TWI385018B - Game device, method for processing game, information recording medium, and program - Google Patents

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

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Publication number
TWI385018B
TWI385018B TW098117354A TW98117354A TWI385018B TW I385018 B TWI385018 B TW I385018B TW 098117354 A TW098117354 A TW 098117354A TW 98117354 A TW98117354 A TW 98117354A TW I385018 B TWI385018 B TW I385018B
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input
game
type
mode
player
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TW201016272A (en
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Yuichi Asami
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Konami Digital Entertainment
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/632Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Description

遊戲裝置、遊戲處理方法、資訊記錄媒體以及程式Game device, game processing method, information recording medium, and program

本發明係關於一種為了使遊戲者簡單地切換遊戲模式的適宜的遊戲裝置、遊戲處理方法、資訊記錄媒體以及程式。The present invention relates to a suitable game device, game processing method, information recording medium, and program for the player to easily switch the game mode.

已知有一種藉由按下被設於供遊戲者操作的輸入裝置(即控制器)的規定的按鈕,可隨時切換遊戲的模式的遊戲。例如,藉由遊戲者按下對應遊戲的各模式的按鈕,互相切換武器選擇模式、移動控制模式、畫面控制模式的遊戲系統,被揭示於日本專利公開公報特開2002-018128號中。A game in which the mode of the game can be switched at any time by pressing a predetermined button provided on an input device (i.e., controller) operated by the player is known. For example, a game system in which a player selects a mode corresponding to each mode of a game and switches between a weapon selection mode, a movement control mode, and a screen control mode is disclosed in Japanese Laid-Open Patent Publication No. 2002-018128.

另一方面,亦有可於一遊戲裝置連接複數個控制器,同時使用一個或複數個控制器來遊玩的遊戲。On the other hand, there is also a game in which a plurality of controllers can be connected to one game device while using one or a plurality of controllers to play.

然而,遊戲者依遊戲的種類、遊戲的場景等,有欲設定在一邊一起使用複數個控制器,一邊使遊戲進行的模式下來遊玩的時候;亦有欲切換為僅使用特定的控制器,但不使用其他的控制器,來使遊戲進行的模式的時候。但是對遊戲者而言,為了切換遊戲的模式,每次都要強制暫時中斷遊戲,按押按鈕的行為係非常麻煩。However, depending on the type of game, the scene of the game, etc., the player has to set a mode in which a plurality of controllers are used together while playing the game mode; there is also a desire to switch to using only a specific controller, but Do not use other controllers to make the game play in mode. However, for the player, in order to switch the mode of the game, the game is temporarily interrupted every time, and the behavior of pressing the button is very troublesome.

本發明係用以解決如此的課題,其目的在於提供一種為了使遊戲者可簡單地切換遊戲模式的適宜的遊戲裝置、遊戲處理方法、資訊記錄媒體以及程式。The present invention has been made to solve such problems, and an object thereof is to provide an appropriate game device, game processing method, information recording medium, and program for enabling a player to easily switch a game mode.

本發明的第一觀點之遊戲裝置,係具備第一輸入接受部、第二輸入接受部、取得部、設定部以及進行部。A game device according to a first aspect of the present invention includes a first input accepting unit, a second input accepting unit, an obtaining unit, a setting unit, and a progress unit.

第一輸入接受部,係接受遊戲者經由第一輸入裝置而賦予的第一種指示輸入。The first input accepting unit accepts a first type of instruction input given by the player via the first input device.

第二輸入接受部,係接受該遊戲者經由第二輸入裝置而賦予的第二種指示輸入。The second input accepting unit accepts a second type of instruction input given by the player via the second input device.

取得部,係取得第二輸入裝置的位置或指向的規定時間內的變化量。The acquisition unit acquires the amount of change in the position or the pointing time of the second input device within a predetermined time.

設定部,係於所取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如此的情況時,則將該遊戲的模式設定為單判定模式。When the acquired amount of change is equal to or greater than a predetermined threshold value, the setting unit sets the game mode to the double determination mode. If this is not the case, the game mode is set to the single determination mode.

進行部,係於該遊戲的模式為該雙判定模式的情況時,藉由該第一種指示輸入與該第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由該第一種指示輸入,使該遊戲進行。In the case where the mode of the game is the double determination mode, the game is performed by the first type of instruction input and the second type of instruction input. When the mode is the single determination mode, the process is performed. The game is made by the first indication input.

本發明的遊戲裝置,至少可連接二輸入裝置。輸入裝置,係遊戲者為了對遊戲裝置賦予指示輸入而被使用,亦即相當於被稱為控制器的東西,例如包含可對應各式各樣的遊戲的泛用的觸控板型、把持型、地墊型的控制器;鍵盤;滑鼠;軌跡球;觸控面板等。又,如射擊遊戲的槍控制器;飛行模擬遊戲的操縱桿型控制器等般地,為了特定的遊戲而使用的控制器,亦被包含於輸入裝置中。The game device of the present invention can connect at least two input devices. The input device is used by a player to give an instruction input to the game device, that is, a device called a controller, and includes, for example, a touch panel type and a grip type that can be used for various types of games. , floor mat type controller; keyboard; mouse; trackball; touch panel. Further, a controller used for a specific game, such as a gun controller of a shooting game; a joystick type controller of a flight simulation game, is also included in the input device.

例如,連接第一輸入裝置與第二輸入裝置於遊戲裝置的狀態下,一遊戲者可遊玩一個遊戲。又,亦可複數位遊戲者一起遊玩相同的遊戲。For example, in a state where the first input device and the second input device are connected to the game device, a player can play a game. Also, multiple players can play the same game together.

第一輸入裝置與第二輸入裝置之中,至少第二輸入裝置係遊戲者可使位置及/或指向變化的輸入裝置。典型地,第二輸入裝置係遊戲者可手持、附於身體的任意的部位的輸入裝置。若遊戲者移動手、或移動身體,則第二輸入裝置的位置及/或指向亦變化。Among the first input device and the second input device, at least the second input device is a player that can position and/or point to a changed input device. Typically, the second input device is an input device that the player can hold and attach to any part of the body. If the player moves his hand or moves the body, the position and/or orientation of the second input device also changes.

經由第一輸入裝置而被賦予至遊戲裝置的指示輸入稱為第一種指示輸入,經由第二輸入裝置而被賦予至遊戲裝置的指示輸入稱為第二種指示輸入,進行區別。例如,若第一輸入裝置有按鈕B1、B2,第二輸入裝置有按鈕B3、B4,則第一種指示輸入係藉由遊戲者按押按鈕B1或B2的指示輸入,第二種指示輸入係藉由遊戲者按押按鈕B3或B4的指示輸入。The instruction input given to the game device via the first input device is referred to as a first type of instruction input, and the instruction input given to the game device via the second input device is referred to as a second type of instruction input, and is distinguished. For example, if the first input device has buttons B1 and B2 and the second input device has buttons B3 and B4, the first type of indication input is input by the player pressing the button B1 or B2, and the second indication input system is It is input by the player pressing the button B3 or B4.

本發明的遊戲裝置,係於第一輸入裝置與第二輸入裝置之中,至少取得第二輸入裝置的位置的變化量、及/或指向的變化量、及/或姿勢的變化量。遊戲裝置係可取得這些全部的變化量,亦可取得任意的一個以上的變化量。且遊戲裝置係基於取得的全部的變化量或一部分的變化量設定遊戲模式。The game device of the present invention is configured to acquire at least a change amount of a position of the second input device, and/or a change amount of the pointing direction, and/or a change amount of the posture among the first input device and the second input device. The game device can obtain all of these changes, and can obtain any one or more changes. Further, the game device sets the game mode based on the acquired amount of change or a part of the amount of change.

於本發明的遊戲裝置被執行的遊戲的模式中,有遊戲基於第一種指示輸入與第二種指示輸入雙方而進行的雙判定模式、以及遊戲基於第一種指示輸入而進行的單判定模式。In the mode of the game in which the game device of the present invention is executed, there are a double determination mode in which the game is based on both the first instruction input and the second instruction input, and a single determination mode in which the game is based on the first instruction input. .

例如,以腳踩踏地墊型控制器,手持把持型控制器的狀態下,移動手腳的舞蹈遊戲中,雙判定模式係使用地墊型控制器與把持型控制器雙方(亦即腳與手雙方)進行遊戲的模式,單判定模式係僅使用地墊型控制器(亦即腳)進行遊戲的模式。For example, in the dance game in which the hand and the foot controller are held by the foot and the hand held type controller is moved, the double judgment mode uses both the floor mat type controller and the grip type controller (that is, both the foot and the hand). The mode in which the game is played, the single determination mode is a mode in which the game is played using only the floor type controller (ie, the foot).

又,例如,適於使用鍵盤與滑鼠的個人電腦的遊戲中,雙判定模式係使用鍵盤與滑鼠雙方進行遊戲的模式,單判定模式係僅使用鍵盤(或滑鼠)進行遊戲的模式。Further, for example, in a game suitable for a personal computer using a keyboard and a mouse, the double determination mode is a mode in which the keyboard and the mouse are used for the game, and the single determination mode is a mode in which the game is played using only the keyboard (or the mouse).

遊戲裝置,係於遊戲正在以雙判定模式進行時,所取得的變化量未滿規定的臨界值的情況時,判斷對應所取得的變化量的輸入裝置未被遊戲者使用,而變更為來自被判斷為未被使用的輸入裝置的指示輸入,對於遊戲的進行不造成影響的單判定模式。When the game is performing in the double determination mode and the acquired amount of change is less than a predetermined threshold value, the game device determines that the input device corresponding to the acquired amount of change is not used by the player, but is changed to be from the game. It is determined that the instruction input of the input device that is not used has a single determination mode that does not affect the progress of the game.

若舉上述的舞蹈遊戲為例,遊戲正在以雙判定模式進行時,地墊型控制器與把持型控制器之中,把持型控制器的位置(或指向或姿勢)的變化量未滿規定的臨界值的情況時,遊戲裝置係判斷遊戲者未使用把持型控制器,而從雙判定模式切換為單判定模式。此時,遊戲者不需要按押模式切換按鈕的麻煩操作。因此,遊戲者可簡單地切換遊戲模式。遊戲裝置係可對應控制器的使用狀況,切換為被推測為適當的遊戲模式。If the above-mentioned dance game is taken as an example, when the game is being performed in the double determination mode, the amount of change in the position (or pointing or posture) of the grip type controller among the floor type controller and the grip type controller is not full. In the case of the critical value, the game device determines that the player has not used the grip type controller, and switches from the double determination mode to the single determination mode. At this time, the player does not need the trouble operation of switching the button in the push mode. Therefore, the player can simply switch the game mode. The game device can be switched to a game mode that is presumed to be appropriate in accordance with the usage status of the controller.

又,遊戲正在以單判定模式進行時,把持型控制器的位置(或指向或姿勢)的變化量為規定的臨界值以上的情況時,遊戲裝置係可判斷遊戲者正在使用把持型控制器,而從單判定模式切換為雙判定模式。Further, when the game is being performed in the single determination mode, when the amount of change in the position (or pointing or posture) of the grip controller is equal to or greater than a predetermined threshold value, the game device can determine that the player is using the grip type controller. The single decision mode is switched to the double decision mode.

該遊戲中,該第一種與第二種之任一者的指示輸入,可分別被對應於規定的複數個課題時刻。In the game, the instruction inputs of either of the first type and the second type may be respectively associated with a predetermined plurality of subject moments.

而且,進行部係可藉由各自的該規定的複數課題時刻中,被對應於該課題時刻的種類的指示輸入是否被接受,來判定該遊戲者的成績。Further, the progress department can determine the score of the player by whether or not the input of the instruction corresponding to the type of the subject time is accepted in the predetermined plural subject time.

於本發明的遊戲裝置被執行的遊戲中,被設定一個或複數個課題。課題係時刻(以下稱為「課題時刻」);以及遊戲者於其時刻應賦予的指示輸入內容(以下稱為「課題內容」)的組合。若舉上述的舞蹈遊戲為例,一個課題係以指定從音樂的起始第幾小節的第幾拍(亦即時刻)的資訊、以及於其時刻應踩踏的按鈕的種類的組合,或者,指定從音樂的起始第幾小節的第幾拍的資訊、以及於其時刻應搖動的把持型控制器的區別的組合而被表現。舞蹈遊戲中,課題係被稱為「足譜」或者「手譜」。In the game in which the game device of the present invention is executed, one or a plurality of questions are set. The subject time (hereinafter referred to as "question time"); and the combination of the instruction input contents (hereinafter referred to as "question content") to be given by the player at the time. For example, in the case of the above-mentioned dance game, a subject specifies a combination of the information of the first beat (ie, time) from the beginning of the music, and the type of the button that should be stepped on at the time, or It is expressed from the combination of the information of the first few beats of the first few bars of the music and the difference of the grip controllers that should be shaken at the moment. In the dance game, the subject is called "Football" or "Hand Spectrum".

而且,遊戲裝置係基於被設定的課題、第一種指示輸入及/或第二指示輸入,來判定遊戲者的成績。例如,遊戲者於課題時刻進行如課題內容的指示輸入的情況時,則為遊戲者可獲得分數、或是將遊戲內的氣氛炒熱的演出被進行。但是,遊戲者未於課題時刻進行如課題內容的指示輸入的情況時,則遊戲者無法獲得分數、或是將遊戲內的氣氛變糟的演出被進行。若依本發明,遊戲裝置於遊戲模式為雙判定模式的情況時,依第一種指示輸入與第二種指示輸入,判定遊戲者的成績來使遊戲進行,單判定模式的情況時,依第一種指示輸入,判定遊戲者的成績來使遊戲進行。因此,遊戲裝置係可對應控制器的使用狀況,切換為被推測為適當的遊戲模式,且進行適於遊戲模式的成績判定。Further, the game device determines the score of the player based on the set question, the first type of instruction input, and/or the second instruction input. For example, when the player inputs an instruction such as the content of the subject at the time of the question, the player can obtain a score or perform a performance that sizzles the atmosphere in the game. However, when the player does not input an instruction such as the content of the subject at the time of the question, the player cannot obtain the score or the performance in which the atmosphere in the game is deteriorated. According to the present invention, when the game mode is in the double determination mode, the game device inputs the second instruction input according to the first instruction, and determines the player's performance to make the game. In the case of the single determination mode, An instruction input that determines the player's performance to cause the game to proceed. Therefore, the game device can switch to a game mode that is estimated to be appropriate in accordance with the use condition of the controller, and perform a score determination suitable for the game mode.

進行部,係可於該遊戲的模式為該單判定模式的情況時,於被對應於該課題時刻的指示輸入的種類為該第二種之課題時刻,對應該第一種指示輸入,來判定該遊戲者的成績。In the case where the mode of the game is the single determination mode, the type of the instruction input corresponding to the subject time is the second subject time, and the first type of instruction input is determined. The player's score.

亦即,本發明的遊戲裝置,係可依雙判定模式還是單判定模式,變更課題以成為適於遊戲模式的課題內容。In other words, the game device of the present invention can change the subject in accordance with the double determination mode or the single determination mode to become a subject matter suitable for the game mode.

具體地,雙判定模式中,關於於課題時刻時,表示第一種指示輸入的課題內容被對應的課題,依據於其課題時刻,表示第一種指示輸入的課題內容是否依遊戲者而被達成、或是被達成何程度,來打成績(評分);關於在課題時刻時,表示第二種指示輸入的課題內容被對應的課題,依據於其課題時刻,表示第二種指示輸入的課題內容是否依遊戲者而被達成、或者被達成何程度,來打成績。Specifically, in the double determination mode, when the subject time indicates that the subject content of the first type of instruction input is corresponding, depending on the subject time, whether or not the subject content of the first type of instruction input is achieved by the player is determined. Or, to what extent, the score is scored (score); when the subject time is indicated, the subject matter indicating the input of the second instruction is the corresponding question, and the subject matter of the second instruction input is indicated based on the subject time. Whether it is achieved according to the player or to what extent, to score.

另一方面,單判定模式中,關於於課題時刻時,表示第一種指示輸入的課題內容被對應的課題,係與雙判定模式相同,但關於於課題時刻時,表示第二種指示輸入的課題內容被對應的課題,是依據於其課題時刻,取代第二種指示輸入,以表示第一種指示輸入的課題內容是否依遊戲者而被達成、或者被達成何程度,來打成績。On the other hand, in the single determination mode, when the subject time indicates that the subject content of the first type of instruction input is corresponding, the problem is the same as the double determination mode, but when the subject time is indicated, the second type of instruction input is indicated. The problem corresponding to the subject matter is based on the subject time, instead of the second type of instruction input, to indicate whether the content of the subject of the first type of instruction input is achieved by the player or to what extent.

例如,上述的舞蹈遊戲中,雙判定模式中,足譜與手譜的雙方成為判定成績的對象。另一方面,單判定模式中,相當於雙判定模式中的足譜的課題、以及雙判定模式中的手譜置換為足譜的課題,成為判定成績的對象。遊戲者只要於從雙判定模式變為單判定模式的情況時,完成手譜被置換為足譜的課題即可。若依本發明,遊戲裝置係可抑制遊戲模式變更時的賦予遊戲者的異常感,且順暢地改變遊戲模式。For example, in the above-described dance game, in the double determination mode, both the foot and the hand are the targets of the judgment score. On the other hand, in the single determination mode, the problem corresponding to the foot spectrum in the double determination mode and the problem of the hand spectrum replacement in the double determination mode being the foot spectrum are the targets of the judgment score. When the player changes from the double determination mode to the single determination mode, the player can complete the problem that the hand spectrum is replaced with the foot spectrum. According to the present invention, the game device can suppress the abnormal feeling given to the player when the game mode is changed, and smoothly change the game mode.

遊戲裝置,亦可更具備提示部,對於各自的該複數課題時刻,藉由The game device may further have a prompting portion for each of the plural subject moments by

(a)現在被對應於該課題時刻的指示輸入的種類為該第一種的情況時,對應該課題時刻,表示第一種標示;(a) When the type of the instruction input corresponding to the time of the subject is the first type, the first type of indication is indicated for the time of the subject;

(b)現在被對應於該課題時刻的指示輸入的種類為該第二種的情況時,對應該課題時刻,表示第二種標示,來向該遊戲者提示該課題時刻。(b) When the type of the instruction input corresponding to the time of the subject is the second type, the second type of indication is indicated for the subject time, and the subject time is presented to the player.

本發明的遊戲裝置,係使用第一種標識表示課題內容為第一種指示輸入相關之課題,使用第二種標識表示課題內容為第二種指示輸入相關之課題。若舉上述的舞蹈遊戲為例,第一種標識係表示用以區別地墊型控制器的各種按鈕(典型地係表示上下左右方向的按鈕)的影像,第二種標識係表示用以區別把持型控制器(典型地係把持於右手的模組與把持於左手的模組)的影像。若依本發明,即便伴隨遊戲模式的變更而變更課題內容,遊戲裝置亦可對於遊戲者容易理解地提示課題。In the game device of the present invention, the first type of logo is used to indicate that the subject content is the first type of instruction input related, and the second type of flag is used to indicate that the subject content is the second type of instruction input related question. For example, if the above-mentioned dance game is taken as an example, the first type of logo indicates an image for distinguishing various buttons of the floor-type controller (typically indicating buttons in the up, down, left, and right directions), and the second type of logo indicates that the control is used to distinguish the control. An image of a type controller (typically a module held in the right hand and a module held in the left hand). According to the present invention, even if the content of the subject is changed in accordance with the change of the game mode, the game device can present the problem to the player with ease.

