1379700 六、發明說明: 【發明所屬之技術領域】 本發明係有關於-種適合於在玩家應於指定時機進行輸 入之遊戲中,簡單易懂地對玩家提示輸入時機之遊戲裝置、 遊戲控制方法、資訊記錄媒體及程式。 【先前技術】 眾所周知有一種玩家配合著音樂之節拍而操作輸入之所 謂之音樂遊戲(節拍遊戲)。音樂遊戲係例如當畫面上依序顯 示之導引影像到達基準影像時,玩家抓好時機進行輸入,藉 此而進行之遊戲(例如’參照日本公開專利公報特開 2001-222280號)。當導引影像到達基準影像附近時,玩家進 行對應於該導引影像之输入操作,藉此該導引影像自晝面上 消失(例如’參照上述公報段落0053至〇〇59、圖3)。 【發明内容】 (發明所欲解決之問題) 然而,尤其於初學者之情況下,欲詳細獲知輸入時機相對 於基準是早還是晚之期望強烈、。因此,要求一種簡單易懂地 提示玩家輸入時機之技術。 本發明係有鑒於上述問題而研發者,其目的在於提供一種 適合於在玩家應於指定時機進行輸人之遊戲中,簡單易、懂地 提示玩家輸人時機之誠裝置、遊戲㈣方法、資訊記錄媒 體及程式。 ' 098109477 4 (解决問題之手段) 理本發明之第1觀點之遊戲裝置係包含受 党理部受理來自玩家之輸入。 引影像,應之基準影像之方式顯示多個導 行輪入。〃 °於該基準料時催肋玩家應進 引^像上述_邹強調顯㈣該基準影像之距離為最短之導 可簡nd:,家應於指定時機進行輸入之遊戲中, 引影像之情況下「藉"^調入顯時機。即,即使於顯示有多個導 置處的該導引$#,—Ί位於最靠近該基準影像之位 〜’玩豕可容易地判斷該基準影像料導引 影像之位置關係,從而可得知輸人時機。^導引 上述顯示部亦可於該最短 :::構广可 藉由於該導㈣像之周_示由與該導㈣像 1=、:亮度構成之由與該導嶋大致相同的形狀構 成之影像’^_顯_料影像,玩家可容易地掌握該 導引影像與準f彡像之位置 " 知輸入時機。 _因此,Μ可容易地得 上述顯示部亦可於該特定影像與該多個導引影像之任一 098109477 1379700 者相重疊時,優先顯示後者。 藉由該等構成,即使顯示該特定影像,亦可使該多個導引 影像顯示於前面,而不被隱藏至該特定影像之背面。因此, 玩家可辨識該導引影像之位置,因而可容易地得知輸入時 機。 上述顯示部亦可利用與該基準影像與該最短導引影像的 . 距離相對應之色彩,而強調顯示該特定影像。 藉由該等構成,可簡單易懂地提示玩家輸入時機。例如,癱 當該基準影像與該最短導引影像之距離較遠時,使該特定影 像與背景色相同或為透明。隨著該距離之靠近,使該特定影 像變紅,變成螢光色,或者變成與背景色成對比的顏色等, 藉此強調顯示該特定影像。因此,該導引影像亦被強調顯 示,玩家可容易地得知輸入時機。 上述顯示部亦可繪製該特定影像,繼而按照與該基準影像 之距離由近及遠之順序繪製該導引影像並顯示生成之影像。· 藉由該等構成,可使該多個導引影像依次顯示於前面而不 被隱藏至該特定影像之背面。因此,玩家可辨識該導引影像 之位置,因而可容易地得知輸入時機。 上述顯示部亦可繪製該特定影像,繼而按照與該基準影像 之距離由遠及近之順序繪製該導引影像並顯示生成之影像。 藉由該等構成,可使該多個導引影像依次顯示於前面而不 被隱藏至該特定影像之背面。因此,玩家可辨識該導引影像 098109477 6 1379700 之位置,因而可容易地得知輸入時機。 為達成上述目的,本發明之其他觀點之遊戲控制方法係一 種遊戲控制方法,其係由包含接受部及顯示部之遊戲裝置所 執行者,而包括受理步驟及顯示步驟。 受理步驟中,受理來自玩家之輸入。 顯示步驟中,以通過各自相對應之基準影像之方式顯示多 個導引影像,於該導引影像重合於該基準影像時催促該玩家 應進行輸入。 又,上述顯示步驟中,強調顯示與該基準影像之距離為最 短之導引影像。 為達成上述目的,本發明之其他觀點之程式係構成為使電 腦具有作為上述遊戲裝置之功能。又,本發明之其他觀點之 程式係構成為使電腦執行上述遊戲控制方法。 又’本發明之程式可記錄於光碟、軟碟、硬碟、磁光碟、 數位視訊光碟、磁帶、半導體記憶體等電腦可讀取之資訊記 錄媒體中。上述程式可與執行該程式之電腦獨立開來,經由 電腦通訊網散布、銷售。又,上述資訊記錄媒體可與該電腦 獨立開來散布、銷售。 (發明效果) 根據本發明’可在玩家應於指定時機進行輸入之遊戲中簡 單易懂地提示玩家輸入時機。 【實施方式】 098109477 7 1379700 以下’對本發明之遊戲裝置之實施形態之一進行說明,但 該實施形態係用於讓本發明之原理易於理解者,本發明之範 圍並不受下述實施形態限定’本領域技術人員將以下實施形 態之構成適當置換後之其他實施形態,亦包含於本發明之範 圍中。 首先,參照表示實現本發明之實施形態之遊戲裝置的典型 資訊處理裝置之概要構成之圖1進行說明。 資訊處理裝置 100 包含 CPU(Central Processing Unit,中 央處理單元)101、R〇M(Read Only Memory,唯讀記憶 體)102、RAM(Random Access Memory,隨機存取記憶 體)103、介面104、控制器105、外部記憶體l〇6、DVD(Digital Versatile Disk,數位多功能光碟)-r〇m驅動器107、影像 處理部 108、音訊處理部 109、NIC(Network Interface Card, 網路介面卡)11〇及踏墊式控制器U1。 再者,將記憶有遊戲用之程式及資料之DVD —ROM安裝 於DVD —ROM驅動器107中,接通資訊處理裝置100之電 源,藉此執行該程式,而實現本實施形態之遊戲裝置。 CPU101控制資訊處理裝置1〇〇整體之動作,與各構成元 件相連接並交接控制信號或資料。 於ROM102中記錄有電源接通後立即執行之lPL(Initial Program Loader,初始程式載入常式),CPU101將DVD — ROM中記錄之程式讀出至RAM103中執行。又,於ROM102 098109477 8 1379700 中記錄有資訊處理裝置100整體之動作控制所需之作業系 統之程式或各種資料’ * CPU1G1讀出料程式等並執行。 RAM103 _於臨時域㈣或程式者,其⑽自dvd -ROM讀出之程式或資料、其他遊戲進行所需之資料。 經由介面104而連接之控制器1〇5受理用戶於遊戲執行時 所進行之操作輸入。例如,於控制器1〇5上配置有A按鈕、 B按鈕、X按鈕' γ按鈕或表示4方向之各方向按鈕(方向 鍵)等。並且,當好按下該等按㈣,受理與被按下之按 鈕相應之操作輸入。 又,與控制器105同樣地,經由介面1〇4而連接之踏墊式 控制器111於用戶執行遊戲時受理操作輸入。例如,於踏塾 式控制器1U上’如圖2所示般配置有左按紐⑴a、下按 鈕⑴b、上按紐lllc、右按紐lnd等。踏塾式控制器⑴ 一般由用戶之腳進行操作輸入。 用戶亦可同%使用控制器ι〇5及踏塾式控制m卜或者 可同時使用多個控制器105或多個踏墊式控制器ui。 於經由介面104而裝卸自如地連接之外部記憶體1〇6中, 可重寫地記憶有表示遊戲進行狀態之資料、通訊日誌、(記錄) 之資料等。用戶藉由經由控制器105或踏墊式控制器U1進 行指示輪入’可將該等資料適當地記錄於外部記憶體106 中〇 於安裝於DVD—ROM驅動器107中之DVD —R〇M中, 098109477 9 1379700 記錄有用於實現遊戲之程式、及遊戲附帶之影像資料或音訊 資料。 藉由CPU101之控制,DVD —ROM驅動器107對安裝於 其中之DVD —ROM進行讀出處理,讀出必要之程式或資 料,並將該等臨時記憶於RAM103等中。 影像處理部108將自DVD— ROM讀出之資料藉由 CPU101或影像處理部108所具備之影像運算處理器(未圖 示)進行加工處理之後,將其記錄至影像處理部108所具備 之訊框記憶體(未圖示)中。 訊框記憶體中記錄之影像資訊以特定之同步時序轉換成 視訊信號而輸出至連接於影像處理部108之監視器(未圖 示)。藉此,可顯示各種影像。 再者,影像運算處理器可高速進行二維影像之重疊運算或 α混合等之透過運算、各種飽和運算。 又,亦可高速執行下述運算,即:將配置於虛擬三維空間 且附加有各種紋理資訊之多邊形資訊,藉由Ζ緩衝器法進 行描繪,而獲得自特定之視點位置俯視配置於虛擬三維空間 中之多邊形之描繪影像。 進而,藉由CPU101與影像運算處理器進行協同動作,可 按照定義文字形狀之字型資訊,將字串作為二維影像而繪製 於訊框記憶體中,或者繪製於各多邊形表面。字型資訊係記 錄於ROM102中,但亦可利用DVD-ROM中所記錄之專用 098109477 10 1379700 之字型資訊。 音訊處理部109將自DVD-ROM讀出之音訊資料轉換成 類比音訊信號,並自連接於其之揚聲器(未圖示)輸出。又, 在CPU101之控制下’生成在遊戲之進行中應產生之音效或 樂曲資料,並使與此對應之音訊自揚聲器輸出。 NIC110係用以將資訊處理裝置1〇〇連接於網際網路等電 腦通訊網(未圖示)者’其係由遵照構成LAN(Local Area Network,區域網路)時所用之i〇bASE —T/100BASE—T規 格者’或者用以使用電話線連接於網際網路之類比數據機、 ISDNUntegrated Services Digital Network,整合服務數 位網路)數據機、ADSL(Asymmetric Digital Subscriber Line,非對稱數位用戶線)數據機、用以使用有線電視線連 接於網際網路之有線電視數據機等,以及進行該等與 CPU101之媒介之介面(未圖示)所構成。 除此以外,資訊處理裝置100亦可使用硬碟等大容量外部 記憶裝置而構成,以發揮與ROM102、RAM103、外部記億 體106、DVD-ROM驅動器107中安裝之DVD —ROM等相 同的功能。 又’亦可採用連接用以受理來自用戶之字串編輯輸入之鍵 盤’或用以受理各種位置之指定及選擇輸入之滑鼠等的輸出 輸入裝置形態。 又’除了本實施形態之資訊處理裝置10〇以外,亦可利用 098109477 11 1379700 普通之電腦(通用之個人電腦等)作為本發明之遊戲裝置。例 如’普通的電腦與上述資訊處理裝置100同樣包含CPU、 RAM、ROM、DVD-ROM驅動器及NIC,且包含具備比資 處理裝置100間單之功能的影像處理部,而作為外部記憶 裝置’除了具有硬碟以外,還可利用軟碟、磁光碟、磁帶等。 又,利用鍵盤或滑鼠等而非控制器作為輸入裝置。並且,於 安裝好遊戲程式之後’當執行該程式時,可具有作為遊戲裝 置之功能。 以下,只要未作標註’則對於下述遊戲裝置300,藉由圖 1所示之資訊處理裝置100而加以說明。遊戲裝置300可視 需要而適當地置換為普通電腦之元件,該等實施形態亦包含 於本發明之範圍中。 (遊戲之說明) 圖3係表示藉由本發明之實施形態之遊戲裝置而實現之 遊戲晝面之一例之圖。以下,參照本圖對該遊戲進行說明。 遊戲晝面200係根據自安裝於DVD —ROM驅動器107中之 DVD —ROM所讀出的遊戲程式及遊戲資料而生成於監視器 上。如該圖所示,於該遊戲晝面200上,背景係整面顯示有 背景影像206 ’而基準影像201a ' 201b、2〇lc、201d、導引 影像 202a、202b、202c、202d、舞蹈計量表 203、得分 204、 訊息205重疊顯示於背景影像206上。得分204顯示於遊戲 晝面200之下段,係顯示至目前為止之累計分數者。訊息 098109477 12 1379700 205顯示於畫面中段,係顯示與玩家之操作巧拙相應之内容 文字者。例如,顯示「GREAT」、「PERFECT」、「GOOD」、 「BAD」等文字。 舞蹈計量表203顯示於晝面上段,包含根據遊戲操作之優 劣而伸縮之計量條。例如,當遊戲操作受到較高評價時,計 量條向右方向伸展,相反地,當遊戲操作僅受到較低評價 時’計量條向左方向收縮。並且,當計量條短於特定長度時, 遊戲將結束’玩家可觀察舞蹈計量表2的而判斷遊戲是否已 接近結束。於舞蹈計量表2G3之下側’依次顯示有基準影像 2〇la、2〇lb、201c、201d。基準影像 201a、2〇lb、2〇lc、2〇ld 係玩家用以判斷操作時機之基準。 即,導引影像202a與控制器1〇5所具備之方向按鈕之左 方向操作、及左按紐、以及踏墊式控制器U1所具備之左按 鈕11 la相對應;導引影像2〇2b與控制器1〇5所具備之方向 按紐之下方向操作、及下按紐、以及踏塾式控制器⑴所具 備之下按紐111b相對應,導引影像2G2e與控㈣⑼所具 備之方向按蚊上方向操作、及上胁、以及踏墊式控制器 ⑴所具備之上按紐llle相對應;導引影像期與控制器 ⑽所具備之方向触之右額操作及右触以及踏塾 式控制器111所具備之右按紐Uld 影像—、2 一之下方之相對較寬之畫= 域上,顯科隨著時狀推移㈣上方向移動之導引影像 098109477 13 1379700 202a、202b、202c、202d,於該導引影像 202a、202b、202c、 2〇2d重合於基準影像2〇la、2〇lb、2〇lc、2〇ld之時機,按 下與該等基準影像201a、201b、201c、201d相對應之方向 按紐或按紐,藉此可提高得分。例如,於該圖中,導引影像 202c將要重合於基準影像2〇lc。稍後玩家按下控制器ι〇5 之上按紐或踏墊式控制器111之上按鈕111c,或者對方向 按钮進行上方向操作,藉此便可提高得分。 再者’未必是僅在導引影像202a、202b、202c、202d完 全重合於基準影像201a、201b、201c、201d之時機,玩家 操作控制器105或踏墊式控制器m才可提高得分,係對應 於其一致度而給予得分。即,導引影像202a等與基準影像 2〇la等之位置越近,得分越高。再者,導引影像202a、202b、 2〇2c、202d之出現數、出現順序等係根據DVD-ROM等中 所記錄之遊戲程式及遊戲資料而決定。 導引影像202a ’ 202b,202c、202d具體而言係按如下方 式顯示。當遊戲音樂開始再生時,例如在將當前以後之2 小節之操作時機作為導引顯示範圍之情況下,CPU101自特 疋之資料讀出該範圍内所包含之操作時機。繼而,根據該特 定之貢料生成表示導引影像202a、202b、202c、202d之影 像貧料。該影像資料之顯示位置調整成:自操作時機較近者 起依次朝向下方排列操作時機較遠者。 