TWI403347B - Game device, method for evaluating operation information recording medium, and program - Google Patents
Game device, method for evaluating operation information recording medium, and program Download PDFInfo
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/422—Processing 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving 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
- A63F13/45—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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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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
- A63F2300/10—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 characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—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 characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
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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
- A63F2300/10—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 characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—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 characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
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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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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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
- A63F2300/61—Score computation
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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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8047—Music games
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
本發明係有關於一種即使於玩家在誤握持複數個控制器之狀態下來進行遊戲之情形時,仍可適當地評價玩家的操作之遊戲裝置、操作評價方法、資訊記錄媒體以及程式。The present invention relates to a game device, an operation evaluation method, an information recording medium, and a program that can appropriately evaluate a player's operation even when a player plays a game in a state of erroneously holding a plurality of controllers.
先前以來,開發出各種由業務用或家庭用遊戲裝置來執行之遊戲(軟體等)。其中,總稱為音樂遊戲(亦包括舞蹈遊戲等)之遊戲,有根深蒂固之人氣,受到廣泛年齡層之玩家之支持。Previously, various games (software, etc.) executed by business or home game devices have been developed. Among them, the games, which are collectively called music games (including dance games, etc.), have deep-rooted popularity and are supported by players of all ages.
該音樂遊戲,係一種藉由玩家抓準時序(時機)來進行符合所演奏之樂曲的節奏或音階等之操作而爭奪高得分之類型之遊戲。The music game is a game in which a type of high score is competed for by the player grasping the timing (timing) to perform operations such as the rhythm or scale of the music being played.
將使用遊戲用墊子之音樂遊戲作為一例進行具體說明,於遊戲畫面上,設有複數個移動路線,於該等移動路線上使目標物件配合所演奏之樂曲而移動顯示。更詳細而言,不同的目標物件出現在每個移動路線上,配合樂曲而於移動路線上自起點朝向終點移動。該等目標物件,係與用以表示遊戲用墊子上被劃分之各區域的各符號為相同形狀之圖像(相同符號),表示玩家應踩踏之遊戲用墊子的區域。又,以橫切各移動路線之方式而設有判定區域,若玩家在移動路線上移動之目標物件到達判定區域之時機,踩踏與該目標物件相同之符號(遊戲用墊子的區域),便可獲得分數。再者,判定區域係由直線顯示或物件顯示來表示。A music game using a game mat is specifically described as an example. A plurality of moving routes are provided on the game screen, and the target object is moved and displayed in accordance with the music piece played on the moving route. In more detail, different target objects appear on each moving route, and move with the music from the starting point toward the end point on the moving route. The target objects are images (the same symbols) having the same shape as the symbols for indicating the respective regions divided on the game mat, and indicate the region of the game mat that the player should step on. Further, a determination area is provided so as to cross each of the movement routes, and when the target object that moves on the movement route reaches the determination area, the same symbol (the area of the game mat) as the target object is stepped on. Earn the score. Furthermore, the determination area is represented by a straight line display or an object display.
即,對於玩家,要求一面盯著配合樂曲而移動之目標物件,一面看準時機踩踏遊戲用墊子的相同符號之操作。That is, for the player, it is required to look at the target object moving with the music while watching the same symbol of the game mat.
作為此類音樂遊戲之一例,揭示有一種可根據玩家之遊戲狀況等而變更難易度之遊戲裝置之發明(例如,參照專利文獻1)。As an example of such a music game, there is disclosed an invention of a game device that can change the difficulty according to the game situation of the player or the like (for example, refer to Patent Document 1).
[先行技術文獻][Advanced technical literature]
(專利文獻)(Patent Literature)
專利文獻1:日本專利第3579042號公報(第7-15頁,第4圖)Patent Document 1: Japanese Patent No. 3579042 (pages 7-15, 4)
最近,亦開發有一種音樂遊戲,除了踩踏上述遊戲用墊子之操作以外,還要求玩家進行控制器之操作。例如係一種音樂遊戲,玩家將2個控制器(一組控制器)以左右手各握持(保持)1個,從而還擔負抓準時機來揮動由目標物件的形狀所指定之左右控制器的操作。Recently, a music game has also been developed which requires the player to perform the operation of the controller in addition to the operation of stepping on the above-mentioned game mat. For example, a music game in which a player holds (holds) two controllers (a group of controllers) with each of the left and right hands, thereby also taking the timing of the timing to swing the operation of the left and right controllers specified by the shape of the target object. .
再者,所使用之各控制器中,其中一方成為主要之控制器(第1控制器),另一方則成為輔助之控制器(第2控制器)。並且,例如藉由第1及第2控制器的形狀之不同等,使得玩家可區別使用該等控制器。Further, one of the controllers used is the main controller (first controller), and the other is the auxiliary controller (second controller). Further, for example, the controllers can use the controllers differently by the difference in the shapes of the first and second controllers.
進而,此類遊戲裝置中,係將以右手握持第1控制器而以左手握持第2控制器來使用之情形,規定為正確之(標準之)拿法,而不限於遊戲之種類。Further, in such a game device, the first controller is held by the right hand and the second controller is used by the left hand, and the correct (standard) method is defined, and is not limited to the type of the game.
然而,對於不習慣此類遊戲裝置之玩家而言,由於不知道該等控制器之正確拿法,因此誤將各控制器左右反拿而進行遊戲之情形亦有許多。例如,由玩家看來,在第1控制器被置於左側而第2控制器被置於右側之狀況下,開始遊戲之情形時,不習慣之玩家並不會特別感到不協調,而就此將各控制器分別握於手中。即,即使左手握持第1控制器,右手握持第2控制器,亦全然不會注意到此種拿法係為錯誤者而開始音樂遊戲。However, for players who are not accustomed to such game devices, since they do not know the correct method of the controllers, there are many cases in which the controllers are mistakenly played back and forth. For example, in the case of the player, when the first controller is placed on the left side and the second controller is placed on the right side, when the game is started, the players who are not accustomed do not particularly feel uncoordinated, and thus will Each controller is held in the hand. That is, even if the first controller is held by the left hand and the second controller is held by the right hand, the music game is started without paying attention to the fact that the method is wrong.
又,即使知道各控制器之正確拿法,但較小之兒童等玩家將注意力置於他處,而誤將各控制器左右拿反來進行遊戲之情形亦有許多。Moreover, even if it is known that the controllers are correctly taken, the players such as the smaller children put their attention on the other side, and there are many cases in which the controllers are mistakenly used to play the game.
如此,若在弄錯各控制器的拿法之狀態下遊玩音樂遊戲,則即使抓準時機來揮動被左右指定一方之控制器,但實際上被揮動者係為不同一方之控制器,因此將無法獲取得分。In this way, if the music game is played downstream of the state in which the controllers are mistakenly taken, even if the timing is used to swing the controller that is designated by the left and right, the player is actually a different controller, so Unable to get the score.
並且,於此時之遊戲畫面上,僅會顯示出用以表示誤操作之訊息(例如,「miss!」等),因此玩家依然不會注意到各控制器之拿法有誤而會繼續進行遊戲。Moreover, on the game screen at this time, only the message indicating the misoperation (for example, "miss!", etc.) is displayed, so the player will not notice that the controllers are wrong and will continue the game. .
因此,遊戲之分數不像想像中增加,而誤解為此類音樂遊戲較難之玩家亦有許多。Therefore, the scores of the game are not as large as the imagination, and there are many players who are misunderstood that such music games are difficult.
即,要求一種技術,不限於玩家正確地握持各控制器來進行遊戲的情況,亦將此類狀況考慮在內來評價玩家之操作。That is, a technique is required, which is not limited to the case where the player correctly holds each controller to play the game, and such a situation is taken into consideration to evaluate the player's operation.
本發明係用於解決此類問題者,其目的在於提供一種遊戲裝置、操作評價方法、資訊記錄媒體以及程式,即使玩家在誤握持複數個控制器之狀態下來進行遊戲之情形時,仍可適當地評價玩家之操作。The present invention is for solving such problems, and an object thereof is to provide a game device, an operation evaluation method, an information recording medium, and a program, even if a player plays a game in a state of erroneously holding a plurality of controllers, Appropriately evaluate the player's operation.
本發明之第1觀點之遊戲裝置,係對使用了應由玩家身體之預定的各部位分別保持之複數個控制器而執行之操作,進行評價之遊戲裝置,其包含:圖像生成部、操作資訊獲取部、評價部以及評價控制部而構成。A game device according to a first aspect of the present invention is an game device that performs an operation performed using a plurality of controllers that are held by predetermined portions of a player's body, and includes an image generating unit and an operation. The information acquisition unit, the evaluation unit, and the evaluation control unit are configured.
首先,圖像生成部,基於用以規定由玩家所擔負之各控制器的任務操作之任務資訊,生成用於向玩家提示任務內容之顯示圖像(例如,包含目標物件等之遊戲圖像)。又,操作資訊獲取部,獲取由玩家所操作之各控制器之操作資訊(例如,揮動持於左右手之控制器等之操作資訊)。評價部,基於所獲取之該操作資訊與任務資訊之關係,來評價玩家之操作。例如,在對於揮動應由右手保持之第1控制器之任務操作而第1控制器被揮動之情形時、對於揮動應由左手所保持之第2控制器之任務操作而第2控制器被揮動之情形時,評價為正確之操作已被進行。相反地,在對於揮動第1控制器之任務操作而第2控制器被揮動之情形時、對於揮動第2控制器之任務操作而第1控制器被揮動之情形時、進而任一控制器均未被揮動之情形時,評價為錯誤之操作已被進行。First, the image generating unit generates a display image (for example, a game image including a target object or the like) for presenting a task content to the player based on task information for specifying a task operation of each controller that is carried by the player. . Further, the operation information acquisition unit acquires operation information of each controller operated by the player (for example, operation information such as a controller held by the right and left hands). The evaluation unit evaluates the operation of the player based on the acquired relationship between the operation information and the task information. For example, when the first controller is swung for the task of swinging the first controller to be held by the right hand, the second controller is swung for the task of swinging the second controller that should be held by the left hand. In the case of the case, the operation evaluated as correct has been carried out. Conversely, when the second controller is swung for the task of waving the first controller and the first controller is swung for the task operation of waving the second controller, any controller is When it is not swung, an operation that is evaluated as an error has been performed.
