TW201026363A - Game device, method for controlling game, information recording medium, and program - Google Patents

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

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Publication number
TW201026363A
TW201026363A TW098124610A TW98124610A TW201026363A TW 201026363 A TW201026363 A TW 201026363A TW 098124610 A TW098124610 A TW 098124610A TW 98124610 A TW98124610 A TW 98124610A TW 201026363 A TW201026363 A TW 201026363A
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Taiwan
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sound
time
output
input
unit
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TW098124610A
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Chinese (zh)
Inventor
Yuichi Asami
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Konami Digital Entertainment
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Publication of TW201026363A publication Critical patent/TW201026363A/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0686Timers, rhythm indicators or pacing apparatus using electric or electronic means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0062Monitoring athletic performances, e.g. for determining the work of a user on an exercise apparatus, the completed jogging or cycling distance
    • A63B2024/0068Comparison to target or threshold, previous performance or not real time comparison to other individuals
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0087Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
    • A63B2024/0096Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load using performance related parameters for controlling electronic or video games or avatars
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Electrophonic Musical Instruments (AREA)
  • Reverberation, Karaoke And Other Acoustics (AREA)

Abstract

The present invention is directed to providing a game device and the like, which are preferable for helping the player clearly understand the input timing in a game in which the player makes inputs at a specified timing. A game device (300) comprises a voice outputting unit (301), an accepting unit (302), a determining unit (303), and a deciding unit (304). The voice outputting unit (301) replays and outputs a music piece. The accepting unit (302) accepts input from the player. The determining unit (303) determines which one of a plurality of times (reference time), which are set for a rhythm of the replayed and output music piece, agrees with a time of the input having been accepted (input time). The deciding unit (304) decides whether guidance voice is to be output according to a determination result of the determining unit (303). Upon decision to output the guidance voice, the voice outputting unit (301) further outputs, as the guidance voice, predetermined voice adapted to the rhythm of the music piece.

Description

201026363 六、發明說明: 【發明所屬之技術領域】 本:明係針對遊戲者應該在被指定的時機進行輸入之 遊戲’提供-種適於以容易理解的方式將輸人時機告知遊 戲者之遊戲裝置、遊戲控制方法、資 ^肩π°己錄媒體以及程式。 【先前技術】 已知有-種遊戲者配合音樂的節拍來進行操作輸入之 所謂的音樂遊戲(節拍遊戲)。音樂遊戲,係將操作時機資 料配合音樂的節拍而作成並加以資料化。基於由操作時機 資料所定義的作為基準之操作時機與遊戲者實際進行的輸 入操作的時機之間的偏差大小,以評價遊戲成績並進行遊 戲(例如,參照專利文獻1) [先前技術文獻] (專利文獻) 專利文獻1 :專利公開案2001 -222280號公報 【發明内容】 [發明所欲解決之問題] 然而’特別是對於初學者來說,係非常想要一種以容 易理解的方式來表示輸入時機相對於基準是否有偏差。 又’也想要清楚知道’該偏差是過早還是過晚《因此要求 一種以容易理解的方式將輸入時機告知遊戲者之技術。 3 201026363 本發明’係鑑於上述問題而應運而生者, 丹目的係針 對遊戲者應該在被指定的時機進行輸入之遊戲,提供— 適於以容易理解的方式將輸人時機告知遊戲者之遊戲^ 置、遊戲控制方法、資訊記錄媒體以及程式。 [解決問題之技術手段] 為了達成上述目的,依照本發明的第一觀點之遊戲裝 置,係包含聲音輸出部、接收部、判定 ❿ 以構成。 及決疋部而加 聲音輸出部,係使樂曲再生以進行輸出。 接收部,係接收遊戲者的輸入。 判定部,係判定’接收到該輸入之時刻(以下稱 時刻),與配合該被再生而輸出的樂曲的節拍所制定』 個時刻(以下稱為基準時刻)的任一個,是否一致。 決定部,係基於判定部的判定結果, 引導聲音。 纟M决定疋否輪出 再者’聲音輸出部,係在決(要輸出該引 合,更將預定的聲音作為該引導聲音,以配合該樂U 拍之方式加以輸出。 、知 藉由這樣的構成,於遊戲者應該在被指定的時一 :之遊戲中,能夠以容易理解的方式將輸入時機告知: =也就是說,在遊戲者進行輸入的輸入時刻與配合二 曲的節拍所制定的基準時刻不一致之場合,遊 樂 由引導聲音得知輸入時機。在 。藉 時刻不一致之場合’是輸入時刻比基準時刻過早之場合準 201026363 或是輪入時刻比基準時刻過晚之場合。再者,輸入時刻與 基準時刻之差的絕對值,例如,也可以是〇1秒以上不一 致之場合。 為了達成上述目的,依照本發明的其他觀點之遊戲裝 置’係包含聲音輸出部'接收部'判定部、及決定部而加 以構成。 聲音輸出部,係使樂曲再生以進行輸出。 接收部,係接收遊戲者的輸入。 判定部,係判定,接收到該輸入之時刻(以下稱為輸入 時刻)’與配合該被再生而輸出的樂曲的節拍所制定的複數 個時刻(以下稱為基準時刻)的任一個,是否一致。 決定部,係基於判定部的判定結果,以決定是否輸出 引導聲音》 再者,聲音輸出部,係在決定要輸出該引導聲音之場 〇,更將預定的聲音作為該引導聲音,以配合該樂曲的節 • 拍之方式,而在相較於該樂曲的節拍僅偏差補正時間之時 點加以輸出。再者’於該輸入時刻與該基準時刻的差的絕 對值’係在預定的臨界值以下之場合’係將該補正時間設 定為該差’且以該補正時間隨著時間經過而衰減的方式來 設定該補正時間。該補正時間的初期值也能夠設定為0。 藉由這些構成’所輸出的引導聲音係逐漸接近基準時 刻,所以遊戲者能夠藉由配合該引導時間進行輸入之方 式,使得輸入時刻與基準時刻逐漸一致。 決定部’也能夠在該輸入時刻與該基準時刻不一致之 201026363 場合,決定要輸出該引導聲音;而,聲音輸出部,也能夠 以該輸入時刻與該基準時刻不—致的次數所對應的音量, 來輪出該預定的聲音。 藉由這些構成,於該輸入時刻與該基準時刻不一致的 :欠數係多之場合’使輸出的引導聲音的音量變大所以遊 戲者能夠理解配合該樂曲的節奏所輪出的引導聲音,而能 夠得知輸入時機。 〇 決定部,也能夠在該輸入時刻與該基準時刻不一致的 次數係超過預定次數以上之場合,決定要輸出該引導聲音。 藉由這些構成,僅在該輸入時刻與該基準時刻不一致 的次數係超過預定次數以上之場合才會輸出引導聲音,所 以遊戲者能夠得知輸入時機已經有超過預定以上的偏差。 判定部,也能夠更判定該輸入時刻是比該基準時刻係 過早還疋過晚,聲音輸出冑,也能夠在判定部係判定為過 早之場合輸出第一聲音,判定為過晚之場合輸出第二聲 φ 音’以作為該引導聲音。 藉由這些構成,遊戲者能夠藉由不同的引導聲音而理 解輸入時刻係過早還是過晚,所以能夠得知輸入時機。 聲音輸出部,係能夠針對該樂曲的各個拍子而輸出該 引導聲音,且該基準時刻係將該樂曲的任一個拍子或者鄰 接的拍子分割為1/2、1/4、或1/8之任一個時點。 藉由這些構成,係以相等的間隔來輸出引導聲音,所 以遊戲者能夠理解樂曲的節拍而得知輸入時機。 為了達成上述目的,關於本發明的其他觀點的遊戲控 6 201026363 制方法,係在具有聲音輸出部、接收部、判定部 =之遊戲裝置上所實行的遊戲控制方法,且具備聲音輸: 步驟、接收步驟、判定步驟、及決定步驟。 聲音輸出步驟,係使樂曲再生以進行輸出。 接收步驟,係接收遊戲者的輸入。 入二定Γ ’係判定’接收到該輸入之時刻(以下稱為輸 時朴/、配合該被再生而輸出的樂曲的節拍所制定 ❹數個時刻(以下稱為基準時刻)的任一個,是否—致。 決定步驟,係基於判定部的判定結果,以 出引導聲音。 否輸 : 又,聲音輸出步驟,係在決定要輸出該引導聲音之場 .合’更將預定的聲音作為該引導聲音,以配合該樂^節 拍之方式而在相較於該樂曲的節拍僅偏差補正時間之時點 加以輸出。 、 為了達成上述目的,關於本發明的其他觀點的程式, ® 係冑電腦以作為上述遊戲裝置發揮機能之方式h以構成。 再者,關於本發明的其他觀點的程式,係以在電腦上實行 上述遊戲控制方法之方式加以構成。 再者’本發明的程式,係可記錄在光碟、可撓性碟片、 硬碟、光磁碟、數位視訊光碟、磁帶、半導體記憶體等電 腦可讀取的資訊記錄媒體。上述程式,係可獨立於用於實 行該程式的電腦,而可透過電腦通訊網路進行分配、販賣。 再者’上述資訊記錄媒體,係可獨立於該電腦,而進行分 配、販賣。 7 201026363 [發明之效果] 依照本發明,係能夠針對遊戲者應該在被指定的時機 進行輸入之遊戲,提供一種適於以容易理解的方式將輸入 時機告知遊戲者之遊戲裝置、遊戲控制方向、資訊記錄媒 體以及程式。 【實施方式】 ❹ 以下,係針對本發明的遊戲裝置的一個實施形態加以 說明’但是該實施形態係用以容易地理解本發明的原理 者’本發明的範圍並不受限於下述的實施形態。業者將以 下實施形態的構成進行適當替換後之其他實施形態,也包 含在本發明的範圍中。 [第一實施例] 首先’參照第1圖來進行說明’第〗圖係表示關於本 發明的實施形態的遊戲裝置被實現的典型的資訊處理裝置 ❹的概要構成。 資訊處理裝置100 ’係具備CPU(中央處理單元)1〇1、 ROM(唯讀記憶體)i〇2、RAM(隨機存取記憶體)ι〇3、介面 104、墊子型控制器1〇5、外部記憶體1〇6、DVD(數位多功 能光碟)-ROM驅動器1〇7、影像處理部1〇8、聲音處理部 109、及NIC(網路介面卡)ι 1〇。 再者’藉由將記錄有遊戲用的程式及資料之DVD-ROM 安裝至DVD-R〇M驅動器107,並將電源施加在資訊處理 8 201026363 裝置100上,來實行該程式以實現本實施形態的遊戲裝置。 CPU101 ’係控制資訊處理裝置1〇〇整體的動作,並與 各個構成要素相連接來交換控制信號或資料。 ROM102’係記錄有在施加電源後要立刻實行的叫初 始程式載入器),且CPU1〇1係將DVD_R〇M所記錄的程式 讀出至rAM103並加以實行。再者,r〇mi〇2,係記錄有 用於資訊處理裝置100整體的動作控制所必要的操作系統 參的程式及各種-貝料。CPU1〇1係將這些程式讀出並加以實 行。 RAM103 ’係暫時記錄資料及程式者,帛以保持由 DVD_ROM所讀出的㈣、資料、及其他遊戲的進行或通 信所必要的資料。 經由介面104而連接的墊子型控制器105,係接收使 用者在遊戲實行之際所進行的操作輸入。例如,於墊子型 控制器105’係如第2圖所示,g己置有左按紐1〇5a,下按 ® 上按鈕l〇5c,以及右按紐1〇54等。墊子型控制 器105, 一般係藉由使用者的腳來進行操作輸入。而且, —旦按下這些按鈕,則接收按下的按鈕所對應的操作輸入。 再者,也可以使用一種具備有方向按紐(方向鍵)之控 制器等β該方向按紐係藉由使用者的手來進行操作。 透過介面104而以能夠自由拆下裝上的方式來連接的 外部記憶體106,係以能夠改寫之方式來記錄用以表示遊 戲進行狀態的資料,以及通信日誌(記錄)。使用者可透過 子型控制器105來指示輸入的進行,以將這些資料記錄 9 201026363 至適合的外部記憶體106。 安裝在DVD-ROM驅動器107中之DVD R〇M,係記 為了實現遊戲之程式以及遊戲附屬的影像資料及聲音 貝藉由CPU101的控制,DVD_R0M驅動器1〇7係針對 所女裝的DVD-ROM進行讀取處理以讀取必要的程式或資 料’並將這些暫時記錄在RAM 103等。 影像處理部1〇8,係將由DVD-ROM所讀取的資料, Φ藉由CPU101或影像處理部1〇8所具備的影像演算處理器 (圖上未示)進行加工處理後,將這些記錄至影像處理部108 所具備的圖框記憶體(圖上未示)。記錄於圖框記憶體之影 像資訊,係以預定的同步時機被轉換為視頻信號,以輸出 至連接於影像處理部108的顯示器(圖上未示)。藉此能 夠進行各種的影像表示。 再者,影像演算處理器,係可高速實行2次元影像的 重叠演算或α混合等的透過運算及各種飽和運算。 β 再者’將配置在虛擬3次元空間中的各種附加有紋理 資訊的多邊形資訊,以ζ緩存法進行顯現(rendering),使 得也能夠愚速實行用以得到由預定視點位置俯視配置於虛 擬3次元空間中的多邊形的顯現影像之運算。 在廷裡’重疊演算’係在合成影像的個像素間進行加 法廣算。α混合,係一種電腦繪圖的繪晝技術,係將關於 任個晝素的顏色情報的RGB值與用於透過資訊的顏色通 道的值相配合,以將半透明的影像重疊之技術。飽和運算, 係於數位量的演算中’在演算結果溢位之場合,具有自動 201026363 將值由最小值修正至最大值的範圍之機能之演算,係於影 像處理中在因為加法而到達飽和之場合,也就是於影像處 理中因為加法而到達飽和之場合,自動進行回到飽和點的 處理之必要的演算機能。Z緩存法,係於3次元繪圖,债 測視線被前方物體擋住而被隱藏的物體或面,且不進行描 緣的處理,也就是一種隱藏面消除方法,係於構成畫面的 各個晝素的顏色資訊上添加相關於縱深的資訊並在畫面 β進行繪畫之際,與相同座標的畫素的縱深資訊相比較,而 僅將最刖方所存在的物體寫入畫面的手法。 再者,也可藉由CPU1〇1與影像演算處理器的協調動 作’遵從用以定義文字的形狀之字型資訊,以將文字列作 為2次元影像而描繪至圖框記憶體,或是描繪至各個多邊 形表面。雖然字型資訊係記錄在ROM102,但是也可以利 用記錄在DVD-ROM之專用的字型資訊。 聲音處理部1 〇9,係將由DVD-ROM所讀取的聲音資 ® 料轉換成類比聲音信號,並由聲音處理部109所連接之揚 聲器(圖中未示)進行輸出。再者,在cpui〇1的控制下,產 生遊戲進行中應該產生的效果音或樂曲資料,並將對應的 聲音由揚聲器進行輸出。 NIC110 ’係用以將資訊處理裝置1〇〇連接至網際網路 等電腦通信網(圖上未示)者’藉由:依據構成LAN(區域網 路)之際所使用的10BASE-T/100BASE-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、ISDn(整合服務 數位網路)數據機、ADSL(非對稱數位用戶線路)數據機、或 11 201026363 使用缆線電視線路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CPU101之間的仲介之介面(圖上未示) 而被構成。 