此時’於基準影像2〇la、201b、201c、201d之下方,顯 098109477 1379700 示有表示對應之方向按紐之方向操作、或按紐之押下時機之 導引影像202a、202b、施、期。於該圖中各行顯示 有1個導引影像’但可根據操作時機之到來狀況而顯示有多 ··個。所生狀影像#料重疊於背景影像206而成為遊戲畫面 200之-部分。以上之處理以特定週期反覆。 — ㈣顯V範圍之先職此_下之賴音樂之演奏位置 相對應’每當進行處理時,以各特定量使導㈣示範圍自樂 • 曲之絲朝後方向逐步挪動。如此,導引影像2G2a、202b、 202c、2G2d配合著樂曲之進行而逐漸向上方移動。只要以 此方式顯不導引影像202a、202b、202c、202d,玩家便可 藉由遊戲晝面200而容易地掌握操作時機之到來狀況。 (遊戲裝置之構成) 其次,參闕4對本實施形態之遊戲裝置3⑻之概要構成 進行說明。遊戲裝置3〇〇具備受理部301及顯示部3〇2。以 # 下對遊戲裝置300之各構成元件進行說明。再者,各部分之 功能雖為相互關聯合作,但可視甩途適當變更各部分之採用 與否。 受理部3〇1、經由控制旨105或踏塾式控制^⑴而受理玩 家進行操作之輸入,並將該輸入資訊發送至後述之顯示部 302。如圖3所示,由於存在4個導引影像2〇2a、2〇2卜2〇2〇 202d,故而受理部3〇1具備至少4個輪入按鈕。控制器ι〇5 及踏墊式控制器111等具有作為受理部3〇1之功能。 098109477 15 1379700 再者,輸入按鈕並不限定於4個,受理部3〇1可具備與導 引影像之種類及數直相應之輸入按紐之種類及數量。 顯示部302自DVD — ROM等讀出必要之程式或資料,並 如圖3所示,將基準影像201a、201b、201c、2〇id、導引 影像 2〇2a、2〇2b、202c、2〇2d、舞蹈計量表 203、得分 2〇4、 訊息205等顯示於監視器上。又,顯示部302亦將模擬玩家 之動作的角色等視需要而顯示於監視器上。顯示部3〇2可於 遊戲畫面200上同時顯示多個導引影像,亦可將該多個導引 影像重疊顯示。 顯示部302根據所讀出之程式而使導引影像以通過基準 影像上之方式移動。例如’如圖3所示,導弓丨影像2〇2c以 通過基準影像201c上之方式移動。通過基準影像上之 後,導引影像202c朝向遊戲畫面200之上邊移動,自遊戲 晝面200消失。又,顯示部302藉由將對應於來自受理部 301之輸入資訊的導引影像自遊戲晝面2〇〇上消除而使該遊 戲進行。 又’顯示部302強調與基準影像之距離為最短之位置處所 存在的導引影像。具體而言,首先,CPU101測量導引影像 與基準影像之距離(間隔),藉此自多個導引影像中判斷^最 靠近基準影像之位置處所存在的導引影像(最短之導引影 像)。圖5係表示導引影像202a與基準影像2〇1&之距離之 圖。CPU101例如圖5所示,測量出與基準影像2〇1&及導 098109477 16 1379700 引影像2〇2a所I _ Λ a 九 表不之中心線之距離D1、基準影像201a之 下邊部與暮Ρ 衫像202a之上邊部之距離d2、基準影像201a 之上邊部與導弓丨旦 旦; 彳丨〜像202a之上邊部之距離D3。CPU101可 ;像之任意位置與導引影像之任意位置之距離。 CPU 101對所古措 厅有導引影像測量該距離,藉此判斷出與基準影 D 離為最短之導引影像。如圖5所示,距離D3與距離 4中距離D3較短,因而位於距離D3之位置處的導引影 像202a成為最短導引影像。 再者’當存在多個該最短導引影像時,相符之所有導引影 像成為該最短導引影像。 進而CPUl〇l判斷是否強調該最短導引影像。圖6A及 圖6B係表示強調最短導引影像202e之範圍之圖。當該最 短之導弓丨讀處於特定之範圍内時,顯示部搬強調該最短 導引〜像。此處’所謂特定之範圍,係指如ffi 6A及圖6B 所不,基準影像201a與最短導引影像202e相重疊之情況 時、最短導引影像2〇2e越過固定之基準線之情況時等。 作為強調該最短之導引影像之方法,例如顯示部302可進 行交紅、變成螢光色、或者變成與背景色成對比之顏色等強 周地里顯示部302為能強調該最短導引影像,可變更該影 像之色相、彩度及亮度。 圖7A及圖7B係表示最短之導引影像2〇2e與導引影像 2〇2a之前面•背面(後面)之位置關係之圖。顯示部302如圖 098109477 17 1379700 7A及圖7B所示,將最短導引影像202e顯示於導引影像202a 之背面側,相反地,亦可將導引影像202a顯示於最短導引 影像202e之背面側。 圖8A及圖8B係表示最短導引影像202e之切換之圖。顯 示部302如圖8A所示,持續該最短導引影像202e之強調 顯示,直至最短導引影像202e越過基準影像201a為止,或 者直至最短導引影像202e與基準影像201a之位置相一致為 止。當該最短導引影像202e越過該基準影像201a時,顯示 部302停止該最短之導引影像202e之強調顯示,並返回強 調前之顯示。 其次,如圖8B所示,當處於特定之範圍内而未越過該基 準影像201a之導引影像被判斷為最短導引影像202e時,顯 示部302強調顯示該最短導引影像202e。當該最短之導引 影像202e越過基準影像時,該影像返回強調顯示前之導引 影像之顯示狀態,繼而強調顯示相符之最短導引影像。 圖9A至圖9C係表示基於與基準影像201a之距離的最短 導引影像202e之強調程度之圖。又,顯示部302亦可如圖 9A至圖9C所示,根據與基準影像201a之距離而階段性地 強調最短導引影像202e。與該基準影像之距離越近,則越 強調顯示該最短導引影像。顯示部302在該最短導引影像進 入該特定範圍時,開始強調該最短導引影像,並階段性地加 強該最短之導引影像之強調。 098109477 18 1379700 再者,自強調顯示之開始直至最大之強調顯示為止之顯示 變化速度可為固定之速度、或者指數函數性之速度等任意速 度。又,強調導引影像之階段可為4階段、16階段等任意 階段,顯示之色彩亦為任意色彩。 圖10A及圖10B係表示強調最短導引影像202e之特定影 像202f之例之圖。又’顯示部3〇2亦可不僅強調顯示該最 短導引影像自身’而如圖10A及圖10B所示,於該最短導1379700 VI. Description of the Invention: [Technical Field] The present invention relates to a game device and a game control method suitable for prompting an input timing to a player in a game in which a player should input at a specified timing , information recording media and programs. [Prior Art] It is known that there is a so-called music game (beat game) that the player operates in conjunction with the beat of the music. In the case of a music game, for example, when the guide image sequentially displayed on the screen reaches the reference image, the player takes the opportunity to input the game, and the game is played by the game (for example, refer to Japanese Laid-Open Patent Publication No. 2001-222280). When the guided image reaches the vicinity of the reference image, the player performs an input operation corresponding to the guided image, whereby the guided image disappears from the surface (for example, 'refer to paragraphs 0053 to 59 of the above-mentioned publication, Fig. 3). SUMMARY OF THE INVENTION (Problems to be Solved by the Invention) However, particularly in the case of a beginner, it is desired to know in detail whether the input timing is early or late relative to the reference. Therefore, a technique that prompts the player to enter the timing is required. The present invention has been made in view of the above problems, and an object of the present invention is to provide an honest device, a game (four) method, and information suitable for prompting players to lose opportunities when a player should enter a game at a specified time. Record media and programs. 098109477 4 (Means for Solving the Problem) The game device according to the first aspect of the present invention includes the input from the player by the party department. The index image shows multiple guide wheels in the way of the reference image. 〃 ° When the reference material is used, the ribbed player should enter the lead. Like the above, the distance between the reference image and the reference image is the shortest. nd: The home should be input at the specified time. Next, "borrow" "^ is called into the display time. That is, even if the guide $# is displayed at a plurality of guides, the Ί is located closest to the reference image - 'play 豕 can easily judge the reference image The material guides the positional relationship of the image, so that the timing of the input can be known. The guidance of the display portion can also be the shortest::: The structure can be widened by the circumference of the guide (4) image and the guide (4) =,: The image of the brightness formed by the shape of the guide image is substantially the same as the shape of the guide, and the player can easily grasp the position of the guide image and the quasi-f彡 image. The display unit can easily display the latter when the specific image overlaps with any one of the plurality of guide images 098109477 1379700. With the configuration, even if the specific image is displayed, Displaying the plurality of guide images in front without being hidden to The back side of the specific image. Therefore, the player can recognize the position of the guide image, so that the input timing can be easily known. The display unit can also use the color corresponding to the distance between the reference image and the shortest guide image. Emphasizing the display of the specific