並且,評價控制部,基於將操作資訊與任務資訊相關聯之履歷資訊,將由錯誤部位所保持之控制器之操作資訊,調換為應由錯誤部位所保持之控制器之操作資訊,而使評價部進行評價。Further, the evaluation control unit changes the operation information of the controller held by the error portion to the operation information of the controller to be held by the error portion based on the history information associated with the operation information and the task information, and causes the evaluation unit to Conduct an evaluation.
例如,在對於揮動第1控制器之任務操作而第2控制器被揮動之次數大於特定比例、對於揮動第2控制器之任務操作而第1控制器被揮動之次數大於特定比例之情形時,判別各控制器被反握(保持),評價控制部將未由應保持之左右手正確保持之控制器(以左右手相反地保持之控制器)之操作資訊,調換為應由該等左右手所保持之控制器之操作資訊,而使評價部進行評價。即,評價控制部,將來自第1控制器之操作資訊,調換為原本應由左手(該第1控制器誤被保持之左手)保持之第2控制器之操作資訊。又,將來自第2控制器之操作資訊,調換為原本應由右手(該第2控制器誤被保持之右手)保持之第1控制器之操作資訊。For example, when the number of times the second controller is swung is greater than a certain ratio for the task operation of waving the first controller, and the number of times the first controller is swung is greater than a specific ratio for the task operation of waving the second controller, It is determined that each controller is back-held (held), and the evaluation control unit switches the operation information of the controller (the controller held by the left and right hands) that is not properly held by the right and left hands to be held by the left and right hands. The evaluation information of the controller is evaluated by the evaluation department. In other words, the evaluation control unit switches the operation information from the first controller to the operation information of the second controller that should be held by the left hand (the left hand that the first controller erroneously holds). Further, the operation information from the second controller is exchanged for the operation information of the first controller that should be held by the right hand (the right hand that the second controller is mistakenly held).
因此,評價部,於相對於揮動第1控制器之任務操作而第2控制器被揮動之情形時,藉由該調換而仍評價為第1控制器被揮動。又,於相對於揮動第2控制器之任務操作而第1控制器被揮動之情形時,藉由該調換而仍評價為第2控制器被揮動。Therefore, when the evaluation unit moves the second controller with respect to the task of waving the first controller, the evaluation unit still evaluates that the first controller is being swung. Further, when the first controller is swung with respect to the task operation of waving the second controller, it is still evaluated that the second controller is swung by the exchange.
其結果,於玩家在誤保持複數個控制器之狀態下進行遊戲之情形時,仍可適當地評價玩家之操作。As a result, when the player plays the game while maintaining a plurality of controllers by mistake, the operation of the player can be appropriately evaluated.
本發明之其他觀點之遊戲裝置,係使一組控制器由包含玩家的左右手的複數個部位分別保持,並對使用該各控制器之玩家所執行之操作,進行評價之遊戲裝置,其包含任務資訊記錄部、圖像生成部、操作資訊獲取部、評價部、履歷資訊蓄積部、判定部以及評價控制部而構成。A game device according to another aspect of the present invention is a game device that includes a task in which a group of controllers are held by a plurality of parts including left and right hands of a player, and an operation performed by a player using the controllers is performed. The information recording unit, the image generating unit, the operation information acquiring unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
首先,任務資訊記錄部,記錄用以規定由玩家所擔負之各控制器之任務操作的任務資訊。又,圖像生成部,基於該任務資訊,生成用於向玩家提示任務內容之顯示圖像。操作資訊獲取部,響應由顯示圖像所提示之任務內容,獲取由玩家所操作之各控制器之操作資訊。評價部,基於所獲取之該操作資訊與任務資訊之關係,來評價玩家之操作。First, the task information recording unit records task information for specifying the task operation of each controller that is carried by the player. Further, the image generating unit generates a display image for presenting the content of the task to the player based on the task information. The operation information acquisition unit acquires operation information of each controller operated by the player in response to the task content presented by the display image. The evaluation unit evaluates the operation of the player based on the acquired relationship between the operation information and the task information.
另一方面,履歷資訊蓄積部,生成將操作資訊與任務資訊相關聯之履歷資訊,並予以蓄積。又,判定部,基於所蓄積之該履歷資訊,來判定與玩家之各部位對應之各控制器之保持狀態是否正確。即,判定玩家是否以各部位正確地保持各控制器。並且,評價控制部,於被判定該保持狀態為不正確之情形時(被判定為未由正確之部位所保持之情形時),對由各部位所保持之控制器進行判別,將由各部位所保持之控制器之操作資訊,調換為應由各部位所保持之控制器之操作資訊,而使評價部進行評價。On the other hand, the history information accumulation unit generates and accumulates the history information associating the operation information with the task information. Further, the determination unit determines whether or not the holding state of each controller corresponding to each part of the player is correct based on the accumulated history information. That is, it is determined whether or not the player correctly holds each controller with each part. Further, when it is determined that the hold state is not correct (when it is determined that the hold state is not held by the correct portion), the evaluation control unit determines the controller held by each part, and The operation information of the controller to be maintained is exchanged for the operation information of the controller to be held by each part, and the evaluation department performs evaluation.
例如,於左右手握持控制器,進而將1個控制器掛於頭部進行操作之情形時,判定是否3者均被正確保持、或是否1者正確而剩餘2者被誤保持、或者是否3者均被誤保持。於判別存在被誤保持之控制器之情形時,根據被實際揮動之次數相對於各控制器之任務操作的比例等,判別各控制器係由左右手或頭部之哪個部位所保持。隨後,評價控制部,例如於應保持控制器A之右手中保持有控制器C,應保持控制器B之左手中保持有控制器A,應吊掛控制器C之頭部保持有控制器B之情形時,將控制器A之操作資訊調換為原本應由左手(該控制器A誤被保持之左手)保持之控制器B之操作資訊。又,將控制器B之操作資訊,調換為原本應由頭部(該控制器B誤被保持之頭部)保持之控制器C之操作資訊。進而,將控制器C之操作資訊,調換為原本應由右手(該控制器C誤被保持之右手)保持之控制器A之操作資訊。For example, when the controller is held by the right and left hands and the controller is hung on the head for operation, it is determined whether or not all of them are correctly held, or whether one is correct and the remaining two are mistakenly held, or whether it is 3 All were mistakenly kept. When it is determined that there is a controller that is mistakenly held, it is determined which part of the left and right hands or the head is held by each controller based on the ratio of the number of times of actual swing to the task operation of each controller. Subsequently, the evaluation control unit, for example, should keep the controller C in the right hand of the controller A, and keep the controller A in the left hand of the controller B, and the controller B should be hung on the head of the controller C. In the case of the controller A, the operation information of the controller A is exchanged to the operation information of the controller B which should be held by the left hand (the left hand of the controller A is mistakenly held). Further, the operation information of the controller B is exchanged for the operation information of the controller C which should be held by the head (the head in which the controller B is mistakenly held). Further, the operation information of the controller C is exchanged for the operation information of the controller A which should be held by the right hand (the right hand that the controller C is mistakenly held).
因此,評價部,於相對於揮動控制器A之任務操作而控制器C被揮動之情形時,藉由該調換而仍評價為控制器A被揮動。又,於相對於揮動控制器B之任務操作而控制器A被揮動之情形時,藉由該調換而仍評價為控制器B被揮動。同樣地,即使相對於揮動控制器C之任務操作而控制器B被揮動,藉由該調換而仍評價為控制器C被揮動。Therefore, when the controller C is swung with respect to the task operation of the swing controller A, the evaluation unit still evaluates that the controller A is swung by the exchange. Further, when the controller A is swung with respect to the task operation of the swing controller B, it is still evaluated that the controller B is swung by the exchange. Similarly, even if the controller B is swung with respect to the task operation of the swing controller C, it is evaluated that the controller C is swung by the swap.
其結果,於玩家在誤保持複數個控制器之狀態下進行遊戲之情形時,仍可適當地評價玩家之操作。As a result, when the player plays the game while maintaining a plurality of controllers by mistake, the operation of the player can be appropriately evaluated.
判定部,亦可於直接進行比較之情形時與對每個控制器調換操作資訊後來進行比較之情形時,分別求出由履歷資訊蓄積部所蓄積之最近之特定數的履歷資訊中任務資訊與操作資訊之一致比例,並根據兩者之一致比例之關係,來判定與各部位對應之各控制器之保持狀態是否正確。The determination unit may obtain the task information in the history information of the most recent specific number accumulated by the history information storage unit, respectively, when the operation information is exchanged for each controller when the comparison is directly performed. The consistency ratio of the operation information, and based on the relationship between the two, determines whether the holding state of each controller corresponding to each part is correct.
於此情形時,可適當地判別當前時刻之各控制器之保持狀態是否正確。In this case, it can be appropriately determined whether or not the holding state of each controller at the current time is correct.
上述遊戲裝置,亦可更包括再評價部,其於藉由判定部判定保持狀態為不正確之情形時,基於由履歷資訊蓄積部所蓄積之履歷資訊,將由各部位所保持之控制器之過去的操作資訊,調換為應由各部位所保持之控制器之操作資訊,而重新進行評價。The game device may further include a re-evaluation unit that, when the determination unit determines that the hold status is incorrect, based on the history information accumulated by the history information storage unit, the past of the controller held by each part The operation information is exchanged for the operation information of the controller to be maintained by each part, and the evaluation is performed again.
於此情形時,對於過去之操作,亦可前溯而進行再評價。In this case, the past operation can be re-evaluated in advance.
本發明之其他觀點之遊戲裝置,係使一組控制器由包含玩家的左右手的複數個部位分別保持,並對使用該等各控制器之玩家所執行之操作,進行評價之遊戲裝置,其包含任務資訊記錄部、圖像生成部、操作資訊獲取部、評價部、履歷資訊蓄積部、判定部以及評價控制部而構成。A game device according to another aspect of the present invention is a game device that allows a group of controllers to be held by a plurality of parts including left and right hands of a player, and evaluates an operation performed by a player using the controllers, and includes The task information recording unit, the image generation unit, the operation information acquisition unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
上述遊戲裝置,於由判定部判定保持狀態為不正確之情形時,對由各部位所保持之控制器進行判別。繼而,評價控制部,將規定由各部位所保持之控制器的任務操作之任務資訊,調換為規定應由各部位所保持之控制器之任務操作的任務資訊,而使評價部進行評價。When the determination unit determines that the hold state is not correct, the game device determines the controller held by each part. Then, the evaluation control unit changes the task information specifying the task operation of the controller held by each part to the task information specifying the task operation of the controller to be held by each part, and causes the evaluation unit to perform evaluation.
