輯輸入之鍵 盤,或用以受理各種位置之指定及選擇輸入之滑鼠等的輸出 輸入裝置形態。 又,除了本實施形態之資訊處理裝置100以外,亦可利用 098109477 11 200948439 普通之電腦(通用之個人電腦等)作為本發明之遊戲裝置。例 如,普通的電腦與上述資訊處理裝置100同樣包含CPU、 RAM、ROM、DVD —ROM驅動器及NIC,且包含具備比資 訊處理裝置1〇〇簡單之功能的影像處理部,而作為外部記憶 裝置,除了具有硬碟以外,還可利用軟碟、磁光碟、磁帶等。 又’利用鍵盤或滑鼠等而非控制器作為輸入裝置。並且,於 安裝好遊戲程式之後’當執行該程式時,可具有作為遊戲裝 置之功能。 以下’只要未作標註,則對於下述遊戲裝置300,藉由圖 1所示之資訊處理裝置100而加以說明。遊戲裝置300可視 需要而適當地置換為普通電腦之元件,該等實施形態亦包含 於本發明之範圍中。 (遊戲之說明) 圖3係表示藉由本發明之實施形態之遊戲裝置而實現之 遊戲晝面之一例之圖。以下,參照本圖對該遊戲進行說明。 遊戲畫面200係根據自安裝於DVD —ROM驅動器107中之 DVD —ROM所讀出的遊戲程式及遊戲資料而生成於監視器 上。如該圖所示,於該遊戲晝面200上,背景係整面顯示有 背景影像206 ’而基準影像2〇la、201b、201c、201d、導引 影像 202a、202b、202c、202d、舞蹈計量表 203、得分 204、 訊息205重疊顯示於背景影像206上。得分204顯示於遊戲 晝面200之下段,係顯示至目前為止之累計分數者。訊息 098109477 12 200948439 205顯不於晝面中段,係顯示與玩家之操作巧拙相應之内容 文子者。例如,顯示「GREAT」、「PERFECT」、「GOOD」、 「BAD」等文字。 舞蹈計量表203顯示於畫面上段,包含根據遊戲操作之優 劣而伸縮之計量條。例如,當遊戲操作受到較高評價時,計 . 量條向右方向伸展,相反地,當遊戲操作僅受到較低評價 時’計量條向左方向收縮。並且,當計量條短於特定長度時, © 遊戲將結束,玩家可觀察舞蹈計量表2〇3而判斷遊戲是否已 接近結束。於舞蹈計量表203之下侧,依次顯示有基準影像 201a、201b、201c、201d。基準影像 2〇ia、2〇lb、201c、201d 係玩家用以判斷操作時機之基準。 即,導引影像202a與控制器1〇5所具備之方向按钮之左 方向操作、及左按鈕、以及踏墊式控制器lu所具備之左按 _ 鈕111&相對應;導引影像202b與控制器105所具備之方向 按紐之下方向操作、及下按奴、以及踏墊式控制器111所具 備之下按鈕111b相對應;導引影像202c與控制器1〇5所具 備之方向按鈕之上方向操作、及上按鈕、以及踏墊式控制器 111所具備之上按鈕111c相對應;導引影像2〇2(1與控制器 105所具備之方向触之右方向操作、及右她、以及踏塾 式控制器111所具備之右按鈕llld相對應。並且,於基準 影像201a、201b、2〇lc、2〇ld之下方之相對較寬之畫面區 域上’顯示有隨著時間之推移而向上方向移動之導引影像 098109477 13 200948439 202a、202b、202c、202d ’ 於該導引影像 202a、202b、202c、 202d重合於基準影像2〇la、2〇lb、2〇lc、2〇ld之時機,按 下與該等基準影像201a、201b、201c、201d相對應之方向 按鈕或按鈕,藉此可提高得分。例如,於該圖中,導引影像 202c將要重合於基準影像2〇lc。稍後玩家按下控制器1〇5 之上按紐或踏墊式控制器m之上按鈕111c,或者對方向 按鈕進行上方向操作,藉此便可提高得分。 再者,未必是僅在導引影像202a、202b、202c、202d完 王重合於基準影像2〇la、201b、201c、201d之時機,玩家 操作控制器105或踏墊式控制器lu才可提高得分,係對應 於其一致度而給予得分。即,導引影像2〇2a等與基準影像 201a等之位置越近’得分越高。再者,導引影像2〇2a、2〇2b、 2〇2c、202d之出現數、出現順序等係根據dVd —R〇M等中 所s己錄之遊戲程式及遊戲資料而決定。 導引影像202a,202b,202c、202d具體而言係按如下方 式顯示。當遊戲音樂開始再生時,例如在將當前以後之2 小節之操作時機作為導引顯示範圍之情況下,cPU1〇i自特 疋之資料讀出該範圍内所包含之操作時機。繼而,根據該特 疋之資料生成表示導引影像2〇2a、2〇2b、2〇2c、2〇2d之影 像#料。該影像資料之顯示位置調整成:自操作時機較近者 起依次朝向下方排列操作時機較遠者。 此時’於基準影像201a、201b、201c、201d之下方,顯 098109477 200948439 示有表示對應之方向按紐之方向操作、或按紐之押下時機之 導引影像202a、202b、202c、202d。於該圖中,各行顯示 有1個導引影像’但可根據操作時機之到來狀況而顯示有多 ‘ 個。所生成之影像資料重疊於背景影像206而成為遊戲畫面 200之一部分。以上之處理以特定週期反覆。 導引顯示範圍之先頭與此時刻下之遊戲音樂之演奏位置 相對應,每當進行處理時,以各特定量使導引顯示範圍自樂 ❿ 曲之先頭朝後方向逐步挪動。如此,導引影像202a、202b、 202c、202d配合著樂曲之進行而逐漸向上方移動。只要以 此方式顯示導引影像202a、202b、202c、202d,玩家便可 藉由遊戲畫面200而容易地掌握操作時機之到來狀況。 (遊戲裝置之構成) 其次’參照圖4對本實施形態之遊戲裝置3〇〇之概要構成 進行說明。遊戲裝置300具備受理部3〇1及顯示部302。以 'Φ 下對遊戲裝置3⑼之各構成元件進行說明。再者,各部分之 功能雖為相互關聯合作’但可視用途適當變更各部分之採用 與否。 受理部301經由控制器1〇5或踏墊式控制器U1而受理玩 家進行操作之輸入,並將該輸入資訊發送至後述之顯示部 302。如圖3所示,由於存在4個導引影像2〇2a、2〇2b、202c、 202d’故而受理部301具備至少4個輸入按鈕。控制器1〇5 及踏塾式控制器1Π等具有作為受理部3〇1之功能。 098109477 15 200948439 再者,輸入按鈕並不限定於4個,受理部301可具備與導 引影像之種類及數量相應之輸入按鈕之種類及數量。 顯示部3〇2自DVD —ROM等讀出必要之程式或資料,並 如圖3所示,將基準影像201a、201b、201c、20Id、導引 影像 2〇2a、2〇2b、2〇2c、2〇2d、舞蹈計量表 2〇3、得分 204、 §fL息205等顯示於監視器上。又’顯示部3〇2亦將模擬玩家 之動作的角色等視需要而顯示於監視器上。顯示部3〇2可於 遊戲晝面200上同時顯示多個導引影像,亦可將該多個導引 ❹ 影像重疊顯示。 顯示部302根據所讀出之程式而使導引影像以通過基準 影像上之方式移動。例如,如圖3所示,導引影像2〇2c以 通過基準影像201c上之方式移動。通過基準影像2〇lc上之 後’導引影像202c朝向遊戲晝面2〇〇之上邊移動,自遊戲 晝面200消失。又,顯示部3〇2藉由將對應於來自受理部 301之輸入資訊的導引影像自遊戲晝面2〇〇上消除而使該遊 〇 戲進行。 . 又’顯示部302強調與基準影像之距離為最短之位置處所 存在的導引影像。具體而言H⑶⑽丨測量導引影像 與基準讀之距離(間隔),藉此自多個導引影像巾判斷出最 罪近基準景;像之位置處所存在的導引影像(最短之導引影 像)。圖5係表示導引影像島與基準影像篇之距離之 ® ° CPU101例如圖5所示’測量出與基準影像2〇la及導 098109477 16 200948439 引影像2〇2a μ本—+ 士 . 3所表不之中心線之距離D1、基準影像2〇la之 . 導卩丨影像202a之上邊部之距離D2、基準影像201a ° ’、導引影像202a之上邊部之距離D3。CPU101可 曰$ i像之任意位置與導引影像之任意位置之距離。 對所有導引影像測量該距離,藉此判斷出與基準影 離為最短之導引影像。如圖5所示,距離D3與距離 . +足巨離D3較短,因而位於距離D3之位置處的導引影 ® 像202a成為最短導引影像。 再者,當存在多個該最短導引影像_,相符之所有導引影 像成為該最短導引影像。 進而,cpuioi判斷是否強調該最短導引影像。圖6A及 圖6B係表示強調最短導引影像2〇2e之範圍之圖。當該最 短之導引影像處於特定之範圍内時,顯示部3〇2強調該最短It is used for temporary recording of materials or programmers, which are read from the DVD-R0M, and other information required by the user. The controller 105 connected via the "face 104 accepts the user during the execution of the game. For the lion to lose, for example, in (4) "5 on the U, according to the Syrian, B press; 5, X touch, Y touch the direction of the Yang button (direction button), and the stomach user press the button In the case of New Zealand, the operation input corresponding to the pressed button is accepted. Further, similarly to the controller 105, the pad controller 111 connected via the interface is used to accept an operation when the user executes the game. For example, on the pedal controller 111, as shown in Fig. 2, a left button 111a, a down button nib, an up button lllc, a right button llid, and the like are disposed. The pedal controller (1) is generally operated by the user's foot. The user can also use the controller 105 and the pad controller iu at the same time, or at the same time (four) multiple controls! ! 