image. With the above configuration, the player can be prompted to input the timing in an easy-to-understand manner. For example, when the reference image is far away from the shortest guide image, the specific image is made the same as the background color. Or transparent. As the distance approaches, the specific image becomes red, becomes a fluorescent color, or becomes a color contrasted with the background color, thereby emphasizing the display of the specific image. Therefore, the guide image is also It is emphasized that the player can easily know the input timing. The display unit can also draw the specific image, and then draw the guide image in the near and far distance from the reference image and display the generated image. The composition allows the plurality of guide images to be sequentially displayed in front without being hidden to the back of the specific image. Therefore, the player can recognize the guide image. The position of the image can be easily known as the input timing. The display unit can also draw the specific image, and then draw the guided image in a far and near distance from the reference image and display the generated image. With such a configuration, the plurality of guide images can be sequentially displayed on the front side without being hidden to the back side of the specific image. Therefore, the player can recognize the position of the guide image 098109477 6 1379700, so that the input timing can be easily known. In order to achieve the above object, a game control method according to another aspect of the present invention is a game control method including a receiving step and a display step by a player of a game device including a receiving unit and a display unit. Input from the player. In the display step, a plurality of guide images are displayed by the respective reference images, and the guide image is urged to be input when the guide image is coincident with the reference image. Further, in the display step, the guide image having the shortest distance from the reference image is highlighted. In order to achieve the above object, a program of another aspect of the present invention is configured to provide a computer with a function as the game device. Further, the program of the other aspect of the present invention is configured to cause the computer to execute the above game control method. Further, the program of the present invention can be recorded in a computer-readable information recording medium such as a compact disc, a floppy disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, or a semiconductor memory. The above program can be opened separately from the computer that executes the program and distributed and sold via a computer communication network. Further, the above information recording medium can be distributed and sold separately from the computer. (Effect of the Invention) According to the present invention, it is possible to promptly enter the player's input timing in a game in which the player should input at a specified timing. [Embodiment] 098109477 7 1379700 The following describes one embodiment of the game device of the present invention, but the embodiment is for making the principle of the present invention easy to understand, and the scope of the present invention is not limited by the following embodiments. Other embodiments in which the configuration of the following embodiments is appropriately substituted by those skilled in the art are also included in the scope of the present invention. First, a schematic configuration of a typical information processing device for realizing a game device according to an embodiment of the present invention will be described with reference to Fig. 1 . The information processing device 100 includes a CPU (Central Processing Unit) 101, R〇M (Read Only Memory) 102, RAM (Random Access Memory) 103, interface 104, and control. Device 105, external memory device 6, DVD (Digital Versatile Disk)-r〇m driver 107, video processing unit 108, audio processing unit 109, NIC (Network Interface Card) 11踏 and mat controller U1. Further, the DVD-ROM storing the program and data for the game is installed in the DVD-ROM drive 107, and the power of the information processing device 100 is turned on to execute the program, thereby realizing the game device of the present embodiment. The CPU 101 controls the overall operation of the information processing apparatus 1 to be connected to each constituent element and to transfer control signals or materials. In the ROM 102, an lPL (Initial Program Loader) executed immediately after the power is turned on is recorded, and the CPU 101 reads out the program recorded in the DVD-ROM and executes it in the RAM 103. Further, in the ROM 102 098109477 8 1379700, the program or various materials of the operating system required for the overall operation control of the information processing apparatus 100 are recorded. * The CPU 1G1 reads the program and the like and executes it. RAM103_ is the temporary domain (4) or program, and (10) the program or data read from the DVD-ROM, and other games to carry out the required information. The controller 1〇5 connected via the interface 104 accepts an operation input by the user at the time of execution of the game. For example, the controller 1〇5 is provided with an A button, a B button, an X button 'γ button, or a direction button (direction key) indicating four directions. Also, when the button (4) is pressed, the operation input corresponding to the pressed button is accepted. Further, similarly to the controller 105, the pad controller 111 connected via the interface 1〇4 accepts an operation input when the user executes the game. For example, as shown in Fig. 2, a left button (1) a, a down button (1) b, an up button lllc, a right button lnd, and the like are disposed on the pedal controller 1U. The pedal controller (1) is generally operated by the user's foot. The user can also use the controller ι〇5 and the pedal control mb or the plurality of controllers 105 or a plurality