TW201016272A - Game device, method for processing game, information recording medium, and program - Google Patents

Game device, method for processing game, information recording medium, and program Download PDF

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Publication number
TW201016272A
TW201016272A TW098117354A TW98117354A TW201016272A TW 201016272 A TW201016272 A TW 201016272A TW 098117354 A TW098117354 A TW 098117354A TW 98117354 A TW98117354 A TW 98117354A TW 201016272 A TW201016272 A TW 201016272A
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Taiwan
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game
mode
type
input
player
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TW098117354A
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Chinese (zh)
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TWI385018B (en
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Yuichi Asami
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Konami Digital Entertainment
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    • 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
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/50Controlling 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
    • A63F13/5372Controlling 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 tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by 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
    • 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
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • 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
    • A63F2300/306Features 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 displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/632Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
    • 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

Abstract

A first input receiving unit (501) receives an instruction input of a first kind given by a player via a first controller. A second input receiving unit (502) receives an instruction input of a second kind given by the player via a second controller whose position and/or direction is changeable. An acquisition unit (503) acquires an amount of change of the position and/or the direction of the second controller. A setting unit (504) determines whether the player plays a game by using the second controller, or whether the second controller is in a usable state. A setting unit (504) sets the game mode into a dual input determination mode or a single input determination mode. A procedure unit (505) allows a game to proceed by both instruction input of the first kind and the instruction input of the second kind when the game mode is dual input determination mode, and allows a game to proceed by the instruction input of the first kind when the game mode is single input determination mode.

Description

201016272 六、發明說明: 【發明所屬之技術領域】 本發明係關於-種為了使遊戲者簡單地切換遊戲模式 的適宜的遊戲裝置、遊戲處理方法、資訊記錄媒體以及程 式。 【先前技術】 已知有一種藉由按下被設於供遊戲者操作的輸入裝置 (即控制器)的規定的按钮’可隨時切換遊戲的模式的遊 戲。例如’藉由遊戲者按下對應遊戲的各模式的按钮互 相切換武器選擇模式、移動控制模式、晝面控制模式的遊 戲系統,被揭示於日本專利公開公報特㈤綱2_〇i8i28號 中。 另一方面,亦有可於一遊戲裝置連接複數個控制器, 同時使用一個或複數個控制器來遊玩的遊戲。 【發明内容】 [發明所欲解決之問題] 然而,遊戲者依遊戲的種類、遊戲的場景等,有欲一 邊一起使用複數個控制器,一邊使遊戲進行的模式的時 候;亦有欲切換為僅使用特定的控制器,但不使用其他的 控制器,來使遊戲進行的模式的時候。但是對遊戲者而令, 為了切換遊戲的模式,每次都要強制暫時中斷遊戲,按押 201016272 按鈕的行為係非常麻煩。 本發明係甩以解決如此的課題,其目的在於提供一種 ‘ 了使遊戲者可簡單地切換遊戲模式的適宜的遊戲裝置、 遊戲處理方法、^μ w 恧戥裝置 貧訊記錄媒體以及程式。 [解決問題之技術手段] 本發明的第一觀點之遊戲裝置,係具備第一輸入接受 部第一輸入接受部、取得部、設定部以及進行部。 第輸入接受部,係接受遊戲者經由第一輪入裝置而 賦予的第一種指示輸入。 第二輸入接受部,係接受該遊戲者經由第二輸入裝置 而賦予的第二種指示輸入。 取得部,係取得第二輸入裝置的位置或指向的規定時 間内的變化量。 吸定部’係於所取得的變化量為規定的臨界值以上的 情況時,將遊戲的模式設定為雙判定模式,並非如此的情 況時,則將該遊戲的模式設定為單判定模式。 進行部’係於該遊戲的模式為該雙判定模式的情況 時,藉由該第一種指示輸入與該第二種指示輸入,使該遊 戲進行’為該單判定模式的情況時,則藉由該第一種指示 輸入’使該遊戲進行。 本發明的遊戲裝置,至少可連接二輸入裝置。輸入裝 置,係遊戲者為了對遊㈣置賦Μ示輸人而被使用,亦 即相當於被稱為控制器的東西’例如包含可對應各式各樣 的遊戲的泛用的觸控板型、把持型、地墊型的控制器;鍵 201016272 盤;滑鼠;軌跡球;觸控面板等。又,如射擊遊戲的搶控 制器;飛行模擬遊戲的操縱桿型控制器等般地,為了特定 的遊戲而使用的控制器,亦被包含於輪入裝置中。 * 例如’連接第一輸入裝置與第二輸入裝置於遊戲裝置 ¥ 的狀態下,一遊戲者可遊玩一個遊戲。又,亦可複數位遊 戲者一起遊玩相同的遊戲。 第一輸入裝置與第二輸入裝置之中,至少第二輸入裝 置係遊戲者可使位置及/或指向變化的輪入裝置。典型地, 第二輸入裝置係遊戲者可手持、付於身體的任意的部位的 輸入裝置。若遊戲者移動手、或移動身體,則第二輸入裝 置的位置及/或指向亦變化。 經由第一輸入裝置而被賦予至遊戲裝置的指示輪入稱 為第一種指示輸入,經由第二輸入裝置而被賦予至遊戲裝 置的指示輸入稱為第二種指示輸入,進行區別。例如,若 第一輸入裝置有按鈕B1、B2,第二輸入裝置有按鈕B3、 _ B4,則第一種指示輸入係藉由遊戲者按押按鈕B1或B2的 指示輸入,第二種指示輸入係藉由遊戲者按押按鈕B3或 B4的指不輸入。 k 本發明的遊戲裝置,係於第一輸入裝置與第二輪入裝 置之中,至少取得第二輸入裝置的位置的變化量、及/或指 向的變化量、及/或姿勢的變化量。遊戲裝置係可取得這些 全部的變化量,亦可取得任意的一個以上的變化量。且遊 戲裝置係基於取得的全部的變化量或一部分的變化量設定 遊戲模式。 201016272 於本發明的遊戲裝置被執行的遊戲的模式中,有遊戲 基於第一種指示輸入與第二種指示輸入雙方而進行的雙判 疋模式、以及遊戲基於第一種指示輸入而進行的單判定模 •式。 - 例如,以腳踩踏地墊型控制器,手持把持型控制器的 狀態下,移動手腳的舞蹈遊戲中,雙判定模式係使用地墊 型控制器與把持型控制器雙方(亦即腳與手雙方)進行遊 戲的模式,單判定模式係僅使用地墊型控制器(亦即聊) 進行遊戲的模式。 又,例如,適於使用鍵盤與滑鼠的個人電腦的遊戲中, 雙判定模式係使用鍵盤與滑鼠雙方進行遊戲的模式單判 定模式係僅使用鍵盤(或滑鼠)進行遊戲的模式。 遊戲裝置,係於遊戲正在以雙判定模式進行時,所取 得的變化量未滿規定的臨界值的情況時,判斷對應所取得 的變化量的輸入裝置未被遊戲者使用,而變更為來自被判 ❹斷為未被使用的輸入裝置的指示輸入,對於遊戲的進行不 造成影響的單判定模式。 •若舉上述的舞蹈遊戲為例,遊戲正在以雙判定模式進 .行時,地墊型控制器與把持型控制器之中,把持型控制器 的位置(或指向或姿勢)的變化量未滿規定的臨界值的情 況時,遊戲裝置係判斷遊戲者未使用把持型控制器,而從 雙判定模式切換為單判定模式。此時,遊戲者不需要按押 模式切換按钮的麻須操作。因此,遊戲者可簡單地切換遊 戲模式。遊戲裝置係可對應控制器的使用狀況,切換為被 201016272 推測為適當的遊戲模式。 遊戲正在以單判定模式進行時,把持型控制器的 位置(或指向或姿勢)的變化量為規定的臨界值以上的情 >兄時’遊戲裝置係可判斷遊戲者正在使用把持型控制器, 而從單判定模式切換為雙判定模式。 豸遊戲中,該第一種與第二種之任一者的指示輸入, 可分別被對應於規定的複數個課題時刻。 瘳 ❿且冑行部係可藉由各自的該規定的複數課題時刻 中,被對應於該課題時刻的種類的指示輸入是否被接受, 來判定該遊戲者的成績。 於本發明的遊戲裝置被執行的遊戲中,被設定一個或 複數個課題。課題係時刻(以下稱為「課題時刻」”以及 遊戲者於其時刻應賦予的指示輸入内容(以下稱為「課題 内容」)的組合。若舉上述的舞蹈遊戲為例,一個課題係以 指定從音樂的起始第幾小節的第幾拍(亦即時刻)的資訊、 β 以及於其時刻應踩踏的按鈕的種類的組合,或者,指定從 音樂的起始第幾小節的第幾拍的資訊、以及於其時刻應搖 動的把持型控制器的區別的組合而被表現。舞蹈遊戲中, ‘ 課題係被稱為「足譜」或者「手譜」。 而且’遊戲裝置係基於被設定的課題、第一種指示輸 入及/或第二指示輸入’來判定遊戲者的成績。例如,遊戲 者於課題時刻進行如課題内容的指示輸入的情況時,則為 遊戲者可獲得分數、或是將遊戲内的氣氛炒熱的演出被進 行。但是’遊戲者未於課題時刻進行如課題内容的指示輸 201016272 入的惰·'况時’則遊戲者無法獲得分數、或是將遊戲内的氣 氛變糟的演出被進行。若依本發明,遊戲裝置於遊戲模式 &雙判定模式的情況時依第一種指示輸入與第二種指示 輸入’判定遊戲者的成績來使遊戲進行,單判定模式的情 w 況時’依第—種指示輸入,判定遊戲者的成績來使遊戲進 行。因此’遊戲裝置係可對應控制器的使用狀況,切換為 被推測為適當的遊戲模式,且進行適於遊戲模式的成績判 定。 進行部’係可於該遊戲的模式為該單判定模式的情況 時’於被對應於該課題時刻的指示輸入的種類為該第二種 之課題時刻’對應該第一種指示輸入,來判定該遊戲者的 成績。 亦即’本發明的遊戲裝置,係可依雙判定模式還是單 判定模式,變更課題以成為適於遊戲模式的課題内容。 具體地,雙判定模式中’關於於課題時刻時,表示第 ❿一種指示輸入的課題内容被對應的課題,依據於其課題時 刻’表示第一種指示輸入的課題内容是否依遊戲者而被達 成、或是被達成何程度’來打成績(評分);關於在課題時 * 刻時’表示第二種指示輸入的課題内容被對應的課題,依 據於其課題時刻,表示第二種指示輸入的課題内容是否依 遊戲者而被達成、或者被達成何程度,來打成績。 另一方面,單判定模式中,關於於課題時刻時,表示 第一種指示輸入的課題内容被對應的課題,係與雙判定模 式相同,但關於於課題時刻時’表示第二種指示輸入的課 201016272 ^内:被對應的課題,是依據於其課題時刻,取代第二種 者而被達成2不第—種指示輸人的課題内容是否依遊戲 者而被達成、或者被達成何程度,來打成績。201016272 VI. Description of the Invention: [Technical Field] The present invention relates to a suitable game device, game processing method, information recording medium, and program for the player to easily switch the game mode. [Prior Art] There is known a game in which the mode of the game can be switched at any time by pressing a prescribed button 'set to an input device (i.e., controller) operated by the player. For example, the game system in which the player selects the weapon selection mode, the movement control mode, and the kneading control mode by pressing the buttons of the respective modes of the game is disclosed in Japanese Patent Laid-Open Publication No. Hei. On the other hand, there is also a game in which a plurality of controllers can be connected to one game device while using one or a plurality of controllers to play. [Problem to be Solved by the Invention] However, depending on the type of the game, the scene of the game, etc., the player has to use a plurality of controllers together while making the game play the mode; Use only specific controllers, but do not use other controllers to make the game play in mode. However, for the player, in order to switch the mode of the game, it is forced to temporarily interrupt the game each time, and the behavior of pressing the 201016272 button is very troublesome. The present invention has been made to solve such a problem, and an object of the invention is to provide a suitable game device, a game processing method, a message recording medium, and a program for enabling a player to easily switch a game mode. [Technical means for solving the problem] The game device according to the first aspect of the present invention includes a first input accepting unit first input accepting unit, an obtaining unit, a setting unit, and a progress unit. The first input accepting unit receives the first type of instruction input given by the player via the first rounding device. The second input accepting unit accepts a second type of instruction input given by the player via the second input device. The acquisition unit acquires the amount of change in the position or orientation of the second input device within a predetermined time. When the obtained amount of change is equal to or greater than a predetermined threshold value, the game mode is set to the double determination mode. If this is not the case, the mode of the game is set to the single determination mode. When the progress unit is in the case where the mode of the game is the double determination mode, when the game is performed in the case of the single determination mode by the first type of instruction input and the second type of instruction input, The game is made by the first indication input '. The game device of the present invention can connect at least two input devices. The input device is used by the player to assign a drop to the swim (four), that is, the thing called a controller, for example, includes a general-purpose touch panel type that can match various games. , control type, floor mat type controller; key 201016272 disk; mouse; trackball; touch panel. Further, as the controller of the shooting game; the joystick type controller of the flight simulation game, the controller used for the specific game is also included in the wheeling device. * For example, in a state where the first input device and the second input device are connected to the game device, a player can play a game. Also, multiple players can play the same game together. Among the first input device and the second input device, at least the second input device is a player that can position and/or point to a changed wheeling device. Typically, the second input device is an input device that the player can hold and pay at any part of the body. If the player moves his hand or moves the body, the position and/or orientation of the second input device also changes. The instruction round that is given to the game device via the first input device is referred to as a first type of instruction input, and the instruction input that is given to the game device via the second input device is referred to as a second type of instruction input, and is distinguished. For example, if the first input device has buttons B1, B2 and the second input device has buttons B3, _B4, the first type of indication input is input by the player pressing the button B1 or B2, and the second indication input is It is not input by the player pressing the button B3 or B4. k The game device of the present invention is configured to acquire at least the amount of change in the position of the second input device, and/or the amount of change in the direction, and/or the amount of change in the posture among the first input device and the second wheel-in device. The game device can obtain all of these changes, and can obtain any one or more changes. Further, the game device sets the game mode based on the obtained amount of change or a part of the amount of change. 201016272 In the mode of the game in which the game device of the present invention is executed, there is a double judgment mode in which the game is based on the first type of instruction input and the second type of instruction input, and a game based on the first type of instruction input. Determine the mode. - For example, in the dance game in which the hand and the foot controller are held by the foot and the hand held type controller is moved, the double judgment mode uses both the floor mat type controller and the grip type controller (ie, the foot and the hand). Both modes) The mode in which the game is played, the single-judgment mode is a mode in which the game is played using only the floor-mounted controller (ie, chat). Further, for example, in a game suitable for a personal computer using a keyboard and a mouse, the double determination mode is a mode in which a mode is determined using only a keyboard (or a mouse) using a keyboard and a mouse to play a game. When the game is performing in the double determination mode and the acquired amount of change is less than a predetermined threshold value, the game device determines that the input device corresponding to the acquired amount of change is not used by the player, but is changed to be from the game. It is judged that the instruction input of the input device that is not used is a single determination mode that does not affect the progress of the game. • If the above-mentioned dance game is taken as an example, when the game is moving in the double judgment mode, the position (or pointing or posture) of the grip controller is not changed in the floor controller and the grip controller. When the predetermined threshold value is exceeded, the game device determines that the player has not used the grip type controller, and switches from the double determination mode to the single determination mode. At this time, the player does not need to press the button to switch the button's whisker operation. Therefore, the player can simply switch the game mode. The game device can be switched to the game mode estimated to be appropriate by 201016272 in accordance with the use status of the controller. When the game is being performed in the single-judgment mode, the amount of change in the position (or pointing or posture) of the grip controller is equal to or greater than a predetermined threshold. The brother's game device can determine that the player is using the grip controller. And switch from single decision mode to double decision mode. In the game, the instruction inputs of either the first type and the second type may be respectively associated with a predetermined plurality of subject times.胄 胄 胄 胄 胄 可 可 可 可 可 可 可 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 In the game in which the game device of the present invention is executed, one or a plurality of questions are set. The subject time (hereinafter referred to as the "question time"" and the combination of the instruction input contents (hereinafter referred to as "question content") to be given by the player at the time. The above-mentioned dance game is taken as an example, and one subject is specified. The combination of the information of the first few beats (ie, the moment) of the first few bars of the music, the type of the button that should be stepped on at the moment, or the number of shots from the beginning of the first few bars of the music. The information and the combination of the differences of the grip controllers that should be shaken at the moment are expressed. In the dance game, the 'subject is called the "foot sheet" or the "hand sheet". And the 'game device is based on the set. The subject, the first type of instruction input, and/or the second instruction input 'determine the score of the player. For example, when the player inputs an instruction such as the content of the subject at the time of the question, the player can obtain the score, or The performance of the in-game atmosphere is carried out. However, the player does not perform the instruction of the subject content at the time of the subject, and the game is not available. A method of obtaining a score or worsening the atmosphere in the game is performed. According to the present invention, the game device inputs and the second instruction input in the case of the game mode & double decision mode. The game player's performance is used to make the game, and in the single-judgment mode, the player enters the game according to the first type of instruction, and determines the player's performance to make the game. Therefore, the game device can be switched to the controller's usage status. It is estimated that the game mode is appropriate and the score is determined in the game mode. When the mode of the game is in the case of the single decision mode, the type of the instruction input corresponding to the time of the question is The second problem time is 'corresponding to the first type of instruction input to determine the score of the player. That is, the game device of the present invention can change the subject to suit the double decision mode or the single decision mode. Specifically, in the double determination mode, the subject matter indicating the third type of instruction input is corresponding to the subject time. The question is based on the question time, which indicates whether the content of the first type of instruction input is achieved according to the player, or the degree to which it is achieved, and the score (score); The subject of the instruction input is the corresponding question, and based on the time of the question, whether the content of the second type of instruction input is achieved according to the player or to what extent is achieved, the score is determined. In the mode, when the subject time is indicated, the subject of the first type of instruction input is the same as the double decision mode, but in the case of the subject time, the class indicating the second instruction input is 201016272. The corresponding question is based on the time of the subject, and it is replaced by the second person. The result of whether or not the subject matter of the input is instructed by the player or the degree of achievement is determined.