例如,於左右手握持控制器,進而將1個控制器掛於頭部進行操作之情形時,判定是否3者均被正確保持、或是否1者正確而剩餘2者被誤保持、或者是否3者均被誤保持。評價控制部於應保持控制器A之右手中保持有控制器C,應保持控制器B之左手中保持有控制器A,應吊掛控制器C之頭部保持有控制器B之情形時,將控制器A之操作資訊調換為原本應由左手(該控制器A誤被保持之左手)保持之控制器B之操作資訊。又,將控制器B之操作資訊調換為原本應由頭部(該控制器B誤被保持之頭部)保持之控制器C之操作資訊。進而,將控制器C之操作資訊調換為原本應由右手(該控制器C誤被保持之右手)保持之控制器A之操作資訊。For example, when the controller is held by the right and left hands and the controller is hung on the head for operation, it is determined whether or not all of them are correctly held, or whether one is correct and the remaining two are mistakenly held, or whether it is 3 All were mistakenly kept. The evaluation control unit should maintain the controller C in the right hand of the controller A. The controller A should be kept in the left hand of the controller B, and the controller B should be hung in the head of the controller C. The operation information of the controller A is exchanged for the operation information of the controller B which should be held by the left hand (the left hand of the controller A is mistakenly held). Further, the operation information of the controller B is switched to the operation information of the controller C which should be held by the head (the head in which the controller B is mistakenly held). Further, the operation information of the controller C is exchanged for the operation information of the controller A which should be held by the right hand (the right hand that the controller C is mistakenly held).
其結果,於玩家在誤保持複數個控制器之狀態下進行遊戲之情形時,仍可適當地評價玩家之操作。As a result, when the player plays the game while maintaining a plurality of controllers by mistake, the operation of the player can be appropriately evaluated.
本發明之其他觀點之操作評價方法,係在包括應由玩家身體的預定的各部位分別保持之複數個控制器、圖像生成部、操作資訊獲取部、評價部及評價控制部之遊戲裝置中之操作評價方法,其包括圖像生成步驟、操作資訊獲取步驟、評價步驟以及評價控制步驟而構成。The operation evaluation method according to another aspect of the present invention is in a game device including a plurality of controllers, an image generation unit, an operation information acquisition unit, an evaluation unit, and an evaluation control unit that are to be held by predetermined portions of the player's body. The operation evaluation method includes an image generation step, an operation information acquisition step, an evaluation step, and an evaluation control step.
首先,於圖像生成步驟中,基於用以規定由玩家所擔負之各控制器之任務操作的任務資訊,生成用於向玩家提示任務內容之顯示圖像(例如,包含目標物件等之遊戲圖像)。又,於操作資訊獲取步驟中,獲取由玩家所操作之各控制器之操作資訊(例如,揮動左右手所拿之控制器等之操作資訊)。於評價步驟中,基於所獲取之該操作資訊與任務資訊之關係,來評價玩家之操作。First, in the image generation step, based on the task information for specifying the task operation of each controller borne by the player, a display image for presenting the task content to the player (for example, a game map including the target object or the like) is generated. image). Further, in the operation information acquisition step, operation information of each controller operated by the player (for example, operation information of a controller that is swung by the left and right hands, etc.) is acquired. In the evaluation step, the player's operation is evaluated based on the acquired relationship between the operation information and the task information.
並且,於評價控制步驟中,基於將操作資訊與任務資訊相關聯之履歷資訊,將由錯誤部位所保持之控制器之操作資訊,調換為應由錯誤部位所保持之控制器之操作資訊,而使評價部進行評價。Further, in the evaluation control step, based on the history information associating the operation information with the task information, the operation information of the controller held by the error portion is exchanged for the operation information of the controller to be held by the error portion. The evaluation department conducts evaluation.
例如,在對於揮動應由右手所保持之第1控制器之任務操作而第2控制器被揮動之次數或對於揮動應由左手所保持之第2控制器之任務操作而第1控制器被揮動之次數大於特定比例之情形時,判別各控制器被反握,於評價控制步驟中,將由錯誤之手所保持之控制器(以左右手相反地保持之控制器)之操作資訊,調換為原本應由左右手所保持之控制器之操作資訊,而使評價部進行評價。即,評價控制步驟,將來自第1控制器之操作資訊,調換為原本應由左手(該第1控制器誤被保持之左手)保持之第2控制器之操作資訊。又,將來自第2控制器之操作資訊,調換為原本應由右手(該第2控制器誤被保持之右手)保持之第1控制器之操作資訊。For example, the first controller is swung in the number of times the second controller is swung for the task of swinging the first controller that should be held by the right hand or the task of swinging the second controller that should be held by the left hand. When the number of times is greater than a certain ratio, it is determined that each controller is back-grip, and in the evaluation control step, the operation information of the controller held by the wrong hand (the controller held by the left and right hands) is exchanged as originally The evaluation unit evaluates the operation information of the controller held by the right and left hands. That is, the evaluation control step switches the operation information from the first controller to the operation information of the second controller that should be held by the left hand (the left hand that the first controller is mistakenly held). Further, the operation information from the second controller is exchanged for the operation information of the first controller that should be held by the right hand (the right hand that the second controller is mistakenly held).
因此,於評價步驟中,於相對於揮動第1控制器之任務操作而第2控制器被揮動之情形時,藉由該調換而仍評價為第1控制器被揮動。又,於相對於揮動第2控制器之任務操作而第1控制器被揮動之情形時,藉由該調換而仍評價為第2控制器被揮動。Therefore, in the evaluation step, when the second controller is swung with respect to the task operation of waving the first controller, it is still evaluated that the first controller is swung by the exchange. Further, when the first controller is swung with respect to the task operation of waving the second controller, it is still evaluated that the second controller is swung by the exchange.
其結果,於玩家在誤保持複數個控制器之狀態下進行遊戲之情形時,仍可適當地評價玩家之操作。As a result, when the player plays the game while maintaining a plurality of controllers by mistake, the operation of the player can be appropriately evaluated.
本發明之其他觀點之資訊記錄媒體,係記錄有程式,該程式係使電腦(包含電子機器)作為圖像生成部、操作資訊獲取部、評價部以及評價控制部而發揮功能者。Another aspect of the information recording medium of the present invention is a program for causing a computer (including an electronic device) to function as an image generating unit, an operation information acquiring unit, an evaluation unit, and an evaluation control unit.
圖像生成部,基於用以規定由玩家所擔負之各控制器的任務操作之任務資訊,來生成用於向玩家提示任務內容之顯示圖像。The image generating unit generates a display image for presenting the task content to the player based on the task information for specifying the task operation of each controller that is carried by the player.
操作資訊獲取部,獲取由玩家所操作之各控制器之操作資訊。The operation information acquisition unit acquires operation information of each controller operated by the player.
評價部,基於所獲取之該操作資訊與任務資訊之關係,來評價玩家之操作。The evaluation unit evaluates the operation of the player based on the acquired relationship between the operation information and the task information.
評價控制部,基於將該操作資訊與該任務資訊相關聯之履歷資訊,將由錯誤部位所保持之控制器之操作資訊,調換為應由該錯誤部位所保持之控制器之操作資訊,而使評價部進行評價。The evaluation control unit changes the operation information of the controller held by the error portion to the operation information of the controller to be held by the error portion based on the history information associated with the operation information and the task information, thereby making the evaluation The Ministry conducts evaluation.
本發明之其他觀點之程式,係使電腦(包含電子機器)作為圖像生成部、操作資訊獲取部、評價部以及評價控制部而發揮功能者。In another aspect of the present invention, a computer (including an electronic device) functions as an image generating unit, an operation information acquiring unit, an evaluation unit, and an evaluation control unit.
圖像生成部,基於用以規定由玩家所擔負之各控制器的任務操作之任務資訊,生成用於向玩家提示任務內容之顯示圖像。The image generating unit generates a display image for presenting the content of the task to the player based on the task information for specifying the task operation of each controller carried by the player.
操作資訊獲取部,獲取由玩家所操作之各控制器之操作資訊。The operation information acquisition unit acquires operation information of each controller operated by the player.
評價部,基於所獲取之該操作資訊與任務資訊之關係,來評價玩家之操作。The evaluation unit evaluates the operation of the player based on the acquired relationship between the operation information and the task information.
評價控制部,基於將該操作資訊與該任務資訊相關聯之履歷資訊,將由錯誤部位所保持之控制器之操作資訊,調換為應由該錯誤部位所保持之控制器之操作資訊,而使評價部進行評價。The evaluation control unit changes the operation information of the controller held by the error portion to the operation information of the controller to be held by the error portion based on the history information associated with the operation information and the task information, thereby making the evaluation The Ministry conducts evaluation.
該程式可記錄於光碟、軟碟、硬碟、磁光碟、數位視訊光碟、磁帶、半導體記憶體等電腦可讀取之資訊記錄媒體中。The program can be recorded on computer-readable information recording media such as CD-ROM, floppy disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
上述程式,可與執行該程式之電腦獨立開來經由電腦通信網而發佈、銷售。又,上述資訊記錄媒體可與該電腦獨立開來發佈、銷售。The above program can be released and sold separately from the computer that executes the program via a computer communication network. Moreover, the above information recording medium can be released and sold separately from the computer.
[發明之效果][Effects of the Invention]
若根據本發明,可提供一種較佳遊戲裝置、操作評價方法、資訊記錄媒體以及程式,即使於玩家反拿複數個控制器來進行遊戲之情形時,仍可適當地評價玩家之操作。According to the present invention, it is possible to provide a preferred game device, an operation evaluation method, an information recording medium, and a program, and the player's operation can be appropriately evaluated even when the player takes a plurality of controllers to play the game.
以下說明本發明的實施形態。以下,為便於理解,對將本發明適用於遊戲裝置之實施形態進行說明,但於各種電腦、PDA、行動電話等資訊處理裝置中,亦可同樣地適用本發明。亦即,以下說明之實施形態係用於說明者,並不限制本案發明之範圍。因此,本領域技術人員,可採用將該等各要素或所有要素置換為與之均等者之實施形態,該等實施形態亦包含於本發明之範圍內。Hereinafter, embodiments of the present invention will be described. Hereinafter, an embodiment in which the present invention is applied to a game device will be described for ease of understanding. However, the present invention can be applied similarly to information processing apparatuses such as various computers, PDAs, and mobile phones. That is, the embodiments described below are for illustrative purposes and do not limit the scope of the invention. Therefore, those skilled in the art can adopt the embodiments in which the elements or all of the elements are replaced by the same, and the embodiments are also included in the scope of the present invention.
