TW201332622A - Game machine, control method and storage medium storing computer program used thereof - Google Patents

Game machine, control method and storage medium storing computer program used thereof Download PDF

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Publication number
TW201332622A
TW201332622A TW101141592A TW101141592A TW201332622A TW 201332622 A TW201332622 A TW 201332622A TW 101141592 A TW101141592 A TW 101141592A TW 101141592 A TW101141592 A TW 101141592A TW 201332622 A TW201332622 A TW 201332622A
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Taiwan
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machine
game
reference period
period
information
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TW101141592A
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Chinese (zh)
Inventor
Yoshitaka Nishimura
Masahiro Kiyomoto
Shota Katagiri
Atsushi Usami
Takao Yamamoto
mayumi Okuyama
Tatsuya Iyama
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Konami Digital Entertainment
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Publication of TW201332622A publication Critical patent/TW201332622A/en

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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/53Features 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 details of game servers details of basic data processing
    • A63F2300/534Features 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 details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
    • 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)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Provided is a game machine which can prevent effects due to lag of receiving information. A game machine 2 is applied to a game system 1 which causes a game to proceed between games 2 connected to each other through a network 5. Further, the game machine 2 includes a external storage device 20 which stores a sequence data 28 including an appearance position instructing portion 28g for associating mutually each operation timing of one's own machine during the game and a operation timing of another machine under a play. And, the game machine 2 teaches each operation timing so that a movement path W of an object 60 for instructing a operation timing of one's own machine changes according to a operation result on the object 60 associated with the operation timing of one's own machine based on the appearance position instructing portion 28g, and changes a operation information using for changing the movement path W, from an operation information based on the appearance position instructing portion 28g to an operation information corresponding to a operation timing earlier than the operation information of another machine when time lag has occurred.

Description

遊戲機、使用於其之控制方法及記憶電腦程式的記憶媒體 Game machine, memory control method used therein, and memory computer program

本發明係關於適用於在透過通訊線路而連接之複數終端之間,依據各終端的玩家所致之遊玩行為來使遊戲進行的遊戲系統,且具有可作為複數終端之一的功能的遊戲機、使用於其之控制方法及記憶電腦程式的記憶媒體。 The present invention relates to a game system suitable for a game system in which a game is played in accordance with a play behavior by a player of each terminal between a plurality of terminals connected via a communication line, and a game machine having a function as one of a plurality of terminals, A memory medium used for its control method and memory computer program.

公知有在透過通訊線路連接之複數遊戲機之間使對戰型之遊戲進行的遊戲系統(例如,參照專利文獻1)。另一方面,也存在有對戰中之一方的遊玩結果會影響另一方的遊戲之進行的遊戲機。作為此種遊戲機,公知有配合音樂的韻律,交互操作操作部的遊戲機(例如,參照專利文獻2)。 A game system in which a game of a battle type is played between a plurality of game machines connected via a communication line is known (for example, refer to Patent Document 1). On the other hand, there is also a game machine in which the play result of one of the battles affects the progress of the other game. As such a game machine, a game machine that interactively operates an operation unit in accordance with the rhythm of music is known (for example, refer to Patent Document 2).

〔先前技術文獻〕 [Previous Technical Literature] 〔專利文獻〕 [Patent Document]

〔專利文獻1〕日本特開2011-087649號公報 [Patent Document 1] Japanese Patent Laid-Open No. 2011-087649

〔專利文獻2〕日本特開2003-236243號公報 [Patent Document 2] Japanese Patent Laid-Open Publication No. 2003-236243

在專利文獻1的遊戲系統中,透過網路實現與多數玩家的對戰。但是,在此種遊戲系統中,也有因通訊障礙 等,對戰對手的遊玩結果等,從對戰對手的遊戲機接收之資訊會延遲之狀況。另一方面,在專利文獻2的遊戲機中,因對戰中之一方的遊玩結果會影響另一方的遊戲之進行,故在另一方的遊戲之進行的關係上,可將一方的遊玩結果利用於另一方的遊戲之進行的時間有所限制。所以,在將此種遊戲機適用於專利文獻1的遊戲系統時,有因通訊障礙等,遊戲的進行產生阻礙之狀況。 In the game system of Patent Document 1, a battle with a majority of players is realized through the network. However, in this kind of game system, there are also communication obstacles. Wait, the results of the opponent's play, etc., the information received from the opponent's game console will be delayed. On the other hand, in the game machine of Patent Document 2, since the result of the game play in one of the battles affects the progress of the other game, the play result can be utilized in the relationship of the other game play. The time for the other party's game is limited. Therefore, when such a game machine is applied to the game system of Patent Document 1, there is a situation in which the progress of the game is hindered due to a communication failure or the like.

因此,本發明的目的係提供可抑制資訊接收的延遲所致之影響的遊戲機、使用於其之控制方法及記憶電腦程式的記憶媒體。 Accordingly, it is an object of the present invention to provide a game machine, a control method therefor, and a memory medium for a computer program that can suppress the influence of delay in information reception.

本發明的遊戲機,係適用於在透過通訊線路(5)而連接之複數終端(2)之間,依據各終端的玩家所致之遊玩行為來使遊戲進行的遊戲系統(1),且具有可作為前述複數終端之一的功能的遊戲機,具備:關係資訊記憶手段(20),係記憶用以將應執行前述遊戲中的自機之前述遊玩行為的至少1個基準時期,與應執行具有前述遊戲系統之其他終端之功能的他機之前述遊玩行為的至少1個基準時期,彼此建立關聯的關係資訊(28g);基準時期導引手段(10),係以因應依據前述關係資訊而與前述自機的基準時期建立關聯之前述他機的基準時期所對應之前述遊玩行為,該自機之基準時期的導引樣態會變化之方式,導引各基準時期;及關係變更手段(10),係在滿足所定 變更條件時,將前述基準時期導引手段為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期。 The game machine of the present invention is applied to a game system (1) in which a game is played between a plurality of terminals (2) connected via a communication line (5) in accordance with a play behavior of a player of each terminal, and has A game machine capable of functioning as one of the plurality of terminals includes: a relationship information memory means (20) for storing at least one reference period for performing the aforementioned play behavior of the self-machine in the game, and executing At least one reference period of the aforementioned play behavior of the other machine having the function of the other terminal of the game system, the relationship information (28g) associated with each other; the reference period guiding means (10) is based on the relationship information The aforementioned play behavior corresponding to the reference period of the aforementioned other machine associated with the reference period of the self-machine, the manner in which the guidance state of the self-machine reference period changes, guiding each reference period; and the relationship change means ( 10), the department is satisfied In the case of changing the condition, the reference period guiding means changes the reference period of the aforementioned other game in order to change the guidance state, and changes from the reference period of the other machine based on the relationship information to the aforementioned The reference period of the machine is still an early reference period.

依據本發明,在滿足所定變更條件時,為了使自機的導引樣態變化所應利用之他機的基準時期,從依據本來的關係資訊者被變更為比其還早的基準時期。因此,例如,考慮通訊障礙等,可使自機與他機之基準時期的對應關係稍微偏離本來的關係。更具體來說,可使利用他機的遊玩行為相關之資訊等的時期延遲。藉此,因為可藉由接收延遲而使對遊戲的進行產生影響的時期延遲,所以可抑制資訊接收的延遲所致之影響。 According to the present invention, when the predetermined change condition is satisfied, the reference period of the other machine to be used to change the guidance state of the self-machine is changed from the original relationship information to a reference period earlier than this. Therefore, for example, considering the communication obstacle or the like, the correspondence relationship between the self-machine and the reference period of the other machine can be slightly deviated from the original relationship. More specifically, it is possible to delay the period of information related to the play behavior of the other machine. Thereby, since the period in which the progress of the game is affected can be delayed by the reception delay, the influence of the delay in the reception of the information can be suppressed.

於本發明的遊戲機之一樣態中,前述關係變更手段,係在依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期之後,滿足所定恢復條件時,將前述基準時期導引手段為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從前述較早的基準時期,恢復成依據前述關係資訊之前述他機的基準時期亦可。此時,藉由作為所定恢復條件,利用可判斷資訊接收的延遲已消解的條件,可將利用遊玩行為之他機的基準時期,與利用其作為導引樣態的變化所反映之自機的基準時期之關係,從偏離的關係恢復成本來的關係。藉此,因為可抑制關於不必要地偏離,可更適切地使遊戲進行。 In the same aspect of the game machine of the present invention, the relationship changing means satisfies the predetermined restoration after changing to a reference period earlier than the reference period of the other machine based on the reference period of the relationship information. In the case of the condition, the reference period guiding means restores the aforementioned reference period of the aforementioned play behavior to the aforementioned reference period from the earlier reference period to the aforementioned other information based on the relationship information. The base period is also available. At this time, by using the condition that the delay of the information reception can be resolved as the predetermined recovery condition, the reference period of the other machine using the play behavior can be used as the self-machine reflected by the change using the guide state. The relationship between the base period and the relationship from the deviation relationship. Thereby, since the unnecessary deviation can be suppressed, the game can be made more appropriate.

於本發明的遊戲機之一樣態中,更具備:時間差判別手段(10),係比較所定限制時間與前述他機的前述遊玩行為相關之資訊的取得時間,判別前述所定限制時間與前述取得時間之間是否產生所定時間差;前述所定變更條件,係依據前述時間差判別手段的判別結果,前述所定時間差產生時被滿足亦可。又,於此樣態中,更可具備:限制時間計算手段(10),係依據前述自機的基準時期,計算出前述所定限制時間。在該等狀況中,可更適切地使利用遊玩行為之他機的基準時期與將其作為導引樣態的變化所反映之自機的基準時期之關係偏離。 In the same manner as the game machine of the present invention, the time difference discriminating means (10) is configured to compare the predetermined time limit with the acquisition time of the information related to the play behavior of the other machine, and determine the predetermined time limit and the acquisition time. Whether or not a predetermined time difference occurs is generated; the predetermined change condition is based on the determination result of the time difference discriminating means, and the predetermined time difference may be satisfied. Further, in this aspect, the restriction time calculation means (10) may be further provided, and the predetermined time limit is calculated based on the reference time period of the self-machine. In such a situation, it is more appropriate to deviate the relationship between the reference period of the other machine using the play behavior and the reference period of the self-machine reflected by the change as the guidance mode.

作為藉由關係資訊建立關聯之自機的基準時期及他機的基準時期之數量,適用任何數量亦可。例如,前述關係資訊記憶手段,係作為前述關係資訊,記憶將前述自機之複數基準時期與前述他機之複數基準時期分別彼此建立關聯的資訊亦可。 As the number of base periods for self-established associations by relationship information and the number of base periods for other machines, any quantity may be applied. For example, the relationship information memory means may, as the relationship information, memorize information that associates the plurality of reference periods of the self-machine with the plurality of reference periods of the other machine.

於本發明的遊戲機之一樣態中,前述關係變更手段,係以使前述導引樣態變化之前述自機的基準時期為基準,導引對於前述自機的各基準時期中相當於該自機之基準時期之前的前1個基準時期時,以作為對於該前1個基準時期的前述導引樣態,前述基準時期導引手段使用所定導引樣態之方式,將為了使前述導引樣態變化所利用的資訊,從依據前述他機的操作時期所對應之前述遊玩行為的資訊,變更為所定資訊亦可。因為使利用遊玩行為之他機的基準時期與利用其作為導引樣態的變化所反映之自機的基 準時期之關係偏離,可能發生他機的基準時期需要比自機的基準時期更多或重複使用之狀況。又,應利用遊玩行為之他機的基準時期為初次時,也有不存在之前的基準時期之問題。此時,不是利用遊玩行為之他機的基準時期與利用其作為導引樣態的變化所反映之自機的基準時期之關係偏離之前的遊玩行為相關資訊,可利用所定資訊。藉此,可消除在初次所產生之問題及重複使用等之問題。 In the same aspect of the game machine of the present invention, the relationship changing means is configured to guide the self-machine reference period to the reference period of the self-machine based on the reference period of the self-machine change. In the previous reference period before the reference period of the machine, the reference period is used as the guidance state for the previous reference period, and the reference period guidance means uses the predetermined guidance mode to make the guidance The information used for the change of the pattern may be changed from the information of the aforementioned play behavior corresponding to the operation period of the other machine to the predetermined information. Because the base period of the other machine that uses the play behavior is based on the self-machine base reflected by the change of the guide pattern. The deviation of the quasi-period may occur when the benchmark period of the aircraft is required to be more or re-used than the benchmark period of the aircraft. In addition, the reference period of the other machine that uses the play behavior is the first time, and there is also the problem of the previous reference period. At this time, the relationship between the reference period of the other machine that uses the play behavior and the reference period of the self-machine that is reflected by the change of the guide pattern is used to deviate from the information related to the previous play behavior, and the predetermined information can be utilized. Thereby, problems such as problems occurring at the first time and repeated use can be eliminated.

作為所定導引樣態,利用任何形式的導引樣態亦可。例如,於本發明的遊戲機之一樣態中,以作為前述所定導引樣態,使用在未適切執行前述遊玩行為時,或在所定時間內未執行前述遊玩行為時所利用之導引樣態之方式,與該導引樣態建立關聯的資訊被利用作為前述所定資訊亦可。 As a given guidance mode, any form of guidance can be used. For example, in the same state of the game machine of the present invention, as the aforementioned guidance mode, the guidance mode used when the aforementioned play behavior is not properly performed, or when the aforementioned play behavior is not performed within a predetermined time, is used. In this way, the information associated with the guidance mode is utilized as the predetermined information.

於本發明的遊戲機之一樣態中,更具備:輸入裝置(9),係具有用以輸入作為前述遊玩行為之操作的至少1個操作部;及顯示裝置(8),係顯示遊戲畫面(50);於前述關係資訊記憶手段,係記憶有以藉由前述關係資訊,作為前述自機的基準時期而對於前述自機之操作部的操作時期,與作為前述他機的操作時期而對於前述他機之操作部的操作時期,彼此建立關聯之方式記述的序列資料(28);前述基準時期導引手段係具備:遊戲區域提示手段(10),係於前述遊戲畫面上,顯示將對應前述自機之操作部的第1基準部(55A)與對應前述他機之操作部的第2基準部(55B)隔開間隔來配置的遊戲區域(52); 及標識顯示控制手段(10),係以用以指示各操作時期的各操作指示標識(60)沿著連接第1基準部及第2基準部的複數移動路徑(W)之任一,在對於前述自機之操作部的操作時期到達前述第1基準部,在對於前述他機之操作部的操作時期到達前述第2基準部之方式,在前述遊戲區域內使各操作指示標識一邊移動一邊顯示,藉此,導引各操作時期;前述標識顯示控制手段,係因應依據前述關係資訊而與前述自機的操作時期建立關聯之前述他機的操作時期所對應之前述操作指示標識的操作結果,使前述自機的操作時期所對應之前述操作指示標識移動的移動路徑變化,藉此,使前述自機之操作時期的導引樣態變化;前述關係變更手段,係將前述標識顯示控制手段為了使前述移動路徑變化而利用前述操作結果的前述操作指示標識所對應之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為前述較早的操作時期。此時,在為了對自機及他機的各玩家導引各操作時期,顯示沿著複數移動路徑之任一而移動於第1基準部與第2基準部之間的操作指示標識之遊戲中,可抑制資訊接收的延遲所致之影響。 In the same manner as the game machine of the present invention, the input device (9) further includes at least one operation unit for inputting the operation as the play behavior; and the display device (8) for displaying the game screen ( 50); in the relationship information memory means, the operation information of the operating unit of the self-machine is used as the reference period of the self-machine, and the operation period of the self-machine is The sequence data (28) described in association with each other in the operation period of the operation unit of the other machine; the reference period guidance means includes a game area presentation means (10) on the game screen, and the display corresponds to the aforementioned a game area (52) disposed between the first reference portion (55A) of the operation unit of the machine and the second reference portion (55B) corresponding to the operation unit of the other machine; And the indicator display control means (10) for indicating each of the operation instruction flags (60) for each operation period along the plurality of movement paths (W) connecting the first reference portion and the second reference portion. The operation timing of the operation unit of the self-machine reaches the first reference unit, and when the operation timing of the operation unit of the other machine reaches the second reference unit, each operation instruction flag is displayed while moving in the game area. Thereby, guiding the operation period; the identifier display control means is an operation result of the operation indication flag corresponding to the operation period of the foregoing other machine associated with the operation period of the self-machine according to the relationship information, And changing a movement path of the operation indication mark corresponding to the operation timing of the self-machine, thereby changing a guidance state of the operation time of the self-machine; and the relationship changing means is to set the indication display control means The reference operation period of the aforementioned other machine corresponding to the foregoing operation indicating that the movement path is changed to use the foregoing operation result is News of the reference period preceding his relations machine, change to the aforementioned operation earlier period. At this time, in order to guide each player of the own machine and the other machine, a game along the operation instruction flag that moves between the first reference portion and the second reference portion along any of the plurality of movement paths is displayed. Can suppress the impact of delays in receiving information.

於本發明的遊戲機之一樣態中,更具備:聲音輸出裝置(14),係再生輸出聲音;樂曲資料記憶手段(20),係記憶用以再生樂曲的樂曲資料(25);及樂曲再生手段(10),係依據前述樂曲資料,從前述聲音輸出裝置再生前述樂曲;作為各基準時期,利用前述樂曲中之各時期亦 可。此時,於音樂遊戲中,可抑制資訊接收的延遲所致之影響。 In the same state of the game machine of the present invention, the sound output device (14) is a reproduction output sound; the music data storage means (20) is a music material (25) for reproducing the music piece; and the music reproduction is performed. The means (10) is to reproduce the music from the sound output device based on the music data; and to use the respective periods in the music as the reference periods can. At this time, in the music game, the influence of the delay in receiving the information can be suppressed.

本發明的控制方法,係使適用於在透過通訊線路(5)而連接之複數終端(2)之間,依據各終端的玩家所致之遊玩行為使遊戲進行的遊戲系統(1),且具有可作為前述複數終端之一的功能的遊戲機(2),又具備記憶用以將應執行前述遊戲中的自機之前述遊玩行為的至少1個基準時期,與應執行具有前述遊戲系統之其他終端之功能的他機之前述遊玩行為的至少1個基準時期,彼此建立關聯的關係資訊(28g)之關係資訊記憶手段(20)的遊戲機的電腦(10),執行以下工程:基準時期導引工程,係以因應依據前述關係資訊而與前述自機的基準時期建立關聯之前述他機的基準時期所對應之前述遊玩行為,該自機之基準時期的導引樣態會變化之方式,導引各基準時期;及關係變更工程,係在滿足所定變更條件時,將前述基準時期導引工程中為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期。 The control method of the present invention is a game system (1) suitable for playing a game between a plurality of terminals (2) connected via a communication line (5) in accordance with a play behavior caused by a player of each terminal, and having The gaming machine (2) capable of functioning as one of the plurality of terminals further has at least one reference period for memorizing the aforementioned play behavior of the self-machine in the game, and other executions having the aforementioned game system At least one reference period of the aforementioned play behavior of the terminal function, the relationship information (28g) of the relationship information memory means (20) of the game machine (10), and the following work: the reference period guide The guiding project is a manner in which the guiding behavior corresponding to the reference period of the aforementioned other machine associated with the reference period of the self-machine is based on the foregoing relationship information, and the guiding state of the reference period of the self-machine changes. Guide each reference period; and the relationship change project, in the case of satisfying the predetermined change condition, the aforementioned reference period guidance project is used to make the aforementioned guidance state change and use the aforementioned play Whom the reference period preceding his machine from the reference period preceding the aforementioned relationship based on the information of his machine, he changed to the reference period of the machine earlier than the previous reference period.

