TWI401108B - Input apparatus, input method, information recording medium, and program - Google Patents
Input apparatus, input method, information recording medium, and program Download PDFInfo
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- TWI401108B TWI401108B TW098120123A TW98120123A TWI401108B TW I401108 B TWI401108 B TW I401108B TW 098120123 A TW098120123 A TW 098120123A TW 98120123 A TW98120123 A TW 98120123A TW I401108 B TWI401108 B TW I401108B
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
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Description
本發明係有關於一種於遊戲者要選擇角色時,能以漂亮的態樣來顯示角色,並將角色已被選擇的意旨通知遊戲者的輸入裝置、輸入方法、資訊記錄媒體以及程式。The present invention relates to an input device, an input method, an information recording medium, and a program for notifying a player of a character in a beautiful manner when a player selects a character and selecting a character.
以往,已提出一種從複數個角色之中,選擇出自己想要操作的角色來遊玩的遊戲。此類技術,例如有被揭示於日本公開專利公報2001-293246號者。In the past, a game has been proposed in which a character who wants to operate is selected from among a plurality of characters. Such a technique is disclosed, for example, in Japanese Laid-Open Patent Publication No. 2001-293246.
在日本公開專利公報2001-293246號所揭之網球遊戲中,會使遊戲者選擇各種角色。角色會根據遊戲者操作控制器而輸入的遊戲資料而行動。又,在對戰模式中,其他遊戲者亦會選擇角色,在對戰中進行比賽。In the tennis game disclosed in Japanese Laid-Open Patent Publication No. 2001-293246, the player is allowed to select various characters. The character acts on the game data entered by the player operating the controller. Also, in the match mode, other players will also choose the character to play in the match.
典型地,當遊戲者要選擇角色時,在選擇用的畫面中,角色會被依序顯示。然後,遊戲者於想要的角色被顯示出來時的時點,操作控制器而選擇出角色。或者,選擇用的畫面上同時顯示有多個角色,遊戲者操作控制器而選擇出想要的角色。Typically, when a player wants to select a character, the characters are sequentially displayed in the selected screen. Then, the player operates the controller to select the character at the time when the desired character is displayed. Alternatively, a plurality of characters are simultaneously displayed on the screen for selection, and the player operates the controller to select a desired character.
此外,也可以在角色使出必殺技時,顯示出一表示進行該必殺技的準備之動作、使出必殺技的動作等的動畫。這類使出必殺技的動作,亦被稱之為決戰姿勢,在歌舞伎(古典戲劇)中相當常見。In addition, when the character makes a killing skill, an animation indicating the preparation of the nirvana and the action of the nirvana may be displayed. This kind of action that makes the nirvana is also called the decisive battle posture, which is quite common in Kabuki (classical drama).
因此,會希望於選擇角色之際,也可以使該角色有一決戰姿勢。Therefore, it is hoped that when the character is selected, the character can also have a decisive posture.
另一方面,為了使角色顯示的外表(外型)更好,相較於準備動作,亦大都希望處於一決戰姿勢。On the other hand, in order to make the appearance of the character display (outer shape) better, it is mostly desirable to be in a decisive battle position compared to the preparation action.
進一步,當要使複數個角色被顯示在畫面上,並供複數遊戲者選擇角色時,亦強烈地希望使姿勢同步顯示,而看到更漂亮的外表。Further, when a plurality of characters are to be displayed on the screen and for a plurality of players to select a character, it is also strongly desired to synchronize the gestures and see a more beautiful appearance.
本發明係一用以解決上述課題者,其目的在於提供一種輸入裝置、輸入方法、資訊記錄媒體以及程式,在遊戲者選擇角色時,能以漂亮的態樣來顯示角色,並能將作完角色選擇的意旨通知遊戲者。The present invention has been made to solve the above problems, and an object of the invention is to provide an input device, an input method, an information recording medium, and a program. When a player selects a character, the player can display the character in a beautiful manner and can finish the task. The purpose of the role selection informs the player.
為了達成上述目的,本發明之第一觀點所揭輸入裝置,係一種供遊戲者決定是否要選擇一動態顯示於畫面上的角色之輸入裝置。該畫面在例如遊戲者要選擇角色以進行遊戲之此態樣的遊戲中,係一種供進行角色選擇的選擇畫面,且每個角色都顯示其動畫。一旦遊戲者選好被顯示之選擇畫面中的角色之後,即進行選擇指示,若還沒作好選擇,則輸入一指令用以來顯示出一顯示了下一角色的選擇畫面。In order to achieve the above object, the input device disclosed in the first aspect of the present invention is an input device for a player to decide whether or not to select a character to be dynamically displayed on the screen. This screen is a selection screen for character selection, for example, in a game in which the player wants to select a character to play the game, and each character displays its animation. Once the player selects the character in the displayed selection screen, the selection instruction is made, and if the selection has not been made, a selection screen showing the next character is displayed after inputting an instruction.
其中,該角色,具有相對應的一用以表示該角色尚未被選擇之意旨的動畫(以下稱之為「未選擇動畫」),以及一用以表示已決定選擇該角色之意旨的動畫(以下稱之為「登場動畫」)。The character has a corresponding animation for indicating that the character has not been selected (hereinafter referred to as "unselected animation"), and an animation for indicating that the character has been decided to be selected (hereinafter Call it "debut animation").
在選擇畫面中,會因應後面所述由受理部對於選擇指示輸入的受理狀態,而動畫地顯示出角色的未選擇畫面或是登場動畫。In the selection screen, an unselected screen or a debut animation of the character is animatedly displayed in response to the acceptance state of the selection instruction input by the receiving unit as will be described later.
輸入裝置,具備受理部、顯示部及輸出部。The input device includes an accepting unit, a display unit, and an output unit.
其中,受理部,係用以從遊戲者受理一選擇該角色之意旨的選擇指示輸入。亦即,當遊戲者想要某一被顯示在選擇畫面上的角色時,一旦操作控制器等將選擇指示予以輸入的話,受理部即會收到一表示該被顯示中的角色已被選擇了的意旨。The accepting unit is configured to accept a selection instruction input from the player to select the character. That is, when the player wants a character to be displayed on the selection screen, once the operation controller or the like inputs the selection instruction, the receiving unit receives a message indicating that the character being displayed has been selected. Intention.
又,顯示部,會將一表示該角色的動畫,顯示於畫面上,並且,(a)每當到了該未選擇動畫可開始播放的時機時,即開始該未選擇動畫的播放,直到該選擇指示輸入被受理為止;(b)該選擇指示輸入被受理後,當到了該登場動畫可開始播放的時機時,即開始該登場動畫的播放。Further, the display unit displays an animation indicating the character on the screen, and (a) the playback of the unselected animation is started every time the timing at which the unselected animation can be started is started, until the selection is made. (b) After the selection instruction input is accepted, the playback of the debut animation is started when the timing at which the debut animation can be started is reached.
亦即,未選擇動畫、登場動畫,會被分配有分別可以開始播放的時機。於是,如前所述,會因應選擇指示輸入的受理狀況,而播放該未選擇動畫或是登場動畫。That is, if no animation or debut animation is selected, it will be assigned a timing to start playback. Therefore, as described above, the unselected animation or the debut animation is played in response to the selection of the acceptance status of the input.
亦即,顯示部,在接收到選擇指示輸入為止,都會在選擇畫面中,反覆地播放一表示未選擇狀態的未選擇動畫。一旦有選擇指示輸入,即顯示出角色要進行決戰姿勢 的登場動畫。惟,任一動畫都是在到了被分配到的播放開始時機時,才開始被播放。That is, the display unit repeatedly plays an unselected animation indicating the unselected state on the selection screen until the selection instruction input is received. Once there is a choice to indicate input, the character is shown to be in a decisive battle position. Debut animation. However, any animation is started to play until the playback start time is reached.
輸出部,在該登場動畫播放結束時,即輸出一表示該角色的選擇已被決定了的意旨。亦即,一旦接收到一選擇指示輸入,且登場動畫播放結束,輸出部即輸出一表示該角色的登場動畫已播放結束的意旨、以及該角色已被選擇了的意旨。該輸出例如成為一遊戲裝置等的輸入,而遊戲裝置則利用所選擇的角色,來對遊戲者進行遊戲的提供等。The output unit outputs a message indicating that the selection of the character has been determined when the playback of the debut animation ends. That is, upon receiving a selection instruction input and ending the playing of the debut animation, the output unit outputs a message indicating that the debut animation of the character has been played, and that the character has been selected. This output is, for example, an input to a game device or the like, and the game device provides a game to the player by using the selected character.
若根據此類輸入裝置,藉由設定可開始播放的時機給各表示角色的動畫,在該可播放開始時機時,將可以依節奏來將決定姿勢的角色,動畫地顯示於選擇畫面上。若將各動畫的可開始播放的時機配合選擇畫面的背景音樂節拍或小節等來作決定的話,將可以實現一具有一配合該背景音樂之節奏而動作的角色。因此,在遊戲者選擇角色時,將能以一漂亮的態樣來顯示角色,並將角色已被選擇的意旨,通知給遊戲者。According to such an input device, by setting a timing at which playback can be started to give an animation of each character, when the playable start timing is performed, the character that determines the posture can be animatedly displayed on the selection screen in accordance with the tempo. If the timing of starting the playback of each animation is matched with the background music beat or the measure of the selection screen, a character having a rhythm that matches the background music can be realized. Therefore, when the player selects a character, the character can be displayed in a beautiful manner, and the player is notified of the intention that the character has been selected.
又,顯示部也可以作成:(c)在該選擇指示輸入被受理之後,每到了該未選擇動畫可開始播放的時機時,即開始該未選擇動畫的播放,直到該登場動畫可開始播放的時機為止。Further, the display unit may be configured to: (c) after the selection instruction input is accepted, the playback of the unselected animation is started every time the timing at which the unselected animation can be started is started, until the debut animation can be started. The timing is up.
在登場動畫中,由於角色會擺出一決戰姿勢,因而通常會有某一程度長度的播放時間。可開始播放的時機的間隔通常是一相當於該播放時間長度以上的時間,因而在遊戲者輸入一選擇指示之後,直到下一登場動畫可開始播放 的時機為止,會有一段間隔。因此,在此期間,也可以每到該未選擇動畫可開始播放的時機,即持續播放該未選擇動畫。In the debut animation, since the character poses a decisive battle position, there is usually a certain length of play time. The interval at which the playback can be started is usually a time equal to or longer than the length of the playback time, so that after the player inputs a selection instruction, the next debut animation can be started. There will be a gap between the timings. Therefore, during this time, the unselected animation can be continuously played every time the unselected animation can be started.
又,該角色還有一相對應之用以表示該角色正在選擇中之意旨的動畫(以下稱之為「選擇中動畫」)。In addition, the character has an animation corresponding to the meaning of the character being selected (hereinafter referred to as "selecting animation").
該顯示部也可以作成:(c’)在該選擇指示輸入被受理之後,每當到了該未選擇動畫可開始播放的時機時,即開始該未選擇動畫的播放,直到該登場動畫可開始播放的時機為止。The display unit may be configured to: (c') after the selection instruction input is accepted, the playback of the unselected animation is started every time the timing of the unselected animation is started, until the debut animation can start playing. The timing is up.