1G5 or multiple mat controllers (1). In the external memory (7) 6 that is detachably connected to the face 104, the data indicating the progress of the game, the poor material of the communication day (record), and the like are rewritably stored. The user can appropriately record the data in the external memory by performing the input by the controller 1〇5 or the step-by-step controller (1). In the DVD-R〇M drive 107 in the DVD-R〇M 098109477 200948439 records the program used to implement the game, and the video data or audio data attached to the game. By the control of the CPU 101, the DVD-ROM drive 107 reads out the DVD-ROM mounted therein, reads the necessary program or material ' and temporarily stores the contents in the RAM 103 or the like. The image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or a video processing unit (not shown) included in the image processing unit 1 to 8 and records the data in the image processing unit 1 to 8 It is included in the frame memory (not shown). The image information recorded in the frame memory is converted into a video signal at a specific synchronization timing and output to a monitor (not shown) connected to the image processing unit 1-8. Thereby, various images can be displayed. Furthermore, the image processing processor can perform high-speed superimposition of two-dimensional images, transmission processing such as alpha blending, and various saturation calculations. In addition, the following operation can be performed at a high speed, that is, polygon information which is arranged in a virtual three-dimensional space and has various texture information added, and is drawn by a buffer method to obtain a view from a specific viewpoint position in a virtual three-dimensional space. The image of the polygon in the middle. Further, by the cooperation of the CPU 101 and the video processing processor, the character string can be drawn as a two-dimensional image in the frame memory or drawn on the surface of each polygon in accordance with the font information defining the shape of the character. The font information is recorded in the ROM 102' but the font information of the dedicated 098109477 10 200948439 recorded in the DVD_R〇M can also be utilized. The audio processing unit 109 converts the audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, the sound effect or the music material to be generated during the progress of the game is generated and the audio corresponding thereto is output from the speaker. The NIC 110 is used to connect an information processing device to an electro-brain communication network (not shown) such as the Internet, which is 10BASE-T/100BASE used in conforming to a LAN (Local Area Φ Network).规格 Specifications, or analog data machine, ISDN (Integrated Services Digital Network) data machine, ADSL (Asymmetric Digital Subscriber Line) data used to connect to the Internet using a telephone line A cable television modem connected to the Internet using a cable television line, and the like (not shown) for communicating with the medium of the CPU 101. In addition, the information processing device 100 can be configured by using a large-capacity external memory device such as a hard disk to perform the same functions as those of the ROM 102, the RAM 103, the external memory 106, and the DVD-ROM to be mounted in the DVD-ROM drive 107. . Further, an input/output device configuration for accepting a keyboard input input from a user or a mouse for accepting designation of various positions and selecting an input may be employed. Further, in addition to the information processing device 100 of the present embodiment, a general-purpose computer (general personal computer or the like) of 098109477 11 200948439 may be used as the game device of the present invention. For example, a general computer includes a CPU, a RAM, a ROM, a DVD-ROM drive, and an NIC in the same manner as the above-described information processing device 100, and includes an image processing unit having a function simpler than that of the information processing device 1 as an external memory device. In addition to having a hard disk, a floppy disk, a magneto-optical disk, a magnetic tape, or the like can be used. Also, a keyboard or a mouse or the like is used instead of the controller as an input device. Also, after the game program is installed, when the program is executed, it can function as a game device. Hereinafter, unless otherwise noted, the game device 300 described below will be described with reference to the information processing device 100 shown in Fig. 1. The game device 300 can be appropriately replaced with a component of a general computer as needed, and such embodiments are also included in the scope of the present invention. (Description of the game) Fig. 3 is a view showing an example of a game face realized by the game device according to the embodiment of the present invention. Hereinafter, the game will be described with reference to this figure. The game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM installed in the DVD-ROM drive 107. As shown in the figure, on the game surface 200, the background image 206' is displayed on the