本發明的記憶遊戲機用之電腦程式的記憶媒體,該電腦程式,係構成為使適用於在透過通訊線路(5)而連接之複數終端(2)之間,依據各終端的玩家所致之遊玩行為使遊戲進行的遊戲系統(1),且具有可作為前述複數終端之一的功能的遊戲機(2),又具備記憶用以將應執 行前述遊戲中的自機之前述遊玩行為的至少1個基準時期,與應執行具有前述遊戲系統之其他終端之功能的他機之前述遊玩行為的至少1個基準時期,彼此建立關聯的關係資訊(28g)之關係資訊記憶手段(20)的遊戲機的電腦(10),具有作為以下手段的功能:基準時期導引手段,係以因應依據前述關係資訊而與前述自機的基準時期建立關聯之前述他機的基準時期所對應之前述遊玩行為,該自機之基準時期的導引樣態會變化之方式,導引各基準時期;及關係變更手段,係在滿足所定變更條件時,將前述基準時期導引手段為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期。藉由執行本發明的控制方法或電腦程式,可實現本發明的遊戲機。 A memory medium for a computer program for a memory game machine according to the present invention, the computer program being configured to be adapted to be used by a player of each terminal between a plurality of terminals (2) connected via a communication line (5) The game system (1) in which the game behavior is performed by the game, and has a game machine (2) that can function as one of the plurality of terminals, and has a memory for At least one reference period of the aforementioned play behavior of the self-machine in the aforementioned game, and at least one reference period of the aforementioned play behavior of the other machine having the function of the other terminal of the game system, the relationship information associated with each other (28g) The computer (10) of the game machine of the relationship information memory means (20) has a function as a means for guiding the base period in association with the reference period of the self-machine based on the relationship information. In the aforementioned play behavior corresponding to the reference period of the other machine, the guidance mode of the reference period of the self-machine will change, and each reference period is guided; and the relationship change means is to satisfy the predetermined change condition. The reference period guiding means changes the reference period of the other device based on the relationship information to the reference period of the aforementioned other information in order to change the guidance state. Still early benchmark period. The gaming machine of the present invention can be realized by executing the control method or computer program of the present invention.

再者,在以上之說明中,為了易於理解本發明,將添附圖面之參照符號以括弧附記,但是,本發明並不因此被限定於圖式之形態者。 In addition, in the above description, in order to facilitate the understanding of the present invention, the reference numerals attached to the drawings are attached with parentheses, but the present invention is not limited to the form of the drawings.

如以上所說明般,依據本發明,在滿足所定變更條件時,為了使自機的導引樣態變化所應利用之他機的基準時期,從依據本來的關係資訊者被變更為比其還早的基準時期。因此,例如,考慮通訊障礙等,可使自機與他機之基準時期的對應關係稍微從本來的關係延遲。藉此,因為可 藉由接收延遲而使對遊戲的進行產生影響的時期延遲,所以可抑制資訊接收的延遲所致之影響。 As described above, according to the present invention, when the predetermined change condition is satisfied, the reference period of the other machine to be used for changing the guidance state of the self-machine is changed from the original relationship information to the corresponding information. Early benchmark period. Therefore, for example, considering the communication obstacle or the like, the correspondence relationship between the self-machine and the reference period of the other machine can be slightly delayed from the original relationship. Because of this, because Since the period in which the progress of the game is affected is delayed by the reception delay, the influence of the delay in receiving the information can be suppressed.

以下,針對關於本發明之遊戲機的一形態進行說明。圖1係揭示適用關於本發明一形態的遊戲機之遊戲系統的圖。於遊戲系統1中,複數遊戲機2與中央伺服器3透過路由器4分別連接於網路5。中央伺服器3並不限定於藉由1台物理裝置所構成的範例。例如,藉由作為複數物理機構的伺服器群,構成1台邏輯之中央伺服器3亦可。各遊戲機2係藉由連接於網路5,具有作為遊戲系統1之終端裝置(或客戶端)的功能。作為網路5,使用網際網路。再者,網路5係只要使用通訊線路者即可,並不限定於網際網路。又,通訊線路係可作為有線及無線之任一。 Hereinafter, an aspect of the game machine according to the present invention will be described. Fig. 1 is a view showing a game system to which a game machine according to an aspect of the present invention is applied. In the game system 1, the plurality of game machines 2 and the central server 3 are connected to the network 5 via the router 4, respectively. The central server 3 is not limited to an example constituted by one physical device. For example, a central server 3 that constitutes one logic may be used as a server group of a plurality of physical mechanisms. Each of the gaming machines 2 has a function as a terminal device (or a client) of the game system 1 by being connected to the network 5. As the network 5, the Internet is used. Furthermore, the network 5 is only required to use a communication line, and is not limited to the Internet. Moreover, the communication line can be used as either wired or wireless.

各遊戲機2係構成為以遊玩費用的支付為代價,允許所定範圍之遊戲的遊玩之業務用的遊戲機。遊戲機2係分別設置適當台數於店舖6等的商業設施。路由器4係與各店鋪6及中央伺服器3建立對應而設置。同一店鋪的遊戲機2係透過共通的路由器4而連接於網路5。再者,於遊戲機2與店舖6的路由器4之間設置區域伺服器,透過該區域伺服器,遊戲機2可通訊地連接於中央伺服器3亦可。 Each of the game machines 2 is configured as a game machine for allowing the game of the game of the game of a predetermined range at the expense of the payment of the play fee. The gaming machine 2 is provided with a commercial facility such as a store 6 or the like. The router 4 is provided in association with each of the stores 6 and the central server 3. The gaming machine 2 of the same store is connected to the network 5 via a common router 4. Further, a regional server is provided between the game machine 2 and the router 4 of the store 6, and the game machine 2 can be communicably connected to the central server 3 via the area server.

於中央伺服器3,設置有控制單元(未圖示)。控制單元係構成為具備微處理器、記錄應利用該微處理器執行 之作業系統等的程式之ROM及提供對於微處理器之作業區域的RAM等之內部記憶裝置(未圖示)的電腦單元。又,於中央伺服器3連接有外部記憶裝置(未圖示)。於外部記憶裝置,分別記憶有應利用控制單元執行之各種伺服器用程式及該程式所參照之各種資料。 A control unit (not shown) is provided in the central server 3. The control unit is configured to have a microprocessor, and the recording should be performed by the microprocessor A ROM of a program such as an operating system, and a computer unit that provides an internal memory device (not shown) such as a RAM in a work area of the microprocessor. Further, an external memory device (not shown) is connected to the central server 3. In the external memory device, various server programs to be executed by the control unit and various materials referred to by the program are respectively stored.

圖2係揭示遊戲機2之物理構造的圖。遊戲機2係具備框體7,與作為於框體7的上面,往玩家P側傾斜配置之顯示裝置的監視器8。於監視器8的表面,重疊有透明的觸控面板9。觸控面板9係在玩家P利用手指等接觸時,輸出因應其接觸位置的訊號之公知的輸入裝置。除此之外,於遊戲機2,設置用以選擇或決定的按鍵、電源開關、音量操作開關、電源燈等之通常的業務用遊戲機所具備之各種輸入裝置及輸出裝置,但是,在圖2中省略該等圖示。 FIG. 2 is a diagram showing the physical configuration of the gaming machine 2. The game machine 2 includes a housing 7 and a monitor 8 as a display device that is disposed obliquely to the player P side as an upper surface of the housing 7. On the surface of the monitor 8, a transparent touch panel 9 is superposed. The touch panel 9 is a well-known input device that outputs a signal corresponding to the contact position when the player P touches with a finger or the like. In addition, in the game machine 2, various input devices and output devices provided in a normal business game machine such as a button for selection or determination, a power switch, a volume operation switch, and a power lamp are provided, but These illustrations are omitted in 2.

圖3係遊戲機2的功能區塊圖。如圖3所示,於框體7的內部,設置有作為電腦的控制單元10。控制單元10係具備作為控制主體的遊戲控制部11、遵從來自其遊戲控制部11的輸出而動作的顯示控制部12及聲音輸出控制部13。遊戲控制部11係構成為組合微處理器,與其微處理器的動作所需之內部記憶裝置(作為一例,有ROM及RAM)等之各種周邊裝置的單元。顯示控制部12係將因應從遊戲控制部11賦予之畫像資料的畫像描繪至畫格緩衝器,並將對應該描繪之畫像的映像訊號輸出至監視器8,藉此,於監視器8上顯示所定畫像。聲音輸出控制部 13係產生因應從遊戲控制部11賦予之聲音再生資料的聲音再生訊號,並輸出至作為連接於控制單元10之聲音輸出裝置的揚聲器14,藉此,從揚聲器14再生所定聲音(包含樂音等)。 FIG. 3 is a functional block diagram of the gaming machine 2. As shown in FIG. 3, inside the casing 7, a control unit 10 as a computer is provided. The control unit 10 includes a game control unit 11 as a control main body, a display control unit 12 that operates in accordance with an output from the game control unit 11, and a sound output control unit 13. The game control unit 11 is configured as a unit of various peripheral devices such as an internal memory device (for example, a ROM and a RAM) required to combine a microprocessor and an operation of the microprocessor. The display control unit 12 draws an image corresponding to the image data given from the game control unit 11 to the frame buffer, and outputs a video signal corresponding to the image to be drawn to the monitor 8, thereby displaying it on the monitor 8. The portrait is fixed. Sound output control unit 13 generates a sound reproduction signal corresponding to the sound reproduction data given from the game control unit 11, and outputs it to the speaker 14 as a sound output device connected to the control unit 10, whereby the predetermined sound (including music, etc.) is reproduced from the speaker 14. .

於遊戲控制部11係連接有外部記憶裝置20。於外部記憶裝置20係可使用DVDROM、CDROM等之光學式記憶媒體或EEPROM等之非揮發性半導體記憶體裝置等之即使無電源的供給也可保持記憶的記憶媒體。 An external memory device 20 is connected to the game control unit 11. The external memory device 20 can use a memory medium such as an optical memory medium such as a DVDROM or a CDROM or a nonvolatile semiconductor memory device such as an EEPROM to maintain a memory even if no power is supplied.

於外部記憶裝置20,係記憶遊戲程式21與遊戲資料22。遊戲程式21係為了在遊戲機2遵從所定順序來執行音樂遊戲所需之電腦程式。遊戲機2被啟動時,遊戲控制部11係藉由執行記憶於其內部記憶裝置之作業程式,執行作為遊戲機2來動作所需之各種初始設定,接下來,藉由從外部記憶裝置20讀入遊戲程式21並加以執行,遵從遊戲程式21而設定用以執行音樂遊戲的環境。顯示控制部11係藉由電腦硬體與電腦程式的組合而實現之邏輯裝置。遊戲控制部11係執行配合玩家所選擇之音樂(樂曲)的再生而對玩家指示操作,或因應玩家的操作而產生效果音的音樂遊戲所需之處理。進而,遊戲控制部11係評估玩家的操作,且執行用以因應該評估結果,在遊戲中產生變化的處理等。 In the external memory device 20, the game program 21 and the game material 22 are memorized. The game program 21 is a computer program required to execute the music game in accordance with the predetermined order of the game machine 2. When the game machine 2 is activated, the game control unit 11 executes various initial settings required for the game machine 2 to operate by executing the work program stored in the internal memory device, and then reads from the external memory device 20 by the external memory device 20. The game program 21 is entered and executed, and the environment for executing the music game is set in accordance with the game program 21. The display control unit 11 is a logical device realized by a combination of a computer hardware and a computer program. The game control unit 11 performs processing required to instruct the player to perform an operation in response to the reproduction of the music (music) selected by the player, or to generate a sound effect in response to the player's operation. Further, the game control unit 11 evaluates the operation of the player, and executes processing or the like for causing a change in the game in response to the result of the evaluation.

於遊戲資料22係包含遵從遊戲程式21而執行音樂遊戲時所應參照之各種資料。作為此各種資料,例如,於遊戲資料22包含有樂曲資料25、效果音資料26及畫像資料 27。樂曲資料25係為了從揚聲器14再生輸出成為遊戲對象的樂曲所需之資料。在圖3中,揭示一種類的樂曲資料25,但是實際上,玩家可從複數樂曲選擇進行遊玩之樂曲。於遊戲資料22,該等複數樂曲資料25附加用以識別各曲子的資訊而記錄。藉由記憶樂曲資料25,外部記憶裝置20具有作為樂曲資料記憶手段的功能。 The game material 22 includes various materials that should be referred to when the music game is executed in accordance with the game program 21. As such various materials, for example, the game material 22 includes music material 25, effect sound data 26, and portrait data. 27. The music material 25 is a material required for reproducing and outputting a music piece to be played by the player 14 from the speaker 14. In Fig. 3, a type of music material 25 is disclosed, but in practice, the player can select a piece of music to be played from the plurality of pieces of music. In the game material 22, the plurality of pieces of music information 25 are recorded by adding information for identifying each piece of music. By memorizing the music material 25, the external memory device 20 has a function as a means of memorizing music data.

效果音資料26係將回應玩家的操作而應從揚聲器14輸出之複數種類的效果音,與每一效果音獨特的代碼建立對應並加以記錄的資料。效果音係包含樂器之外其他各種類的聲音。效果音資料係對於各種類,改變音程而準備有所定八度數亦可。畫像資料27係用以使監視器8顯示遊戲畫面內之背景畫像、各種物件、圖示等的資料。 The effect sound material 26 is a material that responds to the player's operation and outputs a plurality of types of effect sounds to be output from the speaker 14, and records and records the code unique to each effect sound. The effect sound system contains various kinds of sounds other than the instrument. The effect sound data is also available for various classes, and it is also possible to change the interval and prepare for an octave. The image data 27 is used to cause the monitor 8 to display background images, various objects, illustrations, and the like in the game screen.

於遊戲資料22更包含序列資料28。序列資料28係用以對於玩家指示操作時期的資料。對於一首曲子的樂曲資料,最少準備1個序列資料28。序列資料28係於後詳述。 The game material 22 further includes sequence data 28. The sequence data 28 is used to indicate to the player the data of the operation period. For the piece of music information of a piece, at least one sequence data 28 is prepared. Sequence data 28 is detailed later.

接著,說明在遊戲機2執行之音樂遊戲的概要。遊戲機2係構成為配合音樂而兩位玩家(包含遊戲機2具有作為一方之玩家的功能之狀況)執行操作,評估該兩位玩家的操作時期而進行競爭之對戰方式的音樂遊戲機。又,遊戲機2係以經由此種音樂遊戲,自機的玩家可與透過網路5連接之其他遊戲機2(他機)的玩家進行對戰之方式構成。 Next, an outline of the music game executed on the gaming machine 2 will be described. The game machine 2 is a music game machine that is configured to perform an operation by combining two players (including a situation in which the game machine 2 has a function as a player of one player) in cooperation with music, and evaluates the operation timing of the two players to compete against each other. Further, the game machine 2 is configured such that a player who is a player of the game can compete with a player of another game machine 2 (other machine) connected via the network 5 via such a music game.

在開始遊戲之前,從各遊戲機2對於中央伺服器3, 透過網路5發送要求對戰者的匹配要求。中央伺服器3係依據來自各遊戲機2的匹配要求,將彼此成為對戰對手之兩位玩家加以匹配。依據中央伺服器3的指定而決定對戰對手時,在該等玩家之間,開始利用遊戲機2之間的通訊之對戰。 Before starting the game, from each gaming machine 2 to the central server 3, Send matching requirements for the match through the network 5. The central server 3 matches two players who are opponents of each other in accordance with the matching request from each of the gaming machines 2. When the opponent is determined according to the designation of the central server 3, the competition between the game machines 2 is started between the players.

圖4係模式揭示在遊戲機2中執行之音樂遊戲的遊戲畫面的圖。於遊戲畫面50,包含用以導引玩家操作時期的遊戲區域52,與用以顯示包含被匹配之兩位玩家的得分等之遊戲資訊的資訊區域53。遊戲區域52係形成為矩形。在遊戲區域52的長邊方向(圖4的上下方向)之兩端52U、52B附近,作為基準部的第1基準部55A及第2基準部55B以相互對向之方式配置。各基準部55A、55B係直線狀延伸於與遊戲區域52的長邊方向直交之方向。 FIG. 4 is a diagram showing a game screen of a music game executed in the gaming machine 2. The game screen 50 includes a game area 52 for guiding the player's operation period, and an information area 53 for displaying game information including the scores of the matched two players. The game area 52 is formed in a rectangular shape. In the vicinity of both ends 52U and 52B in the longitudinal direction of the game region 52 (the vertical direction in FIG. 4), the first reference portion 55A and the second reference portion 55B as the reference portions are disposed to face each other. Each of the reference portions 55A and 55B linearly extends in a direction orthogonal to the longitudinal direction of the game region 52.

各基準部55A、55B係藉由被匹配之進行遊玩兩台遊戲機2的兩位玩家分別作為遊戲上之現在時刻的基準來使用。具體來說,第1基準部55A係具有作為表示自機的玩家(以下稱為第1玩家)之現在時刻的基準之標識的功能,第2基準部55B係具有作為表示他機的玩家(以下稱為第2玩家)之現在時刻的基準之標識的功能。在此,在圖4的範例中,遊戲畫面50係就第1玩家來看,描繪成前方側在下,深側在上。又,於各基準部55A、55B,為了區別各玩家而使用不同顏色。在圖4的範例中,作為第1基準部55A使用紅色直線,作為第2基準部55B使用藍色直線。又,資訊區域53係配置在遊戲區域52的周圍, 遊戲區域52之長邊方向的一端側為了顯示一方之玩家的得分等所使用,另一端側為了顯示另一方之玩家的得分等所使用。 Each of the reference units 55A and 55B is used as a reference for the current time on the game by the two players who are matched to play the two game machines 2, respectively. Specifically, the first reference unit 55A has a function as a reference for indicating the current time of the player (hereinafter referred to as a first player), and the second reference unit 55B has a player as a player (hereinafter referred to as The function of the logo of the current time of the second player). Here, in the example of FIG. 4, the game screen 50 is drawn from the first player, and the front side is on the lower side and the deep side is on the upper side. Further, in each of the reference portions 55A and 55B, different colors are used in order to distinguish each player. In the example of FIG. 4, a red straight line is used as the first reference portion 55A, and a blue straight line is used as the second reference portion 55B. Further, the information area 53 is disposed around the game area 52. One end side of the game area 52 in the longitudinal direction is used to display the score of one player, and the other end side is used to display the score of the other player.