例如,上述的舞蹈遊戲中,雙判定模式中足譜與手 譜的雙方成為判定成績的對象。另-方面,單判定模式中, 相當於雙判定模式中的足譜的課題、以及雙判定模式中的 手譜置換為;1譜的課題,成為判定成績的對象。遊戲者。 要於從雙狀模式變為單判_式的情況時,完成手譜被 置換為;i譜的課題即可。若依本發明,遊戲裝置係可抑制 遊戲模式變更時的㈣遊戲者的異常感,㈣暢地改 戲模式。 遊戲裝置,亦可更具備提示部,對於各自的該複 題時刻,藉由 (a) 現在被對應於該課題時刻的指示輸入的種類為該 第一種的情況時,對應該課題時刻,表示第一種標示; (b) 現在被對應於該.辱..題時刻的指.示輸入的種類為該 第二種的情況時’對應該課題時刻,表示第二種標示, 來向該遊戲者提示該課題時刻》 本發明的遊戲裝置,係使用第一種標識表示課題内容 為第一種指示輸入相關之課題,使用第二種標識表示課題 内容為第二種指示輸入相關之課題。若舉上述的舞蹈遊戲 為例,第一種標識係表示用以區別地墊型控制器的各種按 知(典型地係表示上下左右方向的按鈕)的影像,第二種 樑識係表示用以區別把持型控制器(典型地係把持於右手 201016272 的模組與把持於左手 伴隨遊戲模式的㈣模組)㈣像。若依本發明,即便 遊戲者容易理⑯ 而變更課題内容’遊戲裝置亦可對於 戲者谷易理解地提示課題。 式二=各=如何對於遊戲者提示,可採用各 各自的課題的發明的限定。例如’可藉由使表示 表讀畫面,將課職心軸者。又, 泰 1如’遊戲的角色於課題時刻前後擺出規定的姿勢來 口知課題;或是進行影像、聲音的規定的演出來告知賢 或者’亦可設定課題時刻,但不向遊戲者提示。例如, 遊戲中,首先,遊戲裝置藉由導入畫面等示範,之後,有 讓遊戲者重複的練習模式。首先,遊戲裝置表示對於課題 的不範表次,如其所示,促進使遊戲者重複。接著,遊戲 裝^於課題_不提^任何的提示(或者,僅提示最小限 的提不)’使遊戲者重複。若可如示範所示則達成課題。又, 不,於練習模式而亦可練意遊戲中,例如,作為用於適 於尚級者的完全無提示的遊戲模式,採用不提示課題的手 法0 進行部,亦可於該遊戲的模式為該單判定模式的情況 時’刪除被對應於該課題時刻的指示輸入的種類為該第二 種之課題時刻,來判定該遊戲者的成績。 例如,若遊戲模式從雙判定模式切換為單判定模式, 則指示輸入的種類為第二種之課題被刪除。被刪除的課題 係從判定成績的對象被排除。若舉上述的舞蹈遊戲為例, 雙判定模式中,足譜與手譜雙方成為判定成績的對象。另 201016272 7方面,單判定模式中,僅雙判定模式中的足譜成為判定 成績的對象,而雙判定模式中的手譜消失。遊戲者於從雙 判定模式變為單判定模式的情況時,僅需完成足譜的課題 即可。若依本發明,遊戲裝置可對於遊戲模式改變為 的課題。 备 遊戲裝置,亦可更具備向該遊戲者提示該課題時刻 提示部。 、For example, in the above-described dance game, both the foot spectrum and the hand score in the double determination mode become the target of the judgment score. On the other hand, in the single determination mode, the problem corresponding to the foot spectrum in the double determination mode and the hand spectrum replacement in the double determination mode are; the problem of the 1 spectrum is the target of the judgment result. The player. In the case of changing from the double mode to the single judgment _, the completion of the hand spectrum is replaced by the problem of the i spectrum. According to the present invention, the game device can suppress (4) the abnormal feeling of the player when the game mode is changed, and (4) smoothly change the play mode. The game device may further include a presentation unit, and when the type of the question-receiving time is (a) when the type of the instruction input corresponding to the time of the subject is the first type, the corresponding time is displayed. The first type of indication; (b) is now corresponding to the moment of the humiliation.. the type of input is the case of the second type, 'corresponding to the moment of the subject, indicating the second indication, to the player In the game device of the present invention, the first type of logo is used to indicate that the subject content is the first type of instruction input, and the second type of flag is used to indicate that the subject content is the second type of instruction input. For example, in the above-mentioned dance game, the first type of logo indicates an image for distinguishing various types of buttons of the floor-type controller (typically indicating buttons in the up, down, left, and right directions), and the second type of identification is used to indicate The difference between the control controller (typically the module held in the right hand 201016272 and the (four) module held in the left-hand accompanying game mode) (4). According to the present invention, even if the player can easily change the subject content to the game device, the player can easily present the problem to the player. Formula 2 = Each = How to prompt the player, the limitations of the invention of each respective subject can be adopted. For example, the teacher can be used to make the presentation screen. In addition, the role of the Thai 1st game is to present a predetermined posture before and after the subject time, or to perform a predetermined performance of the video or sound to inform the sage or to set the subject time, but not to the player. . For example, in the game, first, the game device is exemplified by an introduction screen, and thereafter, there is a practice mode in which the player repeats. First, the game device indicates an irregular table for the subject, and as shown therein, the player is allowed to repeat. Next, the game is loaded with the question _ without mentioning any of the prompts (or, only the minimum mention is not required) 'to make the player repeat. If the example can be demonstrated as shown in the example. In addition, in the practice mode, it is also possible to practice the game. For example, as a completely silent game mode suitable for a superior player, the game may be performed without prompting the subject, or in the game mode. In the case of the single determination mode, it is determined that the type of the instruction input corresponding to the time of the subject is the second subject time, and the score of the player is determined. For example, if the game mode is switched from the double determination mode to the single determination mode, the question indicating that the type of input is the second type is deleted. The deleted subject is excluded from the object of the judgement score. In the case of the above-described dance game, in the double determination mode, both the foot spectrum and the hand spectrum become the target of the judgment result. On the other hand, in the single judgment mode, only the foot spectrum in the double judgment mode becomes the target of the judgment score, and the spectrum in the double judgment mode disappears. When the player changes from the double judgment mode to the single judgment mode, only the problem of the footsteps needs to be completed. According to the present invention, the game device can change the game mode to the subject. The game device may further include a prompting unit for presenting the subject to the player. ,

❹ 而且,進行部亦可於該遊戲的模式為該單判定模式的 情況時,刪除被對應於該課題時刻的指示輸入的種類為第 二種之課題時刻,且為沒有被提示部提示的課題時刻,來 判定該遊戲者的成績。 例如,右遊戲模式從雙判定模式切換為單判定模式, 則指示輸入的種類為第二種之課題,且為尚未對於遊戲者 提示的課題係被刪^被刪㈣課㈣·定成績的對象 被排除。另-方面,指示輸人的種類為第二種之課題,且 為已對於遊戲者完成提示的課題,則不刪除而保留。若舉 上述的舞蹈遊戲為例,雙判定模式中,足譜與手譜雙方成 為判定成績的對象。另-方面,單心模式中,雙判定模 式中已提示的手譜係依原狀地保留為判定成績的對象,但 切換為單判定模式後,從此應提示的手譜消失,從判定成 績的對象被排除。亦即,手譜不會突然地消失於成為課題 時刻之前。若依本發明,遊戲裝置係可抑制遊戲模式變更 時的賦予遊戲者的異常感,且對於軸模式改變為適當的 課題。 11 201016272 提示部’亦可對於各自的該複數課題時刻, (X)現在被對應於該課題時刻的指不輸入的種類為該 第一種的情況時’對應該課題時刻,表示第一種標識; (y) 對應最初被對應於該課題時刻的指示輸入的種類 、 為該第二種,且沒有被前述進行部刪除的課題時刻,表示 第二種標識; (z) 對應最初被對應於該課題時刻的指示輸入的種類 籲為該第二種,且與被前述進行部刪除的課題時刻相同的時 刻’表示第三種標織。 本發明的遊戲裝置,係使用第一種標識來表示課題内 容為第一種指示輸入相關之課題,使用第二種標識來表示 課題内容為第二種指示輸入相關之課題。又,使用第三標 識來表示從雙判定模式變更為單判定模刪除的課 題》若舉上述的舞蹈遊戲為例,第一種標識係用以區別地 墊型控制器的各種按鈕(典型地係表示上下左右方向的按 ❹钮)的影,’第二種標識係用以區別把持型控制器(典型 .地係把持於右手的模組與把持於左手的模組)的影像,第 三標識係表示從雙判定模式變更為單判定模式時刪除的手 譜的影像。第三標識係表示遊戲模式為單判定模式的情況 下’假定若為雙判定模式,則應成為判定成績的對象的課 題時刻的標識。若依本發明,即便伴隨遊戲模式的變更而 變更課題内容,遊戲裝置亦可對於遊戲者容易理解地提示 課題。又’因遊戲模式的變更’何課題排除於判定成績的 對象之外可一目瞭然》 12 ^ιυΐ6272 本發明的其他觀點 接受步驟、第二輪入接受步=處^法,係具傷第一輸入 進行步驟。 取件步驟、設定步驟以及 第一輸入接受步驟中, k 而賦予的第一種斤_ 又遊戲者經由第一輸入裝置 令均不翰入。 二輸入裝 第二輸入接受步驟 置而賦予的第二種指示輸入,該遊戲者經由第 •時間=:,取得第二輸入裝置的位置或指向的規定 設定步驟中,所取得的 燹化量為規定的臨界值以上的 情況時,將遊戲的模式設定為 馮雙判疋模式,並非如此的情 況時’則將該遊戲的模式設定為單判定模式。 、行步驟t該遊戲的模式為該雙判定模式的情況 時,藉由該第一種指示輸入與該第二種指示輸入,使該遊 戲進行,為該單判定模式的情況時,則藉由該第一種指示 φ 輸入,使該遊戲進行。 若依本發明的遊戲處理方法,遊戲裝置可對應控制器 . 的使用狀況,切換為被推測為適當的遊戲模式。又,遊戲 • 者不需要為了變更遊戲模式而按押模式切換按鈕的麻煩操 作。因此,遊戲者可簡單地切換遊戲模式。 本發明的其他觀點之電腦可讀取的資訊記錄媒體,係 記憶著程式’該程式是使電腦發揮作為第一輸入接受部、 第二輸入接受部、取得部、設定部以及進行部的機能的程 式。 13 201016272 第一輸入接受部’係接受遊戲者經由第一輸入裝置而 賦予的第一種指示輸入。 、 第二輸入接受部,係接受該遊戲者經由第二輸入裝置 而職予的第二種指示輸入。 取得部’係取得第二輸入裝置的位置或指向的規定時 間内的變化量。 設定郜’係於被取得的變化量為規定的臨界值以上的 _ 時將遊戲的模式設定為雙.判定模式,並非如此的情 >時則將該遊戲的模式設定為單判定模式。 時進行部’係於該遊戲的模式為該雙判定模式的情況 藉由該第一種指示輸入與該第二種指示輸入,使該遊 進行為該單判定模式的情況時,則藉由該第一種指示 輸入,使該遊戲進行。 右依本發明’即可使電腦作為如上述般地動作的遊戲 _ 裝置的機能。 本發明的其他觀點之程式,係使電腦發揮作為第一輸 ^接受部、笛 ^ ° 、第二輸入接受部、取得部、設定部以及進行部 的機能。 第一輸入接受部’係接受遊戲者經由第一輸入裝置而 碑予的第-種指示輸入。 第 — 一輪入接受部,係接受該遊戲者經由第二輸入裝置 而崎予的第二種指示輸入。 η &取得。卩係取得第二輸入裝置的位置或指向的規定時 間内的變化量。 201016272 設定部,係於被取得的變化 .. 重為規定的臨界值以上的 情況時,將遊戲的模式設定為雙 值 的 士 叉列疋模式,並非如此的情 況時,則將該遊戲的模式設定為單判定模式。 進行部’係於該遊戲的模 ^ # 棋式為該雙判定模式的情況 時’藉由該第—種指示輸人與該第二種指示輸人,使該遊 戲進行’為該單判定模式的情況時,則藉由該第一種指示 輸入,使該遊戲進行。 若依本發明’即可使電腦作為如上述般地動作的遊戲 裝置的機能。 又,本發明的程式可記錄於光碟、軟碟、硬碟、磁光 碟、數位影像碟、磁帶、以及半導體記憶體等的電腦可讀 取的資訊記憶媒體。 上述程式係獨立於程式被執行的電腦,可經由電腦通 信網散佈、販賣。又’上述資訊記憶媒體可獨立於電腦地 散佈、販賣。 • [功效] 若依本發明’即可提供一種為了使遊戲者可簡單地切 -換遊戲模式的適宜的遊戲裝置、遊戲處理方法、資訊記錄 媒體以及程式。 【實施方式】 (實施形態1 ) 以下說明本發明的實施形態。以下’為了容易理解, 15 201016272 利用遊戲用的資訊處理裝置來說明實現本發明的實施形 態,但以下說明的實施形態係為了用以說明,並非用以限 制本案發明的範圍ut,只要是該業者,便可採用將這 些各種要素或全部要素置換為與此均等的實施形態,而這 些的實施形態亦被包含於本發明的範圍中。 第1圖係表示藉由執行程式,來實現本發明的實施形 態之的戲裝置的機能之典型的資訊處理裝置的概要構成的 模式圖。 資訊處理裝置100,具備中央處理單元(Central processing unit ; CPU) 101、唯讀記憶體(Read 〇nly memory; R0M) 1〇2、随機存取記憶體(Rand〇m咖咖 memory; RAM) 1〇3、介面104、第一控制器m、第二控 制器105、外部記憶遨1〇6、DVD R〇M(Digital〜咖心 DiskROM)光碟機1〇7、影像處理部1〇8、聲音處理部1〇9、 以及網路介面卡(Netw〇rk interface card; NIC) 110。 將記憶著遊戲用的程式及資料的D VD _ R〇M ,裝設於 DVD_R0M光碟機107’並導通(投入)資訊處理裝置100 的電源’藉此,該程式係被執行,本實施形態之遊戲裝置 係被實現》 CPU101 ’會控制資訊處理裝置1〇〇整體的動作,與各 構成要素連接’進行控制信號、資料的交流。又,CPU101, 係可對於所謂暫存器(未圖示)之可高速存取的記憶域, 使用算術邏輯單元(Arithmetic logic unit; ALU )(未圖示), 進行加減乘除等的算術運算;邏輯和、邏輯積、邏輯否定 16 201016272 等的邏輯運算;以及位元和、位元積、位元反轉、位元移 位、位元旋轉等的位元運算等。進而,為了可高速進行用 以對應多媒體處理的加減乘除等的飽和運算、三角函數 • 等、向量運算等,有被構成CPU101本身的CPU、或是具 * 備協助處理器單元而實現的CPU。 在ROM 102中,記憶著電源導通之後立刻要被執行的 初始程序載入器(Initial program l〇a(jer ; jpl ),藉由此被 執行,將被記錄於DVD—ROM中的程式讀出至RAM1〇3, 擊 然後開始進行藉由CPU101所產生的執行。又,對於資訊 處理裝置100整體的動作控制所必要的操作系統的程式、 各種的資料,係被記錄於ROM102中。In addition, when the mode of the game is the single determination mode, the progress unit may delete the type of the instruction input corresponding to the time of the subject as the second problem time, and the subject is not presented by the presentation unit. At the moment, the player's score is determined. For example, if the right game mode is switched from the double determination mode to the single determination mode, the type of the input is the second type of problem, and the subject that has not been presented to the player is deleted. (4) Lesson (4) to be excluded. On the other hand, the type indicating the input type is the second type, and if the question has been completed for the player, it is retained without being deleted. Taking the above-mentioned dance game as an example, in the double determination mode, both the foot spectrum and the hand spectrum become the object of the judgment result. On the other hand, in the single-heart mode, the hand spectrum that has been prompted in the double-judgment mode remains as the target of the judgment result, but after switching to the single-judgment mode, the hand-feature that should be presented disappears from the object of the judgment result. exclude. That is, the hand spectrum does not suddenly disappear before the time of the problem. According to the present invention, the game device can suppress the abnormal feeling given to the player when the game mode is changed, and the axis mode is changed to an appropriate problem. 11 201016272 The presentation unit 'may also indicate the first type of identification when the type of the reference number corresponding to the time of the subject is the first type for the respective subject time. (y) corresponding to the type of the instruction input initially corresponding to the time of the subject, the second type, and the subject time not deleted by the performing part, indicating the second type of identification; (z) the correspondence is initially corresponding to the The type of the instruction input of the subject time is called the second type, and the same time "the same time as the subject time deleted by the above-mentioned progress part" indicates the third type of weaving. In the game device of the present invention, the first type of mark is used to indicate that the subject content is the subject of the first type of instruction input, and the second type of mark is used to indicate that the item content is the subject of the second type of instruction input. Further, the third flag is used to indicate the problem of changing from the double determination mode to the single determination mode deletion. As an example of the above-described dance game, the first type of identification is used to distinguish various buttons of the floor-mounted controller (typically The image indicating the button in the up, down, left, and right direction, 'the second type of logo is used to distinguish the image of the control controller (typically the module held by the right hand and the module held by the left hand), the third logo This is the image of the hand spectrum deleted when changing from the double judgment mode to the single judgment mode. When the third flag indicates that the game mode is the single-judgment mode, it is assumed that if the game mode is the double-judgment mode, it should be the flag of the course time at which the score is determined. According to the present invention, even if the content of the subject is changed in accordance with the change of the game mode, the game device can present the problem to the player with ease. In addition, 'the problem of the game mode is changed, and the subject is excluded from the object of the judgment result." 12 ^ιυΐ6272 The other points of the present invention accept the steps, the second round of acceptance step = the method, and the first input is performed. step. In the pickup step, the setting step, and the first input acceptance step, k is given the first type of _ and the player is not allowed to enter via the first input device. The second input device receives the second instruction input step and the second instruction input is provided. The player obtains the position of the second input device or the specified setting step by the second time input: When the predetermined threshold value or more is used, the game mode is set to the Feng double judgment mode. If this is not the case, the game mode is set to the single determination mode. In the case where the mode of the game is the double determination mode, the game is performed by the first type of instruction input and the second type of instruction input, and in the case of the single determination mode, The first type indicates the φ input for the game to proceed. According to the game processing method of the present invention, the game device can switch to the game mode estimated to be appropriate in accordance with the use status of the controller. Further, the game player does not need to perform a troublesome operation of switching the mode button in order to change the game mode. Therefore, the player can simply switch the game mode. According to another aspect of the present invention, a computer-readable information recording medium stores a program that causes a computer to function as a first input accepting unit, a second input accepting unit, an obtaining unit, a setting unit, and an executing unit. Program. 13 201016272 The first input accepting unit accepts the first type of instruction input given by the player via the first input device. The second input accepting unit accepts a second type of instruction input by the player via the second input device. The acquisition unit is configured to acquire the amount of change in the position or orientation of the second input device within a predetermined time. When _ is set to _ when the acquired amount of change is equal to or greater than a predetermined threshold value, the mode of the game is set to double. The determination mode is not the case. The mode of the game is set to the single determination mode. When the mode of the game is in the mode of the double determination mode, the first type of instruction input and the second type of instruction input are used to make the tour into the single determination mode, The first type of input is made for the game to proceed. According to the present invention, the computer can be used as a function of the game device as described above. According to another aspect of the present invention, the computer functions as a first transmission receiving unit, a flute, a second input accepting unit, an obtaining unit, a setting unit, and an executing unit. The first input accepting unit accepts the first type of instruction input by the player via the first input device. The first round-one receiving unit accepts the second type of instruction input by the player via the second input device. η & obtained. The enthalpy obtains the amount of change in the position or orientation of the second input device within a specified time. 201016272 The setting unit is based on the change that is obtained. If the value is greater than the predetermined threshold, the game mode is set to the two-valued fork-and-fork mode. If this is not the case, the game mode will be used. Set to single judgment mode. When the progressing department is in the case where the game is in the double decision mode, the player inputs the game with the second type of instruction, and the game is made to the single decision mode. In the case of the game, the game is played by the first type of instruction input. According to the present invention, the computer can be made to function as a game device that operates as described above. Further, the program of the present invention can be recorded on a computer-readable information memory medium such as a compact disc, a floppy disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a semiconductor memory. The above programs are independent of the computer on which the program is executed and can be distributed and sold via the computer communication network. Moreover, the above information memory media can be distributed and sold independently of computers. • [Effect] According to the present invention, a suitable game device, game processing method, information recording medium, and program for allowing the player to easily switch the game mode can be provided. [Embodiment] (Embodiment 1) Hereinafter, an embodiment of the present invention will be described. In the following, for the sake of easy understanding, 15 201016272 describes an embodiment of the present invention by using an information processing device for a game. However, the embodiments described below are for illustrative purposes and are not intended to limit the scope of the invention, as long as it is the manufacturer. Embodiments in which these various elements or all of the elements are replaced by the same can be employed, and these embodiments are also included in the scope of the present invention. Fig. 1 is a schematic diagram showing a schematic configuration of a typical information processing device which realizes the function of the game device of the embodiment of the present invention by executing a program. The information processing device 100 includes a central processing unit (CPU) 101, a read-only memory (ROM), and a random access memory (Rand〇m coffee memory; RAM). 1〇3, interface 104, first controller m, second controller 105, external memory 〇1〇6, DVD R〇M (Digital~Card DiskROM) CD player 1〇7, image processing unit 1〇8, The sound processing unit 1〇9 and a network interface card (NIC) 110. D VD _ R〇M, which stores the program and data for the game, is installed in the DVD_ROM drive 107' and turns on (inputs) the power of the information processing device 100. This program is executed, and the present embodiment is executed. The game device is implemented. The CPU 101' controls the overall operation of the information processing device 1 and connects to each component to perform control signal and data exchange. Further, the CPU 101 can perform arithmetic operations such as addition, subtraction, multiplication, division, and the like using an arithmetic logic unit (ALU) (not shown) for a high-speed access memory area of a temporary register (not shown); Logical sum, logical product, logical negation 16 201016272 and other logical operations; and bitwise sum, bit product, bit inversion, bit shift, bit rotation, etc. Further, in order to perform high-speed saturation calculation, trigonometric function, etc., vector calculation, and the like for the addition, subtraction, multiplication and division of the multimedia processing, there is a CPU that is configured by the CPU 101 itself or a CPU that is implemented by the processor unit. In the ROM 102, an initial program loader (initial program l〇a(jer; jpl) to be executed immediately after the power is turned on is memorized, by which the program recorded in the DVD-ROM is read out. In the RAM1〇3, the execution by the CPU 101 is started, and the program of the operating system and various materials necessary for the overall operation control of the information processing apparatus 100 are recorded in the ROM 102.