其他,資訊處 … - 此 --- 嘴哥人各量 外部記錄裝置來構成,以完成與ROM1〇2、RAM103、外部 記憶體106、及安裝在DVD_ROM驅動器1〇7的dvd r〇m 相同的機能。 再者,也能夠採用連接至用以接收遊戲者的文字列的 編輯輸入之鍵盤、或是連接至用以接收指定各種位置及選 擇輸入之滑鼠等輸入輸出裝置之形態。 再者,用於取代本實行形態的資訊處理裝置1〇〇,也 可以利用-般之電腦(通用的個人電腦等),來作為關於本 發明的遊戲裝置。例如,與上述資訊處理裝置U)0相同, 一般之電腦係具備CPU、RAM、刪、DVD囊驅動器、 及NIC、具備比資訊處理裝 „R Μ⑽上的影像處理部具有更 簡易之機能的影像處理部; , 且除了具有外部記錄裝置也就 是硬碟之外,也可利用軟性 外部記錄裝置。再者,^ 碟、及磁帶等作為 敗枝 、 ^用鍵盤或滑鼠等輸入裝置,來 取代控制[然後’安農遊戲用的程式 則可作為遊戲裝置來發揮機能。 f行其之程式’ 以下,如不特別注釋,則係以第 裝置⑽來說明後述遊戲 的資訊處理 而合適地置換為—般之電繼沾_置,係可依照需要 含在本發明的範圍内。的要素’這些實施的形態也包 12 201026363 (遊戲說明)201026363 VI. Description of the invention: [Technical field to which the invention pertains] This: The game for the game that the player should input at the designated time is provided - a game suitable for informing the player of the timing of the input in an easy-to-understand manner. Device, game control method, π° recorded media and program. [Prior Art] A so-called music game (beat game) in which a player enters an operation with the beat of music is known. The music game is created and materialized by the timing of the operation and the beat of the music. The game is scored based on the timing of the operation timing defined by the operation timing data and the timing of the input operation actually performed by the player to evaluate the game score and play the game (for example, refer to Patent Document 1) [Prior Art Document] Patent Document 1 Patent Document 1: Patent Publication No. 2001-222280 SUMMARY OF INVENTION [Problems to be Solved by the Invention] However, especially for beginners, it is highly desirable to express an input in an easily understandable manner. Whether the timing is biased relative to the benchmark. Also, 'I want to know clearly' whether the deviation is too early or too late. Therefore, a technique for informing the player of the input timing in an easy-to-understand manner is required. 3 201026363 The present invention has been made in view of the above problems, and the purpose of the present invention is to provide a game in which the player should input at a designated time--a game suitable for informing the player of the timing of the input in an easy-to-understand manner. ^ Set, game control methods, information recording media, and programs. [Means for Solving the Problems] In order to achieve the above object, a game device according to a first aspect of the present invention includes a sound output unit, a receiving unit, and a determination unit. The sound output unit is added to the sound output unit to reproduce the music for output. The receiving unit receives the input of the player. The determination unit determines whether or not the time at which the input is received (hereinafter referred to as the time) coincides with any one of the times (hereinafter referred to as the reference time) established by the beat of the music piece to be reproduced. The determination unit guides the sound based on the determination result of the determination unit.纟M decides whether or not to turn the 'sound output part', the system is in the process of outputting the lead, and the predetermined sound is used as the guide sound to output the music in accordance with the music. In the game, the player should be able to inform the input timing in an easy-to-understand manner: = that is, the input time of the player's input and the beat of the two songs When the reference time does not match, the amusement knows the input timing from the guidance sound. In the case where the borrowing time does not match, it is the case where the input time is earlier than the reference time, and the time is 201026363 or the rounding time is later than the reference time. The absolute value of the difference between the input time and the reference time may be, for example, 〇 1 second or more. In order to achieve the above object, the game device according to another aspect of the present invention includes a sound output unit 'receiving unit'. The sound output unit reproduces the music for output. The receiving unit receives the input from the player. The determination unit determines whether or not the time at which the input is received (hereinafter referred to as an input time) is the same as the number of times (hereinafter referred to as a reference time) defined by the beat of the music piece that is outputted in accordance with the reproduction. The determination unit determines whether or not to output the guidance sound based on the determination result of the determination unit. Further, the sound output unit determines a field to output the guidance sound, and uses a predetermined sound as the guidance sound to match The section of the music • the method of shooting, and outputting only when the beat time of the music is only the offset correction time. Further, the absolute value of the difference between the input time and the reference time is at a predetermined threshold. In the following case, the correction time is set to the difference and the correction time is set such that the correction time decays with time. The initial value of the correction time can also be set to 0. The output of the guided sound gradually approaches the reference time, so the player can input by matching the boot time. The timing is gradually coincident with the reference time. The determination unit ' can also determine whether to output the guidance sound when the input time does not coincide with the reference time 201026363; and the sound output unit can also not use the input time and the reference time. The volume corresponding to the number of times is used to rotate the predetermined sound. With these configurations, the input time does not coincide with the reference time: when the number of under-numbers is large, the volume of the output guidance sound is increased. The user can understand the input timing by the guidance of the rhythm of the music, and can determine the input timing. The determination unit can also determine whether to output the number of times that the input time does not match the reference time more than a predetermined number of times. According to these configurations, the guidance sound is output only when the number of times the input time does not coincide with the reference time exceeds a predetermined number of times, so that the player can know that the input timing has exceeded a predetermined or more deviation. The determination unit can further determine that the input time is too late than the reference time, and the sound output is 胄, and the first sound can be output when the determination unit determines that it is too early, and it is determined that the sound is too late. The second sound φ sound ' is outputted as the guide sound. With these configurations, the player can understand whether the input timing is too early or too late by using different guidance sounds, so that the input timing can be known. The sound output unit is capable of outputting the guidance sound for each beat of the music, and the reference time is to divide the beat of the music or the adjacent beat into 1/2, 1/4, or 1/8. A point in time. With these configurations, the guidance sound is output at equal intervals, so that the player can understand the timing of the input by knowing the beat of the music. In order to achieve the above object, a game control method according to another aspect of the present invention is a game control method implemented on a game device having a sound output unit, a receiving unit, and a determination unit, and includes a voice transmission step: The receiving step, the determining step, and the determining step. The sound output step is to reproduce the music for output. The receiving step receives the player's input. In the second determination, the system determines the time at which the input is received (hereinafter referred to as the input time/time), and the number