(實施例1)(Example 1)
第1圖係表示實現了本發明的實施形態的遊戲裝置之典型的資訊處理裝置的概要構成之示意圖。以下,參照本圖來進行說明。Fig. 1 is a schematic diagram showing a schematic configuration of a typical information processing device that realizes a game device according to an embodiment of the present invention. Hereinafter, description will be made with reference to this figure.
資訊處理裝置100,包括CPU(Central Processing Unit,中央處理單元)101、ROM(Read Only Memory,唯讀記憶體)102、RAM(Random Access Memory,隨機存取記憶體)103、介面104、控制器105、遊戲用墊子106、外部記憶體107、DVD-ROM(Digital Versatile Disk-Read Only Memory,數位多功能光碟唯讀記憶體)驅動器108、圖像(影像)處理部109、音訊處理部110以及NIC(Network Interface Card,網路介面卡)111。The information processing device 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, and a controller. 105. Game mat 106, external memory 107, DVD-ROM (Digital Versatile Disk-Read Only Memory) driver 108, image (image) processing unit 109, audio processing unit 110, and NIC (Network Interface Card) 111.
再者,藉由將記錄有遊戲用程式以及資料之DVD-ROM安裝至DVD-ROM驅動器108中,並接通資訊處理裝置100之電源,該程式會被執行,從而實現本實施形態之遊戲裝置。Furthermore, by installing the DVD-ROM on which the game program and the data are recorded in the DVD-ROM drive 108 and turning on the power of the information processing device 100, the program is executed, thereby realizing the game device of the present embodiment. .
CPU101,控制整個資訊處理裝置100之動作,與各構成要素連接以交換控制信號或資料。The CPU 101 controls the operation of the entire information processing apparatus 100, and is connected to each component to exchange control signals or data.
於ROM102中,記錄有電源接通後立即執行之IPL(Initial Program Loader,初始程式載入器),藉由執行該IPL,將記錄於DVD-ROM中之程式讀出至RAM103,由CPU101開始執行。又,於ROM102中,記錄有整個資訊處理裝置100之動作控制所需的作業系統之程式及各種資料。In the ROM 102, an IPL (Initial Program Loader) executed immediately after the power is turned on is recorded, and by executing the IPL, the program recorded in the DVD-ROM is read out to the RAM 103, and the CPU 101 starts execution. . Further, in the ROM 102, a program of the operating system and various materials necessary for the operation control of the entire information processing apparatus 100 are recorded.
RAM103,係用於暫時記錄資料或程式者,其保持自DVD-ROM讀出之程式或資料及遊戲之進行或聊天通信所需之其他資料。The RAM 103 is used for temporarily recording data or programs, and retains programs or materials read from the DVD-ROM and other materials required for the communication or chat communication of the game.
經由介面104而連接之控制器單元105,接受用戶在遊戲執行時所進行之操作輸入。更詳細而言,當左右手各握持1個後述的控制器之玩家,例如進行揮動控制器之操作(揮動手之動作)時,藉由無線通信接受該操作資訊等。再者,控制器單元105之詳細情形,將在之後敘述。The controller unit 105 connected via the interface 104 accepts an operation input by the user at the time of execution of the game. More specifically, when the player who controls one of the controllers to be described later holds the controller (the operation of waving the hand), for example, the operation information and the like are received by wireless communication. Furthermore, the details of the controller unit 105 will be described later.
經由介面104而連接之遊戲用墊子106,被置於地板上而使用,接受玩家之踩踏操作(踏步動作)之輸入。The game mat 106 connected via the interface 104 is placed on the floor and used to accept the input of the player's stepping operation (stepping action).
遊戲用墊子106,例如被成形為正方形等四邊形,且被劃分為複數個區域。於各區域上,例如分別標明有模擬朝向上下左右之各方向之箭頭的符號等,使得玩家可辨識各區域。又,於各區域中,於內部配置有按壓感測器或開關等,當玩家按壓(按下)任一區域時,接受對該區域之踩踏操作。The game mat 106 is formed, for example, into a square such as a square, and is divided into a plurality of regions. In each area, for example, a symbol indicating an arrow that simulates each direction of up, down, left, and right is marked, so that the player can recognize each area. Further, in each of the areas, a pressing sensor, a switch, or the like is disposed inside, and when the player presses (presses) any of the areas, the pedaling operation of the area is accepted.
於經由介面104而裝卸自如地連接之外部記憶體107中,可重寫地記錄有用以表示遊戲的進行狀態之資料、聊天通信的記錄(log)之資料等。用戶經由控制器單元105來進行指示輸入,藉此可將該等資料適當地記錄至外部記憶體107中。外部記憶體107亦可為SD卡等。In the external memory 107 that is detachably connected via the interface 104, information indicating the progress state of the game, a log of the chat communication, and the like are rewritably recorded. The user inputs an instruction via the controller unit 105, whereby the data can be appropriately recorded into the external memory 107. The external memory 107 can also be an SD card or the like.
在要被安裝至DVD-ROM驅動器108內之DVD-ROM中,記錄有用於實現遊戲之程式及遊戲所附帶之圖像資料及音訊資料等。藉由CPU101之控制,DVD-ROM驅動器108,對已被安裝於其中之DVD-ROM進行讀出處理,讀出必要之程式或資料,該等程式或資料被暫時記錄至RAM103等之中。In the DVD-ROM to be mounted in the DVD-ROM drive 108, image data and audio data attached to the program for realizing the game and the game are recorded. By the control of the CPU 101, the DVD-ROM drive 108 reads out the DVD-ROMs already installed therein, and reads necessary programs or materials, which are temporarily recorded in the RAM 103 or the like.
圖像處理部(影像處理部)109,將自DVD-ROM讀出之資料,藉由CPU101或自身所具備之圖像運算處理器(未圖示),進行加工處理之後,將其記錄至自身所具備之圖框記憶體(未圖示)中。記錄至圖框記憶體中之圖像資訊,以特定之同步時序被轉換為視訊信號(影像信號),並被輸出至已連接於圖像處理部109之監視器(後述之顯示器)。藉此,可顯示各種圖像。The image processing unit (image processing unit) 109 records the data read from the DVD-ROM by the CPU 101 or an image calculation processor (not shown) provided therein, and then records the data to itself. It is included in the frame memory (not shown). The image information recorded in the frame memory is converted into a video signal (video signal) at a specific synchronization timing, and is output to a monitor (a display to be described later) connected to the image processing unit 109. Thereby, various images can be displayed.
再者,圖像運算處理器,可高速地執行二維圖像之重疊運算或α混合等透過運算、各種飽和運算。Further, the image calculation processor can perform a superimposition operation of a two-dimensional image, a transmission operation such as alpha blending, and various saturation calculations at high speed.
又,亦可高速執行下述運算:將配置於假想三維空間內並附加有各種紋理資訊之多邊形資訊,藉由Z緩衝器法而再現(成像(rendering)),獲得自特定之視點位置俯瞰已被配置於假想三維空間內之多邊形之再現圖像。Further, the following operation can be performed at a high speed: the polygon information arranged in the virtual three-dimensional space and having various texture information added thereto is reproduced by the Z-buffer method (rendering), and the view from the specific viewpoint position is obtained. A reproduced image of a polygon arranged in a virtual three-dimensional space.
進而,藉由CPU101與圖像運算處理器進行協調動作,可根據定義文字形狀之字體資訊,將字符串作為二維圖像描繪至圖框記憶體中、或者描繪至各多邊形表面。字體資訊,係被記錄於ROM102中,但亦可利用記錄於DVD-ROM中之專用字體資訊。Further, by the CPU 101 and the image calculation processor performing the coordinated operation, the character string can be drawn as a two-dimensional image into the frame memory or drawn on the surface of each polygon based on the font information defining the shape of the character. The font information is recorded in the ROM 102, but special font information recorded on the DVD-ROM can also be utilized.
音訊處理部110,將自DVD-ROM讀出之音訊資料轉換為類比音訊信號,並將其供給至外部之揚聲器(後述之顯示器之揚聲器)而使音訊輸出。例如,音訊處理部110,在CPU101之控制下,生成在遊戲進行中應產生之效果音或樂曲資料,並使與其對應之音訊自揚聲器輸出。The audio processing unit 110 converts the audio data read from the DVD-ROM into an analog audio signal, and supplies it to an external speaker (a speaker of a display to be described later) to output the audio. For example, the audio processing unit 110 generates an effect sound or a music piece to be generated during the progress of the game under the control of the CPU 101, and causes the audio corresponding thereto to be output from the speaker.
NIC111,係用於將資訊處理裝置100連接於網際網路等電腦通信網(未圖示)之裝置,且係進行各種網際網路連接機器與CPU 101之仲介的介面(未圖示)。該網際網路連接機器,係可為:遵照構成LAN(Local Area Network,區域網路)時所用之10BASE-T/100BASE-T規格者、用於使用電話線路連接於網際網路之類比數據機、ISDN(Integrated Services Digital Network,整體服務數位網路)數據機、ADSL(Asymmetric Digital Subscriber Line,非對稱數位用戶線)數據機、用於使用有線電視線路連接於網際網路之有線電視數據機等。The NIC 111 is a device for connecting the information processing device 100 to a computer communication network (not shown) such as the Internet, and is a device (not shown) for interfacing the various Internet connection devices and the CPU 101. The Internet-connected machine can be an analog-like data machine that is used to connect to the Internet using a telephone line in accordance with the 10BASE-T/100BASE-T standard used to form a LAN (Local Area Network). , ISDN (Integrated Services Digital Network) data machine, ADSL (Asymmetric Digital Subscriber Line) data machine, cable TV data system connected to the Internet using cable TV lines, etc. .
除此以外,資訊處理裝置100亦可使用硬碟等大容量外部記錄裝置,以起到與ROM102、RAM103、外部記憶體107、安裝至DVD-ROM驅動器108中之DVD-ROM等相同之功能。In addition, the information processing device 100 can also use a large-capacity external recording device such as a hard disk to function in the same manner as the ROM 102, the RAM 103, the external memory 107, and the DVD-ROM mounted in the DVD-ROM drive 108.