RAM103’係用以暫時地記憶資料、程式,因此從DVD — ROM讀出的程式、資料、其他對於遊戲的進行或聊天通 訊所必要的資料’可被保持。又,cpui〇1,係進行:在 RAM103設置變數領域,對於被記憶於該變數中的值直 ® 接使算數邏輯單元(ALU)作用來進行運算、或是暫時將被記 憶於RAM103中的值記憶(收容)於暫存器之後,對於暫存 -器進行運算,然後將運算結果寫回記憶體等的處理。 經由介面1〇4而被連接的第一控制器U1與第二控制 器105,係接受遊戲者於遊戲執行之際進行的操作輸入。 另外,第一控制器m與第二控制器1〇5的詳細,於之後 敘述。 表示遊戲等的遊玩狀況(過去的成績等)的資料、表 示遊戲的進行狀態的資料、網路對戰的情況的聊天通訊的 17 201016272 經歷(S己錄)的資料等’係可重寫地被記憶於經由介面l〇4 而裝卸自如地連接的外部記憶體1〇6中。遊戲者可經由第 , 控制器111與第二控制器105進行指示輸入,藉此能將 逆些的資料記錄於適當的外部記憶體丨〇6中。 w. 用以實現遊戲的程式與伴隨遊戲的影像資料、聲音資 料’係被記錄於要被裝設於DVD—R〇M光碟機1〇7的dvd —ROM中。藉由CPU101的控制,DVD— R〇M光碟機1〇7 0 係進行對於被裝設於其中的DVD — ROM的讀出處理,讀出 必要的程式、資料,這些係暫時被記憶於RAM1〇3等之中。 影像處理部108,係將從DVD—R〇M讀出的資料,藉 由cpuioi、或影像處理部108所具備的影像運算處理器 (未圖示),進行加工處理之後,將此記錄於影像處理部 108所具備的訊框記憶體(未圖示)中。被記錄於訊框記 憶體中的影像資訊,以規定的同步時序,被變換為影像信 號,然後被輸出至連接於影像處理部108之顯示器( 示)。藉此’可表示各種影像》 #像運算處理器,可高速地執行三次元影像的重叠運 算、α混合等的透通運算、各種的飽和運算。 又,虚擬空間係以三次元而被構成的情況時,亦可藉 由Ζ緩衝法來顯像(rendering)多角形資訊(被配置於該三次 元空間内’並已被附加各種的紋理資訊的),高速執行:^ 獲得從規定的視點位置,向規定的視線的古a ^ 优深的方向’俯瞰被配 置於虛擬空間中的多角形而獲得顯像影像的運算。 再者’藉由CPUUH與影像運算處理器作協調動作, 18 201016272 依據定義文字的形狀之字型資訊,可將文字列以二次元影 像描繪於訊框記憶體、或是描繪於各多角形表面。 聲音處理部109,係將從DVD—ROM讀出的聲音資料 • 變換為類比聲音信號,然後使其從被連接於此的揚聲器(未 4 圖示)輸出。另外,在CPU101的控制之下,生成在遊戲 的進行中應使其發生的音效、樂曲資料,並使對應此的聲 音從揚聲器輸出》 春 在聲音處理部109中,被記錄於DVD—ROM中的聲音 資料為MIDI資料的情況時,參照具有此的音源資料,將 MIDI資料變換為PCM資料。另外,ADPCM形式、〇gg v〇rbis 形式等的已壓縮聲音資料的情況時,則將其展開(解壓 縮)’變換為PCM資料。PCM資料係對應其取樣頻率的時 序’進行數位/類比(Digital / Analog ; D / A )變換,然 後輸出至揚聲器,藉此可輸出聲音。 NIC 110,係用以將資訊處理裝置iQo連接於網際網路The RAM 103' is used to temporarily store data and programs, so that programs, materials, other materials necessary for game play or chat communication read from the DVD-ROM can be held. Further, cpui 〇 1 is performed by setting a variable field in the RAM 103, and performing an operation on the value stored in the variable, or an arithmetic logic unit (ALU), or temporarily storing the value in the RAM 103. After the memory is stored (accommodated) in the scratchpad, the operation is performed on the temporary storage device, and then the operation result is written back to the memory or the like. The first controller U1 and the second controller 105, which are connected via the interface 1〇4, accept an operation input by the player at the time of execution of the game. Further, the details of the first controller m and the second controller 1A will be described later. It is rewritable to the information such as the information of the game (such as the results of the past), the information indicating the progress of the game, the chat communication of the game, and the information of the 17 201016272 experience (S recorded). It is stored in the external memory 1〇6 which is detachably connected via the interface l〇4. The player can perform an instruction input via the controller 111 and the second controller 105, whereby the reversed data can be recorded in the appropriate external memory port 6. w. The video data and audio data of the program for compiling the game and the accompanying game are recorded in the DVD-ROM to be mounted on the DVD-R-M drive 1-7. By the control of the CPU 101, the DVD-R〇M optical disk drive 1〇7 0 performs read processing on the DVD-ROM installed therein, and reads necessary programs and data, which are temporarily stored in the RAM1. 3 and so on. The image processing unit 108 records the data read from the DVD-R〇M by a cpuioi or a video processing processor (not shown) included in the image processing unit 108, and then records the image in the image. The frame memory (not shown) included in the processing unit 108 is included. The image information recorded in the frame memory is converted into an image signal at a predetermined synchronization timing, and then output to a display (shown) connected to the image processing unit 108. In this way, the image processing processor can be used to perform high-speed overlap processing of three-dimensional images, transparent processing such as alpha blending, and various saturation operations. Moreover, when the virtual space is configured by three elements, the polygon information can be rendered by the buffer method (configured in the three-dimensional space) and various texture information is added. High-speed execution: ^ Obtain an operation of obtaining a development image from a predetermined viewpoint position and a direction in the direction of the ancient a ^ depth of the predetermined line of sight to overlook the polygon arranged in the virtual space. Furthermore, 'the CPUUH cooperates with the image processing processor, 18 201016272. According to the font information of the shape of the defined text, the character string can be depicted as a binary image in the frame memory or on the polygonal surface. . The sound processing unit 109 converts the sound data read from the DVD-ROM into an analog sound signal, and then outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data which should be generated during the progress of the game are generated, and the corresponding sound is output from the speaker. In the sound processing unit 109, it is recorded in the DVD-ROM. When the sound data is MIDI data, the MIDI data is converted into PCM data by referring to the sound source data having the sound data. Further, in the case of compressed sound data such as the ADPCM format or the 〇gg v〇rbis format, the expansion (decompression) is converted into PCM data. The PCM data is converted to a digital/analog (D / A) corresponding to the timing of its sampling frequency, and then output to a speaker, whereby sound can be output. NIC 110 is used to connect the information processing device iQo to the Internet.

❹ 等的電腦通訊網(未圖示),藉由:依據構成區域網路(Local area network; LAN)之際被使用的 10BASE—T/ 1〇〇BASE * —T規格者;或是使用電話回線以連接於網際網路之類比 數據機、整合服務數位網路(Integrated services digitai network ; ISDN )數據機、非對稱數位用路迴路(Asymmetric digital subscriber line ; ADSL)數據機、使用有線電視回 線以連接網際網路之纜線數據機等;以及用以進行這些構 件與CPU1 01之間的仲介之介面(未圖示)而被構成。 此外,資訊處理裝置100,亦可使用硬碟等的大容量 19 201016272 外部記憶裝置,而構成可發揮與R〇M1〇2、RAMl〇3、外部 記憶體1〇6、被裝設於DVD—ROM光碟機107中的Dvd —ROM等相同的機能。 « 、以上說明的資訊處理裝置1〇〇,即相當於「適於消費 者的電視遊戲裝置」,但只要是可進行表示虛擬空間般的影 像處理者,即可實現本發明。因此,可於行動電話、攜帶 式遊戲機、伴唱裝置、一般的商用電腦等的各種計算機上, φ 實現本發明" 例如,一般的電腦係與上述資訊處理裝置1〇〇同樣 地’具備CPU、RAM、ROM、DVD—ROM光碟機、以及 NIC,並具備影像處理部,其具有較資訊處理裝置i⑽更簡 易的機能,而且,作為外部記憶裝置,除了具有硬碟以外, 也可利用軟碟、磁光碟、磁帶等。另外,可利用鍵盤、滑 鼠等作為輸入裝置,來取代第一控制器U1與第二控制器 105。 II 如上所述,遊戲者為賦予資訊處理裝置1〇〇指示輪入 而使用的控制器,有第一控制器U1與第二控制器1〇5。遊 戲者可同時使用第一控制器1U與第二控制器1〇5。或者, 遊戲者可僅使用第一控制器U1與第二控制器1〇5的其中 之一。 本實施形態中,第一控制器m,係如第2圖所示是 設置於地上等的地墊型控制器,左按鈕121、下按鈕122、 上按鈕123、右按鈕124等,被配置於第一控制器lu。第 一控制器111,一般係藉由遊戲者以腳踩踏來進行操作輪 20 201016272 入。但遊戲者亦可以手來按押各按鈕β 本實施形態中’第二控制器1〇5,係能測定實際的空 間中的第二控制器105的位置、姿勢等的各種參數的控制 • 器。 ' 第3圖係表示能測定實際的空間中的位置、姿勢等的 各種的參數的第二控制器1〇5與資訊處理裝置1〇〇的外觀 的說明圖。 第二控制器105 ’係組合第一把持模組201、第二把持 模組211、與發光模組251而成。第一把持模組201與第 二把持模組211’係藉由無線通信而被連接成可與資訊處 理裝置100作通信。第一把持模組201與第二把持模組211 係互相被連接,亦即成為如「雙節棍」般的形態。發光模 組251係以有線的方式而被連接成可與資訊處理裝置1〇〇 作通信。資訊處理裝置1〇〇的處理結果的聲音及影像,係 藉由電視裝置291而被輸出表示。 φ 首先,第一把持模組201,係作成類似電視裝置291 的遙控器的外觀,其前端配置有CCD相機202。 •發光模組251被固定於電視裝置291的上部^發光二 ,極體252被配置於發光模組251的兩端,藉由來自資訊處 理裝置100的電源供給而發光。 第一把持模組201的CCD相機202,攝影此發光模組 251的樣子^ 被攝影的影像的資訊,被送信至資訊處理裝置100。 資訊處理裝置1〇〇的CPU101,係基於該被攝影的影像内的 21 201016272 發光二極體252被攝影的位置,取得相對於發光模組25 j 的第一把持模組201的實際空間中的位置。 此外’加速度感應器(典型的係三軸重力感應器)、角 加速度感應器、傾斜感應器等’被内藏於第一把持模組2〇1 内’可測定第一把持模組201其本身的姿勢。此測定結果 亦被送信至資訊處理裝置1〇〇。 十字鍵203被配置於第一把持模組2〇1的頂面,遊戲 _ 者可藉由按下操作十字鍵203,賦予各種的方向指示輪入。 另外,A按鈕2〇4以外,各種按鈕206亦被配置於頂面上, 可賦予被對應的該按鈕的指示輸入。 B按紐205係被配置於第一把持模組2〇1的底面,與 在第一把持模組201的底面所構成凹陷相互配合,而成為 模擬手搶、機械手中的板機。典型地,虛擬空間内的手搶 開搶或是以機械手的把持而實行的指示輸入,係使用B按 鈕205而被進行。 β 另外,第一把持模組201的頂面的指示器2〇7,係向 遊戲者提示第一把持模組201的動作狀況、與資訊處理裝 置100的無線通信狀況等。 被設置於第一把持模組201的頂面上的電源按鈕 2〇8,係進行第一把持模組2〇1本身的動作的開關,藉由 被内藏於第一把持模组2〇1内的電池(未圖示)而動作。 此外’揚聲器209被配置於第一把持模組2〇1的頂面, 輸出依據從聲音處理部1〇9被輸入的聲音信號而產生的聲 S振動器(未圖示)被設置於第一把持模組201内部, 22 201016272 可基於來自資訊處理裝置100的指示,控制振動的有無、 強弱。 … 接著’第二把持模組211’係將第一把持模組2〇1所 具備的機能些許簡略化,但基本上係具備同等的機能的擴 充用控制器。 在第二把持模組211中,内藏加速度感應器(典型地 係二轴重力感應器)’可測定第二把持模組211其本身的姿 勢。此測定結果亦被送信至資訊處理裝置1〇〇。另外,第 二把持模組211亦可與第一把持模組2〇1同樣地,具備 相機等,而可測定第二把持模組2丨丨的位置。 控制桿212,係遊戲者可順暢地賦予表示上下左古的 指示輸入的輸入部,亦即將搖桿小型化後的輸入部。 C按鈕213與Z按鈕214,係被配置於第二把持模組 211的前端附近。遊戲者可藉由指尖等按押各按鈕,將各 按紐所對應的指示輸入,賦予.資訊處理裝置1〇〇。 以下,使用組合第一把持模組2〇1、第二把持模組 211、與發光模組251而成的第二控制器1〇5,以第一把持 模組201與第二把持模組211的實際世界中的位置、姿勢 被測定為前提來進行說明。但是,即便不是依據如上述般 的形態,例如,利用超音波、紅外線通信、全球定位系統 (Global positioning system; gPS)等,來測定第二控制 器105的實際世界中的位置、姿勢的情況,亦被包含於本 發明的範圍中°又’亦可採用第二控制器1G5並非具備第 一把持模組201與第二把持模組211兩者,而是僅具備其 23 201016272 中一個(例如僅具備第一把持模組201 )的實施形態。 接著’說明本實施形態的資訊處理裝置100執行的遊 戲的概略。 第4圖係被表示於顯示器的畫面4〇〇上的構成例。固 定並被描繪於畫面400内的規定位置上的靜止記號4〇1至 404 ;描繪位置隨著時間的經過而移動的踩踏位置指示記號 410 (第 4 圖中係 410A、410B、410C、410D 四種);描轉· 0 位置隨著時間的經過而移動的搖動位置指示記號420(第4 圖中係420A、420B二種);表示遊戲者的成績的量尺43〇; 以及其他的背景影像等,係被表示於畫面4〇〇中。 踩踏位置指示記號410與搖動位置指示記號42〇,係 配合被播放的音樂,被捲動表示(循環表示)。踩踏位置指 示記號410中,描繪出上下左右的任一種箭號。搖動位置 指示記號420中,描繪出表示第一把持模組2〇1與第二把 持模組211的任一種影像。 & 靜止記號401至404’係分別指示遊戲者應按押按鈕 121至124的時機(以下亦稱之為「課題時刻」。)的記號。 靜止記號4011 404中,描緣出上下左右的任—種箭號的 影像。 靜止記號404亦兼作為指示遊戲者應搖 組-的時機(課題時刻)的記號。又,靜止 兼作為指示遊戲者應搖動第二把持模組211的時機(課題 時刻)的記號。本實施例中,以遊戲者右手㈣—把_ 組21 ’左手持第二把持模組211地遊玩遊戲為前提來作説 24 201016272 明。 踩踏位置指示記號410與搖動位置指示記號420,係 朝向靜止記號401至404被描繪的位置,配合音樂的播放 速度而移動》 若遊戲者於踩踏位置指示記號410移動至與靜止記號 401至404相同位置時,按押對應於被描緣於靜止記號4〇1 至404的箭號的指向的按鈕121至124,則遊戲者的得分 馨 會被加算、量尺430所表示的值(舞蹈計)上升? 又’荖遊戲者於搖動位置指示記號420移動至與靜止 記號404或401相同位置時,搖動對應於靜止記號404的 第一把持模組201或對應於靜止記號401的第二把持模組 211,則遊戲者的得分會被加算、量尺430所表示的值(舞 蹈計)上升。 踩踏位置指示記號410亦被稱為「足譜」,搖動位置指 示記號420亦被稱為「手譜」。遊戲者的成績判定的詳細係 ❹ 於之後敛述。 例如,若遊戲者於踩踏位置指示記號410移動至與靜 止記號401至404的任一個重疊的位置時,以單腳按押對 應於被移動至踩踏位置指示記號410所表示的箭號的按鈕 (按鈕121至124的任一個)’則可踩踏出配合被播放的音 樂的模範的(標準的)舞蹈步伐' 又,例如’遊戲者於搖動位置指示記號42〇移動至與 靜止記號401或404重疊的位置時,以單手搖動對應移動 至搖動位置指示記號420的把持模組(第一把持模組2〇1 25 201016272 與第二把持模組211的任一個),則可作出配合被播放的音 樂的模範的聲蹈姿勢。 以下的說明中,將遊戲者使用第一控制器ιη而作的 '指示輸入,稱為「第-種指示輸入」。第-種指示輸入的典 , 型例,係基於依遊戲者對於按鈕121至124的按押而作的 指示輸入。 又,將遊戲者使用第二控制器1〇5而作的指示輸入, φ 稱為「第一種指示輸入」。第二種指示輸入的典型例,係基 於第一控制器105所具備的第一把持模組2〇1的依遊戲者 的搖動操作而作的指示輸入;以及基於第二控制器1〇5所 具備的第二把持模組211的依遊戲者的搖動操作而作的指 示輸入。 再者,被表示於晝面400上的影像之中,將對應於第 控制器111的影像稱為「第一種標識」。第一種標識的典 型例’係踩踏位置指示記號410A至410D。又,被表示於 籲畫面400上的影像之中,將對應於第二控制器1〇5的影像 稱為第一種標識」。第二種標識的典型例,係搖動位置指 示記號420A與420B。 ’又’指定課題時刻與於其課題時刻時應按押的按鈕的 資訊之組合’或者,指定課題時刻與於其課題時刻時應搖 動的把持模組的區別的資訊之組合,稱為「課題」。一個課 題係如[數學式1]般地被表示。 P ( i) = ( T ( i),B ( X))…[數學式 1] 但是’遊戲内存在N個(N係1以上的整數)的課題。 26 201016272 ρ (Ο係表示從前頭算起第i (I係1以上N以下的整數) 個的課題《T(i)係表示對應課題P(i)的課題時刻。B (X)係表示課題内容。 * 課題内容B(x)中,表示按鈕121的值B(L)、表示 ' 按鈕122的值B (D)、表示按鈕123的值B (U)、表示按 鈕124的值B ( R)、表示第一把持模組201的B ( HR)、表 示第二把持模組211的B(HL)的任一個,係被指定。 例如,某課題係如[數學式2]般地被表示。 β P ( i) = ( T ( i),B ( L))…[數學式 2] 此時,遊戲的第i個課題係「於課題時刻T(i)按押 第一控制器111的左按鈕121」。通常遊戲者於遊戲内的時 間成為T ( i)時,以腳踩踏左按鈕121即可。 例如’某課題係如[數學式3]般地被表示。 P ( i) = ( T ( i),B ( HR))…[數學式 3] 此時’遊戲的第i個課題係「於課題時間T(i)搖動 ❿ 第一把持模組201」。遊戲者於遊戲内的時間成為T(i)時, 搖動把持著第一把持模組201的手(通常係右手)即可。 亦可於一個課題時刻,對應複數的課題内容。例如, -於課題時刻丁(〇對應二個課題内容]8(5〇)、8(^2)的 情況時’課題係如[數學式4]般地被表示。 P ( 1) = ( T ( i),b ( xi ) ’ B ( χ2))..[數學式 4] 或者’亦可如[數學式5]與[數學式6]所示般地,表示 為二相異課題。 不 Ρ ( 〇 = ( T ( i),β ( xl))…[數學式 5] 27 201016272 P(i+1) = (T(i)’B(x2))[數學式 6] 例如,某課題係如[數學式7]般地被表示。 p(i) = (T(i)’B ⑴,B(HR))…[數學式 7] 此時,遊戲的第i個課題係「於課題時刻T(i)按押 第一控制器in的左按鈕121,且搖動第一把持模組2〇1」。 遊戲者於遊戲内的時間成為T(i)時,以腳踩踏左按鈕丨^, 且搖動把持著第一把持模組2〇1的手(通常係右手)即可。 但是,在一個課題時刻令,即便最多亦以對應二個為 止的課題㈣為較佳H佳是:已對應b(l)的課題 中’對應除了 B(L)與B(HL)以外的其他的課題内容, 而在已對應B(R)的課題中’對應除了 b(r)與b (冊) 以外的其他的課題内容。 本實施形態中,為了更容易理解本發明,遊戲裝置係 藉由表示於晝面400,將課題向遊戲者提示,但亦可不必 向遊戲者提示。电脑 Computer communication network (not shown), by: 10BASE-T/1〇〇BASE*-T standard used when forming a local area network (LAN); or using a telephone line Connect to an Internet-like analog data machine, an integrated services digitai network (ISDN) modem, an Asymmetric digital subscriber line (ADSL) modem, and use a cable TV loop to connect A network cable modem or the like; and an interface (not shown) for performing an intermediary between the components and the CPU 101. Further, the information processing apparatus 100 can also use a large-capacity 19 201016272 external memory device such as a hard disk, and can be configured to be used with R〇M1〇2, RAM1〇3, external memory 1〇6, and mounted on a DVD— The same functions as Dvd-ROM and the like in the ROM disc drive 107. « The information processing device described above corresponds to "a video game device suitable for a consumer", but the present invention can be realized as long as it can perform image processing such as a virtual space. Therefore, the present invention can be realized on various computers such as a mobile phone, a portable game machine, a karaoke device, and a general business computer. For example, a general computer system has a CPU similarly to the above-described information processing device 1 , RAM, ROM, DVD-ROM, and NIC, and an image processing unit, which has a simpler function than the information processing device i (10), and as an external memory device, in addition to a hard disk, a floppy disk can also be used. , magneto-optical discs, tapes, etc. Alternatively, the first controller U1 and the second controller 105 may be replaced by a keyboard, a mouse, or the like as an input device. II As described above, the controller is used by the controller to give the information processing apparatus 1 a turn-in indication, and has the first controller U1 and the second controller 1〇5. The player can use the first controller 1U and the second controller 1〇5 at the same time. Alternatively, the player may use only one of the first controller U1 and the second controller 1〇5. In the present embodiment, the first controller m is a floor mat type controller installed on the ground or the like as shown in FIG. 2, and the left button 121, the down button 122, the up button 123, the right button 124, and the like are disposed in the The first controller lu. The first controller 111 generally enters the operating wheel 20 201016272 by the player stepping on the foot. However, the player can also press each button β. In the present embodiment, the second controller 1〇5 is a control device capable of measuring various parameters such as the position and posture of the second controller 105 in the actual space. . The third drawing shows an appearance of the second controller 1〇5 and the information processing device 1A which can measure various parameters such as the position and posture in the actual space. The second controller 105' combines the first grip module 201, the second grip module 211, and the light emitting module 251. The first grip module 201 and the second grip module 211' are connected by wireless communication to communicate with the information processing device 100. The first grip module 201 and the second grip module 211 are connected to each other, that is, in a form like a "nunchaku". The illumination module 251 is connected in a wired manner to communicate with the information processing device 1. The sound and video of the processing result of the information processing device 1 are outputted by the television device 291. φ First, the first grip module 201 is formed as an appearance of a remote controller similar to the television device 291, and a CCD camera 202 is disposed at the front end thereof. The light-emitting module 251 is fixed to the upper portion of the television device 291. The polar body 252 is disposed at both ends of the light-emitting module 251, and is illuminated by power supply from the information processing device 100. The CCD camera 202 of the first grip module 201 photographs the image of the photographed image of the light-emitting module 251 and transmits it to the information processing apparatus 100. The CPU 101 of the information processing device 1 is obtained in the actual space of the first grip module 201 with respect to the light-emitting module 25 j based on the position where the 21 201016272 light-emitting diode 252 is photographed in the captured image. position. In addition, the 'acceleration sensor (typically a three-axis gravity sensor), an angular acceleration sensor, a tilt sensor, etc. 'is built in the first holding module 2〇1' to determine the first holding module 201 itself Pose. The result of this measurement is also sent to the information processing device 1〇〇. The cross key 203 is disposed on the top surface of the first grip module 2〇1, and the game player can give various direction indications by pressing the operation cross key 203. Further, in addition to the A button 2〇4, various buttons 206 are also disposed on the top surface, and an instruction input corresponding to the button can be given. The B button 205 is disposed on the bottom surface of the first grip module 2〇1, and cooperates with the recess formed on the bottom surface of the first grip module 201 to form a trigger for the hand grab and the robot. Typically, the hand grabbing in the virtual space or the instruction input performed by the robot's grip is performed using the B button 205. Further, the indicator 2〇7 on the top surface of the first grip module 201 notifies the player of the operation state of the first grip module 201, the wireless communication state with the information processing device 100, and the like. The power button 2〇8 disposed on the top surface of the first holding module 201 is a switch for performing the operation of the first holding module 2〇1 itself, and is built in the first holding module 2〇1 The battery (not shown) operates inside. Further, the 'speaker 209 is disposed on the top surface of the first grip module 2〇1, and an acoustic S vibrator (not shown) generated in response to the sound signal input from the sound processing unit 1〇9 is set to the first Inside the grip module 201, 22 201016272 can control the presence or absence of vibration, strength and weakness based on an instruction from the information processing apparatus 100. Next, the second grip module 211' simplifies the functions of the first grip module 2〇1, but basically has an equivalent function expansion controller. In the second grip module 211, a built-in acceleration sensor (typically a two-axis gravity sensor) can measure the posture of the second grip module 211 itself. The result of this measurement is also sent to the information processing device 1 . Further, the second grip module 211 may include a camera or the like in the same manner as the first grip module 2〇1, and may measure the position of the second grip module 2丨丨. The control lever 212 allows the player to smoothly input an input unit that indicates the input of the left and right left, that is, the input unit that is reduced in size by the joystick. The C button 213 and the Z button 214 are disposed near the front end of the second grip module 211. The player can press each button by a fingertip or the like, and input an instruction corresponding to each button to the information processing device 1 . The first control module 201 and the second control module 211 are combined with the first control module 2〇1, the second holding module 211, and the second controller 1〇5 formed by the light-emitting module 251. The position and posture in the actual world are measured as a premise. However, even if it is not based on the above-described form, for example, the position and posture of the second controller 105 in the actual world are measured by ultrasonic waves, infrared communication, global positioning system (gPS), or the like. Also included in the scope of the present invention, the second controller 1G5 may not have both the first holding module 201 and the second holding module 211, but only one of its 23 201016272 (for example, only An embodiment in which the first grip module 201 is provided. Next, the outline of the game executed by the information processing apparatus 100 of the present embodiment will be described. Fig. 4 is a configuration example shown on the screen 4 of the display. The stationary symbols 4〇1 to 404 fixed and drawn at predetermined positions in the screen 400; the stepping position indication symbol 410 in which the drawing position moves with the passage of time (the fourth figure 410A, 410B, 410C, 410D four) ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; Etc., is shown in the screen 4〇〇. The stepping position indication symbol 410 and the shaking position indication mark 42 are matched with the played music and are scrolled (represented cyclically). In the stepping position indication symbol 410, any one of the up, down, left, and right arrows is drawn. In the shaking position indicator 420, any one of the first holding module 2〇1 and the second holding module 211 is depicted. & The stationary symbols 401 to 404' respectively indicate the timing at which the player should press the buttons 121 to 124 (hereinafter also referred to as "question time"). In the stationary symbol 4011 404, an image of any of the upper and lower arrows is drawn. The stationary mark 404 also serves as a symbol indicating the timing (question time) at which the player should shake the group. Further, the stillness also serves as a symbol indicating that the player should shake the timing (question time) of the second grip module 211. In this embodiment, the game player's right hand (four) - the _ group 21 ' left hand holding the second grip module 211 to play the game on the premise of the game to say 24 201016272. The stepping position indication mark 410 and the shaking position indication mark 420 are moved toward the position at which the stationary symbols 401 to 404 are drawn, in accordance with the playback speed of the music." If the player moves the tread position indication symbol 410 to be the same as the stationary symbols 401 to 404 At the time of the position, the buttons 121 to 124 corresponding to the arrows of the arrows that are traced to the stationary symbols 4〇1 to 404 are pressed, and the score of the player's score is added, and the value indicated by the ruler 430 (dance meter) is pressed. rise? In addition, when the player moves to the same position as the stationary mark 404 or 401, the player shakes the first holding module 201 corresponding to the stationary mark 404 or the second holding module 211 corresponding to the stationary mark 401. Then, the score of the player is increased, and the value (dance meter) indicated by the ruler 430 is raised. The stepping position indication symbol 410 is also referred to as "footprint", and the shaking position indication symbol 420 is also referred to as "hand spectrum". The details of the player's performance judgment are summarized later. For example, if the player moves to the position where the stepping position indication symbol 410 is overlapped with any of the stationary symbols 401 to 404, the button corresponding to the arrow indicated by the stepped position indication symbol 410 is pressed with one foot ( Any one of the buttons 121 to 124) can step on the exemplary (standard) dance pace of the music being played. Further, for example, the player moves to the position marked with the shaking position indicating that the symbol 42 is overlapped with the stationary mark 401 or 404. In the position of the hand, the holding module corresponding to the moving position indication symbol 420 (any one of the first holding module 2〇1 25 201016272 and the second holding module 211) can be played with one hand. The exemplary pose of music. In the following description, the "instruction input" by the player using the first controller ιη is referred to as "the first type of instruction input". The first type of indication input is based on the player's instruction input for the buttons 121 to 124. Further, the instruction input by the player using the second controller 1〇5 is referred to as "the first type of instruction input". A typical example of the second type of instruction input is based on the instruction input of the first grip module 2〇1 of the first controller 105 according to the player's shaking operation; and based on the second controller 1〇5 The instruction of the second grip module 211 provided by the player's shaking operation is input. Further, among the images displayed on the face 400, the image corresponding to the controller 111 is referred to as "first type". A typical example of the first type of identification is the stepping position indication marks 410A to 410D. Further, among the images displayed on the screen 400, the image corresponding to the second controller 1〇5 is referred to as a first type of identification. A typical example of the second type of identification is the shaking position indicating marks 420A and 420B. 'The combination of the information of the button to be pressed at the time of the subject and the button at the time of the subject' or the combination of the information of the target and the gripping module to be shaken at the time of the subject is called the subject. "." A subject is expressed as [Mathematical Formula 1]. P ( i ) = ( T ( i ), B ( X))... [Math 1] However, there are N problems in the game (N-number 1 or more integers). 26 201016272 ρ (Ο) is the subject of the ith (I is an integer of 1 or more and N or less) from the beginning. T(i) indicates the problem time of the corresponding problem P(i). B (X) indicates the problem. Contents * The subject content B(x) indicates the value B (L) of the button 121, the value B (D) indicating the 'button 122', the value B (U) indicating the button 123, and the value B (R) indicating the button 124. Any one of B (HR) indicating the first grip module 201 and B (HL) indicating the second grip module 211 is designated. For example, a certain subject is expressed as [Mathematical Formula 2] β P ( i) = ( T ( i ), B ( L))... [Math 2] At this time, the i-th problem of the game is "Pushing the first controller 111 at the subject time T(i) When the player's time in the game is T ( i), the left button 121 may be stepped on by the foot. For example, 'a certain subject is expressed like [Mathematical Formula 3]. P ( i ) = (T ( i), B ( HR))...[Math 3] At this time, the i-th problem of the game is "swinging the target holding time T(i) ❿ the first gripping module 201". The player is in the game. When the time becomes T(i), the hand holding the first grip module 201 is shaken. It is usually a right-handed one. It can also correspond to the content of a plurality of subjects at a single topic. For example, - in the case of the subject time (〇 corresponding to two subject contents) 8 (5〇), 8 (^2) The subject is expressed as [Math 4] P ( 1) = ( T ( i ), b ( xi ) ' B ( χ 2)).. [Math 4] or 'Also as [Mathe 5 It is expressed as a two-phase problem as shown in [Math. 6]. Not Ρ ( 〇 = ( T ( i ), β ( xl))... [Math 5] 27 201016272 P(i+1) = (T(i)'B(x2)) [Equation 6] For example, a subject is expressed as [Math 7] p(i) = (T(i)'B (1), B(HR) ) [Math 7] At this time, the i-th problem of the game is "Pushing the left button 121 of the first controller in at the subject time T(i), and shaking the first grip module 2〇1". When the time in the game becomes T(i), the left button 丨^ is stepped on by the foot, and the hand holding the first grip module 2〇1 (usually the right hand) is shaken. However, at a subject time Even if it is the most suitable for the two questions (four), it is better that it is better than the one that corresponds to b(l). In addition to the subject matter other than B(L) and B(HL), the subject matter corresponding to B(R) corresponds to other topics except b(r) and b (book). In the present embodiment, in order to make the present invention easier to understand, the game device presents the question to the player by being displayed on the face 400, but it is not necessary to present the game to the player.