of times (hereinafter referred to as the reference time) defined by the beat of the music piece that is outputted in accordance with the reproduction is performed. Whether or not the decision step is based on the determination result of the determination unit, the guidance sound is output. No transmission: In addition, the sound output step is to determine the field to output the guidance sound. The sound is output at a point when the beat time of the music is only offset from the beat of the music. In order to achieve the above object, the program of the other aspect of the present invention is used as the computer. The game device is configured to function in a h. Further, the program according to another aspect of the present invention is configured to execute the game control method on a computer. Further, the program of the present invention can be recorded on a disc. Computer-readable information recording media such as flexible discs, hard discs, optical discs, digital video discs, magnetic tapes, and semiconductor memories. It can be distributed and sold through a computer communication network independently of the computer used to implement the program. Furthermore, the above information recording medium can be distributed and sold independently of the computer. 7 201026363 [Invention [Effects] According to the present invention, it is possible to provide a game device, a game control direction, an information recording medium, and a program suitable for informing a player of an input timing in an easy-to-understand manner for a game in which a player should input at a designated timing. [Embodiment] Hereinafter, an embodiment of the game device of the present invention will be described. However, this embodiment is for easily understanding the principle of the present invention. The scope of the present invention is not limited to the following. Embodiments Other embodiments in which the configuration of the following embodiments is appropriately replaced are also included in the scope of the present invention. [First Embodiment] First, a description will be made with reference to Fig. 1 A schematic diagram of a typical information processing device implemented by the game device according to the embodiment of the present invention The information processing device 100' includes a CPU (Central Processing Unit) 1, a ROM (read only memory) i 2, a RAM (random access memory) 〇 3, an interface 104, and a mat type controller 1 5. External memory 1〇6, DVD (digital versatile disc)-ROM drive 1〇7, video processing unit 1〇8, audio processing unit 109, and NIC (network interface card) ι 1〇. The program is implemented by installing a DVD-ROM on which a program and data for a game is recorded to the DVD-R〇M drive 107 and applying power to the information processing 8 201026363 device 100 to implement the game device of the present embodiment. The CPU 101' controls the overall operation of the information processing device 1 and connects to each component to exchange control signals or data. The ROM 102' records an initial program loader to be executed immediately after the power is applied, and the CPU 1〇 reads the program recorded in the DVD_R〇M to the rAM 103 and executes it. Further, r〇mi〇2 is a program for recording the operating system parameters necessary for the overall operation control of the information processing apparatus 100, and various types of materials. CPU1〇1 reads and executes these programs. The RAM 103 ' is a temporary record of data and programs, and is used to hold the information necessary for the conduct or communication of the (4), materials, and other games read by the DVD_ROM. The mat type controller 105 connected via the interface 104 receives an operation input by the user at the time of execution of the game. For example, in the mat type controller 105' as shown in Fig. 2, g has been placed with a left button 1〇5a, a button for pressing the upper button l〇5c, and a button for right button 1〇54. The cushion type controller 105 generally performs an operation input by a user's foot. Moreover, once these buttons are pressed, the operation input corresponding to the pressed button is received. Further, it is also possible to use a controller having a direction button (direction key), etc., in which the direction button is operated by the user's hand. The external memory 106 connected through the interface 104 so as to be freely detachable is rewritable to record data indicating the progress of the game, and a communication log (record). The user can instruct the progress of the input through the sub-controller 105 to record the data 9 201026363 to the appropriate external memory 106. The DVD R〇M installed in the DVD-ROM drive 107 is a DVD-ROM drive for the women's DVD-ROM in order to realize the game program and the video data and sound attached to the game by the CPU 101. Read processing is performed to read necessary programs or materials 'and these are temporarily recorded in the RAM 103 and the like. The image processing unit 1 〇8 processes the data read by the DVD-ROM by the CPU 101 or the image calculation processor (not shown) included in the image processing unit 1 8 and processes the records. The frame memory (not shown) included in the image processing unit 108. The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing to be output to a display (not shown) connected to the image processing unit 108. This enables various image representations to be performed. Further, the image calculation processor can perform a superimposition calculation of a binary image or a transmission operation such as alpha blending and various saturation calculations at high speed. β Furtherly, the various polygon information with texture information added in the virtual 3 dimensional space is rendered by the cache method, so that it can be implemented in a foolish manner to obtain a virtual view from the predetermined viewpoint position. The operation of the image of the polygon in the dimensional space. In the Tingri 'overlap calculus', the addition is performed between the pixels of the synthesized image. Alpha blending is a computer-drawn drawing technique that combines the RGB values of any color information of a pixel with the value of the color channel used to transmit information to overlap translucent images. Saturation operation, in the calculation of the digits 'in the case of the overflow of the calculation result, has the function of automatically changing the value of the value from the minimum value to the maximum value in 201026363, which is in the image processing and reaches the saturation due to the addition. In this case, when the saturation is reached due to the addition in the image processing, the necessary calculation function to return to the saturation point is automatically performed. The Z-buffer method is a three-dimensional drawing. The object or face that is hidden by the front object is hidden by the front object, and the processing of the edge is not performed, that is, a hidden surface elimination method is attached to each element of the picture. The color information is added to the information related to the depth and is compared with the depth information of the pixels of the same coordinates when the picture β is drawn, and only the object that exists in the last square is written into the picture. Furthermore, the coordinate operation of the shape of the character can be followed by the coordinate operation of the CPU1〇1 and the image calculation processor to draw the character string as a 2-dimensional image to the frame memory, or to draw To the surface of each polygon. Although the font information is recorded in the ROM 102, it is also possible to use the font information dedicated to the DVD-ROM. The sound processing unit 1 转换9 converts the sound material read by the DVD-ROM into an analog sound signal, and outputs it by a speaker (not shown) connected to the sound processing unit 109. Furthermore, under the control of cpui〇1, the effect sound or music material which should be generated during the game is generated, and the corresponding sound is outputted by the speaker. NIC110' is used to connect the information processing device 1 to a computer communication network (not shown) such as the Internet. By: 10BASE-T/100BASE used when constituting a LAN (local area network) -T specifier, or use telephone line to connect to the Internet like analog data machine, ISDn (integrated service digital network) data machine, ADSL (Asymmetric Digital Subscriber Line) data machine, or 11 201026363 use cable TV The line is connected to a cable modem or the like connected to the Internet; and an interface (not shown) for performing an intermediary between the components and the CPU 101. Others, the information office... - This is composed of various external recording devices to complete the same as the ROM1〇2, RAM103, external memory 106, and dvd r〇m installed in the DVD_ROM drive 1〇7. function. Further, it is also possible to adopt a form of a keyboard connected to an editing input for receiving a character string of a player or an input/output device for receiving a mouse specifying a plurality of positions and selecting an input. Further, the information processing device 1 for replacing the present embodiment may be a game device according to the present invention by using a general computer (a general-purpose personal computer or the like). For example, similar to the above-described information processing apparatus U)0, a general computer system includes a CPU, a RAM, a deletion, a DVD capsule drive, and an NIC, and has an image having a simpler function than an image processing unit on the information processing apparatus (10). The processing unit; and, in addition to having an external recording device, that is, a hard disk, can also use a flexible external recording device. Furthermore, the disk, the tape, and the like are replaced by input devices such as a keyboard or a mouse. Control [The program for the Annon game can be used as a game device to play the function. f. The program is not followed.] Unless otherwise noted, the device (10) is used to describe the information processing of the game described later, and is appropriately replaced with In general, the following can be included in the scope of the present invention as needed. The form of these implementations is also included in the form of 12 201026363 (game description)

第3圖係表示藉由關於本發明的實施形態的遊戲裂置 300所實現的遊戲畫面的一例之圖。遊戲晝面2〇〇 ,係基於 由安裝在DVD-ROM驅動器107中之DVD_R〇M*讀出的 遊戲程式及遊戲資料而產生在顯示器上者。如同一圖所 示,於這個遊戲畫面200,係將背景影像2〇6表示在整個 背景上,且將基準影像201a、201b、2〇lc、2〇id、指引影 像 202a、202b、2〇2c、202d、跳舞量規 2〇3、分數 2〇4、及 信息205’以與背景影像2〇6重疊之方式加以表示。指引 影像202,係往基準影像2〇1的方向移動且藉由與基準 影像201重疊之方式以對遊戲者表示遊戲操作時機。指引 影像202,係在從遊戲開始到結束為止逐個產生且在與 基準影像2G1重叠後就變成非表示。分數204係表示在遊 戲畫面2〇0的下方’係表示至今所累積點數者。信息205 係表不在畫面巾間’係用以表示對應於遊戲者的操作巧拙 之文字内容者°例如,係表示「GREAT」'「PERFECT」、 「GOOD」、「BAD」等文字。 跳舞量規203係表千太者; 宁衣不在畫面上方,係包含對應於遊戲 操作的優劣而伸縮的游銳技 .., 项町遊戲條。例如,遊戲操作係接收到高Fig. 3 is a view showing an example of a game screen realized by the game splitting 300 according to the embodiment of the present invention. The game page 2 is generated on the display based on the game program and game data read by the DVD_R〇M* installed in the DVD-ROM drive 107. As shown in the same figure, in this game screen 200, the background image 2〇6 is displayed on the entire background, and the reference images 201a, 201b, 2〇lc, 2〇id, guide images 202a, 202b, 2〇2c are displayed. 202d, dance gauge 2〇3, score 2〇4, and information 205' are represented in a manner overlapping with the background image 2〇6. The guide image 202 is moved in the direction of the reference image 2〇1 and represents the game operation timing to the player by overlapping with the reference image 201. The guidance image 202 is generated one by one from the start to the end of the game and becomes non-displayed after being overlapped with the reference image 2G1. The score 204 indicates that the number below the game screen 2〇0 indicates the points accumulated so far. The information 205 is not in the form of a screen, and is used to indicate the text content corresponding to the player's operation. For example, "GREAT", "GOOD", "BAD", and the like are displayed. Dancing gauge 203 is a table of thousands of people; Ning Yi is not at the top of the screen, it contains the game sharpness corresponding to the advantages and disadvantages of the game operation.., Machimachi game bar. For example, the game operating system receives high

評價之場合,則遊戲鉻A 士 士人 /L 取條向右方向延伸;相反地,遊戲操作 係僅接收到低評價之媒入日丨,# β 場合’則遊戲條向左方向縮短。然後, 在遊戲條比預定長度尹拓夕堪人 度更氣之場合,則遊戲結束,而遊戲者 能夠觀看跳舞量規2〇q β 03以判斷是否接近遊戲結束。於跳舞 量規203的下側,基進勒你及 丞準影像係以 201a、201b、201c、201d 13 201026363 的順序來加以表示。基準影像201a、201b、201c、2〇ld , 係遊戲者用以判斷操作時機的基準,且也能夠藉由指引影 像202與基準影像201之重疊以對遊戲者表示遊戲操作的 内容及時機。 又,係基於由DVD-ROM所讀出的樂曲資料以將樂曲 由揚聲器輸出。於該樂曲資料,係記錄有配合樂曲的節拍 所制定的複數個時刻(基準時刻)。對應於接收到遊戲者的 鲁輸入之時刻(輸入時刻)與基準時刻之偏差以伸縮遊戲條。 基準時刻,係與各個基準影像及指引影像進行聯動。輸入 時刻與基準時刻一致的時機,係相等於基準影像與指引影 像一致的時機》 第4圖係用以說明輸入時刻與基準時刻之偏差之圖。 輸入時刻401b,係表示與基準時刻4〇la 一致(沒有偏差) 之狀態;輸入時刻402b,係表示比基準時刻4〇2a過早之 狀態;輸入時刻403b,係表示比基準時刻4〇3a過晚之狀 Φ態。遊戲者係藉由在輸入時刻4〇1b這樣之時機進行輸入, 以提高得分。另一方面,在輸入時刻4〇2b或4〇3b這樣之 時機進行輸入,則遊戲條會縮短,而在遊戲條比預定長度 更短之場合,則遊戲結束。 再者遊戲者並非一疋要在輸入時刻與基準時刻完全 重疊的時機對墊子型控制器1〇5進行操作才能提高得分, 係對應於其之-致度來給予得分。也就是說,輸入時刻與 基準時刻之時機越接近,則得分越高。再者,指引影像 2〇2a、202b、2〇2c、2〇2d的出現數量、出現順序及基準 201026363 時刻等’係基於DVD_ROM等所記錄的遊戲程式及遊戲資 料來決定。 (遊戲裝置的構成) 接著’參照第5圖來說明關於本實施形態的遊戲裝置 300的概要構成。遊戲裝置3〇〇,係具備聲音輸出部3〇1、 接收部302、判定部303、及決定部304。以下係針對遊戲 裝置300的各個構成要素來進行說明。再者,雖然各部的 機能係相互關連,仍可對應於用途以適當變更各個部之採 用與否。 聲音輸出部301,係將播放遊戲之際所再生的樂曲由 揚聲器等進行輸出。該樂曲,例如,係以(電子樂器 數位介面)資料等的預定形式而記錄在DVD_r〇m等内。再 者,聲音輸出部301,例如,係將手拍子音及節拍器音等 之使遊戲者得知該樂曲的節奏之音(以下,稱為引導聲 ⑩ 音)’由揚聲器輸出。 再者,CPU101、DVD_ROM驅動器1〇7所安裝 DVD_R0M、及聲音處理部1〇9 #,係藉由合作所進行的 作以作為聲音輸出部301而發揮機能。 接收部302,係透過墊子型控制器1〇5來接收遊戲 的操作輸入,並將該輸入資訊交給後述的判定邙3⑽ 過接收部地接收到遊戲者的輸入之時刻,係輸入時刻 如第3圖所示,係存在有對應於4個指弓丨影像2仏⑽ 2〇2c、202d之4個輸入時刻。 15 201026363 再者CPU101、介面1〇4、及墊子型控制器等, 係藉由口作所進行的動作以作為接收部3 02而發揮機能。 判疋部303,係判定輸入時刻與基準時刻之偏差,並 將該駭結果交給後述的決定部綱。決定部綱,如第* 圖所示’係比較輸入時刻與基準時刻,以判定偏差幅度(偏 差的時機)。該偏差幅度,例如,係以秒、拍數、或時脈數 作為基準加以判定。 ❿ 再者’ cpuioi、及RAM1〇3等,係藉由合作所進行的 動作以作為判定部303而發揮機能。 決定。P 3G4 ’係基於判定部3()3的判定結果以決定 是否要輸出引導聲要輸出引導聲音之場合,則決定部 3〇4係將決疋結果交給聲音輸出部 再者,CPU101、及RAM103等,係藉由合作所進行的 動作以作為決定部304而發揮機能。 © (聲音輸出處理) 接著,參照第6圖之流程圖來說明輸出引導聲音之聲 音輸出處理》 一旦對遊戲裝置300施加電源而開始遊戲,則聲音輸 出部301係由DVD_R〇M等讀出必要的樂曲,並將該樂曲 由揚聲器輸出。於該樂曲’係制定有配合樂曲的節拍之複 數個基準時刻。該基準時刻’係依照遊戲的難易度等,而 在作為基準的位置及個數上有所不同。一旦樂曲再生則 接收部302係接收遊戲者的輸入(步驟su)。接收部接收到 201026363 輸入之時刻,係輪入時刻。 接著,CPU101,係比較輸入 過早、一致、赤、R ^ ,、基準時刻,以判定 早致$過晚(步驟S12)。基於該判定結果 有無引導聲音的輪出,以及於輸 、疋 :::(:再者,,係二 ^ 刻之細秒、2_時脈)1此,cpu〗〇i、及 而m’係藉由合作所進行的動作以作為判定部朗 於判定輸入時刻與基準時刻係-致之場合(步驟S12為 :致)’則回到步驟川,且接收部地係接收遊戲者的輸 於輸入時刻係比基準時刻過早之場合(步驟si2為過 早)’則判定已判定為過早的次數(步驟Sl3)。cpuioi,係 針對輸入時刻係比基準時刻過早之次數進行計數,以判定 該次數是否超過預定次數(例如,5次)以上。cpuioi,係 β基於該判定結果,以決定是否輸出引導聲音。第7圖係 表不引導聲音的輸出條件,以及引導聲音的音量與不—致 (輸入過早之場合或過晚之場合)次數的關係之一例之圖。 U101’如第7圖所不,於不一致次數超過預定次數以上 之場合,係開始引導聲音的輸出(提高引導聲音的音量)。 =者丄於不—致次數增加之場♦,係#由逐漸提高引導聲 a的s量,使遊戲者更清楚認知所輸出的引導聲音,因而 能夠得知輪入時機。 又’於步驟S13的其他實施形態,cpuioi係基於輪入 17 201026363 時刻與基準時刻之不一致次數 差致欠數以及輸入時刻與基準時刻之 而忐夠決定是否輸出引導聲音。第 導聲音夕政从# 圖係表示輸出引 聲曰之條件範圍之圖。CPU101,例如,如第8厂、, 即使在不-致次數少之不’ ^ M .. u. 