entire surface of the background, and the reference images 2〇la, 201b, 201c, 201d, the guide images 202a, 202b, 202c, 202d, and the dance measurement are displayed. Table 203, score 204, and message 205 are displayed superimposed on the background image 206. The score 204 is displayed in the lower section of the game, and is displayed as the cumulative score up to the present. Message 098109477 12 200948439 205 is not in the middle of the picture, it shows the content corresponding to the player's operation. For example, characters such as "GREAT", "PERFECT", "GOOD", and "BAD" are displayed. The dance meter 203 is displayed on the upper part of the screen and includes a bar that expands and contracts according to the merits of the game operation. For example, when the game operation is highly evaluated, the bar is stretched to the right, and conversely, when the game operation is only subjected to a lower evaluation, the meter bar is contracted to the left. Also, when the meter is shorter than a certain length, the © game will end and the player can observe the dance meter 2〇3 to determine if the game is nearing the end. On the lower side of the dance meter 203, reference images 201a, 201b, 201c, and 201d are sequentially displayed. The reference image 2〇ia, 2〇lb, 201c, 201d is the benchmark used by the player to determine the timing of the operation. That is, the guide image 202a corresponds to the left direction operation of the direction button provided in the controller 1〇5, and the left button and the left button _111& provided by the pad controller lu; the guide image 202b and The direction of the controller 105 is controlled by the direction of the button, the slave button, and the lower button 111b of the pad controller 111; the guide image 202c and the direction button of the controller 1〇5 The upper direction operation, the up button, and the push button controller 111 are provided with the upper button 111c; the guide image 2〇2 (1 is operated in the right direction of the direction of the controller 105, and the right side thereof And the right button 111d of the pedal controller 111 corresponds to the right button area of the relatively wide screen area below the reference images 201a, 201b, 2〇lc, 2〇ld. The guiding image 098109477 13 200948439 202a, 202b, 202c, 202d' is moved over the reference image 2〇la, 2〇lb, 2〇lc, 2〇 When the ld is pressed, press the reference image 2 01a, 201b, 201c, 201d correspond to the direction buttons or buttons, thereby increasing the score. For example, in the figure, the guide image 202c will be coincident with the reference image 2〇lc. Later, the player presses the controller 1〇 5 The button 111c above the button or the pad controller m, or the upward direction operation of the direction button, thereby increasing the score. Furthermore, it is not necessarily only the guide images 202a, 202b, 202c, 202d When the king coincides with the timing of the reference images 2〇la, 201b, 201c, and 201d, the player operates the controller 105 or the pad controller lu to increase the score, and the score is given corresponding to the degree of coincidence. The closer the position of 2〇2a to the reference image 201a, etc., the higher the score. Furthermore, the number of occurrences of the guide images 2〇2a, 2〇2b, 2〇2c, 202d, the order of appearance, etc. are based on dVd-R〇 It is determined by the game program and game data recorded in M, etc. The guide images 202a, 202b, 202c, 202d are specifically displayed as follows. When the game music starts to be reproduced, for example, in the next 2 bars Operation timing as a guide display range Next, cPU1〇i reads the operation timing included in the range from the data of the special feature. Then, according to the data of the feature, the guidance image 2〇2a, 2〇2b, 2〇2c, 2〇2d is generated. Image #料. The display position of the image data is adjusted to be: when the operation timing is closer, the operation timing is longer toward the bottom. At this time, under the reference images 201a, 201b, 201c, and 201d, 098109477 200948439 is displayed. There are guide images 202a, 202b, 202c, and 202d that indicate the direction of the corresponding direction button, or the press timing of the button. In the figure, each line shows one guide image', but it can be displayed according to the timing of the operation timing. The generated image data is superimposed on the background image 206 to become part of the game screen 200. The above processing is repeated in a specific cycle. The leading position of the guidance display range corresponds to the performance position of the game music at this time, and each time the processing is performed, the guidance display range is gradually moved from the leading end of the music to the rear direction by the specific amount. In this manner, the guided images 202a, 202b, 202c, and 202d gradually move upward in accordance