例如,遊戲中,首先,遊戲裝置藉由導入晝面等示範 之後,有讓遊戲者重複的練習模式。 練習模式中,遊戲裝置表示對於課題的示範表演,如 其所示,促進使遊戲者重複動作。接著,遊戲裝置於課題 時刻不提出任何的提示(或者’僅提示最小限度的提示), 使遊戲者重複動作。若可如示範所示則達成課題。例外, 不限於練習模式而亦可❹意遊戲中,例如’作為用於適 於高級者的完全無❹的軸向韻者提示課題。 接著,說明以採用家庭用遊戲裝置5〇〇來作為資訊處 28 201016272 理裝置100的實施形態肀的遊戲裝置5⑼的機能性構成。 如第5圖所示’遊戲裝置5〇〇,具備第一輸入接受部训、 第二輸入接受部5G2、取得部5G3、狀部剔以及進行 * 部 505 。 第輸入接受部50卜係經由第一控制器lu,接受由 遊戲者賦予的第一種指示輸入。cpm〇i、介面1〇4、第一 控制器1U,作協同動作’發揮作為第一輸入接受部501 的機能。 第二輸入接受部502,係經由第二控制器1〇5,接受由 遊戲者賦予的第二種指示輸人。第二種指示輸人中,有依 第-把持模組2G1的絲操作Μ生的指示輸人、以及依 第二把持模組211的搖動操作而產生的指示輸入。 CPUHH、介面1()4、第二控制器1〇5,作協同動作,發揮 作為第二輸入接受部502的機能。 取得部503,分別取得第一把持模組2〇1的位置的規 粵疋時間内的變化量ΔΡ、第一把持模組2〇1的指向的規定時 間内的變化量AQ;、以及第二把持模組211的指向的規定 -時間内的變化量△bCPUHH、介面1〇4、第一控制器m、 第二控制器105,作協同動作,發揮作為取得部5〇3的機 能。 如上所述,遊戲者可藉由一邊以手掌握第二控制器1〇5 的第一把持模組201及/或第二把持模組211,一邊作搖動, 改變各把持模組201、211的位置及/或指向。cpui〇1係以 例如垂直同步(VSYNC)等的定期的時機,取得第一把持 29 201016272 模組201的實際空間中的位置與指 的實際空間中的指向。 向、以及第二把模組 211 CPUUH’係將表示從現在時刻起僅至規定時間前為止 的位置的資訊履歷J"及表示指向的資訊履歷,暫時記憶於 RAMiOS f之中。亦即,位置的履㈣指向㈣For example, in the game, first, after the game device is introduced by the introduction of the face, there is a practice mode that the player repeats. In the practice mode, the game device represents an exemplary performance for the subject, as shown therein, facilitating the player to repeat the action. Next, the game device does not present any prompts at the subject time (or 'only prompts a minimum prompt'), and causes the player to repeat the operation. If the example can be demonstrated as shown in the example. Exceptions are not limited to the practice mode, but can also be used in games, for example, as a completely innocent axial rhyme for a high-level person. Next, a functional configuration of the game device 5 (9) using the home game device 5 as the embodiment of the information device 28 201016272 will be described. As shown in Fig. 5, the game device 5 includes a first input receiving unit, a second input accepting unit 5G2, an obtaining unit 5G3, and a portion 505. The first input accepting unit 50 receives the first type of instruction input given by the player via the first controller lu. Cpm〇i, interface 1〇4, and first controller 1U are cooperatively operated to function as the first input accepting unit 501. The second input accepting unit 502 receives the second type of instruction given by the player via the second controller 1〇5. In the second type of indication input, there is an instruction input input according to the wire operation of the first holding module 2G1, and an instruction input generated by the shaking operation of the second holding module 211. The CPU HH, the interface 1 () 4, and the second controller 1 〇 5 operate in cooperation, and function as the second input accepting unit 502. The acquisition unit 503 obtains the amount of change ΔΡ within the regulation time of the position of the first grip module 2〇1, the amount of change AQ within a predetermined time of the orientation of the first grip module 2〇1, and the second The predetermined amount of time ΔbCPUHH, the interface 1〇4, the first controller m, and the second controller 105 that are directed by the grip module 211 are cooperatively operated to function as the acquisition unit 5〇3. As described above, the player can change the holding modules 201 and 211 by shaking the first holding module 201 and/or the second holding module 211 of the second controller 1〇5 while grasping by hand. Location and / or pointing. The cpui 〇 1 acquires the position in the real space of the first holding 29 201016272 module 201 and the actual space of the finger by a regular timing such as vertical synchronization (VSYNC). The second module 211 CPUUH' displays the information history J" indicating the position up to the predetermined time from the current time and the information history indicating the pointing, and temporarily stores it in the RAM iOS f. That is, the position of the position (four) points to (four)