」隹輸入時刻與基準時 差過大之場合決定要輸出引導聲音 « ΡΑΛ>Γ1Λ 因此,cpuioi、 而發揮機I等,係藉由合作所進行的動作以作為決定部-In the case of evaluation, the game chrome A sergeant/L takes the strip to the right; on the contrary, the game operation only receives the media entry of the low evaluation, and the #β occasion ‘the game strip is shortened to the left. Then, in the case where the game bar is more sturdy than the predetermined length, the game is over, and the player can watch the dance gauge 2〇q β 03 to judge whether or not the game is over. On the lower side of the dancing gauge 203, the base image and the image are shown in the order of 201a, 201b, 201c, 201d 13 201026363. The reference images 201a, 201b, 201c, and 2ld are used as criteria for determining the timing of the operation by the player, and can also indicate the content of the game operation to the player by directing the overlap of the image 202 and the reference image 201. Further, based on the music material read out from the DVD-ROM, the music is outputted from the speaker. In the music material, a plurality of times (reference time) set in accordance with the beat of the music piece are recorded. The game bar is stretched in accordance with the deviation of the time (input time) at which the player's input is received and the reference time. The reference time is linked to each of the reference images and the guide images. The timing at which the input time coincides with the reference time is equal to the timing at which the reference image coincides with the guidance image. Fig. 4 is a diagram for explaining the deviation between the input time and the reference time. The input time 401b indicates a state in which the reference time 4〇la coincides (no deviation); the input time 402b indicates a state that is earlier than the reference time 4〇2a; and the input time 403b indicates that the reference time 403b is greater than the reference time 4〇3a. Late form Φ state. The player inputs by increasing the timing at the time of input time 4〇1b to increase the score. On the other hand, when the input is made at a timing such as 4〇2b or 4〇3b, the game bar is shortened, and when the game bar is shorter than the predetermined length, the game ends. Furthermore, the player does not have to operate the mat type controller 1〇5 at the timing when the input time and the reference time completely overlap to increase the score, and the score is given corresponding to the degree of the degree. In other words, the closer the input time is to the timing of the reference time, the higher the score. Further, the number of occurrences of the guidance images 2〇2a, 202b, 2〇2c, 2〇2d, the order of appearance, and the time of the reference 201026363 are determined based on the game programs and game materials recorded on the DVD_ROM or the like. (Configuration of Game Device) Next, a schematic configuration of the game device 300 according to the present embodiment will be described with reference to Fig. 5. The game device 3 includes a sound output unit 3〇1, a receiving unit 302, a determination unit 303, and a determination unit 304. Hereinafter, each component of the game device 300 will be described. Furthermore, although the functions of the respective departments are related to each other, it is possible to appropriately change the use of each part in accordance with the use. The sound output unit 301 outputs a music piece reproduced when the game is played by a speaker or the like. The music piece is recorded in a DVD_r〇m or the like, for example, in a predetermined form such as (electronic musical instrument digital interface) data. Further, the sound output unit 301 outputs, for example, a hand sound, a metronome sound, or the like that causes the player to know the rhythm of the music (hereinafter referred to as "guide sound 10 sound"). Further, the CPU 101 and the DVD_ROM drive 1 to 7 are equipped with a DVD_ROM and a sound processing unit 1〇9#, which function as a sound output unit 301 by cooperation. The receiving unit 302 receives an operation input of the game through the mat type controller 1〇5, and passes the input information to a timing 邙3 (10), which will be described later, when the input of the player is received by the receiving unit, and the input time is as follows. As shown in Fig. 3, there are four input moments corresponding to the four finger arch images 2仏(10) 2〇2c, 202d. 15 201026363 Furthermore, the CPU 101, the interface 1〇4, and the mat type controller function as the receiving unit 322 by the operation performed by the mouthpiece. The determination unit 303 determines the deviation between the input time and the reference time, and passes the result to the determination unit to be described later. The decision department, as shown in the figure *, compares the input time with the reference time to determine the deviation width (the timing of the deviation). The magnitude of the deviation is determined, for example, based on the number of seconds, the number of beats, or the number of clocks. Further, cpuioi, RAM1〇3, and the like perform functions as a determination unit 303 by an operation performed by the cooperation. Decide. P 3G4 ' is based on the determination result of the determination unit 3 () 3 to determine whether or not to output the guidance sound to output the guidance sound, and the determination unit 3〇4 gives the result of the decision to the sound output unit, the CPU 101, and The RAM 103 or the like functions as the determination unit 304 by the operation performed by the cooperation. (Sound output processing) Next, the sound output processing for outputting the guidance sound will be described with reference to the flowchart of Fig. 6. When the game is started by applying power to the game device 300, the sound output unit 301 is read by the DVD_R〇M or the like. The song and output the song from the speaker. In the music section, a plurality of reference moments are established which match the beat of the music. The reference time is different depending on the difficulty level of the game, etc., and the number of positions and the number of the reference. Upon reproduction of the music, the receiving unit 302 receives the input of the player (step su). When the receiving unit receives the input of 201026363, it is the time of entry. Next, the CPU 101 compares the input too early, the coincidence, the red, the R^, and the reference time to determine that the early payment is too late (step S12). Based on the result of the determination, there is no rotation of the guidance sound, and in the transmission, 疋::: (: again, the second seconds of the second moment, 2_clock) 1 this, cpu〗 〇i, and m' The operation performed by the cooperation is used as the determination unit until the determination input time and the reference time are the same (step S12: YES), then the process returns to the step, and the receiving unit receives the player's loss. When the input time is earlier than the reference time (step si2 is too early), it is determined that the number of times has been determined to be too early (step S13). The cpuioi counts the number of times the input time is earlier than the reference time to determine whether the number of times exceeds a predetermined number of times (for example, five times). The cpuioi, based on the determination result, determines whether or not to output a guidance sound. Fig. 7 is a diagram showing an example of the relationship between the output condition of the guidance sound and the volume of the guidance sound and the number of times (in the case of inputting too early or too late). U101' is not shown in Fig. 7. When the number of inconsistencies exceeds a predetermined number of times, the output of the guidance sound is started (the volume of the guidance sound is increased). = 丄 不 不 — 致 致 增加 ♦ , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , Further, in another embodiment of the step S13, the cpuioi determines whether or not to output the guidance sound based on the difference between the number of times of coincidence with the reference time of the round entry 17 201026363 and the input time and the reference time. The first sound of the sound is from the #图图, which shows the condition range of the output sound. For example, in the case of the eighth factory, the CPU 101 determines that the guidance sound « ΡΑΛ Λ Λ Λ Λ Λ Λ Λ Λ Λ Λ Λ Λ Λ Λ Λ Λ cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp cp Play the machine I, etc., by the action of the cooperation as the decision-making department -