又,關於各自的課題如何對於遊戲者提示,可採用各式各樣的手法,不受本發明的限定。例如,可藉由使表示各自的課題的標識表示於畫面,將課題提示於遊戲者。又,可舉例如,遊戲的角色於課題時刻前後擺出規定的姿勢來告知課題;或是進行影像、聲音的規定的演出來告知課題。Further, it is possible to adopt various methods for how to present the respective questions to the player, and is not limited to the present invention. For example, the subject can be presented to the player by displaying the logo indicating the respective subject on the screen. Further, for example, the character of the game may be placed in a predetermined posture before and after the subject time to notify the subject, or the predetermined performance of the video or the sound may be performed to inform the subject.

或者,亦可設定課題時刻,但不向遊戲者提示。例如,遊戲中,首先,遊戲裝置藉由導入畫面等示範,之後,有讓遊戲者重複的練習模式。首先,遊戲裝置表示對於課題的示範表演,如其所示,促進使遊戲者重複。接著,遊戲裝置於課題時刻不提出任何的提示(或者,僅提示最小限的提示),使遊戲者重複。若可如示範所示則達成課題。又,不限於練習模式而亦可於任意遊戲中,例如,作為用於適於高級者的完全無提示的遊戲模式,採用不提示課題的手法。Alternatively, the subject time can be set, but the player is not prompted. For example, in the game, first, the game device is demonstrated by importing a screen or the like, and thereafter, there is a practice mode in which the player repeats. First, the game device represents an exemplary performance for the subject, as shown therein, facilitating the player to repeat. Next, the game device does not present any prompts at the subject time (or only prompts the minimum limit), and the player repeats. If the example can be demonstrated as shown in the example. Further, it is not limited to the practice mode but may be used in any game. For example, as a completely silent game mode suitable for an advanced person, a method of not presenting a question is adopted.

進行部,亦可於該遊戲的模式為該單判定模式的情況時,刪除被對應於該課題時刻的指示輸入的種類為該第二種之課題時刻,來判定該遊戲者的成績。The progress unit may determine the player's performance by deleting the type of the instruction input corresponding to the subject time when the mode of the game is the single determination mode.

例如,若遊戲模式從雙判定模式切換為單判定模式,則指示輸入的種類為第二種之課題被刪除。被刪除的課題係從判定成績的對象被排除。若舉上述的舞蹈遊戲為例,雙判定模式中,足譜與手譜雙方成為判定成績的對象。另一方面,單判定模式中,僅雙判定模式中的足譜成為判定成績的對象,而雙判定模式中的手譜消失。遊戲者於從雙判定模式變為單判定模式的情況時,僅需完成足譜的課題即可。若依本發明,遊戲裝置可對於遊戲模式改變為適當的課題。For example, if the game mode is switched from the double determination mode to the single determination mode, the problem in which the type of the input input is the second type is deleted. The deleted subject is excluded from the object of the judgement score. Taking the above-mentioned dance game as an example, in the double determination mode, both the foot spectrum and the hand spectrum become the target of the judgment result. On the other hand, in the single determination mode, only the foot spectrum in the double determination mode becomes the target of the judgment score, and the spectrum in the double determination mode disappears. When the player changes from the double determination mode to the single determination mode, it is only necessary to complete the problem of the full spectrum. According to the present invention, the game device can be changed to an appropriate subject for the game mode.

遊戲裝置,亦可更具備向該遊戲者提示該課題時刻的提示部。The game device may further include a presentation unit that presents the time of the subject to the player.

而且,進行部亦可於該遊戲的模式為該單判定模式的情況時,刪除被對應於該課題時刻的指示輸入的種類為第二種之課題時刻,且為沒有被提示部提示的課題時刻,來判定該遊戲者的成績。Further, when the mode of the game is the single determination mode, the progress unit may delete the subject time of the type indicated by the instruction input corresponding to the subject time as the second type, and the subject time that is not presented by the presentation unit. To determine the player's score.

例如,若遊戲模式從雙判定模式切換為單判定模式,則指示輸入的種類為第二種之課題,且為尚未對於遊戲者提示的課題係被刪除。被刪除的課題係從判定成績的對象被排除。另一方面,指示輸入的種類為第二種之課題,且為已對於遊戲者完成提示的課題,則不刪除而保留。若舉上述的舞蹈遊戲為例,雙判定模式中,足譜與手譜雙方成為判定成績的對象。另一方面,單判定模式中,雙判定模式中已提示的手譜係依原狀地保留為判定成績的對象,但切換為單判定模式後,從此應提示的手譜消失,從判定成績的對象被排除。亦即,手譜不會突然地消失於成為課題時刻之前。若依本發明,遊戲裝置係可抑制遊戲模式變更時的賦予遊戲者的異常感,且對於遊戲模式改變為適當的課題。For example, if the game mode is switched from the double determination mode to the single determination mode, the type of the instruction input is the second problem, and the problem that has not been presented to the player is deleted. The deleted subject is excluded from the object of the judgement score. On the other hand, if the type of the instruction input is the second type of problem and the question has been completed for the player, it is retained without being deleted. Taking the above-mentioned dance game as an example, in the double determination mode, both the foot spectrum and the hand spectrum become the target of the judgment result. On the other hand, in the single determination mode, the hand spectrum that has been presented in the double determination mode remains as the target of the judgment result, but after switching to the single judgment mode, the hand spectrum that should be presented disappears from the object of the judgment result. exclude. That is, the hand spectrum does not suddenly disappear before the time of the subject. According to the present invention, the game device can suppress the abnormal feeling given to the player when the game mode is changed, and change the game mode to an appropriate problem.

提示部,亦可對於各自的該複數課題時刻,The prompting section may also be for each of the plural subject moments,

(x)現在被對應於該課題時刻的指示輸入的種類為該第一種的情況時,對應該課題時刻,表示第一種標識;(x) When the type of the instruction input corresponding to the time of the subject is the first type, the first type of identifier is indicated corresponding to the subject time;

(y)對應最初被對應於該課題時刻的指示輸入的種類為該第二種,且沒有被前述進行部刪除的課題時刻,表示第二種標識;(y) indicating that the type of the input originally corresponding to the time of the subject is the second type, and the subject time that has not been deleted by the performing unit indicates the second type of identification;

(z)對應最初被對應於該課題時刻的指示輸入的種類為該第二種,且與被前述進行部刪除的課題時刻相同的時刻,表示第三種標識。(z) The type of the first input corresponding to the instruction input corresponding to the time of the subject is the second type, and the third type is indicated at the same time as the subject time deleted by the progress unit.

本發明的遊戲裝置,係使用第一種標識來表示課題內容為第一種指示輸入相關之課題,使用第二種標識來表示課題內容為第二種指示輸入相關之課題。又,使用第三標識來表示從雙判定模式變更為單判定模式時,刪除的課題。若舉上述的舞蹈遊戲為例,第一種標識係用以區別地墊型控制器的各種按鈕(典型地係表示上下左右方向的按鈕)的影像,第二種標識係用以區別把持型控制器(典型地係把持於右手的模組與把持於左手的模組)的影像,第三標識係表示從雙判定模式變更為單判定模式時刪除的手譜的影像。第三標識係表示遊戲模式為單判定模式的情況下,假定若為雙判定模式,則應成為判定成績的對象的課題時刻的標識。若依本發明,即便伴隨遊戲模式的變更而變更課題內容,遊戲裝置亦可對於遊戲者容易理解地提示課題。又,因遊戲模式的變更,何課題排除於判定成績的對象之外可一目瞭然。In the game device of the present invention, the first type of logo is used to indicate that the subject content is a subject related to the first type of instruction input, and the second type of flag is used to indicate that the subject content is a subject related to the second type of instruction input. Further, the third mark is used to indicate the problem to be deleted when the double determination mode is changed to the single determination mode. For example, the above-mentioned dance game is used to distinguish images of various buttons of the floor-mounted controller (typically indicating buttons in the up, down, left, and right directions), and the second type of logo is used to distinguish the control of the grip type. The image of the hand (typically the module held in the right hand and the module held in the left hand), and the third indicator indicates the image of the hand spectrum deleted when changing from the double decision mode to the single decision mode. When the third flag indicates that the game mode is the single-judgment mode, it is assumed that if the game mode is the double-judgment mode, it should be the flag of the subject time for determining the score. According to the present invention, even if the content of the subject is changed in accordance with the change of the game mode, the game device can present the problem to the player with ease. Moreover, due to the change of the game mode, it is clear that the problem is excluded from the object of the judgment result.

本發明的其他觀點之遊戲處理方法,係具備第一輸入接受步驟、第二輸入接受步驟、取得步驟、設定步驟以及進行步驟。A game processing method according to another aspect of the present invention includes a first input accepting step, a second input accepting step, an obtaining step, a setting step, and a performing step.

第一輸入接受步驟中,接受遊戲者經由第一輸入裝置而賦予的第一種指示輸入。In the first input accepting step, the first type of instruction input given by the player via the first input means is accepted.

第二輸入接受步驟中,接受該遊戲者經由第二輸入裝置而賦予的第二種指示輸入。In the second input accepting step, the second type of instruction input given by the player via the second input means is accepted.

取得步驟中,取得第二輸入裝置的位置或指向的規定時間內的變化量。In the obtaining step, the position of the second input device or the amount of change in the predetermined time period is obtained.

設定步驟中,所取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如此的情況時,則將該遊戲的模式設定為單判定模式。In the case where the acquired amount of change is equal to or greater than a predetermined threshold value, the game mode is set to the double determination mode. If this is not the case, the game mode is set to the single determination mode.

進行步驟中,該遊戲的模式為該雙判定模式的情況時,藉由該第一種指示輸入與該第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由該第一種指示輸入,使該遊戲進行。In the step of performing, when the mode of the game is the double determination mode, the game is performed by the first type of instruction input and the second type of instruction input, in the case of the single determination mode, by The first type of input is made for the game to proceed.

若依本發明的遊戲處理方法,遊戲裝置可對應控制器的使用狀況,切換為被推測為適當的遊戲模式。又,遊戲者不需要為了變更遊戲模式而按押模式切換按鈕的麻煩操作。因此,遊戲者可簡單地切換遊戲模式。According to the game processing method of the present invention, the game device can switch to the game mode estimated to be appropriate in accordance with the use status of the controller. Further, the player does not need to perform a troublesome operation of switching the mode button in order to change the game mode. Therefore, the player can simply switch the game mode.

本發明的其他觀點之電腦可讀取的資訊記錄媒體,係記憶著程式,該程式是使電腦發揮作為第一輸入接受部、第二輸入接受部、取得部、設定部以及進行部的機能的程式。Another aspect of the computer readable information recording medium of the present invention is a program for storing a computer as a function of a first input receiving unit, a second input accepting unit, an obtaining unit, a setting unit, and an executing unit. Program.

第一輸入接受部,係接受遊戲者經由第一輸入裝置而賦予的第一種指示輸入。The first input accepting unit accepts a first type of instruction input given by the player via the first input device.

第二輸入接受部,係接受該遊戲者經由第二輸入裝置而賦予的第二種指示輸入。The second input accepting unit accepts a second type of instruction input given by the player via the second input device.

取得部,係取得第二輸入裝置的位置或指向的規定時間內的變化量。The acquisition unit acquires the amount of change in the position or the pointing time of the second input device within a predetermined time.

設定部,係於被取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如此的情況時,則將該遊戲的模式設定為單判定模式。When the acquired amount of change is equal to or greater than a predetermined threshold value, the setting unit sets the game mode to the double determination mode. If this is not the case, the game mode is set to the single determination mode.

進行部,係於該遊戲的模式為該雙判定模式的情況時,藉由該第一種指示輸入與該第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由該第一種指示輸入,使該遊戲進行。In the case where the mode of the game is the double determination mode, the game is performed by the first type of instruction input and the second type of instruction input. When the mode is the single determination mode, the process is performed. The game is made by the first indication input.

若依本發明,即可使電腦作為如上述般地動作的遊戲裝置的機能。According to the present invention, the computer can be made to function as a game device that operates as described above.

本發明的其他觀點之程式,係使電腦發揮作為第一輸入接受部、第二輸入接受部、取得部、設定部以及進行部的機能。According to another aspect of the present invention, the computer functions as the first input accepting unit, the second input accepting unit, the obtaining unit, the setting unit, and the progress unit.

第一輸入接受部,係接受遊戲者經由第一輸入裝置而賦予的第一種指示輸入。The first input accepting unit accepts a first type of instruction input given by the player via the first input device.

第二輸入接受部,係接受該遊戲者經由第二輸入裝置而賦予的第二種指示輸入。The second input accepting unit accepts a second type of instruction input given by the player via the second input device.

取得部,係取得第二輸入裝置的位置或指向的規定時間內的變化量。The acquisition unit acquires the amount of change in the position or the pointing time of the second input device within a predetermined time.

設定部,係於被取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如此的情況時,則將該遊戲的模式設定為單判定模式。When the acquired amount of change is equal to or greater than a predetermined threshold value, the setting unit sets the game mode to the double determination mode. If this is not the case, the game mode is set to the single determination mode.

進行部,係於該遊戲的模式為該雙判定模式的情況時,藉由該第一種指示輸入與該第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由該第一種指示輸入,使該遊戲進行。In the case where the mode of the game is the double determination mode, the game is performed by the first type of instruction input and the second type of instruction input. When the mode is the single determination mode, the process is performed. The game is made by the first indication input.

若依本發明,即可使電腦作為如上述般地動作的遊戲裝置的機能。According to the present invention, the computer can be made to function as a game device that operates as described above.

又,本發明的程式可記錄於光碟、軟碟、硬碟、磁光碟、數位影像碟、磁帶、以及半導體記憶體等的電腦可讀取的資訊記憶媒體。Moreover, the program of the present invention can be recorded on a computer readable information memory medium such as a compact disc, a floppy disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a semiconductor memory.

上述程式係獨立於程式被執行的電腦,可經由電腦通信網散佈、販賣。又,上述資訊記憶媒體可獨立於電腦地散佈、販賣。The above programs are independent of the computer on which the program is executed and can be distributed and sold via a computer communication network. Moreover, the above information memory media can be distributed and sold independently of the computer.

若依本發明,即可提供一種為了使遊戲者可簡單地切換遊戲模式的適宜的遊戲裝置、遊戲處理方法、資訊記錄媒體以及程式。According to the present invention, it is possible to provide a suitable game device, game processing method, information recording medium, and program for enabling a player to easily switch the game mode.

(實施形態1)(Embodiment 1)

以下說明本發明的實施形態。以下,為了容易理解,利用遊戲用的資訊處理裝置來說明實現本發明的實施形態,但以下說明的實施形態係為了用以說明,並非用以限制本案發明的範圍。因此,只要是該業者,便可採用將這些各種要素或全部要素置換為與此均等的實施形態,而這些的實施形態亦被包含於本發明的範圍中。Hereinafter, embodiments of the present invention will be described. Hereinafter, in order to facilitate understanding, the embodiment of the present invention will be described using an information processing device for a game. However, the embodiments described below are for illustrative purposes and are not intended to limit the scope of the invention. Therefore, as long as it is the same, it is possible to adopt an embodiment in which these various elements or all of the elements are replaced by the same, and these embodiments are also included in the scope of the present invention.

第1圖係表示藉由執行程式,來實現本發明的實施形態之的戲裝置的機能之典型的資訊處理裝置的概要構成的模式圖。Fig. 1 is a schematic view showing a schematic configuration of a typical information processing device which realizes the function of the game device according to the embodiment of the present invention by executing a program.

資訊處理裝置100,具備中央處理單元(Central processing unit;CPU)101、唯讀記憶體(Read only memory;ROM)102、隨機存取記憶體(Random access memory;RAM)103、介面104、第一控制器111、第二控制器105、外部記憶體106、DVD-ROM(Digital Versatile Disk ROM)光碟機107、影像處理部108、聲音處理部109、以及網路介面卡(Network interface card;NIC)110。The information processing device 100 includes a central processing unit (CPU) 101, a read only memory (ROM) 102, a random access memory (RAM) 103, an interface 104, and a first Controller 111, second controller 105, external memory 106, DVD-ROM (Digital Versatile Disk ROM) optical disk drive 107, video processing unit 108, audio processing unit 109, and network interface card (NIC) 110.

將記憶著遊戲用的程式及資料的DVD-ROM,裝設於DVD-ROM光碟機107,並導通(投入)資訊處理裝置100的電源,藉此,該程式係被執行,本實施形態之遊戲裝置係被實現。The DVD-ROM in which the program and data for the game are stored is installed in the DVD-ROM drive 107, and the power of the information processing device 100 is turned on (input), whereby the program is executed, and the game of this embodiment is executed. The device is implemented.

CPU101,會控制資訊處理裝置100整體的動作,與各構成要素連接,進行控制信號、資料的交流。又,CPU101,係可對於所謂暫存器(未圖示)之可高速存取的記憶域,使用算術邏輯單元(Arithmetic logic unit;ALU)(未圖示),進行加減乘除等的算術運算;邏輯和、邏輯積、邏輯否定等的邏輯運算;以及位元和、位元積、位元反轉、位元移位、位元旋轉等的位元運算等。進而,為了可高速進行用以對應多媒體處理的加減乘除等的飽和運算、三角函數等、向量運算等,有被構成CPU101本身的CPU、或是具備協助處理器單元而實現的CPU。The CPU 101 controls the overall operation of the information processing apparatus 100, and is connected to each component to exchange control signals and data. Further, the CPU 101 can perform an arithmetic operation such as addition, subtraction, multiplication, division, and the like using an arithmetic logic unit (ALU) (not shown) for a high-speed access memory area of a temporary register (not shown); Logical operations such as logical sum, logical product, logical negation, etc.; and bit operations such as bit sum, bit product, bit inversion, bit shift, bit rotation, and the like. Further, in order to perform a saturation operation, a trigonometric function, or the like, a vector operation, or the like for the addition, subtraction, multiplication, and the like of the multimedia processing at a high speed, there is a CPU that constitutes the CPU 101 itself or a CPU that is implemented by the assist processor unit.

在ROM102中,記憶著電源導通之後立刻要被執行的初始程序載入器(Initial program loader;IPL),藉由此被執行,將被記錄於DVD-ROM中的程式讀出至RAM103,然後開始進行藉由CPU101所產生的執行。又,對於資訊處理裝置100整體的動作控制所必要的操作系統的程式、各種的資料,係被記錄於ROM102中。In the ROM 102, an initial program loader (IPL) to be executed immediately after the power is turned on is stored, by which the program recorded in the DVD-ROM is read out to the RAM 103, and then starts. The execution by the CPU 101 is performed. Further, programs of the operating system and various materials necessary for the overall operation control of the information processing apparatus 100 are recorded in the ROM 102.

RAM103,係用以暫時地記憶資料、程式,因此從DVD-ROM讀出的程式、資料、其他對於遊戲的進行或聊天通訊所必要的資料,可被保持。又,CPU101,係進行:在RAM103設置變數領域,對於被記憶於該變數中的值,直接使算數邏輯單元(ALU)作用來進行運算、或是暫時將被記憶於RAM103中的值記憶(收容)於暫存器之後,對於暫存器進行運算,然後將運算結果寫回記憶體等的處理。The RAM 103 is used to temporarily store data and programs. Therefore, programs, materials, and other materials necessary for game play or chat communication can be held from the DVD-ROM. Further, the CPU 101 is configured to set a variable field in the RAM 103, and directly operate an arithmetic logic unit (ALU) for the value stored in the variable, or temporarily memorize the value stored in the RAM 103 (accommodating the value). After the scratchpad, the operation is performed on the scratchpad, and then the operation result is written back to the memory or the like.

經由介面104而被連接的第一控制器111與第二控制器105,係接受遊戲者於遊戲執行之際進行的操作輸入。另外,第一控制器111與第二控制器105的詳細,於之後敘述。The first controller 111 and the second controller 105 connected via the interface 104 accept an operation input by the player at the time of execution of the game. The details of the first controller 111 and the second controller 105 will be described later.