各基準部55A、55B係分別包含以所定間隔配置之複數反彈點。如圖中以虛線揭示般,包含於第1基準部55A之複數反彈點R1與包含於第2基準部55B之複數反彈點R2,係藉由複數路徑W而彼此連接。具體來說,分別設置有從第1基準部55A的1個反彈點R1到包含於第2基準部55B之複數反彈點R2的複數路徑W,與從第2基準部55B的1個反彈點R2到包含於第1基準部55A之複數反彈點R1的複數路徑W。再者,在圖4中,僅例示一部分的反彈點R1、R2,但是,實際上,多數反彈點R1、R2沿著基準部55A、55B而以一定間隔存在。 Each of the reference portions 55A and 55B includes a plurality of bounce points arranged at predetermined intervals. As shown by the broken line in the figure, the complex bounce point R1 included in the first reference portion 55A and the complex bounce point R2 included in the second reference portion 55B are connected to each other by the complex path W. Specifically, a complex path W from one rebound point R1 of the first reference portion 55A to a complex rebound point R2 included in the second reference portion 55B and one rebound point R2 from the second reference portion 55B are provided. The complex path W to the complex bounce point R1 of the first reference portion 55A. In addition, in FIG. 4, only some of the rebound points R1 and R2 are illustrated, but actually, many rebound points R1 and R2 exist at regular intervals along the reference portions 55A and 55B.

從第1基準部55A的反彈點R1延伸之複數路徑W係一邊通過反彈點R2一邊延伸至第2基準部55B側的上側端部52U為止。又,從第2基準部55B的反彈點R2延伸之複數路徑W係一邊通過反彈點R1一邊延伸至第1基準部55A側的下側端部52B為止。著目於第1基準部55A的1個反彈點R1的話,對於該反彈點R1,作為複數路徑W,分別設置有朝向包含於第2基準部55B之3個反彈點R2,從該反彈點R1延伸之3個路徑W1、W2、W3。於音樂遊戲的執行中,亦即,於樂曲之再生的進行中,於連接反彈點R1與反彈點R2的路徑W上,遵從序列資料28而顯示作為指示操作之操作指示標識的物件60。再者,在圖 4中,為了便利說明,以虛線揭示各路徑W1、W2、W3,但是,於實際的遊戲畫面50,並未顯示複數路徑W之任一。 The plurality of paths W extending from the rebound point R1 of the first reference portion 55A extend to the upper end portion 52U on the second reference portion 55B side while passing through the rebound point R2. In addition, the plurality of paths W extending from the rebound point R2 of the second reference portion 55B extend to the lower end portion 52B on the first reference portion 55A side while passing through the rebound point R1. When one of the rebound points R1 of the first reference unit 55A is focused, the rebound point R1 is provided with three rebound points R2 included in the second reference unit 55B as the complex path W, from which the rebound point R1 is provided. The three paths W1, W2, and W3 are extended. In the execution of the music game, that is, during the reproduction of the music piece, on the path W connecting the rebound point R1 and the rebound point R2, the object 60 as the operation instruction flag indicating the operation is displayed in accordance with the sequence data 28. Again, in the picture In FIG. 4, for convenience of explanation, each of the paths W1, W2, and W3 is shown by a broken line. However, the actual game screen 50 does not display any of the complex paths W.

物件60係在曲中的適當時期,出現在反彈點R1或反彈點R2,遵從樂曲的進行,從出現之各反彈點R1、R2朝向位於相反側之各反彈點R1、R2,移動於從出現之各反彈點R1、R2延伸之路徑W上。然後,配合物件60的到達來執行適切操作時,物件60會消滅。以該物件60的消滅為代價,於執行適切操作之各基準部55A、55B的各反彈點R1、R2,會出現下個物件60。亦即,進行適切的操作時,物件60到達的位置(反彈點)具有作為下個物件60的出現位置之功能。再者,物件60係沿著對於1個反彈點R1(或R2)設定之複數路徑W之任一移動。關於從複數路徑W選擇1個路徑W的選擇係於後敘述。 The object 60 is in the appropriate period of the song, appears at the rebound point R1 or the rebound point R2, following the progress of the music, from the respective rebound points R1, R2 appearing toward the opposite rebound points R1, R2, moving from appearing Each of the rebound points R1, R2 extends on the path W. Then, when the appropriate operation is performed in conjunction with the arrival of the object 60, the object 60 is destroyed. At the expense of the erasure of the object 60, the next object 60 appears in each of the bounce points R1, R2 of the reference portions 55A, 55B that perform the appropriate operation. That is, when the appropriate operation is performed, the position (bounce point) at which the object 60 arrives has a function as the appearance position of the next object 60. Furthermore, the object 60 moves along any of the complex paths W set for one bounce point R1 (or R2). The selection of one path W from the complex path W will be described later.

出現於出現位置的物件60係從該出現位置朝向位於相反側之各反彈點R1、R2移動。為此,在執行適切的操作時,物件60係以有如在各反彈點R1、R2反彈之方式,交互重複移動於各基準部55A、55B之間。另一方面,未執行適切操作時,物件60係沿著各路徑W而通過各基準部55A、55B,移動至上側端部52U或下側端部52B為止。然後,各端部52U、52B的物件60到達之位置具有作為下個物件60的出現位置之功能。為此,未執行適切操作時,物件60係從各端部52U、52B朝向位於相反側的基準部,以有如在各端部52U、52B反彈之方式改變移動方 向。關於在端部52U、52B反彈之後的物件60之移動路徑,係設定為不經由側壁52L、52R,下個應到達之反彈點為止的距離為最小的路徑。 The object 60 appearing in the appearance position moves from the appearance position toward the respective rebound points R1, R2 on the opposite side. For this reason, when performing an appropriate operation, the object 60 is alternately moved between the reference portions 55A, 55B in such a manner as to rebound at the respective bounce points R1, R2. On the other hand, when the appropriate operation is not performed, the object 60 moves to the upper end portion 52U or the lower end portion 52B through the respective reference portions 55A and 55B along the respective paths W. Then, the position at which the articles 60 of the respective end portions 52U, 52B arrive has a function as the appearance position of the next object 60. For this reason, when the appropriate operation is not performed, the object 60 is directed from the respective end portions 52U, 52B toward the reference portion on the opposite side, and the moving side is changed in such a manner that the end portions 52U, 52B rebound. to. The movement path of the object 60 after the end portions 52U and 52B rebound is set to a path that does not pass through the side walls 52L and 52R and the distance from the next rebound point to be reached is the smallest.

作為上述之適切操作,對各玩家,要求配合物件60到達各基準部55A、55B,對各基準部55A、55B的物件60所到達之位置作觸控的觸控操作。各玩家進行觸控操作時,檢測出物件60一致於各基準部55A、55B的時刻,與各玩家進行觸控操作的時刻之間的偏離時間。該偏離時間越小則玩家的操作被評估的越高。又,因應觸控操作,效果音從揚聲器14再生。作為效果音的再生方法,適用公知的方法即可。例如,作為再生效果音之公知的方法,存在有一邊再生樂曲,一邊從樂曲上追加效果音的方法,在失誤時一邊將樂曲加以消音,一邊再生對應失誤操作之效果音的方法。又例如,也存在有分割樂曲並分派至各操作時期,在執行適切操作時,則演奏被分派至該操作時期之樂曲的聲部(如藉由對於各操作時期的適切操作,形成樂曲之方法。為此,在進行失誤操作時,則不會再生被分派至該操作時期之樂曲的聲部)之方法。 As described above, for each player, it is required for each player to reach the respective reference portions 55A and 55B and perform a touch operation for touching the position where the objects 60 of the reference portions 55A and 55B reach. When each player performs a touch operation, the time when the object 60 coincides with each of the reference portions 55A and 55B and the time when the respective player performs the touch operation is detected. The smaller the deviation time, the higher the player's operation is evaluated. Also, the effect sound is reproduced from the speaker 14 in response to the touch operation. As a method of reproducing the effect sound, a known method may be applied. For example, as a method of reproducing the effect sound, there is a method of adding an effect sound to the music while reproducing the music, and a method of reproducing the effect sound corresponding to the error operation while muting the music at the time of the mistake. For another example, there is also a method of forming a music piece by dividing the music piece and assigning it to each operation period, and when performing the appropriate operation, the performance is assigned to the music part of the operation period (for example, by appropriate operation for each operation period) For this reason, the method of reproducing the part of the music piece assigned to the operation period is not reproduced when the error operation is performed.

在圖4的範例中,物件60正在路徑W1上朝向第2基準部55B的反彈點R2移動中。配合該物件60到達第2基準部55B,第2玩家係對被顯示於他機(就第2玩家來看為自機)的遊戲畫面50之第2基準部55B的物件60所到達之位置作觸控操作即可。又,物件60係以對應現在開始所要朝向之各基準部55A、55B的顏色進行顯示。亦 即,在圖4的範例中,物件60係到達第2基準部55B的反彈點R2為止以藍色顯示,出現在到達之反彈點R2的下個物件60則以紅色顯示。在本形態中,藉由監視器8上之各基準部55A、55B,與重疊於該等之觸控面板9的組合,形成複數操作部。再者,以下,作為代表操作部的用語,有使用各基準部55A、55B之狀況。又,第2基準部55B是對應對戰對手之玩家的遊戲機2(他機)之操作部的基準部。 In the example of FIG. 4, the object 60 is moving toward the rebound point R2 of the second reference portion 55B on the path W1. When the object 60 reaches the second reference portion 55B, the second player makes a position at which the object 60 of the second reference portion 55B of the game screen 50 displayed on the other machine (the second player sees itself) is reached. Touch operation is fine. Further, the object 60 is displayed in a color corresponding to each of the reference portions 55A and 55B to be oriented toward the present start. also That is, in the example of FIG. 4, the object 60 is displayed in blue until reaching the rebound point R2 of the second reference portion 55B, and the next object 60 appearing at the rebound point R2 is displayed in red. In the present embodiment, a plurality of operation portions are formed by the combination of the reference portions 55A and 55B on the monitor 8 and the touch panel 9 superimposed thereon. In the following, as a term representing the operation unit, the respective reference units 55A and 55B are used. Further, the second reference unit 55B is a reference unit corresponding to the operation unit of the game machine 2 (other machine) of the opponent of the opponent.

物件60移動之路徑W的選擇,係依據各基準部55A、55B被觸控操作時的物件60之位置來決定。為了容易進行位置的對比,物件60區分為複數區域。圖5係用以說明物件60之區域的圖。圖5的虛線係分別揭示路徑W1、W2、W3,單點鎖線62係分別揭示各區域的邊境。 The selection of the path W for moving the object 60 is determined according to the position of the object 60 when the reference portions 55A, 55B are touch-operated. In order to facilitate the comparison of the positions, the object 60 is divided into a plurality of areas. FIG. 5 is a view for explaining a region of the article 60. The dashed lines in Fig. 5 reveal paths W1, W2, and W3, respectively, and the single-point lock lines 62 respectively reveal the borders of the respective regions.

在圖5的範例中,物件60係區分為與各基準部55A、55B初始接觸之接觸點附近的接觸區域S、位於該接觸區域S之左右的右側區域R、左側區域L及其他區域O之4個區域。然後,因應玩家是否對任一區域作觸控操作,選擇接著物件60應前進之路徑W。亦即,作為物件60應前進的移動路徑,在接觸區域S或其他區域O附近(包含該等各區域)被觸控操作時,選擇以最短距離朝向R1的直線路徑W2,在左側區域L附近(包含該區域)被觸控操作時,選擇經由遊戲區域52之長邊方向的右側側壁52R而朝向R1的第1右側路徑W3,在右側區域R附近(包含該區域)被觸控操作時,則選擇經由遊戲區域52 之長邊方向的左側側壁52L而朝向R1的第1左側路徑W1。移動路徑W1~W3分別距離彼此不同。所以,因應操作位置與物件60之位置之間的位置關係,物件60用以移動至下個各基準部55A、55B的移動距離會產生差距。另一方面,無關於移動路徑,應觸控操作物件60的操作時期,亦即,物件60應到達各基準部55A、55B的時期為一定。因此,因應一方之玩家的觸控操作,朝向另一方之玩家移動之物件60的路徑W及移動速度會產生變化。藉此,因為遊戲的難易度會產生變化,故對各玩家要求意識對手玩家之影響的操作。 In the example of FIG. 5, the object 60 is divided into a contact area S near the contact point where the reference portions 55A, 55B are initially in contact, a right side area R located on the left and right sides of the contact area S, the left side area L, and other areas O. 4 areas. Then, in response to whether the player performs a touch operation on any of the areas, the path W to which the object 60 should proceed is selected. That is, as the moving path that the object 60 should advance, when the contact area S or other areas O (including the areas) are touch-operated, the straight path W2 that faces the R1 with the shortest distance is selected, and the left side area L is near. When the touch operation is performed, the first right side path W3 that faces the R1 via the right side wall 52R in the longitudinal direction of the game area 52 is selected, and when the touch area is operated near the right side area R (including the area), Then select via game area 52 The left side wall 52L in the longitudinal direction faces the first left side path W1 of R1. The moving paths W1 to W3 are respectively different in distance from each other. Therefore, in response to the positional relationship between the operation position and the position of the object 60, the moving distance of the object 60 for moving to the next reference portions 55A, 55B may cause a gap. On the other hand, regardless of the movement path, the operation period of the touch-operated object 60 should be touched, that is, the period during which the object 60 should reach the respective reference portions 55A, 55B is constant. Therefore, in response to the touch operation of the player of one party, the path W and the moving speed of the object 60 moving toward the other player may change. Thereby, since the difficulty of the game changes, the operation of each player is required to be aware of the influence of the opponent player.

再者,在圖4中,揭示於遊戲區域52僅顯示單一物件60之狀態。但是,也有於遊戲區域52,顯示位置、速度或路徑彼此不同之複數物件60之狀況。此時,各物件60的出現位置、移動路徑、消滅位置等之物件60的顯示及移動相關之控制,係遵從上述之範例而對應每一物件60來進行。 Furthermore, in FIG. 4, the state in which only the single object 60 is displayed in the game area 52 is disclosed. However, there is also a situation in which the game area 52 displays a plurality of objects 60 whose positions, velocities, or paths are different from each other. At this time, the control relating to the display and movement of the object 60 such as the appearance position, the movement path, and the erasing position of each object 60 is performed corresponding to each object 60 in accordance with the above-described example.

接著,參照圖6,詳細說明序列資料28。圖6係揭示序列資料的內容之一例的圖。如圖6所示,序列資料28係包含條件定義部28a與操作序列部28b。於條件界定部28a,記述有音樂的節奏、拍子、音軌、又,指定對物件60作觸控操作時應分別產生之效果音的資訊等,指定依每一樂曲不同之遊戲之執行條件的資訊。再者,在圖6中,條件界定部28a僅設置於序列資料28的開頭,但是,於操作序列部28b途中的適當位置也可追加條件界定部 28a。藉此,可實現曲中之節奏的變更、效果音之分派的變更等之處理。 Next, the sequence data 28 will be described in detail with reference to FIG. Fig. 6 is a view showing an example of the contents of the sequence data. As shown in FIG. 6, the sequence data 28 includes a condition defining unit 28a and an operation sequence unit 28b. The condition defining unit 28a describes the rhythm, beat, and track of the music, and specifies the information of the effect sound to be generated when the object 60 is touch-operated, and specifies the execution condition of the game according to each music piece. News. In addition, in FIG. 6, the condition defining unit 28a is provided only at the beginning of the sequence data 28. However, the condition defining unit may be added to an appropriate position in the middle of the operation sequence unit 28b. 28a. Thereby, it is possible to realize the processing of changing the rhythm of the song, changing the distribution of the effect sound, and the like.

另一方面,於操作序列部28b,應對物件60作觸控操作之時期、指示應進行觸控操作之玩家的資訊(換句話說,指示基準部55A、55B中物件60應到達之任一方的基準部之資訊)建立對應來加以記述。又,於操作序列部28b,也包含用以指示物件60之出現位置的資訊。 On the other hand, in the operation sequence unit 28b, the period in which the object 60 is subjected to the touch operation is instructed to indicate the information of the player who should perform the touch operation (in other words, the indication of the object 60 in the reference portions 55A, 55B should be reached). The information of the reference part is described by establishing correspondence. Further, the operation sequence unit 28b also includes information for indicating the appearance position of the object 60.

在圖6中,如一部分的詳細揭示,在此範例中,操作序列部28b係包含指示樂曲中應進行操作之基準時期之時期(操作時期)的操作時期部28c、指示應開始物件60的顯示之玩家(換句話說,應開始物件60的顯示之任一方的基準部)的顯示位置指示部28e、用以區別各記錄的記錄資訊部28h及作為指示物件60的出現位置之關係資訊的出現位置指示部28g。亦即,操作序列部28b係構成為以該等資訊彼此建立對應之方式記述的複數記錄之集合。 In Fig. 6, as a part of the detailed disclosure, in this example, the operation sequence section 28b includes an operation period portion 28c indicating the period (operation period) of the reference period in which the operation should be performed, and indicates the display of the start object 60. The appearance of the display position instructing unit 28e of the player (in other words, the reference portion of the display of the object 60), the recording information portion 28h for distinguishing the respective records, and the relationship information of the appearance position of the pointing object 60 Position indication unit 28g. In other words, the operation sequence unit 28b is configured as a set of complex records described in such a manner that the information is associated with each other.

操作時期係將表示樂曲中的小節號碼、拍數及拍中的時刻之值,以逗號區隔來加以記述。拍中的時刻係自1拍開頭開始的經過時間,利用將1拍的時間長度等分為n個單位時間時之自其拍開頭開始的單位數表現。例如,n=100,是樂曲之第1小節的第2拍,且作為操作時期而指定從該拍開頭僅經過1/4之時刻時,記述為“01,2,025”。 The operation period indicates the value of the measure number, the number of beats, and the time of the beat in the music, and is described by a comma. The time of the shot is the elapsed time from the beginning of the 1st shot, and is represented by the number of units from the beginning of the shot when the length of the 1 beat is equally divided into n unit time. For example, n=100 is the second beat of the first measure of the music, and when the time from the start of the beat is specified as the operation timing, it is described as “01, 2, 025”.