如上所述,自遊戲者輸入了選擇指示之後,直到下一登場動畫可開始播放的時機為止,會有一段間隔。此時,為了防止遊戲者產生一指示輸入到底是否被受理(接受)的不安,也可以準備一與未選擇動畫不同,且具有一比登場動畫還短的播放時間長度和可開始播放的時機間隔的選擇中動畫。如此,顯示部,即可在登場動畫開始播放為止,反覆地顯示出該選擇中動畫。因此,在此場合,將是未選擇動畫首先被顯示,然後在有一選擇指示輸入後,依序顯示該選擇中動畫、以及角色擺出一決戰姿勢的登場動畫。As described above, there is an interval after the player inputs the selection instruction until the timing at which the next debut animation can start playing. At this time, in order to prevent the player from generating an uneasiness indicating whether or not the input is accepted (accepted), it is also possible to prepare a difference from the unselected animation, and have a play length shorter than the appearance animation and a timing interval at which the playback can be started. The choice of animation. In this way, the display unit can repeatedly display the selected animation until the debut animation starts playing. Therefore, in this case, the unselected animation will be displayed first, and then after a selection instruction input, the animation in the selection and the appearance animation of the character in a decisive posture are sequentially displayed.
又,顯示部,會在該畫面上動畫地顯示複數個角色,且就各個角色,賦予相對應的未選擇動畫、選擇中動畫、登場動畫。亦即,選擇畫面中,並非只有一個個體,也可以顯示出多個角色。然後,遊戲者再從多個角色當中,選擇自己想要玩的角色。Further, the display unit displays a plurality of characters in an animated manner on the screen, and assigns corresponding unselected animations, selected animations, and appearance animations to the respective characters. That is, in the selection screen, there is not only one individual, but also multiple characters can be displayed. Then, the player selects the character he wants to play from among the multiple characters.
又,各個角色都各有其未選擇動畫、選擇中動畫、以及登場動畫,這些動畫會因應受理部所受理的選擇指示輸入的狀況,而進行動畫顯示。Each of the characters has an unselected animation, a selected animation, and a debut animation, and these animations are animated in response to the selection instruction input by the reception unit.
又,受理部也可以受理一使該等複數角色其中之一受到彰顯的彰顯指示輸入。亦即,由於在選擇畫面中顯示有複數個角色,遊戲者在輸入選擇指示之前,可以藉由操作控制器等,給予一彰顯指示輸入,以彰顯任一角色。受理部在接受到該彰顯指示輸入後,會例如因應該彰顯指示輸入,而將游標移動至該被彰顯中的角色上。Further, the receiving unit may accept an instruction input indicating that one of the plural characters is highlighted. That is, since a plurality of characters are displayed on the selection screen, the player can give an instruction input by operating the controller or the like to indicate any character before inputting the selection instruction. After receiving the presentation instruction input, the receiving unit moves the cursor to the highlighted character, for example, because the instruction input should be highlighted.
又,該顯示部也可以就各個角色,Moreover, the display unit can also be used for each character.
(d)在受理該彰顯該角色的彰顯指示輸入之後,每當到達該選擇中動畫可開始播放的時機時,即開始該選擇中動畫的播放;(d) after accepting the presentation instruction indicating the character, the playback of the selected animation is started each time the timing at which the selected animation can start playing is reached;
(e)在受理一彰顯該角色以外之角色的彰顯指示輸入之後,每當到達該未選擇動畫可開始播放的時機時,即開始該未選擇動畫的播放。(e) After accepting the instruction input of a character other than the character, the playback of the unselected animation is started each time the timing at which the unselected animation can be started is reached.
亦即,當因為彰顯指示輸入而使各角色其中之一被彰顯時,該角色所對應的選擇中動畫將被反覆地播放。藉此,一表示該角色目前正被彰顯的意旨,即被回饋給遊戲者。又,若有別的角色被彰顯的話,由於該彰顯已被解除一事也會被回饋給遊戲者,因而該角色的未選擇動畫將會反覆地播放。又,每一個選擇中動畫、未選擇動畫都如上所述,僅在可開始播放的時機,才會開始其播放。That is, when one of the characters is highlighted because the instruction input is highlighted, the selected animation corresponding to the character will be played back repeatedly. In this way, one indicates that the character is currently being shown, that is, being returned to the player. Also, if another character is highlighted, the player's unselected animation will be played back repeatedly because the show has been released and will be returned to the player. Also, each of the selected animations and unselected animations are as described above, and playback will only begin when the playback is started.
為了達成上述目的,本發明之其他觀點所揭輸入裝置係一種供複數的遊戲者分別決定要選擇被動畫顯示於畫面上的複數個角色中的哪一個之形態的輸入裝置,其中,該複數個角色,分別具有相對應的一用以表示該角色尚未被選擇之意旨的動畫(以下稱之為「未選擇動畫」)、一用以表示該角色在被選擇中之意旨的動畫(以下稱之為「選擇中動畫」)、以及一用以表示已決定選擇該角色之意旨的動畫(以下稱之為「登場動畫」)。In order to achieve the above object, the input device disclosed by the other aspect of the present invention is an input device for determining, by a plurality of players, which one of a plurality of characters to be animated on the screen is selected, wherein the plurality of The characters respectively have an animation for indicating that the character has not been selected (hereinafter referred to as "unselected animation"), and an animation for indicating that the character is selected (hereinafter referred to as It is a "selection animation" and an animation (hereinafter referred to as "debut animation") for indicating that the character has been selected.
亦即,該畫面係一選擇畫面,且在該選擇畫面中並不是只有一個,而是有複數個角色被顯示。複數的遊戲者再從選擇畫面中所顯示的複數個角色中,選擇出自己想要遊戲的角色。That is, the picture is a selection screen, and there is not only one in the selection picture, but a plurality of characters are displayed. The plurality of players select the character that they want to play from among the plurality of characters displayed on the selection screen.
其中,輸入裝置,具有受理部、顯示部以及輸出部。The input device includes an accepting unit, a display unit, and an output unit.
此時,受理部,係用以從複數的遊戲者分別受理一選擇該複數個角色中的哪一個之意旨的選擇指示輸入。亦即,遊戲者係在選擇畫面中,從複數個角色中,選擇自己想要遊玩的角色。At this time, the accepting unit is configured to accept, from each of the plurality of players, a selection instruction input for selecting which of the plurality of characters. That is, the player selects the character that he or she wants to play from among the plurality of characters in the selection screen.
又,顯示部係一用以在畫面中顯示出表現該複數個角色之動畫的顯示部,且就各個角色而:Further, the display unit is a display unit for displaying an animation showing the plurality of characters on the screen, and for each character:
(a)至收到該選擇指示輸入為止,每當到了該未選擇動畫可開始播放的時機,即開始該未選擇動畫的播放;(a) until the selection instruction input is received, the playback of the unselected animation is started whenever the time when the unselected animation can be started is started;
(b)在收到該選擇指示輸入之後,到收到所有的複數遊戲者的選擇指示輸入,且到了該等複數遊戲者所選擇之角色的所有登場動畫的可開始播放的時機為止,每當到了該選擇中動畫可開始播放的時機時,即開始該選擇中動畫的播放;(b) after receiving the selection instruction input, until the selection instruction input of all the plural players is received, and the timing of the start of the play of all the debut animations of the characters selected by the plurality of players is reached, whenever When the timing at which the animation can start playing is selected, the playback of the selected animation is started;
(c)當收到來自複數的遊戲者全部的選擇指示輸入,且到了該複數的遊戲者所選擇的全部角色的登場動畫可開始播放的時機時,即開始該登場動畫的播放。(c) When the selection instruction input from all of the plurality of players is received, and the debut animation of all the characters selected by the player of the plural number can be started, the playback of the debut animation is started.
亦即,和本發明之第一觀點所揭的輸入裝置一樣,在選擇畫面中,係就各個角色動畫地顯示出未選擇動畫。然後,當每個角色都有選擇指示輸入之後,即依該角色所對應的選擇中動畫、以及登場動畫的順序被顯示。又,不管是哪一種動畫,可開始播放的時機係被各別分配好的,只有在被分配到的可開始播放的時機,才開始該動畫的播放。That is, as in the input device disclosed in the first aspect of the present invention, in the selection screen, the unselected animation is animatedly displayed for each character. Then, when each character has a selection instruction input, it is displayed in the order of the selected animation and the appearance animation corresponding to the character. Also, regardless of the type of animation, the timing at which playback can be started is assigned separately, and playback of the animation is started only when the assigned start timing is started.
惟,與本發明之第一觀點所揭輸入裝置不同的是,在得到所有的遊戲者的選擇指示之後,才開始登場動畫的動畫顯示。藉此,被選擇的角色將聚集在一起,並採取各別的決戰姿勢。However, unlike the input device disclosed in the first aspect of the present invention, the animation display of the debut animation is started after all the player's selection instructions are obtained. In this way, the selected characters will come together and take a different decisive battle position.
輸出部,在該登場動畫全部播放結束時,就各個被選擇的角色,來將選擇了該角色的遊戲者、以及選擇已決定的意旨予以輸出。亦即,一旦受理了來自複數遊戲者的選擇指示輸入,且被選擇的角色的全部登場動畫都播放結束,輸出部將會輸出一角色的登場動畫播放已結束的意旨、以及哪一位遊戲者選擇了哪一角色,而例如利用遊戲裝置等所選擇出來的角色來提供遊戲給遊戲者。When the entire playback of the debut animation is completed, the output unit outputs the selected player and the selected intention for each selected character. That is, once the selection instruction input from the plurality of players is accepted, and all the debut animations of the selected character are played, the output unit outputs the intention that the character's debut animation has ended, and which player Which character is selected, and the game is provided to the player by, for example, a character selected by a game device or the like.
根據此類輸入裝置,在顯示有複數角色的選擇畫面中,即便有複數的遊戲者要選擇角色,各別角色也不會散亂地動作,而是可以提供一配合節奏而同步動作的選擇畫面給遊戲者。According to such an input device, in a selection screen in which a plurality of characters are displayed, even if a plurality of players select a character, the respective characters do not move in a disorderly manner, but a selection screen that synchronizes with the rhythm can be provided. Give the player.
又,受理部,也可以作成受理一表示要從該複數個角色之中彰顯哪一個之意旨的彰顯指示輸入。亦即,在選擇畫面中,有複數個角色被顯示,因而遊戲者在輸入選擇指示之前,可以操作控制器等,來輸入一表示想要彰顯哪一個角色的彰顯指示。受理部在接收到該彰顯指示輸入之後,即因應該彰顯指示輸入,而例如將游標移動至目前正被彰顯的角色上。Further, the receiving unit may be configured to accept an instruction input indicating that one of the plurality of characters is to be displayed. That is, in the selection screen, a plurality of characters are displayed, so that the player can operate the controller or the like before inputting the selection instruction to input a presentation indicating which character is to be highlighted. After receiving the presentation instruction input, the receiving unit moves the cursor to the character currently being highlighted, for example, because the instruction input should be highlighted.
又,顯示部,也可以就該複數的角色,分別Moreover, the display unit may also separately perform the plural roles
(d)在受理一代表彰顯該角色的彰顯指示輸入之後,每當到達該選擇中動畫可開始播放的時機時,即開始該選擇中動畫的播放;(d) after accepting a representative indicating the input of the character, the playback of the selected animation is started each time the timing at which the selected animation can start playing is reached;
(e)在受理一彰顯該角色以外之角色的彰顯指示輸入之後,每當到達該未選擇動畫可開始播放的時機時,即開始該未選擇動畫的播放。(e) After accepting the instruction input of a character other than the character, the playback of the unselected animation is started each time the timing at which the unselected animation can be started is reached.
亦即,當因為彰顯指示輸入而使角色被彰顯時,該角色所對應的選擇中動畫將被反覆地播放。藉此,一表示該角色目前正被彰顯的意旨,即被回饋給遊戲者。又,若有別的角色被彰顯的話,由於該彰顯已被解除一事也會被回饋給遊戲者,因而該角色的未選擇動畫將會反覆地播放。又,每一個選擇中動畫、未選擇動畫,都如上所述,僅在可開始播放的時機,才會開始其播放。That is, when the character is highlighted because the instruction input is highlighted, the selected animation corresponding to the character will be played back repeatedly. In this way, one indicates that the character is currently being shown, that is, being returned to the player. Also, if another character is highlighted, the player's unselected animation will be played back repeatedly because the show has been released and will be returned to the player. Also, each of the selected animations and unselected animations are as described above, and playback will only begin when the playback is started.