of pad controllers ui at the same time. In the external memory 1 to 6 detachably connected via the interface 104, data indicating the progress of the game, a communication log, and (recording) data are rewritably stored. The user can appropriately record the data in the external memory 106 by using the controller 105 or the pad controller U1 to indicate the round-in, which is installed in the DVD-R〇M installed in the DVD-ROM drive 107. , 098109477 9 1379700 Record the program used to implement the game, and the video data or audio material that comes with the game. By the control of the CPU 101, the DVD-ROM drive 107 reads out the DVD-ROM mounted therein, reads out necessary programs or materials, and temporarily stores the memories in the RAM 103 or the like. The image processing unit 108 processes the data read from the DVD-ROM by the image processing processor (not shown) included in the CPU 101 or the image processing unit 108, and then records the information in the image processing unit 108. In the frame memory (not shown). The image information recorded in the frame memory is converted into a video signal at a specific synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various images can be displayed. Furthermore, the image processing processor can perform high-speed superimposition calculation of two-dimensional images, transmission processing such as alpha blending, and various saturation calculations. Further, the calculation may be performed at a high speed, that is, the polygon information placed in the virtual three-dimensional space and having various texture information added thereto is drawn by the buffer method to obtain a view from the specific viewpoint position in the virtual three-dimensional space. The image of the polygon in the middle. Further, by the cooperation of the CPU 101 and the video processing processor, the character string can be drawn as a two-dimensional image in the frame memory or on the surface of each polygon in accordance with the font information defining the shape of the character. The font information is recorded in the ROM 102, but the font information of the dedicated 098109477 10 1379700 recorded in the DVD-ROM can also be utilized. The audio processing unit 109 converts the audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects or music data to be generated during the progress of the game are generated, and the audio corresponding thereto is output from the speaker. The NIC 110 is used to connect the information processing device 1 to a computer communication network (not shown) such as the Internet, which is used to comply with the i〇bASE-T/ used to form a LAN (Local Area Network). 100BASE-T specifiers 'or analog data modems connected to the Internet using a telephone line, ISDN Unified Services Digital Network, integrated services digital network) data machines, ADSL (Asymmetric Digital Subscriber Line) data A cable television modem connected to the Internet using a cable television line, and the like (not shown) for communicating with the medium of the CPU 101. In addition, the information processing device 100 can be configured by using a large-capacity external memory device such as a hard disk, and can perform the same functions as those of the ROM 102, the RAM 103, the external memory 106, and the DVD-ROM to be mounted in the DVD-ROM drive 107. . Further, an output input device configuration for accepting a keyboard input from a user's string editing input or a mouse for accepting designation of various positions and selecting input may be employed. Further, in addition to the information processing device 10 of the present embodiment, a general computer (general personal computer or the like) of 098109477 11 1379700 can be used as the game device of the present invention. For example, an ordinary computer includes a CPU, a RAM, a ROM, a DVD-ROM drive, and an NIC in the same manner as the above-described information processing device 100, and includes an image processing unit having a function of a single device than the processing device 100, and functions as an external memory device. In addition to hard disks, floppy disks, magneto-optical disks, magnetic tapes, and the like can also be used. Also, a keyboard or a mouse or the like is used instead of the controller as an input device. Also, after the game program is installed, when the program is executed, it can function as a game device. Hereinafter, the game device 300 described below will be described with reference to the information processing device 100 shown in Fig. 1 as long as it is not labeled. The game device 300 can be appropriately replaced with a component of a general computer as needed, and such embodiments are also included in the scope of the present invention. (Description of the game) Fig. 3 is a view showing an example of a game face realized by the game device according to the embodiment of the present invention. Hereinafter, the game will be described with reference to this figure. The game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM installed in the DVD-ROM drive 107. As shown in the figure, on the game surface 200, the background image 206' is displayed on the entire surface of the background, and the reference images 201a' 201b, 2〇lc, 201d, the guide images 202a, 202b, 202c, 202d, and the dance measurement are displayed. Table 203, score 204, and message 205 are displayed superimposed on the background image 206. The score 204 is displayed in the lower section of the game, and is displayed as the cumulative score up to the present. Message 098109477 12 1379700 205 is displayed in the middle of the screen, showing the content of the text corresponding to the player's operation. For example, characters such as "GREAT", "PERFECT", "GOOD", and "BAD" are displayed. The dance meter 203 is displayed on the upper surface and includes a measuring bar that is stretched according to the advantages of the game operation. For example, when the game operation is highly evaluated, the meter bar is stretched