於顯示位置指示部28e,記述有在哪位玩家開始顯示物件60的指示。具體來說,在指示對應第1玩家的第1基準部55A側時,記述為“P1”,在指示對應第2玩家的 第2基準部55B側時,記述為“P2”。又,物件60因為移動於各基準部55A、55B之間,故開始顯示之玩家的指示也相當於要求觸控操作之基準部的指示。具體來說,作為開始顯示的位置,指示第1基準部55A側時,因為開始顯示之物件60朝相反側的第2基準部55B移動,所以相當於第2基準部55B之觸控操作的指示。同樣地,作為開始顯示的位置,指示第2基準部55B側時,則相當於位於相反側,亦即,開始顯示之物件60的移動方向之第2基準部55A的觸控操作之指示。進而,開始顯示物件60之玩家的指示也相當於顯示之物件60的顏色之指示,在“P1”時顯示藍色的物件60,在“P2”時顯示紅色的物件60。 The display position instructing unit 28e describes an instruction as to which player starts displaying the object 60. Specifically, when the first reference portion 55A side corresponding to the first player is instructed, it is described as "P1", and the corresponding second player is instructed. When the second reference portion 55B is on the side, it is described as "P2". Further, since the object 60 is moved between the reference portions 55A and 55B, the instruction of the player who starts displaying is equivalent to the instruction of the reference portion for the touch operation. Specifically, when the first reference portion 55A side is instructed as the position to start the display, since the object 60 that is started to be displayed moves toward the second reference portion 55B on the opposite side, it corresponds to the instruction of the touch operation of the second reference portion 55B. . Similarly, when the position to start the display is instructed to the second reference portion 55B side, it corresponds to the opposite side, that is, the instruction of the touch operation of the second reference portion 55A in the moving direction of the object 60 to be displayed. Further, the instruction of the player who starts displaying the object 60 also corresponds to the indication of the color of the displayed object 60, and the blue object 60 is displayed at "P1", and the red object 60 is displayed at "P2".

於記錄資訊部28h,記述依每一記錄因應並排順序的號碼。亦即,作為記錄資訊,於開頭的記錄附加“1”,之後,從上依序“2”、“3”等的獨特號碼附於各記錄。 The recording information unit 28h describes the number in the order in which each record is arranged in parallel. In other words, as the recording information, "1" is added to the first record, and then the unique number is attached to each record from the top, such as "2" or "3".

於出現位置指示部28g,記述指定記錄號碼的資訊。亦即,作為指示出現位置的資訊,記述“1”、“2”、“3”等的號碼。於出現位置指示部28g記述“1”時,以於記錄資訊部28h附加“1”之記錄所指示之物件60的到達位置被指示為出現位置。具體來說,對於記錄資訊部28h之號碼1的物件60被適切觸控操作的位置,或因失誤操作所到達的位置,被指示為與於出現位置指示部28g記述“1”之記錄對應的物件60之出現位置。同樣地,於出現位置指示部28g記述“2”時,則與於記錄資訊部28h 附加“2”之記錄對應的物件60被適切觸控操作的位置或到達的位置被指示為出現位置,於出現位置指示部28g記述“3”時,則與於記錄資訊部28h附加“3”之記錄對應的物件60被適切觸控操作的位置或到達的位置被指示為出現位置。 The information indicating the record number is described in the appearance position indicating unit 28g. That is, as the information indicating the appearance position, numbers such as "1", "2", and "3" are described. When "1" is described in the appearance position instructing portion 28g, the arrival position of the object 60 indicated by the record in which the "1" is added to the recording information portion 28h is indicated as the appearance position. Specifically, the position of the object 60 of the number 1 of the recording information unit 28h is appropriately touched, or the position reached by the error operation is instructed to correspond to the record in which the position indicating unit 28g describes "1". The location of the object 60. Similarly, when "2" is described in the appearance position indicating unit 28g, the information recording unit 28h is recorded. The position of the object 60 corresponding to the record of the "2" is indicated as the appearance position by the position or the position of the touch operation. When the appearance position indicating portion 28g describes "3", the "3" is added to the recording information portion 28h. The position of the corresponding object 60 that is suitable for the touch operation or the position of the arrival is indicated as the appearance position.

進而,被記述於出現位置指示部28g的資訊也相當於出現時期的指示。具體來說,在與於記錄資訊部28h附加“1”之記錄對應的物件60被適切觸控操作的時期(或到達各端部52U、52B的時期),開始顯示與於出現位置指示部28g記述“1”之記錄對應的物件60。亦即,於出現位置指示部28g,以為了表演物件60的連續性,在對應1個記錄之物件60到達的時期(或者被適切觸控操作的時期),於該到達之位置(或被適切觸控操作之位置)開始顯示下個物件60之方式,記述用以將1個記錄與對應下個物件60的記錄建立關聯的指示。又,對應初始記錄的物件之出現位置,係作為初始出現位置,記述表示固定位置的資訊。例如,作為此種指示初始出現位置的資訊,於出現位置指示部28g,記述“S”等的字母。 Further, the information described in the appearance position instructing unit 28g also corresponds to the instruction of the appearance period. Specifically, when the object 60 corresponding to the record in which the record "1" is added to the recording information portion 28h is subjected to the touch operation (or the time period at which the end portions 52U, 52B are reached), the display and the position display portion 28g are started. The object 60 corresponding to the record of "1" is described. That is, in the position indicating portion 28g, in order to perform the continuity of the object 60, at the time when the corresponding object 60 is reached (or the time during which the touch operation is appropriate), at the position of the arrival (or the appropriate position) The position of the touch operation starts to display the next object 60, and an instruction to associate one record with the record corresponding to the next object 60 is described. Further, the position of the object corresponding to the initial recording is used as the initial appearance position, and information indicating the fixed position is described. For example, as the information indicating the initial appearance position, the appearance position indicating unit 28g describes a letter such as "S".

在圖6的範例中,進行從第1小節之第4拍的開始時間點經過相當“010”的時期到達第2基準部55B的紅色物件60出現於第1基準部55A的初始出現位置之指示。又,以此物件60的到達位置及時期(或被適切觸控操作之位置及時期)具有第1小節之第4拍的開始時間點經過相當於“016”的時期到達第2基準部之藍色物件60的出 現位置及出現時期的功能之方式進行指示。 In the example of FIG. 6, an indication is made that the red object 60 that has reached the second reference portion 55B from the start time point of the fourth beat of the first measure has reached the initial position of the first reference portion 55A. . Further, the arrival position and the time of the object 60 (or the position and time period in which the touch operation is performed) have the start time of the fourth beat of the first measure, and the time corresponding to the "016" period reaches the blue of the second reference portion. Color object 60 out The current position and the function of the period of time are indicated.

接著,針對在執行透過網路5與其他遊戲機2的對戰時利用遊戲機2所執行之時滯(time lag)控制進行說明。在執行透過網路5與其他遊戲機2的對戰時,例如,因通訊環境等的影響,有第2玩家之操作資訊(來自他機的操作資訊)的接收延遲之狀況。在此種狀況下,在遊戲機2中,為了消除因通訊延遲所產生之問題而執行時滯控制。 Next, the time lag control performed by the game machine 2 at the time of performing the battle with the other game machines 2 through the network 5 will be described. When the competition with the other game machines 2 is performed through the network 5, for example, due to the influence of the communication environment or the like, there is a situation in which the reception information of the second player (the operation information from the other machine) is delayed. Under such circumstances, in the gaming machine 2, time lag control is performed in order to eliminate problems caused by communication delay.

如上所述,在利用遊戲機2執行之音樂遊戲中,第1玩家與第2玩家交互執行操作。又,因應第2玩家的操作結果,第1玩家應執行操作之物件60的出現位置、路徑及速度會變化。另一方面,物件60應到達各基準部55A、55B的時期,係藉由序列資料28預先被指定,不會變化。所以,應到達第1基準部55A之物件60的出現位置、出現時期及移動路徑的決定,有時間上的限制。因此,假設,即使遊戲機2在應反映操作資訊的物件60指示到達時期(操作時期)之後接收第2玩家的操作資訊,也無法將其反應至物件60。又,除此之外,在此種狀況下,因為沒有應決定移動至第1基準部55A之物件60的出現位置、出現時期及路徑的資訊,所以無法使該物件60適切出現且移動。時滯控制是為了消除此種問題所執行。 As described above, in the music game executed by the game machine 2, the first player interacts with the second player to perform an operation. Further, in response to the operation result of the second player, the appearance position, path, and speed of the object 60 to be operated by the first player change. On the other hand, the period in which the object 60 reaches the respective reference portions 55A, 55B is specified in advance by the sequence data 28 and does not change. Therefore, there is a time limit in determining the appearance position, the appearance period, and the movement path of the object 60 reaching the first reference portion 55A. Therefore, it is assumed that even if the gaming machine 2 receives the operation information of the second player after the object 60 indicating the operation information indicates the arrival time (operation period), it cannot be reflected to the object 60. Further, in this case, since there is no information on the appearance position, the appearance period, and the path of the object 60 that has been moved to the first reference portion 55A, the object 60 cannot be appropriately moved and moved. Time-delay control is performed to eliminate such problems.

所以,時滯控制係在無法在可將第2玩家的操作資訊反映至物件60的時間內從他機取得第2玩家的操作資訊時執行。具體來說,在此時,藉由時滯控制,對於應反映 第2玩家的操作資訊之物件60,適用預先設定之所定位置、所定時期及路徑。亦即,藉由時滯控制,應因應第2玩家的操作資訊來決定之物件60的出現位置、出現時期及路徑,係依據所定時期、所定位置及所定路徑來決定,代替第2玩家的操作資訊。 Therefore, the time lag control is executed when the operation information of the second player cannot be obtained from the other machine within the time when the operation information of the second player can be reflected to the object 60. Specifically, at this time, by time delay control, it should be reflected The object 60 of the second player's operation information is applied to a predetermined position, a predetermined period, and a path. That is, by the time lag control, the appearance position, appearance period, and path of the object 60 determined according to the operation information of the second player are determined according to the predetermined period, the determined position, and the determined path, instead of the operation of the second player. News.

參照圖7及圖8,進而針對時滯控制進行說明。圖7係用以說明遊戲機2所執行之時滯控制的說明圖。如上述般,在對戰中的各遊戲機2中,交互執行操作,對戰對手側(他機側)的操作結果會反映至自機側。亦即,依據對戰對手側的操作資訊來決定自機側的顯示。所以,如圖7所示,用以顯示遊戲畫面50的要素係區分為自機側與對戰對手側,且對戰對手側可分類為顯示於自機側的資訊,與在對戰對手側實際被執行的操作。以下,依序針對藉由時滯控制所實現之內容進行說明。 The time lag control will be described with reference to Figs. 7 and 8 . Fig. 7 is an explanatory diagram for explaining time-delay control executed by the game machine 2. As described above, in each of the gaming machines 2 in the competition, the operation is performed interactively, and the operation result of the opponent opponent side (the other side) is reflected to the self-machine side. That is, the display on the self-machine side is determined based on the operation information of the opponent's opponent side. Therefore, as shown in FIG. 7, the elements for displaying the game screen 50 are divided into the self-machine side and the opponent side, and the opponent side can be classified as information displayed on the self-machine side, and is actually executed on the opponent side. Operation. Hereinafter, the contents realized by the time lag control will be described in order.

如上述般,因透過物件60的移動,對各玩家交互催促操作,可將自機側之玩家的操作與對戰對手側(他機側)的操作當作為一對。於該等一對操作,在圖7中,如“操作1”、“操作2”等,分配有共通之操作號碼,揭示出對應關係。亦即,藉由自機側的“操作1”,產生對戰對手側的“操作1”。又,藉由對戰對手側的操作,催促下個自機側的操作。因此,藉由對戰對手側的“操作1”來催促自機側的下個操作,亦即“操作2”。如此,音樂遊戲係以一對的操作單位來進行。 As described above, the operation of the player on the player side and the operation on the opponent side (the other side) can be regarded as a pair by the movement of the object 60. In the pair of operations, in FIG. 7, as in "Operation 1", "Operation 2", etc., a common operation number is assigned to reveal the correspondence. That is, "Operation 1" on the opponent side is generated by "Operation 1" on the own machine side. Moreover, the operation on the next self-machine side is urged by the operation on the opponent side. Therefore, the next operation on the own machine side, that is, "Operation 2" is urged by "Operation 1" on the opponent's side. Thus, the music game is performed in a pair of operating units.

在圖7的範例中,首先揭示於一對的“操作1”中, 通訊及顯示為適切之狀況。亦即,時滯控制並未對於該等“操作1”執行。此時,對應對戰對手側之自機側的顯示,係實際反映了對戰對手側的操作資訊之適切者(在圖7中,此種狀況藉由以跨越對戰對手側的顯示欄及操作欄之方式配置橢圓來表現)。 In the example of FIG. 7, first disclosed in the "operation 1" of a pair, Communication and display are appropriate. That is, the time lag control is not performed for the "Operation 1". At this time, the display on the self-machine side of the opponent's opponent side actually reflects the appropriate information of the operation information on the opponent's side (in FIG. 7, this situation is achieved by crossing the display column and the operation column on the opponent's side). The way the ellipse is configured to represent).

另一方面,於一對的“操作2”中,揭示比限制時間還晚接收到對手側的操作資訊之狀況。亦即,揭示執行時滯控制之狀況。如圖7所示,此時,實際之對戰對手側的操作,與對應對戰對手側之自機側的顯示被分離。亦即,於用以對自機側的玩家(第1玩家)指示下個操作的物件60,不會反映對戰對手側之實際的操作。此時,用以對自機側的玩家指示下個操作的物件60會出現在所定位置,移動於所定路徑,對第1玩家導引操作時期。此時的所定位置及所定路徑,係無關於第2玩家(對戰對手側之他機的玩家)之實際的“操作2”。又,該物件60出現的時期,係例如限制時間限度的時期等,為所定時期。 On the other hand, in the "operation 2" of a pair, the situation in which the operation information of the opponent side is received later than the time limit is revealed. That is, the situation of performing time-delay control is revealed. As shown in Fig. 7, at this time, the actual opponent's operation on the opponent side is separated from the display on the own player side of the corresponding opponent. That is, the object 60 for instructing the player (the first player) on the own machine side to perform the next operation does not reflect the actual operation on the opponent side. At this time, the object 60 for instructing the player on the own machine side to display the next operation appears at the predetermined position, moves to the predetermined path, and guides the operation period to the first player. The predetermined position and the predetermined route at this time are the actual "Operation 2" of the second player (the player of the other player on the opponent side). Further, the period in which the object 60 appears is, for example, a period in which the time limit is limited, and the like, and is a predetermined period.

如此,與第2玩家所致之實際的“操作2”之資訊切離,導引下個第1玩家的“操作3”。另一方面,第2玩家之“操作2”的資訊係即使於下個“操作3”中通訊產生延遲之狀況中,也利用來作為對於應反映第2玩家之“操作3”的資訊之物件60的操作資訊。具體來說,在無法在限制時間內接收第2玩家之“操作3”的操作資訊時,利用第2玩家之上次的操作資訊之“操作2”的資訊,來代替“操作3”的操作資訊。亦即,於對應對戰對 手側之自機側的顯示,反映“操作2”的資訊,來代替“操作3”的資訊,依據“操作2”的資訊,決定出現位置、路徑。“操作3”之後也相同。如此,藉由時滯控制,在資訊的接收產生延遲時,以可將延遲取得之操作資訊反映至物件60的路徑等之方式,使對應對戰對手側的自機側之顯示,與應反映於其之資訊的關係偏離。 In this way, the information of the actual "Operation 2" caused by the second player is separated, and the "Operation 3" of the next first player is guided. On the other hand, the information of the "Operation 2" of the second player is used as an object for the information reflecting the "Operation 3" of the second player even in the case where the communication is delayed in the next "Operation 3". 60 operating information. Specifically, when the operation information of the "Operation 3" of the second player cannot be received within the time limit, the operation of "Operation 2" of the operation information of the second player is used instead of the operation of "Operation 3". News. That is, in the corresponding match The display on the self-machine side of the hand side reflects the information of "Operation 2" instead of the information of "Operation 3", and the position and path are determined according to the information of "Operation 2". The same is true after "Operation 3". In this way, when the delay in the reception of the information is delayed by the time-delay control, the display information of the object 60 can be reflected on the path of the object 60 by the operation information that can be obtained by the delay. The relationship of its information deviates.

通訊延遲主要依存於通訊環境,所以,在當初發生延遲之狀況下,大多是之後也不會消除的案例。所以,到對戰結束為止,在顯示與操作資訊的反映之間,維持偏離所定間隔(在前述內容中為1操作部分)的關係。但是,如果通訊延遲為暫時性者,也有對戰中的通訊延遲會消除之狀況。在此種狀況下,藉由時滯控制,讓前述偏離的關係復原。 Communication delays are mainly dependent on the communication environment. Therefore, in the case of delays, most of them are cases that will not be eliminated afterwards. Therefore, until the end of the competition, the relationship between the display and the operation information is maintained, and the relationship from the predetermined interval (the one operation portion in the foregoing content) is maintained. However, if the communication delay is temporary, there will be a situation in which the communication delay in the battle will be eliminated. In this case, the relationship of the aforementioned deviation is restored by the time lag control.

圖8係用以說明操作資訊與顯示的關係復原時的圖。如圖8所示,到“操作11”為止,為了消除通訊延遲,作為應反映於下個物件60的操作資訊,利用上次的操作資訊,亦即,第2玩家之“操作10”的操作資訊。然後,在下個“操作12”中,通訊延遲被消除,在可將操作資訊反映於下個物件60的限制時間內,接收對應第2玩家之“操作12”的操作資訊。此時,如圖8所示,於用以指示第1玩家之“操作13”的物件60,反映第2玩家之“操作12”的資訊。亦即,藉由在限制時間內取得第2玩家之“操作12”的操作資訊,消除到“操作11”為止的偏離關係。藉此,第2玩家之“操作11”的操作資訊因反映目 標消失,作為資訊被捨棄。如此,在消除通訊延遲時,馬上使用藉由消除所取得之資訊,消除了顯示與操作資訊之偏離關係。藉此,顯示與操作資訊的關係復原。 Fig. 8 is a view for explaining a state in which the relationship between the operation information and the display is restored. As shown in FIG. 8, in order to eliminate the communication delay until the "operation 11", the last operation information, that is, the operation of the "operation 10" of the second player is used as the operation information to be reflected on the next object 60. News. Then, in the next "Operation 12", the communication delay is eliminated, and the operation information corresponding to the "Operation 12" of the second player is received within the time limit during which the operation information can be reflected in the next object 60. At this time, as shown in FIG. 8, the information of "Operation 12" of the second player is reflected on the object 60 for instructing the "operation 13" of the first player. That is, the deviation relationship to "Operation 11" is eliminated by obtaining the operation information of "Operation 12" of the second player within the time limit. In this way, the operation information of the "Operation 11" of the second player is reflected The mark disappeared and was discarded as information. In this way, when the communication delay is eliminated, the information obtained by eliminating the obtained information immediately eliminates the deviation between the display and the operation information. Thereby, the relationship between the display and the operation information is restored.