又,未選擇動畫,可以存在有一個以上播放時間長度相同的動畫,而選擇中動畫也可以存在有一個以上播放時間長度相同的動畫。亦即,未選擇動畫可以含有數個內容不同但有相同播放時間長度的動畫,藉由使這些不同的數個動畫連續播放,而形成一個具有其播放時間長度數倍於未選擇動畫之播放時間長度的動畫。選擇中動畫亦一樣,也可以具有數個具有不同內容但相同播放時間長度的動畫,進而藉由使這些不同的數個動畫連續播放,而形成一個具有其播放時間長度數倍於選擇中動畫之播放時間長度的動畫。Also, if no animation is selected, there may be more than one animation having the same playback time length, and the selected animation may have more than one animation having the same playback time length. That is, the unselected animation may contain a plurality of animations having different contents but having the same playing time length, and by playing these different animations continuously, forming a playing time having a playing time that is several times longer than the unselected animations. Animation of length. The same is true for the selected animation. It can also have several animations with different contents but the same length of play time. Then, by playing these different animations continuously, one has a playback time that is several times longer than the selected animation. Play an animation of the length of time.
又,顯示部,也可以在開始播放未選擇動畫的條件被滿足時,每當到了該未選擇動畫的可開始播放的時機時,便以一定的順序,開始播放任一個作為該未選擇動畫而存在的動畫,並且,在開始播放選擇中動畫的條件被滿足時,每當到了該選擇中動畫的可開始播放的時機時,便以一定的順序,開始播放任一個作為該選擇中動畫而存在的動畫。Further, when the condition for starting the unselected animation is satisfied, the display unit may start playing any one of the unselected animations in a certain order every time the timing at which the unselected animation can be started is reached. The existing animation, and, when the condition for starting the animation in the selection is satisfied, whenever the timing of the start of the animation in the selected animation is reached, the playback of any one of the animations in the selection is started in a certain order. Animation.
亦即,在開始播放未選擇動畫的條件滿足之後,每當到了被分配給未選擇動畫的可開始播放的時機時,顯示部即播放任一未選擇動畫。此時,未選擇動畫被播放的順序係一預先決定的順序。藉由指定的順序,連續播放未選擇動畫之下,即可如上所述般,播放一個其播放時間長度數倍於未選擇動畫之播放時間長度的動畫(以下,稱之為組合式未選擇動畫)。That is, after the condition for starting the unselected animation is satisfied, the display unit plays any unselected animation every time the timing at which playback can be started is assigned to the unselected animation. At this time, the order in which the animations are not selected to be played is in a predetermined order. By continuously playing the unselected animation in the specified order, you can play an animation whose playback time is several times longer than the length of the unselected animation as described above (hereinafter, it is called a combined unselected animation). ).
同樣地,對於選擇中動畫亦是在開始播放選擇中動畫的條件滿足之後,每當到了分配給選擇中動畫的可開始播放的時機時,顯示部即以一定的順序播放任一選擇中動畫。藉由指定的順序,連續播放選擇中動畫之下,即可如同未選擇動畫一樣,播放一個其播放時間長度數倍於選擇中動畫之播放時間長度的動畫(以下,稱之為組合式選擇中動畫)。Similarly, for the selected animation, after the condition for starting the selection of the selected animation is satisfied, the display unit plays any of the selected animations in a certain order every time the timing of the start of the playback of the selected animation is reached. By continuously playing the selected animation under the specified order, you can play an animation whose playback time is several times longer than the playback time of the selected animation, as if the animation was not selected (hereinafter, referred to as combined selection). Animation).
又,相對於該未選擇動畫的播放時間長度T,該未選擇動畫的可開始播放的時機,為自特定基準時間開始算起的經過時間成為0,T,2T,3T,...時。Further, with respect to the playback time length T of the unselected animation, the timing at which the unselected animation can start playback is when the elapsed time from the specific reference time is 0, T, 2T, 3T, .
亦即,未選擇動畫的播放時間長度T,例如相當於選擇畫面之背景音樂一拍的長度。又,每到未選擇動畫的播放時間長度T時,亦即,每當該背景音樂的一拍時,即分配為該未選擇動畫可開始播放的時機。因此,每當到了該未選擇動畫的可開始播放的時機時,若開始該未選擇動畫的播放,且連續播放未選擇動畫,即可呈現出一角色配合背景音樂節拍而取得節奏的表現。That is, the length of play T of the animation is not selected, for example, the length of one beat of the background music of the selected screen. Moreover, each time the length of the playback time T of the animation is not selected, that is, every time the background music is beaten, the timing at which the unselected animation can be started can be started. Therefore, whenever the timing of the unselected animation can be started, if the unselected animation is started and the unselected animation is continuously played, a character can be presented to match the background music beat to obtain the rhythm.
又,該選擇中動畫的可開始播放的時機,也可以是自特定基準時間開始算起的經過時間成為T,2T,3T,4T...之任一者時。Further, the timing at which the animation of the selected animation can be started may be any one of T, 2T, 3T, 4T, ... when the elapsed time from the specific reference time is reached.
亦即,選擇中動畫的播放,最好是在選擇指示輸入之後,自結束了未選擇動畫(或是組合式未選擇動畫)的播放之後才開始。其中,如上所述,組合式未選擇動畫具有一數倍於播放時間長度T的時間長度。是以,選擇中動畫,將會分派成每當到了未選擇動畫(或是組合式未選擇動畫)的播放時間長度(若為組合式未選擇動畫,即為T的整數倍時間長度)時,為其可開始播放的時機。因此,選擇中動畫的可開始播放的時機,即為自特定基準時間開始算起的經過時間成為T,2T,3T,4T,...之任一者時。That is, the selection of the animation of the middle animation is preferably started after the selection of the instruction input, after the end of the unselected animation (or the combined unselected animation). Wherein, as described above, the combined unselected animation has a time length that is several times the playback time length T. Therefore, when you select the middle animation, it will be assigned to the length of the playback time when the unselected animation (or the combined unselected animation) is reached (if the combined unselected animation is the integer multiple of T), The timing for which you can start playing. Therefore, the timing at which the middle animation can be started can be selected, that is, when the elapsed time from the specific reference time becomes T, 2T, 3T, 4T, ....
又,若該選擇中動畫的播放時間長度為S,則該選擇中動畫可開始播放的時機,即為自特定基準時間開始算起的經過時間成為0,S,2S,3S,...時。而該登場動畫可開始播放的時機,則為自特定基準時間開始算起的經過時間成為S,2S,3S,4S,...任一者時。Moreover, if the playing time length of the selected animation is S, the timing at which the selected animation can start playing, that is, the elapsed time from the specific reference time becomes 0, S, 2S, 3S, ... . The timing at which the debut animation can start playing is when the elapsed time from the specific reference time becomes S, 2S, 3S, 4S, ....
亦即,組合式選擇中動畫的播放時間長度,為選擇中動畫之播放時間長度S的整數倍。登場動畫的播放最好在選擇中動畫(或是組合式選擇中動畫)播放結束後才開始。因此,登場動畫即被分配成每當選擇中動畫(或是組合式選擇中動畫)的播放時間長度S(若為組合式選擇中動畫,則為S的整數倍時間長度)時,為可開始播放的時機。因此,登場動畫的可開始播放的時機,為自特定基準時間開始算起的經過時間成為S,2S,3S,4S,...任一者時。That is, the playing time length of the animation in the combined selection is an integer multiple of the playing time length S of the selected animation. The playback of the debut animation is best started after the selection of the animation (or the combined selection of the animation) is finished. Therefore, the debut animation is assigned to the length of the playback time S (or an integer multiple of the length of S if the animation is selected in the combined selection) whenever the animation is selected (or the animation in the combined selection). The timing of the playback. Therefore, the timing at which the debut animation can be started is when the elapsed time from the specific reference time becomes S, 2S, 3S, 4S, ....
又,該未選擇動畫的播放時間長度T,與該選擇中動畫的播放時間長度S係一致,且相對於特定時間R而言,該登場動畫可開始播放的時機,為自特定基準時間開始算起的經過時間成為R,2R,3R,4R,...時,且該特定時間R為該選擇中動畫的播放時間長度S的整數倍。Moreover, the playing time length T of the unselected animation is consistent with the playing time length S of the selected animation, and the timing at which the playing animation can start playing with respect to the specific time R is calculated from a specific reference time. The elapsed time becomes R, 2R, 3R, 4R, ..., and the specific time R is an integral multiple of the playback time length S of the selected animation.
亦即,當播放時間長度T和S一致時,登場動畫的可開始播放的時機,即為播放時間長度T的整數倍時間長度之任一者,且為自特定基準時間開始算起的經過時間成為R,2R,3R,4R,...時。亦即,R=cT=cS(c為任意正整數)。That is, when the playing time lengths T and S coincide, the timing at which the playing animation can start playing, that is, the time length of the integer length of the playing time length T, and the elapsed time from the start of the specific reference time When it becomes R, 2R, 3R, 4R, .... That is, R = cT = cS (c is any positive integer).
又,為了達成上述目的,本發明之其他觀點所揭輸入方法,係一種藉由一具有受理部、顯示部以及輸出部之輸入裝置,而供遊戲者決定是否要選擇被動畫顯示於畫面上的角色之形態的輸入方法。Further, in order to achieve the above object, the input method of the other aspect of the present invention provides an input device having a receiving unit, a display unit, and an output unit, and the player determines whether or not to select an animation to be displayed on the screen. The input method of the form of the character.
其中,該角色,具有相對應的一用以表示該角色尚未被選擇之意旨的動畫(以下稱之為「未選擇動畫」)、一用以表示該角色在被選擇中之意旨的動畫(以下稱之為「選擇中動畫」)、以及一用以表示已決定選擇該角色之意旨的動畫(以下稱之為「登場動畫」)。The character has a corresponding animation (hereinafter referred to as "unselected animation") for indicating that the character has not been selected, and an animation for indicating that the character is selected. It is called "selection animation" and an animation (hereinafter referred to as "debut animation") for indicating the intention to select the character.
又,在該輸入方法中,在一受理步驟中,受理部係用以從該遊戲者受理一選擇該角色之意旨的選擇指示輸入。Further, in the input method, in an accepting step, the accepting unit is configured to accept, from the player, a selection instruction input for selecting the character.
又,在顯示步驟中,顯示部會在畫面中顯示出表現該角色的動畫,而且,Further, in the display step, the display unit displays an animation representing the character on the screen, and
(a)直到該選擇指示輸入被受理為止,每當到了該未選擇動畫的可開始播放的時機時,即開始該未選擇動畫的播放;(a) until the selection instruction input is accepted, the playback of the unselected animation is started every time the timing at which the unselected animation can be started is reached;
(b)在該選擇指示輸入被受理之後,直到該登場動畫的可開始播放的時機為止,每當到了該選擇中動畫的可開始播放的時機時,即開始該選擇中動畫的播放;(b) after the selection instruction input is accepted, until the timing at which the start-up animation can start playing, the playback of the selected animation is started every time the timing of the start of the selected animation can be started;
(c)在選擇指示輸入被受理(收到)之後,當到了該登場動畫的可開始播放的時機時,即開始該登場動畫的播放。(c) After the selection instruction input is accepted (received), the playback of the debut animation is started when the timing at which the debut animation can be started is reached.
又,在輸出步驟中,輸出部在該登場動畫播放結束時,即輸出一表示已決定選擇該角色的意旨。Further, in the outputting step, when the playback of the debut animation is completed, the output unit outputs a message indicating that the character has been selected.