時列斑/中’若將不—致次數設為η、將輸入 聲準時刻之差設w、將用以表示差(差異)與引導 聲B輸出的臨界值之關係之函數設為f,則輸出引導聲立之 條件係以[公式I]來表示。 曰 F(At) ^ n · · ·[公式 I] 不一致次數未滿預定次數之場合(步驟Sl3為否),則 回到步驟SU ’且接收部302係接收遊戲者的輸入。 另一方面,不一致次數超過預定次數以上之場合(步驟 S13為是)’則聲音輸出部3〇1係基於決定部的決定, 以輸出引導聲音(步驟川)。聲音輸出部3〇1,例如,係以 手拍子音作為第-引導聲音而由揚聲器進行輸出。引導聲 音及樂曲係同# ’例如,樂曲的節奏係過晚之場合,則輸 出引導聲音之節奏也是過晚。 於第9圖及第10圖中,係表示樂曲的拍子與輸出引導 聲音的時機之關係之—例。又,係使用第ΠΑ圖之流程圖, 以詳細說明S14所採取的實施形態。 第9圖係表示用以分割樂曲的拍子之時點之圖。作為 201026363 一例,第9A圖係表示分割2/2拍子之 示分割4/4拍子之時 、*、第9B圖係表 乐yc圖係表示分 點。聲音輸出部301,如第9八圖 :拍子之時 夠將樂曲的任一個拍子或者鄰接的拍子圖:二能 或1/8(步驟Sl4_1)e也能夠省略步驟S"]。為 Μ、 第10圖係表示輪出?丨導聲音 1OA ,在志-& 時點。作為一例,第 ❿ ^圖係表不於2/2拍子之場合,㈣ 第 第10B圖,係表示於4/4拍 聲曰之時點, 點;以及第-圖,係表示子:出引導聲音之時 聲音之時點。聲音輸出邱301 :子之場合,輸出引導 割該樂曲的拍子之時點的全^ =係'在於分 聲音也就是手拍子音5G1。 ^之時點’輸出引導 又,聲音輸出部301’係能夠基於決定部 的輪入時刻與基準時刻之不一 、 十數 音晉^半挪c 致-人數,以改變引導聲音的 音量可U Μ。例如’不—致次數越多,則引導聲音的 可以越大。CPU1G1、及聲音處理部⑽等係藉 5動作而進行動作,以作為聲 : 也能夠省略步驟S14_2。輪^朗而發揮機能。 一^^2也可以於分割該樂曲的拍子之時點的全部或 立^致次數所對應的音量來進行引導聲 曰的輪出(步驟S14-3)。 笨 再者,所再生的樂曲的音量係固定。 :者,引導聲音’係可任意為節拍器音、「過早 更慢點」等咳喝聲。再者,5丨導聲音的音色、音程、音 19 201026363 調、及長度等係可任 ,Β Γ 蒽再者,引導聲音係不限於聲音, 也能夠是「過晚」、或「 尺两點」荨文字、用以表示手拍子 之標記等之預定影像。 再者, 子、12/8拍 3/4拍 分割樂曲的拍子之時點’例>,係可為 子等’於任意時點進行分割。If the number of times is not set to η, the difference between the input sound timings is set to w, and the function for indicating the relationship between the difference (difference) and the critical value of the guidance sound B output is f, Then, the condition for outputting the guidance sound is expressed by [Formula I].曰 F(At) ^ n · · [Formula I] When the number of inconsistencies is less than the predetermined number of times (NO in step S13), the process returns to step SU' and the receiving unit 302 receives the input from the player. On the other hand, when the number of inconsistencies exceeds a predetermined number of times (YES in step S13), the sound output unit 3〇1 outputs a guidance sound based on the determination of the determination unit. The sound output unit 3〇1 outputs, for example, a hand-pitch sound as a first-guide sound and is output by a speaker. Leading the sound and the music is the same as # ’ For example, if the rhythm of the music is too late, it is too late to output the rhythm of the guiding sound. In Fig. 9 and Fig. 10, the relationship between the beat of the music piece and the timing of outputting the guidance sound is shown. Further, the flowchart of the figure is used to explain in detail the embodiment adopted in S14. Fig. 9 is a view showing the timing of the beat for dividing the music. As an example of 201026363, the 9A figure shows the time when the division of the 2/2 beat is divided into 4/4 beats, *, and the 9B diagram is the score of the yc diagram. The sound output unit 301, as shown in Fig. 9: Snapshot, is capable of arranging any of the music beats or the adjacent beat map: two or 1/8 (step S14_1) e can also omit the step S"]. For Μ, Figure 10 shows the rotation?丨 声音 1 1OA, at the time of Zhi-& As an example, the ❿^ graph is not in the case of 2/2 beats, (4) the 10th graph is shown at the time point of the 4/4 beat, and the map is shown as the guide sound. At the time of the sound. Sound output Qiu 301: In the case of a child, the output of the tempo of the song is cut. The total sound is the sound of the hand, which is the hand slap 5G1. ^At the time of 'output guidance, the sound output unit 301' can change the volume of the guidance sound based on the difference between the rounding time of the determining unit and the reference time, and the number of times of the tenth sound to change the volume of the guiding sound. . For example, the more the number of times, the more the guidance sound can be. The CPU 1G1, the sound processing unit (10), and the like operate in the same manner as the sound: Step S14_2 can be omitted. Turn the wheel and play the function. The ^^2 may also perform the rotation of the guidance sound at the volume corresponding to the total number of times of the time at which the beat of the music is divided (step S14-3). Stupid, the volume of the regenerated music is fixed. : The person who guides the voice can arbitrarily make a cough sound, such as a metronome sound, "a little too early". In addition, the sounds, intervals, and sounds of the 5 丨 声音 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 2010 引导 引导 引导A predetermined image such as a slogan, a mark indicating a hand tempo, or the like. Further, the sub-, 12/8 beat 3/4 beats the time at which the beat of the music piece is divided, 'example>, which can be divided at any time point.

从丨定輸入時刻比基準時刻過晚之場合(步驟S12 為過晚)’則判定已判定為過晚的次數(步驟⑴卜與步驟 S13相同’決定部3G4 ’係針對輸人時刻係比基準時刻過晚 之次數進行計數’㈣定該次數是否超過預定次數(例如, 5次)以上。決定部3〇4,係基於該判定結果,以決定是否 輸出引導聲音。 不一致次數未滿預定次數之場合(步驟si5為否卜則 回到步驟S11 ’且接收部302係接收遊戲者的輸入。 另一方面,不一致次數超過預定次數以上之場合(步驟 S15為是)’則聲音輸出部301,與步驟su相同係基於 決定部304的決定,以輸出引導聲音(步驟si6)。第 圖,係步驟S16所採取的實施形態之詳細的流程圖。與步 驟S14相同’也可以於分割該樂曲的拍子之時點的全部或 一部分之時點,以不一致次數所對應的音量來進行引導聲 音的輸出(步驟S16-3)。再者’也能夠省略步驟Sl61、 S16-2 。 藉由以上處理,於遊戲者應該在被指定的時機進行輪 入之遊戲’能夠以容易理解的方式將輸入時機告知遊戲 者。也就是說,遊戲者能夠基於引導聲音加上所表示的晝 20 201026363 面’而得知應該輸入時機。 [第二實施例] 於上述實施形態中’係針對在將樂曲的拍子以預定的 ^分進行分割後之時點,輸㈣導聲音之場合,說明了各 種態樣,但是本實施形態係關於其變化者。本實施形態, 係與第5圖具有相同的構成,而省略其說明。 ❿ 本實施形態,係在從基準時刻偏差(錯開)補正時間之 時點,輸出引導聲音,並藉由衰減該補正時間,以使得輸 f引導聲音之時料漸接近基準❹卜因為補正時間逐漸 衰減,且遊戲者係持續依照引導時間進行輸入,使得輸入 時刻與基準時刻成為一致。 關於第二實施形態的聲音輸出處理’係參照第u圖之 流程圓來進行說明。 首先,用以更新補正時間的咖101,係將補正時間的 初期值設定為0(步驟S21)。補正時間為〇之場合,則輸出 引導聲音之時點係與第一實施形態相同。 接著’一旦接收部302接收輸入(步驟S22),則CPU101 係判定該輸入時刻與該基準時刻之差的絕對值是否在預定 的臨界值(例如,1/4小節)以下(步驟S23)。 於該差(差值)的絕對值係在預定的臨界值以下之場合 (步驟S23為是)’則聲音輸出部3〇1,係將該引導聲立以 在僅偏差該補正時間之時點,輸出引導聲音之方式f來取 代配合該樂曲的節拍而輸出引導聲音之方式(步驟叫第 21 201026363 12圖係用以說明輪出引導聲音之時點之時序圖。聲音輸出 部301,如第12圖所示,係在僅偏差(錯開)輸入時刻與基 準時刻之差(差值)之時點,輸出引導聲音。 另一方面,於該差的絕對值係大於預定的臨界值之場 合(步驟S23冑否),則係於基準時刻(與第一實施形態相同 的時點)輸出引導聲音(步驟S27)。 接著,用以更新補正時間的cpui〇1,如第12圖所示, «係逐漸衰減該差(步驟S25^藉由將該減少後的差(差值)作 為補正時間來進行設定,使得輸出引導聲音之時點,逐漸 接近基準時刻。 者,CPU101,例如,係能夠 來任意衰減該補正時間 6接著,101,係判定該差是否為〇、或該差是否在 預疋值以下(步驟S26)。於該差不是〇之場合(步驟S26為 ❹哕1將減夕後的差設定為補正時間’並在僅偏差(錯開) 時間之時點’輸出引導聲音(步驟S24)。以後,藉由 ^減夕,使輪出引導聲音之時點逐漸接近基準時刻。 正_^炎方面’於該差為0之時刻(步驟S26為是)’則補 〇,所以係在基準時刻輸出引導聲音。 藉由以上’補正時間隨著時間經過而逐漸衰減,所以 ‘續導聲音係逐漸接近基準時刻。因此,藉由遊戲者 一致。。該?丨導時間進行輸人,能使輸人時刻與基準時刻 再者’本申請案係以曰本專利申請案2008 192497號 22 201026363 作為基礎來主張優先權。該作為基礎之申請案的内容係 全部併入本申請案者。 [產業上的利用可能性] 如以上說明,依照本發明 指定的時機進行輸入之遊戲, 方式將輸入時機告知遊戲者之 資訊記錄媒體以及程式。 ’能夠針對遊戲者應該在被 提供一種適於以容易理解的 遊戲裝置、遊戲控制方法、 【圖式簡單說明】 第1圖係表示關於本發明的實施形態 實現的典型的理裝置之概略圖。 置等被 第2圖係表示墊子型控制器之圖。 第3圖係表示遊戲畫面的例子之圖。 第4圖係表示基準時刻與輸入時刻之偏差之時序圖。 第5圖係表示遊戲裝置的概要構成之說明圖。 第6圖係說明聲音輸出處理之流程圖。 第7圖係表示輸出引導聲音之條件範圍的一例之圖。 第8圖係表示第7圖的變化例之圖。 第9A圖係表示分割樂曲的拍子(2/2拍子)之時點之圖。 第9B圖係表示分割樂曲的拍子(4/4拍子)之時點之圖。 圖係表示分割樂曲的拍子(8/8拍子)之時點之圖。 第1〇A圖係表示輸出引導聲音之時點(2/2拍子之場合) 之圖。 口 > 第1〇Β圖係表示輸出引導聲音之時點(4/4拍子之場合) 23 201026363 之圖。 第10C圖係表示輸出引導聲音之時點(8/8拍子之場入 之圖。 σ) 流程圖。 第12圖係用以說明輪出引導 第W圖係說明引導聲::聲;之時點之時序圖。 時刻過早之場合)所採取的H出處理(輸入時刻比基準 第13Β圖係說Mm2的詳細之流程圖。 時刻過晚之場合、所 θ 5出處理(輪入時刻比基準 。)所採取的實施 、的詳細之流程圖。 24 201026363 【主要元件符號說明】 100資訊處理裝置 202a指引影像 101 CPU 202b指引影像 102 ROM 202c指引影像 103 RAM 202d指引影像 1 04介面 203跳舞量規 105墊子型控制器 204分數 105a左按鈕 105b下按鈕 205信息 206背景影像 105c上按钮 300遊戲裝置 105d右按鈕 301聲音輸出部 106外部記憶體 302接收部 107 DVD-ROM 驅動器 303判定部 108影像處理部 304決定部 109聲音處理部 401a基準時刻 ^ 110 NIC A 200遊戲晝面 402a基準時刻 403a基準時刻 201a基準影像 401b輸入時刻 201b基準影像 402b輸入時刻 201c基準影像 403b輸入時刻 201d基準影像 501手拍子音 25When the input time is later than the reference time (it is too late in step S12), the number of times determined to be too late is determined (step (1) is the same as step S13. 