又,亦可採用一種連接用於接受來自用戶之字符串之編輯輸入的鍵盤、或用於接受各種位置之指定以及選擇輸入的滑鼠等之形態。Further, a keyboard for accepting an edit input from a character string of a user, a mouse for accepting designation of various positions, and a mouse for selecting input may be employed.
又,亦可取代本實施形態之資訊處理裝置100,而利用普通之電腦(通用之個人電腦等)來作為遊戲裝置。例如,普通之電腦與上述資訊處理裝置100,同樣地包括CPU、RAM、ROM、DVD-ROM驅動器以及NIC,具備功能較資訊處理裝置100更簡單之圖像處理部,且具有硬碟作為外部記錄裝置,除此以外,可利用軟碟、磁光碟、磁帶等。又,利用鍵盤或滑鼠等作為輸入裝置,而非控制器。並且,於安裝遊戲程式之後,當使該程式執行時,作為遊戲裝置發揮功能。Further, instead of the information processing device 100 of the present embodiment, a general computer (a general-purpose personal computer or the like) may be used as the game device. For example, a general computer and the above-described information processing apparatus 100 include a CPU, a RAM, a ROM, a DVD-ROM drive, and an NIC, and have an image processing unit that functions more easily than the information processing apparatus 100, and has a hard disk as an external record. In addition to the device, a floppy disk, a magneto-optical disk, a magnetic tape, or the like can be used. Also, a keyboard or a mouse or the like is used as an input device instead of a controller. Further, after the game program is installed, when the program is executed, the game device functions.
(控制器單元之概要)(summary of controller unit)
第2圖係用於說明上述控制器單元105的概要之外觀圖。Fig. 2 is an external view for explaining the outline of the controller unit 105 described above.
控制器單元105,包含如圖所示之一組控制器210、220以及感測棒230而構成。各控制器210、220係利用特定之連接電纜而連接。又,資訊處理裝置100經由特定之電纜而與感測棒230及顯示器290分別連接。The controller unit 105 includes a set of controllers 210, 220 and a sensing bar 230 as shown. Each of the controllers 210, 220 is connected by a specific connecting cable. Further, the information processing device 100 is connected to the sensing bar 230 and the display 290 via a specific cable.
控制器210係主要之控制器,例如具有與電視等之遙控器類似之外觀,且與資訊處理裝置100無線(藉由無線通信而)連接。The controller 210 is a main controller, for example, having an appearance similar to a remote controller such as a television, and is wirelessly connected to the information processing device 100 (by wireless communication).
另一方面,控制器220係在呈雙節棍狀地與控制器210連接之狀態下來加以使用之輔助性控制器,經由控制器210向資訊處理裝置100發送資訊。On the other hand, the controller 220 is an auxiliary controller that is used in a state of being connected to the controller 210 in the form of a nunchaku, and transmits information to the information processing device 100 via the controller 210.
玩家,將各控制器210、220以左右手各握持1個來玩遊戲。再者,於資訊處理裝置100中,將以右手握持控制器210而以左手握持控制器220之情形,規定為正確之(標準之)拿法。The player plays the game by holding each of the controllers 210 and 220 with one of the left and right hands. Further, in the information processing apparatus 100, the case where the controller 210 is held by the right hand and the controller 220 is held by the left hand is defined as the correct (standard) method.
又,感測棒230係形成為特定長度之條狀,於顯示器290之上部,沿畫面的方向被適當地固定。於該感測棒230中,於兩端各埋設有1個發光元件231。再者,所埋設之發光元件231的數量係為一例,亦可多於該等數量。Further, the sensing bar 230 is formed in a strip shape of a specific length and is appropriately fixed in the direction of the screen on the upper portion of the display 290. In the sensing rod 230, one light-emitting element 231 is buried at each end. Furthermore, the number of the light-emitting elements 231 to be embedded is an example, and may be more than the number.
感測棒230,自資訊處理裝置100接受電源供給而使發光元件231適當發光。The sensing rod 230 receives power supply from the information processing device 100 and causes the light-emitting element 231 to emit light appropriately.
控制器210,於前端配置有CCD相機211,當前端朝向顯示器290時,該CCD相機211拍攝包含感測棒230之2個發光元件231(2個發光點)之圖像。又,控制器210於內部具備無線通信部,將所拍攝之圖像的資訊以無線通信依序發送至資訊處理裝置100。The controller 210 has a CCD camera 211 disposed at the front end, and when the current end faces the display 290, the CCD camera 211 captures an image including two light-emitting elements 231 (two light-emitting points) of the sensing bar 230. Further, the controller 210 includes a wireless communication unit therein, and transmits information of the captured image to the information processing device 100 in order of wireless communication.
繼而,資訊處理裝置100,根據自控制器210發送之圖像中的2個發光點之位置關係等,適當地獲取控制器210的位置及方向等。例如,CPU101及圖像處理部109等,對自控制器210所見之2個發光點的位置關係等進行分析,推算出控制器210之空間位置及其前端之方向(長軸線之方向),最終獲取玩家將控制器210朝向畫面上之何處進行操作等。Then, the information processing device 100 appropriately acquires the position, direction, and the like of the controller 210 based on the positional relationship of the two light-emitting points in the image transmitted from the controller 210 and the like. For example, the CPU 101, the image processing unit 109, and the like analyze the positional relationship of the two light-emitting points seen from the controller 210, and calculate the spatial position of the controller 210 and the direction of the front end (the direction of the long axis), and finally The player is positioned to operate the controller 210 toward the screen, and the like.
再者,此種控制器210之位置等之計測,例如係於每個垂直同步插入(垂直同步中斷)(1/60秒)時進行。Further, the measurement of the position or the like of the controller 210 is performed, for example, every vertical sync insertion (vertical sync interrupt) (1/60 second).
又,控制器210,於內部具備三軸之加速度感測器,可測定控制器210於三軸方向之移動。再者,亦可取代此類加速度感測器,而藉由角速度感測器或傾斜感測器等來測定控制器210之移動。Further, the controller 210 is internally provided with a three-axis acceleration sensor for measuring the movement of the controller 210 in the three-axis direction. Furthermore, such an acceleration sensor can also be substituted, and the movement of the controller 210 can be determined by an angular velocity sensor or a tilt sensor or the like.
控制器210,將如此之測定結果(例如,三軸各自之加速度資訊),依序發送至資訊處理裝置100。The controller 210 transmits the measurement results (for example, the acceleration information of each of the three axes) to the information processing apparatus 100 in order.
繼而,資訊處理裝置100,根據自控制器210所發送之測定結果,檢測控制器210之移動。例如,獲取玩家揮動、扭轉、戳刺控制器210之動作及其移動方向。Then, the information processing device 100 detects the movement of the controller 210 based on the measurement result transmitted from the controller 210. For example, the action of the player waving, twisting, and pricking the controller 210 and its moving direction are obtained.
再者,如此之控制器210之移動之檢測,係例如亦於每個垂直同步插入時進行。Moreover, the detection of the movement of the controller 210 is, for example, also performed at each vertical sync insertion.
於控制器210的頂面,配置有十字形按鍵212,可進行玩家指定任意方向之指示輸入。又,A按鈕213及各種按鈕215亦配置於頂面,可進行與該按鈕相關聯(相對應)之指示輸入。On the top surface of the controller 210, a cross-shaped button 212 is disposed, and the player can specify an instruction input in any direction. Further, the A button 213 and the various buttons 215 are also disposed on the top surface, and an instruction input associated with (corresponding to) the button can be performed.
另一方面,B按鈕214係配置於控制器210的底面,亦有時於其底面構成凹處,使得玩家能以扣動扳機之方式來進行操作。On the other hand, the B button 214 is disposed on the bottom surface of the controller 210, and sometimes forms a recess on the bottom surface thereof so that the player can operate by pulling the trigger.
於控制器210的頂面,設有複數個較小之孔216,而可自被埋設於內部之揚聲器輸出清晰之音訊。On the top surface of the controller 210, a plurality of smaller holes 216 are provided, and clear audio can be output from the speakers buried inside.
控制器210的頂面之指示器217適當地點燈,以使得即便使用複數個控制器210之情形時,玩家亦可辨別。The indicator 217 of the top surface of the controller 210 is appropriately illuminated so that the player can discern even when a plurality of controllers 210 are used.
又,於控制器210的頂面所準備之電源按鈕218,例如係指示資訊處理裝置100之開/關。Further, the power button 218 prepared on the top surface of the controller 210 indicates, for example, the on/off of the information processing apparatus 100.
進而,於控制器210之內部,配置有振動器等振動機構,以使得亦可響應自資訊處理裝置100發送之指示資訊而產生振動。Further, a vibration mechanism such as a vibrator is disposed inside the controller 210 so that vibration can be generated in response to the instruction information transmitted from the information processing device 100.
另一方面,控制器220,於內部具備同樣之三軸之加速度感測器,從而可測定控制器220於三軸方向之移動。再者,亦可取代此類加速度感測器,而藉由角速度感測器或傾斜感測器等測定控制器220之移動。On the other hand, the controller 220 is internally provided with the same three-axis acceleration sensor so that the movement of the controller 220 in the three-axis direction can be measured. Furthermore, such an acceleration sensor can also be substituted, and the movement of the controller 220 can be measured by an angular velocity sensor or a tilt sensor or the like.
控制器220,將如此之測定結果(例如,三軸各自之加速度資訊),經由控制器210而依序發送至資訊處理裝置100。The controller 220 transmits the measurement results (for example, the acceleration information of each of the three axes) to the information processing apparatus 100 in sequence via the controller 210.
繼而,資訊處理裝置100,同樣地根據來自控制器220之測定結果,檢測控制器220之移動。例如,獲取玩家揮動、扭轉、戳刺控制器220之動作及其移動方向。Then, the information processing device 100 similarly detects the movement of the controller 220 based on the measurement result from the controller 220. For example, the action of the player waving, twisting, pricking the controller 220 and its direction of movement are obtained.
再者,如此之控制器220之移動之檢測,例如亦係於每個垂直同步插入時進行。Moreover, the detection of the movement of the controller 220 is, for example, also performed at the time of each vertical sync insertion.
於控制器220的頂面,配置有控制桿221,可進行玩家指定任意方向之指示輸入。A control lever 221 is disposed on the top surface of the controller 220, and the player can specify an instruction input in any direction.