又,為了達成上述目的,本發明之其他觀點所揭輸入方法,係一種藉由一具有受理部、顯示部以及輸出部之輸入裝置,而供遊戲者決定是否要選擇被動畫顯示於畫面上的角色之形態的輸入方法。Further, in order to achieve the above object, the input method of the other aspect of the present invention provides an input device having a receiving unit, a display unit, and an output unit, and the player determines whether or not to select an animation to be displayed on the screen. The input method of the form of the character.
其中,該角色,具有相對應的一用以表示該角色尚未被選擇之意旨的動畫(以下稱之為「未選擇動畫」)、一用以表示該角色在被選擇中之意旨的動畫(以下稱之為「選擇中動畫」)、以及一用以表示已決定選擇該角色之意旨的動畫(以下稱之為「登場動畫」)。The character has a corresponding animation (hereinafter referred to as "unselected animation") for indicating that the character has not been selected, and an animation for indicating that the character is selected. It is called "selection animation" and an animation (hereinafter referred to as "debut animation") for indicating the intention to select the character.
又,在該輸入方法中,在一受理步驟中,受理部係用以從該遊戲者受理一選擇該角色之意旨的選擇指示輸入。Further, in the input method, in an accepting step, the accepting unit is configured to accept, from the player, a selection instruction input for selecting the character.
又,在顯示步驟中,顯示部會在畫面中顯示出表現該角色的動畫,而且,(a)每當到了該未選擇動畫的可開始播放的時機時,即開始該未選擇動畫的播放,直到該選擇指示輸入被受理為止;(b)在該選擇指示輸入被受理之後,每當到了該選擇中動畫的可開始播放的時機時,即開始該選擇中動畫的播放,直到該登場動畫的可開始播放的時機為止;(c)在選擇指示輸入被受理(收到)之後,當到了該登場動畫的可開始播放的時機時,即開始該登場動畫的播放。Further, in the display step, the display unit displays an animation representing the character on the screen, and (a) the playback of the unselected animation is started every time the timing at which the unselected animation can be started is started. Until the selection instruction input is accepted; (b) after the selection instruction input is accepted, the playback of the selected animation is started every time the timing of the start of the selected animation is reached, until the animation of the selection is completed. (c) After the selection instruction input is accepted (received), the playback of the debut animation is started when the timing at which the debut animation can be started is reached.
又,在輸出步驟中,輸出部在該登場動畫播放結束時,即輸出一表示已決定選擇該角色的意旨。Further, in the outputting step, when the playback of the debut animation is completed, the output unit outputs a message indicating that the character has been selected.
又,為了達成上述目的,本發明之其他觀點所揭輸入方法,係一種藉由一具有受理部、顯示部以及輸出部之輸 入裝置,而供複數的遊戲者分別決定要選擇被動畫顯示於畫面上的複數個角色中的哪一個之形態的輸入方法。Further, in order to achieve the above object, the input method disclosed by another aspect of the present invention is a method in which the input unit, the display unit, and the output unit are provided. The player enters the device, and the player for the plural determines the input method of which of the plurality of characters to be animated on the screen.
其中,該複數個角色,分別具有相對應的一用以表示該角色尚未被選擇之意旨的動畫(以下稱之為「未選擇動畫」)、一用以表示該角色在被選擇中之意旨的動畫(以下稱之為「選擇中動畫」)、以及一用以表示已決定選擇該角色之意旨的動畫(以下稱之為「登場動畫」)。The plurality of characters respectively have an animation for indicating that the character has not been selected (hereinafter referred to as "unselected animation"), and one for indicating that the character is selected. An animation (hereinafter referred to as "selection animation") and an animation (hereinafter referred to as "debut animation") for indicating that the character has been selected.
又,在此輸入方法中,在受理步驟中,受理部係用以從該複數的遊戲者分別受理一選擇該複數個角色中的哪一個之意旨的選擇指示輸入。Further, in the input method, in the accepting step, the accepting unit is configured to accept, from the plurality of players, a selection instruction input for selecting which of the plurality of characters.
又,在顯示步驟中,顯示部係一在畫面中顯示出用以表現該複數個角色之動畫的顯示部,而且,就該複數個角色,分別,(a)每當到了該未選擇動畫可開始播放的時機,即開始該未選擇動畫的播放,直到該選擇指示輸入被受理為止;(b)在該選擇指示輸入被受理之後,每當到了該選擇中動畫可開始播放的時機時,即開始該選擇中動畫的播放,直到收到來自該複數的遊戲者全部的選擇指示輸入,且到了該複數的遊戲者所選擇之角色的全部登場動畫可開始播放的時機為止;(c)當收到來自複數的遊戲者全部的選擇指示輸入,且到了該複數的遊戲者所選擇的全部角色的登場動畫可開始播放的時機時,即開始該登場動畫的播放。Further, in the displaying step, the display unit displays a display portion for expressing the animation of the plurality of characters on the screen, and, for each of the plurality of characters, (a) each time the unselected animation is available The timing of starting the playback, that is, the playback of the unselected animation is started until the selection instruction input is accepted; (b) after the selection instruction input is accepted, whenever the timing at which the selected animation can start playing is reached, Starting the selection of the animation in the selection until the selection instruction input of all the players from the plural number is received, and the timing of all the debut animations of the character selected by the plurality of players can start playing; (c) receiving The selection instruction input is input to all the players from the plural, and when the debut animation of all the characters selected by the plurality of players can start playing, the playback of the debut animation is started.
又,在輸出步驟中,輸出部會在登場動畫全部完成播放後,就各個被選擇的角色,輸出一選擇了該角色的遊戲者、以及一選擇已決定的意旨。Further, in the outputting step, after the completion animation is completed, the output unit outputs a player who has selected the character for each selected character, and selects the determined intention.
又,本發明之其他觀點所揭之程式,係構成使電腦發揮作為上述輸入裝置的機能。Further, the program disclosed in another aspect of the present invention is configured to cause a computer to function as the input device.
又,本發明之程式,可以記錄在CD、軟碟片、硬碟、光磁碟、數位VCD、磁帶、半導體記憶體等電腦可讀取資訊記錄媒體中。上述程式與要執行該程式之電腦之間,係相互獨立的,可以透過電腦通訊網來進行配銷與販賣。又,上述資訊記錄媒體可以與該電腦相獨立地進行配銷與販賣。Further, the program of the present invention can be recorded in a computer-readable information recording medium such as a CD, a floppy disk, a hard disk, an optical disk, a digital VCD, a magnetic tape, or a semiconductor memory. The above programs are independent of the computer that executes the program and can be distributed and sold through a computer communication network. Further, the information recording medium can be distributed and sold independently of the computer.
若根據本發明所揭輸入裝置,將可以提供一種輸入裝置、輸入方法、資訊記錄媒體以及程式,當遊戲者在選擇了角色之後,能以一漂亮的態樣來顯示角色,並將角色已被選擇的意旨通知給遊戲者。According to the input device of the present invention, an input device, an input method, an information recording medium, and a program can be provided. When the player selects a character, the player can display the character in a beautiful manner and the character has been The intention of the selection is notified to the player.
以下說明本發明之實施例。以下,為了容易理解起見,雖說明的是本發明應用在遊戲裝置之實施例,然而本發明同樣可以應用在各種電腦、PDA、行動電話等資訊處理裝置。亦即,以下所說明的實施例僅係為了說明之用,並非用以限制本發明之範圍。因此,熟於此業者有可能採用一將這些各要件或所有要件置換成均等物之實施例,然而這樣的實施例亦被包含在本發明之範圍中。Embodiments of the invention are described below. Hereinafter, for the sake of easy understanding, although the present invention is applied to an embodiment of a game device, the present invention is equally applicable to information processing devices such as various computers, PDAs, and mobile phones. That is, the embodiments described below are for illustrative purposes only and are not intended to limit the scope of the invention. Thus, it is possible to employ an embodiment in which the various or all of the elements are replaced by equivalents, but such embodiments are also included in the scope of the invention.
第1圖係一顯示出本發明之實施例之一所揭輸入裝置被實現時呃典型遊戲裝置的概要構造的模式圖。以下,參照本圖作說明。Fig. 1 is a schematic view showing a schematic configuration of a typical game device when an input device according to an embodiment of the present invention is implemented. Hereinafter, description will be made with reference to this figure.
遊戲裝置100,具有:CPU(中央處理單元)101、ROM(唯讀記憶體)102、RAM(隨機存取記憶體)103、介面104、控制器105、外部記憶體106、影像處理部107、DVD(數位影碟)-ROM光碟機108、NIC(網路介面卡)109、以及聲音處理部110。The game device 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and an image processing unit 107. A DVD (Digital Video Disc)-ROM drive 108, an NIC (Network Interface Card) 109, and a sound processing unit 110.
將一記憶著遊戲用程式與資料的DVD-ROM,放入DVD-ROM光碟機108中,再接上遊戲裝置100之電源,該程式即會被執行,本實施例之輸入裝置即可被實現。A DVD-ROM that memorizes game programs and materials is placed in the DVD-ROM disc player 108, and then connected to the power of the game device 100, the program is executed, and the input device of the embodiment can be realized. .
CPU 101,會控制遊戲裝置100整體的動作,並連接各構成要素,且將控制信號與資料作溝通。The CPU 101 controls the overall operation of the game device 100, connects the components, and communicates the control signal with the data.
ROM 102,記憶著電源投入後馬上要執行的IPL(初始程式載入)。藉由CPU 101執行該IPL,被記錄在DVD-ROM中之程式將被讀出至RAM 103,且被CPU 101所開始執行。The ROM 102 memorizes the IPL (initial program load) to be executed immediately after the power is turned on. By the CPU 101 executing the IPL, the program recorded in the DVD-ROM will be read out to the RAM 103 and executed by the CPU 101.
又,在ROM 102中,有記錄著控制遊戲裝置100整體的動作所必要的操作系統的程式或各種資料。Further, in the ROM 102, a program or various materials for controlling an operating system necessary for controlling the overall operation of the game device 100 are recorded.
RAM 103,係一用以暫時記憶住資料或程式者,其保持著由DVD-ROM所讀出的程式或資料、以及進行其他遊戲或聊天通訊時所需要的資料等。The RAM 103 is used to temporarily store data or programs, and maintains programs or materials read by the DVD-ROM, and materials required for other games or chat communications.
透過介面104而被連接之控制器105,係用以接受遊戲者在遊戲執行時所作之操作輸入。The controller 105 connected through the interface 104 is for accepting an operation input made by the player during game execution.
透過介面104而可任意插脫地被連接之外部記憶體106中,可改寫地記憶著例如聊天通訊的日誌資料等。遊戲者可以藉由透過控制器105進行指令輸入,而將這些資料記憶在適當的外部記憶體106中。The external memory 106 that can be detachably connected through the interface 104 can rewibly memorize, for example, log data of a chat communication. The player can store the data in the appropriate external memory 106 by inputting commands through the controller 105.
在被裝入DVD-ROM光碟機108中之DVD-ROM中,記錄著附隨如前所述用以實現遊戲的程式與資料的影像資料與聲音資料等。藉由CPU 101的控制,DVD-ROM光碟機108會對被裝入其中之DVD-ROM進行讀出處理,而讀出必要的程式與資料等。所讀出的資料被暫時記憶在RAM 103等之中。In the DVD-ROM loaded in the DVD-ROM disc player 108, video data and sound data accompanying the programs and materials for realizing the game as described above are recorded. By the control of the CPU 101, the DVD-ROM disc drive 108 reads out the DVD-ROM loaded therein, and reads necessary programs, materials, and the like. The read data is temporarily stored in the RAM 103 or the like.