with the progress of the music. By displaying the guide images 202a, 202b, 202c, and 202d in this manner, the player can easily grasp the coming state of the operation timing by the game screen 200. (Configuration of Game Device) Next, a schematic configuration of the game device 3 of the present embodiment will be described with reference to Fig. 4 . The game device 300 includes a receiving unit 3〇1 and a display unit 302. Each component of the game device 3 (9) will be described as 'Φ. Furthermore, the functions of each part are related to each other's cooperation, but the use of each part is appropriately changed depending on the use. The accepting unit 301 accepts an input of an operation by the player via the controller 1〇5 or the pad controller U1, and transmits the input information to the display unit 302, which will be described later. As shown in Fig. 3, since there are four guide images 2〇2a, 2〇2b, 202c, and 202d', the receiving unit 301 includes at least four input buttons. The controller 1〇5 and the pedaling controller 1Π have functions as the receiving unit 3〇1. 098109477 15 200948439 Furthermore, the input buttons are not limited to four, and the accepting unit 301 can have the types and the number of input buttons corresponding to the type and number of guide images. The display unit 3〇2 reads necessary programs or materials from the DVD-ROM or the like, and as shown in FIG. 3, the reference images 201a, 201b, 201c, and 20Id, and the guide images 2〇2a, 2〇2b, and 2〇2c. 2〇2d, dance meter 2〇3, score 204, §fL interest 205, etc. are displayed on the monitor. Further, the display unit 3〇2 also displays the character or the like simulating the action of the player on the monitor as needed. The display unit 3〇2 can display a plurality of guide images simultaneously on the game surface 200, and the plurality of guide images can be displayed in an overlapping manner. The display unit 302 moves the guided image so as to pass through the reference image based on the read program. For example, as shown in Fig. 3, the guide image 2〇2c is moved by the reference image 201c. After the reference image 2〇lc is moved, the guided image 202c moves toward the upper side of the game surface 2〇〇, and disappears from the game surface 200. Further, the display unit 3〇2 causes the game to be played by erasing the guide image corresponding to the input information from the accepting unit 301 from the game surface 2〇〇. Further, the display unit 302 emphasizes the guidance image existing at the position where the distance from the reference image is the shortest. Specifically, H(3)(10)丨 measures the distance (interval) between the guide image and the reference reading, thereby judging the most sinful reference scene from the plurality of guide image towels; the guide image existing at the position of the image (the shortest guide image) ). Figure 5 shows the distance between the guide image island and the reference image. ° CPU101, for example, as shown in Figure 5, 'measured with the reference image 2〇la and the guide 098109477 16 200948439, the image 2〇2a μ本—+ 士. 3 The distance D1 of the center line and the reference image 2〇la. The distance D2 of the upper side of the guide image 202a, the reference image 201a ° ', and the distance D3 of the upper side of the guide image 202a. The CPU 101 can set the distance between any position of the image and the arbitrary position of the guide image. The distance is measured for all of the guided images to determine the leading image that is the shortest from the reference. As shown in Fig. 5, the distance D3 and the distance . + foot is shorter than D3, so that the guide shadow image 202a located at the position of the distance D3 becomes the shortest guide image. Furthermore, when there are a plurality of the shortest guide images _, all of the guided images that match each other become the shortest guide image. Further, cpuioi judges whether or not the shortest guide image is emphasized. 6A and 6B are views showing the range in which the shortest guide image 2〇2e is emphasized. When the shortest guide image is within a specific range, the display portion 3〇2 emphasizes the shortest