記憶於RAMU)3等之中’與時間經過一起隨時被更新。而 且,CPU1〇H系分別計算規定時間内中的第一把持模組2〇1 的位置的變化量△!>、第一把持模组2〇1的指向的變化量^ Q、以及第二把持模組211的指向的變化量Ar。 CPUliH ’可求取從現在時刻起僅至規定時間前為止之 間’卜把持模Μ 201的位置已移動何種程度(遊戲者的 位置已移動何種程度)、第一把持模組2〇1的指向已移動何 種程度(遊戲者的指向已移動何種程度)、以及第二把持模 組211的指向已移動何種程度(遊戲者的指向已移動何種 程度)。 接著,藉由取得部503所取得的變化量為規定的臨界 值以上的情況時,設定部504係將利用遊戲裝置5〇〇而被 執行的遊戲’設定為雙判定模式,並非為如此的情況時, 則設定為單判定模式。CPU101係發揮作為設定部504的機 能。 例如’ CPU101係基於後述條件的判別結果,更新表示 被記憶於RAM103的規定記憶領域中的遊戲模式為雙判定 模式、或是單判定模式的旗標(以下稱為r模式旗標」)。 在此’說明本實施形態的遊戲裝置5〇〇中被執行的遊 201016272 戲模式。遊戲模式中,有雙判定模式以及單判定模式。本 實施形態中,CPU101係於遊戲開始當初將遊戲模式設定為 雙判定模式。 * 雙判定模式,係基於使用第一控制器丨J丨的第一種輪 - 入指示、與使用第二控制器105的第二種的輸入指示雙 方,使遊戲進行的模式。如本實施形態般地,若第一控制 器111為以腳踩踏賦予指示輸入的地墊型控制器,第二控 _ 制器ι〇5為以手搖動賦予指示輸入的把持型控制器,則遊 罾戲裝置500係於雙判定模式中,基於課題時刻、遊戲者以 腳踩踏各按鈕121至124的時機、以及遊戲者以手搖動第 一把持模組201與第二把持模組211的時機,來判定遊戲 者的成績❶亦即,遊戲者是否於應搖動手的時機搖動手、 以及是否於應踩踏步伐的時機踩踏步伐的雙方,係被判定。 雙判定模式中,僅第一種標識或僅第二種標識、或是 第一種標識與第一種標識兩者,被表示於晝面4〇〇。本實 φ 施形態.中’踩踏位置指示纪號410A至410D與搖動位置指 示記號420A、420B的六種記號係被捲動表示。 -另一方面,單判定模式,係基於用第一控制器111的 第一種輸入指示,使遊戲進行,第二種指示輸入係對於遊 戲的進行不造成影響的模式。例如,遊戲裝置5〇〇係於單 判定模式中,基於課題時刻、以及遊戲者以腳踩踏各按鈕 121至124的時機,來判定遊戲者的成績。亦即,遊戲者 是否於應踩踏步伐的時機踩踏步伐係被判定,但遊戲者是 否於應搖動手的時機搖動手,則未被判定。 31 201016272 單判定模式中,第一種標識與第二種標識之中,僅第 一種標識被表示於畫面40(^本實施形態中,踩踏位置指 不纪號41 0A至410D的四種記號,係被捲動表示。 規定的臨界值△ ΡτΗ、△ Qth、△ Rth,分別被設於上述 的變化量 CPU101,係於遊戲中,判別是否滿足下記條件!至3。 亦即,CPU101係分別判別 • (條件1 )第一把持模組2〇1的位置的變化量△ ρ是否 為臨界值△ ρτΐϊ以上; (條件2)第一把持模組2〇1的指向的變化量是否 為臨界值△ Qth以上;以及 (條件3)第二把持模組2U的指向的變化量是否 為臨界值△ Rth以上。 而且,CPU101,係於變化量口Memory in RAMU)3, etc. is updated at any time with time. Further, the CPU 1 〇 H calculates the amount of change Δ!> of the position of the first grip module 2〇1 in the predetermined time, the change amount of the pointing of the first grip module 2〇1, and the second The amount of change Ar of the pointing of the grip module 211. CPUliH' can determine how much the position of the control module 201 has moved from the current time to the time before the predetermined time (how much the player's position has moved), the first holding module 2〇1 The degree to which the pointing has moved (how much the player's pointing has moved), and to what extent the pointing of the second gripping module 211 has moved (how much the player's pointing has moved). When the amount of change acquired by the acquisition unit 503 is equal to or greater than a predetermined threshold value, the setting unit 504 sets the game 'executed by the game device 5' to the double determination mode, which is not the case. When set, it is set to single judgment mode. The CPU 101 functions as the setting unit 504. For example, the CPU 101 updates the flag indicating that the game mode stored in the predetermined memory area of the RAM 103 is the double determination mode or the single determination mode (hereinafter referred to as the r mode flag) based on the determination result of the condition described later. Here, the game 201016272 play mode executed in the game device 5 of the present embodiment will be described. In the game mode, there are a double decision mode and a single decision mode. In the present embodiment, the CPU 101 sets the game mode to the double determination mode at the beginning of the game. * The double decision mode is based on the first type of round-in instruction using the first controller 丨J丨 and the second type of input indicating the use of the second controller 105 to make the game play. As in the present embodiment, when the first controller 111 is a floor mat type controller that gives an instruction input by stepping on the foot, and the second controller ι 〇5 is a grip type controller that gives an instruction input by hand shaking, The game device 500 is in the double determination mode, based on the time of the subject, the timing when the player steps on the buttons 121 to 124 by the foot, and the timing at which the player shakes the first holding module 201 and the second holding module 211 by hand. In order to determine the score of the player, whether the player shakes his or her hand at the timing when the hand is shaken, and whether or not the steps are stepped on at the timing of the stepping step is determined. In the double decision mode, only the first type identifier or only the second type identifier, or both the first type identifier and the first type identifier are represented on the side. In the present embodiment, the six symbols of the stepping position indication numbers 410A to 410D and the shaking position indication symbols 420A and 420B are indicated by scrolling. On the other hand, the single determination mode is based on the first input instruction by the first controller 111 to cause the game to proceed, and the second instruction input is a mode in which the game is not affected. For example, the game device 5 is in the single determination mode, and determines the score of the player based on the time of the subject and the timing at which the player steps on each of the buttons 121 to 124. That is, whether the player is stepping on the pace at the time when the step is to be stepped on is judged, but whether the player shakes the hand at the timing when the hand should be shaken is not determined. 31 201016272 In the single determination mode, among the first type of identification and the second type of identification, only the first type of identification is indicated on the screen 40 (in the present embodiment, the treading position refers to the four symbols of the number 41 0A to 410D) The predetermined threshold values Δ Ρ Η △, Δ Qth, and Δ Rth are respectively set in the above-described change amount CPU 101, and are determined in the game to determine whether or not the following condition is satisfied! to 3. That is, the CPU 101 is respectively Judgment • (Condition 1) Whether the change amount Δ ρ of the position of the first grip module 2〇1 is equal to or greater than the critical value Δ ρτΐϊ; (Condition 2) Whether the amount of change in the pointing of the first grip module 2〇1 is a critical value Δ Qth or more; and (Condition 3) Whether the amount of change in the direction of the second grip module 2U is equal to or greater than the critical value ΔRth. Further, the CPU 101 is connected to the variable amount port.

褀標。Target.

105的第二指示輸入’使遊戲進行。 另一方面,第一把持模組2〇1 的位置或指向、或是第 32 201016272 二把持模組211的指向的任一者’皆未正在變化為臨界值 所示的量以上的情況時,CPU 101係推定遊戲者不使用第二 控制器105而正在遊玩遊戲》〇?11101係將遊戲模式設定為 單判定模式。CPU101係將表示單判定模式的旗標值設定於 模式旗標^ CPU1 01係基於依第一控制器U1的來自遊戲者 的第一指示輸入,使遊戲進行。 若遊戲者正在把持第一把持模組201與第二把持模組 211的兩方或單方而遊戲,則第一把持模組2〇1的位置、 第一把持模組201的指向、以及第二把持模組211的指向 之中,至少任一個變化的可能性高。因此,若這些變化量 之中,任一個為臨界值以上,則可推測遊戲者正在把持第 二控制器105。The second indication input of '105 causes the game to proceed. On the other hand, when the position or the pointing of the first gripping module 2〇1 or the direction of the pointing of the 32nd 201016272 two gripping module 211 is not changed to a value indicated by a critical value, The CPU 101 estimates that the player is playing the game without using the second controller 105. The 11101 system sets the game mode to the single determination mode. The CPU 101 sets the flag value indicating the single determination mode to the mode flag. The CPU 101 is based on the first instruction input from the player by the first controller U1 to cause the game to proceed. If the player is playing both or one of the first grip module 201 and the second grip module 211, the position of the first grip module 2〇1, the orientation of the first grip module 201, and the second At least one of the directions of the grip module 211 is highly likely to change. Therefore, if any of these variations is equal to or greater than the critical value, it is estimated that the player is holding the second controller 105.

另外,cpuioi,亦可構成:於第一把持模組2〇1的位 置與指向、以及第二把持模組211的指向,皆正在變化為 臨界值所示的量以上的情況時,推定遊戲者正在一邊使用 第二控制器105, 一邊遊玩遊戲,不僅依第一控制器 的來自遊戲者的第一指示輸入,亦基於依第二控制器ι〇5 的第二指示輸入,使遊戲進行。 又’ CPU1(H ’亦可先計算第一把持模組2〇1的位置的 變化量ΔΡ或指向的變化量⑼、或是第二把持模組2ιι的 指向的變化量m中的任—個或二個,並判別計算而得 的變化量是否為規定的臨界值以上。此情況,並非全部的 上述條件卜3,CPU1G1P、要判別上述條件卜3之中,使 用要被計算的變化量的條件是否被滿足即可。 33 201016272 第6圖係表示第一把持模組201的指向的變化量aq 的時間變化的例子的圖。如上所述,CPU1 〇1係基於變化量 △ Q是否為臨界值qth以上,來決定遊戲模式為雙判定模 式或是單判定模式。例如,CPU101,係從變化量△()未滿 臨界值QTH的時刻T1至時刻T2為止的時段601中,將遊 戲設定為單判定模式。又,CPU101,係從變化量AQ為臨 界值Qth以上的時刻T2至時刻T4為止的時段6〇2、6〇3 中,將遊戲設定為雙判定模式。 再者,CPUi〇1係基於變化量是否為規定值匕以 上,判別第一把持模組201是否藉由遊戲者而被搖動◎此 規定值QS稱為「搖動判定基準值」。例如,cpm〇i,係於 變化量AQ從未滿搖動判定基準@Qs變化為搖動判定基準 值Qs以上的時刻T3’教第-把持模組韻係藉由 者而被搖動》 Φ 或者,CPU101亦可推定於變化量AQ從未滿搖動判 基準值Qs變化為搖動判定基準值Qs以上的時刻T3起, 變化量從搖動敎基準值_上變化為未滿播動判 基準值Qs的時刻T4為止之間的時段6〇3, 2〇1係藉由遊戲者而被搖動。 :如,_〇1亦可推定於變化量aq從未滿搖動判 基準值Qs變化為搖動判定基準值Qs以上的時刻In addition, the cpuioi may be configured to estimate the player when the position and the pointing of the first gripping module 2〇1 and the pointing of the second gripping module 211 are both changed to a value indicated by a threshold value. While playing the game while using the second controller 105, the game is performed not only according to the first instruction input from the player of the first controller but also based on the second instruction input by the second controller ι〇5. Further, 'CPU1 (H' may also calculate any change in the amount of change ΔΡ or the amount of change in the position of the first gripping module 2〇1 or the amount of change in the pointing of the second gripping module 2ι1. Or two, and discriminate whether the calculated amount of change is equal to or greater than a predetermined critical value. In this case, not all of the above conditions are satisfied, and the CPU1G1P determines that the above-described condition is used, and the amount of change to be calculated is used. Whether the condition is satisfied or not. 33 201016272 Fig. 6 is a view showing an example of temporal change of the amount of change acu of the first grip module 201. As described above, the CPU 1 〇 1 is based on whether or not the amount of change Δ Q is critical. The value qth or more determines whether the game mode is the double determination mode or the single determination mode. For example, the CPU 101 sets the game to the time period 601 from the time T1 to the time T2 of the change amount Δ() less than the threshold value QTH. In the single determination mode, the CPU 101 sets the game to the double determination mode from the time periods 6〇2 and 6〇3 from the time T2 to the time T4 in which the change amount AQ is equal to or greater than the threshold value Qth. Furthermore, the CPUi〇1 Based on whether the variation is a regulation When the value is equal to or greater than 匕, it is determined whether or not the first grip module 201 is shaken by the player. The predetermined value QS is referred to as a "shake determination reference value." For example, cpm 〇 i is based on the amount of change AQ is not full. @Qs changes to the time T3 of the shaking determination reference value Qs or more, and the control module is shaken by the speaker. Φ Alternatively, the CPU 101 may also estimate that the change amount AQ is changed from the minimum jitter threshold value Qs to The time period 6 〇 3 between the time when the change amount is changed from the rocking 敎 reference value _ to the time T4 when the fluctuation 基准 reference value Qs is less than the time T3 when the shaking determination reference value Qs or more is equal to the player However, if _〇1 is also presumed to be the time when the change amount aq is not full, the shake determination reference value Qs is changed to the shake determination reference value Qs or more.

從搖動判定基準…上變化為未起;: =準值Qs的時刻以為止之間的時段6。3,且於 T 變成極大的時刻T5,第一把量么 第把持模組2()1係藉由 34 201016272 搖動。 變化量AQ變成極大的時刻存在於複數處的情況時, 亦可採用其中的任意時刻來作為第—把持模組训藉由遊 戲者而被搖動的時刻。例如’ cpm〇i亦可推定變化量⑼ 成為極大的時刻之中,筮— T第把持模組201係於變化量A q 最大的時刻藉由遊戲者而被榣動。 不僅是第一把持模組201的指向的變化量涛搖動判The change from the shaking determination criterion is changed to not;; = the time between the time of the quasi-Qs is 6.3, and at the time T5 when T becomes extremely large, the first amount of the first holding module 2 () 1 It is shaken by 34 201016272. When the amount of change AQ becomes extremely large and exists in the plural, it is also possible to use any of the moments as the first moment when the gripping module is shaken by the player. For example, 'cpm〇i can also estimate that the amount of change (9) becomes a very large time, and the 第-T first holding module 201 is swayed by the player at the time when the amount of change A q is the largest. Not only the change in the direction of the first holding module 201, but also the shaking

定基準值亦可設於第-把持模組加的位置變化量“、以 及第二把持模組211的指向的變化量ΔΚ。對應變化量△!> 的搖動判定基準值定為Ps ’對應變化量ar的搖動判定基 準值定為RS。可於第6圖的縱轴取ΔΡ或AR,將臨界值^The predetermined reference value may be set to the position change amount of the first grip module and the change amount ΔΚ of the pointing of the second grip module 211. The shake determination reference value corresponding to the change amount Δ!> is set to Ps 'correspondence The shaking determination reference value of the amount of change ar is set to RS. ΔΡ or AR can be taken on the vertical axis of Fig. 6, and the critical value is ^

Qth置換為△ PTH或△ Rth,將搖動判定基準值置換為 A Ps 或△ Rs。 例如cpuioi亦可於第—把持模組2〇ι的位置的變化 4ΔΡ成為搖㈣定基準值Ps以上、或者第-把持模組2〇1 的指向的變化量⑼成為搖動判定基準值Qs以上的情况 時判别第把持模組2〇1係藉由遊戲者而被搖動。 或者CPU101亦可於第一把持模組2〇1的位置的變化 量ΔΡ成為搖動駭基準值Ps以上,且第一把持模組2〇1 的指向的變化量Μ成為搖動判定基準值Qs以上的情況 時’判別第一把持模组9Λ1及 禺201係藉由遊戲者而被搖動。 β又’CPU101可依第-把持模組2〇1的指向的變化量八 Q疋β否為搖動判定基準值Qs以上來判別第一把持模組 疋否被搖動’且藉由判斷第二把持模組的指向的 35 201016272 變化量△ R是否為搖動判定基準值Rs以上,來判別第二把 持模組211是否被搖動。 如此’若使用變化量ΔΡ、AQ、Ar;臨界值△ 、 △ Pth、△ RTH ;以及搖動判定基準值△ qs、△ Ps、△ &amp;, • 則CPU101可基於這些值,推定遊戲者的動作和第一把持 模組201與第二把持模組211的使用狀態等。 例如,第一把持模組201的指向的變化量△ q為〇時, 鲁可推定遊戲者將第一把持模組201置於地上等而未把持, 或者,第一把持模組201故障或電池耗盡。此時,CPU1〇1 亦可將遊戲模式設定為單判定模式。 例如,滿足0$Δ()&lt;(^ΤΗ的情況時,CPU101可推定 遊戲者不使用第一把持模組201,而正在遊玩遊戲。再者, cpuioi亦可於規定時間連續滿足〇$aq&lt;Qth的情況 時,將遊戲模式設定為單判定模式。 例如,滿足QTHSAQ〈Qs的情況時,cpij1〇1可推定 ❼ 遊戲者雖未搖動第一把持模.組2 01,但正在把持著。 例如’滿足QsS △ Q的情況時,CPU 101可推定正在 •把持著第一把持模組201 ,且搖動了第一把持模組2〇1。如 本實施形態般地,遊戲者於右手把持第一把持模組2〇1來 遊玩的遊戲中,CPU101可推定遊戲者搖動把持於右手的第 一把持模組201。 以遊戲内容為健身、訓練等作為具體例, (a)滿足Qs$ AQ的情況時,cpm〇1係於晝面表示 「GOOD」、「就是這個調調」等訊息、影像,輸出聲音,通 36 201016272 知遊戲者; (b)滿足qth^q&lt;qs的情況時,cpui〇i係於畫 面表示「手多動-點」、「再努力一點」等訊息、影像,輪 出聲音,通知遊戲者; (C)滿足〇&lt; ACKQth的情況時,CPU101係於畫面 表示「手停止了喔」、「別放棄」等訊息、影像,輸出聲音, 通知遊戲者;Qth is replaced by Δ PTH or Δ Rth, and the shaking determination reference value is replaced by A Ps or Δ Rs . For example, cpuioi may be a change in the position of the first holding module 2〇ι 4ΔΡ or a predetermined value Ps or more, or a change amount (9) of the pointing of the first holding module 2〇1 may be equal to or greater than the shaking determination reference value Qs. In the case of the case, it is determined that the grip module 2〇1 is shaken by the player. Alternatively, the amount of change ΔΡ in the position of the first gripping module 2〇1 of the CPU 101 may be equal to or greater than the rocking crucible reference value Ps, and the amount of change in the direction of the first gripping module 2〇1 may be equal to or greater than the shaking determination reference value Qs. In the case of the case, it is determined that the first gripping modules 9Λ1 and 禺201 are shaken by the player. β and 'CPU101 can determine whether the first holding module is shaken or not by determining the second control according to whether the change amount of the pointing of the first holding module 2〇1 is 疋Q疋β is the shaking determination reference value Qs or more. Whether or not the 35 201016272 change amount Δ R of the pointing of the module is equal to or greater than the shaking determination reference value Rs determines whether or not the second grip module 211 is shaken. Thus, if the amount of change ΔΡ, AQ, Ar is used; the threshold value Δ, ΔPth, ΔRTH; and the shaking determination reference values Δqs, ΔPs, Δ &, • the CPU 101 can estimate the player's motion based on these values. And the use state of the first grip module 201 and the second grip module 211, and the like. For example, when the amount of change Δ q of the first grip module 201 is 〇, Luke assumes that the player puts the first grip module 201 on the ground or the like without holding, or the first grip module 201 fails or the battery Exhausted. At this time, the CPU 1〇1 can also set the game mode to the single determination mode. For example, when 0$Δ()&lt;(^ΤΗ) is satisfied, the CPU 101 can estimate that the player is playing the game without using the first grip module 201. Further, cpuioi can continuously satisfy 〇$aq&lt;lt; In the case of Qth, the game mode is set to the single determination mode. For example, when QTHSAQ<Qs is satisfied, cpij1〇1 can be estimated. The player does not shake the first holding mode. Group 2 01, but is holding. For example, when 'QsS ΔQ is satisfied, the CPU 101 can estimate that the first grip module 201 is being held and the first grip module 2〇1 is swung. As in the present embodiment, the player controls the right hand. In a game in which the module is held by the module 2〇1, the CPU 101 can estimate that the player shakes the first grip module 201 held by the right hand. The game content is fitness, training, etc. as a specific example, (a) satisfying Qs$AQ In the case, cpm〇1 is a message, image, and output sound such as "GOOD", "This is the tone", and the game is known. (b) When qth^q&lt;qs is satisfied, cpui〇 i is on the screen to indicate "hand multi-action - point", "again (a) a message such as "a little bit", a sound is emitted, and the player is notified; (C) When the situation of 〇&lt; ACKQth is satisfied, the CPU 101 displays a message indicating that "hand stopped", "don't give up", video, and output. Sound, notify the player;