to the right, and conversely, when the game operation is only subjected to a lower evaluation, the meter bar is contracted to the left. Also, when the meter is shorter than a certain length, the game will end 'the player can observe the dance meter 2 and determine if the game is nearing the end. Reference images 2〇la, 2〇lb, 201c, and 201d are sequentially displayed on the lower side of the dance meter 2G3. The reference images 201a, 2〇lb, 2〇lc, 2〇ld are used by the player to determine the timing of the operation. That is, the guide image 202a corresponds to the left direction operation of the direction button provided in the controller 1〇5, the left button, and the left button 11 la of the pad controller U1; the guide image 2〇2b It corresponds to the direction of the direction button of the controller 1〇5, the lower button, and the button 111b of the pedal controller (1), and guides the direction of the image 2G2e and the control (4) (9). The upper direction operation and the right touch and the pedal of the Anopheles in the upward direction and the upper threat, and on the mat controller (1) are provided in the corresponding button; the guiding image period and the direction of the controller (10) are touched. The right button Uld image of the controller 111, and the relatively wide picture below the 2nd field, the guide image 098109477 13 1379700 202a, 202b, which moves in the upward direction with time (4) 202c, 202d, when the guide images 202a, 202b, 202c, 2〇2d coincide with the reference images 2〇la, 2〇lb, 2〇lc, 2〇ld, press the reference images 201a, 201b , 201c, 201d corresponding direction button or button, which can improve the score. For example, in the figure, the guide image 202c is to be superimposed on the reference image 2?lc. Later, the player presses the button above the controller ι〇5 or the button 111c above the pad controller 111, or the up direction operation of the direction button, thereby increasing the score. Furthermore, it is not necessarily the timing at which the guide images 202a, 202b, 202c, and 202d completely overlap the reference images 201a, 201b, 201c, and 201d, and the player operates the controller 105 or the pad controller m to increase the score. The score is given corresponding to its degree of agreement. That is, the closer the guide image 202a or the like is to the position of the reference image 2〇la or the like, the higher the score. Further, the number of occurrences of the guide images 202a, 202b, 2〇2c, and 202d, the order of appearance, and the like are determined based on the game program and game data recorded in the DVD-ROM or the like. The guide images 202a' 202b, 202c, 202d are specifically displayed as follows. When the game music starts to be reproduced, for example, when the operation timing of the current next two measures is used as the guidance display range, the CPU 101 reads the operation timing included in the range from the special data. Then, image poorness indicating the guided images 202a, 202b, 202c, and 202d is generated based on the specific tribute. The display position of the image data is adjusted so that the operation timing is relatively far from the time when the operation timing is closer. At this time, under the reference images 2〇la, 201b, 201c, and 201d, the display 098109477 1379700 shows the guidance images 202a and 202b indicating the direction of the corresponding direction button, or the pressing timing of the button. . In the figure, one guide image is displayed on each line, but it can be displayed according to the timing of the operation timing. The generated image # is superimposed on the background image 206 to become a part of the game screen 200. The above processing is repeated in a specific cycle. — (4) The predecessor of the V range is the position of the music. The corresponding position of the music is corresponding to each time. Whenever processing is performed, the guide (4) is displayed in a specific amount for each specific amount. • The wire of the song is gradually moved backward. In this manner, the guided images 2G2a, 202b, 202c, and 2G2d gradually move upward in accordance with the progress of the music. By simply displaying the images 202a, 202b, 202c, and 202d in this manner, the player can easily grasp the arrival timing of the operation timing by the game surface 200. (Configuration of Game Device) Next, the outline configuration of the game device 3 (8) of the present embodiment will be described with reference to Fig. 4 . The game device 3 includes an accepting unit 301 and a display unit 3〇2. Each component of the game device 300 will be described with # below. Furthermore, although the functions of each part are related to each other, it is possible to change the adoption of each part as appropriate. The receiving unit 301 receives the input of the operation by the player via the control command 105 or the pedal control ^(1), and transmits the input information to the display unit 302, which will be described later. As shown in FIG. 3, since there are four guide images 2〇2a and 2〇2Bu 2〇2〇 202d, the receiving unit 3〇1 includes at least four round buttons. The controller 〇5, the pad controller 111, and the like have a function as the receiving unit 〇1. 