導引影像。此處,所謂特定之範圍,係指如圖6A及圖6B 所^基準影像201a與最短導引影像職相重疊之情況 時、最短導引影像職越定之基準線之情況時等。 —作為強調該最短之導引影像之方法,例如顯示部搬可進 仃變紅、變成螢光色、或者變成射景色朗比之顏色等強 调處理。顯示部302為能強調該最短導引影像,可變更該影 像之色相、彩度及亮度。 圖A及圖7B係表不最短之導引影像2仏與導引影像 咖之前面•背面(後面)之位置關係之圖。顯示部观如圖 098109477 200948439 圖7B所示’將最短導引影像咖顯示於導引影像2〇2a 之月面侧’相反地,亦可將導引影像2〇2a顯示於最短導引 影像202e之背面側。 圖SA及圖SB係表示最短導引影像2似之切換之圖。顯 π邛302如圖8A所不,持續該最短導弓|影像加〇之強調 顯示,直至最短導引影像職越過基準影像德為止或 者直,最料引影像織與基準影像2〇u之位置相一致為 止田該最知導引影像之似越過該基準影像2仙時,顯示 P停止4最短之導引影像2G2e之強調顯示,並返回強 調前之顯示。 其-人’如圖8B所示,當處於特定之範圍内而未越過該基 準&像201a之導引影像被判斷為最短導引影像2〇2e時,顯 示部302強凋顯示該最短導引影像2〇2e。當該最短之導引 影像202e越過基準影像時,該影像返回強調顯示前之導引 影像之顯示狀態,繼而強調顯示相符之最短導引影像。 圖9A至圖9C係表示基於與基準影像2〇1&之距離的最短 導引影像202e之強調程度之圖。又,顯示部3〇2亦可如圖 9A至圖9C所示,根據與基準影像2〇la之距離而階段性地 強調最短導引影像2〇2e。與該基準影像之距離越近,則越 強調顯示該最短導引影像。顯示部3〇2在該最短導引影像進 入該特定範圍時,開始強調該最短導引影像,並階段性地加 強該最短之導引影像之強調。 098109477 18 200948439 再者’自強調顯示之開始直至最大之強調顯示為止之顯示 變化速度可為固定之速度、或者指數函數性之速度等任意速 度。又’強調導引影像之階段可為4階段、16階段等任意 階段,顯不之色彩亦為任意色彩。 圖1〇A及圖1〇B係表示強調最短導引影像202e之特定影 像202f之例之圖。又,顯示部3〇2亦可不僅強調顯示該最 短導引影像自身’而如圖10A及圖10B所示,於該最短導 ❿ 引影像202e之周圍顯示特定影像202f,藉此強調該最短導 引影像202e。此處,所謂特定影像,係指為強調最短導引 影像而顯示於最短導引影像之外周部之影像。該特定影像係 顯不於該多個導引影像之最背面,而不會妨礙其他導引影像 之顯示。 圖11A及圖11B係表示強調其他實施形態之最短導引影 像202e之特定影像2〇2f之例之圖。再者,顯示部302可例 ® 如圖11A及圖所示,為強調該最短導引影像202e而顯 示任意之特定影像202f。又,顯示部302亦可自特定影像 之顯示開始直至消失為止,使該特定影像之形狀變形。 CPU101、RAM103、影像處理部1〇8協同動作,藉此具 有作為顯示部302之功能。 (遊戲裝置之動作) 其次’參照圖12之流程圖對遊戲裝置300之動作進行說 明。 098109477 19 200948439 當接通遊戲裝置300之電源而開始遊戲時,顯示部3〇2 自DVD-ROM等讀出必要之程式或資料,並如圖3所示, 將基準影像 201a、201b、201c、2〇1(^"^_2a、2()2b、 2〇2c、2_等顯示於監視器上。繼而,顯示部3〇2根據所- 讀出之程式,料過特定之基準影像上之方式,使特定之導 引影像移動(步驟S11)。例如,導引影像202b以通過基準影-像201b上之方式移動。 繼而CPU101如圖5所示,測量多個導引影像2〇2a與❹ 基準影像201a之距離D1等’藉此自該多個導引影像2〇2a 中判斷出在最靠近基準影像之位置上是否存在最短導引影 像(步驟S12)。 當麵最短導引影像時(步驟S12;㈣,轉移至步驟si3。 另方面^不存在最短導引影像時(步驟S12; n〇),由 於不存在驗強觸^之最短導引祕,故而本流程結束。 繼而=PU101如圖6A及圖6B所示判定該最短導引影❹ 像2〇2e疋否處於特定之範圍内(例如,基準影像201a與最 -導引影像職存在重複之部位’或者最短導引影像2似 已^越過固^之基準線之範圍内等)(步驟 S13)。 §最短導引影像並不處於特定之範圍内時(步驟犯; N〇),一該最短料影像不被強調顯示而繼績移動。 立另方面,备處於特定之範圍内時(步驟犯;㈣,顯示 圖6八及囷6B所示般強調顯示該最短導引影像 098109477 20 200948439 202e(步驟 S14)。 再者’顯示部302亦可如圖9八至圖%所示,根據與基 •準影像咖之距離,階段性地強調最短導引影像勘。與 基準影像之麟越近,麟短導㈣像職_顯示。 於步驟S14巾,顯示部302亦可不強調顯示最短導引影 像’而如圖1〇A、圖1〇B及11所示般,於該最短導引影像 施之周圍顯示特定影像_,藉此來強調該最短導引影 φ 像 202e。 再者’該特定影像202f係顯示於所有導引影像之背面, 並不會妨礙導引影像之顯示。 繼而,受理部301判定是否有來自玩家之輸入(步驟 S15)。玩家確認被強調顯示之最短導引影像之位置,並經由 踏墊式控制器111等進行輸入操作。受理部301受理該輸入 操作’並將該輸入資訊發送至顯示部302。 參 ‘有來自玩豕之輸入時(步驟SI5 ; Yes),轉移至步驟;§17。 另一方面,當並無來自玩家之輸入時(步驟sl5;N〇),轉移 至步驟S16。 繼而’ CPU101如圖8A所示’判斷該最短導引影像2〇2e 是否越過基準影像201a(該最短導引影像202e與基準影像 201a之位置是否一致)(步驟S16)。 當該最短導引影像未越過基準影像時(步驟S16 ; No),繼 續強調顯示該最短導引影像。 098109477 21 200948439 另一方面’如圖8B所示’當該最短導引影像越過基準影 像時(步驟S16 ; Yes),顯示部302解除至當前為止與基準影 像之距離為最短之導引影像2〇2a(先前為最短導引影像2〇2e) 之強調顯示(步驟S17),並返回步驟S11。 藉由以上之處理,於玩家應於指定時機進行輸入之遊戲 中,可簡單易懂地提示玩家輸入時機。即,即使於顯示有多 個導引影像之情況下,藉由強調顯示位於最靠近該基準影像 之位置處的該導引影像,玩家亦可容易地判斷該基準影像與 該導引影像之位置關係,從而可得知輸入時機。 再者,本發明並不限定於上述實施形態,可進行各種變形 及應用。 導引影像所通過之路徑並不限於直線,可為曲線等任意 線。 導引影像之出現位置並不限於遊戲畫面2〇〇之下方,可為 上方、中段等任意位置。 基準影像之位置並不限於遊戲畫面200之上方,可為下 方、中段等任意位置。 再者本申清案主張以日本專利案特願細號 2礎之優先權,並將縣礎申請案之㈣全部㈣至本申 請案中》 (產業上之可利用性) 如以上所說明’根據本發明,可提供一種適合於在玩家應 098109477 200948439 於指定時機進行輪入之遊戲中簡單易懂地提示玩家輸入時 機之遊戲裝置、遊戲控制方法、資訊記錄媒體及程式。 【圖式簡單說明】 圖1係表示實現本發明之實施形態的遊戲裝置等之典型 之資訊處理裝置之概要構成之模式圖。 - 圖2係表示踏墊式控制器之圖。 圖3係表示遊戲畫面例之圖。 © 圖4係表示遊戲裝置之概要構成之說明圖。 圖5係說明導引影像與基準影像之距離之測量方法之圖。 圖6A係說明強調最短導引影像之範圍之圖,並表示基準 影像與最短導引影像相重疊之狀態之圖。 圖6B係說明強調最短導引影像之範圍之圖,並表示最短 之導引影像越過基準線之狀態之圖。 圖7A係表示最短導引影像位於導引影像之背面侧之狀態 ❹ 之圖。 圖7B係表示最短導引影像位於導引影像之前面侧之狀態 之圖。 圖8A係說明最短導引影像之切換之圖’並表示最短導引 影像切換成下個導引影像之前之狀態之圖。 圖8B係說明最短導引影像之切換之圖,並表示最短之導 引影像切換成下個導引影像之後之狀態之圖。 圖9A係說明基於與基準影像之距離的最短導引影像之強 098109477 23 200948439 調程度之圖,係表示弱程度之強調顯示之圖。 圖9B係說明基於與基準影像之距離的最短導引影像之強 , 調程度之圖,係表示中程度之強調顯示之圖。 圖9C係說明基於與基準影像之距離的最短導引影像之強 調程度之圖,係表示強程度之強調顯示之圖。 圖10A係表示強調最短導引影像之特定影像例之圖係 表示最短之導引影像位於導引影像之前面侧之狀態之圖。 圖10B係表示強調最短導引影像之特定影像例之圖’係 〇 表示最短之導引影像位於導引影像之背面側之狀態之圖。 圖UA係表示其他實施形態之強調最短導引影像之特定 影像例之圖。 圖11B係表示其他實施形態之強調最短導引影像之 影像例之圖。 '、Guide the image. Here, the specific range refers to a case where the reference image 201a overlaps with the shortest guide image as shown in Figs. 6A and 6B, and when the shortest guide image is used as the reference line. - As a method of emphasizing the shortest guide image, for example, the display unit can perform a strong process such as reddening, becoming a fluorescent color, or changing the color of a landscape. The display unit 302 can emphasize the shortest guide image and change the hue, chroma, and brightness of the image. Fig. A and Fig. 7B are diagrams showing the positional relationship between the guide image 2仏 and the front surface (back surface) of the guide image coffee. The display portion is as shown in FIG. 098109477 200948439. As shown in FIG. 7B, 'the shortest guide image is displayed on the lunar side of the guide image 2〇2a'. Conversely, the guide image 2〇2a can also be displayed on the shortest guide image 202e. The back side. The map SA and the diagram SB show a diagram in which the shortest guide image 2 is switched. As shown in Fig. 8A, the π 邛 302 continues the shortest guide bow | the image is highlighted by the emphasis until the shortest guide image is over the reference image or straight, and the position of the image is woven with the reference image 2〇u In the case where the most suitable guide image seems to pass the reference image 2 sen, the P display stops the highlight display of the shortest guide image 2G2e, and returns to the display before the emphasis. As shown in FIG. 8B, when the guide image that is within the specific range and has not passed the reference & image 201a is judged as the shortest guide image 2〇2e, the display unit 302 displays the shortest guide. The image is 2〇2e. When the shortest guide image 202e crosses the reference image, the image returns to the display state of the guide image before the highlight display, and then the shortest guide image corresponding to the display is emphasized. 