(d) △QsO的情況時’ CPUl〇1亦可於晝面表示「控 制器未連接喔」、「控制器或許故障了喔」等訊息、影像, 輸出聲音,通知遊戲者。 如此’CPUHH亦可對應遊戲者的動作和第—把持模組 201與第二把持模組211的使用狀態的推定結果等,通知 遊戲者適當的訊息。除了以文字、靜止影像、動畫等的表 示,聲音的輸出作為通知遊戲者的手段之外,亦可使用第 一把持模組的振動器、LED等的燈的閃爍等。 另外’滿足0$△()&lt; qth的情況時,cpui 〇 1亦可對 應第一把持模組201的指向,推定遊戲者的動作和第一把 持模組201與第二把持模組211的使用狀態等。 例如,如第7A圖所示,(^ Δ(5&lt;()τη (典型的係 = 〇),第一把持模組201水平地放置的情況,cpui〇1係推 定遊戲者不過是暫時地放置第一把持模組2〇1,再度把持 第一把持模組201的可能性高,而不將遊戲模式從雙判定 模式切換為單判定模式。 另一方面,如第7B圖所示,〇$ Δ(3&lt;(5ΤΗ (典型的係 37 201016272 △ Q==〇)’第一把持模組2〇1垂直(橫向)地立起放置的情 況’ CPU10 1係推定遊戲者不使用第一把持模組2〇!玩遊 戲’再度把持第一把持模組201的可能性低,而將遊戲模 式從雙判定模式切換為單判定模式。 上述的把持模組201的放置方法與推定結果的對應僅 為一例示。上述說明中,亦可置換水平與垂直,以指向其 他的規定的方向的姿勢放置時,亦可進行雙判定模式與單 判定模式的切換。 在此係利用第一把持模組2〇1的指向的變化量△ Q來 作說明,但CPU101亦可使用第一把持模組201的位置的 變化量△ P,同樣地推測遊戲者的動作、第一把持模組2〇1 的使用狀態等。又,CPU1G1亦可使用第二把持模組211的 指向的變化量ΔΙΙ’同樣地推測遊戲者的動作、第二把持模 組211的使用狀態等。 又,CPU101,係可於遊戲模式為單判定模式時,變化 ❹量δρ、Δ(^、λιι之中,至少任一個以上成為上述臨界值 以上的情況時,再度從單判定模式切換為雙判定模式。 又CPU1(H,亦可於遊戲的開始當初設定為單判定模 式,變化量ΔΡ、△〇、之中丨、 V 之中至少任一個以上成為上述 臨界值以上的情況時,從單判定模式切換為雙判定模式。 接著,進行部州係於遊戲模式為雙判定的情況時, 依第-種輸入指示與第二種指示輸入使遊戲進行。又,遊 戲模式為單判定模式的情況時,依第一種指示輸入使遊戲 進行。CPU101係發揮作為進行部5〇5的機能。 38 201016272 亦即,CPU101係於上述的模式旗標的值表示為雙判定 模式的情況時,依第一種指示輸入與第二種指示輪入使遊 戲進行。另一方面,CPU101係於上述的模式旗標的值表示 為單判定模式的情況時,依第一種指示輸入使遊戲進行, 並使第二種指示輸入不影響遊戲的進行。 例如,CPU101係於雙判定模式的情況時,捲動(循環) 表不踩踏位置指示記號410A至410D以及搖動位置指示記 號420A、420Β»而且’ CPU101提供遊戲者以遊戲者於規 定的時機移動腳及/或手作為課題的遊戲。其結果,遊戲者 可習得範例的舞蹈舞步、手勢。 又例如,CPUUH係於單判定模式的情況時,捲動表示 踩踏位置指示記號4似至41〇D,而不捲動表示搖動位置 指示記號42〇A、420B。而且CPU1〇1提供遊戲者以遊戲者 於規定的時機移動腳作為課題的遊戲。其結果,遊戲者可 習得範例的舞蹈舞步。 又’CPUUH亦可於單判定模式中,並非基於第一種指 示輸入而是基於第二種指示輸人,使遊戲進行,於晝面_ 中,僅使第-種標識與第:種標識之中的第二種標識表 示。亦即,亦可於遊戲者應搖動手的時機,是否搖動手係 被判定,但軸者應料步伐㈣機,是㈣踏步伐未被 判疋此時CPU1G1提供遊戲者以遊戲者於規定的時機移 動手作為課題的遊戲。其結果,遊戲者可習得範例的舞踢 手勢。 接著,說明上述各部執行的遊戲處理。第8圖係表示 39 201016272 本實施形態的遊戲處理的流程圖。以下的說明中,設定為 具備第一控制器111係遊戲者通常以腳踩踏的地塾型的控 制器’第二控制器105係遊戲者通常手持按押、搖動的把 ‘ 持型的控制器。但若遊戲裝置500具備複數控制器,可從 各控制器接受依遊戲者的指示輸入,各控制器的形狀、機 能、用途等,不依本發明而被限定。 又’以下的說明中,採用舞蹈遊戲為例來作說明。第 響一種指示輸入,係藉由依遊戲者的第一控制器U1的各按 鈕121至U4的按押操作,被輸入至CPU101。第二種指示 輸入,係藉由依遊戲者的第二控制器1〇5的第一把持模組 2〇1的搖動操作與第二把持模組211的搖動操作被輸入 至CPU 101 »但遊戲内容’不依本發明而被限定。 首先,CPU101係從OVD— ROM等讀出用以表示預先 被設定的課題的資料(步驟S8〇1 )。又,cpui〇1係從dvd — ROM等讀出可藉由聲音處理部1〇9而播放(再生)的音樂 φ 資料。 CPU101,開始播放已讀出的音樂資料,且開始計測從 音樂的起始算起的經過時間(步驟S802 )e 接著,CPU101’取得第一控制器1U與第二控制器1〇5 的狀態(步驟S803 )。 具體地,CPU101,係分別計算規定時間内的第一把持 模組201的位置的變化量Δρ、第一把持模組2〇1的指向的 變化量△()、以及第二把持模組211的指向的變化量^R。 所謂的規定時間内,典型地係指從現在時刻的又秒前至現 201016272 以VSYNC等定期的更 在時刻為止的時間内。規定時間亦可 新的發生次數而被表示。 CPU101係判別變化量△ p 里 的任一個是否為 規定的臨界值以上(步驟S8〇4)。 、7輝 亦即,CPU101係分別判 別是否滿足上述的條件丨、條件2、條件3。 變化量ΔΡ、△〇、AR的权 . ^ ΔΚ的任一個以上為規定的臨界值 ❿ 二上的情㈣(㈣剛;YES), cp⑽!係將遊戲模式 設定為雙判定模式,來進行遊戲(步驟Μ。”。亦即,此 時’CPUHH係推定遊戲者正在使用第二控制器μ遊玩遊 戲而進行遊戲。CPU101係於變化量Δρ^或AQ為規定的 臨界值以上的情況時,推定遊戲者正在—邊手㈣一把持 模組201 一邊遊玩’於變化量AR為規定的臨界值以上的 情況時,推定遊戲者正在一邊手握第二把持模組211 一邊 遊玩β 另方面,變化量ΔΡ、AQ、的任一個皆非規定 鲁的臨界值以上的情況時(步稀S8〇4 ; N〇 ),cpui〇i係將 遊戲模式設定為單判定模式,來進行遊戲(步驟S8〇6)。 亦即,CPU101係推定遊戲者並未正在手持第一把持模組 與第二把持模組211雙方地遊玩遊戲而進行遊戲。 在此’「進行遊戲」係具體地,例如,藉由第一種或第 一種指示輸入是否依遊戲者而被進行來改變遊戲的演出, 直至樂曲結束為止持續提出課題。 例如’ CPU101係於雙判定模式中,若第一種或第二種 心不輪入被進行,則進行使靜止記號401至404的任一個, 201016272 =表踩I:置指示記號410、搖動位置指示記號420被 捲動表不的線路,明亮發光的演出。 2 ’遊戲者可簡單地區分依遊戲裝1 _而被判別 . &amp;按紐、或者被判定為已搖動的把持模組是哪一 個。(d) In the case of △QsO, CPU1〇1 can also display messages and videos such as “controller not connected” or “controller may be faulty” on the surface, and output a sound to notify the player. Thus, the CPUHH can notify the player of the appropriate message in response to the action of the player and the estimation result of the use state of the first grip module 201 and the second grip module 211. In addition to the characters, still images, animations, and the like, the output of the sound is used as a means for notifying the player, and the vibrator of the first module, the blinking of the lamp such as an LED, or the like can be used. In addition, when '0' △ () &lt; qth is satisfied, cpui 〇 1 may also correspond to the orientation of the first grip module 201, and the action of the player and the first grip module 201 and the second grip module 211 are estimated. Use status, etc. For example, as shown in Fig. 7A, (^ Δ(5&lt;() τη (typical system = 〇), when the first grip module 201 is placed horizontally, cpui〇1 is presumed that the player is temporarily placed. The first holding module 2〇1 has a high possibility of holding the first holding module 201 again without switching the game mode from the double determination mode to the single determination mode. On the other hand, as shown in FIG. 7B, 〇$ Δ(3&lt;(5ΤΗ(Typical 37 201016272 △ Q==〇)' The first holding module 2〇1 is placed vertically (laterally). The CPU 10 1 estimates that the player does not use the first holding mode. Group 2〇! Play the game's low probability of holding the first grip module 201 again, and switch the game mode from the double determination mode to the single determination mode. The above-mentioned placement method of the grip module 201 and the estimation result correspond only to In the above description, the horizontal and vertical directions may be replaced, and when the posture is placed in another predetermined direction, the double determination mode and the single determination mode may be switched. The first holding module 2 is used here. The amount of change of 1 is indicated by △ Q, but CPU1 01 can also use the change amount Δ P of the position of the first grip module 201, and similarly estimate the action of the player, the use state of the first grip module 2〇1, etc. Further, the CPU 1G1 can also use the second grip module. Similarly, the CPU 101 can change the amount of change δρ, Δ(^) when the game mode is the single determination mode. When at least one of the above-mentioned threshold values is equal to or greater than the above-mentioned threshold value, the single determination mode is switched to the double determination mode again. The CPU 1 (H can also be set to the single determination mode at the beginning of the game, and the amount of change ΔΡ When at least one of Δ〇, 丨, and V is equal to or greater than the above-described threshold value, the single determination mode is switched to the double determination mode. Next, when the state is in the double determination of the game mode, The game is played according to the first type of input instruction and the second type of instruction input. When the game mode is the single determination mode, the game is performed according to the first type of instruction input. The function of 5〇5. 38 201016272 In other words, when the CPU 101 is in the case where the value of the mode flag is indicated as the double determination mode, the game is performed by the first instruction input and the second instruction. When the CPU 101 indicates that the value of the mode flag is the single determination mode, the game is performed according to the first instruction input, and the second instruction input does not affect the progress of the game. For example, the CPU 101 is in the double determination mode. In the case, the scrolling (loop) table does not step on the position indicating symbols 410A to 410D and the shaking position indicating symbols 420A, 420, and the CPU 101 provides a game in which the player moves the foot and/or the hand as a problem at a predetermined timing. As a result, the player can learn the example dance steps and gestures. For example, when the CPUUH is in the single determination mode, the scrolling indicates that the stepping position indication symbol 4 is like 41 〇 D, and the scrolling position indicating symbols 42 〇 A and 420B are not scrolled. Further, the CPU 1〇1 provides a game in which the player moves the foot as a subject at a predetermined timing. As a result, the player can learn the example dance steps. In addition, 'CPUUH can also be used in the single-judgment mode, not based on the first indication input but based on the second indication input, so that the game is played, in the _面_, only the first-type identification and the first-type identification The second identifier in the representation. That is to say, the player should shake the hand at the timing, whether the shaking hand is judged, but the axis should be expected to take the step (four) machine, and (4) the step is not judged. At this time, the CPU1G1 provides the player with the player at the prescribed timing. Move the hand as a game of the subject. As a result, the player can learn the example dance kick gesture. Next, the game processing executed by each of the above units will be described. Fig. 8 is a flow chart showing the game processing of the present embodiment. In the following description, it is assumed that the first controller 111 is a controller of the mantle type in which the player usually pedals on the foot. The second controller 105 is a controller that is usually held by the player and is held by the player. . However, if the game device 500 is provided with a plurality of controllers, the controller can receive an instruction input from the controller, and the shape, function, use, and the like of each controller are not limited by the present invention. In the following description, a dance game is taken as an example for explanation. The first type of instruction input is input to the CPU 101 by the pressing operation of each of the buttons 121 to U4 of the first controller U1 of the player. The second instruction input is input to the CPU 101 by the shaking operation of the first holding module 2〇1 of the second controller 1〇5 of the player and the shaking operation of the second holding module 211. 'Not limited by the invention. First, the CPU 101 reads out data indicating a problem set in advance from the OVD-ROM or the like (step S8〇1). Further, cpui〇1 reads music φ data that can be played (reproduced) by the sound processing unit 1〇9 from a DVD-ROM or the like. The CPU 101 starts playing the music material that has been read, and starts measuring the elapsed time from the start of the music (step S802) e. Next, the CPU 101' acquires the state of the first controller 1U and the second controller 1〇5 ( Step S803). Specifically, the CPU 101 calculates the amount of change Δρ of the position of the first grip module 201, the amount of change Δ() of the pointing of the first grip module 2〇1, and the second grip module 211, respectively. The amount of change pointed to ^R. The so-called stipulated time usually refers to the time from the current time to the current time of 201016272 with VSYNC and other regular time. The specified time can also be indicated by the number of new occurrences. The CPU 101 determines whether or not any one of the amounts of change Δp is equal to or greater than a predetermined threshold (step S8〇4). In other words, the CPU 101 determines whether or not the above conditions 条件, 2, and 3 are satisfied. The weights of the changes ΔΡ, △〇, AR. ^ Any one or more of ΔΚ is the specified threshold ❿ The second (4) ((4) just; YES), cp(10)! The game mode is set to the double determination mode to play the game (step Μ.), that is, at this time, the CPUHH estimates that the player is playing the game using the second controller μ to play the game. The CPU 101 is tied to the amount of change Δρ^ When the AQ is equal to or greater than the predetermined threshold value, it is estimated that the player is playing while the user is holding the module 201 while the amount of change AR is equal to or greater than a predetermined threshold value. When the two gripping modules 211 play the β side, if any of the changes ΔΡ and AQ are not equal to the threshold value of the Lu (step S8〇4; N〇), the cpui〇i sets the game mode. In the single determination mode, the game is played (step S8〇6). That is, the CPU 101 estimates that the player is not playing the game by both the first grip module and the second grip module 211, and plays the game. Specifically, the "playing game" is, for example, changing the performance of the game by the first or first type of instruction input depending on whether the player is playing, until the end of the music, and continuing to raise the question. For example, 'C The PU 101 is in the double determination mode. If the first or second type of heart is not rounded, any one of the stationary symbols 401 to 404 is performed, 201016272 = table step I: indication symbol 410, shaking position indication mark 420 is scrolled to show the line, bright and luminous performance. 2 'The player can be easily distinguished according to the game pack 1 _. The button is used, or which is determined to be shaken.

•另n單判定模式巾,cpuigi,若第―種指示輸 入被進行’則進行使靜止記號彻至404等明亮發光的演 出仁即便第一種指示輸入被進行’亦不改變靜止記號401 等的表示。遊戲的練習模式、示範、或者測驗模式 等中’並不一定要判定遊戲的進行時的遊戲者的成績。 或者’所謂的「進行遊戲」,係指藉由於規定的課題時 刻:對應其規定的課題時刻的指示輸入是否依遊戲者而被 進行(亦即是否完成課題),來判定遊戲者的成績,且至樂 曲結束為止’或者,到達量尺430表示的臨界值為止,持 續提出課題。 亦即,CPU101係於雙判定模式中,對於成績判定對象 的全部的課題,基於於課題時刻中,按押操作或搖動操作 是否被進行,來判定遊戲者的成績。 例如,CPU101係若課題被完成,則加算量尺430的表 不值(舞蹈計),遊戲者的得分,但若課題未被完成,則減 少430的表示值,不加算遊戲者的得分。 又例如,CPU101係於雙判定模式中’若課題被完成, 則進行提高遊戲内的觀眾的歡聲的音量,明亮遊戲内的虛 擬的聚光燈或實際的聚光燈般的演出,但若課題未被完 42 201016272 成,則進行觀眾發出噓聲,聚光燈變暗般的演出。 另一方面,單判定模式中,CPU101係基於課題内容為 關於第一控制器111的課題(亦即b(l)、b(d)、b(u)、 B⑻的任-個)是否被完成來判定遊戲者的成績,但課 題内容為關於第二控制器105的課題(亦即b(hl)、b(hr) 的任一個)’則不判定成績。 揍著,CPU101判別於課題時刻是否有被課題内容指定 的指示輸入(步驟S807)。 無指示輪入的情況時(步驟S8〇7 ; N〇),移至後述的 步驟S809的處理。於課題時刻無指示輸入的情況時, CPU101視為其課題未被達成,亦可將遊戲者的得分減分, 亦可不加分也不減分。又,本實施形態中,於課題時刻無 指示輸入的情況時,雖然遊戲者的得分不減分,但減少量 尺43〇表示的值(舞蹈計)。 另一方面’有指示輸入的情況時(步驟S8〇7 ; YES ), CPU101係對應課題時刻與依遊戲者的指示輸入的時刻之 間的誤差’來計算遊戲者的得分,藉此來求取遊戲者的成 績(步驟S808 )。 例如’ CPU1 〇 1,係於依遊戲者的指示輸入的時刻,位 於課題時刻的前後的規定時間以内的情況時,對遊戲者的 得分加算規定的成功分數,但於非規定時間以内的情況 時,則不加算或減算規定的失敗分數。 然後’ CPU101使遊戲畫面400生成,並表示於顯示器 (步驟S809)。例如,如第4圖所示,靜止記號401至404、 43 201016272 隨著遊戲的進行向靜止記號401至404捲動的第一種標識 (亦即踩踏位置指示記號410A至410D)、相同地隨著遊戲 的進行捲動的第二種標識(亦即搖動位置指示記號42〇A、 420B )、以及量尺430等’被包含於此遊戲畫面400中。 藉由反覆執行上述各處理,配合被播放的音樂的遊戲 晝面400係被表示。 如以上般地,若依本實施形態,遊戲裝置5〇〇,即為 可於可使用包含位置及/或指向可變的控制器(或把持模 組)的複數個控制器的遊戲中,根據位置的變化量及/或指 向的變化量,來判斷遊戲者是否正在使用位置及/或指向可 變的控制器遊玩遊戲,並對應判斷結果,變更為適當的遊 戲模式。 遊戲者不須麻煩的操作,即可簡單地切換使用二控制 器的雙判定模式與僅使用單一控制器的單判定模式,持續 遊戲。 例如’以雙判定模式正在遊玩移動手與腳兩方的遊戲 的時候,手酸而僅想以腳遊戲的情況時,只要將手持的模 組放置於桌上、地面等,即可切換為單判定模式。此時, 遊戲者不必中斷遊戲,不花費卫夫去僅為了切㈣式而按 押按鈕。 例如,以單判定模式遊玩中,欲恢復雙判定模式的情 況時,僅以手拿取放置於車卜、&amp;工# I於杲上、地面等的模組,即可切換 為雙判定模式。 又’若應用本發明’於複數的遊戲者互相競赛舞技的 44 201016272 聚會型遊戲中,各遊戲者至少使用一控制器遊玩遊戲的時 候,遊戲裝置500,不用麻煩遊戲者的手便能適當地切換 對戰用模式與一人用模式。 (r 例如’二人的遊戲者之中,若一遊戲者於遊戲中途放 ‘ 棄而不使用控制器,則其放棄的遊戲者所使用的控制器的 位置的變化量及/或指向的變化量變得未滿規定的臨界 值。遊戲裝置5 00便可判別一遊戲者未參加遊戲,而從對 . 戰模式(雙判定模式)切換為一人遊戲模式(單判定模式)。 此模式切換之際,遊戲裝置500係可不使遊戲中斷,順暢 地從對戰模式轉移至一人遊戲模式。又,亦可不使遊戲中 斷,順暢地從一人遊戲模式轉移至對戰模式/ 再者,有必須連接電池至控制器作為供給電源的情況 時’電池耗盡;或是必須使用接頭等將控制器與外部電源 連接的情況時,電源線分離的可能性。又,亦有控制器故 障的可能性。發生這些無法預期的意外的情況時,控制器 φ 的位置的變化量及/或指向的變化量係未滿規定的臨界值 (典型地變化量成為零)。遊戲裝置500係可由控制器的位 •置的變化量及/或指向的變化量’來判斷此控制器是否為可 -使用的狀態,並對應判斷結果,變更為適當的遊戲模式。 亦即’遊戲裝置500係可於控制器被推測為因電池耗盡、 故障等不可使用的情況時,自動地變更為不使用此控制器 的遊戲模式》 45 201016272 其他的實施例 (實施形態2) 接著’說明本發明的其 刃再他的實施形態。本實施形態, 係在對應被設定的遊戲握々 模式’改變課題内容和於顯示器放 映的畫面400的構成等之虚 &lt;處’與上述實施形態相異。於以 下詳述。 如第9圖所示,本實祐^ 耳施形態的遊戲裝置500更具備提 不部9 01 〇 現在被對應的指示輸 提示部901,係於課題時刻時 入的種類為第一種的情況時’於畫面400表示第一種標 識又冑不部901,係於課題時刻時,現在被對應的指 示輸入的種類為第二種的情況時,表示第二種標識。遊戲 裝置係以於畫®彻表示第一種或第二種標識’對遊戲者 提示課題。遊戲者絲看晝面彻内的第—種標識與第二 種標識’即可立刻判斷課題時刻與課題時刻㈣(亦即, 應於何時做何動作h CPU1〇1與影像處理部^⑽作協同動• The other n-segment mode towel, cpuigi, if the first type of instruction input is performed, then the performance of the bright light that causes the static mark to be 404, etc., even if the first type of instruction input is performed, does not change the static mark 401 or the like. Said. The practice mode, demonstration, or test mode of the game does not necessarily determine the score of the player at the time of the game. Or 'the so-called "playing the game" means determining whether the game player's achievement is determined by whether or not the input of the predetermined subject time is based on the instruction of the specified subject time (that is, whether or not the problem is completed). Until the end of the music piece, or until the critical value indicated by the ruler 430 is reached, the problem continues to be raised. In other words, the CPU 101 is in the double determination mode, and determines whether or not the player's achievement is determined based on whether or not the pressing operation or the shaking operation is performed in the subject time. For example, if the CPU 101 completes the problem, the CPU 101 adds the value of the scale 430 (dance meter) to the score of the player. However, if the question is not completed, the value of 430 is reduced, and the score of the player is not added. Further, for example, the CPU 101 is in the double determination mode. When the problem is completed, the volume of the cheering of the viewer in the game is increased, and the virtual spotlight or the actual spotlight-like performance in the bright game is performed. 201016272 Cheng, the audience will beep and the spotlight will be dimmed. On the other hand, in the single determination mode, the CPU 101 determines whether or not the problem with respect to the first controller 111 (that is, any of b(l), b(d), b(u), and B(8)) is completed based on the content of the problem. The score of the player is determined, but the subject matter of the subject is that the problem of the second controller 105 (that is, any of b(hl) and b(hr)) is not judged. Then, the CPU 101 determines whether or not there is an instruction input specified by the subject content at the subject time (step S807). When there is no indication of the rounding (step S8〇7; N〇), the processing proceeds to step S809, which will be described later. When there is no instruction input at the time of the subject, the CPU 101 regards that the problem is not fulfilled, and may also reduce the score of the player, or not divide or subtract the score. Further, in the present embodiment, when there is no instruction input at the time of the subject, the player's score is not reduced, but the value indicated by the ruler 43 is reduced (dance meter). On the other hand, when there is an instruction input (step S8〇7; YES), the CPU 101 calculates the score of the player based on the error ' between the subject time and the time input by the player's instruction input, thereby obtaining the score of the player. The score of the player (step S808). For example, 'CPU1 〇1 is a time when it is within a predetermined time before and after the subject time, when the time is input according to the player's instruction, and the player's score is added to the predetermined success score, but when it is within the predetermined time, , the default failure score is not added or subtracted. Then, the CPU 101 causes the game screen 400 to be generated and displayed on the display (step S809). For example, as shown in Fig. 4, the stationary marks 401 to 404, 43 201016272 are the first type of marks (i.e., the stepping position indicating marks 410A to 410D) that are scrolled toward the stationary marks 401 to 404 as the game progresses, and are identically followed. The second type of scrolling of the game (i.e., the shaking position indication marks 42A, 420B), and the gauge 430, etc. are included in the game screen 400. By repeating the above-described respective processes in turn, the game face 400 matching the played music is displayed. As described above, according to the present embodiment, the game device 5 is a game in which a plurality of controllers including a position controller and/or a variable controller (or a grip module) can be used, according to The amount of change in position and/or the amount of change in pointing is used to determine whether the player is using the position and/or pointing to the variable controller to play the game, and changing to the appropriate game mode corresponding to the determination result. The player can easily switch between the dual decision mode using the second controller and the single decision mode using only a single controller without cumbersome operation. For example, when you are playing a game that moves both hands and feet in the double judgment mode, if you want to play with your feet, you can switch to a single if you place the handheld module on the table, the ground, etc. Decision mode. At this point, the player does not have to interrupt the game, and does not spend the guard to go to the cut (four) and press the button. For example, when playing in the single-judgment mode, if you want to restore the double-judgment mode, you can switch to the double-judging mode by simply taking the module placed on the car, the &#; . Further, if the present invention is applied to a game in which a plurality of players compete in each other's competitions, the game device 500 can be played without the trouble of the player's hand when each player uses at least one controller to play the game. Switch between the combat mode and the one-person mode as appropriate. (r. For example, in a game between two players, if a player puts a game in the middle of the game and does not use the controller, the amount of change and/or the change in the position of the controller used by the player who gave up the game is changed. The amount becomes less than a predetermined threshold. The game device 500 can determine that a player has not participated in the game, and switches from the battle mode (double determination mode) to the one-play mode (single determination mode). The game device 500 can smoothly shift from the competition mode to the one-player game mode without interrupting the game. Further, the game can be smoothly shifted from the one-player game mode to the competition mode/again, and the battery must be connected to the controller. In the case of power supply, 'the battery is exhausted; or the controller must be connected to an external power supply using a connector, etc., the possibility of the power line being disconnected. Also, there is a possibility of controller failure. In the case of an accident, the amount of change in the position of the controller φ and/or the amount of change in the direction is less than a prescribed threshold (typically the amount of change becomes zero). The play device 500 can determine whether the controller is in a usable state by the amount of change in the position of the controller and/or the amount of change in the pointing, and change to the appropriate game mode according to the judgment result. The game device 500 can be automatically changed to a game mode in which the controller is not used when the controller is estimated to be unusable due to battery exhaustion, failure, etc. 45 201016272 Other embodiments (Embodiment 2) Next The embodiment of the present invention will be described with respect to the embodiment of the present invention. The present embodiment is a virtual &lt;where&apos; and the above embodiment corresponding to the changed game content mode and the configuration of the screen 400 displayed on the display. As shown in Fig. 9, the game device 500 of the present embodiment is further provided with a corresponding instruction input unit 901, which is attached to the subject time. When the type of the first type is the case of the first type, the screen type 400 indicates that the first type of identification is not the part 901, and when the type of the corresponding instruction input is the second type. Indicates the second type of logo. The game device is used to indicate that the first or second type of logo is 'a reminder to the player. The player sees the first type of logo and the second type' The subject time and the subject time (4) can be judged immediately (that is, when should the action h CPU1〇1 cooperate with the image processing unit^(10)