098109477 15 1379700 Furthermore, the input buttons are not limited to four, and the receiving unit 3〇1 can have the type and number of input buttons corresponding to the type and number of the guide images. The display unit 302 reads necessary programs or materials from a DVD-ROM or the like, and as shown in FIG. 3, the reference images 201a, 201b, 201c, 2〇id, and guide images 2〇2a, 2〇2b, 202c, 2 〇2d, dance meter 203, score 2〇4, message 205, etc. are displayed on the monitor. Further, the display unit 302 also displays the character or the like simulating the action of the player on the monitor as needed. The display unit 3〇2 can simultaneously display a plurality of guide images on the game screen 200, and can superimpose and display the plurality of guide images. The display unit 302 moves the guided image so as to pass through the reference image based on the read program. For example, as shown in Fig. 3, the guide bow image 2〇2c is moved by the reference image 201c. After passing through the reference image, the guided image 202c moves toward the upper side of the game screen 200 and disappears from the game surface 200. Further, the display unit 302 causes the game to be played by erasing the guide image corresponding to the input information from the accepting unit 301 from the game surface. Further, the display unit 302 emphasizes the guidance image existing at the position where the distance from the reference image is the shortest. Specifically, first, the CPU 101 measures the distance (interval) between the guide image and the reference image, thereby judging from the plurality of guide images the guide image existing at the position closest to the reference image (the shortest guide image) . Fig. 5 is a view showing the distance between the guide image 202a and the reference image 2〇1 & For example, as shown in FIG. 5, the CPU 101 measures the distance D1 from the center line of the reference image 2〇1& and the guide 098109477 16 1379700, the image 2〇2a, the I _ Λ a, and the lower edge of the reference image 201a. The distance d2 from the upper side of the shirt image 202a, the upper side of the reference image 201a and the guide bow, and the distance D3 from the upper side of the image 202a. The CPU 101 can be at any position from any position of the guided image. The CPU 101 has a guide image for measuring the distance to the Guqin Hall, thereby judging the guide image which is the shortest from the reference image D. As shown in Fig. 5, the distance D3 is shorter than the distance D3 in the distance 4, so that the guided image 202a located at the position of the distance D3 becomes the shortest guide image. Furthermore, when there are a plurality of the shortest guide images, all of the guided images that match each other become the shortest guide image. Further, the CPU 101 determines whether or not to emphasize the shortest guide image. 6A and 6B are views showing the range in which the shortest guide image 202e is emphasized. When the shortest bow reading is within a specific range, the display unit emphasizes the shortest guide image. Here, the term "specific range" refers to a case where the reference image 201a overlaps with the shortest guide image 202e as in the case of ffi 6A and FIG. 6B, and when the shortest guide image 2〇2e crosses the fixed reference line. . As a method of emphasizing the shortest guide image, for example, the display unit 302 can perform redemption, a fluorescent color, or a color that is contrasted with the background color, and the display unit 302 can emphasize the shortest guide image. , you can change the hue, chroma and brightness of the image. 7A and 7B are views showing the positional relationship between the shortest guided image 2〇2e and the front surface and the back surface (back surface) of the guided image 2〇2a. As shown in FIG. 098109477 17 1379700 7A and FIG. 7B, the display unit 302 displays the shortest guide image 202e on the back side of the guide image 202a, and conversely displays the guide image 202a on the back side of the shortest guide image 202e. side. 8A and 8B are diagrams showing switching of the shortest guide image 202e. As shown in Fig. 8A, the display unit 302 continues the emphasis display of the shortest guide image 202e until the shortest guide image 202e passes over the reference image 201a, or until the position of the shortest guide image 202e coincides with the position of the reference image 201a. When the shortest guide image 202e passes over the reference image 201a, the display unit 302 stops the highlight display of the shortest guide image 202e and returns to the display before the emphasis. Next, as shown in Fig. 8B, when the guide image that is within the specific range and has not passed the reference image 201a is judged to be the shortest guide image 202e, the display unit 302 highlights the shortest guide image 202e. When the shortest guide image 202e crosses the reference image, the image returns to the display state of the guide image before the highlight display, and then the shortest guide image corresponding to the display is emphasized. 9A to 9C are views showing the degree of emphasis of the shortest guide image 202e based on the distance from the reference image 201a. Further, as shown in Figs. 9A to 9C, the display unit 302 can stepwise emphasize the shortest guide image 202e based on the distance from the reference image 201a. The closer the distance to the reference image is, the more the shortest guide image is highlighted. When the shortest guide image enters the specific range, the display unit 302 starts to emphasize the shortest guide image and gradually enhances the emphasis of the shortest guide image. 098109477 18 1379700 Furthermore, the display change speed from the start of the emphasis display to the maximum emphasis display can be any speed such as a fixed speed or an exponential function speed. In addition, it is emphasized that the stage of guiding the image can be any stage such as four stages or 16 stages, and the displayed color is also an arbitrary color. Figs. 10A and 10B are views showing an example of emphasizing the specific image 202f of the shortest guide image 202e. Further, the display unit 3〇2 can emphasize not only the display of the shortest guide image itself but also the shortest guide as shown in Figs. 10A and 10B.
引影像202e之周圍顯示特定影像2〇2f,藉此強調該最短導 引影像202e。此處,所謂特定影像,係指為強調最短導引 影像而顯不於最短導引影像之外周部之影像。該特定影像係 顯不於該多個導引影像之最背面,而不會妨礙其他導引影像 之顯示。 圖11A及圖UB係表示強調其他實施形態之最短導引影 像202e之特定影像202f之例之圓$ .The specific image 2〇2f is displayed around the index image 202e, thereby emphasizing the shortest guide image 202e. Here, the specific image refers to an image that is displayed on the outer periphery of the shortest guide image to emphasize the shortest guide image. The particular image is not visible on the back side of the plurality of guide images and does not interfere with the display of other guide images. Fig. 11A and Fig. UB show a circle $ which emphasizes an example of the specific image 202f of the shortest guide image 202e of the other embodiment.