除此以外,於控制器220之前端部,亦配置有C按鈕222,又,於控制器220的底面,配置有Z按鈕223,以使得玩家可進行各種操作。In addition to this, a C button 222 is also disposed at the front end of the controller 220, and a Z button 223 is disposed on the bottom surface of the controller 220 to allow the player to perform various operations.
以下,對藉由如此之一組控制器210、220與感測棒230之組合而獲得各控制器210、220之操作及位置等之情形進行說明。再者,控制器210等之位置之測定,並不限於CCD相機211拍攝感測棒230之發光點(發光元件231)之方法,其他方法亦可適當地適用。例如,既可根據經由感測棒230之二處間之無線通信之時差等而求出控制器210等之位置,又,亦可使用超音波或紅外線等,根據三角測量之原理來求出控制器210等之位置。Hereinafter, a case where the operation, the position, and the like of each of the controllers 210 and 220 are obtained by the combination of the one of the group controllers 210 and 220 and the sensing bar 230 will be described. Further, the measurement of the position of the controller 210 or the like is not limited to the method in which the CCD camera 211 photographs the light-emitting point (light-emitting element 231) of the sensing rod 230, and other methods may be suitably applied. For example, the position of the controller 210 or the like may be obtained based on the time difference of wireless communication between the two of the sensing bars 230, and ultrasonic or infrared rays may be used to obtain control based on the principle of triangulation. The location of the device 210, etc.
(遊戲裝置的概要構成)(summary structure of game device)
對於遊戲裝置的概要構成,參照第3圖及第4圖來進行說明。The outline configuration of the game device will be described with reference to FIGS. 3 and 4.
第3圖係表示自本發明的實施形態之遊戲裝置之功能所見的概要構成之示意圖。第4圖係詳細表示自本發明的實施形態之遊戲裝置之硬體所見的概要構成之示意圖。以下,參照第3圖來進行說明。Fig. 3 is a schematic view showing a schematic configuration of the game device according to the embodiment of the present invention. Fig. 4 is a schematic view showing a schematic configuration of a hardware of a game device according to an embodiment of the present invention. Hereinafter, description will be made with reference to Fig. 3 .
遊戲裝置300,包括任務資訊記錄部330、圖像生成部320、操作資訊獲取部340、評價部361、履歷資訊蓄積部350、判定部362以及評價控制部363而構成。The game device 300 includes a task information recording unit 330, an image generating unit 320, an operation information acquiring unit 340, an evaluation unit 361, a history information storage unit 350, a determination unit 362, and an evaluation control unit 363.
任務資訊記錄部330,記錄用以規定由玩家所擔負之各控制器210、220的任務操作之任務資訊。例如,於音樂遊戲等中,按時間序列記錄玩家應操作之控制器之種類或操作之時機等。The mission information recording unit 330 records task information for specifying the task operations of the controllers 210 and 220 that are carried by the player. For example, in a music game or the like, the type of the controller to be operated by the player, the timing of the operation, and the like are recorded in time series.
要被安裝至上述DVD-ROM驅動器108中之DVD-ROM及RAM103等,可作為如此之任務資訊記錄部330而發揮功能。The DVD-ROM, the RAM 103, and the like to be mounted in the DVD-ROM drive 108 described above can function as the task information recording unit 330.
圖像生成部320,基於所記錄之任務資訊,生成用於向玩家提示任務內容之顯示圖像。具體而言,亦可生成與各控制器210、220對應之符號或顯示操作時機(揮動控制器210、220之動作之持續時間等)之物件(object)。圖像處理部109等可作為如此之圖像生成部320而發揮功能。The image generating unit 320 generates a display image for presenting the task content to the player based on the recorded task information. Specifically, an object corresponding to each of the controllers 210 and 220 or an operation timing (the duration of the operation of the swing controllers 210 and 220, etc.) may be generated. The image processing unit 109 or the like can function as such an image generation unit 320.
操作資訊獲取部340,響應由顯示圖像所提示之任務內容,獲取由玩家所操作之各控制器210、220之操作資訊。控制器單元105、遊戲用墊子106、介面104及CPU101等,可作為如此之操作資訊獲取部340而發揮功能。The operation information acquisition unit 340 acquires operation information of each of the controllers 210 and 220 operated by the player in response to the task content presented by the display image. The controller unit 105, the game mat 106, the interface 104, the CPU 101, and the like can function as the operation information acquiring unit 340.
評價部361,基於所獲取之操作資訊與所記錄之任務資訊之關係,來評價玩家之操作。CPU101及RAM103等,可作為如此之評價部361而發揮功能。The evaluation unit 361 evaluates the operation of the player based on the relationship between the acquired operation information and the recorded task information. The CPU 101, the RAM 103, and the like can function as the evaluation unit 361.
履歷資訊蓄積部350,生成將操作資訊與任務資訊相關聯(相對應)之履歷資訊並予以蓄積。典型而言,使操作資訊獲取部340所獲取之各控制器210、220之操作之時機等資訊,與任務資訊記錄部330中記錄之任務資訊按時間序列對應而記錄。RAM103等,可作為如此之履歷資訊蓄積部350而發揮功能。The history information accumulation unit 350 generates and accumulates history information in which the operation information is associated with (corresponding to) the task information. Typically, the information such as the timing of the operations of the controllers 210 and 220 acquired by the operation information acquiring unit 340 is recorded in time series corresponding to the task information recorded in the task information recording unit 330. The RAM 103 or the like can function as the history information storage unit 350 as described above.
判定部362,基於所蓄積之履歷資訊,來判定與玩家之各部位對應之各控制器210、220之保持狀態是否正確。亦可比對各控制器210、220之任務資訊與操作資訊,根據該等之一致比例來進行判定。CPU101及RAM103等,可作為如此之判定部362而發揮功能。The determination unit 362 determines whether or not the holding state of each of the controllers 210 and 220 corresponding to each part of the player is correct based on the accumulated history information. The task information and the operation information of each of the controllers 210 and 220 may be compared, and the determination may be made according to the matching ratios of the controllers. The CPU 101, the RAM 103, and the like can function as the determination unit 362 as described above.
評價控制部363,於判定保持狀態不正確之情形時,對各部位所保持之控制器210、220進行判別,將由錯誤部位所保持之控制器210、220之操作資訊,調換為應由錯誤部位所保持之控制器220、210之操作資訊,而使評價部361進行評價。再者,控制器亦可為3個以上。CPU101等,可作為如此之評價控制部363而發揮功能。When determining that the hold state is not correct, the evaluation control unit 363 discriminates the controllers 210 and 220 held by the respective parts, and switches the operation information of the controllers 210 and 220 held by the error parts to the wrong part. The evaluation information of the controllers 220 and 210 held is evaluated by the evaluation unit 361. Furthermore, the number of controllers may be three or more. The CPU 101 or the like can function as such an evaluation control unit 363.
判定部362、履歷資訊蓄積部350、任務資訊記錄部330,可適當省略。The determination unit 362, the history information storage unit 350, and the task information recording unit 330 can be omitted as appropriate.
以下,對遊戲裝置300的構成概要作進一步詳細說明。Hereinafter, the outline of the configuration of the game device 300 will be described in further detail.
以下,參照第4圖來進行說明。作為一例,該遊戲裝置300,係用以執行音樂遊戲之遊戲裝置,且使物件(後述之目標物件)配合所演奏之樂曲而於畫面上移動顯示,並評價玩家對該物件所進行之操作。Hereinafter, description will be made with reference to Fig. 4 . As an example, the game device 300 is a game device for executing a music game, and an object (a target object to be described later) is displayed on the screen in accordance with the music to be played, and the player's operation on the object is evaluated.
遊戲裝置300,包括圖像資訊記錄部310、圖像生成部320、任務資訊記錄部330、操作資訊獲取部340、履歷資訊蓄積部350、處理控制部360、樂曲資訊記錄部370以及樂曲再生部380。The game device 300 includes an image information recording unit 310, an image generation unit 320, a task information recording unit 330, an operation information acquisition unit 340, a history information storage unit 350, a process control unit 360, a music information recording unit 370, and a music reproduction unit. 380.
首先,圖像資訊記錄部310記錄各種圖像資訊。例如,記錄用於在音樂遊戲之進行中顯示之背景圖像、或者與再生之樂曲之節奏等同調地移動之目標物件等的圖像資訊等。First, the image information recording unit 310 records various image information. For example, image information for displaying a background image displayed during the progress of the music game, or a target object moving in the same manner as the rhythm of the reproduced music is recorded.
圖像生成部320由處理控制部360所控制,生成音樂遊戲之顯示圖像(遊戲圖像)。The image generation unit 320 is controlled by the processing control unit 360 to generate a display image (game image) of the music game.
例如,圖像生成部320適當地讀出在圖像資訊記錄部310中記錄之各種圖像資訊、或在任務資訊記錄部330中記錄之後述之任務資訊,並生成遊戲圖像。For example, the image generation unit 320 appropriately reads out various image information recorded in the image information recording unit 310, or records task information described later in the task information recording unit 330, and generates a game image.
具體而言,圖像生成部320生成如第5圖所示之遊戲圖像。該第5圖中,表示複數個種類之目標物件OC1、OC2、OM1~OM4與所演奏之樂曲的節奏等同調地沿著移動路線La(與物件的種類相應之路線),自下方依序出現並分別移動至上方而消失之情形。Specifically, the image generation unit 320 generates a game image as shown in FIG. 5. In the fifth drawing, it is shown that the target objects OC1, OC2, OM1 to OM4 of the plurality of types are aligned with the rhythm of the played music along the movement route La (the route corresponding to the type of the object), and appear sequentially from below. And move to the top and disappear.
目標物件OC1、OC2,表示朝向不同方向之響鈴(手鈴)符號,與上述之控制器210、220對應。也就是說,表示朝左的響鈴符號之目標物件OC1,係與玩家通常以左手握持之(被規定為應以左手保持之)控制器220對應,又,表示朝右的響鈴符號之目標物件OC2,係與玩家通常以右手握持之(被規定為應以右手保持之)控制器210對應。The target objects OC1, OC2 represent the ringing (hand bell) symbols in different directions, corresponding to the controllers 210, 220 described above. That is to say, the target object OC1 indicating the leftward bell symbol corresponds to the controller 220 that the player usually holds in the left hand (defined to be held by the left hand), and further represents the ringing symbol toward the right. The target object OC2 corresponds to the controller 210 that the player usually holds in his right hand (defined to be held by the right hand).