作’來發揮作為提示部901的機能。 又,上述實施形態中,以遊戲裝置5〇〇為具有將課題 向遊戲者提示的構成來作說明。本實施形態中,基於遊戲 模式的變更,進行部505可適當地變更課題,提示部9〇1 於課題的變更前後,改變並提彔課題的表示的方法。 進行部505係於遊戲模式為單判定模式的情況時,於 對應課題時刻的指示輸入的種類為第二種之課題時刻對 應第—種指示輸入。亦即,單判定模式中,於對應當初相 46 201016272 當於一種指不輸入的指示内容(在此係b(hl)與 一種)之課題時刻’重新對應相當於第一種指示輸入的指 不内容(在此係四種)。 更簡單地來說,「手譜」變為「足譜」。The function of the presentation unit 901 is performed. Further, in the above-described embodiment, the game device 5A has a configuration in which a problem is presented to the player. In the present embodiment, the progress unit 505 can appropriately change the problem based on the change of the game mode, and the presentation unit 〇1 changes and improves the presentation of the problem before and after the change of the problem. When the game mode is the single determination mode, the progress unit 505 associates the first type of instruction input with the type of the instruction input at the corresponding subject time. That is, in the single-judgment mode, the pair of initial phase 46 201016272 is a kind of indication content (in this case, b(hl) and one), and the corresponding time is equivalent to the first indication input. Content (four in this series). More simply, the "hand sheet" becomes "full spectrum."

參 又,進行部505係分別將B ( HL )替換為概念上意指 相同左方的B(L)’將B(HR)替換為概念上意指相同右 方的B ( R)為較佳。亦即如搖動左手的課題内容替換為 踩踏左腳的課題内容’搖動右手的課題内容替換為踩踏右 腳的課題内容般地,變更課題為較佳。但此僅為一例而亦 可變更為任意的課題内容。 因此’於雙判定模式時第二種標識被表示的課題中, 於單判定模式時’第一種標識係取代第二種標識而被表示。 第10圖係雙判定模式(亦即課題交換前)的晝面400 的構成例。第11圖係單判定模式(亦即課題交換後)的晝 面400的構成例。CPUl〇1若殘留課題時刻為未達現在時刻 的課題’則關於殘留的課題,於被對應相當於第二種指示 輸入的課題内容的課題時刻,重新對應相當於第一種指示 輸入的課題内容。 CPU101 ’係如第10圖所示,已提示於畫面400的課 題中’有第二種標識的情況時,如第11圖所示,於被對應 課題時刻的指示輸入的種類為第二種之課題時刻,重新對 應第一種指示輸入。 但是,CPU 1 (Η ’亦可對於已提示於畫面400内的課題, 不變更課題内容’又,對於未提示於晝面400内的課題, 47 201016272 於被對應相當於第二種指示輸入的課題内容的課題時刻, 重新對應相當於第一種指示輸入的課題内容。 此手法係適於欲於是否變更遊戲模式的判斷時期與實 ’ 際上變更遊戲模式的變更時期之間,設置時滯的情況。因 • 6被提示於4面400内的標識不會突然改變,可不賦予遊 戲者異常感而無困難地切換遊戲模式。 或者’ cpum,亦可對於已提示於晝面4〇〇内且從 φ 現在時刻起’至僅規定時間之前的時刻為止的時刻(例如, 從現在起η秒間等)的課題,不變更課題内容,而對於從 現在時肢,規定時間以後的時刻(例如,從現在起η秒 後等)㈣題,於被對應相當於第二種指示輸入的課題内 容的課題時刻’重新對應相當於第一種指示輸入的課題内 容。 換言之,對於已提示於畫面400内,且從晝面4〇〇内 的靜止記號4〇1 i 404的位置至搖動位置指示記號的 ❹位置為止的距離1’為未滿規定距離的課題,搖動位置指 示記號420的表示不變,但對於距離1〇〇1為規定距離以上 的課題,搖動位置指示記號420係變為踩踏位置指示記號 41〇〇 、藉由此手法,可不賦予遊戲者異常感而無固難地切換 遊戲模式。又,因已出現於畫面400内的「手譜」切換為 足譜」的樣子而被表示,對遊戲者而言,遊戲模式被變 更一事,係一目瞭然。又,來到靜止記號4〇1至4〇4的至 近的搖動位置指示記號42〇不會突然變為踩踏位置指示記 48 201016272 號410,而使遊戲者混亂。 因其他的構成係與上述實施形態相同而省略說明。若 依本實施形態,遊戲者若觀看晝面400 ’則可直覺地理解 課題時刻與課題内容。又,晝面400的構成係對應遊戰模 式的變更而改變,因此,遊戲者可明白地認識遊戲模式。 \ly 3 態 形 施 實 ο ❹ 接著,說明本發明的其他實施形態。本實施形態係實 施形態2的變化例,與實施形態2相同地,對應被設定的 遊戲模式,改變課題内容和放映於顯示器的畫面4〇〇的構 成等。以下詳述。 進行部505係於遊戲模式為單判定模式的情況時,刪 除課題時刻被對應的指示輸入的種類為第二種之課題時 刻》亦即’單判定模式中,於當初相當於二種指示輸入的 指示内容(在此係Β (HL)與B (HR)二種)被對應之課 題時刻,沒有相當於第二種指示輸入的課題。更簡單地來 說 足譜」係維持保留而無「手譜j。 第12圖係單判定模式(亦即課題的替換後)的畫 4〇〇的構成例。CPU1〇1若殘留課題時刻為未達現在時刻、 課題,則關於殘留的課題,檢索相當於第二種指示輸入= 課題内容被對應的課題時刻,依檢索的内容删除課題。: 二相當於第二種指示輸入的課題内容被對應的課題係被 々除,不為判定成績的對象。 CPU101 ’係如第10圖所示,已提示於畫面4〇〇的課 49 201016272 題中’有第二種標識的情況時,如第12圓所示,刪除被對 應於課題時刻的指示輸入的種類為第二種之課題。 但是’CPU101亦可對於已提示於畫面400内的課題不 - 變更課題内容,又’對於未提示於晝面400内的課題,刪 • 除相當於第二種指示輸入的課題内容被對應的課題。 此手法係適於欲於是否變更遊戲模式的判斷時期與實 際上變更遊戲模式的變更時期之間設置時滞的情況。因已 被提示於晝面400内的標識不會突然改變,可不賦予遊戲 者異常感而無困難地切換遊戲模式。 或者’ CPU101亦可對於已提示於畫面400内,且從現 在時刻起,至僅規定時間之前的時刻為止的時刻(例如, 從現在起η秒間等)的課題,不變更課題内容,而對於從 現在時刻起,規定時間以後的時刻(例如,從現在起η秒 後等)的課題,刪除相當於第二種指示輸入的課題内容被 對應的課題。 • 換言之,對於已提示於畫面400内,且從畫面4〇〇内 的靜止記號401至404的位置至搖動位置指示記號42〇的 位置為止的距離1〇〇1為未滿規定距離的課題,搖動位置指 不記號420的表示不變,但對於距離1〇〇1為規定距離以上 的課題’搖動位置指示記號420係消失不見。 藉由此手法’可不賦予遊戲者異常感而無困難地切換 遊戲模式。又,因已出現於畫面4〇〇内的「手譜」消失的 樣子被表示,對遊戲者而言,遊戲模式被變更係一目瞭然。 又,來到靜止記號401至404的至近的搖動位置指示記號 50 201016272 420不會突然消失’使遊戲者混亂。 若依本實施形態’遊戲者若觀看晝面400,則可直覺 地理解課題時刻與課題内容。又,畫面4〇0的構成係對應 遊戲模式的變更而改變’因此,遊戲者可明暸地認識遊戲 模式。 (實施形態4) 擧 接著’說明本發明的其他實施形態。本實施形態係實 施形態2、3的變化例,與實施形態2、3相同地,對應被 設定的遊戲模式,改變課題内容和放映於顯示器的畫面4〇〇 的構成等。以下詳述。 進行部505係與上述各實施形態相同地,遊戲模式為 單判定模式的情況時,刪除課題時刻被對應的指示輸入的 種類為第二種之課題時刻。 提示部901係與上述各實施形態相同地,於課題時刻 參時’現在被對應的指示輸入的種類為第一種的情況時,於 晝面400表示第一種標識。 又提示部901係於現在的遊戲模式為雙判定模式, 且課題時刻時,現在被對應的指示輸入的種類為第二種的 情況時,表示第二種標識。另一方面,提示部9〇ι係於現 在的遊戲模式為單判定模式,課題時刻時,現在被對應的 指不輸入的種類為第二種的情況時,表示第三種標識以取 代第二種標識。 第三種標識係指在被消除之前表示存在的課題的標 51 201016272 識。第三種標識’典型地係將搖動位置指示記號420a、42〇b 如殘像般地淡淺地表示的記號132〇a、1320B。或者,亦可 用漸漸淡出、漸漸縮小等,以規定的方法使搖動位置指示 •記號420Α、420Β的色彩、形狀、大小等變化的記號。 * 因第三種標識表示的時刻尚未被對應課題,因此,對 於依CPU101的遊戲者的成績判定不造成任何影響。 第13囷係單判定模式(亦即課題的替換後)的畫面 瘳 400的構成例。cpUl 01若殘留課題時刻為未達現在時刻的 課題,則關於殘留的課題,檢索相當於第二種指示輸入的 課題内谷被對應的課題時刻’依檢索的内容刪除課題。亦 即’相當於第二種指示輸入的課題内容被對應的課題係被 消除,不為判定成績的對象。但CPU101係表示第三種標 識以取代第二種標識。 此時’ CPU101,係如第10圖所示,已提示於晝面400 的課題中’有第二種標識的情況時,如第13圖所示,刪除 ® 被對應於課題時刻的指示輸入的種類為第二種之課題,將 刪除對象的第二種標識替換為第三種標識。因已被提示於 晝面400内的標識不會突然消失、突然改變,可不賦予遊 ’戲者異常感而無困難地切換遊戲模式。 又,cpuioi,係亦可對於已提示於畫面4〇〇内的課題, 不變更課題内容’又’對於未提示於晝面400内的課題, 刪除被對應於相當於第二指示輸入的課題 内容的課題,將 刪除對象的第二種標識替換為第三種標識。 或者’ CPU101亦可對於已提示於畫面400内,且從現 52 201016272 在時刻起,至僅規定時間之前的時刻為止的時刻(例如, 從現在起η秒間等)的課題,不變更課題内容,而對於從 現在時刻起’規定時間以後的時刻(例如,從現在起η秒 • 後等)的課題,刪除被對應相當於第二種指示輸入的課題 • 内容的課題,將刪除對象的第二種標識替換為第三種標識。 即便依本實施形態,遊戲者若觀看畫面4〇〇,亦可直 覺地理解課題時刻與課題内容。又,晝面4〇〇的構成係對 ❹應遊戲帛式的變更而改冑,因此,遊戲者可明瞭地認識遊 戲模式。又,若持第二控制器1〇5來遊玩,可一目瞭然被 賦予如何的課題,因此,遊戲者亦可進行意象訓練。 本發明不限定於上述的實施形態,而可為各種的變化 及應用。又,亦可自由地組合上述實施形態的各構成要素。 亦可將用以使電腦作為遊戲裝置5〇〇的全部或一部分 而動作的程式記錄於記憶卡、CD _ R〇M、dvd、 (Magnet0 optical disk;磁光碟)等的電腦可讀取的記錄 _媒體並敢發,將此裝載其他的電腦,使其作為上述的手段 而動作、或是使其執行上述的步驟。 再者,亦可先於具有網際網路上的伺服裝置的碟裝置 等《己錄程式’例如,使其重疊於載波下載於電腦等。 又,本案主張日本專利申請案特願2〇〇8_138174號之 基礎申請案的優先權,該基礎中請案的内容皆包含於本案。 [產業上的可利用性] 如以上說明般地,若依本發明,即可提供一種為了使 遊戲者可簡單地切換遊戲模式的適宜的遊戲裝置、遊戲處 * 53 201016272 理方法、資訊記錄媒體以及程式。 【圖式簡單說明】 . 第1圖係表示實現本發明的遊戲裝置的典型的資訊處 理裝置的概要構成的圖。 第2圖係用以說明第一控制器的構成的圖。 第3圓係用以說明第二控制器的構成的圖。 參 第4圖係被表示的晝面的構成例。 第5圖係用以說明遊戲裝置的機能性構成的圖。 第6圖係表示經過時間與第一把持模組的指向的變化 之間的關係例的圖。 第7A圖係表示第一把持模組的姿勢的圖。 第7B圖係表示第一把持模組的姿勢的圖。 第8圖係用以說明遊戲處理的流程圖。 第9圖係用以說明在第二實施形態中,遊戲裝置的機 0 能性構成的圖。 第10圖係課題内容的變更前的畫面的構成例。 第11圖係課題内容的變更後的畫面的構成例。 第12圖係課題内容的變更後的畫面的其他構成例。 第13圖係課題内容的變更後的畫面的其他構成例。 54 201016272In addition, the proceeding section 505 replaces B ( HL ) with conceptually meaning that the same left B (L) ' replaces B (HR) with conceptually meaning that the same right B ( R ) is preferred. . In other words, if the content of the subject that is shaking the left hand is replaced with the content of the subject that is stepping on the left foot, the content of the subject that shakes the right hand is replaced with the content of the subject that is stepping on the right foot. However, this is only an example and it is also a more arbitrary subject matter. Therefore, in the case where the second flag is indicated in the double decision mode, the first flag is indicated instead of the second flag in the single decision mode. Fig. 10 is a diagram showing an example of the configuration of the face 400 in the double determination mode (i.e., before the subject exchange). Fig. 11 is a diagram showing an example of the configuration of the face 400 in the single determination mode (i.e., after the subject exchange). When the CPU l〇1 remains as the problem of the current time, the remaining problem is re-corresponding to the subject content corresponding to the first type of instruction input at the time of the subject corresponding to the second instruction input. . As shown in FIG. 10, when the CPU 101 has been presented with the second type of flag in the problem of the screen 400, as shown in FIG. 11, the type of the instruction input at the corresponding subject time is the second type. At the time of the topic, the first instruction input is re-corresponding. However, the CPU 1 (Η 'may not be changed to the subject in the screen 400, and the subject matter is not changed'), and the question that is not presented in the face 400 is 47 201016272 corresponding to the second instruction input. The subject time of the subject content is re-corresponding to the content of the subject corresponding to the first type of instruction input. This method is suitable for setting the time lag between the judgment period in which the game mode is to be changed or the change period in which the game mode is changed in real time. In the case of the 6th, it is suggested that the logo in the four sides of the 400 does not change abruptly, and the game mode can be switched without difficulty to the player without difficulty. Or 'cpum, can also be displayed within 4〇〇 In the case of the time from the current time of φ to the time before the lapse of the time (for example, η seconds from now), the time from the current time limb to the time after the predetermined time is not changed (for example, (n) after the η second, etc.) (4), in the subject time corresponding to the subject content corresponding to the second instruction input, the re-correspondence corresponds to the first type of instruction input. In other words, the distance 1' from the position of the stationary mark 4〇1 i 404 in the screen 4 to the position of the rocking position indicating symbol is displayed in the screen 400, which is less than the predetermined distance. In the problem, the indication of the shaking position indication symbol 420 is not changed. However, for the problem that the distance 1〇〇1 is equal to or greater than the predetermined distance, the shaking position indication symbol 420 is changed to the pedaling position indication symbol 41〇〇, and the game can be omitted. The game mode is changed without being difficult, and the game mode is changed for the player because the "hand spectrum" that has appeared on the screen 400 is switched to the game. At the same time, the closest shaking position indication mark 42 that comes to the stationary mark 4〇1 to 4〇4 does not suddenly become the stepping position indication 48 201016272 410, which confuses the player. The above-described embodiments are the same, and the description is omitted. According to the present embodiment, the player can intuitively understand the subject time and the subject content by viewing the face 400'. The player changes the game mode to the game mode. Therefore, the player can clearly understand the game mode. \ly 3 State implementation ο Next, another embodiment of the present invention will be described. This embodiment is a modification of the second embodiment. In the same manner as in the second embodiment, the content of the subject and the configuration of the screen 4〇〇 displayed on the display are changed in accordance with the set game mode. Details will be described later. When the game mode is the single determination mode, the execution unit 505 deletes The type of the instruction input is the second type of problem time, that is, the single-decision mode, which is equivalent to the two types of instruction input (in this case, Β (HL) and B (HR) There is no problem corresponding to the second instruction input at the time of the corresponding subject. More simply, the footnote is maintained without the "hand sheet j." Fig. 12 is a configuration example of the drawing 4 of the single determination mode (that is, after the replacement of the subject). If the CPU 1〇1 remains as the target time If the current time and the problem are not reached, the search is equivalent to the second type of instruction input. The subject time is the corresponding subject time, and the question is deleted according to the content of the search. The corresponding problem is deleted, and it is not the target of the judgment result. As shown in Fig. 10, the CPU 101' is displayed in the case of the class 4 201016272 of the screen 4〇〇, when there is a second type of identification, As shown in the 12th circle, the type of the instruction input corresponding to the subject time is deleted as the second type. However, the CPU 101 may not change the subject content to the question that has been presented on the screen 400, and 'for no prompts' The problem in the face 400 is deleted. The subject matter corresponding to the second type of instruction input is the corresponding question. This method is suitable for changing the game mode or changing the game mode. The time lag is set between the periods. Since the logo that has been presented in the face 400 does not suddenly change, the game mode can be switched without difficulty to the player without difficulty. Or the CPU 101 can also be presented to the screen 400. In the case of the time from the current time to the time until the time before the predetermined time (for example, n seconds from now), the time after the predetermined time is not changed from the current time (for example, In the problem of η seconds from now, etc., the problem corresponding to the subject content corresponding to the second instruction input is deleted. • In other words, the static symbol 401 in the screen 400 is displayed on the screen 400. The distance 〇〇1 from the position of 404 to the position of the oscillating position indication symbol 42 为 is a problem that the predetermined distance is less than the predetermined distance, and the oscillating position means that the indication of the unsigned 420 is not changed, but the distance 1 〇〇 1 is a predetermined distance or more. The subject 'shake position indication mark 420 is disappeared. By this method', the game mode can be switched without difficulty by giving the player an abnormal feeling. The appearance of the "handset" that appears in the screen 4〇〇 is displayed, and the game mode is changed to the player at a glance. Further, the closest shaking position indication mark 50 201016272 420 to the stationary symbols 401 to 404 does not suddenly disappear 'to confuse the player. According to the present embodiment, when the player views the face 400, the subject time and the subject matter can be intuitively understood. Further, the configuration of the screen 4〇0 changes in accordance with the change of the game mode. Therefore, the player can clearly understand the game mode. (Embodiment 4) Next, another embodiment of the present invention will be described. This embodiment is a modification of the second and third embodiments. Similarly to the second and third embodiments, the content of the subject and the configuration of the screen 4〇〇 displayed on the display are changed in accordance with the set game mode. The details are as follows. The progress unit 505 is the same as the above-described embodiment, and when the game mode is the single determination mode, the type of the instruction input corresponding to the deletion of the problem time is the second problem time. In the same manner as in the above-described embodiments, the presentation unit 901 indicates that the type of the instruction input is now the first type when the subject time is the same. Further, the presentation unit 901 indicates that the current game mode is the double determination mode, and when the type of the corresponding instruction input is the second type at the time of the subject, the second type of flag is indicated. On the other hand, the presentation unit 9〇 is based on the current game mode as the single determination mode, and when the subject time is now the second type of the corresponding finger input type, the third identifier is replaced by the second identifier. Kind of identification. The third type of identification refers to the subject of the topic indicated before it is eliminated. The third type of mark ′ is typically a symbol 132〇a, 1320B that oscillates the position indicator 420a, 42〇b as a residual image. Alternatively, it is also possible to use a gradual fade-out, a gradual reduction, or the like to cause a change in the color, shape, size, and the like of the shaking position indication symbols 420 Α and 420 以 in a predetermined manner. * Since the time indicated by the third type flag has not been assigned to the subject, there is no influence on the score judgment of the player according to the CPU 101. The 13th is a configuration example of the screen 瘳 400 of the single determination mode (that is, after the replacement of the subject). In the cpUl 01, if the remaining problem time is a problem that does not reach the current time, the content of the problem corresponding to the second type of instruction input is searched for the content of the problem. In other words, the content of the subject corresponding to the second type of instruction input is eliminated by the corresponding subject, and is not the target of the judgement. However, the CPU 101 indicates a third type of flag to replace the second type of flag. At this time, as shown in Fig. 10, the CPU 101 indicates that when there is a second type of flag in the problem of the face 400, as shown in Fig. 13, the deletion ® is input corresponding to the instruction of the subject time. The second type is the subject of replacing the second identifier of the deleted object with the third one. Since the logo that has been presented in the face 400 does not suddenly disappear and suddenly changes, the game mode can be switched without difficulty by giving the player an abnormal feeling. In addition, cpuioi can also delete the subject content that has been presented in the screen 4〇〇, and delete the subject content that is not presented in the face 400, and delete the subject content corresponding to the second instruction input. The problem is to replace the second identifier of the deleted object with the third one. Alternatively, the CPU 101 may not change the subject content to the question that has been presented on the screen 400 and from the time of the current time 52 201016272 to the time until the time before the predetermined time (for example, n seconds from now). In the case of the time after the stipulated time (for example, from now on, η sec., etc.), the problem corresponding to the subject/content corresponding to the second instruction input is deleted, and the second object to be deleted is deleted. Replace the identifier with the third identifier. According to this embodiment, the player can intuitively understand the subject time and the subject content by viewing the screen 4〇〇. In addition, the structure of the face is changed to the game of the game, so the player can clearly understand the game mode. Further, if the second controller 1〇5 is used for play, it is possible to give a question at a glance, and therefore, the player can perform image training. The present invention is not limited to the above embodiments, and various changes and applications are possible. Further, each component of the above embodiment can be freely combined. A program for operating the computer as a whole or a part of the game device 5 can also be recorded on a computer-readable record such as a memory card, CD_R〇M, dvd, (Magnet0 optical disk). _ Media and dare to send, this will load other computers to act as the above means, or to perform the above steps. Further, the "recorded program" such as a disk device having a servo device on the Internet may be downloaded to a computer or the like, for example, by superimposing it on a carrier. In addition, this case claims the priority of the basic application of Japanese Patent Application No. 2〇〇8_138174, and the contents of the case are included in the case. [Industrial Applicability] As described above, according to the present invention, it is possible to provide a suitable game device and game information for enabling a player to easily switch the game mode. And the program. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a view showing a schematic configuration of a typical information processing device for realizing a game device of the present invention. Fig. 2 is a view for explaining the configuration of the first controller. The third circle is a diagram for explaining the configuration of the second controller. Fig. 4 is a configuration example of the kneading surface shown. Fig. 5 is a view for explaining the functional configuration of the game device. Fig. 6 is a view showing an example of the relationship between the elapsed time and the change in the pointing of the first grip module. Fig. 7A is a view showing the posture of the first grip module. Fig. 7B is a view showing the posture of the first grip module. Figure 8 is a flow chart for explaining game processing. Fig. 9 is a view for explaining the configuration of the game device in the second embodiment. Fig. 10 is a configuration example of a screen before the change of the subject matter. Fig. 11 is a configuration example of a screen after the change of the subject matter. Fig. 12 is a view showing another configuration example of the screen after the change of the subject matter. Fig. 13 is a view showing another configuration example of the screen after the change of the subject matter. 54 201016272