表示遊戲等的遊玩狀況(過去的成績等)的資料、表示遊戲的進行狀態的資料、網路對戰的情況的聊天通訊的經歷(記錄)的資料等,係可重寫地被記憶於經由介面104而裝卸自如地連接的外部記憶體106中。遊戲者可經由第一控制器111與第二控制器105進行指示輸入,藉此能將這些的資料記錄於適當的外部記憶體106中。The data indicating the play status (the past results, etc.) of the game, the data indicating the progress status of the game, and the history (recording) of the chat communication in the case of the network battle are rewritably memorized via the interface. 104 is detachably connected to the external memory 106. The player can make an instruction input via the first controller 111 and the second controller 105, whereby the data can be recorded in the appropriate external memory 106.

用以實現遊戲的程式與伴隨遊戲的影像資料、聲音資料,係被記錄於要被裝設於DVD-ROM光碟機107的DVD-ROM中。藉由CPU101的控制,DVD-ROM光碟機107係進行對於被裝設於其中的DVD-ROM的讀出處理,讀出必要的程式、資料,這些係暫時被記憶於RAM103等之中。The video data and audio data of the program for realizing the game and the accompanying game are recorded on the DVD-ROM to be mounted on the DVD-ROM drive 107. By the control of the CPU 101, the DVD-ROM disc drive 107 performs read processing on the DVD-ROM to be mounted therein, and reads necessary programs and materials, which are temporarily stored in the RAM 103 or the like.

影像處理部108,係將從DVD-ROM讀出的資料,藉由CPU101、或影像處理部108所具備的影像運算處理器(未圖示),進行加工處理之後,將此記錄於影像處理部108所具備的訊框記憶體(未圖示)中。被記錄於訊框記憶體中的影像資訊,以規定的同步時序,被變換為影像信號,然後被輸出至連接於影像處理部108之顯示器(未圖示)。藉此,可表示各種影像。The image processing unit 108 records the data read from the DVD-ROM by the CPU 101 or a video processing processor (not shown) included in the image processing unit 108, and then records the data in the image processing unit. 108 of the frame memory (not shown). The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing, and then output to a display (not shown) connected to the image processing unit 108. Thereby, various images can be represented.

影像運算處理器,可高速地執行二次元影像的重疊運算、α混合等的透通運算、各種的飽和運算。The image calculation processor can perform superimposition calculation of the secondary image, high-transmission operation such as alpha blending, and various saturation calculations at high speed.

又,虛擬空間係以三次元而被構成的情況時,亦可藉由Z緩衝法來顯像(rendering)多角形資訊(被配置於該三次元空間內,並已被附加各種的紋理資訊的),高速執行用以獲得從規定的視點位置,向規定的視線的方向,俯瞰被配置於虛擬空間中的多角形而獲得顯像影像的運算。Moreover, when the virtual space is configured by three elements, the polygon information may be rendered by the Z-buffer method (configured in the three-dimensional space, and various texture information is added). In the high-speed execution, an operation for obtaining a developed image from a predetermined viewpoint position to a predetermined line of sight and overlooking a polygon arranged in the virtual space is obtained.

再者,藉由CPU101與影像運算處理器作協調動作,依據定義文字的形狀之字型資訊,可將文字列以二次元影像描繪於訊框記憶體、或是描繪於各多角形表面。Furthermore, by the CPU 101 and the image computing processor coordinating the operation, the character string can be drawn in the frame memory as a binary image or on the polygonal surface according to the font information defining the shape of the character.

聲音處理部109,係將從DVD-ROM讀出的聲音資料變換為類比聲音信號,然後使其從被連接於此的揚聲器(未圖示)輸出。另外,在CPU101的控制之下,生成在遊戲的進行中應使其發生的音效、樂曲資料,並使對應此的聲音從揚聲器輸出。The sound processing unit 109 converts the sound material read from the DVD-ROM into an analog sound signal, and then outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music pieces which should be generated during the progress of the game are generated, and the sound corresponding thereto is output from the speaker.

在聲音處理部109中,被記錄於DVD-ROM中的聲音資料為MIDI資料的情況時,參照具有此的音源資料,將MIDI資料變換為PCM資料。另外,ADPCM形式、Ogg Vorbis形式等的已壓縮聲音資料的情況時,則將其展開(解壓縮),變換為PCM資料。PCM資料係對應其取樣頻率的時序,進行數位/類比(Digital/Analog;D/A)變換,然後輸出至揚聲器,藉此可輸出聲音。In the case where the sound data recorded on the DVD-ROM is MIDI data, the sound processing unit 109 refers to the sound source data having this, and converts the MIDI data into PCM data. In the case of compressed sound data such as the ADPCM format or the Ogg Vorbis format, it is expanded (decompressed) and converted into PCM data. The PCM data is subjected to digital/analog (D/A) conversion corresponding to the timing of the sampling frequency, and then output to the speaker, thereby outputting sound.

NIC110,係用以將資訊處理裝置100連接於網際網路等的電腦通訊網(未圖示),藉由:依據構成區域網路(Local area network;LAN)之際被使用的10BASE-T/100BASE-T規格者;或是使用電話回線以連接於網際網路之類比數據機、整合服務數位網路(Integrated services digital network;ISDN)數據機、非對稱數位用路迴路(Asymmetric digital subscriber line;ADSL)數據機、使用有線電視回線以連接網際網路之纜線數據機等;以及用以進行這些構件與CPU101之間的仲介之介面(未圖示)而被構成。The NIC 110 is used to connect the information processing device 100 to a computer communication network (not shown) such as the Internet, and is based on 10BASE-T/100BASE used when a local area network (LAN) is formed. -T specifier; or use the telephone loop to connect to the Internet like an analog machine, an integrated services digital network (ISDN) modem, Asymmetric digital subscriber line (ADSL) A data machine, a cable modem that uses a cable television return line to connect to the Internet, and the like, and an interface (not shown) for performing an intermediary between the components and the CPU 101.

此外,資訊處理裝置100,亦可使用硬碟等的大容量外部記憶裝置,而構成可發揮與ROM102、RAM103、外部記憶體106、被裝設於DVD-ROM光碟機107中的DVD-ROM等相同的機能。Further, the information processing device 100 can be configured to use a large-capacity external memory device such as a hard disk, and can be configured to be used with the ROM 102, the RAM 103, the external memory 106, and the DVD-ROM mounted on the DVD-ROM drive 107. The same function.

以上說明的資訊處理裝置100,即相當於「適於消費者的電視遊戲裝置」,但只要是可進行表示虛擬空間般的影像處理者,即可實現本發明。因此,可於行動電話、攜帶式遊戲機、伴唱裝置、一般的商用電腦等的各種計算機上,實現本發明。The information processing device 100 described above corresponds to "a video game device suitable for a consumer", but the present invention can be realized as long as it is a video processor capable of displaying a virtual space. Therefore, the present invention can be realized on various computers such as a mobile phone, a portable game machine, a karaoke device, and a general business computer.

例如,一般的電腦係與上述資訊處理裝置100同樣地,具備CPU、RAM、ROM、DVD-ROM光碟機、以及NIC,並具備影像處理部,其具有較資訊處理裝置100更簡易的機能,而且,作為外部記憶裝置,除了具有硬碟以外,也可利用軟碟、磁光碟、磁帶等。另外,可利用鍵盤、滑鼠等作為輸入裝置,來取代第一控制器111與第二控制器105。For example, a general computer system includes a CPU, a RAM, a ROM, a DVD-ROM drive, and an NIC, and includes a video processing unit having a simpler function than the information processing device 100, and the like. As an external memory device, in addition to a hard disk, a floppy disk, a magneto-optical disk, a magnetic tape, or the like can be used. In addition, a keyboard, a mouse, or the like may be used as an input device instead of the first controller 111 and the second controller 105.

如上所述,遊戲者為賦予資訊處理裝置100指示輸入而使用的控制器,有第一控制器111與第二控制器105。遊戲者可同時使用第一控制器111與第二控制器105。或者,遊戲者可僅使用第一控制器111與第二控制器105的其中之一。As described above, the controller that the player uses to instruct the information processing apparatus 100 to input is the first controller 111 and the second controller 105. The player can use the first controller 111 and the second controller 105 at the same time. Alternatively, the player may use only one of the first controller 111 and the second controller 105.

本實施形態中,第一控制器111,係如第2圖所示,是設置於地上等的地墊型控制器。左按鈕121、下按鈕122、上按鈕123、右按鈕124等,被配置於第一控制器111。第一控制器111,一般係藉由遊戲者以腳踩踏來進行操作輸入。但遊戲者亦可以手來按押各按鈕。In the present embodiment, the first controller 111 is a floor mat type controller installed on the ground or the like as shown in Fig. 2 . The left button 121, the down button 122, the up button 123, the right button 124, and the like are disposed in the first controller 111. The first controller 111 generally performs an operation input by the player stepping on the foot. But the player can also press the buttons.

本實施形態中,第二控制器105,係能測定實際的空間中的第二控制器105的位置、姿勢等的各種參數的控制器。In the present embodiment, the second controller 105 is a controller that can measure various parameters such as the position and posture of the second controller 105 in the actual space.

第3圖係表示能測定實際的空間中的位置、姿勢等的各種的參數的第二控制器105與資訊處理裝置100的外觀的說明圖。FIG. 3 is an explanatory diagram showing the appearance of the second controller 105 and the information processing device 100 capable of measuring various parameters such as the position and posture in the actual space.

第二控制器105,係組合第一把持模組201、第二把持模組211、與發光模組251而成。第一把持模組201與第二把持模組211,係藉由無線通信而被連接成可與資訊處理裝置100作通信。第一把持模組201與第二把持模組211係互相被連接,亦即成為如「雙節棍」般的形態。發光模組251係以有線的方式而被連接成可與資訊處理裝置100作通信。資訊處理裝置100的處理結果的聲音及影像,係藉由電視裝置291而被輸出表示。The second controller 105 is formed by combining the first holding module 201, the second holding module 211, and the light emitting module 251. The first grip module 201 and the second grip module 211 are connected to communicate with the information processing device 100 by wireless communication. The first grip module 201 and the second grip module 211 are connected to each other, that is, in the form of a "nunchaku". The lighting module 251 is connected in a wired manner to communicate with the information processing apparatus 100. The sound and video of the processing result of the information processing device 100 are outputted by the television device 291.

首先,第一把持模組201,係作成類似電視裝置291的遙控器的外觀,其前端配置有CCD相機202。First, the first grip module 201 is formed as an appearance of a remote controller similar to the television device 291, and a CCD camera 202 is disposed at the front end thereof.

發光模組251被固定於電視裝置291的上部。發光二極體252被配置於發光模組251的兩端,藉由來自資訊處理裝置100的電源供給而發光。The light emitting module 251 is fixed to an upper portion of the television device 291. The light-emitting diodes 252 are disposed at both ends of the light-emitting module 251, and emit light by power supply from the information processing device 100.

第一把持模組201的CCD相機202,攝影此發光模組251的樣子。The CCD camera 202 of the first grip module 201 captures the appearance of the light-emitting module 251.

被攝影的影像的資訊,被送信至資訊處理裝置100。資訊處理裝置100的CPU101,係基於該被攝影的影像內的發光二極體252被攝影的位置,取得相對於發光模組251的第一把持模組201的實際空間中的位置。The information of the captured image is sent to the information processing apparatus 100. The CPU 101 of the information processing device 100 acquires a position in the actual space of the first grip module 201 of the light-emitting module 251 based on the position at which the light-emitting diode 252 in the captured image is captured.

此外,加速度感應器(典型的係三軸重力感應器)、角加速度感應器、傾斜感應器等,被內藏於第一把持模組201內,可測定第一把持模組201其本身的姿勢。此測定結果亦被送信至資訊處理裝置100。In addition, an acceleration sensor (typically a three-axis gravity sensor), an angular acceleration sensor, a tilt sensor, and the like are built in the first holding module 201, and the posture of the first holding module 201 can be measured. . The result of this measurement is also sent to the information processing apparatus 100.

十字鍵203被配置於第一把持模組201的頂面,遊戲者可藉由按下操作十字鍵203,賦予各種的方向指示輸入。另外,A按鈕204以外,各種按鈕206亦被配置於頂面上,可賦予被對應的該按鈕的指示輸入。The cross key 203 is disposed on the top surface of the first grip module 201, and the player can give various direction indication inputs by pressing the operation cross key 203. Further, in addition to the A button 204, various buttons 206 are also disposed on the top surface, and an instruction input corresponding to the button can be given.

B按鈕205係被配置於第一把持模組201的底面,與在第一把持模組201的底面所構成凹陷相互配合,而成為模擬手槍、機械手中的板機。典型地,虛擬空間內的手槍開槍或是以機械手的把持而實行的指示輸入,係使用B按鈕205而被進行。The B button 205 is disposed on the bottom surface of the first grip module 201, and cooperates with the recess formed on the bottom surface of the first grip module 201 to form a trigger for a simulated pistol or a robot. Typically, the pistol shot in the virtual space or the instruction input performed by the grip of the robot is performed using the B button 205.

另外,第一把持模組201的頂面的指示器207,係向遊戲者提示第一把持模組201的動作狀況、與資訊處理裝置100的無線通信狀況等。Further, the indicator 207 on the top surface of the first grip module 201 presents the player with the operation state of the first grip module 201, the wireless communication state with the information processing device 100, and the like.

被設置於第一把持模組201的頂面上的電源按鈕208,係進行第一把持模組201本身的動作的開、關,藉由被內藏於第一把持模組201內的電池(未圖示)而動作。The power button 208 disposed on the top surface of the first holding module 201 is configured to open and close the operation of the first holding module 201 itself, and is stored in the battery in the first holding module 201 ( It does not show).

此外,揚聲器209被配置於第一把持模組201的頂面,輸出依據從聲音處理部109被輸入的聲音信號而產生的聲音。振動器(未圖示)被設置於第一把持模組201內部,可基於來自資訊處理裝置100的指示,控制振動的有無、強弱。Further, the speaker 209 is disposed on the top surface of the first grip module 201, and outputs sound generated in accordance with a sound signal input from the sound processing unit 109. A vibrator (not shown) is provided inside the first grip module 201, and can control the presence or absence of vibration and strength based on an instruction from the information processing apparatus 100.

接著,第二把持模組211,係將第一把持模組201所具備的機能些許簡略化,但基本上係具備同等的機能的擴充用控制器。Next, the second grip module 211 simplifies the functions of the first grip module 201, but basically has an equivalent function expansion controller.

在第二把持模組211中,內藏加速度感應器(典型地係三軸重力感應器),可測定第二把持模組211其本身的姿勢。此測定結果亦被送信至資訊處理裝置100。另外,第二把持模組211亦可與第一把持模組201同樣地,具備CCD相機等,而可測定第二把持模組211的位置。In the second grip module 211, an acceleration sensor (typically a three-axis gravity sensor) is built in, and the posture of the second grip module 211 itself can be measured. The result of this measurement is also sent to the information processing apparatus 100. Further, the second grip module 211 may include a CCD camera or the like similarly to the first grip module 201, and may measure the position of the second grip module 211.

控制桿212,係遊戲者可順暢地賦予表示上下左右的指示輸入的輸入部,亦即將搖桿小型化後的輸入部。The control lever 212 allows the player to smoothly input an input unit that indicates the input of the up, down, left, and right directions, that is, the input unit that has been reduced in size by the joystick.

C按鈕213與Z按鈕214,係被配置於第二把持模組211的前端附近。遊戲者可藉由指尖等按押各按鈕,將各按鈕所對應的指示輸入,賦予資訊處理裝置100。The C button 213 and the Z button 214 are disposed near the front end of the second grip module 211. The player can press each button by a fingertip or the like to input an instruction corresponding to each button to the information processing apparatus 100.

以下,使用組合第一把持模組201、第二把持模組211、與發光模組251而成的第二控制器105,以第一把持模組201與第二把持模組211的實際世界中的位置、姿勢被測定為前提來進行說明。但是,即便不是依據如上述般的形態,例如,利用超音波、紅外線通信、全球定位系統(Global positioning system;GPS)等,來測定第二控制器105的實際世界中的位置、姿勢的情況,亦被包含於本發明的範圍中。又,亦可採用第二控制器105並非具備第一把持模組201與第二把持模組211兩者,而是僅具備其中一個(例如僅具備第一把持模組201)的實施形態。In the following, a second controller 105 that combines the first holding module 201, the second holding module 211, and the light emitting module 251 is used in the actual world of the first holding module 201 and the second holding module 211. The position and posture are measured as a premise to explain. However, even if it is not based on the above-described form, for example, ultrasonic wave, infrared communication, global positioning system (GPS), or the like is used to measure the position and posture of the second controller 105 in the actual world. It is also included in the scope of the invention. Further, the second controller 105 may be configured to include only one of the first grip module 201 and the second grip module 211, but only one of them (for example, only the first grip module 201).

接著,說明本實施形態的資訊處理裝置100執行的遊戲的概略。Next, an outline of a game executed by the information processing device 100 of the present embodiment will be described.

第4圖係被表示於顯示器的畫面400上的構成例。固定並被描繪於畫面400內的規定位置上的靜止記號401至404;描繪位置隨著時間的經過而移動的踩踏位置指示記號410(第4圖中係410A、410B、410C、410D四種);描繪位置隨著時間的經過而移動的搖動位置指示記號420(第4圖中係420A、420B二種);表示遊戲者的成績的量尺430;以及其他的背景影像等,係被表示於畫面400中。Fig. 4 is a configuration example shown on the screen 400 of the display. The stationary symbols 401 to 404 fixed and drawn at predetermined positions in the screen 400; the tread position indication symbol 410 in which the drawing position moves over time (four types of systems 410A, 410B, 410C, and 410D in FIG. 4) a shaking position indication symbol 420 (two types in the fourth drawing, 420A, 420B) that moves in accordance with the passage of time; a scale 430 indicating the score of the player; and other background images are displayed on In the picture 400.

踩踏位置指示記號410與搖動位置指示記號420,係配合被播放的音樂,被捲動表示(循環表示)。踩踏位置指示記號410中,描繪出上下左右的任一種箭號。搖動位置指示記號420中,描繪出表示第一把持模組201與第二把持模組211的任一種影像。The stepping position indication symbol 410 and the shaking position indication symbol 420 are matched with the played music and are scrolled (represented cyclically). In the stepping position indication symbol 410, any one of the up, down, left, and right arrows is drawn. In the shaking position indication symbol 420, any image indicating the first holding module 201 and the second holding module 211 is drawn.

靜止記號401至404,係分別指示遊戲者應按押按鈕121至124的時機(以下亦稱之為「課題時刻」。)的記號。靜止記號401至404中,描繪出上下左右的任一種箭號的影像。The stationary symbols 401 to 404 are symbols indicating the timing at which the player should press the buttons 121 to 124 (hereinafter also referred to as "question time"). In the stationary symbols 401 to 404, images of any of the upper and lower arrows are drawn.

靜止記號404亦兼作為指示遊戲者應搖動第一把持模組201的時機(課題時刻)的記號。又,靜止記號401亦兼作為指示遊戲者應搖動第二把持模組211的時機(課題時刻)的記號。本實施例中,以遊戲者右手持第一把持模組21,左手持第二把持模組211地遊玩遊戲為前提來作說明。The stationary mark 404 also serves as a symbol indicating the timing (question time) at which the player should shake the first grip module 201. Further, the stationary mark 401 also serves as a symbol indicating the timing (question time) at which the player should shake the second grip module 211. In this embodiment, the description is made on the premise that the player holds the first grip module 21 on the right and the second grip module 211 on the left.

踩踏位置指示記號410與搖動位置指示記號420,係朝向靜止記號401至404被描繪的位置,配合音樂的播放速度而移動。The stepping position indication symbol 410 and the shaking position indication symbol 420 are moved toward the position where the stationary symbols 401 to 404 are drawn, in accordance with the playback speed of the music.