如前述般,為了藉由時滯控制,消除通訊延遲所致之問題,在發生通訊延遲時,除了所定數之顯示與操作資訊的反映之關係偏離之外,在消除通訊延遲時,則將該偏離關係復原。如此,在遊戲機2中,一邊消除通訊延遲的問題,一邊實現透過網路5與其他遊戲機2的對戰。 As described above, in order to eliminate the problem caused by the communication delay by the time lag control, when the communication delay occurs, in addition to the deviation of the relationship between the display of the fixed number and the operation information, when the communication delay is eliminated, the communication delay is Deviation recovery. As described above, in the game machine 2, the game with the other game machines 2 is transmitted through the network 5 while eliminating the problem of the communication delay.

接著,參照圖9,針對用以實現時滯控制的構造進行說明。時滯控制係利用遊戲控制部11執行。圖9係用以實現時滯控制之遊戲控制部11的功能區塊圖。如圖9所不,於遊戲控制部11,設置有記憶部63、時滯監視部64、切換控制部65、位置運算部66、畫像產生部67。自機及對戰對手之遊戲機(他機)2的操作資訊被記憶於記憶部63。時滯監視部64係依據被記憶於記憶部63的操作資訊,判斷各操作資訊是否是在所定時間限制內所取得之操作資訊。時滯監視部64係將該判斷結果賦予給切換控制部65。 Next, a configuration for realizing the time lag control will be described with reference to FIG. 9. The time delay control is executed by the game control unit 11. FIG. 9 is a functional block diagram of the game control unit 11 for implementing time-delay control. As shown in FIG. 9, the game control unit 11 is provided with a storage unit 63, a time lag monitoring unit 64, a switching control unit 65, a position calculation unit 66, and an image generation unit 67. The operation information of the game machine (the other machine) 2 of the opponent and the opponent is memorized in the memory unit 63. The time delay monitoring unit 64 determines whether or not each operation information is operation information acquired within a predetermined time limit based on the operation information stored in the storage unit 63. The time lag monitoring unit 64 gives the determination result to the switching control unit 65.

然後,切換控制部65係依據時滯監視部64的判斷結果、被記憶於記憶部63的各操作資訊,特定應使用於物件60之出現位置等的決定之操作資訊。此時,藉由時滯監視部64判斷發生時滯時,切換控制部65係以被使用之操作資訊從通常時者切換成時滯時所使用者之方式特定。切換控制部65係將該特定結果賦予給位置運算部66。位 置運算部66係依據切換控制部65的特定結果,運算出應配置各物件60之遊戲畫面50上的位置(座標)。此運算結果會賦予給畫像產生部67。然後,畫像產生部67係依據位置運算部66的運算結果,以顯示在被運算之各位置配置各物件60的遊戲畫面50之方式來產生並輸出畫像資料。藉此,在對戰對手之遊戲機2的操作資訊之接收延遲時,包含反映了所定位置等之物件60的遊戲畫面50被顯示於監視器8,之後,到消除接收延遲為止,包含反映了偏離所定數的操作資訊之物件60的遊戲畫面50被顯示於監視器8。進而,在消除了接收延遲時,消除操作資訊的偏離,反映了之前對戰對手的遊戲機2之操作資訊的遊戲畫面50被顯示於監視器8。 Then, the switching control unit 65 specifies the operation information to be used for determining the position of the object 60 or the like based on the determination result of the time lag monitoring unit 64 and the operation information stored in the storage unit 63. At this time, when the time lag monitoring unit 64 determines that the time lag occurs, the switching control unit 65 specifies the mode in which the used operation information is switched from the normal time to the time lag. The switching control unit 65 gives the specific result to the position calculating unit 66. Bit The setting unit 66 calculates a position (coordinate) on the game screen 50 on which the respective objects 60 are to be placed, based on the specific result of the switching control unit 65. The result of this calculation is given to the image generating unit 67. Then, the image generation unit 67 generates and outputs image data in such a manner that the game screen 50 of each object 60 is displayed at each position to be calculated based on the calculation result of the position calculation unit 66. Thereby, when the reception of the operation information of the opponent game machine 2 is delayed, the game screen 50 including the object 60 reflecting the predetermined position or the like is displayed on the monitor 8, and then the deviation is reflected until the reception delay is eliminated. The game screen 50 of the object 60 of the determined operation information is displayed on the monitor 8. Further, when the reception delay is eliminated, the deviation of the operation information is eliminated, and the game screen 50 reflecting the operation information of the game machine 2 of the previous opponent is displayed on the monitor 8.

接著,針對為了執行時滯控制而遊戲控制部11所執行之各種處理進行說明。遊戲控制部11係為了實現時滯控制,執行圖10的操作檢測處理常式、圖11的序列處理常式以及圖12~圖14的副常式。再者,遊戲控制部11係除此之外也執行匹配處理、用以評估各玩家之操作的處理等,為了執行音樂遊戲所需之各種公知的處理,但是,省略該等說明。 Next, various processes executed by the game control unit 11 for executing the time lag control will be described. The game control unit 11 executes the operation detection processing routine of FIG. 10, the sequence processing routine of FIG. 11, and the subroutine of FIGS. 12 to 14 in order to realize the time lag control. In addition, the game control unit 11 performs matching processing, processing for evaluating the operation of each player, and the like, and performs various well-known processes required for the music game, but the description is omitted.

圖10係揭示遊戲控制部11所執行之操作檢測處理常式的流程圖之一例的圖。遊戲控制部11係以所定週期來重複執行圖10的常式。圖10的常式係為了取得第1玩家及第2玩家之觸控操作的內容(操作位置及操作時期)所執行的處理。 FIG. 10 is a diagram showing an example of a flowchart of an operation detection processing routine executed by the game control unit 11. The game control unit 11 repeatedly executes the routine of FIG. 10 at a predetermined cycle. The routine of FIG. 10 is a process performed to acquire the contents (operation position and operation period) of the touch operation of the first player and the second player.

遊戲控制部11係在開始圖10的常式時,首先在步驟S1參照觸控面板9的輸出,判別第1玩家在上次常式的結束後是否進行觸控操作。在有進行觸控操作時,遊戲控制部11係前進至步驟S2。在步驟S2中,遊戲控制部11係取得第1玩家觸控操作之位置及進行該觸控操作之時期,產生記錄了該等的操作資訊,將該操作資訊記憶於記憶部63。在接下來的步驟S3,遊戲控制部11係將在步驟S2中記憶之操作資訊,發送至對戰對手的遊戲機2。 When starting the routine of FIG. 10, the game control unit 11 first refers to the output of the touch panel 9 in step S1, and determines whether or not the first player performs a touch operation after the end of the last routine. When there is a touch operation, the game control unit 11 proceeds to step S2. In step S2, the game control unit 11 acquires the position of the first player touch operation and the time when the touch operation is performed, generates operation information for recording the operation information, and stores the operation information in the storage unit 63. In the next step S3, the game control unit 11 transmits the operation information memorized in step S2 to the game machine 2 of the opponent.

在下個步驟S4,遊戲控制部11係判別是否在上次常式的結束後,從對戰對手的遊戲機2接收操作資訊。在有接收時,遊戲控制部11係前進至步驟S5,將接收之操作資訊,與接收時刻一起記憶於記憶部63。結束步驟S5的處理後,遊戲控制部11係結束本次的處理。另一方面,在步驟S1的判別結果為否定結果時,亦即未進行觸控操作時,則跳過步驟S2及步驟S3,前進至步驟S4。進而,在步驟S4為否定的判別結果時,亦即,未接收操作資訊時,遊戲控制部11係跳過步驟S5,結束本次的常式。包含於藉由圖10的常式所記憶之操作資訊的第1玩家及第2玩家的各操作時期,被作為各玩家之實際的操作時期來處理。 In the next step S4, the game control unit 11 determines whether or not the operation information is received from the gaming machine 2 of the opponent in the game after the end of the last routine. When there is reception, the game control unit 11 proceeds to step S5, and stores the received operation information in the storage unit 63 together with the reception time. After the processing of step S5 is completed, the game control unit 11 ends the processing of this time. On the other hand, when the result of the determination in step S1 is a negative result, that is, when the touch operation is not performed, step S2 and step S3 are skipped, and the process proceeds to step S4. Further, when the determination result is negative in step S4, that is, when the operation information is not received, the game control unit 11 skips step S5 and ends the current routine. The respective operation periods of the first player and the second player included in the operation information memorized by the routine of FIG. 10 are handled as the actual operation timing of each player.

另一方面,圖11係揭示遊戲控制部11所執行之序列處理常式的流程圖之一例的圖。圖11的常式係為了在遊戲區域52中使物件60移動顯示所執行的處理。遊戲控制部11係以所定週期來重複執行圖11的常式。該週期係與 描繪遊戲畫面50的週期,亦即框率(frame rate)相等。再者,執行圖11之常式的週期係與執行圖10之常式的週期相等,或比較長。 On the other hand, FIG. 11 is a view showing an example of a flowchart of a sequence processing routine executed by the game control unit 11. The routine of Fig. 11 is a process performed to move the object 60 in the game area 52. The game control unit 11 repeatedly executes the routine of Fig. 11 at a predetermined cycle. The cycle The period of the game screen 50 is depicted, that is, the frame rate is equal. Furthermore, the period in which the routine of FIG. 11 is executed is equal to or longer than the period in which the routine of FIG. 10 is executed.

開始圖11的常式時,遊戲控制部11係首先在步驟S11中取得樂曲上的現在時刻。例如,此現在時刻係以樂曲的再生開始時間點為基準,利用遊戲控制部11的內部時鐘開始計時,根據該內部時鐘之值取得。樂曲上的時刻係藉由自開始再生時間點的經過時間來特定亦可,藉由與經過時間相關之其他值特定亦可。例如,利用自樂曲的開始再生時間點之樂曲的拍數、遊戲畫面50的畫框數等來特定時刻亦可。 When the routine of Fig. 11 is started, the game control unit 11 first acquires the current time on the music in step S11. For example, the current time is based on the playback start time point of the music, and is started by the internal clock of the game control unit 11, and is obtained based on the value of the internal clock. The time on the music is specified by the elapsed time from the start of the reproduction time point, and may be specified by other values related to the elapsed time. For example, the specific time may be used by the number of beats of the music from the start of reproduction of the music, the number of frames of the game screen 50, and the like.

在接下來的步驟S12中,遊戲控制部11係根據序列資料28,取得存在於與下個畫框中應描繪之遊戲區域52之顯示範圍相當之時間長度的操作時期之資料,並保持於內部記憶裝置。顯示範圍係作為一例,從現在時刻(但是,為下個畫框的描繪時之時刻)朝向未來,設定為相當於樂曲的兩小節之時間範圍。在下個步驟S13中,執行用以決定應配置在下個畫框應描繪之所有物件60的各路徑之副常式。此副常式係於後詳述。 In the next step S12, the game control unit 11 acquires the data of the operation period existing in the time range corresponding to the display range of the game area 52 to be drawn in the next frame based on the sequence data 28, and holds it internally. Memory device. As an example, the display range is set to a time range corresponding to two bars of the music piece from the current time (however, the time when the next picture frame is drawn) toward the future. In the next step S13, a subroutine for determining each path of all the objects 60 which should be arranged in the next frame is executed. This sub-family is detailed later.

在下個步驟S14中,遊戲控制部11係運算出在下個畫框應描繪之各物件60的座標。其運算係作為一例,如以下所述進行。首先,依據步驟S13的處理結果,判別應配置包含於顯示範圍之各物件60的各路徑W。接著,因應對應各物件60之移動方向(應到達之各基準部55A、 55B)及各操作時期與現在時刻之時間差,判別來自各基準部55A、55B的時間軸方向(亦即,物件60的移動方向)之各物件60的位置。藉此,可取得為了於各路徑W上從各基準部55A、55B沿著時間軸來配置各物件60所需之各物件60的座標。 In the next step S14, the game control unit 11 calculates the coordinates of each object 60 to be drawn in the next frame. The calculation system is taken as an example and is performed as follows. First, based on the processing result of step S13, it is determined that each path W of each object 60 included in the display range is to be disposed. Then, in response to the moving direction of each object 60 (the respective reference portions 55A to be reached, 55B) and the time difference between each operation period and the current time, the position of each object 60 from the time axis direction of each of the reference portions 55A, 55B (that is, the moving direction of the object 60) is discriminated. Thereby, the coordinates of the respective objects 60 required for arranging the respective objects 60 from the respective reference portions 55A and 55B along the time axis on the respective paths W can be obtained.

於下個步驟S15中,遊戲控制部11係依據在步驟S14中運算出之各物件60的座標,產生為了描繪遊戲區域52所需之畫像資料。具體來說,以於運算出之各座標配置各物件60之方式產生畫像資料。物件60等的畫像係從畫像資料27取得即可。在接下來的步驟S16中,遊戲控制部11係將畫像資料輸出至顯示控制部12。藉此,更新監視器8上之遊戲區域52的顯示。結束步驟S16的處理後,遊戲控制部11係結束本次的處理。藉由重複執行以上的處理,各物件60會出現於遊戲區域52的所定位置,配合樂曲的進行,前進於因應各玩家之操作的路徑W上,以在所定操作時期到達各基準部55A、55B之方式,控制物件60的顯示。 In the next step S15, the game control unit 11 generates image data necessary for drawing the game area 52 based on the coordinates of the respective objects 60 calculated in step S14. Specifically, image data is generated in such a manner that each object 60 is arranged in each of the coordinates. The image of the object 60 or the like may be obtained from the image data 27. In the next step S16, the game control unit 11 outputs the image data to the display control unit 12. Thereby, the display of the game area 52 on the monitor 8 is updated. After the processing of step S16 is completed, the game control unit 11 ends the processing of this time. By repeating the above processing, each object 60 appears at a predetermined position of the game area 52, and proceeds to a path W corresponding to the operation of each player in accordance with the progress of the music to reach the respective reference portions 55A, 55B in a predetermined operation period. In that manner, the display of the object 60 is controlled.

接著,參照圖12~圖14,針對路徑決定處理常式進行說明。圖12及圖13係揭示路徑決定處理常式的流程圖之一例的圖。此常式係作為圖11常式的副常式,在步驟S13中被叫出執行。圖12及圖13的常式,係用以因應各玩家的操作結果,決定應配置各物件60之路徑的處理。又,遊戲控制部11係主要透過切換控制部65來執行此常式。 Next, the path determination processing routine will be described with reference to Figs. 12 to 14 . 12 and 13 are diagrams showing an example of a flowchart of a path determination processing routine. This routine is a sub-family of the routine of Fig. 11 and is called for execution in step S13. The routines of Figs. 12 and 13 are for determining the process of arranging the paths of the respective objects 60 in response to the operation results of the respective players. Further, the game control unit 11 mainly executes the routine by the switching control unit 65.

開始圖12的常式時,遊戲控制部11係首先在步驟S21中判別是否有未處理記錄。未處理記錄係代表未設定成在圖11之常式的步驟S12中取得之序列資料28的各記錄,亦即各操作時期中已處理之記錄的記錄。亦即,代表包含於顯示範圍的各操作時期中應配置物件60的路徑W尚未決定之操作時期。遊戲控制部11係在步驟S21為否定結果時,亦即,於顯示範圍的各操作時期並未存在未處理記錄時,則結束本次的常式,回到圖11的常式。 When the routine of Fig. 12 is started, the game control unit 11 first determines whether or not there is an unprocessed record in step S21. The unprocessed record represents a record which is not set to the sequence data 28 acquired in step S12 of the routine of Fig. 11, that is, the record of the record processed in each operation period. That is, the operation period in which the path W of the object 60 should be disposed in the respective operation periods included in the display range has not yet been determined. When the game control unit 11 has a negative result in step S21, that is, when there is no unprocessed recording in each operation period of the display range, the game control unit 11 ends the current routine and returns to the routine of FIG.

另一方面,遊戲控制部11係在步驟S21為肯定結果時,亦即,存在有未處理的記錄時,則前進至步驟S22。在步驟S22中,遊戲控制部11係判別處理對象的未處理記錄是否是自機用的記錄。此判別係例如依據包含於序列資料28的顯示位置指示部28e來執行。具體來說,遊戲控制部11係在與處理對象的記錄,亦即處理對象的操作時期建立關聯之顯示位置指示部28e為“P1”時,判別為自機用記錄,為“P2”時,則判別為對戰對手機用的記錄。在此判別結果為肯定結果時,亦即,處理對象的記錄為自機用的記錄時,遊戲控制部11係前進至步驟S23。 On the other hand, when the game control unit 11 has an affirmative result in step S21, that is, if there is an unprocessed recording, the game control unit 11 proceeds to step S22. In step S22, the game control unit 11 determines whether or not the unprocessed record to be processed is a record for the own machine. This discrimination is performed, for example, based on the display position indicating unit 28e included in the sequence data 28. Specifically, when the display position instructing unit 28e associated with the recording of the processing target, that is, the operation timing of the processing target is "P1", the game control unit 11 determines that the self-machine recording is "P2". Then it is judged as the record used for the mobile phone. When the result of the determination is an affirmative result, that is, when the recording of the processing target is a recording for the self-machine, the game control unit 11 proceeds to step S23.

在步驟S23中,遊戲控制部11係判別將對處理對象的記錄指示出現位置的記錄而建立關聯之記錄的操作時期,包含於一定範圍內的操作資訊是否在被記憶於記憶部63的各操作資訊內。如上所述,在序列資料28中,透過出現位置指示部28g,存在有彼此建立關聯的操作時期。例如,將該等建立關聯之各記錄中指示出現位置的記錄稱 為指示記錄,指示出現位置的記錄稱為被指示記錄。在步驟S23中,判別是否有將與處理對象的記錄之指示記錄對應的操作時期包含於一定範圍內的操作資訊。因為於對應處理對象之記錄的物件60,會反映對應指示記錄的物件60之操作結果。又,在此所謂一定範圍係指對於序列資料28所記述之操作時期,作為可當作進行適切操作的容許範圍而設定之時間範圍,且對對於各基準部55A(或55B)的物件60之到達位置(應成為移動目標的反彈點),作為可當作觸控了該物件60的容許範圍而設定之距離範圍。在此判別結果為肯定結果時,亦即,有將指示記錄的操作時期包含於一定範圍內的操作資訊時,遊戲控制部11係前進至步驟S24。 In the step S23, the game control unit 11 determines the operation timing of the record in which the record of the recording target of the processing target is recorded, and the operation information included in the range is stored in the memory unit 63. Information. As described above, in the sequence data 28, there is an operation period in which the position indication unit 28g is associated with each other. For example, the records indicating the location of occurrence in each of the associated records are called To indicate a record, the record indicating the location of the occurrence is referred to as the indicated record. In step S23, it is determined whether or not there is operation information in which the operation time corresponding to the instruction record of the record of the processing target is included in a certain range. Since the object 60 corresponding to the recorded object of the processing object reflects the operation result corresponding to the object 60 indicating the recording. Here, the predetermined range refers to the operation period described in the sequence data 28, and is a time range set as an allowable range for performing the appropriate operation, and for the object 60 for each reference portion 55A (or 55B). The arrival position (which should be the rebound point of the moving target) is a distance range that can be set as the allowable range in which the object 60 is touched. When the result of the determination is an affirmative result, that is, when there is operation information indicating that the operation period of the recording is within a certain range, the game control unit 11 proceeds to step S24.