'Determining unit 3G4' is based on the input time ratio. The number of times is too late to count '(4) whether the number of times exceeds a predetermined number of times (for example, five times). The determination unit 3〇4 determines whether or not to output a guidance sound based on the determination result. The number of inconsistencies is less than the predetermined number of times. In the case where the step si5 is NO, the process returns to the step S11' and the receiving unit 302 receives the input from the player. On the other hand, if the number of inconsistencies exceeds the predetermined number of times (YES in step S15), the sound output unit 301 and The step su is similarly based on the determination by the determination unit 304 to output a guidance sound (step si6). The figure is a detailed flowchart of the embodiment taken in step S16. The same as step S14' may also be used to divide the beat of the music piece. At the time of all or part of the time point, the guidance sound is output at the volume corresponding to the number of inconsistencies (step S16-3). Further, 'can also be omitted Steps S61, S16-2. By the above processing, the game in which the player should perform the round-in at the designated timing can inform the player of the input timing in an easy-to-understand manner. That is, the player can be based on the guidance sound. In addition to the indicated 昼20 201026363 face', it is known that the timing should be input. [Second embodiment] In the above-described embodiment, it is based on the time when the beat of the music piece is divided by a predetermined number of points, and the (four) guide is transmitted. In the case of sound, various aspects have been described, but the present embodiment is modified. The present embodiment has the same configuration as that of Fig. 5, and the description thereof is omitted. ❿ This embodiment is deviated from the reference time. (staggered) at the time of correcting the time, outputting the guiding sound, and by attenuating the correction time, so that the timing of the output of the guiding sound gradually approaches the reference point because the correction time is gradually attenuated, and the player continues to input according to the guiding time. The input time is made to coincide with the reference time. The sound output process of the second embodiment is referred to the flow circle of FIG. First, the coffee 101 for updating the correction time sets the initial value of the correction time to 0 (step S21). When the correction time is 〇, the timing at which the guidance sound is output is the same as that of the first embodiment. Next, 'when the receiving unit 302 receives the input (step S22), the CPU 101 determines whether or not the absolute value of the difference between the input time and the reference time is equal to or lower than a predetermined threshold value (for example, 1/4 bar) (step S23). When the absolute value of the difference (difference) is equal to or smaller than a predetermined threshold (YES in step S23), the sound output unit 3〇1 sets the guidance sound to output at the time when only the correction time is deviated. The mode of guiding the sound f is used instead of the mode of the music to output the guidance sound (the step is called 21st 201026363 12 is a timing chart for explaining the timing of the wheeled guidance sound. As shown in Fig. 12, the sound output unit 301 outputs a guidance sound at a time when only the difference (difference) between the input time and the reference time is shifted (shifted). On the other hand, when the absolute value of the difference is greater than the predetermined threshold value (NO in step S23), the guidance sound is outputted at the reference time (the same time point as in the first embodiment) (step S27). Next, cpui 〇 1 for updating the correction time, as shown in FIG. 12, «the system gradually attenuates the difference (step S25^ is set by using the reduced difference (difference value) as the correction time, so that the output is made When the sound is guided, the CPU 101, for example, can arbitrarily attenuate the correction time 6 and 101, and determine whether the difference is 〇 or whether the difference is below the pre-depreciation value (step S26). In the case where the difference is not ambiguous (step S26 is ❹哕1, the difference after the eve is set as the correction time' and the guidance sound is outputted at the time of only the deviation (wrong) time (step S24). Thereafter, by ^ On the eve of the eve, the time at which the guidance sound is rotated is gradually approached to the reference time. The positive _^ inflammation is 'when the difference is 0 (YES in step S26)', then the guidance sound is output at the reference time. The above 'correction time' gradually decays with time, so the 'continuation sound is gradually approaching the reference time. Therefore, by the player's consistency. The time to enter and pass, can make the input time and the reference time again. The present application claims priority on the basis of the patent application No. 2008 192497 No. 22 201026363. The contents of the application as a basis are all incorporated in the application. [Industrial use possibility] As described above, the game is input in accordance with the timing specified by the present invention, and the manner of notifying the player of the information recording medium and the program of the player is input. 'The game player should be provided with a game device and game control method suitable for easy understanding. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a schematic view showing a typical device for realizing an embodiment of the present invention. Fig. 3 is a view showing a mat type controller. Fig. 3 is a view showing a game screen. Fig. 4 is a timing chart showing the difference between the reference time and the input time. Fig. 5 is an explanatory view showing a schematic configuration of the game device. Fig. 6 is a flow chart showing the sound output processing. A diagram showing an example of a condition range in which a guidance sound is outputted. Fig. 8 is a diagram showing a variation of Fig. 7. Fig. 9A is a diagram showing divisional music. Figure 9B shows the time point of the beat (4/4 beat) of the split song. The figure shows the time of the beat (8/8 beat) of the split song. Fig. 1A shows the timing when the guidance sound is output (2/2 beats). Port> The first diagram shows the point at which the guidance sound is output (4/4 beat) 23 201026363 Figure 10C shows the point at which the guidance sound is output (the field of the 8/8 beats. σ) flow chart. The 12th figure is used to illustrate the wheel guidance. The W picture shows the guidance sound:: sound; The timing chart of the time point. When the time is too early) The H-out process (the input time is a detailed flow chart of Mm2 than the reference figure 13). The detailed flow chart of the implementation taken when the time is too late and the processing of θ 5 (the rounding time is longer than the reference). 24 201026363 [Main component symbol description] 100 information processing device 202a directing image 101 CPU 202b directing image 102 ROM 202c directing image 103 RAM 202d directing image 1 04 interface 203 dancing gauge 105 mat type controller 204 score 105a left button 105b down button 205 information 206 background image 105c up button 300 game device 105d right button 301 sound output unit 106 external memory 302 receiving unit 107 DVD-ROM drive 303 determination unit 108 video processing unit 304 determination unit 109 audio processing unit 401a reference time ^ 110 NIC A 200 game face 402a reference time 403a reference time 201a reference picture 401b input time 201b reference picture 402b input time 201c reference picture 403b input time 201d reference picture 501 hand beat sound 25

Claims (1)