若遊戲者於踩踏位置指示記號410移動至與靜止記號401至404相同位置時,按押對應於被描繪於靜止記號401至404的箭號的指向的按鈕121至124,則遊戲者的得分會被加算、量尺430所表示的值(舞蹈計)上升。If the player moves the pedal position indication symbol 410 to the same position as the stationary symbols 401 to 404, and presses the buttons 121 to 124 corresponding to the arrows of the arrows drawn on the stationary symbols 401 to 404, the player's score will be The value (dance meter) indicated by the addition and the ruler 430 is increased.

又,若遊戲者於搖動位置指示記號420移動至與靜止記號404或401相同位置時,搖動對應於靜止記號404的第一把持模組201或對應於靜止記號401的第二把持模組211,則遊戲者的得分會被加算、量尺430所表示的值(舞蹈計)上升。Moreover, if the player moves the shaking position indication symbol 420 to the same position as the stationary symbol 404 or 401, the first holding module 201 corresponding to the stationary symbol 404 or the second holding module 211 corresponding to the stationary symbol 401 is shaken. Then, the score of the player is increased, and the value (dance meter) indicated by the ruler 430 is raised.

踩踏位置指示記號410亦被稱為「足譜」,搖動位置指示記號420亦被稱為「手譜」。遊戲者的成績判定的詳細係於之後敘述。The stepping position indication symbol 410 is also referred to as "footprint", and the shaking position indication symbol 420 is also referred to as "hand spectrum". The details of the player's performance judgment are described later.

例如,若遊戲者於踩踏位置指示記號410移動至與靜止記號401至404的任一個重疊的位置時,以單腳按押對應於被移動至踩踏位置指示記號410所表示的箭號的按鈕(按鈕121至124的任一個),則可踩踏出配合被播放的音樂的模範的(標準的)舞蹈步伐。For example, if the player moves to the position where the stepping position indication symbol 410 is overlapped with any of the stationary symbols 401 to 404, the button corresponding to the arrow indicated by the stepped position indication symbol 410 is pressed with one foot ( Any one of the buttons 121 to 124) can step on the exemplary (standard) dance pace of the music being played.

又,例如,遊戲者於搖動位置指示記號420移動至與靜止記號401或404重疊的位置時,以單手搖動對應移動至搖動位置指示記號420的把持模組(第一把持模組201與第二把持模組211的任一個),則可作出配合被播放的音樂的模範的舞蹈姿勢。Further, for example, when the player moves the position indication symbol 420 to a position overlapping the stationary mark 401 or 404, the player shakes the corresponding holding module to the shaking position indication mark 420 with one hand (the first holding module 201 and the first Any one of the two gripping modules 211 can make an exemplary dance posture in accordance with the music being played.

以下的說明中,將遊戲者使用第一控制器111而作的指示輸入,稱為「第一種指示輸入」。第一種指示輸入的典型例,係基於依遊戲者對於按鈕121至124的按押而作的指示輸入。In the following description, the instruction input by the player using the first controller 111 is referred to as "the first type of instruction input". A typical example of the first type of indication input is based on an indication input by the player regarding the pressing of the buttons 121 to 124.

又,將遊戲者使用第二控制器105而作的指示輸入,稱為「第二種指示輸入」。第二種指示輸入的典型例,係基於第二控制器105所具備的第一把持模組201的依遊戲者的搖動操作而作的指示輸入;以及基於第二控制器105所具備的第二把持模組211的依遊戲者的搖動操作而作的指示輸入。Further, the instruction input by the player using the second controller 105 is referred to as "second type instruction input". A typical example of the second type of instruction input is based on an instruction input by the player's shaking operation of the first grip module 201 provided by the second controller 105; and based on the second controller 105. The instruction of the grip module 211 according to the player's shaking operation is input.

再者,被表示於畫面400上的影像之中,將對應於第一控制器111的影像稱為「第一種標識」。第一種標識的典型例,係踩踏位置指示記號410A至410D。又,被表示於畫面400上的影像之中,將對應於第二控制器105的影像稱為「第二種標識」。第二種標識的典型例,係搖動位置指示記號420A與420B。Further, among the images displayed on the screen 400, the image corresponding to the first controller 111 is referred to as a "first type of mark". A typical example of the first type of marking is the stepping position indication marks 410A to 410D. Further, among the images displayed on the screen 400, the image corresponding to the second controller 105 is referred to as a "second type marker". A typical example of the second type of identification is the shaking position indication marks 420A and 420B.

又,指定課題時刻與於其課題時刻時應按押的按鈕的資訊之組合,或者,指定課題時刻與於其課題時刻時應搖動的把持模組的區別的資訊之組合,稱為「課題」。一個課題係如[數學式1]般地被表示。In addition, a combination of information specifying the time of the subject and the information of the button to be pressed at the time of the subject, or a combination of the information specifying the difference between the subject time and the gripping module to be shaken at the time of the subject is called a "problem". . A subject is expressed as [Mathematical Formula 1].

P(i)=(T(i),B(x))...[數學式1]P(i)=(T(i), B(x))...[Mathematical Formula 1]

但是,遊戲內存在N個(N係1以上的整數)的課題。P(i)係表示從前頭算起第i(I係1以上N以下的整數)個的課題。T(i)係表示對應課題P(i)的課題時刻。B(x)係表示課題內容。However, there are N problems in the game (N-number 1 or more integers). P(i) is a problem in which i (I is an integer of 1 or more and N or less) from the head. T(i) indicates the time of the problem corresponding to the problem P(i). B(x) indicates the content of the subject.

課題內容B(x)中,表示按鈕121的值B(L)、表示按鈕122的值B(D)、表示按鈕123的值B(U)、表示按鈕124的值B(R)、表示第一把持模組201的B(HR)、表示第二把持模組211的B(HL)的任一個,係被指定。In the subject matter B(x), the value B (L) of the button 121, the value B (D) indicating the button 122, the value B (U) indicating the button 123, and the value B (R) indicating the button 124 indicate the Any one of B (HR) holding the module 201 and B (HL) indicating the second holding module 211 is designated.

例如,某課題係如[數學式2]般地被表示。For example, a certain subject is expressed like [Mathematical Formula 2].

P(i)=(T(i),B(L))...[數學式2]P(i)=(T(i), B(L))...[Math 2]

此時,遊戲的第i個課題係「於課題時刻T(i)按押第一控制器111的左按鈕121」。通常遊戲者於遊戲內的時間成為T(i)時,以腳踩踏左按鈕121即可。At this time, the i-th problem of the game is "the left button 121 of the first controller 111 is pressed at the target time T(i)". Usually, when the player's time in the game becomes T(i), the left button 121 can be stepped on with the foot.

例如,某課題係如[數學式3]般地被表示。For example, a certain subject is expressed like [Mathematical Formula 3].

P(i)=(T(i),B(HR))...[數學式3]P(i)=(T(i), B(HR))...[Mathematical 3]

此時,遊戲的第i個課題係「於課題時間T(i)搖動第一把持模組201」。遊戲者於遊戲內的時間成為T(i)時,搖動把持著第一把持模組201的手(通常係右手)即可。At this time, the i-th problem of the game is "swinging the first grip module 201 at the subject time T(i)". When the player's time in the game becomes T(i), the hand holding the first grip module 201 (usually the right hand) may be shaken.

亦可於一個課題時刻,對應複數的課題內容。例如,於課題時刻T(i)對應二個課題內容B(x1)、B(x2)的情況時,課題係如[數學式4]般地被表示。It can also correspond to the content of multiple topics at a project time. For example, when the subject time T(i) corresponds to the two subject contents B(x1) and B(x2), the subject is expressed as [Mathematical Formula 4].

P(i)=(T(i),B(x1),B(x2))...[數學式4]P(i)=(T(i), B(x1), B(x2))...[Math 4]

或者,亦可如[數學式5]與[數學式6]所示般地,表示為二相異課題。Alternatively, it may be expressed as a two-phase problem as shown in [Math 5] and [Math 6].

P(i)=(T(i),B(x1))...[數學式5]P(i)=(T(i), B(x1))...[Math 5]

P(i+1)=(T(i),B(x2))...[數學式6]P(i+1)=(T(i), B(x2))...[Math 6]

例如,某課題係如[數學式7]般地被表示。For example, a certain subject is expressed like [Mathematical Formula 7].

P(i)=(T(i),B(L),B(HR))...[數學式7]P(i)=(T(i), B(L), B(HR))...[Mathematical 7]

此時,遊戲的第i個課題係「於課題時刻T(i)按押第一控制器111的左按鈕121,且搖動第一把持模組201」。遊戲者於遊戲內的時間成為T(i)時,以腳踩踏左按鈕121,且搖動把持著第一把持模組201的手(通常係右手)即可。At this time, the i-th problem of the game is "the left button 121 of the first controller 111 is pressed at the target time T(i), and the first grip module 201 is shaken. When the player's time in the game becomes T(i), the left button 121 is stepped on by the foot, and the hand holding the first grip module 201 (usually the right hand) is shaken.

但是,在一個課題時刻中,即便最多亦以對應二個為止的課題內容為較佳。又,較佳是:已對應B(L)的課題中,對應除了B(L)與B(HL)以外的其他的課題內容,而在已對應B(R)的課題中,對應除了B(R)與B(HR)以外的其他的課題內容。However, it is preferable to use the subject matter corresponding to two at most in one subject time. Further, it is preferable that the problem corresponding to B(L) corresponds to a problem other than B(L) and B(HL), and in the problem corresponding to B(R), the corresponding B (() R) and other topics other than B (HR).

本實施形態中,為了更容易理解本發明,遊戲裝置係藉由表示於畫面400,將課題向遊戲者提示,但亦可不必向遊戲者提示。In the present embodiment, in order to make the present invention easier to understand, the game device presents the question to the player by being displayed on the screen 400, but it is not necessary to present the game to the player.

例如,遊戲中,首先,遊戲裝置藉由導入畫面等示範,之後,有讓遊戲者重複的練習模式。For example, in the game, first, the game device is demonstrated by importing a screen or the like, and thereafter, there is a practice mode in which the player repeats.

練習模式中,遊戲裝置表示對於課題的示範表演,如其所示,促進使遊戲者重複動作。接著,遊戲裝置於課題時刻不提出任何的提示(或者,僅提示最小限度的提示),使遊戲者重複動作。若可如示範所示則達成課題。例外,不限於練習模式而亦可於任意遊戲中,例如,作為用於適於高級者的完全無提示的遊戲模式,不向遊戲者提示課題。In the practice mode, the game device represents an exemplary performance for the subject, as shown therein, facilitating the player to repeat the action. Next, the game device does not present any prompts at the subject time (or only prompts a minimum prompt), and causes the player to repeat the operation. If the example can be demonstrated as shown in the example. The exception is not limited to the practice mode but may be in any game, for example, as a completely silent game mode for the advanced person, the problem is not presented to the player.

接著,說明以採用家庭用遊戲裝置500來作為資訊處理裝置100的實施形態中的遊戲裝置500的機能性構成。如第5圖所示,遊戲裝置500,具備第一輸入接受部501、第二輸入接受部502、取得部503、設定部504、以及進行部505。Next, a functional configuration of the game device 500 in the embodiment in which the home game device 500 is used as the information processing device 100 will be described. As shown in FIG. 5, the game device 500 includes a first input accepting unit 501, a second input accepting unit 502, an obtaining unit 503, a setting unit 504, and an executing unit 505.

第一輸入接受部501,係經由第一控制器111,接受由遊戲者賦予的第一種指示輸入。CPU101、介面104、第一控制器111,作協同動作,發揮作為第一輸入接受部501的機能。The first input accepting unit 501 receives the first type of instruction input given by the player via the first controller 111. The CPU 101, the interface 104, and the first controller 111 operate in cooperation, and function as the first input accepting unit 501.

第二輸入接受部502,係經由第二控制器105,接受由遊戲者賦予的第二種指示輸入。第二種指示輸入中,有依第一把持模組201的搖動操作而產生的指示輸入、以及依第二把持模組211的搖動操作而產生的指示輸入。CPU101、介面104、第二控制器105,作協同動作,發揮作為第二輸入接受部502的機能。The second input accepting unit 502 receives the second type of instruction input given by the player via the second controller 105. The second type of instruction input includes an instruction input generated by the shaking operation of the first grip module 201 and an instruction input generated by the shaking operation of the second grip module 211. The CPU 101, the interface 104, and the second controller 105 operate in cooperation, and function as the second input accepting unit 502.

取得部503,分別取得第一把持模組201的位置的規定時間內的變化量ΔP、第一把持模組201的指向的規定時間內的變化量ΔQ;、以及第二把持模組211的指向的規定時間內的變化量ΔR。CPU101、介面104、第一控制器111、第二控制器105,作協同動作,發揮作為取得部503的機能。The acquisition unit 503 acquires the amount of change ΔP within a predetermined time of the position of the first grip module 201, the amount of change ΔQ within a predetermined time in which the first grip module 201 is pointed, and the direction of the second grip module 211 The amount of change ΔR within the specified time. The CPU 101, the interface 104, the first controller 111, and the second controller 105 operate in cooperation, and function as the acquisition unit 503.

如上所述,遊戲者可藉由一邊以手掌握第二控制器105的第一把持模組201及/或第二把持模組211,一邊作搖動,改變各把持模組201、211的位置及/或指向。CPU101係以例如垂直同步(VSYNC)等的定期的時機,取得第一把持模組201的實際空間中的位置與指向、以及第二把模組211的實際空間中的指向。As described above, the player can shake the first holding module 201 and/or the second holding module 211 of the second controller 105 while grasping the position of each of the holding modules 201 and 211 and / or point to. The CPU 101 acquires the position and orientation in the real space of the first grip module 201 and the pointing in the real space of the second module 211 by a regular timing such as vertical synchronization (VSYNC).

CPU101,係將表示從現在時刻起僅至規定時間前為止的位置的資訊履歷以及表示指向的資訊履歷,暫時記憶於RAM103等之中。亦即,位置的履歷與指向的履歷係暫時記憶於RAM103等之中,與時間經過一起隨時被更新。而且,CPU101係分別計算規定時間內中的第一把持模組201的位置的變化量ΔP、第一把持模組201的指向的變化量ΔQ、以及第二把持模組211的指向的變化量ΔR。The CPU 101 temporarily stores the information history indicating the position up to the predetermined time from the current time and the information history indicating the pointing, in the RAM 103 or the like. In other words, the history of the location and the history of the pointing are temporarily stored in the RAM 103 or the like, and are updated at any time with the passage of time. Further, the CPU 101 calculates the amount of change ΔP of the position of the first grip module 201 in the predetermined time, the amount of change ΔQ of the pointing of the first grip module 201, and the amount of change ΔR of the pointing of the second grip module 211. .

CPU101,可求取從現在時刻起僅至規定時間前為止之間,第一把持模組201的位置已移動何種程度(遊戲者的位置已移動何種程度)、第一把持模組201的指向已移動何種程度(遊戲者的指向已移動何種程度)、以及第二把持模組211的指向已移動何種程度(遊戲者的指向已移動何種程度)。The CPU 101 can determine how much the position of the first grip module 201 has moved (to what extent the position of the player has moved) between the current time and only before the predetermined time, and the first grip module 201 How much has been moved (how much the player's pointing has moved), and how far the pointing of the second gripping module 211 has moved (how much the player's pointing has moved).

接著,藉由取得部503所取得的變化量為規定的臨界值以上的情況時,設定部504係將利用遊戲裝置500而被執行的遊戲,設定為雙判定模式,並非為如此的情況時,則設定為單判定模式。CPU101係發揮作為設定部504的機能。When the amount of change acquired by the acquisition unit 503 is equal to or greater than a predetermined threshold value, the setting unit 504 sets the game executed by the game device 500 to the double determination mode. If this is not the case, Then set to single judgment mode. The CPU 101 functions as the setting unit 504.

例如,CPU101係基於後述條件的判別結果,更新表示被記憶於RAM103的規定記憶領域中的遊戲模式為雙判定模式、或是單判定模式的旗標(以下稱為「模式旗標」)。For example, the CPU 101 updates the flag indicating that the game mode stored in the predetermined memory area of the RAM 103 is the double determination mode or the single determination mode (hereinafter referred to as "pattern flag") based on the determination result of the condition described later.

在此,說明本實施形態的遊戲裝置500中被執行的遊戲模式。遊戲模式中,有雙判定模式以及單判定模式。本實施形態中,CPU101係於遊戲開始當初將遊戲模式設定為雙判定模式。Here, the game mode executed in the game device 500 of the present embodiment will be described. In the game mode, there are a double decision mode and a single decision mode. In the present embodiment, the CPU 101 sets the game mode to the double determination mode at the beginning of the game.

雙判定模式,係基於使用第一控制器111的第一種輸入指示、與使用第二控制器105的第二種的輸入指示雙方,使遊戲進行的模式。如本實施形態般地,若第一控制器111為以腳踩踏賦予指示輸入的地墊型控制器,第二控制器105為以手搖動賦予指示輸入的把持型控制器,則遊戲裝置500係於雙判定模式中,基於課題時刻、遊戲者以腳踩踏各按鈕121至124的時機、以及遊戲者以手搖動第一把持模組201與第二把持模組211的時機,來判定遊戲者的成績。亦即,遊戲者是否於應搖動手的時機搖動手、以及是否於應踩踏步伐的時機踩踏步伐的雙方,係被判定。The double determination mode is a mode in which the game is performed based on the first input instruction using the first controller 111 and the second input instruction using the second controller 105. As in the present embodiment, when the first controller 111 is a floor-type controller that gives an instruction input by stepping on the foot, and the second controller 105 is a grip-type controller that gives an instruction input by hand, the game device 500 is used. In the double determination mode, the player's time is determined based on the time of the subject, the timing at which the player steps on the buttons 121 to 124, and the timing at which the player shakes the first grip module 201 and the second grip module 211 by hand. Results. That is, whether the player shakes his or her hand at the timing when the hand is shaken, and whether or not the two steps are stepped on at the timing of stepping on the pace is determined.

雙判定模式中,僅第一種標識或僅第二種標識、或是第一種標識與第二種標識兩者,被表示於畫面400。本實施形態中,踩踏位置指示記號410A至410D與搖動位置指示記號420A、420B的六種記號係被捲動表示。In the double decision mode, only the first type identifier or only the second type identifier, or both the first type identifier and the second type identifier are indicated on the screen 400. In the present embodiment, the six types of symbols of the stepping position indicating symbols 410A to 410D and the shaking position indicating symbols 420A and 420B are scrolled.

另一方面,單判定模式,係基於用第一控制器111的第一種輸入指示,使遊戲進行,第二種指示輸入係對於遊戲的進行不造成影響的模式。例如,遊戲裝置500係於單判定模式中,基於課題時刻、以及遊戲者以腳踩踏各按鈕121至124的時機,來判定遊戲者的成績。亦即,遊戲者是否於應踩踏步伐的時機踩踏步伐係被判定,但遊戲者是否於應搖動手的時機搖動手,則未被判定。On the other hand, the single determination mode is based on the first input instruction by the first controller 111 to cause the game to proceed, and the second instruction input is a mode in which the game is not affected. For example, the game device 500 is in the single determination mode, and determines the score of the player based on the time of the subject and the timing at which the player steps on each of the buttons 121 to 124. That is, whether the player steps on the pace at the timing of stepping on the pace is determined, but whether the player shakes the hand at the timing when the player should shake the hand is not determined.

單判定模式中,第一種標識與第二種標識之中,僅第一種標識被表示於畫面400。本實施形態中,踩踏位置指示記號410A至410D的四種記號,係被捲動表示。In the single determination mode, among the first type identifier and the second type identifier, only the first type identifier is indicated on the screen 400. In the present embodiment, the four symbols of the stepping position indicating symbols 410A to 410D are indicated by scrolling.

規定的臨界值ΔPTH 、ΔQTH 、ΔRTH ,分別被設於上述的變化量ΔP、ΔQ、ΔR中。The predetermined threshold values ΔP TH , ΔQ TH , and ΔR TH are respectively set in the above-described amounts of change ΔP, ΔQ, and ΔR.