在步驟S24中,遊戲控制部11係將應配置對應處理對象之記錄的物件60之路徑W,決定為正常路徑。具體來說,正常路徑係如下所述,依據操作資訊來決定。首先,依據判別之操作資訊來判別觸控操作的位置與物件60的位置之間的位置關係,依據該位置關係來決定路徑W。此決定係如上所述,觸控操作的位置屬於圖5所示之4個區域O、R、S及L之任一,或依據最接近哪個區域來決定路徑者。決定為各區域O、R、S及L之路徑的關係係如前述般。然後,正常路徑之出現位置係採用以上述的指示記錄所指示之出現位置。亦即,依據包含於操作資訊之觸控操作的位置及利用指示記錄所指示之出現位置,決定正常路徑。 In step S24, the game control unit 11 determines the path W of the object 60 to be recorded corresponding to the processing target, and determines the normal path. Specifically, the normal path is determined as follows based on the operation information. First, the positional relationship between the position of the touch operation and the position of the object 60 is discriminated based on the determined operation information, and the path W is determined based on the positional relationship. The decision is as described above, and the position of the touch operation belongs to any of the four regions O, R, S, and L shown in FIG. 5, or the path is determined according to which region is closest. The relationship determined to be the path of each region O, R, S, and L is as described above. Then, the position where the normal path appears is the position indicated by the above indication record. That is, the normal path is determined based on the position of the touch operation included in the operation information and the appearance position indicated by the instruction record.

在接下來的步驟S25中,遊戲控制部11係將處理對象的記錄及使用之操作資訊設定為已處理(或已使用),回到步驟S21的處理。藉此,對應指示記錄的物件60之操作結果反映於對應處理對象之記錄的物件60。 In the next step S25, the game control unit 11 sets the operation information of the recording and use of the processing target to the processed (or used), and returns to the processing of step S21. Thereby, the operation result corresponding to the object 60 indicating the record is reflected on the object 60 corresponding to the record of the processing object.

另一方面,在步驟S23的判別結果為否定結果時,亦即,沒有將指示記錄的操作時期包含於一定範圍內的操作資訊時,遊戲控制部11係前進至步驟S26。在步驟S26中,遊戲控制部11係將應配置對應處理對象之記錄的物件60之路徑W,決定為失誤路徑。在沒有將指示記錄的操作時期包含於一定範圍內的操作資訊時,代表對於對應指示記錄的物件60,並未執行適切操作。此時,對應該處理對象之記錄的指示記錄之物件60,係到達兩端部52U、52B之任一方。所以,例如作為此種狀況的失誤路徑,採用從指示記錄的物件60到達之端部52U(或52B)的位置以最短距離朝向相反側的基準部55A(或55B)延伸的路徑W。又,此時,指示記錄的物件60到達之端部52U(或52B)的位置,被採用作為對應處理對象之記錄的物件60之出現位置。然後,遊戲控制部11係在結束步驟S30的處理時,前進至步驟S25。 On the other hand, when the result of the determination in step S23 is a negative result, that is, when the operation information indicating the recording is not included in the operation information within a certain range, the game control unit 11 proceeds to step S26. In step S26, the game control unit 11 determines the path W of the object 60 to be recorded corresponding to the processing target, and determines the error path. When the operation information indicating that the recording is not included in the operation information within a certain range, it means that the appropriate operation is not performed for the object 60 corresponding to the indication record. At this time, the object 60 which is instructed to record the recording of the object to be processed reaches either of the both end portions 52U and 52B. Therefore, for example, as a path of error in such a situation, a path W extending from the position of the end portion 52U (or 52B) indicating the recorded object 60 to the opposite reference portion 55A (or 55B) is employed. Further, at this time, the position at which the end portion 52U (or 52B) of the recorded object 60 is reached is used as the appearance position of the object 60 corresponding to the recording of the processing target. When the game control unit 11 ends the process of step S30, the game control unit 11 proceeds to step S25.

進而,在步驟S22的判別結果為否定結果時,亦即,處理對象的記錄為對戰對手機用的記錄時,遊戲控制部11係前進至圖13的步驟S27。在步驟S27中,遊戲控制部11係執行用以監視時滯的副常式。此副常式係於後詳述。 Further, when the result of the determination in step S22 is a negative result, that is, when the record of the processing target is a record for the mobile phone, the game control unit 11 proceeds to step S27 of FIG. In step S27, the game control unit 11 executes a subroutine for monitoring the time lag. This sub-family is detailed later.

在接下來的步驟S28中,遊戲控制部11係利用步驟 S27的處理結果,判別與處理對象的未處理記錄建立關聯之指示記錄所對應之操作資訊是否發生時滯。此判別結果為肯定的結果時,亦即發生時滯時,遊戲控制部11會前進至步驟S29。 In the next step S28, the game control unit 11 uses the steps. As a result of the processing of S27, it is determined whether or not the operation information corresponding to the instruction record associated with the unprocessed record of the processing target has a time lag. When the result of this determination is a positive result, that is, when a time lag occurs, the game control unit 11 proceeds to step S29.

在接下來的步驟S29中,遊戲控制部11係從被記憶於記憶部63的各操作資訊中取得所定範圍的操作資訊。該所定範圍係例如依據處理對象的未處理記錄,亦即處理對象的操作時期來設定。具體來說,例如,以從與處理對象的操作時期建立關聯之指示記錄的所定數之前的他機用之操作時期所對應之操作資訊之方式,設定所定範圍。亦即,作為所定範圍,以從與處理對象的未處理記錄建立關聯之指示記錄的所定數之前的他機用之操作時期為基準,利用包含比其還早一定期間前之時期的範圍。再者,以處理對象的操作時期為基準,將表示其之前的時期之一定數的操作資訊設定為所定範圍亦可。 In the next step S29, the game control unit 11 acquires the operation information of the predetermined range from the pieces of operation information stored in the storage unit 63. The predetermined range is set, for example, according to an unprocessed record of the processing target, that is, an operation period of the processing target. Specifically, for example, the predetermined range is set such that the operation information corresponding to the operation time of the other machine before the predetermined number recorded in association with the operation timing of the processing target is recorded. In other words, as the predetermined range, the range of the period before the predetermined period is earlier than the predetermined period of time before the predetermined number of records recorded in association with the unprocessed record of the processing target. Further, it is also possible to set a certain number of pieces of operation information indicating the previous period as the predetermined range based on the operation timing of the processing target.

在接下來的步驟S30中,遊戲控制部11係從處理對象的未處理記錄,亦即處理對象之操作時期的指示記錄,特定所定數之前的他機用之操作時期。作為所定數,例如採用“1”。亦即,作為所定數之前的他機用之操作時期,例如從與處理對象的操作時期建立關聯之指示記錄,特定前1個之他機用的操作時期。在下個步驟S31中,遊戲控制部11係判別在步驟S30中特定之操作時期所對應之操作資訊是否是在步驟S29中取得之各操作資訊中。作為與所定數之前的他機用之操作時期對應之操作資訊,利 用將所定數之前的他機用之操作時期包含於一定範圍內的操作資訊。所以,例如,作為前1個之他機用的操作時期所對應之操作資訊,在步驟S31中,以前1個之他機用的操作時期為基準,將該操作時期包含於一定範圍內的操作資訊被特定為判別對象。然後,在步驟S31中,判別該應特定之操作資訊是否包含於在步驟S29中取得之各操作資訊。在此判別結果為肯定結果時,亦即,存在有所定數之前的他機用之操作時期所對應之操作資訊時,遊戲控制部11係前進至步驟S32。 In the next step S30, the game control unit 11 specifies the operation time of the other machine before the predetermined number from the unprocessed record of the processing target, that is, the instruction record of the operation time of the processing target. As the predetermined number, for example, "1" is employed. That is, as the operation period for the other machine before the predetermined number, for example, from the instruction record associated with the operation period of the processing target, the operation time of the previous one is specified. In the next step S31, the game control unit 11 determines whether or not the operation information corresponding to the operation timing specified in step S30 is the operation information acquired in step S29. As the operation information corresponding to the operation period of the other machine before the fixed number, The operation information including the operation period of the machine before the predetermined number is included in a certain range. Therefore, for example, as the operation information corresponding to the operation timing of the previous one, in step S31, the operation period of the previous one is used as a reference, and the operation period is included in a certain range. Information is specified as a discriminating object. Then, in step S31, it is determined whether or not the specific operation information is included in each operation information acquired in step S29. When the result of the determination is an affirmative result, that is, when there is operation information corresponding to the operation period of the other machine before the fixed number, the game control unit 11 proceeds to step S32.

在步驟S32中,遊戲控制部11係判別在步驟S31中特定之操作資訊是否是已使用的操作資訊。所謂已使用係代表使用於路徑W之決定的操作資訊。亦即,代表透過圖13的常式,作為過去用以決定路徑W的操作資訊所使用之操作資訊。此判別結果為肯定結果時,亦即,特定之操作資訊是已使用時,則前進至步驟S33。 In step S32, the game control unit 11 determines whether or not the operation information specified in step S31 is the used operation information. The so-called used system represents the operational information used for the decision of the path W. That is, the representative uses the routine of FIG. 13 as the operation information used in the past to determine the operation information of the path W. When the result of the discrimination is an affirmative result, that is, when the specific operation information is already used, the process proceeds to step S33.

在步驟S33中,遊戲控制部11係將應配置對應處理對象之操作時期的物件60之路徑W,決定為所定路徑(及所定出現位置)。作為所定路徑及所定出現位置,例如,採用以下之路徑W及出現位置。 In step S33, the game control unit 11 determines the path W of the object 60 to be placed corresponding to the operation timing of the processing target as the predetermined path (and the predetermined appearance position). As the predetermined path and the predetermined appearance position, for example, the following path W and appearance position are employed.

如上所述,在序列資料28中,透過出現位置指示部28g,存在有彼此建立關聯的各操作時期。所以,也存在相對於處理對象之操作時期的指示記錄。又,對應指示記錄的物件60係已決定路徑W(假設,在未決定路徑W之狀況下,則回到步驟S32,將所定數從“1”變更為“2” 等,以可取得決定路徑W的記錄之方式變更。又,變更後,在之後的常式中,使用變更後的所定數即可)。然後,作為所定路徑,採用從位於適用於該指示記錄之路徑W上的反彈點R2(或R1)往相反側的基準部以最短距離延伸的路徑W。又,作為對應處理對象之操作時期的物件60應出現的所定出現位置,適用該反彈點R2(或R1)。亦即,在步驟S33的處理中,遊戲控制部11係將適用於指示記錄之路徑W上的反彈點R2(或R1)決定為對應未處理記錄的物件60之出現位置,並且將從其以最短距離延伸之路徑W決定為所定路徑。在步驟S33中,作為一例,此種所定路徑(及所定出現位置)被決定作為應適用於對象之未處理記錄的路徑W及出現位置。又,此時之處理對象的記錄,亦即處理對象的操作時期具有作為本發明之前1個基準時期的功能。再者,作為所定位置等,採用與失誤操作時相同的路徑等亦可。 As described above, in the sequence data 28, the presence position indicating unit 28g has the respective operation periods associated with each other. Therefore, there is also an instruction record with respect to the operation period of the processing object. Further, the object 60 corresponding to the instruction record has determined the path W (assuming that the path W is not determined, the process returns to step S32, and the fixed number is changed from "1" to "2". And so on, it can be changed so that the record of the determination path W can be acquired. In addition, after the change, the changed number may be used in the following routine. Then, as the predetermined path, a path W extending from the rebound point R2 (or R1) located on the path W for the indication recording to the reference portion on the opposite side at the shortest distance is employed. Further, the rebound point R2 (or R1) is applied as a predetermined appearance position at which the object 60 corresponding to the operation period of the processing target should appear. That is, in the processing of step S33, the game control unit 11 determines the rebound point R2 (or R1) applied to the path W indicating the recording as the appearance position of the object 60 corresponding to the unprocessed record, and will The path W of the shortest distance extension is determined as the determined path. In step S33, as an example, such a predetermined path (and a predetermined appearance position) is determined as a path W and an appearance position to be applied to an unprocessed record of the object. Further, the recording of the processing target at this time, that is, the operation timing of the processing target has a function as one of the previous reference periods of the present invention. Further, as the predetermined position or the like, the same path as that at the time of the error operation may be employed.

結束步驟S33的處理時,遊戲控制部11係回到圖12的步驟S25。然後,遊戲控制部11係在步驟S25中,執行上述的處理。 When the process of step S33 is completed, the game control unit 11 returns to step S25 of Fig. 12 . Then, the game control unit 11 executes the above-described processing in step S25.

另一方面,在步驟S31的判別結果為否定結果時,亦即,沒有應特定之操作資訊時,遊戲控制部11係前進至步驟S34。藉由步驟S31的處理,判別沒有操作資訊之狀況,例如有未對對應指示記錄的物件60執行適切操作之狀況。所以,此時,遊戲控制部11係在步驟S34中,與步驟S26相同,將應配置處理對象的記錄所對應之物件 60的路徑W決定為失誤路徑。然後,遊戲控制部11係在結束步驟S34的處理時,回到圖12的步驟S25。 On the other hand, when the result of the determination in step S31 is a negative result, that is, when there is no specific operation information, the game control unit 11 proceeds to step S34. By the processing of step S31, it is determined that there is no operation information, and for example, there is a case where the appropriate operation is not performed on the object 60 corresponding to the instruction record. Therefore, at this time, the game control unit 11 sets the object corresponding to the record to be processed in the same manner as step S26 in step S34. The path W of 60 is determined to be a fault path. Then, when the process of step S34 is completed, the game control unit 11 returns to step S25 of Fig. 12 .

進而,在步驟S32的判別結果為否定結果時,亦即,尚未使用在步驟S31中特定之操作資訊時,遊戲控制部11係前進至步驟S35。在步驟S30及步驟S31中,每次作為所定數,採用相同數量。所以,在步驟S32中判別特定之操作資訊已使用時,代表並未執行步驟S33的處理。另一方面,在步驟S32中,判別特定之操作資訊尚未使用時,則使用步驟S33的所定路徑,來代替操作資訊的使用,亦即,代表到前次為止的常式中已經發生時滯。 Further, when the result of the determination in step S32 is a negative result, that is, when the operation information specified in step S31 is not used, the game control unit 11 proceeds to step S35. In steps S30 and S31, the same number is used as the fixed number each time. Therefore, when it is determined in step S32 that the specific operation information has been used, it means that the processing of step S33 is not performed. On the other hand, if it is determined in step S32 that the specific operation information has not been used, the predetermined path of step S33 is used instead of the use of the operation information, that is, the time lag has occurred in the routine up to the previous time.

所以,在步驟S35中,遊戲控制部11係將應配置對應處理對象之記錄的物件60之路徑W,決定為時滯路徑。具體來說,作為時滯路徑,採用依據步驟S31中特定之操作資訊所決定之路徑W。亦即,依據特定之操作資訊來判別觸控操作的位置與物件60的位置之間的位置關係,依據該位置關係來決定路徑W。此決定係如上所述,觸控操作的位置屬於圖5所示之4個區域O、R、S及L之任一,或依據最接近哪個區域來決定路徑者。決定為各區域O、R、S及L之路徑的關係係如前述般。又,同樣地,作為出現位置,採用指示記錄的物件60到達之位置。亦即,路徑等的決定係與未發生時滯時之正常路徑的決定同樣執行。不同點係路徑等的決定所使用之操作資訊並不是對應指示記錄(以出現位置指示部28g建立關聯之他機用的操作時期)者,而是對應所定數之前之他機用的 操作時期之操作資訊之處。又,此時的所定數之前之他機用的操作時期具有作為本發明之較早的基準時期之功能。然後,遊戲控制部11係在結束步驟S35的處理時,回到圖12的步驟S25。 Therefore, in step S35, the game control unit 11 determines the path W of the object 60 to be recorded corresponding to the processing target, and determines the time lag path. Specifically, as the time lag path, the path W determined according to the operation information specified in step S31 is employed. That is, the positional relationship between the position of the touch operation and the position of the object 60 is discriminated based on the specific operation information, and the path W is determined based on the positional relationship. The decision is as described above, and the position of the touch operation belongs to any of the four regions O, R, S, and L shown in FIG. 5, or the path is determined according to which region is closest. The relationship determined to be the path of each region O, R, S, and L is as described above. Further, similarly, as the appearance position, the position at which the recorded object 60 is reached is used. That is, the decision of the route or the like is performed in the same manner as the determination of the normal path when the time lag does not occur. The operation information used for the determination of the different point system path or the like is not the corresponding instruction record (the operation time for the other machine in which the position indication unit 28g is associated), but corresponds to the other machine before the predetermined number. The operation information of the operation period. Further, the operation timing of the other machine before the predetermined number at this time has a function as an earlier reference period of the present invention. Then, when the process of step S35 is completed, the game control unit 11 returns to step S25 of Fig. 12 .

又,在步驟S28的判別結果為否定結果時,亦即,步驟S27之處理的結果,判別為未發生時滯時,遊戲控制部11係回到圖12的步驟S23。在藉由步驟S27的處理,判別未發生時滯時,有可取得限制時間內的該操作資訊之狀況。此時,可進行與自機用的記錄同樣的處理。所以,此時,遊戲控制部11係回到步驟S23,執行上述之步驟S23之後的處理。又,判別未發生時滯之狀況具有本發明之滿足所定恢復條件之狀況的功能。 When the result of the determination in step S28 is a negative result, that is, as a result of the process of step S27, it is determined that the time lag has not occurred, the game control unit 11 returns to step S23 of Fig. 12 . When it is determined by the processing of step S27 that the time lag has not occurred, there is a situation in which the operation information can be acquired within the limited time. At this time, the same processing as the recording for the own machine can be performed. Therefore, at this time, the game control unit 11 returns to step S23 and executes the processing after step S23 described above. Further, it is determined that the state in which the time lag has not occurred has the function of the present invention satisfying the condition of the predetermined recovery condition.

再者,在步驟S25中,遊戲控制部11係執行將在本次處理中所使用之操作資訊設定為已使用,並且消除所定數之前的他機用的操作時期所對應之操作資訊的處理亦可。或者,一律消除對應所定對象之記錄的操作資訊之前的操作資訊亦可。經由圖13的步驟S28,執行步驟S25的處理之狀況中,包含在時滯發生後,消除該時滯之狀況。此種狀況下,於包含於記憶部63的操作資訊會殘留不應使用之未使用的操作資訊。藉由執行前述的處理,可抑制不需要之操作資訊的誤用。 Furthermore, in step S25, the game control unit 11 executes the process of setting the operation information used in the current process to be used, and eliminating the operation information corresponding to the operation time of the other machine before the predetermined number. can. Alternatively, the operation information before the operation information corresponding to the record of the specified object is uniformly eliminated. The state in which the process of step S25 is executed in step S28 of FIG. 13 includes the case where the time lag is eliminated after the occurrence of the time lag. In this case, the operation information included in the memory unit 63 remains unused operation information that should not be used. By performing the aforementioned processing, it is possible to suppress the misuse of unnecessary operation information.