另一方面,目標物件OM1~OM4的形狀係為不同方向之箭頭符號,且與上述之遊戲用墊子106上的各符號(區域)分別對應。On the other hand, the shapes of the target objects OM1 to OM4 are arrow symbols in different directions, and correspond to the respective symbols (regions) on the game mat 106 described above.
該等目標物件OC1、OC2、OM1~OM4,係由處理控制部360進行控制,自移動路線La的下端(起點)開始出現,於移動路線La上移動,繼而於移動路線La的上端(終點)消失。並且,對於玩家,在任一目標物件OC1、OC2、OM1~OM4(亦有時為複數個)到達判定區域HA(將與各目標物件相同形狀之物件固定而配置的區域)之時機,要求一種與該物件的種類對應之操作。The target objects OC1, OC2, OM1 to OM4 are controlled by the processing control unit 360, appearing from the lower end (starting point) of the movement route La, moving on the movement route La, and then at the upper end (end point) of the movement route La. disappear. Further, the player is required to have a timing when any of the target objects OC1, OC2, OM1 to OM4 (and sometimes plural) arrive at the determination area HA (the area in which the objects of the same shape are fixed in the same shape). The type of the object corresponds to the operation.
也就是說,在判定區域HA中物件彼此完全重合之時機,要求揮動操作控制器210、220或踩踏遊戲用墊子106之操作。That is to say, at the timing when the objects in the determination area HA completely coincide with each other, the operation of swinging the operation controllers 210, 220 or stepping on the game mat 106 is required.
例如,在目標物件OC1(左響鈴符號)移動至判定區域HA之時機(更詳細而言物件彼此完全重合之時機),對於玩家要求揮動應以左手保持之控制器220之操作。同樣地,在目標物件OC2(右響鈴符號)移動至判定區域HA之時機,對於玩家要求揮動應以右手保持之控制器210之操作。For example, when the target object OC1 (left bell symbol) moves to the decision area HA (in more detail, the timing at which the objects completely coincide with each other), the player is required to swing the operation of the controller 220 that should be left-handed. Similarly, at the timing when the target object OC2 (right bell symbol) moves to the determination area HA, the player is required to swing the operation of the controller 210 which should be held by the right hand.
另一方面,在目標物件OM1~OM4移動至判定區域HA之時機,對於玩家要求踩踏遊戲用墊子106之相同符號(相同方向之箭頭符號)之操作。On the other hand, when the target objects OM1 to OM4 move to the determination area HA, the player is required to step on the same symbol (arrow symbol in the same direction) of the game mat 106.
再者,於第5圖之遊戲圖像中,表示目標物件(OC1、OC2、OM1~OM4)自畫面之下方向上方移動之情形,但目標物件之移動方向並不限於此而為任意。例如,亦可自畫面之上方向下方移動,除此以外,亦可向橫方向(自畫面之右側向左側,或自畫面之左側向右側)等移動。又,亦可取代判定區域HA而顯示與移動路線La正交之判定線,以用作判定區域。又,移動路線La亦可不於遊戲圖像上顯示。進而,目標物件之形狀係為一例,亦可為其他形狀。In the game image of FIG. 5, the target object (OC1, OC2, OM1 to OM4) is moved upward from the lower side of the screen, but the moving direction of the target object is not limited thereto. For example, it is also possible to move from the top to the bottom of the screen, or in the horizontal direction (from the right side of the screen to the left side, or from the left side to the right side of the screen). Further, instead of the determination area HA, a determination line orthogonal to the movement route La may be displayed to be used as the determination area. Also, the movement route La may not be displayed on the game image. Further, the shape of the target object is an example, and may be other shapes.
返回第4圖,任務資訊記錄部330,記錄用以規定對應於要被再生之樂曲而由玩家所擔負(被要求)之任務操作的內容之任務資訊。例如,關於對應於要被再生之樂曲的節奏(節拍)及曲調的音階等,而玩家應揮動之控制器210、220或玩家應踩踏之遊戲用墊子106之符號(區域),記錄按時間序列規定其操作時機之任務資訊。Returning to Fig. 4, the task information recording unit 330 records task information for specifying the content of the task operation performed by the player (required) corresponding to the music piece to be reproduced. For example, regarding the tempo (beat) corresponding to the music piece to be reproduced and the scale of the tune, etc., the controller 210, 220 or the symbol (area) of the game mat 106 that the player should swipe, records in time series. Specify the task information of its operation timing.
將具體之任務資訊之一例,表示於第6圖。於該圖中,示意性地表示對於控制器210、220及遊戲用墊子106之各符號分別規定操作時機之情形。該等操作時機係與樂曲之再生時間(再生計數器等)同步,且按時間序列規定。An example of specific task information is shown in Fig. 6. In the figure, the timing of specifying the operation timing for each of the symbols of the controllers 210 and 220 and the game mat 106 is schematically shown. These operating timings are synchronized with the reproduction time of the music (regeneration counter, etc.) and are specified in time series.
此類任務資訊,被用於處理控制部360(更詳細而言,後述之評價部361)評價玩家之操作內容。例如,與樂曲之再生同步地,沿時間序列掃描任務資訊,並依序評價是否由玩家進行了正確之操作。Such task information is used in the processing control unit 360 (more specifically, the evaluation unit 361 described later) to evaluate the operation content of the player. For example, in synchronization with the reproduction of the music, the task information is scanned in time series, and it is sequentially evaluated whether or not the correct operation is performed by the player.
又,任務資訊,亦被用於圖像生成部320生成顯示圖像時。也就是說,配合任務資訊之操作時機,移動控制各目標物件,以使對象之目標物件到達判定區域HA。Further, the task information is also used when the image generating unit 320 generates a display image. That is to say, in accordance with the operation timing of the task information, each target object is moved and controlled so that the target object of the object reaches the determination area HA.
返回第4圖,操作資訊獲取部340,係於由玩家操作各控制器210、220或遊戲用墊子106時,獲取其操作資訊。Returning to Fig. 4, the operation information acquisition unit 340 acquires the operation information when the player operates each of the controllers 210, 220 or the game mat 106.
具體而言,操作資訊獲取部340,具有無線通信部341以及墊子資訊接受部342,獲取玩家揮動各控制器210、220之操作以及踩踏遊戲用墊子106之操作等操作資訊。Specifically, the operation information acquisition unit 340 includes the wireless communication unit 341 and the mat information receiving unit 342, and acquires operation information such as an operation of the player waving the controllers 210 and 220 and an operation of stepping on the game mat 106.
亦即,無線通信部341係與控制器210依序進行無線通信,以收發必要之資訊。That is, the wireless communication unit 341 performs wireless communication with the controller 210 in order to transmit and receive necessary information.
例如,於玩家進行揮動控制器210等之操作時,無線通信部341獲取包含被操作之控制器210之識別符(識別編號等)的操作資訊。再者,控制器220之操作資訊,亦被經由控制器210發送。即,玩家揮動控制器220時,獲取包含控制器220之識別符的操作資訊。For example, when the player performs the operation of the swing controller 210 or the like, the wireless communication unit 341 acquires operation information including the identifier (identification number, etc.) of the controller 210 to be operated. Moreover, the operation information of the controller 220 is also transmitted via the controller 210. That is, when the player swings the controller 220, the operation information including the identifier of the controller 220 is acquired.
因此,藉由被包含於如此的操作資訊中之識別符,可判別控制器210、220之哪一個被操作。Therefore, it is possible to discriminate which of the controllers 210, 220 is operated by the identifier included in such operation information.
並且,控制器單元105,可作為如此之無線通信部341而發揮功能。Further, the controller unit 105 can function as such a wireless communication unit 341.
又,墊子資訊接受部342,接受自遊戲用墊子106所供給之墊子資訊(操作資訊)。即,於玩家踩踏遊戲用墊子106時,可自所接受之墊子資訊獲取遊戲用墊子106之哪個符號(區域)被踩踏。Further, the mat information receiving unit 342 receives the mat information (operation information) supplied from the game mat 106. That is, when the player steps on the game mat 106, it is possible to obtain which symbol (area) of the game mat 106 is stepped on from the accepted mat information.
再者,介面104等,可作為如此之墊子資訊接受部342而發揮功能。Further, the interface 104 or the like can function as the mat information receiving unit 342.
履歷資訊蓄積部350,生成將操作資訊獲取部340所獲取之操作資訊與任務資訊記錄部330中所記錄之對應之任務資訊相關聯的履歷資訊,並予以蓄積。The history information storage unit 350 generates and stores history information in which the operation information acquired by the operation information acquisition unit 340 and the task information corresponding to the task information recording unit 330 are associated with each other.
例如,履歷資訊蓄積部350,於操作資訊獲取部340獲取來自控制器210、220之操作資訊時,自任務資訊記錄部330讀出與該時機對應之關於控制器210、220之任務資訊,來生成將該等操作資訊與任務資訊相關聯之履歷資訊,並予以蓄積。For example, when the operation information acquisition unit 340 acquires the operation information from the controllers 210 and 220, the history information storage unit 350 reads the task information about the controllers 210 and 220 corresponding to the timing from the task information recording unit 330. Generate resume information that associates such operational information with task information and accumulates it.
具體而言,履歷資訊蓄積部350,於控制器210被揮動而獲取包含控制器210之識別符的操作資訊時,自任務資訊記錄部330讀出該時機之控制器210、220之任務資訊,並生成如第7A圖所示之履歷資訊。Specifically, when the controller 210 is swung to acquire the operation information including the identifier of the controller 210, the history information storage unit 350 reads the task information of the controllers 210 and 220 of the timing from the task information recording unit 330. And generate resume information as shown in Figure 7A.
同樣地,於控制器220被揮動而獲取包含控制器220之識別符的操作資訊時,讀出該時機之控制器210、220之任務資訊,並生成如第7B圖所示之履歷資訊。Similarly, when the controller 220 is swung to acquire the operation information including the identifier of the controller 220, the task information of the controllers 210 and 220 of the timing is read, and the history information as shown in FIG. 7B is generated.
又,於控制器210、220被同時揮動而分別獲取包含各識別符之操作資訊時,履歷資訊蓄積部350生成如第7C圖所示之履歷資訊。Further, when the controllers 210 and 220 are simultaneously swung to acquire the operation information including the respective identifiers, the history information storage unit 350 generates the history information as shown in FIG. 7C.
繼而,履歷資訊蓄積部350,蓄積並保存如此般生成之履歷資訊。Then, the history information storage unit 350 accumulates and stores the history information thus generated.