%<圖。再者,顯示部3〇2可例 如圖11A及圖11B所示,為強綱 雄调該最短導引影像202e而顯%<Figure. Furthermore, the display unit 3〇2 can be exemplified as shown in FIG. 11A and FIG. 11B, and is displayed for the strongest male to the shortest guide image 202e.
示任意之特定影像202f。又,骷_ A 顯不部302亦可自特定影像 之顯示開始直至消失為止,係访 〜特疋影像之形狀變形。 CPU101、RAM103、影像處 ^ . . H °卩108協同動作’藉此具 有作為顯示部302之功能。 (遊戲裝置之動作) 其次,參照圖12之流程圖對 明。 卞遊戲装置3〇〇之動作進行說 098109477 19 W接通遊戲裝置300之電源而開始遊戲時,顯示部3〇2 自DVD ROM等讀“要之程式或資料並如圖3所示, 將基準影像2Gla、2Glb、2Gle、2Gld及導引影像2G2a、202b、 202c 2G2d等顯不於監視器上。繼而,顯示部根據所 讀出之程式,以通過特定之基準影像上之方式,使特定之導 引〜像移動(步驟SU)。例如,導引影像2〇2b以通過基準影 像201b上之方式移動。 繼而CPU101如圖5所示,測量多個導引影像2仏與 土準〜像201a之距離m等,藉此自該多個導引影像2似 中判斷出在最靠近基準影像之位置上是否存在最短導引影 像(步驟S12)。 料在最短導5丨料時(步驟S12;坤,轉移至步驟… 方面胃不存在最&導引影像時(步驟N〇),由 於不存在用於強調顯示之最短導引影像,故而本流程結束。 繼而’ CPU101如圖6A及圖抓张_ 不,判定該最短導引影 象^疋否處於狀之範圍内(例如,基準影像烏與最 知·導引影像202e存在重複之邱# ^ ..^ 邛位,或者最短導引影像202e 已在越過时之基準、線之範圍内等)(步驟犯卜 當=影像料處於特定之_時胸⑻ m,該最短導引影像不被強調顯示而_移動。 另一方面,當處於特定之範園内時( 部302如圖6A及圖6B所示般強調顯示該最短:影: 098109477 20 1379700 202e(步驟 S14)。 再者,顯示部302亦可如圖9A至圖9C所示,根據與基 準影像201a之距離’階段性地強調最短導引影像2〇2e。與 基準影像之距離越近,則最短導引影像越被強調顯示。 於步驟S14中,顯示部302亦可不強調顯示最短導引影 像,而如圖10A、圖10B及11所示般,於該最短導引影像 202e之周圍顯示特定影像2〇2f,藉此來強調該最短導引影 像 202e 。 再者,該特定影像202f係顯示於所有導引影像之背面, 並不會妨礙導引影像之顯示。 繼而,受理部301判定是否有來自玩家之輸入(步驟 S15)。玩家確認被強調顯示之最短導引影像之位置,並經由 踏墊式控制器111等進行輸入操作。受理部3〇1受理該輸入 操作,並將該輸入資訊發送至顯示部302 0 當有來自玩家之輸入時(步驟sl5;Yes),轉移至步驟S17。 另一方面,當並無來自玩家之輸入時(步驟S15;N0),轉移 至步驟S16。 繼而,CPU101如® 8A所示,判斷該最短導引影像2〇2e 是否越過基準影像2〇la(該最短導引影像與基準影像 201a之位置是否一致)(步驟S16)。 田該最短導引影像未越過基準影像時(步驟S16 ; N〇),繼 續強調顯示該最短導引影像。 098109477 21 1379700 另一方面,如圖8B所示,當該最短導引影像越過基準影 像時(步驟S16; Yes),顯示部302解除至當前為止與基準影 像之距離為最短之導引影像2〇2a(先前為最短導引影像2〇2^ 之強調顯示(步驟S17),並返回步驟S11。 藉由以上之處理,於玩家應於指定時機進行輸入之遊戲 中可簡單易懂地提示玩家輸入時機。即,即使於顯示有多 個導引影像之情況下’藉由強調顯示位於最靠近該基準影像 之位置處的該導引影像,玩家亦可容易地判斷該基準影像與參 該導弓丨影像之位置關係,從而可得知輸入時機。 再者’本發明並不限定於上述實施形態,可進行各種變形 及應用。 導弓丨影像所通過之路徑並不限於直線,可為曲線等任意 線。 導弓丨影像之出現位置並不限於遊戲畫面200之下方,可為 上方、中段等任意位置。 籲 基準影像之位置並不限於遊戲畫面200之上方,可為下 方、中段等任意位置。 再者’本申請案主張以日本專利案特願2008 —075840號 為基礎之優先權,並將該基礎申請案之内容全部引用至本申 · 請案中。 (產業上之可利用性) 如以上所說明,根據本發明,可提供一種適合於在玩家應 098109477 22 1379700 於指定時機進行輸入之遊戲中簡單易懂地提示玩家輸入時 機之遊戲裴置、遊戲控制方法、資訊記錄媒體及程式。 【圖式簡單說明】 圖1係表示實現本發明之實施形態的遊戲裝置等之典型 之資訊處理裝置之概要構成之模式圖。 圖2係表示踏塾式控制器之圖。 圖3係表示遊戲畫面例之圖。 圖4係表示遊戲裝置之概要構成之說明圖。 圖5係說明導引影像與基準影像之距離之測量方法之圖。 圖6A係說明強調最短導引影像之範圍之圖,並表示基準 影像與最短導引影像相重疊之狀態之圖。 圖6B係說明強調最短導引影像之範圍之圖,並表示最短 之導引影像越過基準線之狀態之圖。 ® 7A係表示最短導引影像位於導引影像之背面侧之狀態 之圖。 ® 7B係表示最短導弓I影像位於導引影像之前面側之狀態 之圖。 圖A係說明最短導引影像之切換之圖,並表示最短導引 影像切換成下個導弓I影像之前之狀態之圖。 係說明最短導5丨影像之切換之圖,並表示最短之導 引影像切料下轉㈣像之後讀態之圖。 圖9A係說明基於與基準影像之距離的最短導引影像之強 098109477 23 1379700 調程度之圖,係表示弱程度之強調顯示之圖。 圖9B係說明基於與基準影像之距離的最短導引影像之強 調程度之圖,係表示中程度之強調顯示之圖。 圖9C係說明基於與基準影像之距離的最短導引影像之強 調程度之圖,係表示強程度之強調顯示之圖。 圖10A係表示強調最短導引影像之特定影像例之圖,係 表示最短之導引影像位於導引影像之前面側之狀態之圖。 圖10B係表示強調最短導引影像之特定影像例之圖,係 表示最短之導引影像位於導引影像之背面侧之狀態之圖。 圖11A係表示其他實施形態之強調最短導引影像之特定 影像例之圖。 圖11B係表示其他實施形態之強調最短導引影像之特定 影像例之圖。 圖12係說明遊戲裝置之動作之流程圖。 【主要元件符號說明】 100 資訊處理裝置 101 CPU 102 ROM 103 RAM 104 介面 105 控制器 106 外部記憶體 098109477 24 1379700 107 DVD-ROM驅動器 108 影像處理部 109 音訊處理部 110 NIC 111 踏墊式控制器 111a 左按紐 111b 下按紐 111c 上按鈕 llld 右按紐 200 遊戲畫面 201a、201b、201c、201d 基準影像 202a、202b、202c、202d 導引影像 202e 最短導引影像 202f 特定影像 203 舞蹈計量表 204 得分 205 訊息 206 背景影像 300 遊戲裝置 301 受理部 302 顯示部 D1、D2、D3、D4 距離 098109477 25Any particular image 202f is shown. Further, the 骷_A display portion 302 can also be deformed from the shape of the visit to the special image from the start of the display of the specific image until the disappearance. The CPU 101, the RAM 103, and the video unit ^ . . . . . . . . . . . . . . . . . . . . . . . . . . . (Operation of Game Device) Next, a description will be given with reference to the flowchart of Fig. 12. When the game device 3 is turned on and the game is started, the display unit 3〇2 reads the program or data from the DVD ROM or the like and displays the reference as shown in FIG. The images 2Gla, 2Glb, 2Gle, 2Gld, and the guide images 2G2a, 202b, 202c 2G2d, etc. are not displayed on the monitor. Then, the display unit makes the specific image based on the read program to pass the specific reference image. The guide image is moved (step SU). For example, the guide image 2〇2b is moved by the reference image 201b. Then, the CPU 101 measures a plurality of guide images 2仏 and the image to the image 201a as shown in FIG. a distance m or the like, thereby determining whether there is a shortest guide image at the position closest to the reference image from the plurality of guide images 2 (step S12). When the shortest guide 5 is being sampled (step S12; Kun, transfer to the step... When the stomach does not exist the most & guide image (step N〇), since there is no shortest guide image for emphasizing the display, the process ends. Then the CPU 101 is as shown in Figure 6A and Figure Zhang _ No, determine the shortest guide image ^疋No Within the range of the shape (for example, the reference image and the most known guide image 202e have duplicates of the ^^..^ position, or the shortest guide image 202e has been in the range of the reference line, the line, etc.) (Steps: When the image material is at a specific level, the chest (8) m, the shortest guide image is not highlighted and moved. On the other hand, when it is in a specific garden (part 302 is shown in Figures 6A and 6B). As shown, the shortest display is highlighted: 098109477 20 1379700 202e (step S14). Further, the display unit 302 can also emphasize the shortest guide step by step according to the distance from the reference image 201a as shown in FIGS. 9A to 9C. The image 2〇2e is displayed. The closer the distance to the reference image is, the more the shortest guide image is highlighted. In step S14, the display unit 302 may not emphasize the display of the shortest guide image, as shown in FIGS. 10A, 10B and 11. As shown, a specific image 2〇2f is displayed around the shortest guide image 202e, thereby emphasizing the shortest guide image 202e. Further, the specific image 202f