【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 :第二控制器 106 : 外部記憶體 107: DVD— ROM 光碟機 108 : 影像處理部 109 :聲音處理部 110 : NIC 111 :第一控制器 121 : 左按紐 122 :下按鈕 123 : 上按紐 124 :右按鈕 201 : 第一把持模組 202 : CCD 相機 203 : 十字形鍵 204 : A按鈕 205 : B按鈕 206 :各種按鈕 207 : 指示器 208 :電源按鈕 209 : 揚聲器 211 :第二把持模組 212 : 控制桿 213 : C按鈕 214 : Z按鈕 251 :發光模組 252 : 發光二極體 291 :電視裝置 400 : 晝面 401 :靜止記號 402 : 靜止記號 403 :靜止記號 404 : 靜止記號 410A :踩踏位置指示記號 410B :踩踏位置指示記號 55 201016272 ❿ 410C :踩踏位置指示記號 410D :踩踏位置指示記號 420A :搖動位置指示記號 420B :搖動位置指示記號 430 :量尺 500 :遊戲裝置 502 :第二輸入接受部 504 :設定部 601 :時段 603 :時段 1001 :距離 1320B :記號 501 503 505 602 901 第一輸入接受部 取得部 進行部 時段 提不部 1320A :記號 56[Main component symbol description] 100 : Information processing device 101 : CPU 102 : ROM 103 : RAM 104 : Interface 105 : Second controller 106 : External memory 107 : DVD - ROM CD player 108 : Image processing unit 109 : Sound processing Part 110: NIC 111: First controller 121: Left button 122: Down button 123: Upper button 124: Right button 201: First grip module 202: CCD camera 203: Cross button 204: A button 205: B button 206: various buttons 207: indicator 208: power button 209: speaker 211: second holding module 212: joystick 213: C button 214: Z button 251: lighting module 252: light emitting diode 291: television Device 400: face 401: stand mark 402: stand mark 403: stand mark 404: stand mark 410A: step position indication mark 410B: step position indication mark 55 201016272 ❿ 410C: step position indication mark 410D: step position indication mark 420A: Shake position indication symbol 420B: rocking position indication mark 430: scale 500: game device 502: second input accepting portion 50 4 : Setting section 601 : Period 603 : Period 1001 : Distance 1320B : Symbol 501 503 505 602 901 First input accepting section Acquisition section Progress section Period No mention section 1320A : Marker 56

Claims (1)

201016272 七、申請專利範圍: 1. 一種遊戲裝置( 500)其特徵在於具備: 第一輸入接受部(501),接受遊戲者經由第一輸入裝 置而賦予的第一種指示輸入; 第二輸入接受部( 502),接受該遊戲者經由第二輸入 裝置而賦予的第二種指示輸入; 取得部(503 ),取得前述第二輸入裝置的位置或指向 的規定時間内的變化量; 設定部( 504),前述所取得的變化量為規定的臨界值 以上的情況時’將遊戲的模式設定為雙判定模式,並非如 此的If況時’則將該遊戲的模式設定為單判定模式;以及 進行》P ( 505 )’該遊戲的模式為該雙判定模式的情況 時,藉由該第-種指示輸入與該第二種指示輸入,使該遊 =行,為該㈣定模以㈣時,㈣由種指示 輸入,使該遊戲進行。 如申請專利範圍第 項所述的遊戲裝置(500 ), 八別在:遊戲中,該第一種與第二種之任一者的指示輸7 ]被對應於規定的複數個課料刻; 前述進行部⑽),係藉由各自的該 題時刻中,祐斟庙私兮性M 幻復聚個 被對應於該課題時刻的種類的指示輸入是否 被接受’來判定該遊戲者的成續。 輪入疋否 57 201016272 3.如申請專利範圍第2項所述的遊戲裝置( 500),其 中前述進行部(505 ),係於該遊戲的模式為該單判定模式 的情況時,於被對應於該課題時刻的指示輸入的種類為該 第二種之課題時刻,對應該第一種指示輸入,來判定該遊 戲者的成績》 4. 如申請專利範圍第2項所述的遊戲裝置500,其中更 具備提示部( 901 ),該提示部(901),對於各自的該複數課 題時刻,藉由 (a) 現在被對應於該課題時刻的指示輸入的種類為該 第一種的情況時,對應該課題時刻,表示第一種標示; (b) 現在被對應於該課題時刻的指示輸入的種類為該 第二種的情況時,對應該課題時刻’表示第二種標示, 來向該遊戲者提示該課題時刻。 5. 如申請專利範圍第2項所述的遊戲裝置( 500),其 中前述進行部(505 ),係於該遊戲的模式為該單判定模式 的情況時,刪除被對應於該課題時刻的指示輸入的種類為 該第二種之課題時刻,來判定該遊戲者的成績。 6. 如申請專利範園第2項所述的遊戲裝置(500),其 +更具備向該遊戲者提示該課題時刻的提示部(901);前 述進行部( 505 ),係於該遊戲的模式為該單判定模式的情 况時’刪除被對應於該課題時刻的指示輸入的種類為該第 58 201016272 二種之課題時刻,且為沒有被前述提示部(901)提示的課 題時刻,來判定該遊戲者的成績。 7·如申請專利範圍第6項所述的遊戲裝置(500),其 中前述提示部(901),對於各自的該複數課題時刻,藉由 (X)現在被對應於蹿課題時刻的指示輸入的種類為該 第一種的情況時,對應該課題時刻,表示第一種標識; (y)對應最初被對應於該課題時刻的指示輸入的種類 為該第二種,且沒有被前述進行部(505 )刪除的課題時刻, 表示第二種標識; (Z)對應最初被對應於該課題時刻的指示輸入的種類 為該第二種,且與被前述進行部(505 )刪徐的課題時刻相 同的時刻,表示第三種標識, 來向該遊戲者提示該課題時刻。 8.—種遊戲處理方法,其特徵在於具備: 接受遊戲者經由第一輸入裝置而賦予的第一種指示輸 入之第一輪入接受步驟; *、 接受該遊戲者經由第二輸入裝置而賦予的第二種 輸入之第二輸入接受步驟; 日示 :得前述第二輸入裝置的位置或指向的規定 變化量之取得步驟; 門们 前述所取得的變t量為規定的臨界值以上 將遊戲㈣纽狀㈣ 》時’ 並非如此的情況時,則 59 201016272 將該遊戲的模式設定為單判定模式之設定步驟;以及 t該遊戲的模式為該雙判定模式的情況時,藉由該第- 種扣不輸入與該第二種指示輸入使該遊戲進行,為該單 判定模式的情況時,則藉由該第—種指示輸人,使該遊戲 進行之進行步驟。201016272 VII. Patent Application Range: 1. A game device (500) comprising: a first input accepting unit (501) that accepts a first type of instruction input given by a player via a first input device; The part (502) receives a second type of instruction input provided by the player via the second input device; the acquisition unit (503) acquires a change amount of the position or the pointing time of the second input device within a predetermined time; and the setting unit ( 504) when the amount of change obtained is equal to or greater than a predetermined threshold value, 'the mode of the game is set to the double determination mode, and when the case of the case is not the case, the mode of the game is set to the single determination mode; and 》P ( 505 )' When the mode of the game is the double decision mode, the first type of instruction input and the second type of instruction input are used to make the swim line = (4) when (4) (4) Enter the instructions to make the game proceed. The game device (500) according to the scope of the patent application, in the game: the instruction of any one of the first type and the second type is corresponding to the specified plurality of courses; The progressing unit (10) determines that the player's succession is determined by the input of whether or not the input of the type of the time of the subject is accepted by the 斟 斟 兮 M M 各自 各自 各自 各自. The game device (500) according to claim 2, wherein the progress unit (505) is corresponding to the case where the game mode is the single determination mode. The type of the instruction input at the time of the subject is the second subject time, and the first type of instruction input is input to determine the score of the player. 4. The game device 500 according to claim 2, Further, the prompting unit (901) further includes, when the (a) type of the input corresponding to the subject time is the first type, for each of the plurality of subject moments, (b) When the type of the instruction input corresponding to the time of the subject is the second type, the second type of the corresponding time is indicated to the player. Prompt the topic moment. 5. The game device (500) according to claim 2, wherein the progress unit (505) deletes an instruction corresponding to the time of the subject when the mode of the game is the single determination mode. The type of input is the second subject time to determine the score of the player. 6. The game device (500) according to claim 2, wherein the game device (500) further includes a presentation unit (901) for presenting the issue time to the player; and the progress unit (505) is for the game. When the mode is the single-judgment mode, the type of the instruction input corresponding to the time of the subject is deleted, and the subject time of the 58th 201016272 is determined, and the question time is not presented by the presentation unit (901). The player's score. The game device (500) according to claim 6, wherein the presentation unit (901) inputs the instruction corresponding to the time of the subject by (X) for each of the plurality of subject times. When the type is the first type, the first type of flag is indicated for the time of the subject; (y) the type corresponding to the instruction input corresponding to the time of the subject is the second type, and the part is not performed by the 505) The deleted subject time indicates the second type of flag; (Z) corresponds to the type of the first input of the instruction corresponding to the subject time, and is the same as the subject time deleted by the performing unit (505). The moment indicates a third identifier to prompt the player to the subject moment. 8. A game processing method, comprising: a first round-in acceptance step of accepting a first type of instruction input by a player via a first input device; *, accepting that the player is given via a second input device The second input accepting step of the second input; the day: obtaining the position of the second input device or the step of obtaining the specified change amount; the gates obtained by the above-mentioned variable t is a predetermined threshold or more (4) In the case of a new form (4) "When this is not the case, then 59 201016272 sets the mode of the game to the setting step of the single determination mode; and when the mode of the game is the double determination mode, by the first - If the game is played in the case of the single determination mode, the game is performed by the first type of instruction. 9· 一種電腦可讀取的資訊記錄媒鱧,其特徵在於記憶 著程式該程式使電腦發揮作為以下構件的機能: 接受遊戲者經由第-輸入裝置而賦予的第一種指示輸 入之第—輪入接受部(501); 接受該遊戲者經由第二輸人裝置而賦予的第二種指示 輸入之第一輸入接受部(5〇2); 得前述第一輸入裝置的位置或指向的規定時間内的 變化量之取得部(503 ); 臨界值以上的情況時, 並非如此的情況時,則 之設定部(5 04);以及 的情況時,藉由該第一 使該遊戲進行’為該單 種指示輪入,使該遊戲 前述所取得的變化量為規定的 將遊戲的模式設定為雙判定模式, 將該遊戲的模式設定為單判定模式 該遊戲的模式為該雙判定模式 種指示輸入與該第二種指示輸入, 判定模式的情況時,則藉由該第一 進行之進行部(505 )。 1〇·—種程式,其特徵在於使電腦發揮作為以下構件的 機能: 60 201016272 接受遊戲者經由第一輸入裝置而賦予的第一種指示輸 入之第一輸入接受部(501); 接受該遊戲者經由第二輸入裝置而賦予的第二種指示 . 輸入之第二輪入接受部(502); • 取得前述第二輸入裝置的位置或指向的規定時間 變化量之取得部(503 ); 前述被取得的變化量為以㈣ •鐵的模式設定為雙判定模式,並非 :時則 將該;戲的棋式設定為單判定棋式之設定部(5二: 該:戲的模式為該雙判定模式的情况二 種指不輸入與該第二種指示輸入,使以第 判定模式的情況時,則藉由該第 ^進行,為該單 進行之進行部(5〇5)。 種拓不輪入,使該遊戲 ❹ 619. A computer-readable information recording medium characterized by memorizing a program for causing a computer to function as a component: accepting a first round of the first instruction input given by the player via the first input device a receiving unit (501); receiving a first input accepting unit (5〇2) input by the player via the second input device; and obtaining a predetermined time of the first input device In the case where the threshold value is equal to or greater than the critical value, the setting unit (5 04); and the case where the game is performed by the first A single type of instruction is entered, and the amount of change obtained in the game is set to a predetermined mode in which the game is set to a double determination mode, and the mode of the game is set to a single determination mode. The mode of the game is the double determination mode type instruction input. When the second type of instruction is input and the mode is determined, the first progressing unit (505) is performed. A program for causing a computer to function as: 60 201016272 A first input accepting unit (501) that accepts a first type of instruction input by a player via a first input device; accepts the game a second indication given by the second input device. The input second round receiving unit (502); • an acquisition unit (503) that acquires a predetermined time change amount of the position or orientation of the second input device; The amount of change obtained is set to the double decision mode by (4) • iron mode, not when: the game is set to the single decision board type setting unit (5: This: the mode of the play is the pair) In the case of the determination mode, when the second instruction input is not input and the first determination mode is used, the progress is performed by the second execution (5〇5). Turn in and make the game ❹ 61
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WO2009145095A1 (en) 2009-12-03
TWI385018B (en) 2013-02-11
KR20100068474A (en) 2010-06-23

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