影像處理部107,將該從DVD-ROM所讀出的資料,藉由CPU 101或影像處理部107所具有的影像演算處理器(圖中未示)進行加工處理後,將其記錄在影像處理部107所具有的圖框記憶體(frame memory)(圖中未示)中。被記錄在圖框記憶體中的影像資訊,以規定的同步時序被變換成視訊信號,而會被輸出至一連接至影像處理部107的顯示器(圖中未示)中。藉此,即可進行各種影像顯示。The image processing unit 107 processes the data read from the DVD-ROM by the CPU 101 or a video calculation processor (not shown) included in the image processing unit 107, and records the data in the image processing. The frame memory (not shown) of the unit 107 is included. The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing, and is output to a display (not shown) connected to the image processing unit 107. Thereby, various image displays can be performed.
影像運算處理器,可以高速地執行二次元的影像重疊演算、α混合等之透射演算、各種飽和演算。The image operation processor can perform image superimposition calculation of the second element, transmission calculation such as alpha blending, and various saturation calculations at high speed.
又,藉由Z緩衝法,將被配置在假想三次元空間中,且附加有各種紋理資訊(Texture Information)的多邊形資訊,予以成像(rendering),而可以高速地實行運算,來獲得一從特定視點位置俯看該被配置在假想三次元空間中的多邊形而得的成像影像。Further, by the Z-buffer method, polygon information that is placed in an imaginary three-dimensional space and is attached with various texture information is subjected to rendering, and the calculation can be performed at a high speed to obtain a specific The viewpoint position is an image of the image obtained by observing the polygon in the imaginary three-dimensional space.
進一步,藉由CPU101與影像運算處理器間之協調動作,並依據用以定義文字形狀的字型資訊,可以將文字列作成二次元影像而描繪至圖框記憶體中,或是描繪在各多邊形表面上。字型資訊,是被記錄在ROM 102中,亦可以利用一被記錄在DVD-ROM中的專用字型資訊。Further, by the coordinated action between the CPU 101 and the image processing processor, and according to the font information for defining the shape of the character, the character string can be created as a binary image and drawn into the frame memory, or drawn in each polygon. On the surface. The font information is recorded in the ROM 102, and a dedicated font information recorded on the DVD-ROM can also be utilized.
NIC 109,係一用以將遊戲裝置100連接至網際網路等電腦通訊網(圖中未示)者,NIC 109可以由:例如一構成LAN(區域網路)時所用的符合10 BASE-T/100BASE-T規格者、或是一利用電話線路而用以連接至網際網路之類比數據機、ISDN(整合式服務數位網路)數據機、ADSL(非對稱式數位用戶線路)數據機、利用有線電視線路而連接至網際網路的電纜數據機等,以及進行該等與CPU101間之溝通的介面(圖中未示)等所構成。The NIC 109 is used to connect the game device 100 to a computer communication network (not shown) such as the Internet. The NIC 109 can be, for example, a 10 BASE-T/ compliant with a LAN (regional network). 100BASE-T standard, or an analog data machine, ISDN (Integrated Service Digital Network) data machine, ADSL (Asymmetric Digital Subscriber Line) data machine, which is connected to the Internet by using a telephone line, and utilized A cable modem connected to the Internet via a cable television line, and an interface (not shown) for communicating with the CPU 101.
透過NIC109連接至網際網路內的SNTP伺服器,藉由此處取得資訊,即可得到現在的日期和時間資訊。又,各種網路遊戲的伺服器裝置,亦可設定成可完成和SNTP伺服器一樣的機能。Connect to the SNTP server in the Internet through the NIC109, and get the current date and time information by getting the information here. In addition, the server devices of various online games can also be set to perform the same functions as the SNTP server.
聲音處理部110,將DVD-ROM所讀出之聲音資料變換成類比聲音信號,再使其由與之相連接的喇叭(圖中未示)輸出。又,在CPU 101的控制下,來產生一些在遊戲進行當中應當發生的音效或樂曲資料,並由喇叭輸出與之相對應的聲音。The sound processing unit 110 converts the sound data read by the DVD-ROM into an analog sound signal, and outputs it to a speaker (not shown) connected thereto. Further, under the control of the CPU 101, some sound effects or music pieces which should occur during the progress of the game are generated, and the sound corresponding to the sound is outputted by the speaker.
此外,遊戲裝置100也可以使用硬碟等大容量外部記憶裝置,來完成一與ROM 102、RAM 103、裝設在DVD-ROM光碟機108中的DVD-ROM等相同的機能。Further, the game device 100 can use a large-capacity external memory device such as a hard disk to perform the same functions as the ROM 102, the RAM 103, and the DVD-ROM installed in the DVD-ROM disc drive 108.
又,本實施例所揭輸入裝置,除了實現在上述典型遊戲裝置上之外,亦可實現在一般的電腦上。一般的電腦和上述遊戲裝置100一樣具有CPU、RAM、ROM、DVD-ROM光碟機、以及NIC,且具有一其機能比遊戲裝置100還簡單的影像處理部,且除了以硬碟作為外部記憶裝置外,亦可利用軟碟片、光磁碟片、磁帶等。又,也可以利用鍵盤或滑鼠等作輸入。而且,在安裝程式後,一旦執行該程式,即可作為輸入裝置。Moreover, the input device disclosed in this embodiment can be implemented on a general computer in addition to the above-described typical game device. A general computer has a CPU, a RAM, a ROM, a DVD-ROM, and an NIC as in the above-described game device 100, and has an image processing unit whose function is simpler than that of the game device 100, except that a hard disk is used as an external memory device. In addition, floppy disks, optical disks, magnetic tapes, and the like can also be used. Alternatively, a keyboard or a mouse can be used as input. Moreover, once the program is executed, it can be used as an input device.
以下,只要沒有註記,即以第1圖所示的遊戲裝置100來對輸入裝置增加說明。輸入裝置,可以依需要而置換成一般的電腦要件,這些實施態樣亦包含在本發明範圍內。Hereinafter, unless otherwise noted, the description will be added to the input device by the game device 100 shown in FIG. 1. The input device can be replaced with a general computer element as needed, and these embodiments are also included in the scope of the present invention.
在本實施例中,係在遊戲者選擇角色以進行遊戲之態樣的遊戲中,就供選擇角色的輸入裝置作說明。又,針對本實施例的輸入裝置,係以實現以下的情況為例來作說明,該情況係存在複數個以動畫顯示各角色的選擇畫面,並因應遊戲者的指示,依序顯示該選擇畫面的這種使用者介面。遊戲者在顯示有心目中之角色的選擇畫面中輸入選擇指示的話,顯示在該選擇畫面中的角色即被選擇了。In the present embodiment, in the game in which the player selects the character to play the game, the input device for selecting the character is explained. Further, the input device of the present embodiment is described by taking as an example a case in which a plurality of selection screens for displaying each character by animation are present, and the selection screen is sequentially displayed in response to an instruction from the player. This user interface. When the player inputs a selection instruction in the selection screen displaying the character in the mind, the character displayed on the selection screen is selected.
例如,在第2A與2B圖中,顯示有選擇畫面例。當遊戲者想要第2A圖的選擇畫面中所顯示的角色時,可以操作控制器105,來進行一指示選擇的輸入。若不是如此,則進行一使下一選擇畫面顯示出來的指示輸入。例如,第2A圖的下一個可以是顯示第2B圖的選擇畫面。一直到看到想要的角色為止,遊戲者反覆作相同的操作。For example, in the 2A and 2B drawings, an example of a selection screen is displayed. When the player wants the character displayed in the selection screen of FIG. 2A, the controller 105 can be operated to perform an input indicating the selection. If this is not the case, an instruction input is made to display the next selection screen. For example, the next picture of FIG. 2A may be a selection screen displaying the 2B picture. The player repeats the same operation until he sees the desired character.
其中,在選擇畫面中,因應角色是否有被選擇了,以該角色所對應之不同動畫來作顯示。亦即,若角色為未選擇,將顯示一表示未選擇狀態的動畫(以下,稱之為未選擇動畫)。之後,若遊戲者有對該角色輸入了一選擇指示,即表現出一選擇已被作決定的狀態,並顯示出一角色以更漂亮登場的姿勢作結束的動畫(以下,稱之為登場動畫)。惟,在本實施例中,為了讓角色有一更好看的亮相姿勢,在選擇畫面中,一直到配合所放背景音樂的時機為止,登場動畫都不會顯示。因此,直到顯示出登場動畫為止,都是處於選擇中,且顯示出一表示選擇尚未被決定之狀態的動畫(以下,稱之為選擇中動畫)。Among them, in the selection screen, depending on whether or not the character is selected, the animation corresponding to the character is displayed. That is, if the character is not selected, an animation indicating that the state is not selected (hereinafter, referred to as unselected animation) is displayed. After that, if the player has input a selection instruction to the character, that is, a state in which a selection has been made, and an animation in which a character ends in a more beautiful debut position (hereinafter, referred to as a debut animation) ). However, in the present embodiment, in order to allow the character to have a better-looking appearance posture, the appearance animation will not be displayed until the timing of the background music is placed in the selection screen. Therefore, until the appearance animation is displayed, it is all in the selection, and an animation indicating that the selection has not yet been determined is displayed (hereinafter, referred to as a selection animation).
第3圖係顯示出一實現此種使用者介面之本實施例所揭輸入裝置200的概要構成。如第3圖所示,輸入裝置200,具有一受理部201、一顯示部202、以及一輸出部203。以下,就輸入裝置200之各構成要件,參照本圖作說明。Figure 3 is a schematic diagram showing the schematic construction of the input device 200 of the present embodiment for implementing such a user interface. As shown in FIG. 3, the input device 200 has an accepting unit 201, a display unit 202, and an output unit 203. Hereinafter, each constituent element of the input device 200 will be described with reference to the drawing.
受理部201,用以受理來自遊戲者的選擇指示,並將該選擇指示所選擇出來的角色,輸出至後述之顯示部202以及輸出部203。例如,控制器105可發揮作為受理部201之機能。The accepting unit 201 accepts a selection instruction from the player, and outputs the selected character to the display unit 202 and the output unit 203, which will be described later. For example, the controller 105 can function as the receiving unit 201.
顯示部202,用以播放這些對應於受理部201所受理的選擇角色的未選擇動畫、選擇中動畫、以及登場動畫,並將其顯示於選擇畫面上。The display unit 202 plays the unselected animation, the selected animation, and the appearance animation corresponding to the selected character accepted by the receiving unit 201, and displays the animation on the selection screen.
另外,顯示部202所播放之上述各別動畫,會配合作為選擇畫面的背景音樂而播放的特定的聲音資料,且可開始播放之時機事先被分配,上述動畫、以及其可開始播放的時機和聲音資料等,被記憶在DVD-ROM等記錄媒體中。Further, the respective animations played by the display unit 202 are combined with the specific sound data played as the background music of the selected screen, and the timing at which the playback can be started is assigned in advance, and the animation and the timing at which the playback can be started and Sound data and the like are memorized in a recording medium such as a DVD-ROM.
記憶在DVD-ROM中的資訊,會由DVD-ROM光碟機108所讀出,並適當地被暫時記憶在RAM 103中。因此,藉由RAM 103、影像處理部107、DVD-ROM光碟機108、以及CPU101等作協調動作,而發揮作為顯示部202之機能。The information stored in the DVD-ROM is read by the DVD-ROM drive 108 and temporarily stored in the RAM 103 as appropriate. Therefore, the RAM 103, the image processing unit 107, the DVD-ROM disc drive 108, and the CPU 101 perform cooperative operations to function as the display unit 202.