CPU101,係於遊戲中,判別是否滿足下記條件1至3。亦即,CPU101係分別判別The CPU 101 determines whether or not the following conditions 1 to 3 are satisfied in the game. That is, the CPU 101 separately determines

(條件1)第一把持模組201的位置的變化量ΔP是否為臨界值ΔPTH 以上;(Condition 1) Whether the change amount ΔP of the position of the first grip module 201 is equal to or greater than the critical value ΔP TH ;

(條件2)第一把持模組201的指向的變化量ΔQ是否為臨界值ΔQTH 以上;以及(Condition 2) Whether the amount of change ΔQ of the pointing of the first grip module 201 is equal to or greater than the critical value ΔQ TH ;

(條件3)第二把持模組211的指向的變化量ΔR是否為臨界值ΔRTH 以上。(Condition 3) Whether or not the amount of change ΔR of the pointing of the second grip module 211 is equal to or greater than the critical value ΔR TH .

而且,CPU101,係於變化量ΔP、ΔQ、ΔR之中,只要有一個為臨界值以上的情況時,將遊戲模式設定為雙判定模式。CPU101係將表示雙判定模式的旗標值設定於模式旗標。Further, the CPU 101 sets the game mode to the double determination mode when one of the amounts of change ΔP, ΔQ, and ΔR is equal to or greater than the critical value. The CPU 101 sets the flag value indicating the double determination mode to the mode flag.

第一把持模組201的位置或指向、或是第二把持模組211的指向之中,至少一個以上正在變化為臨界值所示的量以上的情況時,CPU101係推定遊戲者正在一邊使用第二控制器105一邊遊玩遊戲。而且CPU101不僅是依第一控制器111的來自遊戲者的第一指示輸入,亦基於依第二控制器105的第二指示輸入,使遊戲進行。When at least one or more of the position of the first grip module 201 or the pointing of the second grip module 211 is changed to a value indicated by a threshold value, the CPU 101 estimates that the player is using the first The second controller 105 plays the game while playing. Further, the CPU 101 not only inputs the first instruction from the player according to the first controller 111, but also based on the second instruction input by the second controller 105 to cause the game to proceed.

另一方面,第一把持模組201的位置或指向、或是第二把持模組211的指向的任一者,皆未正在變化為臨界值所示的量以上的情況時,CPU101係推定遊戲者不使用第二控制器105而正在遊玩遊戲。CPU101係將遊戲模式設定為單判定模式。CPU101係將表示單判定模式的旗標值設定於模式旗標。CPU101係基於依第一控制器111的來自遊戲者的第一指示輸入,使遊戲進行。On the other hand, when neither the position or the pointing of the first grip module 201 nor the pointing of the second grip module 211 is changed to a value greater than the threshold value, the CPU 101 estimates the game. The player is playing the game without using the second controller 105. The CPU 101 sets the game mode to the single determination mode. The CPU 101 sets a flag value indicating the single determination mode to the mode flag. The CPU 101 causes the game to be played based on the first instruction input from the player by the first controller 111.

若遊戲者正在把持第一把持模組201與第二把持模組211的兩方或單方而遊戲,則第一把持模組201的位置、第一把持模組201的指向、以及第二把持模組211的指向之中,至少任一個變化的可能性高。因此,若這些變化量之中,任一個為臨界值以上,則可推測遊戲者正在把持第二控制器105。If the player is playing the two or one of the first grip module 201 and the second grip module 211, the position of the first grip module 201, the orientation of the first grip module 201, and the second grip mode Among the points of the group 211, at least one of them is highly likely to change. Therefore, if any of these variations is equal to or greater than the critical value, it is estimated that the player is holding the second controller 105.

另外,CPU101,亦可構成:於第一把持模組201的位置與指向、以及第二把持模組211的指向,皆正在變化為臨界值所示的量以上的情況時,推定遊戲者正在一邊使用第二控制器105,一邊遊玩遊戲,不僅依第一控制器111的來自遊戲者的第一指示輸入,亦基於依第二控制器105的第二指示輸入,使遊戲進行。Further, the CPU 101 may be configured such that when the position and orientation of the first grip module 201 and the orientation of the second grip module 211 are both changed to a value indicated by a critical value, the player is estimated to be on the side. When the second controller 105 is used, the game is played, not only according to the first instruction input from the player of the first controller 111, but also based on the second instruction input by the second controller 105.

又,CPU101,亦可先計算第一把持模組201的位置的變化量ΔP或指向的變化量ΔQ、或是第二把持模組211的指向的變化量ΔR之中的任一個或二個,並判別計算而得的變化量是否為規定的臨界值以上。此情況,並非全部的上述條件1~3,CPU101只要判別上述條件1~3之中,使用要被計算的變化量的條件是否被滿足即可。Further, the CPU 101 may first calculate one or two of the change amount ΔP of the position of the first grip module 201 or the change amount ΔQ of the pointing, or the change amount ΔR of the pointing of the second grip module 211. It is determined whether or not the calculated amount of change is equal to or greater than a predetermined critical value. In this case, not all of the above conditions 1 to 3, the CPU 101 may determine whether or not the condition of the amount of change to be calculated is satisfied among the above conditions 1 to 3.

第6圖係表示第一把持模組201的指向的變化量ΔQ的時間變化的例子的圖。如上所述,CPU101係基於變化量ΔQ是否為臨界值QTH 以上,來決定遊戲模式為雙判定模式或是單判定模式。例如,CPU101,係從變化量ΔQ未滿臨界值QTH 的時刻T1至時刻T2為止的時段601中。將遊戲設定為單判定模式。又,CPU101,係從變化量ΔQ為臨界值QTH 以上的時刻T2至時刻T4為止的時段602、603中,將遊戲設定為雙判定模式。Fig. 6 is a view showing an example of temporal changes in the amount of change ΔQ of the pointing of the first grip module 201. As described above, the CPU 101 determines whether the game mode is the double determination mode or the single determination mode based on whether or not the change amount ΔQ is equal to or greater than the threshold value Q TH . For example, the CPU 101 is in the period 601 from the time T1 to the time T2 when the amount of change ΔQ is less than the threshold value Q TH . Set the game to single judgment mode. Further, the CPU 101 sets the game to the double determination mode in the periods 602 and 603 from the time T2 to the time T4 in which the amount of change ΔQ is equal to or greater than the threshold value Q TH .

再者,CPU101係基於變化量ΔQ是否為規定值Qs以上,判別第一把持模組201是否藉由遊戲者而被搖動。此規定值Qs稱為「搖動判定基準值」。例如,CPU101,係於變化量ΔQ從未滿搖動判定基準值Qs變化為搖動判定基準值Qs以上的時刻T3,推定第一把持模組201係藉由遊戲者而被搖動。Further, the CPU 101 determines whether or not the first grip module 201 is shaken by the player based on whether or not the amount of change ΔQ is equal to or greater than the predetermined value Qs. This predetermined value Qs is referred to as a "shake determination reference value". For example, the CPU 101 estimates that the first grip module 201 is shaken by the player when the change amount ΔQ changes from the minimum shake determination reference value Qs to the shake determination reference value Qs or more.

或者,CPU101亦可推定於變化量ΔQ從未滿搖動判定基準值Qs變化為搖動判定基準值Qs以上的時刻T3起,至變化量ΔQ從搖動判定基準值Qs以上變化為未滿搖動判定基準值Qs的時刻T4為止之間的時段603,第一把持模組201係藉由遊戲者而被搖動。Alternatively, the CPU 101 may estimate that the change amount ΔQ changes from the shake determination reference value Qs or more to the under-shake determination reference value from the time T3 when the change from the shake determination determination value Qs to the shake determination reference value Qs or more. At the time period 603 between the time T4 of Qs, the first grip module 201 is shaken by the player.

例如,CPU101亦可推定於變化量ΔQ從未滿搖動判定基準值Qs變化為搖動判定基準值Qs以上的時刻T3起,至變化量ΔQ從搖動判定基準值Qs以上變化為未滿搖動判定基準值Qs的時刻T4為止之間的時段603,且於變化量ΔQ變成極大的時刻T5,第一把持模組201係藉由遊戲者而被搖動。For example, the CPU 101 may estimate that the change amount ΔQ changes from the shake determination reference value Qs or more to the under-shake determination reference value from the time T3 when the change from the shake determination determination value Qs to the shake determination reference value Qs or more. The time period 603 between the time T4 of Qs, and at the time T5 when the amount of change ΔQ becomes extremely large, the first grip module 201 is shaken by the player.

變化量ΔQ變成極大的時刻存在於複數處的情況時,亦可採用其中的任意時刻來作為第一把持模組201藉由遊戲者而被搖動的時刻。例如,CPU101亦可推定變化量ΔQ成為極大的時刻之中,第一把持模組201係於變化量ΔQ最大的時刻藉由遊戲者而被搖動。When the time when the amount of change ΔQ becomes extremely large exists in the plural, any time may be used as the time when the first grip module 201 is shaken by the player. For example, the CPU 101 may estimate that the first grip module 201 is shaken by the player at the time when the amount of change ΔQ is maximum.

不僅是第一把持模組201的指向的變化量ΔQ,搖動判定基準值亦可設於第一把持模組201的位置變化量ΔP、以及第二把持模組211的指向的變化量ΔR。對應變化量ΔP的搖動判定基準值定為PS ,對應變化量ΔR的搖動判定基準值定為RS 。可於第6圖的縱軸取ΔP或ΔR,將臨界值ΔQTH 置換為ΔPTH 或ΔRTH ,將搖動判定基準值ΔQS 置換為ΔPS 或ΔRSNot only the amount of change ΔQ of the first grip module 201, but also the shake determination reference value may be set to the position change amount ΔP of the first grip module 201 and the change amount ΔR of the second grip module 211. The rocking determination reference value corresponding to the change amount ΔP is set to P S , and the rocking determination reference value corresponding to the change amount ΔR is set to R S . ΔP or ΔR may be taken on the vertical axis of Fig. 6, and the critical value ΔQ TH may be replaced by ΔP TH or ΔR TH , and the shaking determination reference value ΔQ S may be replaced by ΔP S or ΔR S .

例如,CPU101亦可於第一把持模組201的位置的變化量ΔP成為搖動判定基準值PS 以上、或者第一把持模組201的指向的變化量ΔQ成為搖動判定基準值QS 以上的情況時,判別第一把持模組201係藉由遊戲者而被搖動。For example, the CPU 101 may have the change amount ΔP of the position of the first grip module 201 equal to or greater than the shake determination reference value P S or the change amount ΔQ of the pointing of the first grip module 201 to be equal to or greater than the shake determination reference value Q S . At this time, it is determined that the first grip module 201 is shaken by the player.

或者,CPU101亦可於第一把持模組201的位置的變化量ΔP成為搖動判定基準值PS 以上,且第一把持模組201的指向的變化量ΔQ成為搖動判定基準值QS 以上的情況時,判別第一把持模組201係藉由遊戲者而被搖動。Alternatively, the CPU 101 may change the positional change amount ΔP of the first grip module 201 to be equal to or greater than the shake determination reference value P S , and the amount of change ΔQ of the first grip module 201 may be equal to or greater than the shake determination reference value Q S . At this time, it is determined that the first grip module 201 is shaken by the player.

又,CPU101可依第一把持模組201的指向的變化量ΔQ是否為搖動判定基準值QS 以上,來判別第一把持模組201是否被搖動,且藉由判斷第二把持模組211的指向的變化量ΔR是否為搖動判定基準值RS 以上,來判別第二把持模組211是否被搖動。Moreover, the CPU 101 can determine whether the first gripping module 201 is shaken according to whether the amount of change ΔQ of the pointing of the first gripping module 201 is greater than or equal to the shaking determination reference value Q S , and by determining the second gripping module 211 Whether or not the pointed change amount ΔR is equal to or greater than the shake determination reference value R S determines whether or not the second grip module 211 is shaken.

如此,若使用變化量ΔP、ΔQ、ΔR;臨界值ΔQTH 、ΔPTH 、ΔRTH ;以及搖動判定基準值ΔQS 、ΔPS 、ΔRS ,則CPU101可基於這些值,推定遊戲者的動作和第一把持模組201與第二把持模組211的使用狀態等。As described above, when the amounts of change ΔP, ΔQ, ΔR; the threshold values ΔQ TH , ΔP TH , ΔR TH ; and the shaking determination reference values ΔQ S , ΔP S , ΔR S are used , the CPU 101 can estimate the motion of the player based on these values. The use state of the first grip module 201 and the second grip module 211, and the like.

例如,第一把持模組201的指向的變化量ΔQ為0時,可推定遊戲者將第一把持模組201置於地上等而未把持,或者,第一把持模組201故障或電池耗盡。此時,CPU101亦可將遊戲模式設定為單判定模式。For example, when the change amount ΔQ of the pointing of the first grip module 201 is 0, it can be estimated that the player puts the first grip module 201 on the ground or the like without holding, or the first grip module 201 is faulty or the battery is exhausted. . At this time, the CPU 101 can also set the game mode to the single determination mode.

例如,滿足0≦ΔQ<QTH 的情況時,CPU101可推定遊戲者不使用第一把持模組201,而正在遊玩遊戲。再者,CPU101亦可於規定時間連續滿足0≦ΔQ<QTH 的情況時,將遊戲模式設定為單判定模式。For example, when 0 ≦ ΔQ < Q TH is satisfied, the CPU 101 can estimate that the player is playing the game without using the first grip module 201. Further, when the CPU 101 can continuously satisfy 0 ≦ ΔQ < Q TH for a predetermined time, the CPU 101 can set the game mode to the single determination mode.

例如,滿足QTH ≦ΔQ<QS 的情況時,CPU101可推定遊戲者雖未搖動第一把持模組201,但正在把持著。For example, when Q TH ≦ ΔQ < Q S is satisfied, the CPU 101 can estimate that the player is holding the first grip module 201 without shaking.

例如,滿足QS ≦ΔQ的情況時,CPU101可推定正在把持著第一把持模組201,且搖動了第一把持模組201。如本實施形態般地,遊戲者於右手把持第一把持模組201來遊玩的遊戲中,CPU101可推定遊戲者搖動把持於右手的第一把持模組201。For example, when Q S ≦ ΔQ is satisfied, the CPU 101 can estimate that the first grip module 201 is being held and the first grip module 201 is shaken. In the game in which the player grips the first grip module 201 to play in the right hand, the CPU 101 can estimate that the player shakes the first grip module 201 held by the right hand.

以遊戲內容為健身、訓練等作為具體例,Take the game content as fitness, training, etc. as a specific example.

(a)滿足QS ≦ΔQ的情況時,CPU101係於畫面表示「GOOD」、「就是這個調調」等訊息、影像,輸出聲音,通知遊戲者;(a) When the Q S ≦ ΔQ is satisfied, the CPU 101 displays a message such as "GOOD" or "this tone" on the screen, and outputs a sound to notify the player;

(b)滿足QTH ≦ΔQ<QS 的情況時,CPU101係於畫面表示「手多動一點」、「再努力一點」等訊息、影像,輸出聲音,通知遊戲者;(b) When Q TH ≦ ΔQ < Q S is satisfied, the CPU 101 displays a message such as "many move a little" and "work harder", and outputs a sound to notify the player;

(c)滿足0<ΔQ<QTH 的情況時,CPU101係於畫面表示「手停止了喔」、「別放棄」等訊息、影像,輸出聲音,通知遊戲者;(c) When the case where 0 < ΔQ < Q TH is satisfied, the CPU 101 displays a message indicating that "the hand has stopped 喔", "don't give up", and the like, and outputs a sound to notify the player;

(d)ΔQ=0的情況時,CPU101亦可於畫面表示「控制器未連接喔」、「控制器或許故障了喔」等訊息、影像,輸出聲音,通知遊戲者。(d) When ΔQ = 0, the CPU 101 may also output a message such as "controller not connected" or "controller may be faulty" on the screen, and output a sound to notify the player.

如此,CPU101亦可對應遊戲者的動作和第一把持模組201與第二把持模組211的使用狀態的推定結果等,通知遊戲者適當的訊息。除了以文字、靜止影像、動畫等的表示,聲音的輸出作為通知遊戲者的手段之外,亦可使用第一把持模組的振動器、LED等的燈的閃爍等。In this manner, the CPU 101 can notify the player of an appropriate message in response to the action of the player and the estimation result of the use state of the first grip module 201 and the second grip module 211. In addition to the display of characters, still images, animations, and the like, the output of the sound may be used as a means for notifying the player, and the vibrator of the first grip module, the blinking of the lamp such as an LED, or the like may be used.

另外,滿足0≦ΔQ<QTH 的情況時,CPU101亦可對應第一把持模組201的指向,推定遊戲者的動作和第一把持模組201與第二把持模組211的使用狀態等。Further, when 0 ≦ ΔQ < Q TH is satisfied, the CPU 101 may estimate the operation of the player and the use state of the first grip module 201 and the second grip module 211 in accordance with the orientation of the first grip module 201.

例如,如第7A圖所示,0≦ΔQ<QTH (典型的係ΔQ=0),第一把持模組201水平地放置的情況,CPU101係推定遊戲者不過是暫時地放置第一把持模組201,再度把持第一把持模組201的可能性高,而不將遊戲模式從雙判定模式切換為單判定模式。For example, as shown in FIG. 7A, when 0 ≦ ΔQ < Q TH (typically ΔQ = 0), when the first grip module 201 is horizontally placed, the CPU 101 presume that the player merely temporarily places the first grip mode. The group 201 has a high possibility of holding the first grip module 201 again without switching the game mode from the double determination mode to the single determination mode.

另一方面,如第7B圖所示,0≦ΔQ<QTH (典型的係ΔQ=0),第一把持模組201垂直(橫向)地立起放置的情況,CPU101係推定遊戲者不使用第一把持模組201玩遊戲,再度把持第一把持模組201的可能性低,而將遊戲模式從雙判定模式切換為單判定模式。On the other hand, as shown in Fig. 7B, when 0 ≦ ΔQ < Q TH (typically ΔQ = 0), the first grip module 201 is vertically (laterally) placed upright, and the CPU 101 estimates that the player does not use it. The first grip module 201 plays the game, and the possibility of holding the first grip module 201 again is low, and the game mode is switched from the double determination mode to the single determination mode.

上述的把持模組201的放置方法與推定結果的對應僅為一例示。上述說明中,亦可置換水平與垂直,以指向其他的規定的方向的姿勢放置時,亦可進行雙判定模式與單判定模式的切換。The correspondence between the placement method of the above-described grip module 201 and the estimation result is merely an example. In the above description, the horizontal and vertical directions may be replaced, and when the posture is placed in another predetermined direction, the double determination mode and the single determination mode may be switched.

在此係利用第一把持模組201的指向的變化量ΔQ來作說明,但CPU101亦可使用第一把持模組201的位置的變化量ΔP,同樣地推測遊戲者的動作、第一把持模組201的使用狀態等。又,CPU101亦可使用第二把持模組211的指向的變化量ΔR,同樣地推測遊戲者的動作、第二把持模組211的使用狀態等。Here, the change amount ΔQ of the first grip module 201 is used for the description. However, the CPU 101 can also use the amount of change ΔP of the position of the first grip module 201 to estimate the motion of the player and the first grip mode. The use status of the group 201, and the like. Further, the CPU 101 can also use the amount of change ΔR of the pointing of the second grip module 211, and similarly estimate the motion of the player, the state of use of the second grip module 211, and the like.

又,CPU101,係可於遊戲模式為單判定模式時,變化量ΔP、ΔQ、ΔR之中,至少任一個以上成為上述臨界值以上的情況時,再度從單判定模式切換為雙判定模式。Further, when the game mode is the single determination mode, when the game mode is the single determination mode, when at least one of the change amounts ΔP, ΔQ, and ΔR is equal to or greater than the above-described threshold value, the CPU 101 can again switch from the single determination mode to the double determination mode.