201026363 七、申請專利範圍: 1. 一種遊戲裝置(300),其特徵在於: 具備:一聲音輸出部(301),係使樂曲再生以進行輪出; 一接收部(302),係接收遊戲者的輸入; 一判定部(303),係判定,接收到該輸入之時刻(以下稱 為輸入時刻),與配合該被再生而輸出的樂曲㈣拍所心 的複數個時刻(以下稱為基準時刻)的任一個,是否一致疋 ❹以及 一決定部(304),係基於前述判定部(3〇3)的判定結果, 以決定是否輸出引導聲音; 其中’前述聲音輸出部(3G1),係在決定要輸出該引導 聲音之場合,更將預定的聲音作為該引導聲音,以配 樂曲的節拍的方式加以輸出。 Λ 2. 一種遊戲裝置(300),其特徵在於: , ^備:―聲音輸出部(3〇1)’係使樂曲再生以進行輸出; 接收部(302),係接收遊戲者的輸入; 一判定部(303),係判定,接收到該輸入之時刻(以下稱 為輸入時刻),與配合該被再生而輸出的樂曲的節拍所制定 的複數個時刻(以下稱為基準時刻)的任一個是否一致; 以及 、 決定部(304),係基於前述判定部(3〇3)的判定結果, 以決定是否輸出引導聲音; 其中,刖述聲音輸出部(3〇1),係在決定要輪出該引導 26 201026363 聲音之場合,更將預定的聲音作為該引導聲音,在相較於 該樂曲的節拍僅偏差補正時間之時點,加以輸出; 於該輸入時刻與該基準時刻之差的絕對值係在預定的 臨界值以下之場合,該補正時間係被設定為該差且該補 正時間係隨著時間的經過而衰減。 3·如申請專利範圍第2項所述之遊戲裝置(3〇〇),其中 該補正時間的初期值係為〇。 鲁4.如申叫專利範圍第1項所述之遊戲裝置(3〇〇),其中 刖述決定部(304) ’係在該輸入時刻與該基準時刻不一 致之場合,決定要輸出該引導聲音; 而且,前述聲音輸出部(301),係以該輸入時刻與該基 準時刻不一致的次數所對應的音量,來輸出該預定的聲音。 5. 如申請專利範圍第1項所述之遊戲裝置(300),其中 前述決定部(304) ’係在該輸入時刻與該基準時刻不一 致的次數係超過預定次數以上之場合,決定要輸出該引導 ❹聲音。 6. 如申請專利範圍第1項所述之遊戲裝置(3 〇〇),其中 前述判定部(303) ’更判定該輸入時刻是比該基準時刻 係過早還是過晚; 而且,前述聲音輸出部(3〇1),係在判定部(3〇3)判定為 過早之場合,輸出第一聲音,而在判定為過晚之場合,輸 出第二聲音,以作為該引導聲音。 7. 如申請專利範圍第1項所述之遊戲裝置(300),其中 前述聲音輸出部(301),係針對該樂曲的各個拍子而輸 27 201026363 出該引導聲音; 而且,該基準時刻,係將該樂曲的任一個拍子或者鄰 接的拍子分割為1/2、1M、或1/8之任一個時點。 8. 一種遊戲控制方法,係在具有聲音輸出部(3〇1)、接收 部(302)、狀部(303)、及決定部(3〇4)之遊戲裝置⑼⑴上 所實行的遊戲控制方法,其特徵在於: 具備:一聲音輸出步驟,係藉由前述聲音輸出部(301), ⑩使樂曲再生以進行輸出; 一接收步驟,係藉由前述接收部(302),以接收遊戲者 的輸入; 一判定步驟,係藉由前述判定部(303),以判定,接收 到該輸入之時刻(以下稱為輸入時刻),與配合該被再生而 輸出的樂曲的節拍所制定的複數個時刻(以下稱為基準時 刻)的任一個,是否一致;以及 —衫㈣,係藉自前述決定部(3()4),基於前述判定 罾部(303)的判定結果,以決定是否輸出引導聲音; 其中’前述聲音輸出部(3〇1),係在決定要輸出該引導 聲音之場合’更將預定的聲音作為該引導聲音,以配合該 樂曲的節拍之方式加以輸出。 9.—種電腦可讀取的資訊記錄媒體,其特徵在於記錄有 可使電腦發揮下述機能之程式: 一聲音輸出部(301),係使樂曲再生以進行輸出; 一接收部(302),係接收遊戲者的輸入; ' J定淖(303) ’係判定,接收到該輸入之時刻(以下稱 28 201026363 為輸入時刻)’與配合該被再生而輸出的樂曲的節拍所制定 的複數個時刻(以下稱為基準時刻)的任一個,是否—致. 以及 一決定部(304),係基於前述判定部(3〇3)的判定結果, 以決定是否輸出引導聲音; 其中,前述聲音輸出部(301),係在決定要輪出該引導 聲音之場合,更將預定的聲音作為該引導聲音,以配合該 φ 樂曲的節拍之方式加以輸出。 10. —種程式,其特徵在於可使電腦發揮下述機能: 一聲音輸出部(301),係使樂曲再生以進行輸出; 一接收部(302),係接收遊戲者的輸入; -判定部(303) ’係判定’接收到該輸入之時刻(以下稱 為輸入時刻)’與配合該被再生而輸出的樂曲的節拍所制定 的複數個時刻(以下稱為基準時刻)的任一個是否一致; 以及 ^ 決定部(304),係基於前述判定部(3〇3)的判定結果, 以決定是否輸出引導聲音; 、巾前述聲音輸出部(3〇 1),係在決定要輸出該引導 耷曰之場合,更將預定的聲音作為該引導聲音,以配合該 樂曲的節拍之方式加以輸出。 29201026363 VII. Patent application scope: 1. A game device (300), comprising: a sound output unit (301) for reproducing a music piece for rounding; and a receiving unit (302) for receiving a player The input unit (303) determines the time at which the input is received (hereinafter referred to as the input time), and the plurality of times (hereinafter referred to as the reference time) of the music piece (four) that is output in accordance with the reproduction. Any one of the determinations and the determination unit (304) determines whether or not to output a guidance sound based on the determination result of the determination unit (3〇3); wherein the aforementioned sound output unit (3G1) is When it is determined that the guidance sound is to be output, a predetermined sound is used as the guidance sound, and is output as a beat of the music. Λ 2. A game device (300), characterized in that: "the sound output unit (3〇1)' reproduces the music for output; the receiving unit (302) receives the input of the player; The determination unit (303) determines whether or not the time at which the input is received (hereinafter referred to as an input time) and any of the plurality of times (hereinafter referred to as reference time) defined by the beat of the music piece outputted in accordance with the reproduction. And the determination unit (304) determines whether to output a guidance sound based on the determination result of the determination unit (3〇3); wherein the sound output unit (3〇1) is determined to determine the desired wheel When the guidance 26 201026363 sound is emitted, the predetermined sound is used as the guidance sound, and is outputted at a time when the beat is only offset from the beat of the music; the absolute value of the difference between the input time and the reference time When it is below a predetermined threshold, the correction time is set to the difference and the correction time is attenuated as time passes. 3. The game device (3〇〇) according to claim 2, wherein the initial value of the correction time is 〇. 4. The game device (3) according to claim 1, wherein the description determining unit (304) determines to output the guiding sound when the input time does not coincide with the reference time. Further, the sound output unit (301) outputs the predetermined sound at a volume corresponding to the number of times the input time does not coincide with the reference time. 5. The game device (300) according to claim 1, wherein the determining unit (304) determines to output the number of times when the input time does not coincide with the reference time by more than a predetermined number of times. Guide the sound. 6. The game device (3) according to claim 1, wherein the determining unit (303) further determines whether the input time is earlier or too late than the reference time; and the sound output is The part (3〇1) outputs a first sound when the determination unit (3〇3) determines that it is too early, and outputs a second sound as the guidance sound when it is determined that it is too late. 7. The game device (300) according to claim 1, wherein the sound output unit (301) outputs 27 201026363 for each beat of the music piece; and the reference time is One of the beats of the music piece or the adjacent beat is divided into one of 1/2, 1M, or 1/8. 8. A game control method, which is a game control method implemented on a game device (9) (1) having a sound output unit (3〇1), a receiving unit (302), a shape (303), and a decision unit (3〇4) The method includes: a sound output step of reproducing the music by the sound output units (301), 10 to output; a receiving step of receiving the player by the receiving unit (302) In the determining step, the determining unit (303) determines, by the determination unit (303), the time at which the input is received (hereinafter referred to as the input time), and the plurality of times defined by the beat of the music piece that is outputted in accordance with the reproduction. (Immediately referred to as "reference time"), and whether or not the shirt (four) is determined by the determination unit (3), based on the determination result of the determination unit (303), to determine whether or not to output a guidance sound. In the case where the sound output unit (3〇1) determines that the guidance sound is to be output, the predetermined sound is used as the guidance sound, and is outputted in accordance with the beat of the music. 9. A computer-readable information recording medium characterized by recording a program for causing a computer to perform the following functions: an audio output unit (301) for reproducing a music piece for output; a receiving unit (302) The system receives the input of the player; 'J 淖 淖 (303)' determines that the time at which the input is received (hereinafter referred to as 28 201026363 is the input time) 'the plural number set with the beat of the music piece that is outputted in accordance with the reproduction Any one of the time (hereinafter referred to as a reference time), and whether or not a determination unit (304) determines whether to output a guidance sound based on the determination result of the determination unit (3〇3); wherein the sound is The output unit (301) outputs a predetermined sound as the guidance sound in accordance with the tempo of the φ music when it is determined that the guidance sound is to be rotated. 10. A program for enabling a computer to perform the following functions: a sound output unit (301) for reproducing a music piece for output; a receiving unit (302) for receiving input from a player; (303) 'Determine' whether or not the time at which the input is received (hereinafter referred to as "input time") coincides with any of a plurality of times (hereinafter referred to as reference time) defined by the beat of the music piece that is outputted in accordance with the reproduction And the determination unit (304) determines whether or not to output the guidance sound based on the determination result of the determination unit (3〇3); and the voice output unit (3〇1) determines that the guidance is to be output. In the case of 曰, the predetermined sound is used as the guidance sound, and is output in accordance with the tempo of the music. 29
TW098124610A 2008-07-25 2009-07-21 Game device, method for controlling game, information recording medium, and program TW201026363A (en)

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US5739457A (en) * 1996-09-26 1998-04-14 Devecka; John R. Method and apparatus for simulating a jam session and instructing a user in how to play the drums
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