is displayed on the back of all the guide images, and is not Will hinder the display of the guided image. Then, The management unit 301 determines whether or not there is an input from the player (step S15). The player confirms the position of the shortest guide image that is highlighted, and performs an input operation via the pad controller 111 or the like. The accepting unit 3〇1 accepts the input operation. And sending the input information to the display unit 302 0 when there is input from the player (step s15; Yes), and the process proceeds to step S 17. On the other hand, when there is no input from the player (step S15; N0), Transfer to step S16. Then, the CPU 101 determines whether or not the shortest guide image 2〇2e has crossed the reference image 2〇1a (whether the position of the shortest guide image and the reference image 201a coincide with each other) as shown in Fig. 8A (step S16). When the shortest guide image does not cross the reference image (step S16; N〇), the shortest guide image is continuously emphasized. 098109477 21 1379700 On the other hand, as shown in FIG. 8B, when the shortest guide image crosses the reference image (step S16; Yes), the display unit 302 releases the guide image 2 which is the shortest distance from the reference image until now. 2a (previously the highlight display of the shortest guide image 2〇2^ (step S17), and returning to step S11. With the above processing, the player can be easily and intuitively prompted to input in the game in which the player should input at the designated timing. The timing, that is, even if the plurality of guide images are displayed, 'by highlighting the guide image located closest to the reference image, the player can easily judge the reference image and the guide bow Further, the present invention is not limited to the above-described embodiment, and various modifications and applications can be made. The path through which the guide image is passed is not limited to a straight line, but may be a curve or the like. Any position. The position of the guide bow image is not limited to the bottom of the game screen 200, and can be any position such as the upper and middle sections. The position of the reference image is not limited to the game. Above the surface 200, it can be any position such as the lower part or the middle part. In addition, the present application claims priority based on Japanese Patent Application No. 2008-075840, and the contents of the basic application are all cited in this application. · In the case of the case. (Industrial Applicability) As explained above, according to the present invention, it is possible to provide a game that is suitable for promptly indicating the player's input timing in a game in which the player should input 098109477 22 1379700 at a specified timing. [Brief Description of the Drawings] Fig. 1 is a schematic diagram showing a schematic configuration of a typical information processing device for realizing a game device or the like according to an embodiment of the present invention. Fig. 3 is a view showing an example of a game screen. Fig. 4 is an explanatory view showing a schematic configuration of a game device. Fig. 5 is a view showing a method of measuring a distance between a guide image and a reference image. Fig. 6A is a view for explaining the range of the shortest guide image, and shows a state in which the reference image overlaps with the shortest guide image. Fig. 6B shows the strong Adjust the map of the range of the shortest guide image and indicate the state of the shortest guide image over the baseline. ® 7A shows the state of the shortest guide image on the back side of the guide image. ® 7B indicates the shortest The guide bow I image is located in the state of the front side of the guide image. Fig. A is a diagram illustrating the switching of the shortest guide image, and shows the state before the shortest guide image is switched to the next guide bow image. A diagram showing the switching of the shortest guide 5 丨 image, and shows the shortest guide image cut down (4) image after reading. Figure 9A shows the strength of the shortest guide image based on the distance from the reference image 098109477 23 1379700 The map of the degree of adjustment is a picture showing the emphasis of the weak degree. Fig. 9B is a view showing the degree of emphasis of the shortest guide image based on the distance from the reference image, showing a medium-level emphasis display. Fig. 9C is a diagram for explaining the degree of emphasis of the shortest guide image based on the distance from the reference image, and is a diagram showing the emphasis display of the strong degree. Fig. 10A is a view showing a specific example of an image in which the shortest guide image is emphasized, and is a view showing a state in which the shortest guide image is located on the front side of the guide image. Fig. 10B is a view showing a specific example of an image in which the shortest guide image is emphasized, and is a view showing a state in which the shortest guide image is located on the back side of the guide image. Fig. 11A is a view showing an example of a specific image in which the shortest guide image is emphasized in another embodiment. Fig. 11B is a view showing an example of a specific image in which the shortest guide image is emphasized in another embodiment. Figure 12 is a flow chart showing the operation of the game device. [Main component symbol description] 100 Information processing device 101 CPU 102 ROM 103 RAM 104 interface 105 Controller 106 External memory 098109477 24 1379700 107 DVD-ROM drive 108 Image processing unit 109 Audio processing unit 110 NIC 111 Pad controller 111a Left button 111b button 111c button llld right button 200 game screen 201a, 201b, 201c, 201d reference image 202a, 202b, 202c, 202d guide image 202e shortest guide image 202f specific image 203 dance meter 204 score 205 Message 206 Background image 300 Game device 301 Reception unit 302 Display unit D1, D2, D3, D4 Distance 098109477 25