又,CPU101,亦可於遊戲的開始當初設定為單判定模式,變化量ΔP、ΔQ、ΔR之中至少任一個以上成為上述臨界值以上的情況時,從單判定模式切換為雙判定模式。Further, the CPU 101 may be set to the single determination mode at the beginning of the game, and may switch from the single determination mode to the double determination mode when at least one of the change amounts ΔP, ΔQ, and ΔR is equal to or greater than the threshold value.

接著,進行部505係於遊戲模式為雙判定的情況時,依第一種輸入指示與第二種指示輸入使遊戲進行。又,遊戲模式為單判定模式的情況時,依第一種指示輸入使遊戲進行。CPU101係發揮作為進行部505的機能。Next, when the progress unit 505 is in the case where the game mode is double determination, the progress is made by the first input instruction and the second instruction input. Further, when the game mode is the single determination mode, the game is played according to the first instruction input. The CPU 101 functions as the progress unit 505.

亦即,CPU101係於上述的模式旗標的值表示為雙判定模式的情況時,依第一種指示輸入與第二種指示輸入使遊戲進行。另一方面,CPU101係於上述的模式旗標的值表示為單判定模式的情況時,依第一種指示輸入使遊戲進行,並使第二種指示輸入不影響遊戲的進行。That is, when the CPU 101 indicates that the value of the mode flag described above is the double determination mode, the game is performed in accordance with the first instruction input and the second instruction input. On the other hand, when the CPU 101 indicates that the value of the mode flag described above is the single determination mode, the game is performed in accordance with the first instruction input, and the second instruction input does not affect the progress of the game.

例如,CPU101係於雙判定模式的情況時,捲動(循環)表示踩踏位置指示記號410A至410D以及搖動位置指示記號420A、420B。而且,CPU101提供遊戲者以遊戲者於規定的時機移動腳及/或手作為課題的遊戲。其結果,遊戲者可習得範例的舞蹈舞步、手勢。For example, when the CPU 101 is in the double determination mode, scrolling (loop) indicates the stepping position indication symbols 410A to 410D and the shaking position indication symbols 420A and 420B. Further, the CPU 101 provides a game in which the player moves the foot and/or the hand as a problem at a predetermined timing. As a result, the player can learn the example dance steps and gestures.

又例如,CPU101係於單判定模式的情況時,捲動表示踩踏位置指示記號410A至410D,而不捲動表示搖動位置指示記號420A、420B。而且CPU101提供遊戲者以遊戲者於規定的時機移動腳作為課題的遊戲。其結果,遊戲者可習得範例的舞蹈舞步。For example, when the CPU 101 is in the single determination mode, the scrolling indicates the stepping position indication symbols 410A to 410D, and the scrolling position indication symbols 420A and 420B are not scrolled. Further, the CPU 101 provides a game in which the player moves the player's foot at a predetermined timing. As a result, the player can learn the dance steps of the example.

又,CPU101亦可於單判定模式中,並非基於第一種指示輸入而是基於第二種指示輸入,使遊戲進行,於畫面400中,僅使第一種標識與第二種標識之中的第二種標識表示。亦即,亦可於遊戲者應搖動手的時機,是否搖動手係被判定,但遊戲者應踩踏步伐的時機,是否踩踏步伐未被判定。此時,CPU101提供遊戲者以遊戲者於規定的時機移動手作為課題的遊戲。其結果,遊戲者可習得範例的舞蹈手勢。Further, in the single determination mode, the CPU 101 may perform the game based on the second type of instruction input instead of the first type of instruction input. In the screen 400, only the first type of identification and the second type of identification are included. The second type of logo indicates. That is to say, it is also possible to determine whether or not the hand is judged when the player should shake the hand, but the timing at which the player should step on the step, whether or not the pedaling step is not determined. At this time, the CPU 101 provides a game in which the player moves the hand as a target at a predetermined timing. As a result, the player can learn the example dance gestures.

接著,說明上述各部執行的遊戲處理。第8圖係表示本實施形態的遊戲處理的流程圖。以下的說明中,設定為具備第一控制器111係遊戲者通常以腳踩踏的地墊型的控制器,第二控制器105係遊戲者通常手持按押、搖動的把持型的控制器。但若遊戲裝置500具備複數控制器,可從各控制器接受依遊戲者的指示輸入,各控制器的形狀、機能、用途等,不依本發明而被限定。Next, the game processing executed by each of the above units will be described. Fig. 8 is a flow chart showing the game processing of the embodiment. In the following description, the first controller 111 is provided with a floor mat type controller that the player usually pedals with the foot, and the second controller 105 is a grip type controller that the player usually holds and swings. However, if the game device 500 includes a plurality of controllers, it is possible to receive an instruction input from the controllers according to the instructions of the player, and the shape, function, use, and the like of each controller are not limited by the present invention.

又,以下的說明中,採用舞蹈遊戲為例來作說明。第一種指示輸入,係藉由依遊戲者的第一控制器111的各按鈕121至124的按押操作,被輸入至CPU101。第二種指示輸入,係藉由依遊戲者的第二控制器105的第一把持模組201的搖動操作與第二把持模組211的搖動操作,被輸入至CPU101。但遊戲內容,不依本發明而被限定。In the following description, a dance game will be described as an example. The first type of instruction input is input to the CPU 101 by the pressing operation of the buttons 121 to 124 of the first controller 111 of the player. The second instruction input is input to the CPU 101 by the shaking operation of the first grip module 201 of the second controller 105 of the player and the shaking operation of the second grip module 211. However, the content of the game is not limited by the present invention.

首先,CPU101係從DVD-ROM等讀出用以表示預先被設定的課題的資料(步驟S801)。又,CPU101係從DVD-ROM等讀出可藉由聲音處理部109而播放(再生)的音樂資料。First, the CPU 101 reads out data indicating a problem set in advance from a DVD-ROM or the like (step S801). Further, the CPU 101 reads out music material that can be played (reproduced) by the sound processing unit 109 from a DVD-ROM or the like.

CPU101,開始播放已讀出的音樂資料,且開始計測從音樂的起始算起的經過時間(步驟S802)。The CPU 101 starts playing the music material that has been read, and starts measuring the elapsed time from the start of the music (step S802).

接著,CPU101,取得第一控制器111與第二控制器105的狀態(步驟S803)。Next, the CPU 101 acquires the states of the first controller 111 and the second controller 105 (step S803).

具體地,CPU101,係分別計算規定時間內的第一把持模組201的位置的變化量ΔP、第一把持模組201的指向的變化量ΔQ、以及第二把持模組211的指向的變化量ΔR。所謂的規定時間內,典型地係指從現在時刻的X秒前至現在時刻為止的時間內。規定時間亦可以VSYNC等定期的更新的發生次數而被表示。Specifically, the CPU 101 calculates the amount of change ΔP of the position of the first grip module 201, the amount of change ΔQ of the pointing of the first grip module 201, and the amount of change of the pointing of the second grip module 211, respectively. ΔR. The so-called predetermined time period typically refers to the time from X seconds before the current time to the current time. The predetermined time can also be indicated by the number of occurrences of periodic updates such as VSYNC.

CPU101係判別變化量ΔP、ΔQ、ΔR的任一個是否為規定的臨界值以上(步驟S804)。亦即,CPU101係分別判別是否滿足上述的條件1、條件2、條件3。The CPU 101 determines whether or not any of the amounts of change ΔP, ΔQ, and ΔR is equal to or greater than a predetermined threshold (step S804). That is, the CPU 101 determines whether or not the above-described condition 1, condition 2, and condition 3 are satisfied.

變化量ΔP、ΔQ、ΔR的任一個以上為規定的臨界值以上的情況時(步驟S804;YES),CPU101係將遊戲模式設定為雙判定模式,來進行遊戲(步驟S805)。亦即,此時,CPU101係推定遊戲者正在使用第二控制器105遊玩遊戲而進行遊戲。CPU101係於變化量ΔP及/或ΔQ為規定的臨界值以上的情況時,推定遊戲者正在一邊手握第一把持模組201一邊遊玩,於變化量ΔR為規定的臨界值以上的情況時,推定遊戲者正在一邊手握第二把持模組211一邊遊玩。When any one or more of the amounts of change ΔP, ΔQ, and ΔR are equal to or greater than a predetermined threshold value (step S804; YES), the CPU 101 sets the game mode to the double determination mode to play the game (step S805). That is, at this time, the CPU 101 estimates that the player is playing the game using the second controller 105 to play the game. When the amount of change ΔP and/or ΔQ is equal to or greater than a predetermined threshold value, the CPU 101 estimates that the player is playing while holding the first grip module 201, and when the amount of change ΔR is equal to or greater than a predetermined threshold value, It is estimated that the player is playing while holding the second grip module 211.

另一方面,變化量ΔP、ΔQ、ΔR的任一個皆非規定的臨界值以上的情況時(步驟S804;NO),CPU101係將遊戲模式設定為單判定模式,來進行遊戲(步驟S806)。亦即,CPU101係推定遊戲者並未正在手持第一把持模組201與第二把持模組211雙方地遊玩遊戲而進行遊戲。On the other hand, when any of the amounts of change ΔP, ΔQ, and ΔR is not equal to or greater than the predetermined threshold value (step S804; NO), the CPU 101 sets the game mode to the single determination mode to play the game (step S806). That is, the CPU 101 estimates that the player is not playing the game by both the first grip module 201 and the second grip module 211.

在此,「進行遊戲」係具體地,例如,藉由第一種或第二種指示輸入是否依遊戲者而被進行來改變遊戲的演出,直至樂曲結束為止持續提出課題。Here, the "playing game" specifically changes the performance of the game by, for example, whether the first or second type of instruction input is performed by the player, and continues to raise the question until the end of the music.

例如,CPU101係於雙判定模式中,若第一種或第二種指示輸入被進行,則進行使靜止記號401至404的任一個,或者,踩踏位置指示記號410、搖動位置指示記號420被捲動表示的線路,明亮發光的演出。For example, the CPU 101 is in the double determination mode, and if the first or second type of instruction input is performed, any one of the stationary symbols 401 to 404 is performed, or the stepping position indication symbol 410 and the rocking position indication symbol 420 are rolled. The line of motion, the bright and luminous performance.

亦即,遊戲者可簡單地區分依遊戲裝置500而被判別為已按押的按鈕、或者被判定為已搖動的把持模組是哪一個。That is, the player can easily distinguish between the button that is determined to have been pressed by the game device 500 or the grip module that is determined to have been shaken.

另一方面,單判定模式中,CPU101,若第一種指示輸入被進行,則進行使靜止記號401至404等明亮發光的演出,但即便第二種指示輸入被進行,亦不改變靜止記號401至404等的表示。遊戲的練習模式、示範、或者測驗模式等中,並不一定要判定遊戲的進行時的遊戲者的成績。On the other hand, in the single determination mode, when the first type of instruction input is performed, the CPU 101 performs a performance of brightly lighting the stationary symbols 401 to 404, etc., but the stationary symbol 401 is not changed even if the second instruction input is performed. To the indication of 404, etc. In the practice mode, demonstration, or test mode of the game, it is not necessary to determine the score of the player at the time of the game.

或者,所謂的「進行遊戲」,係指藉由於規定的課題時刻,對應其規定的課題時刻的指示輸入是否依遊戲者而被進行(亦即是否完成課題),來判定遊戲者的成績,且至樂曲結束為止,或者,到達量尺430表示的臨界值為止,持續提出課題。Alternatively, the term "playing a game" refers to determining whether or not the player's achievement is determined by whether or not the instruction is input to the player (that is, whether the problem is completed) in accordance with the predetermined time of the problem. Until the end of the music, or until the critical value indicated by the ruler 430 is reached, the problem continues to be raised.

亦即,CPU101係於雙判定模式中,對於成績判定對象的全部的課題,基於於課題時刻中,按押操作或搖動操作是否被進行,來判定遊戲者的成績。In other words, the CPU 101 is in the double determination mode, and determines whether the player's performance is determined based on whether or not the pressing operation or the shaking operation is performed in the subject time for all the questions of the achievement determination target.

例如,CPU101係若課題被完成,則加算量尺430的表示值(舞蹈計),遊戲者的得分,但若課題未被完成,則減少430的表示值,不加算遊戲者的得分。For example, when the CPU 101 is completed, the CPU 101 adds the representative value (dance meter) of the scale 430 to the score of the player. However, if the problem is not completed, the value of 430 is decreased, and the score of the player is not added.

又例如,CPU101係於雙判定模式中,若課題被完成,則進行提高遊戲內的觀眾的歡聲的音量,明亮遊戲內的虛擬的聚光燈或實際的聚光燈般的演出,但若課題未被完成,則進行觀眾發出噓聲,聚光燈變暗般的演出。Further, for example, the CPU 101 is in the double determination mode, and when the problem is completed, the volume of the cheering of the viewer in the game is increased, and the virtual spotlight or the actual spotlight-like performance in the bright game is performed. However, if the problem is not completed, Then the audience will beep and the spotlight will be dimmed.

另一方面,單判定模式中,CPU101係基於課題內容為關於第一控制器111的課題(亦即B(L)、B(D)、B(U)、B(R)的任一個)是否被完成來判定遊戲者的成績,但課題內容為關於第二控制器105的課題(亦即B(HL)、B(HR)的任一個),則不判定成績。On the other hand, in the single determination mode, the CPU 101 determines whether or not the problem with respect to the first controller 111 (that is, any of B (L), B (D), B (U), and B (R)) is based on the content of the problem. The score of the player is determined to be completed, but the subject matter is the subject of the second controller 105 (that is, any of B (HL) and B (HR)), and the score is not determined.

接著,CPU101判別於課題時刻是否有被課題內容指定的指示輸入(步驟S807)。Next, the CPU 101 determines whether or not there is an instruction input specified by the subject content at the subject time (step S807).

無指示輸入的情況時(步驟S807;NO),移至後述的步驟S809的處理。於課題時刻無指示輸入的情況時,CPU101視為其課題未被達成,亦可將遊戲者的得分減分,亦可不加分也不減分。又,本實施形態中,於課題時刻無指示輸入的情況時,雖然遊戲者的得分不減分,但減少量尺430表示的值(舞蹈計)。When there is no instruction input (step S807; NO), the process proceeds to step S809, which will be described later. When there is no instruction input at the time of the subject, the CPU 101 considers that the problem has not been fulfilled, and may also reduce the score of the player's score, or may not add points or subtract points. Further, in the present embodiment, when there is no instruction input at the time of the subject, the player's score is not reduced, but the value indicated by the ruler 430 is reduced (dance meter).

另一方面,有指示輸入的情況時(步驟S807;YES),CPU101係對應課題時刻與依遊戲者的指示輸入的時刻之間的誤差,來計算遊戲者的得分,藉此來求取遊戲者的成績(步驟S808)。On the other hand, when there is an instruction input (step S807; YES), the CPU 101 calculates the score of the player based on the error between the target time and the time input by the player's instruction, thereby obtaining the player. The result is (step S808).

例如,CPU101,係於依遊戲者的指示輸入的時刻,位於課題時刻的前後的規定時間以內的情況時,對遊戲者的得分加算規定的成功分數,但於非規定時間以內的情況時,則不加算或減算規定的失敗分數。For example, when the CPU 101 is within the predetermined time before and after the subject time, the CPU 101 adds a predetermined success score to the score of the player, but when it is within a predetermined time, Failure to add or subtract the specified failure score.

然後,CPU101使遊戲畫面400生成,並表示於顯示器(步驟S809)。例如,如第4圖所示,靜止記號401至404、隨著遊戲的進行向靜止記號401至404捲動的第一種標識(亦即踩踏位置指示記號410A至410D)、相同地隨著遊戲的進行捲動的第二種標識(亦即搖動位置指示記號420A、420B)、以及量尺430等,被包含於此遊戲畫面400中。Then, the CPU 101 causes the game screen 400 to be generated and displayed on the display (step S809). For example, as shown in Fig. 4, the stationary marks 401 to 404, the first type of marks (i.e., the stepping position indicating marks 410A to 410D) that are scrolled toward the stationary marks 401 to 404 as the game progresses, are identically followed by the game. The second type of scrolling (i.e., the shaking position indication marks 420A, 420B), the scale 430, and the like are included in the game screen 400.

藉由反覆執行上述各處理,配合被播放的音樂的遊戲畫面400係被表示。The game screen 400 in association with the played music is displayed by repeatedly performing the above-described respective processes.

如以上般地,若依本實施形態,遊戲裝置500,即為可於可使用包含位置及/或指向可變的控制器(或把持模組)的複數個控制器的遊戲中,根據位置的變化量及/或指向的變化量,來判斷遊戲者是否正在使用位置及/或指向可變的控制器遊玩遊戲,並對應判斷結果,變更為適當的遊戲模式。As described above, according to the present embodiment, the game device 500 is a game in which a plurality of controllers including positions and/or pointing controllers (or gripping modules) can be used, depending on the position. The amount of change and/or the amount of change in the direction is used to determine whether the player is using the position and/or pointing to the variable controller to play the game, and changing to the appropriate game mode according to the judgment result.

遊戲者不須麻煩的操作,即可簡單地切換使用二控制器的雙判定模式與僅使用單一控制器的單判定模式,持續遊戲。The player can easily switch between the dual decision mode using the two controllers and the single decision mode using only a single controller without cumbersome operation.

例如,以雙判定模式正在遊玩移動手與腳兩方的遊戲的時候,手酸而僅想以腳遊戲的情況時,只要將手持的模組放置於桌上、地面等,即可切換為單判定模式。此時,遊戲者不必中斷遊戲,不花費工夫去僅為了切換模式而按押按鈕。For example, when you are playing a game that moves both hands and feet in the double judgment mode, if you want to play with your feet, you can switch to a single by placing the handheld module on the table, the ground, etc. Decision mode. At this point, the player does not have to interrupt the game, and does not spend time to push the button just to switch modes.

例如,以單判定模式遊玩中,欲恢復雙判定模式的情況時,僅以手拿取放置於桌上、地面等的模組,即可切換為雙判定模式。For example, in the case of playing in the single-judgment mode, when the double-judgment mode is to be restored, the module placed on the table, the ground, or the like can be taken only by hand, and can be switched to the double-judgment mode.

又,若應用本發明,於複數的遊戲者互相競賽舞技的聚會型遊戲中,各遊戲者至少使用一控制器遊玩遊戲的時候,遊戲裝置500,不用麻煩遊戲者的手便能適當地切換對戰用模式與一人用模式。Further, according to the present invention, in a party type game in which a plurality of players compete for each other, when the player uses at least one controller to play the game, the game device 500 can appropriately switch without the trouble of the player's hand. Battle mode and one person mode.

例如,二人的遊戲者之中,若一遊戲者於遊戲中途放棄而不使用控制器,則其放棄的遊戲者所使用的控制器的位置的變化量及/或指向的變化量變得未滿規定的臨界值。遊戲裝置500便可判別一遊戲者未參加遊戲,而從對戰模式(雙判定模式)切換為一人遊戲模式(單判定模式)。此模式切換之際,遊戲裝置500係可不使遊戲中斷,順暢地從對戰模式轉移至一人遊戲模式。又,亦可不使遊戲中斷,順暢地從一人遊戲模式轉移至對戰模式。For example, among two players, if a player gives up in the middle of the game without using the controller, the amount of change and/or the amount of change in the position of the controller used by the player who abandoned the game becomes insufficient. The specified threshold. The game device 500 can determine that a player has not participated in the game, and switches from the competition mode (double determination mode) to the one-play game mode (single determination mode). When this mode is switched, the game device 500 can smoothly shift from the competition mode to the one-play game mode without interrupting the game. Moreover, it is also possible to smoothly shift from the one-player game mode to the battle mode without interrupting the game.