輸出部203,用以將輸入裝置200所受理到的選擇輸入結果予以輸出。典型而言,遊戲裝置100會根據輸出部203所輸出的選擇結果,而進行遊戲。CPU 101等,發揮作為輸出部203之機能。The output unit 203 outputs a selection input result received by the input device 200. Typically, the game device 100 performs a game based on the selection result output by the output unit 203. The CPU 101 or the like functions as the output unit 203.
其次,就各個對應於角色而被記憶之未選擇動畫、選擇中動畫、以及登場動畫,作詳細說明。Next, a detailed description will be given of each of the unselected animations, the selected intermediate animations, and the debut animations that are remembered corresponding to the characters.
在本實施例中,未選擇動畫,具有一相當於選擇畫面中被播放之背景音樂的一節拍至下一節拍間之長度的播放(再生)時間長度T。此外,顯示部202,每當到了該背景音樂的節拍時,即重覆播放未選擇動畫。亦即,當以該背景音樂開始被播放的時刻為基準時間時(以下,基準時間設為背景音樂之播放被開始的時刻),未選擇動畫的可開始播放的時機為自該基準時間過了0,T,2T,3T,...時。In the present embodiment, the animation is not selected, and has a playback (reproduction) time length T corresponding to the length of the background music to be played in the selected picture to the length of the next beat. Further, the display portion 202 repeats the unselected animation every time the beat of the background music is reached. That is, when the time at which the background music starts to be played is the reference time (hereinafter, the reference time is set as the time at which the playback of the background music is started), the timing at which the start of the playback of the unselected animation is started is from the reference time. 0, T, 2T, 3T, ....
例如,第4A圖顯示一未選擇動畫例。在第4A圖中,角色在時間T之間,一隻腳上下進行動作。若每當其到了未選擇動畫的可開始播放的時機時,才開始播放,即可配合節拍,以腳取得節奏來進行表現。For example, Figure 4A shows an example of an unselected animation. In Figure 4A, the character moves between time T and one foot up and down. If you start playing at the time when you can start playing without selecting an animation, you can use the beat to get the rhythm to perform.
另外,未選擇動畫最好作成結束後接著開始。In addition, it is best to start the animation after the selection is not completed.
其次,選擇中動畫,被分配成具有一和未選擇動畫一樣的播放時間長度S(=T)以及可開始播放的時機。亦即,選擇中動畫的可開始播放的時機,為自基準時間過了0,S(=T),2S(=2T),3S(=3T),...時。因此,和未選擇動畫一樣,選擇中動畫,亦配合背景音樂的節拍,而每當到了0,S(=T),2S(=2T),3S(=3T)...之各個時間時,便開始播放,藉此即可得到一配合背景音樂的節拍而取得節奏的表現。Secondly, the selected animation is assigned to have the same playback time length S (=T) as the unselected animation and the timing at which playback can be started. That is, the timing at which the selection of the middle animation can be started is 0, S (= T), 2S (= 2T), 3S (= 3T), ... when the reference time has elapsed. Therefore, as with the unselected animation, the selected animation is also matched with the beat of the background music, and each time it reaches 0, S (= T), 2S (= 2T), 3S (= 3T) ... Start playing, and you can get a rhythm with the beat of the background music.
惟,由於未選擇動畫被播放後,選擇中動畫會被播放,因而在時刻0時,選擇中動畫是不會被播放的。是以,可開始播放的時機,實質上是自基準時間起,成為S(=T),2S(=2T),3S(=3T)...時。又,選擇中動畫亦和未選擇動畫一樣,最好是結束後接著開始。第4B圖中顯示的是一張開兩臂後放下之播放時間長度為S的選擇中動畫的例子。However, since the selected animation will be played after the animation is not selected, at time 0, the selected animation will not be played. Therefore, the timing at which playback can be started is substantially S (=T), 2S (=2T), and 3S (=3T)... from the reference time. Also, the selection of the animation is the same as the unselected animation, preferably after the end. Fig. 4B shows an example of a selected animation in which the playback time length S is set after the two arms are opened.
最後,登場動畫之播放時間長度,比未選擇動畫或是選擇中動畫的播放時間長度還長,例如,含有背景音樂的一小節份量或是二小節份量等的播放時間長度R。又,由於登場動畫是一角色進行漂亮之決戰姿勢的動畫,因而典型而言,背景音樂所切分的各小節或是每隔特定間隔的各小節,會被分配作為登場動畫的可開始播放的時機。Finally, the length of the playing time of the debut animation is longer than the length of the unselected animation or the selected animation, for example, the length of the playback time R containing a small portion of the background music or a two-section amount. In addition, since the debut animation is a character that performs an animation of a beautiful decisive posture, typically, the subsections to which the background music is divided or the bars at regular intervals are assigned as the debut animations to start playing. opportunity.
在本實施例中,登場動畫的播放時間長度R,與可開始播放的時機的間隔相同。亦即,可開始播放的時機,係自特定基準時間起算成為0,R,2R,3R,...時。但是,在未選擇動畫被播放之後,由於登場動畫會被播放,因而實質上,可開始播放的時機為自特定基準時間開始,成為R,2R,3R,4R...時。In the present embodiment, the playback time length R of the debut animation is the same as the interval at which the playback can be started. That is, the timing at which playback can be started is 0, R, 2R, 3R, ... from a specific reference time. However, after the unselected animation is played, since the debut animation is played, the timing at which playback can be started is essentially from the specific reference time, and becomes R, 2R, 3R, 4R.
另外,自該可開始播放的時機開始播放時,登場動畫最好是一其內容為配合背景音樂進行一連串動作之姿勢的動畫。第4C圖顯示一進行向上躍起姿勢的登場動畫例。在第4圖之例子中,播放時間長度R,為未選擇動畫、以及選擇中動畫之播放時間長度的四倍時間長。In addition, when the playback starts, the debut animation is preferably an animation whose content is a series of gestures in conjunction with the background music. Fig. 4C shows an example of a debut animation in which the upward jump posture is performed. In the example of Fig. 4, the playback time length R is four times longer than the length of the unselected animation and the playback time of the selected animation.
另外,在第4圖的例子中,雖係以連接著未選擇動畫和選擇中動畫的二個靜止畫面來進行表現,並以8個靜止畫面來表現登場動畫,但數量不限於此。Further, in the example of Fig. 4, the two still images connected to the unselected animation and the selected animation are displayed, and the appearance animation is expressed in eight still images, but the number is not limited thereto.
又,未選擇動畫、選擇中動畫、以及登場動畫,係對一自視點將三次元假想空間朝視線方向投射至投射面所成的影像加以攝影而成者,但也可以是以畫圖工具等所作成的靜止畫面接連而成的動畫,或是以其他方法作成的動畫。In addition, the animation, the selected animation, and the debut animation are selected, and the image obtained by projecting the three-dimensional imaginary space toward the line of sight in the line of sight is photographed by a self-viewing point, but it may be a drawing tool or the like. An animation created by successive still images, or an animation created by other methods.
參照第5圖來說明一具有以上構成之輸入裝置200的動作處理。The operation processing of the input device 200 having the above configuration will be described with reference to Fig. 5.
安裝有輸入裝置200之遊戲裝置100,被接上電源後,CPU 101即執行IPL。藉此,進行這些例如將被記錄在DVD-ROM中的程式或資料解放至RAM 103等的初始化處理。其次,CPU 101,若根據該被解放至RAM 103中的程式,開始遊戲之執行,則在特定階段,作為輸入裝置200之遊戲裝置100,會開始一供遊戲者選擇角色的選擇處理。The game device 100 to which the input device 200 is mounted is connected to the power source, and the CPU 101 executes the IPL. Thereby, for example, the initialization processing of ejecting the program or data recorded in the DVD-ROM to the RAM 103 or the like is performed. Next, when the CPU 101 starts the execution of the game based on the program that is released to the RAM 103, the game device 100 as the input device 200 starts a selection process for the player to select the character at a specific stage.
在選擇處理中,首先,顯示部202,會從RAM 103中,從數個角色中讀出一個角色的資料(步驟S111),並播放該角色所對應的一未選擇動畫,而將其顯示於選擇畫面上(步驟S112)。此時,若作為背景音樂而播放的聲音資料的節拍與節拍之間的間隔為T的話,如上所述,未選擇動畫將在自特定基準時間開始算起的經過時間成為0,T,2T,3T,...時,開始其播放。In the selection process, first, the display unit 202 reads out data of one character from a plurality of characters from the RAM 103 (step S111), and plays an unselected animation corresponding to the character, and displays it on the display unit. The selection screen is on (step S112). At this time, if the interval between the beat and the beat of the sound material played as the background music is T, as described above, the elapsed time from the start of the specific reference time becomes 0, T, 2T, as the unselected animation. When 3T,..., start its playback.
其次,CPU 101會判定受理部201是否有接受一來自遊戲者藉由操作控制器105等所作的選擇指示(步驟S113)。若沒有選擇指示(步驟S113;N),CPU 101判定遊戲者是否有輸入一作下(或前)一選擇畫面之顯示指示(步驟S120)。若有下(或前)一選擇畫面之顯示指示的話(步驟S120;Y),顯示部202即從RAM 103中,讀出下(或前)一角色的資訊(步驟S121),並回到步驟S112,顯示出一播放該角色的未選擇動畫之選擇畫面。若沒有下(或前)一選擇畫面之顯示指示的話(步驟S120;N),處理程序回到步驟S113。Next, the CPU 101 determines whether or not the accepting unit 201 accepts a selection instruction from the player by the operation controller 105 or the like (step S113). If there is no selection instruction (step S113; N), the CPU 101 determines whether the player has input a display indication of the next (or previous) selection screen (step S120). If there is a display indication of the next (or previous) selection screen (step S120; Y), the display unit 202 reads the information of the next (or previous) character from the RAM 103 (step S121), and returns to the step. S112, displaying a selection screen for playing an unselected animation of the character. If there is no display indication of the next (or previous) selection screen (step S120; N), the processing returns to step S113.
另一方面,在步驟S113中,若判定有一選擇指示(步驟S113;Y),顯示部202,即在到達該角色所對應之登場動畫的下一可開始播放的時機為止,每當到了該選擇中動畫的可開始播放的時機時,即重覆播放該選擇中動畫(步驟S114)。並且,若到了登場動畫的可開始播放的時機時,則讀出該角色所對應的登場動畫,並開始其播放(步驟S115)。On the other hand, if it is determined in step S113 that there is a selection instruction (step S113; Y), the display unit 202, that is, the timing at which the next playable animation corresponding to the character can be started, the selection is made every time. When the middle animation can start playing, the selected animation is repeatedly played (step S114). Then, when the timing at which playback of the debut animation can be started is reached, the debut animation corresponding to the character is read and playback is started (step S115).
最後,在步驟S115中,若登場動畫的播放結束了,輸出部203即輸出一表示選擇角色一事已被決定了的意旨(步驟S116)。Finally, in step S115, when the playback of the debut animation is completed, the output unit 203 outputs a message indicating that the selection of the character has been determined (step S116).
參照第6圖,就一具有例如顯示於各第4A、4B、4C圖中的未選擇動畫、選擇中動畫、以及登場動畫的角色被選擇了的情況作說明。如第4圖中所說明,第6圖中所示的未選擇動畫、選擇中動畫、登場動畫的可開始播放的時機,分別為自特定基準時間開始算起的經過時間成為0,T,2T,3T,...,S,2S,3S,4S....,R,2R,3R,4R,...的時候。另外,在第4圖之例子中,T=S,因而4T(=4S)=R。Referring to Fig. 6, a case will be described in which a character having, for example, an unselected animation, a selected animation, and a debut animation displayed in each of the 4A, 4B, and 4C drawings is selected. As illustrated in FIG. 4, the timings at which the unselected animation, the selected animation, and the debut animation shown in FIG. 6 can be started are 0, T, 2T, respectively, from the start of the specific reference time. , 3T,...,S,2S,3S,4S....,R,2R,3R,4R,... Further, in the example of Fig. 4, T = S, and thus 4T (= 4S) = R.