9A to 9C are views showing the degree of emphasis of the shortest guide image 202e based on the distance from the reference image 2〇1&. Further, as shown in Figs. 9A to 9C, the display unit 3〇2 can stepwise emphasize the shortest guide image 2〇2e in accordance with the distance from the reference image 2〇1a. The closer the distance to the reference image is, the more the shortest guide image is highlighted. The display unit 3〇2 starts to emphasize the shortest guide image when the shortest guide image enters the specific range, and enhances the emphasis of the shortest guide image step by step. 098109477 18 200948439 Furthermore, the display speed from the start of the emphasis display until the maximum emphasis display can be any speed such as a fixed speed or an exponential function speed. In addition, the stage of emphasizing the guiding image can be any stage such as four stages and six stages, and the color that is displayed is also an arbitrary color. Fig. 1A and Fig. 1B show an example of emphasizing a specific image 202f of the shortest guide image 202e. Further, the display unit 3〇2 can display not only the shortest guide image itself but also the specific image 202f around the shortest guide image 202e as shown in FIGS. 10A and 10B, thereby emphasizing the shortest guide. Image 202e. Here, the specific image refers to an image displayed on the outer periphery of the shortest guide image for emphasizing the shortest guide image. The particular image is not visible on the back side of the plurality of guide images and does not interfere with the display of other guide images. Figs. 11A and 11B are views showing an example of highlighting the specific video 2〇2f of the shortest guide image 202e of the other embodiment. Further, the display unit 302 can exemplify an arbitrary specific image 202f by emphasizing the shortest guide image 202e as shown in Fig. 11A and Fig. 11A. Further, the display unit 302 may deform the shape of the specific image from the start of the display of the specific image until it disappears. The CPU 101, the RAM 103, and the image processing unit 1A 8 operate in cooperation, and have a function as the display unit 302. (Operation of Game Device) Next, the operation of the game device 300 will be described with reference to the flowchart of Fig. 12 . 098109477 19 200948439 When the game is started by turning on the power of the game device 300, the display unit 3〇2 reads necessary programs or materials from the DVD-ROM or the like, and as shown in FIG. 3, the reference images 201a, 201b, and 201c, 2〇1(^"^_2a, 2()2b, 2〇2c, 2_, etc. are displayed on the monitor. Then, the display unit 3〇2 is prepared on a specific reference image according to the program read out. In this manner, the specific guide image is moved (step S11). For example, the guide image 202b is moved by the reference image-image 201b. Then the CPU 101 measures a plurality of guide images 2〇2a as shown in FIG. The distance D1 from the reference image 201a is equal to 'therefore whether or not the shortest guide image exists at the position closest to the reference image from the plurality of guide images 2〇2a (step S12). (Step S12; (4), shift to step si3. On the other hand, when there is no shortest guide image (step S12; n〇), since there is no shortest guide secret of the strong touch, the flow ends. The PU 101 determines whether the shortest guide image 2 〇 2e is in a specific range as shown in FIGS. 6A and 6B. (For example, the reference image 201a is overlapped with the most-guided image job' or the shortest guide image 2 seems to have passed the range of the reference line (step S13). § The shortest guide image is not When it is within a certain range (steps are made; N〇), one of the shortest images is not highlighted and the performance is moved. When the other side is within a certain range (steps are made; (4), Figure 6 and The shortest guide image 098109477 20 200948439 202e is highlighted as shown in FIG. 6B (step S14). Further, the display unit 302 can also be displayed as shown in FIG. 9 to FIG. Strictly emphasize the shortest guide image survey. The closer to the reference image, the shorter the guide (4) is the image_display. In step S14, the display unit 302 may not emphasize the display of the shortest guide image' as shown in Fig. 1A, As shown in FIGS. 1B and 11, a specific image_ is displayed around the shortest guide image, thereby emphasizing the shortest guide image φ image 202e. Further, the specific image 202f is displayed on all guides. The back of the image does not interfere with the display of the guided image. The receiving unit 301 determines whether or not there is an input from the player (step S15). The player confirms the position of the shortest guide image that is highlighted, and performs an input operation via the pad controller 111 or the like. The accepting unit 301 accepts the input operation. 