藉由執行圖12及圖13的常式,決定應配置自機及對戰對手的遊戲機所對應之各物件60的路徑W。又,關於對戰對手的遊戲機,在發生時滯時,利用所定路徑,本來 應使用之操作資訊不會使用於物件60之路徑等的決定。另一方面,在時滯已經發生時,例如前1個操作資訊等,偏離所定數的操作資訊被使用於物件60之路徑等的決定。進而,在消除時滯時,使用本來應使用之操作資訊,正常的路徑等被使用作為物件60的路徑等。 By executing the routines of FIGS. 12 and 13, it is determined that the path W of each object 60 corresponding to the game machine and the opponent's game machine should be arranged. In addition, when the game machine of the opponent is used, when the time lag occurs, the predetermined route is used. The operational information to be used is not used for the decision of the path of the object 60 or the like. On the other hand, when a time lag has occurred, for example, the previous operation information or the like, the operation information deviating from the predetermined number is used for the decision of the path of the object 60 or the like. Further, when the time lag is eliminated, the operation information to be used is used, and a normal path or the like is used as the path of the object 60 or the like.

接著,針對時滯監視處理常式進行說明。圖14係揭示時滯監視處理常式的流程圖之一例的圖。圖14的常式係在圖13的步驟S27,被叫出來執行。又,圖14的常式係用以判別是否發生適當之操作資訊的使用有問題程度的時滯。然後,遊戲控制部11係主要透過時滯監視部64來執行此常式。 Next, the time delay monitoring processing routine will be described. Fig. 14 is a view showing an example of a flow chart of a time delay monitoring processing routine. The routine of Fig. 14 is called and executed at step S27 of Fig. 13. Further, the routine of Fig. 14 is for determining whether or not there is a problematic time lag in the use of appropriate operational information. Then, the game control unit 11 mainly executes the routine by the time lag monitoring unit 64.

開始圖14的常式時,遊戲控制部11係首先在步驟S41,取得被記憶於記憶部63之對戰對手的遊戲機2之(第2玩家的)操作資訊。該取得範圍係作為所有操作資訊亦可,作為一部分亦可。在一部分的狀況下,以包含對應處理對象之記錄的指示記錄之操作時期及從該操作時期開始之一定範圍的時期之方式執行。在接下來的步驟S42中,遊戲控制部11係計算出可適切反映第2玩家之操作資訊的限制時間。該計算係例如以下所述來執行。首先,遊戲控制部11係計算出處理對象的記錄,亦即處理對象的操作時期與現在時刻之間的差。接著,依據計算出的差,計算出應使對應處理對象之操作時期的物件60出現於基準部55A(或55B)的出現時期。然後,於計算出的出現時期,加上預先設定之所定容許時間(可容許可產生 顯示之時間差的時間),藉此,計算出限制時間。再者,限制時間係利用預先設定之所定時間亦可。此時,省略步驟S42的處理亦可。 When the routine of FIG. 14 is started, the game control unit 11 first acquires the operation information (of the second player) of the game machine 2 of the opponent who is memorized in the memory unit 63 in step S41. This acquisition range is also available as all operational information, and may be part of it. In some cases, the operation period including the instruction corresponding to the record of the processing target and the period of the range from the operation period are executed. In the next step S42, the game control unit 11 calculates a time limit for appropriately reflecting the operation information of the second player. This calculation is performed, for example, as described below. First, the game control unit 11 calculates a record of the processing target, that is, a difference between the operation timing of the processing target and the current time. Next, based on the calculated difference, the occurrence period in which the object 60 of the operation period corresponding to the processing target should appear in the reference portion 55A (or 55B) is calculated. Then, in the calculated occurrence period, plus a predetermined allowable time (allowable to be generated The time difference of the time difference is displayed, whereby the time limit is calculated. Furthermore, the time limit can be determined by using a predetermined time set in advance. At this time, the processing of step S42 may be omitted.

在下個步驟S43中,遊戲控制部11係判別將與處理對象的記錄建立關聯之指示記錄的操作時期包含於一定範圍內的操作資訊是否在步驟S41中取得之操作資訊內。此處理係與圖12的步驟S22等相同。然後,在該判別結果為肯定結果時,前進至步驟S44。 In the next step S43, the game control unit 11 determines whether or not the operation information including the operation time of the instruction record associated with the recording of the processing target in the predetermined range is within the operation information acquired in step S41. This processing is the same as step S22 and the like of FIG. Then, when the result of the determination is a positive result, the process proceeds to step S44.

在步驟S44中,遊戲控制部11係比較步驟S42的計算結果與接收操作資訊的接收時刻,判別在步驟S43中判別之操作資訊是否是在限制時間內接收的資訊。在該判別結果為否定結果時,亦即,未在限制時間內接收操作資訊時(產生所定時間差時),遊戲控制部11係前進至步驟S45。在步驟S45中,遊戲控制部11係輸出時滯發生資訊,亦即發生時滯的資訊,回到圖13的步驟S27。 In step S44, the game control unit 11 compares the calculation result of step S42 with the reception time of the reception operation information, and determines whether or not the operation information determined in step S43 is information received within the limited time. When the result of the determination is a negative result, that is, when the operation information is not received within the time limit (when a predetermined time difference is generated), the game control unit 11 proceeds to step S45. In step S45, the game control unit 11 outputs the occurrence information of the time lag, that is, the information of the time lag, and returns to step S27 of Fig. 13 .

另一方面,在步驟S44的判別結果為肯定結果時,亦即,在限制時間內接收操作資訊時(未產生所定時間差時),遊戲控制部11係前進至步驟S46。在步驟S46中,遊戲控制部11係輸出時滯未發生資訊,亦即未發生時滯的資訊,回到圖13的步驟S27。 On the other hand, when the result of the determination in step S44 is an affirmative result, that is, when the operation information is received within the time limit (when a predetermined time difference is not generated), the game control unit 11 proceeds to step S46. In step S46, the game control unit 11 outputs information that the time lag has not occurred, that is, information that no time lag has occurred, and returns to step S27 of Fig. 13 .

進而,在步驟S43的判別結果為否定結果時,亦即,沒有將與處理對象的記錄建立關聯之指示記錄的操作時期包含於一定範圍內的操作資訊時,遊戲控制部11係前進至步驟S47。在步驟S47中,遊戲控制部11係依據現在 時刻與在步驟S42中計算出之限制時間,判別限制時間是否到來。在該判別結果為否定結果時,亦即,限制時間尚未到來時,則將處理對象的記錄以未處理狀態,直接回到圖12的步驟S21,遊戲控制部11係再次執行步驟S21之後的處理。 Further, when the result of the determination in step S43 is a negative result, that is, when the operation time of the instruction record associated with the recording of the processing target is not included in the operation information within a certain range, the game control unit 11 proceeds to step S47. . In step S47, the game control unit 11 is based on the present The time is determined by the time limit calculated in step S42. When the determination result is a negative result, that is, when the restriction time has not yet arrived, the recording of the processing target is returned to the step S21 of FIG. 12 in the unprocessed state, and the game control unit 11 executes the processing after step S21 again. .

另一方面,在步驟S46的判別結果為肯定結果時,亦即,限制時間到來時,遊戲控制部11係前進至步驟S45,執行上述的處理。此因,即使限制時間到來,也無法接收應成為步驟S44的判別對象之操作資訊時,則可判斷為發生時滯。再者,第2玩家未操作時也在步驟S47中,可得相當於肯定的判定結果,因時滯控制而未操作的操作資訊會反映於下次的物件60。 On the other hand, when the result of the determination in step S46 is affirmative, that is, when the time limit is reached, the game control unit 11 proceeds to step S45 and executes the above-described processing. In this case, even if the operation time information to be determined in step S44 cannot be received even if the time limit is reached, it can be determined that the time lag occurs. Further, when the second player is not operating, in step S47, an affirmative determination result is obtained, and the operation information that is not operated due to the time lag control is reflected in the next object 60.

遊戲控制部11係在結束步驟S45或步驟S46的處理時,回到圖13的常式,利用步驟S47的處理結果,執行步驟S28的判別。藉此,執行是否發生適當之操作資訊的使用會有問題程度的時滯之判別,依據該判別結果,執行圖13的常式。 When the process of step S45 or step S46 is completed, the game control unit 11 returns to the routine of FIG. 13 and performs the determination of step S28 by the processing result of step S47. Thereby, the determination as to whether or not the use of the appropriate operation information occurs has a problematic time lag, and the routine of FIG. 13 is executed based on the determination result.

如以上所說明般,依據此形態,自機與他機透過網路5進行對戰時,發生操作資訊的使用會有問題的時滯時,則執行時滯控制。藉由時滯控制,在發生時滯時,使用所定路徑等,來代替本來應使用之第2玩家的操作資訊。亦即,沒有到產生不適切的顯示程度為止等待第2玩家之操作資訊的接收之必要。因此,反映第2玩家的操作資訊,可在適切時間內顯示應顯示於自機之物件60。藉此,可消 除因時滯所產生之顯示延遲。 As described above, according to this aspect, when the self-machine and the other machine compete against each other through the network 5, when there is a time lag in which the use of the operation information is problematic, the time lag control is executed. By the time lag control, when a time lag occurs, the predetermined path or the like is used instead of the operation information of the second player that should be used. That is, it is not necessary to wait for the reception of the operation information of the second player until an uncomfortable display degree is generated. Therefore, reflecting the operation information of the second player, the object 60 to be displayed on the machine can be displayed within a suitable time. By this, it can be eliminated Except for display delay due to time lag.

另一方面,因時滯而未被使用之第2玩家的操作資訊,係在之後延遲所定數而反映於物件60的路徑等。亦即,即使發生時滯,也可夾著所定數的延遲,將第2玩家的操作資訊反映於自機的顯示。藉此,因為可抑制時滯所致之影響,所以可維持對戰遊戲的有趣性。 On the other hand, the operation information of the second player that has not been used due to the time lag is delayed by the predetermined number and reflected on the path of the object 60 or the like. That is, even if a time lag occurs, the operation information of the second player can be reflected on the display of the own machine with a predetermined delay. Thereby, since the influence due to the time lag can be suppressed, the interestingness of the competition game can be maintained.

再者,作為消除時滯之影響的手法,除此之外也想到在取得他機的操作資訊之後,因應該操作資訊,修正物件60的位置之手法。此時,可適切使用他機的操作資訊,但是,根據取得時期,會有物件60的移動速度變快之狀況。依據此狀態,也可消除此種問題。 Furthermore, as a method of eliminating the influence of the time lag, in addition to the operation information of the other machine, the method of correcting the position of the object 60 is determined. At this time, the operation information of the other machine can be used as appropriate, but depending on the acquisition period, the moving speed of the object 60 becomes faster. According to this state, this problem can also be eliminated.

進而,在消除了時滯時,也削除所定數的延遲,適切反映第2玩家的操作資訊。亦即,在雖發生時滯,但已消除時滯時,可適切恢復反映操作資訊的顯示。藉此,可將因時滯所產生之顯示與操作資訊之間的偏離抑制在最小限度。 Further, when the time lag is eliminated, the delay of the fixed number is also removed, and the operation information of the second player is appropriately reflected. That is, when a time lag occurs, but the time lag has been eliminated, the display reflecting the operation information can be appropriately restored. Thereby, the deviation between the display and the operation information due to the time lag can be minimized.

於以上形態中,控制單元10透過聲音輸出控制部13具有作為樂曲再生手段的功能。又,控制單元10藉由透過遊戲控制部11來執行圖11的常式,具有作為遊戲區域提示手段、標識顯示控制手段及基準時期導引手段的功能。同樣地,控制單元10藉由透過遊戲控制部11來執行圖12及圖13的常式,也具有作為關係變更手段的功能。進而,控制單元10藉由透過遊戲控制部11來執行圖14的常式,具有作為時間差判別手段及限制時間計算手段的 功能。另一方面,外部記憶裝置20藉由記憶序列資料28,具有作為關係資訊記憶手段的功能。 In the above embodiment, the control unit 10 transmits the function as the music reproduction means through the sound output control unit 13. Moreover, the control unit 10 executes the routine of FIG. 11 by the game control unit 11, and has a function as a game area presenting means, a mark display control means, and a reference time guiding means. Similarly, the control unit 10 executes the routines of FIGS. 12 and 13 by the game control unit 11, and also functions as a relationship changing means. Further, the control unit 10 executes the routine of FIG. 14 by the game control unit 11, and has a time difference discriminating means and a time limit calculating means. Features. On the other hand, the external memory device 20 has a function as a relational information memory means by memorizing the sequence material 28.

本發明並不限定於上述之形態,亦可以適當之形態實施。在上述的形態中,作為所定變更條件,採用發生時滯(所定時間差)之狀況。又,於該判斷,使用圖14的常式。但是,本發明並不限定於此種形態。例如,省略圖14的常式,設定預先考慮到時滯的所定數亦可。亦即,所定變更條件係藉由執行所定設定來滿足亦可。又,在上述的形態中,在圖13的步驟S30等,為了利用時滯控制,使使用之操作資訊與實際之顯示的關係偏離,使用所定數。又,此所定數係例如預先設定“1”等。但是,本發明並不限定於此種形態。例如,依據圖14所示之時滯監視處理常式的處理結果,根據他機之資訊的接收所需之時間來計算等,藉此,決定該所定數亦可。 The present invention is not limited to the above embodiments, and may be implemented in an appropriate form. In the above-described embodiment, a situation in which a time lag (a predetermined time difference) occurs is adopted as a predetermined change condition. Moreover, in this judgment, the routine of FIG. 14 is used. However, the present invention is not limited to this form. For example, the routine of FIG. 14 is omitted, and the predetermined number in which the time lag is considered in advance may be set. That is, the predetermined change condition is satisfied by executing the predetermined settings. Further, in the above-described embodiment, in order to use the time lag control in step S30 of FIG. 13, the relationship between the used operation information and the actual display is deviated, and the predetermined number is used. Further, the predetermined number is, for example, "1" or the like is set in advance. However, the present invention is not limited to this form. For example, the processing result of the time lag monitoring processing routine shown in FIG. 14 can be calculated based on the time required for the reception of the information of the other machine, and the predetermined number can be determined.

在上述的形態中,圖14所示之時滯監視處理常式作為圖13的副常式,以與圖13相同週期來執行。但是,本發明並不限定於此種形態。例如,時滯監視處理常式係作為與圖13不同的常式,僅在初次之資訊的發送接收時執行亦可。此時,依據初次之時滯監視處理常式的判別結果,僅初次使用圖13的步驟S33所示之所定路徑等,在之後之圖13的常式中,使用每次偏離所定數的操作資訊亦可。此時,省略步驟S28的處理,亦即,消除了時滯時,將操作資訊與顯示的關係適切恢復的處理亦可。 In the above-described form, the time lag monitoring processing routine shown in FIG. 14 is executed as the subroutine of FIG. 13 in the same cycle as that of FIG. However, the present invention is not limited to this form. For example, the time lag monitoring processing routine is a different routine from that of FIG. 13, and may be executed only at the time of transmission and reception of the first information. At this time, according to the discrimination result of the first time lag monitoring processing routine, only the predetermined path or the like shown in step S33 of FIG. 13 is used for the first time, and in the following routine of FIG. 13, the operation information for each deviation from the predetermined number is used. Also. At this time, the processing of step S28 is omitted, that is, the processing for appropriately restoring the relationship between the operation information and the display when the time lag is eliminated.

在上述的形態中,為了輸入作為玩家之遊玩行為的操 作,利用觸控面板9。但是,本發明並不限定於此種形態。例如,作為用以輸入遊玩行為的裝置,適用利用對玩家的動作作攝影之攝像機、依據該攝影結果來檢測玩家的動作之檢測手段及依據檢測結果,特定遊玩行為之特定手段的裝置亦可。所以,遊玩行為並不限定於操作操作部的行為。 In the above form, in order to input the behavior as a player's play behavior The touch panel 9 is utilized. However, the present invention is not limited to this form. For example, as a device for inputting a play behavior, a camera that photographs an action of a player, a detection means that detects an action of the player based on the result of the photograph, and a device that specifies a specific means of play behavior based on the detection result may be applied. Therefore, the play behavior is not limited to the behavior of the operation operation unit.

又,於遊戲中,除了物件60之外,顯示其他操作指示標識亦可。作為此種操作指示標識之一,例如在滿足所定顯示條件時(例如,在執行所定操作時、獲得所定得分時、取得所定選項時被滿足)顯示特別物件亦可。然後,在他機之特別物件的操作資訊無法在限制時間內接收時,該操作資訊係使用來作為下個顯示於自機之特別物件的操作資訊亦可,如果時間上可能的話,使用來作為下個顯示於自機之通常物件60的操作資訊亦可。 Moreover, in the game, in addition to the object 60, other operation indication labels may be displayed. As one of such operation instruction flags, for example, when a predetermined display condition is satisfied (for example, when a predetermined operation is performed, a predetermined score is obtained, and a predetermined option is obtained), a special item may be displayed. Then, when the operation information of the special object of the other machine cannot be received within the time limit, the operation information is used as the operation information of the next special item displayed on the machine, and if possible, the time is used as The next operation information displayed on the normal object 60 of the machine may also be used.

在上述之各形態,遊戲機2構成作為再生樂曲,依據樂曲的演奏時間,操作指示標識朝向基準部移動的音樂遊戲機,但是,並不限定於此種構造者。在遊戲機2中,可執行透過通訊線路在複數終端中進行的遊戲,且一方的遊玩行為會影響另一方的遊戲進行之各種遊戲。作為此種遊戲,例如,除此之外,適用角色扮演遊戲、動作遊戲、運動遊戲、射擊遊戲等亦可。進而,本發明的遊戲機係以設置在商業設施之業務用遊戲機、家庭用的固定型遊戲機、攜帶型的遊戲機等之適當形態來實現亦可。 In each of the above-described embodiments, the game machine 2 constitutes a music game machine that is a reproduction music piece and moves the operation instruction mark toward the reference portion depending on the performance time of the music piece. However, the game machine 2 is not limited to such a structure. In the gaming machine 2, a game played in a plurality of terminals through a communication line can be executed, and one of the play behaviors affects various games played by the other party. As such a game, for example, a role playing game, an action game, a sports game, a shooting game, or the like may be applied. Further, the game machine of the present invention may be implemented in an appropriate form such as a business game machine installed in a commercial facility, a stationary game machine for a home, a portable game machine, or the like.