未選擇動畫,被設定成在可開始播放的時機被播放時,自特定基準時間(設為0)開始,過了t1時間(T<t1<2T)之後,有一選擇指示被輸入。此時,選擇中動畫之離t1最近之下一可開始播放的時機,將是2S(=2T)。又,登場動畫之離t1最近的下一可開始播放的時機,則為R(=4S=4T)。When no animation is selected, it is set to start from a specific reference time (set to 0) when the timing at which playback can start, and a selection indication is input after t1 time (T < t1 < 2T). At this time, the timing of selecting the middle animation to start playing next to t1 will be 2S (= 2T). In addition, the timing of the next start of playback of the debut animation from t1 is R (= 4S = 4T).
因而,顯示部202,會等待到於時刻T之第二次被開始播放的未選擇動畫,結束其播放之後,才從時刻2S開始選擇中動畫的播放。接著,至到達時刻R為止,都重覆播放該選擇中動畫(例如在3S時亦再播放一次),到達時刻R時,才開始登場動畫的播放。在時刻2R時,若登場動畫的播放結束了,輸出部203即輸出一表示該角色已被選擇並決定了的意旨,並結束選擇處理。Therefore, the display unit 202 waits for the unselected animation that is started to be played for the second time at the time T, and ends the playback of the medium animation from the time 2S. Then, until the arrival time R, the selected animation is repeatedly played (for example, once again in 3S), and when the time R is reached, the playback of the debut animation is started. At the time 2R, when the playback of the presenting movie is completed, the output unit 203 outputs a message indicating that the character has been selected and determined, and ends the selection process.
在上述實施例中,在選擇畫面中僅顯示一個角色,遊戲者係在有想要之角色被顯示出的選擇畫面中,輸入其選擇指示。而在本實施例中,係就一在選擇畫面中同時顯示有數個角色,供數個遊戲者選擇角色之態樣的遊戲中的輸入裝置作說明。In the above embodiment, only one character is displayed on the selection screen, and the player inputs a selection instruction in the selection screen in which the desired character is displayed. In the present embodiment, an input device in a game in which a plurality of characters are simultaneously displayed on a selection screen for a plurality of players to select a character is described.
例如,第7圖顯示一在本實施例中所顯示之選擇畫面例。如第7圖所示,在選擇畫面中,顯示出有數個角色、以及現在是哪一個角色處於可選擇狀態(亦即,被彰顯出來),例如游標701或是游標702被顯示。遊戲者可以操作控制器105而對各別想要彰顯的角色,輸入一彰顯指示。藉此,將游標移動至各遊戲者想要彰顯的角色。在第7圖之例子中,例如,顯示出二個遊戲者移動各別之游標701和702的樣子。之後,若各別遊戲者輸入了選擇指示,該彰顯中之角色(亦即,游標701或702所圍起來的角色)受到選擇的意旨即被輸入了。For example, Fig. 7 shows an example of a selection screen displayed in the present embodiment. As shown in Fig. 7, in the selection screen, it is displayed that there are several characters, and which character is currently in a selectable state (i.e., highlighted), for example, cursor 701 or cursor 702 is displayed. The player can operate the controller 105 to enter a highlighting indication for each character that he or she wishes to highlight. In this way, the cursor is moved to the character that each player wants to highlight. In the example of Fig. 7, for example, it is shown that the two players move the respective cursors 701 and 702. Thereafter, if the respective player inputs the selection instruction, the character in the presentation (that is, the character surrounded by the cursor 701 or 702) is selected and input.
另外,本實施例之輸入裝置200,由於具有和第3圖所示之構成一樣之構成,因而省略各構成要件之說明。又,有關輸入裝置200所記憶之未選擇動畫、選擇中動畫、登場動畫、各動畫之播放時間長度、以及被分配之可開始播放的時機等,都和第一實施例中所說明者一樣。惟,受理部201除了受理選擇指示外,還具有一受理彰顯指示的機能。Further, since the input device 200 of the present embodiment has the same configuration as that of the third embodiment, the description of each component is omitted. Further, the unselected animation, the selected animation, the debut animation, the length of the playback time of each animation, and the timing at which the playback can be started, which are stored in the input device 200, are the same as those described in the first embodiment. However, the receiving unit 201 has a function of accepting the instruction in addition to the selection instruction.
參照第8圖來說明一具有如上所述的使用者介面之輸入裝置200的動作處理。The operation of an input device 200 having the user interface as described above will be described with reference to FIG.
輸入裝置200,在執行一和第一實施例一樣的特定初始化處理後,就所記憶之數個角色,進行步驟S201至S209所示的處理。The input device 200 performs the processes shown in steps S201 to S209 on the plurality of characters memorized after performing a specific initialization process as in the first embodiment.
首先,顯示部202,會從RAM 103中,讀出現在處理中之角色的資料(步驟S201),並將該角色所對應之未選擇動畫,於該未選擇動畫所被分配的可開始播放的時機播放之而將其顯示於選擇畫面上(步驟S202)。First, the display unit 202 reads out the data of the character currently being processed from the RAM 103 (step S201), and the unselected animation corresponding to the character is started to be played when the unselected animation is assigned. The timing is displayed and displayed on the selection screen (step S202).
其次,顯示部202會判定該角色是否受到彰顯(步驟S203)。亦即,藉由受理部201,受理一由遊戲者對該角色所作的彰顯指示輸入,並在彰顯沒有移動至其他角色時(步驟S203;Y),顯示部202於被分配給該選擇中動畫的可開始播放的時機時,顯示該角色的選擇中動畫(步驟S204)。藉此,將該角色已被彰顯這一狀況回饋給遊戲者。Next, the display unit 202 determines whether or not the character is highlighted (step S203). In other words, the accepting unit 201 accepts a presentation instruction input by the player to the character, and when the player does not move to another character (step S203; Y), the display unit 202 is assigned to the selected animation. When the timing at which the playback can be started is displayed, the animation of the selection of the character is displayed (step S204). In this way, the character has been shown this situation back to the player.
另一方面,若該角色現在沒有被彰顯時(步驟S203;N),回到步驟S202,並於被分配給該未選擇動畫的可開始播放的時機,播放該角色所對應的未選擇動畫,而將其顯示於選擇畫面。藉此,將該角色還處於未選擇狀態的狀況回饋給遊戲者。On the other hand, if the character is not currently displayed (step S203; N), the process returns to step S202, and the unselected animation corresponding to the character is played at the timing of the start of playback of the unselected animation. And display it on the selection screen. Thereby, the player is returned to the player in a state in which the character is still in the unselected state.
在該角受已受到彰顯之狀態下,若受理部201有接收到來自遊戲者的選擇指示(步驟S205;Y),顯示部202之處理便會進入步驟S206。另一方面,若沒有接收到選擇指示時(步驟S205;N),處理便會回到步驟S203。When the reception unit 201 receives the selection instruction from the player (step S205; Y), the processing of the display unit 202 proceeds to step S206. On the other hand, if the selection instruction has not been received (step S205; N), the processing returns to step S203.
若有接收到一來自遊戲者的選擇指示輸入(步驟S205;Y),顯示部202會判別其他所有遊戲者是否一樣輸入了角色的選擇指示(步驟S206)。若其他遊戲者沒有輸入角色選擇指示(步驟S206;N),即回到步驟S206,等到所有的遊戲者都作了角色選擇指示為止。If a selection instruction input from the player is received (step S205; Y), the display unit 202 determines whether or not all other players have input the selection instruction of the character (step S206). If the other player does not input the character selection instruction (step S206; N), the process returns to step S206, and wait until all the players have made the character selection instruction.
另一方面,若其他遊戲者都已輸入了角色選擇指示(步驟S206;Y),顯示部202即會在到達該角色之登場動畫的可開始播放的時機為止,每當到了該選擇中動畫的可開始播放的時機時,即開始播放接著的選擇中動畫(步驟S207)。然後,若到了登場動畫的可開始播放的時機時,則開始登場動畫的播放(步驟S208)。又,登場動畫的可開始播放的時機最好是所有的角色同時。藉此,所有的角色可以配合背景音樂,一起執行決戰姿勢。On the other hand, if the other player has input the character selection instruction (step S206; Y), the display unit 202 will arrive at the timing of the start of the character's debut animation, whenever the animation of the selection is reached. When the timing of the playback can be started, the next selected animation is started (step S207). Then, when the timing at which playback of the debut animation can be started is reached, the playback of the debut animation is started (step S208). Also, the timing at which the debut animation can start playing is preferably all the characters at the same time. In this way, all the characters can cooperate with the background music to perform the decisive battle posture together.
或者,角色的登場動畫可開始播放的時機,也可以各別不同。而作為可開始播放的時機,係以小音節等易於劃分的時機,來分配給登場動畫。因此,即便可開始播放的時機不同,由於仍配合背景音樂,因而各角色的決戰姿勢會在某一程度的統一之下被播放。Or, the timing of the character's debut animation can start playing, or it can be different. As a timing to start playing, it is assigned to the debut animation with an easy-to-divide timing such as a small syllable. Therefore, even if the timing at which playback can be started is different, since the background music is still matched, the final battle posture of each character is played under a certain degree of unification.
最後,由輸出部203輸出一表示登場動畫結束顯示之意旨,以及該等角色係被哪一遊戲者所選擇了的意旨(步驟S209),然後結束處理。Finally, the output unit 203 outputs a message indicating that the appearance of the ending animation is displayed, and which player is selected by the player (step S209), and then ends the process.
以上,雖已就本發明之實施例作說明,但本發明不限定於上述實施例,而是可以作各種變化和應用。又,也可以自由地組合上述實施例之各構成要件。Although the embodiments of the present invention have been described above, the present invention is not limited to the above embodiments, and various changes and applications can be made. Further, it is also possible to freely combine the constituent elements of the above embodiments.
例如,在上述實施例中,係設定成在受理到選擇指示輸入之後,直到登場動畫可開始播放的時機為止,顯示選擇中動畫。但也可以不要那樣,而是在到登場動畫可開始播放的時機為止,仍持續播放未選擇動畫。For example, in the above embodiment, the selected animation is displayed until the timing at which the playing animation can start playing after the selection instruction input is accepted. But you can also not do that, but continue to play unselected animation until the time when the debut animation can start playing.
又,未選擇動畫以及選擇中動畫的播放時間長度,也可以不是背景音樂的一節拍長度,而是例如由強拍至次強拍的長度。例如,若為2節拍者,即把未選擇動畫的播放時間長度設定為2拍,若為3節拍者,則設定為3拍。又,因應播放時間長度,未選擇動畫以及選擇中動畫的可開始播放的時機,亦可以設定成自特定基準時間開始的經過時間為每個播放時間長度。Moreover, the length of the playback time of the animation is not selected and the animation is selected, and may not be the length of the beat of the background music, but may be, for example, the length from the strong beat to the second strong beat. For example, if it is 2 beats, the length of the playback time of the unselected animation is set to 2 beats, and if it is 3 beats, it is set to 3 beats. Moreover, depending on the length of the play time, the timing at which the animation cannot be selected and the start of the selected animation can be started, the elapsed time from the specific reference time can be set to the length of each play time.