'And the input information is sent to the display unit 302. When there is input from the play (step SI5; Yes), the process moves to the step; § 17. On the other hand, when there is no input from the player (step sl5 ;N〇), the process moves to step S16. Then, the CPU 101 determines whether or not the shortest guide image 2〇2e has passed the reference image 201a (whether or not the position of the shortest guide image 202e coincides with the position of the reference image 201a) (step S16). When the shortest guide image does not cross the reference image (step S16; No), the shortest guide image is continuously highlighted. 098109477 21 200948439 On the other hand, as shown in FIG. 8B, when the shortest guide image crosses the reference image (step S16; Yes), the display unit 302 releases the guide image 2 which is the shortest distance from the reference image until now. The emphasis display of 2a (previously the shortest guide image 2〇2e) (step S17), and returns to step S11. With the above processing, the player can be prompted to input the timing in an easy-to-understand game in which the player should input at a specified timing. That is, even in the case where a plurality of guide images are displayed, by highlighting the guide image located closest to the reference image, the player can easily determine the position of the reference image and the guide image. Relationship, so that you can know the timing of the input. Furthermore, the present invention is not limited to the above embodiment, and various modifications and applications can be made. The path through which the image is guided is not limited to a straight line, and may be any line such as a curve. The position where the guide image appears is not limited to the bottom of the game screen 2, and can be any position such as the upper and middle sections. The position of the reference image is not limited to the upper side of the game screen 200, and may be any position such as the lower side or the middle side. In addition, the application for this application is based on the priority of the Japanese Patent Case No. 2, and all the (4) of the county-level application to the present application (industrial availability) as explained above. According to the present invention, it is possible to provide a game device, a game control method, an information recording medium, and a program suitable for prompting a player to input an opportunity in a game in which the player should enter the designated time at 098109477 200948439. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a schematic view showing a schematic configuration of a typical information processing device for realizing a game device or the like according to an embodiment of the present invention. - Figure 2 is a diagram showing the pad type controller. Fig. 3 is a view showing an example of a game screen. © Fig. 4 is an explanatory diagram showing a schematic configuration of a game device. Fig. 5 is a view showing a method of measuring the distance between the guide image and the reference image. Fig. 6A is a view for explaining the range of the shortest guide image, and shows a state in which the reference image overlaps with the shortest guide image. Fig. 6B is a view for explaining the range of the shortest guide image, and shows a state in which the shortest guide image crosses the reference line. Fig. 7A is a view showing a state in which the shortest guide image is located on the back side of the guide image. Fig. 7B is a view showing a state in which the shortest guide image is located on the front side of the guide image. Fig. 8A is a diagram for explaining the switching of the shortest guide image' and shows a state before the shortest guide image is switched to the next guide image. Fig. 8B is a diagram showing the switching of the shortest guide image, and shows a state after the shortest guide image is switched to the next guide image. Fig. 9A is a diagram showing the intensity of the shortest guide image based on the distance from the reference image. 098109477 23 200948439 The degree of adjustment is a graph showing the degree of emphasis of the weakness. Fig. 9B is a view showing the intensity of the shortest guide image based on the distance from the reference image, and the degree of adjustment. Fig. 9C is a diagram for explaining the degree of emphasis of the shortest guide image based on the distance from the reference image, and is a diagram showing the emphasis display of the strong degree. Fig. 10A is a view showing a specific image example in which the shortest guide image is emphasized. A diagram showing a state in which the shortest guide image is located on the front side of the guide image. Fig. 10B is a view showing a specific example of an image in which the shortest guide image is emphasized. 系 〇 shows a state in which the shortest guide image is located on the back side of the guide image. Fig. UA is a view showing a specific example of an image in which the shortest guide image is emphasized in another embodiment. Fig. 11B is a view showing an example of an image in which the shortest guide image is emphasized in another embodiment. ',