再者,有必須連接電池至控制器作為供給電源的情況時,電池耗盡;或是必須使用接頭等將控制器與外部電源連接的情況時,電源線分離的可能性。又,亦有控制器故障的可能性。發生這些無法預期的意外的情況時,控制器的位置的變化量及/或指向的變化量係未滿規定的臨界值(典型地變化量成為零)。遊戲裝置500係可由控制器的位置的變化量及/或指向的變化量,來判斷此控制器是否為可使用的狀態,並對應判斷結果,變更為適當的遊戲模式。亦即,遊戲裝置500係可於控制器被推測為因電池耗盡、故障等不可使用的情況時,自動地變更為不使用此控制器的遊戲模式。Furthermore, when there is a case where it is necessary to connect the battery to the controller as a power supply, the battery is exhausted; or when the controller must be connected to an external power source using a connector or the like, the power supply line may be separated. Also, there is a possibility of controller failure. In the event of these unforeseen surprises, the amount of change in the position of the controller and/or the amount of change in the direction is less than the specified threshold (typically the amount of change becomes zero). The game device 500 determines whether or not the controller is in a usable state by the amount of change in the position of the controller and/or the amount of change in the direction, and changes to an appropriate game mode in accordance with the determination result. That is, the game device 500 can be automatically changed to a game mode in which the controller is not used when the controller is presumed to be unusable due to a battery exhaustion, a failure, or the like.

其他的實施例Other embodiments

(實施形態2)(Embodiment 2)

接著,說明本發明的其他的實施形態。本實施形態,係在對應被設定的遊戲模式,改變課題內容和於顯示器放映的畫面400的構成等之處,與上述實施形態相異。於以下詳述。Next, other embodiments of the present invention will be described. The present embodiment differs from the above-described embodiment in that the content of the subject and the configuration of the screen 400 displayed on the display are changed in accordance with the set game mode. Detailed below.

如第9圖所示,本實施形態的遊戲裝置500更具備提示部901。As shown in FIG. 9, the game device 500 of the present embodiment further includes a presentation unit 901.

提示部901,係於課題時刻時,現在被對應的指示輸入的種類為第一種的情況時,於畫面400表示第一種標識。又,提示部901,係於課題時刻時,現在被對應的指示輸入的種類為第二種的情況時,表示第二種標識。遊戲裝置係以於畫面400表示第一種或第二種標識,對遊戲者提示課題。遊戲者若觀看畫面400內的第一種標識與第二種標識,即可立刻判斷課題時刻與課題時刻內容(亦即,應於何時做何動作)。CPU101與影像處理部108作協同動作,來發揮作為提示部901的機能。When the presentation unit 901 is in the case of the subject time and the type of the corresponding instruction input is the first type, the first indicator is displayed on the screen 400. Further, when the presentation unit 901 is at the subject time and the type of the corresponding instruction input is now the second type, the presentation unit 901 indicates the second type of flag. The game device indicates that the first or second type of logo is displayed on the screen 400 to present a question to the player. If the player views the first type of logo and the second type of logo in the screen 400, the subject time and the subject time content (i.e., when and what action should be made) can be immediately determined. The CPU 101 and the video processing unit 108 operate in cooperation to function as the presentation unit 901.

又,上述實施形態中,以遊戲裝置500為具有將課題向遊戲者提示的構成來作說明。本實施形態中,基於遊戲模式的變更,進行部505可適當地變更課題,提示部901於課題的變更前後,改變並提示課題的表示的方法。Further, in the above-described embodiment, the game device 500 is described as having a configuration for presenting a problem to the player. In the present embodiment, the progress unit 505 can appropriately change the problem based on the change of the game mode, and the presentation unit 901 changes and prompts the presentation of the question before and after the change of the question.

進行部505係於遊戲模式為單判定模式的情況時,於對應課題時刻的指示輸入的種類為第二種之課題時刻,對應第一種指示輸入。亦即,單判定模式中,於對應當初相當於二種指示輸入的指示內容(在此係B(HL)與B(HR)二種)之課題時刻,重新對應相當於第一種指示輸入的指示內容(在此係B(L)、B(D)、B(U)、B(HR)四種)。更簡單地來說,「手譜」變為「足譜」。When the game mode is the single determination mode, the progress unit 505 sets the type of the instruction input at the corresponding subject time to the second type of question time, and corresponds to the first type of instruction input. In other words, in the single determination mode, the reference content corresponding to the two kinds of instruction inputs (in this case, B (HL) and B (HR)) is re-corresponding to the first type of instruction input. Indicates the content (here, B(L), B(D), B(U), B(HR)). More simply, the "hand sheet" becomes "full spectrum."

又,進行部505係分別將B(HL)替換為概念上意指相同左方的B(L),將B(HR)替換為概念上意指相同右方的B(R)為較佳。亦即,如搖動左手的課題內容替換為踩踏左腳的課題內容,搖動右手的課題內容替換為踩踏右腳的課題內容般地,變更課題為較佳。但此僅為一例而亦可變更為任意的課題內容。Further, the progress unit 505 replaces B (HL) with B (L) which conceptually means the same left side, and replaces B (HR) with B (R) which conceptually means the same right side. In other words, if the content of the subject that is shaking the left hand is replaced with the subject matter of the left foot, the content of the subject that shakes the right hand is replaced with the content of the subject that is stepping on the right foot, and the problem of the change is preferable. However, this is only an example and can be changed to any subject matter.

因此,於雙判定模式時第二種標識被表示的課題中,於單判定模式時,第一種標識係取代第二種標識而被表示。Therefore, in the case where the second flag is indicated in the double decision mode, in the single decision mode, the first type of flag is indicated instead of the second flag.

第10圖係雙判定模式(亦即課題交換前)的畫面400的構成例。第11圖係單判定模式(亦即課題交換後)的畫面400的構成例。CPU101若殘留課題時刻為未達現在時刻的課題,則關於殘留的課題,於被對應相當於第二種指示輸入的課題內容的課題時刻,重新對應相當於第一種指示輸入的課題內容。Fig. 10 is a diagram showing an example of the configuration of the screen 400 in the double determination mode (i.e., before the subject exchange). Fig. 11 is a diagram showing an example of the configuration of the screen 400 in the single determination mode (i.e., after the subject exchange). When the CPU 101 has a problem that the target time is not up to the current time, the remaining problem is re-corresponding to the subject content corresponding to the first type of instruction input at the time of the problem corresponding to the subject content corresponding to the second instruction input.

CPU101,係如第10圖所示,已提示於畫面400的課題中,有第二種標識的情況時,如第11圖所示,於被對應課題時刻的指示輸入的種類為第二種之課題時刻,重新對應第一種指示輸入。As shown in FIG. 10, in the case where there is a second type of flag that is presented on the screen 400, as shown in FIG. 11, the type of instruction input at the corresponding subject time is the second type. At the time of the topic, the first instruction input is re-corresponding.

但是,CPU101,亦可對於已提示於畫面400內的課題,不變更課題內容,又,對於未提示於畫面400內的課題,於被對應相當於第二種指示輸入的課題內容的課題時刻,重新對應相當於第一種指示輸入的課題內容。However, the CPU 101 may not change the subject content to the problem that has been presented on the screen 400, and may not be the subject time that is not presented in the screen 400, and the subject time corresponding to the subject content corresponding to the second instruction input. Re-correspond to the content of the subject equivalent to the first type of input.

此手法係適於欲於是否變更遊戲模式的判斷時期與實際上變更遊戲模式的變更時期之間,設置時滯的情況。因已被提示於畫面400內的標識不會突然改變,可不賦予遊戲者異常感而無困難地切換遊戲模式。This method is suitable for setting a time lag between a determination period in which the game mode is to be changed or a change period in which the game mode is actually changed. Since the flag that has been presented in the screen 400 does not suddenly change, the game mode can be switched without difficulty by giving the player an abnormal feeling.

或者,CPU101,亦可對於已提示於畫面400內,且從現在時刻起,至僅規定時間之前的時刻為止的時刻(例如,從現在起n秒間等)的課題,不變更課題內容,而對於從現在時刻起,規定時間以後的時刻(例如,從現在起n秒後等)的課題,於被對應相當於第二種指示輸入的課題內容的課題時刻,重新對應相當於第一種指示輸入的課題內容。Alternatively, the CPU 101 may not change the subject content to the question that has been presented on the screen 400 and from the current time to the time before the predetermined time (for example, n seconds from now). From the current time, the problem at the time after the predetermined time (for example, n seconds after the current time) is re-corresponding to the first type of instruction input at the time of the subject corresponding to the content of the second instruction input. Subject content.

換言之,對於已提示於畫面400內,且從畫面400內的靜止記號401至404的位置至搖動位置指示記號420的位置為止的距離1001為未滿規定距離的課題,搖動位置指示記號420的表示不變,但對於距離1001為規定距離以上的課題,搖動位置指示記號420係變為踩踏位置指示記號410。In other words, the distance 1001 that has been presented in the screen 400 and from the position of the stationary mark 401 to 404 in the screen 400 to the position of the shaking position indication symbol 420 is a problem that the predetermined distance is not exceeded, and the representation of the shaking position indication symbol 420 is indicated. The same is true, but the swing position indication symbol 420 is the stepping position indication symbol 410 for the problem that the distance 1001 is equal to or greater than the predetermined distance.

藉由此手法,可不賦予遊戲者異常感而無困難地切換遊戲模式。又,因已出現於畫面400內的「手譜」切換為「足譜」的樣子而被表示,對遊戲者而言,遊戲模式被變更一事,係一目瞭然。又,來到靜止記號401至404的至近的搖動位置指示記號420不會突然變為踩踏位置指示記號410,而使遊戲者混亂。By this means, it is possible to switch the game mode without difficulty by giving the player an abnormal feeling. Further, since the "hands" that has appeared on the screen 400 is switched to the "footprint", it is clear that the game mode is changed for the player. Further, the closest shaking position indicating symbol 420 to the stationary symbols 401 to 404 does not suddenly become the pedaling position indicating symbol 410, which confuses the player.

因其他的構成係與上述實施形態相同而省略說明。若依本實施形態,遊戲者若觀看畫面400,則可直覺地理解課題時刻與課題內容。又,畫面400的構成係對應遊戲模式的變更而改變,因此,遊戲者可明白地認識遊戲模式。The other configurations are the same as those of the above embodiment, and the description thereof is omitted. According to the present embodiment, if the player views the screen 400, the subject time and the subject matter can be intuitively understood. Further, since the configuration of the screen 400 changes in accordance with the change of the game mode, the player can clearly understand the game mode.

(實施形態3)(Embodiment 3)

接著,說明本發明的其他實施形態。本實施形態係實施形態2的變化例,與實施形態2相同地,對應被設定的遊戲模式,改變課題內容和放映於顯示器的畫面400的構成等。以下詳述。Next, other embodiments of the present invention will be described. This embodiment is a modification of the second embodiment, and similarly to the second embodiment, the content of the subject and the configuration of the screen 400 displayed on the display are changed in accordance with the set game mode. The details are as follows.

進行部505係於遊戲模式為單判定模式的情況時,刪除課題時刻被對應的指示輸入的種類為第二種之課題時刻。亦即,單判定模式中,於當初相當於二種指示輸入的指示內容(在此係B(HL)與B(HR)二種)被對應之課題時刻,沒有相當於第二種指示輸入的課題。更簡單地來說,「足譜」係維持保留而無「手譜」。When the progress unit 505 is in the case where the game mode is the single determination mode, the type of the instruction input corresponding to the deletion of the problem time is the second problem time. That is, in the single determination mode, at the time when the instruction content corresponding to the two kinds of instruction inputs (in this case, B (HL) and B (HR) are corresponding), there is no equivalent of the second instruction input. Question. More simply, "Football" maintains a reservation without a "handsmanship".

第12圖係單判定模式(亦即課題的替換後)的畫面400的構成例。CPU101若殘留課題時刻為未達現在時刻的課題,則關於殘留的課題,檢索相當於第二種指示輸入的課題內容被對應的課題時刻,依檢索的內容刪除課題。亦即,相當於第二種指示輸入的課題內容被對應的課題係被消除,不為判定成績的對象。Fig. 12 is a diagram showing an example of the configuration of the screen 400 in the single determination mode (i.e., after the replacement of the subject). When the CPU 101 has a problem that the target time is not up to the current time, the CPU 101 searches for the problem time corresponding to the problem content corresponding to the second instruction input, and deletes the problem according to the content of the search. In other words, the content of the subject corresponding to the second type of instruction input is eliminated by the corresponding subject, and is not the target of the judgment result.

CPU101,係如第10圖所示,已提示於畫面400的課題中,有第二種標識的情況時,如第12圖所示,刪除被對應於課題時刻的指示輸入的種類為第二種之課題。As shown in FIG. 10, when there is a second type of flag displayed on the screen 400, as shown in FIG. 12, the type of the instruction input corresponding to the target time is deleted as the second type. The subject.

但是,CPU101亦可對於已提示於畫面400內的課題不變更課題內容,又,對於未提示於畫面400內的課題,刪除相當於第二種指示輸入的課題內容被對應的課題。However, the CPU 101 may delete the problem content that has been presented on the screen 400, and delete the problem corresponding to the subject content corresponding to the second instruction input for the problem that is not presented in the screen 400.

此手法係適於欲於是否變更遊戲模式的判斷時期與實際上變更遊戲模式的變更時期之間設置時滯的情況。因已被提示於畫面400內的標識不會突然改變,可不賦予遊戲者異常感而無困難地切換遊戲模式。This method is suitable for a case where a time lag is set between a determination period in which the game mode is to be changed or a change period in which the game mode is actually changed. Since the flag that has been presented in the screen 400 does not suddenly change, the game mode can be switched without difficulty by giving the player an abnormal feeling.

或者,CPU101亦可對於已提示於畫面400內,且從現在時刻起,至僅規定時間之前的時刻為止的時刻(例如,從現在起n秒間等)的課題,不變更課題內容,而對於從現在時刻起,規定時間以後的時刻(例如,從現在起n秒後等)的課題,刪除相當於第二種指示輸入的課題內容被對應的課題。Alternatively, the CPU 101 may not change the subject content to the question that has been presented on the screen 400 and from the current time to the time before the predetermined time (for example, n seconds from now). At the time of the time after the lapse of the time (for example, after n seconds from now), the problem corresponding to the subject content corresponding to the second instruction input is deleted.

換言之,對於已提示於畫面400內,且從畫面400內的靜止記號401至404的位置至搖動位置指示記號420的位置為止的距離1001為未滿規定距離的課題,搖動位置指示記號420的表示不變,但對於距離1001為規定距離以上的課題,搖動位置指示記號420係消失不見。In other words, the distance 1001 that has been presented in the screen 400 and from the position of the stationary mark 401 to 404 in the screen 400 to the position of the shaking position indication symbol 420 is a problem that the predetermined distance is not exceeded, and the representation of the shaking position indication symbol 420 is indicated. Although it is not changed, the shaking position indication symbol 420 disappears for the problem that the distance 1001 is equal to or greater than the predetermined distance.

藉由此手法,可不賦予遊戲者異常感而無困難地切換遊戲模式。又,因已出現於畫面400內的「手譜」消失的樣子被表示,對遊戲者而言,遊戲模式被變更係一目瞭然。又,來到靜止記號401至404的至近的搖動位置指示記號420不會突然消失,使遊戲者混亂。By this means, it is possible to switch the game mode without difficulty by giving the player an abnormal feeling. Further, since the "hand sheet" that has appeared on the screen 400 disappears, the game mode is changed to the player. Further, the closest shaking position indicating symbol 420 to the stationary symbols 401 to 404 does not suddenly disappear, causing the player to be confused.

若依本實施形態,遊戲者若觀看畫面400,則可直覺地理解課題時刻與課題內容。又,畫面400的構成係對應遊戲模式的變更而改變,因此,遊戲者可明瞭地認識遊戲模式。According to the present embodiment, if the player views the screen 400, the subject time and the subject matter can be intuitively understood. Further, since the configuration of the screen 400 changes in accordance with the change of the game mode, the player can clearly recognize the game mode.

(實施形態4)(Embodiment 4)

接著,說明本發明的其他實施形態。本實施形態係實施形態2、3的變化例,與實施形態2、3相同地,對應被設定的遊戲模式,改變課題內容和放映於顯示器的畫面400的構成等。以下詳述。Next, other embodiments of the present invention will be described. This embodiment is a modification of the second and third embodiments. Similarly to the second and third embodiments, the content of the subject and the configuration of the screen 400 displayed on the display are changed in accordance with the set game mode. The details are as follows.

進行部505係與上述各實施形態相同地,遊戲模式為單判定模式的情況時,刪除課題時刻被對應的指示輸入的種類為第二種之課題時刻。In the same manner as in the above-described embodiments, the progress unit 505 is configured such that when the game mode is the single determination mode, the type of the instruction input corresponding to the deletion of the problem time is the second problem time.

提示部901係與上述各實施形態相同地,於課題時刻時,現在被對應的指示輸入的種類為第一種的情況時,於畫面400表示第一種標識。In the same manner as in the above-described embodiments, the presentation unit 901 indicates the first type of flag on the screen 400 when the type of the corresponding instruction input is the first type at the time of the subject.

又,提示部901係於現在的遊戲模式為雙判定模式,且課題時刻時,現在被對應的指示輸入的種類為第二種的情況時,表示第二種標識。另一方面,提示部901係於現在的遊戲模式為單判定模式,課題時刻時,現在被對應的指示輸入的種類為第二種的情況時,表示第三種標識以取代第二種標識。Further, the presentation unit 901 indicates that the current game mode is the double determination mode, and when the type of the corresponding instruction input is the second type at the time of the subject, the second indicator is displayed. On the other hand, the presentation unit 901 indicates that the current game mode is the single determination mode, and when the type of the corresponding instruction input is the second type at the time of the problem, the third identifier is replaced by the second identifier.

第三種標識係指在被消除之前表示存在的課題的標識。第三種標識,典型地係將搖動位置指示記號420A、420B如殘像般地淡淺地表示的記號1320A、1320B。或者,亦可用漸漸淡出、漸漸縮小等,以規定的方法使搖動位置指示記號420A、420B的色彩、形狀、大小等變化的記號。The third type of identification refers to the identification of the subject that is present before being eliminated. The third type of marker is typically a symbol 1320A, 1320B that oscillates the position indicator 420A, 420B as if it were an image. Alternatively, it is also possible to change the color, shape, size, and the like of the shaking position indicating symbols 420A and 420B by a predetermined method by gradually fading out, gradually reducing, and the like.

因第三種標識表示的時刻尚未被對應課題,因此,對於依CPU101的遊戲者的成績判定不造成任何影響。Since the time indicated by the third type flag has not yet been subjected to the corresponding question, there is no influence on the determination of the score of the player according to the CPU 101.

第13圖係單判定模式(亦即課題的替換後)的畫面400的構成例。CPU101若殘留課題時刻為未達現在時刻的課題,則關於殘留的課題,檢索相當於第二種指示輸入的課題內容被對應的課題時刻,依檢索的內容刪除課題。亦即,相當於第二種指示輸入的課題內容被對應的課題係被消除,不為判定成績的對象。但CPU101係表示第三種標識以取代第二種標識。Fig. 13 is a diagram showing an example of the configuration of the screen 400 in the single determination mode (i.e., after the replacement of the subject). When the CPU 101 has a problem that the target time is not up to the current time, the CPU 101 searches for the problem time corresponding to the problem content corresponding to the second instruction input, and deletes the problem according to the content of the search. In other words, the content of the subject corresponding to the second type of instruction input is eliminated by the corresponding subject, and is not the target of the judgment result. However, the CPU 101 represents a third identifier to replace the second identifier.