1‧‧‧遊戲系統 1‧‧‧Game system

2‧‧‧遊戲機 2‧‧‧game machine

3‧‧‧中央伺服器 3‧‧‧Central Server

4‧‧‧路由器 4‧‧‧ router

5‧‧‧網路(通訊線路) 5‧‧‧Network (communication line)

6‧‧‧店舖 6‧‧‧ shop

7‧‧‧框體 7‧‧‧ frame

8‧‧‧監視器(顯示裝置) 8‧‧‧Monitor (display device)

9‧‧‧觸控面板(輸入裝置,操作部) 9‧‧‧Touch panel (input device, operation unit)

10‧‧‧控制單元(電腦,基準時期導引手段,關係變更手段,時間差判別手段,限制時間計算手段,遊戲區域提示手段,標識顯示控制手段) 10‧‧‧Control unit (computer, reference period guidance means, relationship change means, time difference discriminating means, time limit calculation means, game area prompt means, logo display control means)

11‧‧‧遊戲控制部 11‧‧‧ Game Control Department

12‧‧‧顯示控制部 12‧‧‧Display Control Department

13‧‧‧聲音輸出控制部 13‧‧‧Sound Output Control Department

14‧‧‧揚聲器(聲音輸出裝置) 14‧‧‧Speaker (sound output device)

20‧‧‧外部記憶裝置(關係資訊記憶手段,樂曲資料記憶手段) 20‧‧‧External memory device (relational information memory means, music data memory means)

21‧‧‧遊戲程式 21‧‧‧ game program

22‧‧‧遊戲資料 22‧‧‧Game information

25‧‧‧樂曲資料 25‧‧‧ music information

26‧‧‧效果音資料 26‧‧‧ Effect sound data

27‧‧‧畫像資料 27‧‧‧Portrait data

28‧‧‧序列資料 28‧‧‧Sequence data

28a‧‧‧條件界定部 28a‧‧‧ Conditional Definitions Department

28b‧‧‧操作序列部 28b‧‧‧Operational Sequence Department

28c‧‧‧操作時期部 28c‧‧‧Operational Period Department

28e‧‧‧顯示位置指示部 28e‧‧‧Display position indication

28g‧‧‧出現位置指示部(關係資訊) 28g‧‧‧ Position indication department (relationship information)

28h‧‧‧記錄資訊部 28h‧‧‧Recording Information Department

50‧‧‧遊戲畫面 50‧‧‧ game screen

52‧‧‧遊戲區域 52‧‧‧ Game area

52B‧‧‧下側端部 52B‧‧‧lower end

52U‧‧‧上側端部 52U‧‧‧upper end

52R‧‧‧側壁 52R‧‧‧ side wall

52L‧‧‧側壁 52L‧‧‧ sidewall

53‧‧‧資訊區域 53‧‧‧Information area

60‧‧‧物件(操作指示標識) 60‧‧‧ Objects (Operation Instructions)

63‧‧‧記憶部 63‧‧‧Memory Department

64‧‧‧時滯監視部 64‧‧‧ Time Lap Monitoring Department

65‧‧‧切換控制部 65‧‧‧Switch Control Department

66‧‧‧位置運算部 66‧‧‧Location Computing Department

67‧‧‧畫像產生部 67‧‧‧Portrait Generation Department

55A‧‧‧第1基準部(操作部) 55A‧‧‧1st reference part (Operation Department)

55B‧‧‧第2基準部(操作部) 55B‧‧‧2nd reference part (Operation Department)

R1,R2‧‧‧反彈點 R1, R2‧‧‧ rebound point

L‧‧‧左側區域 L‧‧‧left area

O‧‧‧其他區域 O‧‧‧Other areas

R‧‧‧右側區域 R‧‧‧Right area

S‧‧‧接觸區域 S‧‧‧Contact area

W‧‧‧路徑(移動路徑) W‧‧‧ path (moving path)

W1‧‧‧第1左側路徑 W1‧‧‧1st left path

W2‧‧‧直線路徑 W2‧‧‧ Straight path

W3‧‧‧第1右側路徑 W3‧‧‧1st right path

〔圖1〕揭示適用關於本發明一形態的遊戲機之遊戲系統的圖。 Fig. 1 is a view showing a game system to which a game machine according to an aspect of the present invention is applied.

〔圖2〕揭示遊戲機之物理性構造的區塊圖。 [Fig. 2] A block diagram showing the physical structure of the gaming machine.

〔圖3〕遊戲機的功能區塊圖。 [Fig. 3] Functional block diagram of the game machine.

〔圖4〕模式揭示在遊戲機中執行之音樂遊戲的遊戲畫面的圖。 [Fig. 4] A diagram showing a game screen of a music game executed in a game machine.

〔圖5〕用以說明物件之區域的圖。 [Fig. 5] A diagram for explaining an area of an object.

〔圖6〕揭示序列資料的內容之一例的圖。 Fig. 6 is a view showing an example of the contents of the sequence data.

〔圖7〕用以說明遊戲機所執行之時滯控制的說明圖,且用以說明操作資訊與顯示的關係偏離之狀況的圖。 FIG. 7 is an explanatory diagram for explaining time-delay control executed by the game machine, and is a view for explaining a state in which the relationship between the operation information and the display is deviated.

〔圖8〕用以說明遊戲機所執行之時滯控制的說明圖,且用以說明操作資訊與顯示的關係復原之狀況的圖。 FIG. 8 is an explanatory diagram for explaining time-delay control executed by the game machine, and is a view for explaining a state in which the relationship between the operation information and the display is restored.

〔圖9〕用以實現時滯控制之遊戲控制部的功能區塊圖。 [Fig. 9] A functional block diagram of a game control unit for implementing time-delay control.

〔圖10〕揭示操作檢測處理常式的流程圖之一例的圖。 FIG. 10 is a view showing an example of a flow chart of the operation detection processing routine.

〔圖11〕揭示序列處理常式的流程圖之一例的圖。 Fig. 11 is a view showing an example of a flow chart of a sequence processing routine.

〔圖12〕揭示路徑修正處理常式的流程圖之一例的圖。 FIG. 12 is a diagram showing an example of a flowchart of a path correction processing routine.

〔圖13〕揭示圖12後續的流程圖之一例的圖。 FIG. 13 is a view showing an example of a flowchart subsequent to FIG. 12.

〔圖14〕揭示時滯監視處理常式的流程圖之一例的圖。 FIG. 14 is a diagram showing an example of a flowchart of a time delay monitoring processing routine.

Claims (11)

一種遊戲機,係適用於在透過通訊線路而連接之複數終端之間,依據各終端的玩家所致之遊玩行為來使遊戲進行的遊戲系統,且具有可作為前述複數終端之一的功能的遊戲機,其特徵為具備:關係資訊記憶手段,係記憶用以將應執行前述遊戲中的自機之前述遊玩行為的至少1個基準時期,與應執行具有前述遊戲系統之其他終端之功能的他機之前述遊玩行為的至少1個基準時期,彼此建立關聯的關係資訊;基準時期導引手段,係以因應依據前述關係資訊而與前述自機的基準時期建立關聯之前述他機的基準時期所對應之前述遊玩行為,該自機之基準時期的導引樣態會變化之方式,導引各基準時期;及關係變更手段,係在滿足所定變更條件時,將前述基準時期導引手段為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期。 A game machine is applicable to a game system in which a game is played in accordance with a play behavior caused by a player of each terminal between a plurality of terminals connected through a communication line, and a game capable of functioning as one of the plurality of terminals The device is characterized in that: the relationship information memory means is configured to memorize at least one reference period for performing the aforementioned play behavior of the self-machine in the game, and the function of the other terminal having the game system to be executed. At least one reference period of the aforementioned play behavior of the machine, the relationship information associated with each other; the reference period guidance means is based on the reference period of the aforementioned other machine associated with the reference period of the self-machine based on the relationship information Corresponding to the above-mentioned play behavior, the guidance mode of the self-machine reference period changes, guiding each reference period; and the relationship change means, when the predetermined change condition is satisfied, the reference period guidance means is used to make The aforementioned reference period of the above-mentioned gameplay behavior using the aforementioned game state change, from the foregoing relationship The foregoing reference period of his machine, he changed to the reference period of the machine earlier than the previous reference period. 如申請專利範圍第1項所記載之遊戲機,其中,前述關係變更手段,係在依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期之後,滿足所定恢復條件時,將前述基準時期導引手段為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從前述較早的基準時期,恢復成依據前 述關係資訊之前述他機的基準時期。 The game machine according to claim 1, wherein the relationship changing means is changed to a reference period earlier than the reference period of the other machine based on the reference period of the other information based on the relationship information. When the predetermined recovery condition is satisfied, the reference period guiding means restores the reference period from the aforementioned reference period to the basis of the aforementioned reference period in order to change the guidance state. The reference period of the aforementioned other information about the relationship information. 如申請專利範圍第1項所記載之遊戲機,其中,更具備:時間差判別手段,係比較所定限制時間與前述他機的前述遊玩行為相關之資訊的取得時間,判別前述所定限制時間與前述取得時間之間是否產生所定時間差;前述所定變更條件,係依據前述時間差判別手段的判別結果,前述所定時間差產生時被滿足。 The game machine according to the first aspect of the invention, further comprising: a time difference discriminating means for comparing the predetermined time limit with the acquisition time of the information related to the play behavior of the other machine, and determining the predetermined time limit and the acquisition Whether or not a predetermined time difference occurs between the times; the predetermined change condition is satisfied based on the determination result of the time difference discriminating means, and the predetermined time difference is generated. 如申請專利範圍第3項所記載之遊戲機,其中,更具備:限制時間計算手段,係依據前述自機的基準時期,計算出前述所定限制時間。 The game machine according to claim 3, further comprising: a time limit calculation means for calculating the predetermined time limit based on the reference time period of the self machine. 如申請專利範圍第1項所記載之遊戲機,其中,前述關係資訊記憶手段,係作為前述關係資訊,記憶將前述自機之複數基準時期與前述他機之複數基準時期分別彼此建立關聯的資訊。 The game machine according to the first aspect of the invention, wherein the relationship information memory means, as the relationship information, memorizes information relating to the plurality of reference periods of the self-machine and the plurality of reference periods of the other machine. . 如申請專利範圍第1項至第5項中任一項所記載之遊戲機,其中,前述關係變更手段,係以使前述導引樣態變化之前述自機的基準時期為基準,導引對於前述自機的各基準時期中相當於該自機之基準時期之前的前1個基準時期時,以作為對於該前1個基準時期的前述導引樣態,前述基準時期導引手段使用所定導引樣態之方式,將為了使前述導引樣態變化所利用的資訊,從依據前述他機的操作時期所對應之前述遊玩行為的資訊,變更為所定資訊。 The game machine according to any one of the preceding claims, wherein the relationship changing means is based on a reference period of the self-machine that changes the guidance state. When the reference period of the self-machine corresponds to the previous reference period before the reference period of the self-machine, the reference period is used as the guidance state for the previous reference period. In the manner of the lead state, the information used for the change of the guidance mode is changed from the information of the play behavior corresponding to the operation period of the other machine to the predetermined information. 如申請專利範圍第6項所記載之遊戲機,其中, 以作為前述所定導引樣態,使用在未適切執行前述遊玩行為時,或在所定時間內未執行前述遊玩行為時所利用之導引樣態之方式,與該導引樣態建立關聯的資訊被利用作為前述所定資訊。 The game machine described in claim 6 of the patent application, wherein In the above-mentioned guidance mode, the information associated with the guidance mode is used in a manner in which the foregoing play behavior is not properly performed, or the guidance mode used when the foregoing play behavior is not performed within a predetermined time. It is used as the aforementioned information. 如申請專利範圍第1項至第5項中任一項所記載之遊戲機,其中,更具備:輸入裝置,係具有用以輸入作為前述遊玩行為之操作的至少1個操作部;及顯示裝置,係顯示遊戲畫面;於前述關係資訊記憶手段,係記憶有以藉由前述關係資訊,作為前述自機的基準時期而對於前述自機之操作部的操作時期,與作為前述他機的操作時期而對於前述他機之操作部的操作時期,彼此建立關聯之方式記述的序列資料;前述基準時期導引手段係具備:遊戲區域提示手段,係於前述遊戲畫面上,顯示將對應前述自機之操作部的第1基準部與對應前述他機之操作部的第2基準部隔開間隔來配置的遊戲區域;及標識顯示控制手段,係以用以指示各操作時期的各操作指示標識沿著連接第1基準部及第2基準部的複數移動路徑之任一,在對於前述自機之操作部的操作時期到達前述第1基準部,在對於前述他機之操作部的操作時期到達前述第2基準部之方式,在前述遊戲區域內使各操作指示 標識一邊移動一邊顯示,藉此,導引各操作時期;前述標識顯示控制手段,係因應依據前述關係資訊而與前述自機的操作時期建立關聯之前述他機的操作時期所對應之前述操作指示標識的操作結果,使前述自機的操作時期所對應之前述操作指示標識移動的移動路徑變化,藉此,使前述自機之操作時期的導引樣態變化;前述關係變更手段,係將前述標識顯示控制手段為了使前述移動路徑變化而利用前述操作結果的前述操作指示標識所對應之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為前述較早的操作時期。 The game machine according to any one of claims 1 to 5, further comprising: an input device having at least one operation unit for inputting an operation as the play behavior; and a display device The game information screen is displayed; in the relationship information memory means, the operation period of the operation unit of the self-machine and the operation period of the machine is used as the reference period of the self-machine And the sequence data described in association with the operation period of the operation unit of the other machine; the reference period guidance means includes: a game area presentation means for displaying the game screen corresponding to the self-machine a game area in which the first reference unit of the operation unit is spaced apart from the second reference unit corresponding to the operation unit of the other machine; and the indicator display control means for indicating each operation indication mark along each operation period Any one of the plurality of movement paths connecting the first reference portion and the second reference portion reaches the first one in the operation timing of the operation unit of the own machine Quasi unit, the operation time for the operation of the machine the portion of his second embodiment of reference unit reaches the respective instructions within the game area The identification is displayed while moving, thereby guiding each operation period; the indication display control means is the operation instruction corresponding to the operation period of the aforementioned other machine associated with the operation time of the self-machine according to the relationship information. As a result of the operation of the identification, the movement path of the operation indication mark corresponding to the operation period of the self-machine is changed, thereby changing the guidance state of the operation period of the self-machine; the relationship changing means is as described above The mark display control means changes the reference time period of the aforementioned other machine corresponding to the operation instruction flag corresponding to the operation result by the change of the movement path to the earlier operation from the reference time of the other machine based on the relationship information. period. 如申請專利範圍第1項至第5項中任一項所記載之遊戲機,其中,更具備:聲音輸出裝置,係再生輸出聲音;樂曲資料記憶手段,係記憶用以再生樂曲的樂曲資料;及樂曲再生手段,係依據前述樂曲資料,從前述聲音輸出裝置再生前述樂曲;作為各基準時期,利用前述樂曲中之各時期。 The game machine according to any one of claims 1 to 5, further comprising: a sound output device that reproduces a sound; and a music data storage means that memorizes the music material for reproducing the music; The music reproduction means reproduces the music from the sound output device based on the music data, and uses each of the music periods as the reference period. 一種控制方法,其特徵為使適用於在透過通訊線路而連接之複數終端之間,依據各終端的玩家所致之遊玩行為使遊戲進行的遊戲系統,且具有可作為前述複數終端之一的功能的遊戲機,又具備記憶用以將應執行前述遊戲中的自機之前述遊玩行為的至少1個基準時期,與應執行 具有前述遊戲系統之其他終端之功能的他機之前述遊玩行為的至少1個基準時期,彼此建立關聯的關係資訊之關係資訊記憶手段的遊戲機的電腦,執行以下工程:基準時期導引工程,係以因應依據前述關係資訊而與前述自機的基準時期建立關聯之前述他機的基準時期所對應之前述遊玩行為,該自機之基準時期的導引樣態會變化之方式,導引各基準時期;及關係變更工程,係在滿足所定變更條件時,將前述基準時期導引工程中為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期。 A control method is characterized in that a game system suitable for playing a game according to a play behavior caused by a player of each terminal is provided between a plurality of terminals connected through a communication line, and has a function as one of the plurality of terminals The game machine has at least one reference period for memorizing the aforementioned play behavior of the self-machine in the aforementioned game, and should be executed. At least one reference period of the aforementioned play behavior of the other machine having the function of the other terminal of the game system, the computer of the game machine of the relationship information memory means that establishes the relationship information of each other, performs the following work: the reference period guidance project, And the navigation behavior corresponding to the reference period of the foregoing other machine associated with the reference period of the self-machine according to the foregoing relationship information, and the guiding manner of the reference period of the self-machine changes In the reference period and the relationship change project, when the predetermined change condition is satisfied, the reference period in which the aforementioned play behavior is used to change the guidance state in the reference period guidance project is based on the relationship information. The reference period of the aforementioned other machine is changed to a reference period earlier than the reference period of the aforementioned other machine. 一種記憶遊戲機用之電腦程式的記憶媒體,其特徵為:該電腦程式,係構成為使適用於在透過通訊線路而連接之複數終端之間,依據各終端的玩家所致之遊玩行為使遊戲進行的遊戲系統,且具有可作為前述複數終端之一的功能的遊戲機,又具備記憶用以將應執行前述遊戲中的自機之前述遊玩行為的至少1個基準時期,與應執行具有前述遊戲系統之其他終端之功能的他機之前述遊玩行為的至少1個基準時期,彼此建立關聯的關係資訊之關係資訊記憶手段的遊戲機的電腦,具有作為以下手段的功能:基準時期導引手段,係以因應依據前述關係資訊而與前述自機的基準時期建立關聯之前述他機的基準時期所對應之前述遊玩行為,該自機之基準時期的導引樣態會變化 之方式,導引各基準時期;及關係變更手段,係在滿足所定變更條件時,將前述基準時期導引手段為了使前述導引樣態變化而利用前述遊玩行為之前述他機的基準時期,從依據前述關係資訊之前述他機的基準時期,變更為比前述他機之該基準時期還早的基準時期。 A memory medium for a computer program for a memory game machine, characterized in that the computer program is configured to make a game suitable for a game played by a player of each terminal between a plurality of terminals connected through a communication line; a game system to be played, and a game machine having a function as one of the plurality of terminals; and a game machine for storing at least one reference period for performing the aforementioned play behavior of the self-machine in the game, and having the foregoing At least one reference period of the aforementioned play behavior of the other functions of the other functions of the game system, the computer of the game machine of the relationship information memory means that establishes the relationship information of each other has the function of: the reference period guidance means According to the aforementioned play behavior corresponding to the reference period of the aforementioned other machine associated with the reference period of the self-machine according to the foregoing relationship information, the guidance state of the reference period of the self-machine will change. And guiding the respective reference periods; and the relationship changing means, when the predetermined change condition is satisfied, the reference period guiding means is configured to use the reference period of the aforementioned playing machine in order to change the guiding manner. From the reference period of the aforementioned other machine based on the aforementioned relationship information, it is changed to a reference period earlier than the reference period of the aforementioned other machine.
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