圖12係說明遊戲裝置之動作之流程圖。 【主要元件符號說明】 100 資訊處理裝置 101 CPU 102 ROM 103 RAM 104 介面 105 控制器 106 外部記憶體 098109477 24 200948439 107 DVD-ROM驅動器 108 影像處理部 109 音訊處理部 110 NIC 111 踏墊式控制器 111a 左按紐 111b 下按紅 111c 上按鈕 ® llld 右按紐 200 遊戲畫面 201a、201b、201c、201d 基準影像 202a、202b、202c、202d 導引影像 202e 最短導引影像 202f 特定影像 203 舞蹈計量表 φ 204 得分 205 訊息 206 背景影像 300 遊戲裝置 301 受理部 302 顯示部 D1、D2、D3、D4 距離 098109477 25Figure 12 is a flow chart showing the operation of the game device. [Description of main component symbols] 100 Information processing device 101 CPU 102 ROM 103 RAM 104 Interface 105 Controller 106 External memory 098109477 24 200948439 107 DVD-ROM drive 108 Image processing unit 109 Audio processing unit 110 NIC 111 Pad controller 111a Left button 111b Press red 111c Up button® llld Right button 200 Game screen 201a, 201b, 201c, 201d Reference image 202a, 202b, 202c, 202d Guide image 202e Shortest guide image 202f Specific image 203 Dance meter φ 204 Score 205 Message 206 Background image 300 Game device 301 Reception unit 302 Display unit D1, D2, D3, D4 Distance 098109477 25

Claims (1)

200948439 七、申請專利範園: h—種遊戲裝置,其特徵在於,其包括: 受理部(301),其受理來自玩家之輸入;及 顯示部(3G2),料過各自相對應之基準影像之 多個導引影像’當料引影像重合_基轉像時催: 玩家應進行輸入; %该 1顯示部(302)強調顯示與該基準影像之距離為最短 之導引影像。 ❹ 2.如申請專職圍第1項之遊戲裝置,其中,上述顯示邱 (302)於該最短導引影像之周圍顯示特定影像。* 3·如申請專利_第2項之遊戲裝置,其中,上述顯示部 (302)於該特^影像與該多個導引影像之任—者相重叠時, 則優先顯示後者》 4. 如申請專利範圍第1項之遊戲裝置,其中,上述顯示部 (302)以與該基準影像與該最短導引影像的距離相對應之色❹ 彩而強調顯示該特定影像。 5. 如申請專利範圍第丄項之遊戲裝置,其中,上述顯示部 (302)繪製該特定影像’繼而按照與該基準影像之距離由近 及遠之顺序_製該導引影像並顯示生成之影像。 6·如申請專利範圍第1項之遊戲裝置’其中’上述顯示部 (3〇2)緣製該特定影像,繼而按照與該基準影像之距離由遠 及近之順料製該導引影像並顯示生成之影像。 098109477 26 200948439 7·—種遊戲控制方法,其係由包含受理部(3〇1)及顯示部 (302)之遊戲裝置所執行者;如此之遊戲控制方法,其特徵 為’其具備有: 受理步驟,係上述受理部(3〇2)受理來自玩家之輸入;及, 顯示步驟’係上述顯示部(302)以通過各自相對應之基準 - 影像之方式顯示多個導引影像,於該導引影像重合於該基準 . 影像時,催促該玩家應進行輸入; ❹ 上述顯示步驟係強調顯示與該基準影像之距離為最短之 導引影像。 8. —種資訊記錄媒體,其記錄有程式,其特徵在於,使電 腦具有如下之功能: 受理部(3〇1) ’其受理來自玩家之輸入; 顯示部(302) ’以通過各自相對應之基準影像之方式顯示 多個導引影像’當該導引影像重合於該基準影像時,催促該 β 玩家應進行輸入; ' 上述顯示部(302)具有強調顯示與該基準影像之距離為最 短之導引影像之功能。 098109477 27200948439 VII. Application for a patent garden: h-type game device, comprising: an accepting unit (301) that accepts input from a player; and a display unit (3G2) that feeds the corresponding reference image Multiple guide images 'When the image is coincident _ base image rush: The player should input; % The 1 display unit (302) emphasizes the display of the shortest guided image from the reference image. ❹ 2. For the game device of the first item, the above display Qiu (302) displays a specific image around the shortest guide image. The game device of claim 2, wherein the display unit (302) preferentially displays the latter when the special image overlaps with any of the plurality of guide images. The game device of claim 1, wherein the display unit (302) highlights the specific image by a color chromaticity corresponding to a distance between the reference image and the shortest guide image. 5. The game device of claim 2, wherein the display unit (302) draws the specific image 'and then follows the distance from the reference image in a near and far direction _ the guide image and displays the generated image image. 6. The game device of claim 1 wherein the display unit (3〇2) is configured to produce the specific image, and then the guide image is prepared from the far and near distance according to the distance from the reference image. The generated image is displayed. 098109477 26 200948439 7. A game control method is performed by a game device including a receiving unit (3〇1) and a display unit (302); and such a game control method is characterized in that it has: In the step, the receiving unit (3〇2) accepts an input from the player; and the display step “the display unit (302) displays the plurality of guided images by the corresponding reference image. The image is superimposed on the reference image. The image is urged to be input by the player; ❹ The above display step emphasizes displaying the guide image with the shortest distance from the reference image. 8. An information recording medium having a program recorded thereon, wherein the computer has the following functions: a receiving unit (3〇1) 'which accepts input from a player; and a display unit (302) 'to correspond to each other The reference image displays a plurality of guide images 'When the guide image coincides with the reference image, the β player is urged to input; 'The display unit (302) has the highlighted display and the distance from the reference image being the shortest The function of guiding images. 098109477 27
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