此時,CPU101,係如第10圖所示,已提示於畫面400的課題中,有第二種標識的情況時,如第13圖所示,刪除被對應於課題時刻的指示輸入的種類為第二種之課題,將刪除對象的第二種標識替換為第三種標識。因已被提示於畫面400內的標識不會突然消失、突然改變,可不賦予遊戲者異常感而無困難地切換遊戲模式。At this time, as shown in FIG. 10, when there is a second type of flag displayed on the screen 400, the CPU 101 deletes the type of the instruction input corresponding to the subject time as shown in FIG. The second problem is to replace the second identifier of the deleted object with the third one. Since the logo that has been presented on the screen 400 does not suddenly disappear and suddenly changes, the game mode can be switched without difficulty by giving the player an abnormal feeling.

又,CPU101,係亦可對於已提示於畫面400內的課題,不變更課題內容,又,對於未提示於畫面400內的課題,刪除被對應於相當於第二指示輸入的課題內容的課題,將刪除對象的第二種標識替換為第三種標識。Further, the CPU 101 may delete the subject matter that has been presented on the screen 400, and delete the subject that is not presented in the screen 400, and delete the subject corresponding to the subject content corresponding to the second instruction input. Replace the second identifier of the deleted object with the third one.

或者,CPU101亦可對於已提示於畫面400內,且從現在時刻起,至僅規定時間之前的時刻為止的時刻(例如,從現在起n秒間等)的課題,不變更課題內容,而對於從現在時刻起,規定時間以後的時刻(例如,從現在起n秒後等)的課題,刪除被對應相當於第二種指示輸入的課題內容的課題,將刪除對象的第二種標識替換為第三種標識。Alternatively, the CPU 101 may not change the subject content to the question that has been presented on the screen 400 and from the current time to the time before the predetermined time (for example, n seconds from now). At the time of the time after the lapse of time (for example, after n seconds from now), the problem corresponding to the content of the subject corresponding to the second instruction input is deleted, and the second type of the deleted object is replaced with the second Three kinds of logos.

即便依本實施形態,遊戲者若觀看畫面400,亦可直覺地理解課題時刻與課題內容。又,畫面400的構成係對應遊戲模式的變更而改變,因此,遊戲者可明瞭地認識遊戲模式。又,若持第二控制器105來遊玩,可一目瞭然被賦予如何的課題,因此,遊戲者亦可進行意象訓練。According to the present embodiment, if the player views the screen 400, the player can intuitively understand the subject time and the subject content. Further, since the configuration of the screen 400 changes in accordance with the change of the game mode, the player can clearly recognize the game mode. Further, if the second controller 105 is used for play, it is possible to give a question at a glance, and therefore, the player can perform image training.

本發明不限定於上述的實施形態,而可為各種的變化及應用。又,亦可自由地組合上述實施形態的各構成要素。The present invention is not limited to the above embodiments, and various changes and applications are possible. Further, each component of the above embodiment can be freely combined.

亦可將用以使電腦作為遊戲裝置500的全部或一部分而動作的程式記錄於記憶卡、CD-ROM、DVD、MO(Magneto optical disk;磁光碟)等的電腦可讀取的記錄媒體並散發,將此裝載其他的電腦,使其作為上述的手段而動作、或是使其執行上述的步驟。A program for causing a computer to operate as a whole or a part of the game device 500 may be recorded on a computer-readable recording medium such as a memory card, a CD-ROM, a DVD, an MO (Magneto optical disk), or the like. This is to load another computer to operate as the above means or to perform the above steps.

再者,亦可先於具有網際網路上的伺服裝置的碟裝置等記錄程式,例如,使其重疊於載波,下載於電腦等。Furthermore, the program may be recorded prior to a disc device having a servo device on the Internet, for example, superimposed on a carrier wave and downloaded to a computer or the like.

又,本案主張日本專利申請案特願2008-138174號之基礎申請案的優先權,該基礎申請案的內容皆包含於本案。In addition, the present application claims the priority of the basic application of Japanese Patent Application No. 2008-138174, the contents of which are incorporated herein.

[產業上的可利用性][Industrial availability]

如以上說明般地,若依本發明,即可提供一種為了使遊戲者可簡單地切換遊戲模式的適宜的遊戲裝置、遊戲處理方法、資訊記錄媒體以及程式。As described above, according to the present invention, it is possible to provide an appropriate game device, game processing method, information recording medium, and program for allowing the player to easily switch the game mode.

100...資訊處理裝置100. . . Information processing device

101...CPU101. . . CPU

102...ROM102. . . ROM

103...RAM103. . . RAM

104...介面104. . . interface

105...第二控制器105. . . Second controller

106...外部記憶體106. . . External memory

107...DVD-ROM光碟機107. . . DVD-ROM drive

108...影像處理部108. . . Image processing department

109...聲音處理部109. . . Sound processing department

110...NIC110. . . NIC

111...第一控制器111. . . First controller

121...左按鈕121. . . Left button

122...下按鈕122. . . Down button

123...上按鈕123. . . Upper button

124...右按鈕124. . . Right button

201...第一把持模組201. . . First holding module

202...CCD相機202. . . CCD camera

203...十字形鍵203. . . Cross key

204...A按鈕204. . . A button

205...B按鈕205. . . B button

206...各種按鈕206. . . Various buttons

207...指示器207. . . Indicator

208...電源按鈕208. . . Power button

209...揚聲器209. . . speaker

211...第二把持模組211. . . Second holding module

212...控制桿212. . . Controller

213...C按鈕213. . . C button

214...Z按鈕214. . . Z button

251...發光模組251. . . Light module

252...發光二極體252. . . Light-emitting diode

291...電視裝置291. . . Television device

400...畫面400. . . Picture

401...靜止記號401. . . Static mark

402...靜止記號402. . . Static mark

403...靜止記號403. . . Static mark

404...靜止記號404. . . Static mark

410A...踩踏位置指示記號410A. . . Stepping position indication mark

410B...踩踏位置指示記號410B. . . Stepping position indication mark

410C...踩踏位置指示記號410C. . . Stepping position indication mark

410D...踩踏位置指示記號410D. . . Stepping position indication mark

420A...搖動位置指示記號420A. . . Shake position indication mark

420B...搖動位置指示記號420B. . . Shake position indication mark

430...量尺430. . . Measuring ruler

500...遊戲裝置500. . . Game device

501...第一輸入接受部501. . . First input accepting unit

502...第二輸入接受部502. . . Second input accepting unit

503...取得部503. . . Acquisition department

504...設定部504. . . Setting department

505...進行部505. . . Department

601...時段601. . . Time slot

602...時段602. . . Time slot

603...時段603. . . Time slot

901...提示部901. . . Prompt department

1001...距離1001. . . distance

1320A...記號1320A. . . mark

1320B...記號1320B. . . mark

第1圖係表示實現本發明的遊戲裝置的典型的資訊處理裝置的概要構成的圖。Fig. 1 is a view showing a schematic configuration of a typical information processing device that realizes the game device of the present invention.

第2圖係用以說明第一控制器的構成的圖。Fig. 2 is a view for explaining the configuration of the first controller.

第3圖係用以說明第二控制器的構成的圖。Fig. 3 is a view for explaining the configuration of the second controller.

第4圖係被表示的畫面的構成例。Fig. 4 is a configuration example of a screen displayed.

第5圖係用以說明遊戲裝置的機能性構成的圖。Fig. 5 is a view for explaining the functional configuration of the game device.

第6圖係表示經過時間與第一把持模組的指向的變化之間的關係例的圖。Fig. 6 is a view showing an example of the relationship between the elapsed time and the change in the pointing of the first grip module.

第7A圖係表示第一把持模組的姿勢的圖。Fig. 7A is a view showing the posture of the first grip module.

第7B圖係表示第一把持模組的姿勢的圖。Fig. 7B is a view showing the posture of the first grip module.

第8圖係用以說明遊戲處理的流程圖。Figure 8 is a flow chart for explaining game processing.

第9圖係用以說明在第二實施形態中,遊戲裝置的機能性構成的圖。Fig. 9 is a view for explaining the functional configuration of the game device in the second embodiment.

第10圖係課題內容的變更前的畫面的構成例。Fig. 10 is a configuration example of a screen before the change of the subject matter.

第11圖係課題內容的變更後的畫面的構成例。Fig. 11 is a configuration example of a screen after the change of the subject matter.

第12圖係課題內容的變更後的畫面的其他構成例。Fig. 12 is a view showing another configuration example of the screen after the change of the subject matter.

第13圖係課題內容的變更後的畫面的其他構成例。Fig. 13 is a view showing another configuration example of the screen after the change of the subject matter.

500...遊戲裝置500. . . Game device

501...第一輸入接受部501. . . First input accepting unit

502...第二輸入接受部502. . . Second input accepting unit

503...取得部503. . . Acquisition department

504...設定部504. . . Setting department

505...進行部505. . . Department

Claims (10)

一種遊戲裝置(500)其特徵在於具備:第一輸入接受部(501),接受由遊戲者經由第一輸入裝置而輸入的第一種指示輸入,且前述第一輸入裝置接受藉由按下按鍵來作的輸入;第二輸入接受部(502),接受由該遊戲者經由第二輸入裝置而輸入的第二種指示輸入,且前述第二輪入裝置接受自己的位置與指向的輸入,而前述自己的位置與指向會根據前述遊戲者的操作而變化;取得部(503),取得前述第二輸入裝置的位置或指向在規定時間內的變化量;設定部(504),前述所取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如此的情況時,則將該遊戲的模式設定為單判定模式;以及進行部(505),該遊戲的模式為該雙判定模式的情況時,藉由該第一種指示輸入與該第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由該第一種指示輸入,使該遊戲進行。 A game device (500) comprising: a first input accepting unit (501) that accepts a first type of input input by a player via a first input device, and the first input device accepts a button press Input; the second input accepting unit (502) accepts a second type of input input by the player via the second input device, and the second wheeling device accepts input of its own position and pointing, and The position and orientation of the user change according to the operation of the player; the acquisition unit (503) acquires the position of the second input device or the amount of change in the predetermined time; the setting unit (504), the obtained When the amount of change is equal to or greater than a predetermined threshold value, the mode of the game is set to the double determination mode. If not, the mode of the game is set to the single determination mode; and the progress unit (505) for the game When the mode is the double determination mode, the game is performed by the first type of instruction input and the second type of instruction input, and in the case of the single determination mode, the first Instruction input, so the game. 如申請專利範圍第1項所述的遊戲裝置(500),其中,在該遊戲中,該第一種指示輸入與第二種指示輸入之任一者,分別被對應於規定的複數個課題時刻;前述進行部(505),係藉由各自的該規定的複數個課 題時刻中,被對應於該課題時刻的種類的指示輸入是否已被接受,來判定該遊戲者的成績。 The game device (500) according to claim 1, wherein in the game, the first type of instruction input and the second type of instruction input are respectively corresponding to a predetermined plurality of subject moments The aforementioned progress section (505) is a plurality of lessons by the respective regulations At the time of the question, whether or not the instruction input corresponding to the type of the subject time has been accepted is determined, and the score of the player is determined. 如申請專利範圍第2項所述的遊戲裝置(500),其中前述進行部(505),係於該遊戲的模式為該單判定模式的情況時,於被對應於該課題時刻的指示輸入的種類為該第二種之課題時刻,對應該第一種指示輸入,來判定該遊戲者的成績。 The game device (500) according to claim 2, wherein the progress unit (505) inputs the instruction corresponding to the time of the subject when the mode of the game is the single determination mode. The type is the second subject time, and the first type of instruction input is used to determine the player's score. 如申請專利範圍第2項所述的遊戲裝置500,其中更具備提示部(901),該提示部(901),對於各自的該複數課題時刻,藉由(a)現在被對應於該課題時刻的指示輸入的種類為該第一種的情況時,對應該課題時刻,表示第一種標示;(b)現在被對應於該課題時刻的指示輸入的種類為該第二種的情況時,對應該課題時刻,表示第二種標示,來向該遊戲者提示該課題時刻。 The game device 500 according to claim 2, further comprising a presentation unit (901), wherein the presentation unit (901) corresponds to the time of the subject for each of the plurality of subject times When the type of the instruction input is the first type, the first type of indication is indicated for the time of the question; (b) when the type of the instruction input corresponding to the time of the subject is the second type, At the time of the question, a second type of indication is indicated to present the subject to the player. 如申請專利範圍第2項所述的遊戲裝置(500),其中前述進行部(505),係於該遊戲的模式為該單判定模式的情況時,刪除被對應於該課題時刻的指示輸入的種類為該第二種之課題時刻,來判定該遊戲者的成績。 The game device (500) according to claim 2, wherein the progress unit (505) deletes an instruction input corresponding to the time of the subject when the mode of the game is the single determination mode. The type is the second subject time to determine the score of the player. 如申請專利範圍第2項所述的遊戲裝置(500),其 中更具備向該遊戲者提示該課題時刻的提示部(901);前述進行部(505),係於該遊戲的模式為該單判定模式的情況時,刪除被對應於該課題時刻的指示輸入的種類為該第二種之課題時刻,且為沒有被前述提示部(901)提示的課題時刻,來判定該遊戲者的成績。 A game device (500) according to claim 2, wherein Further, the present invention further includes a presentation unit (901) for presenting the time of the subject to the player, and the execution unit (505) deletes the instruction input corresponding to the time of the subject when the mode of the game is the single determination mode. The type of the subject is the second subject time, and the subject time that is not presented by the presentation unit (901) determines the score of the player. 如申請專利範圍第6項所述的遊戲裝置(500),其中前述提示部(901),對於各自的該複數課題時刻,藉由(x)現在被對應於該課題時刻的指示輸入的種類為該第一種的情況時,對應該課題時刻,表示第一種標識;(y)對應最初被對應於該課題時刻的指示輸入的種類為該第二種,且沒有被前述進行部(505)刪除的課題時刻,表示第二種標識;(z)對應最初被對應於該課題時刻的指示輸入的種類為該第二種,且與被前述進行部(505)刪除的課題時刻相同的時刻,表示第三種標識,來向該遊戲者提示該課題時刻。 The game device (500) according to claim 6, wherein the presentation unit (901) selects, for each of the plurality of subject times, a type of (x) an instruction input corresponding to the subject time In the case of the first type, the first type of flag is indicated for the time of the subject; (y) the type of the input corresponding to the time corresponding to the time of the subject is the second type, and the part is not (505) The deleted subject time indicates the second type of flag; (z) corresponds to the type of the first input of the instruction corresponding to the time of the subject, and is the same as the time of the subject deleted by the performing unit (505). A third identifier is displayed to prompt the player of the subject time. 一種遊戲處理方法,所述方法是由具有控制部的影像產生裝置來執行的影像產生方法,其特徵在於具備:第一輸入接受步驟,在此步驟中,前述控制部接受由遊戲者經由第一輸入裝置而輸入的第一種指示輸入,且前述第一輸入裝置接受藉由按下按鍵來作的輸入;第二輸入接受步驟,在此步驟中,前述控制部接受由 該遊戲者經由第二輸入裝置而輸入的第二種指示輸入,且前述第二輪入裝置接受自己的位置與指向的輸入,而前述自己的位置與指向會根據前述遊戲者的操作而變化;取得步驟,在此步驟中,前述控制部取得前述第二輸入裝置的位置或指向在規定時間內的變化量;設定步驟,在此步驟中,前述控制部在前述取得步驟中所取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如此的情況時,則將該遊戲的模式設定為單判定模式;以及進行步驟,在此步驟中,前述控制部在該遊戲的模式為該雙判定模式的情況時,藉由在前述第一輸入接受步驟中所接受到的第一種指示輸入與在前述第二輸入接受步驟中所接受到的第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由在前述第一輸入接受步驟中所接受到的第一種指示輸入,使該遊戲進行。 A game processing method, which is an image generating method executed by a video generating device having a control unit, comprising: a first input accepting step, wherein the control unit receives the first pass by the player via the first input a first type of input input input by the device, and the first input device accepts an input by pressing a button; and a second input accepting step, in which the control unit accepts a second type of input input by the player via the second input device, and the second wheel-in device accepts input of its own position and orientation, and the position and orientation of the aforementioned player changes according to the operation of the player; In the step of obtaining, the control unit acquires the position of the second input device or the amount of change in the predetermined time period, and the setting step, in the step, the amount of change obtained by the control unit in the obtaining step When the value is equal to or greater than the predetermined threshold value, the mode of the game is set to the double determination mode. If not, the mode of the game is set to the single determination mode; and the step is performed, in which the control unit is In the case where the mode of the game is the double decision mode, the first type of indication input received in the first input accepting step and the second type of indication received in the second input accepting step Input, the game is played, in the case of the single determination mode, the first type accepted by the first input acceptance step Illustrates the input, so that the game. 一種電腦可讀取的資訊記錄媒體,其特徵在於記憶著程式,該程式使電腦發揮作為以下構件的機能:第一輸入接受部(501),接受由遊戲者經由第一輸入裝置而輸入的第一種指示輸入,且前述第一輸入裝置接受藉由按下按鍵來作的輸入;第二輸入接受部(502),接受由該遊戲者經由第二輸入裝置而輸入的第二種指示輸入,且前述第二輪入裝置接受自己的位置與指向的輸入,而前述自己的位置與指向會 根據前述遊戲者的操作而變化;取得部(503),取得前述第二輸入裝置的位置或指向在規定時間內的變化量;設定部(504),前述所取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如此的情況時,則將該遊戲的模式設定為單判定模式;以及進行部(505),該遊戲的模式為該雙判定模式的情況時,藉由該第一種指示輸入與該第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由該第一種指示輸入,使該遊戲進行。 A computer-readable information recording medium characterized by memorizing a program for causing a computer to function as a first input accepting unit (501) that accepts a first input by a player via a first input device An instruction input, wherein the first input device accepts an input by pressing a button; the second input accepting portion (502) accepts a second instruction input input by the player via the second input device, And the aforementioned second wheeling device accepts its own position and pointing input, and the aforementioned position and pointing position The acquisition unit (503) acquires the position of the second input device or the amount of change in the predetermined time period, and the setting unit (504) determines that the obtained change amount is a predetermined threshold value. In the above case, the mode of the game is set to the double determination mode. If this is not the case, the mode of the game is set to the single determination mode; and the progress unit (505) whose mode is the double determination mode. In the case, the game is played by the first type of instruction input and the second type of instruction input. In the case of the single determination mode, the game is played by the first type of instruction input. 一種程式,其特徵在於使電腦發揮作為以下構件的機能:第一輸入接受部(501),接受由遊戲者經由第一輸入裝置而輸入的第一種指示輸入,且前述第一輸入裝置接受藉由按下按鍵來作的輸入;第二輸入接受部(502),接受由該遊戲者經由第二輸入裝置而輸入的第二種指示輸入,且前述第二輪入裝置接受自己的位置與指向的輸入,而前述自己的位置與指向會根據前述遊戲者的操作而變化;取得部(503),取得前述第二輸入裝置的位置或指向在規定時間內的變化量;設定部(504),前述被取得的變化量為規定的臨界值以上的情況時,將遊戲的模式設定為雙判定模式,並非如 此的情況時,則將該遊戲的模式設定為單判定模式;以及進行部(505),該遊戲的模式為該雙判定模式的情況時,藉由該第一種指示輸入與該第二種指示輸入,使該遊戲進行,為該單判定模式的情況時,則藉由該第一種指示輸入,使該遊戲進行。A program characterized by causing a computer to function as a first input accepting unit (501) that accepts a first type of input input by a player via a first input device, and the first input device accepts borrowing Input by pressing a button; the second input accepting unit (502) accepts a second type of input input by the player via the second input device, and the second wheeling device accepts its own position and orientation Input, and the position and orientation of the self change according to the operation of the player; the acquisition unit (503) acquires the position of the second input device or the amount of change in the predetermined time; the setting unit (504), When the amount of change obtained is equal to or greater than a predetermined threshold value, the mode of the game is set to the double determination mode, which is not the case. In this case, the mode of the game is set to the single determination mode; and the execution unit (505), when the mode of the game is the double determination mode, by the first indication input and the second Instructing the input to cause the game to proceed, in the case of the single determination mode, the game is played by the first type of instruction input.
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