又,在上述實施例中,雖然未選擇動畫、選擇中動畫、以及登場動畫等的各別可開始播放的時機,係設定成自特定時間開始的經過時間為每個播放時間長度,但也可以設定成比播放時間長度還短、或是還長,並設定可開始播放的時機的間隔。但是,可開始播放的時機最好設定成與背景音樂的每個節拍或是音節等同步。又,若播放時間長度比上述動畫的可開始播放時間的間隔還長,只要在該動畫結束播放之後到下一可開始播放的時機時,再開始播放即可。Further, in the above-described embodiment, although the timing at which the respective animations, the selected animations, and the debut animations can be started to be played is selected, the elapsed time from the specific time is set to the length of each playback time, but it is also possible Set to be shorter than the length of the playback time, or longer, and set the interval at which the playback can start. However, the timing at which playback can be started is preferably set to be synchronized with each beat or syllable of the background music. Further, if the length of the play time is longer than the interval at which the start time of the animation can be started, it is only necessary to start playback after the end of the animation until the next start of playback.
又,亦可準備數種不同的動畫來作為未選擇動畫或選擇中動畫,並從所準備的數個未選擇動畫或選擇中動畫中,顯示任一個。以下,就未選擇動畫作說明,但對於選擇中動畫亦一樣。Alternatively, a plurality of different animations may be prepared as the unselected animation or the selected intermediate animation, and any one of the prepared unselected animations or selected animations may be displayed. Below, there is no animation selected, but the same is true for the selected animation.
例如,在未選擇動畫之開始播放條件被滿足之後,每當到了被分配給未選擇動畫的可開始播放的時機時,可以依一定的順序,來播放數個不同之未選擇動畫中之任一個。藉由連續播放數個不同的未選擇動畫,即可形成一個其播放時間長度數倍於一個未選擇動畫之播放時間長度的動畫(組合式未選擇動畫)。For example, after the start condition of the unselected animation is satisfied, any one of several different unselected animations can be played in a certain order whenever the timing of the start of playback that is assigned to the unselected animation is reached. . By continuously playing a number of different unselected animations, an animation (combined unselected animation) whose playback time is several times longer than the length of an unselected animation is formed.
例如,未選擇動畫之可開始播放的時機為自特定基準時間起過了(0,T,2T,3T,...)時,茲就一個具有一個其角色之右腳會上下動且播放時間長度為T的動畫,和一個其左腳會上下動且播放時間長度為T的動畫兩個合作為一未選擇動畫的情形作說明。只要以一定的順序(例如交互),在可開始播放的時機,播放該二個未選擇動畫,即可得到一個具有播放時間長度為2T的組合式未選擇動畫。For example, if the timing of starting the playback without selecting an animation is (0, T, 2T, 3T, ...) since the specified reference time, the right foot with one of its characters will move up and down and play time. An animation of length T, and an animation in which the left foot moves up and down and the length of play is T, is illustrated as an unselected animation. As long as the two unselected animations are played in a certain order (for example, interaction) at the timing at which playback can be started, a combined unselected animation having a playback time length of 2T can be obtained.
另外,例如,當組合式未選擇動畫係以相組合的狀態來表現一連串節奏時,也可以等待到所有構成組合式未選擇動畫的動畫都播放結束了,才開始選擇中動畫的播放。在此場合,選擇中動畫的可開始播放的時機,即為自特定基準時間開始,到每個組合式未選擇動畫的播放時間長度時(亦即,若組合式未選擇動畫的播放時間長度為2T的話,即為自特定基準時間開始算起的經過時間成為2T,4T,6T,...時)。In addition, for example, when the combined unselected animation expresses a series of tempos in a combined state, it is also possible to wait until all the animations constituting the combined unselected animation have finished playing, and then start the selection of the intermediate animation. In this case, the timing of the start of the animation can be selected, that is, the playback time length from the specific reference time to the time when each combination is not selected (ie, if the combined unselected animation is played for the length of time) In the case of 2T, the elapsed time from the start of the specific reference time is 2T, 4T, 6T, ...).
對於選擇中動畫,亦可準備數個,再以一定的順序來播放,藉此,即可形成一個具有數倍於選擇中動畫之播放時間長度的動畫(組合式選擇中動畫)。又,當組合式選擇中動畫係以組合狀態來表現一連串節奏時,登場動畫的可開始播放的時機即為自特定基準時間起,到了每個組合式選擇中動畫的播放時間長度時。For the selected animation, you can also prepare a few, and then play in a certain order, thereby forming an animation (combined selection animation) with several times the playing time of the selected animation. Moreover, when the animation in the combined selection expresses a series of rhythms in a combined state, the timing at which the debut animation can start to play is from the specific reference time to the playback time length of the animation in each combination selection.
在上述第二實施例中,顯示部係構設成在等到所有遊戲者輸入完選擇指示為止,都等待登場動畫的播放;但亦可和第一實施例一樣,從有選擇指示被輸入起,每到下一個登場動畫可開始播放的時機,即開始登場動畫的播放。In the second embodiment described above, the display unit is configured to wait for all the players to input the selection instruction until the selection instruction is input; however, as in the first embodiment, from the selection instruction being input, The timing at which the next debut animation can start playing, that is, the playback of the debut animation begins.
在此場合,亦可在遊戲者進行選擇指示之前,即結束掉先前所作被遊戲者所選擇之角色的登場動畫的播放。因此,為了讓其他遊戲者知道已有角色被選擇了,在選擇指示有被輸入之後,在下一個登場動畫的可開始播放的時機時,開始登場動畫的播放之後,每到了可開始播放的時機時,即重覆進行登場動畫的播放。In this case, before the player makes a selection instruction, the playback of the debut animation of the character selected by the player may be ended. Therefore, in order to let other players know that the existing character has been selected, after the selection instruction is input, at the timing at which the next debut animation can be started, after the start of the debut animation, every time the playback can be started, , that is, repeated play of the debut animation.
又,在上述第二實施例中,該從一顯示有數個角色的選擇畫面中來選擇出角色的態樣,並不限於有數個遊戲者的情形,亦可以適用於遊戲者只有一人的情形。Further, in the second embodiment described above, the selection of the character from the selection screen displaying a plurality of characters is not limited to the case of a plurality of players, and may be applied to the case where the player has only one player.
又,在上述第二實施例中,該從一顯示有數個角色的選擇畫面中來選擇出角色的態樣,也可以應用在例如網路型遊戲中。亦即,受理部可以透過網路來受理選擇指示輸入。而且,顯示部也可以將一表示角色的動畫,顯示在一透過網路而連接的顯視器等。Further, in the second embodiment described above, the character is selected from a selection screen displaying a plurality of characters, and can be applied to, for example, a network type game. That is, the receiving unit can accept the selection instruction input through the network. Further, the display unit may display an animation indicating a character on a monitor or the like connected through a network.
又,在上述實施例中,輸出部,若登場動畫的播放結束,則會輸出被選擇的角色已被決定了的意旨,但也可以在選擇指示被受理後的時點,便輸出一角色的選擇已被決定了的意旨。在選擇中動畫或登場動畫被顯示之期間,輸入裝置被實現之遊戲裝置,也可以並行其他處理,而讓輸出部在登場動畫結束播放之時點,輸出該意旨。Further, in the above embodiment, the output unit outputs the selected character after the playback of the debut animation is completed. However, the selection of the character may be outputted after the selection instruction is accepted. The intention has been decided. While the selected animation or the debut animation is being displayed, the game device in which the input device is implemented may be processed in parallel, and the output unit may output the intention when the debut animation ends.
另外,本案主張日本國專利第2008-168242號申請案為優先權基礎,該基礎申請案之內容全為本案之內容。In addition, this case claims that the application of Japanese Patent No. 2008-168242 is the priority basis, and the contents of the basic application are all the contents of the case.
如以上所說明者,若根據本發明,將可以提供一種輸入裝置、輸入方法、資訊記錄媒體以及程式,在遊戲者選擇角色之際,會以漂亮的態樣來顯示角色,並將角色已被選擇了的意旨通知遊戲者。As described above, according to the present invention, it is possible to provide an input device, an input method, an information recording medium, and a program, and when the player selects a character, the character is displayed in a beautiful manner, and the character has been The intention was chosen to inform the player.
100...遊戲裝置100. . . Game device
101...CPU(中央處理單元)101. . . CPU (Central Processing Unit)
102...ROM(唯讀記憶體)102. . . ROM (read only memory)
103...RAM(隨機存取記憶體)103. . . RAM (random access memory)
104...介面104. . . interface
105...控制器105. . . Controller
106...外部記憶體106. . . External memory
107...影像處理部107. . . Image processing department
108...DVD-ROM光碟機108. . . DVD-ROM drive
109...網路介面卡109. . . Network interface card
110...聲音處理部110. . . Sound processing department
200...輸入裝置200. . . Input device
201...受理部201. . . Reception department
202...顯示部202. . . Display department
203...輸出部203. . . Output department
第1圖係一顯示出本實施例所揭的輸入裝置被實現時的典型遊戲裝置的概要構成的方塊圖。Fig. 1 is a block diagram showing a schematic configuration of a typical game device when the input device disclosed in the embodiment is implemented.
第2A圖係一顯示出本實施例所揭輸入裝置所提供之選擇畫面例的圖。Fig. 2A is a view showing an example of a selection screen provided by the input device disclosed in the embodiment.
第2B圖係一顯示出本實施例所揭輸入裝置所提供之選擇畫面例的圖。Fig. 2B is a view showing an example of a selection screen provided by the input device disclosed in the embodiment.
第3圖係一本實施例所揭輸入裝置的功能方塊圖。Figure 3 is a functional block diagram of the input device disclosed in the embodiment.
第4A圖係一顯示出未選擇動畫例的圖。Fig. 4A is a diagram showing an example in which no animation is selected.
第4B圖係一顯示出選擇中動畫例的圖。Fig. 4B is a diagram showing an example of an animation in selection.
第4C圖係一顯示出登場動畫例的圖。Fig. 4C is a diagram showing an example of a debut animation.
第5圖係一表示本實施例所揭輸入裝置之動作處理的方塊圖。Fig. 5 is a block diagram showing the operation of the input device disclosed in the embodiment.
第6圖係一顯示出未選擇動畫、選擇中動畫、以及登場動畫之各別可開始播放的時機例的圖。Fig. 6 is a diagram showing an example of the timing at which each of the unselected animation, the selected animation, and the debut animation can be started.
第7圖係一顯示出其他實施例所揭輸入裝置所提供之選擇畫面例的圖。Fig. 7 is a view showing an example of a selection screen provided by an input device disclosed in another embodiment.
第8圖係一顯示出其他實施例所揭輸入裝置之動作處理的流程圖。Figure 8 is a flow chart showing the action processing of the input device disclosed in the other embodiments.
200...輸入裝置200. . . Input device
201...受理部201. . . Reception department
202...顯示部202. . . Display department
203...輸出部203. . . Output department
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JP2007316842A (en) * | 2006-05-24 | 2007-12-06 | Daiwa Tsusho:Kk | Motion image generation program |
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2008
- 2008-06-27 JP JP2008168242A patent/JP4369521B1/en active Active
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2009
- 2009-06-12 KR KR1020107018166A patent/KR101195766B1/en active IP Right Grant
- 2009-06-12 WO PCT/JP2009/060776 patent/WO2009157324A1/en active Application Filing
- 2009-06-12 CN CN2009801122022A patent/CN101983093B/en active Active
- 2009-06-16 TW TW098120123A patent/TWI401108B/en active
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2000157719A (en) * | 1998-11-26 | 2000-06-13 | Namco Ltd | Information storage medium and game apparatus |
JP2007175513A (en) * | 2007-02-13 | 2007-07-12 | Namco Bandai Games Inc | Game device and information storage medium |
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JP4369521B1 (en) | 2009-11-25 |
TW201010768A (en) | 2010-03-16 |
KR101195766B1 (en) | 2012-11-05 |
JP2010005156A (en) | 2010-01-14 |
WO2009157324A1 (en) | 2009-12-30 |
KR20100102224A (en) | 2010-09-20 |
CN101983093B (en) | 2013-09-11 |
CN101983093A (en) | 2011-03-02 |
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