再者,RAM103,可作為如此之履歷資訊蓄積部350而發揮功能。Further, the RAM 103 can function as the history information storage unit 350 as described above.
返回第4圖,處理控制部360控制整個遊戲裝置300。例如,處理控制部360係包含評價部361、判定部362以及評價控制部363而構成。Returning to Fig. 4, the processing control unit 360 controls the entire game device 300. For example, the processing control unit 360 includes an evaluation unit 361, a determination unit 362, and an evaluation control unit 363.
評價部361,基於操作資訊獲取部340所獲取之操作資訊與任務資訊記錄部330中記錄之任務資訊之關係,來評價玩家之操作。The evaluation unit 361 evaluates the operation of the player based on the relationship between the operation information acquired by the operation information acquisition unit 340 and the task information recorded in the task information recording unit 330.
例如,如第8A圖所示,於相對於成為任務之控制器210之操作時機T1,而控制器210於時機T2被揮動之情形時(操作資訊之識別符為控制器210之情形時),評價部361評價正確之操作已被進行。再者,作為一例,於如時機T1、T2般並非完全一致之情形時,只要兩者存在重合之期間,則評價為正確之操作已被進行。For example, as shown in FIG. 8A, when the controller 210 is swung at the timing T2 with respect to the operation timing T1 of the controller 210 serving as the task (when the identifier of the operation information is the controller 210), The evaluation unit 361 evaluates that the correct operation has been performed. Further, as an example, when the timings T1 and T2 are not completely identical, as long as there is a period in which the two overlap, the operation that has been evaluated as correct is performed.
又,如第8B圖所示,於相對於成為任務之控制器220之操作時機T3,而控制器220於時機T4被揮動之情形時(操作資訊之識別符為控制器220之情形時),評價部361亦評價為正確之操作已被進行。Further, as shown in FIG. 8B, when the controller 220 is swung at the timing T4 with respect to the operation timing T3 of the controller 220 serving as the task (when the identifier of the operation information is the controller 220), The evaluation unit 361 also evaluates that the correct operation has been performed.
同樣地,於遊戲用墊子106中,於相對於成為任務之符號(區域)之操作時機,而相同符號於同等之時機被踩踏之情形時,評價部361亦評價為正確之操作已被進行。Similarly, in the game mat 106, when the same symbol is stepped on at the same timing with respect to the operation timing of the symbol (region) to be the task, the evaluation unit 361 also evaluates that the correct operation has been performed.
另一方面,如第8C圖所示,於相對於成為任務之控制器210之操作時機T1,而控制器220於時機T5被揮動之情形時(操作資訊之識別符為控制器220之情形時),評價部361評價為誤操作已被進行。即,即使時機為同等,但由於操作物件不同,因此評價為誤操作。On the other hand, as shown in FIG. 8C, when the controller 220 is swung at the timing T5 with respect to the operation timing T1 of the controller 210 serving as the task (when the identifier of the operation information is the controller 220) The evaluation unit 361 evaluates that the erroneous operation has been performed. That is, even if the timing is the same, since the operation items are different, the evaluation is an erroneous operation.
又,如第8D圖所示,於相對於成為任務之控制器220之操作時機T3,而控制器210於時機T6被揮動之情形時(操作資訊之識別符為控制器210之情形時),評價部361亦評價為誤操作已被進行。Further, as shown in FIG. 8D, when the controller 210 is swung at the timing T6 with respect to the operation timing T3 of the controller 220 serving as the task (when the identifier of the operation information is the controller 210), The evaluation unit 361 also evaluates that the erroneous operation has been performed.
同樣地,於遊戲用墊子106中,於相對於成為任務之符號之操作時機,而不同之符號於同等之時機被踩踏之情形時,評價部361亦評價為誤操作已被進行。Similarly, in the game mat 106, when the different symbols are stepped on at the same timing with respect to the operation timing of the symbol to be the task, the evaluation unit 361 also evaluates that the erroneous operation has been performed.
除此以外,於所進行之操作與成為任務之操作時機不重合之情形時等,評價部361亦評價為誤操作已被進行。In addition, when the operation performed does not coincide with the timing of the operation of the task, the evaluation unit 361 also evaluates that the erroneous operation has been performed.
返回第4圖,判定部362,根據履歷資訊蓄積部350中蓄積之履歷資訊,來判定玩家對各控制器210、220之握持狀態(保持狀態)是否正確。Returning to Fig. 4, the determination unit 362 determines whether or not the grip state (holding state) of the respective controllers 210 and 220 is correct based on the history information accumulated in the history information storage unit 350.
首先,判定部362,讀出特定數之已被蓄積在履歷資訊蓄積部350中之最近的履歷資訊,並分別驗證操作資訊與任務資訊之對應。例如,判定部362,讀出特定數之如第9A圖、第9B圖所示之履歷資訊,對於各履歷資訊,驗證操作資訊(識別符)之控制器210、220與任務資訊之哪個控制器一致(時機是否有重合)。即,於第9A圖之履歷資訊中,操作資訊之控制器210與任務資訊之相同之控制器210一致,因此成為如第9C圖所示之對應關係。另一方面,於第9B圖之履歷資訊中,操作資訊之控制器220與任務資訊之不同一方之控制器210一致,因此成為如第9D圖所示之對應關係。First, the determination unit 362 reads out the most recent history information that has been accumulated in the history information storage unit 350, and verifies the correspondence between the operation information and the task information. For example, the determination unit 362 reads the history information as shown in FIGS. 9A and 9B of the specific number, and verifies which controllers 210, 220 and task information of the operation information (identifier) for each history information. Consistent (whether or not there is a coincidence). That is, in the history information of the FIG. 9A, the controller 210 for operating the information is identical to the controller 210 having the same task information, and thus has a correspondence relationship as shown in FIG. 9C. On the other hand, in the history information of the FIG. 9B, the controller 220 for operating the information is identical to the controller 210 of the different one of the task information, and thus has a correspondence relationship as shown in FIG. 9D.
亦即,於與任務資訊之相同之控制器210、220一致之情形時,於第9E圖所示的區域AR1之任一者中填入「○」。另一方面,於與任務資訊之不同一方之控制器220、210一致之情形時,於第9E圖所示的區域AR2之任一者中填入「○」。In other words, when the controllers 210 and 220 that are identical to the task information match, "○" is filled in any of the areas AR1 shown in FIG. 9E. On the other hand, when the controllers 220 and 210 that are different from the task information match, the "AR" is filled in any of the areas AR2 shown in FIG. 9E.
當對於如此之各履歷資訊之驗證結束時,判定部362,根據驗證結果,統計第9E圖中所示的區域AR1之「○」之數量與區域AR2之「○」之數量,求出兩者在整體(所驗證之履歷資訊之數量)中之比例。When the verification of the respective history information is completed, the determination unit 362 calculates the number of "○" in the area AR1 shown in FIG. 9E and the number of "○" in the area AR2 based on the verification result, and obtains both. The proportion of the total (the number of verified resume information).
繼而,判定部362,根據所求出之比例等,來判定各控制器210、220之握持狀態是否正確。Then, the determination unit 362 determines whether or not the grip state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like.
例如,於區域AR1之比例大於區域AR2之比例,且超過特定之基準值之情形時,判定部362,判定各控制器210、220之握持狀態正確(玩家正確保持各控制器210、220)。For example, when the ratio of the area AR1 is larger than the ratio of the area AR2 and exceeds a specific reference value, the determination unit 362 determines that the grip states of the controllers 210 and 220 are correct (the player correctly holds the controllers 210 and 220). .
另一方面,於區域AR2之比例大於區域AR1之比例,且超過特定之基準值之情形時,判定部362,判定各控制器210、220之握持狀態不正確(玩家誤將各控制器210、220左右相反地保持)。On the other hand, when the ratio of the area AR2 is larger than the ratio of the area AR1 and exceeds the specific reference value, the determination unit 362 determines that the grip state of each of the controllers 210, 220 is incorrect (the player mistakenly sets each controller 210). , about 220, oppositely).
於除此以外之情形時,無法判定各控制器210、220之握持狀態,因此判定部362保留判定(不作任何判定)。In other cases, the grip state of each of the controllers 210 and 220 cannot be determined, and therefore the determination unit 362 retains the determination (without making any determination).
再者,如此之握持狀態之判定手法係為一例,亦可藉由使用履歷資訊之其他方法來適當地判定各控制器210、220之握持狀態。Further, the determination method of such a grip state is an example, and the grip state of each of the controllers 210 and 220 can be appropriately determined by another method using the history information.
返回第4圖,評價控制部363,於由判定部362判定握持狀態為不正確之情形時,調換各控制器210、220之操作資訊,而使評價部361進行評價。When the determination unit 362 determines that the grip state is incorrect, the evaluation unit 363 switches the operation information of each of the controllers 210 and 220, and causes the evaluation unit 361 to perform evaluation.
即,由於玩家誤將各控制器210、220左右反拿,因此評價控制部363,於操作資訊獲取部340自控制器210、220獲取操作資訊時,將其中之識別符調換為另一方之控制器220、210之識別符而使評價部361進行評價。In other words, since the player erroneously takes the controllers 210 and 220 back and forth, the evaluation control unit 363 switches the identifier to the other when the operation information acquisition unit 340 acquires the operation information from the controllers 210 and 220. The identifiers of the devices 220 and 210 cause the evaluation unit 361 to perform evaluation.
例如,如第10A圖所示,於相對於成為任務之控制器210之操作時機T1,而控制器220被揮動之情形時,評價控制部363將操作資訊之識別符調換為控制器210之識別符。因此,評價部361,判定為相對於操作時機T1而控制器210於時機T2被揮動,並評價為正確之操作已被進行。For example, as shown in FIG. 10A, when the controller 220 is swung with respect to the operation timing T1 of the controller 210 that becomes the task, the evaluation control unit 363 switches the identifier of the operation information to the identification of the controller 210. symbol. Therefore, the evaluation unit 361 determines that the controller 210 is swung at the timing T2 with respect to the operation timing T1, and evaluates that the correct operation has been performed.
同樣地,如第10B圖所示,於相對於成為任務之控制器220之操作時機T3,而控制器210被揮動之情形時,評價控制部363將操作資訊之識別符調換為控制器220之識別符。因此,評價部361,判定為相對於操作時機T3而控制器220於時機T4被揮動,並評價為正確之操作已被進行。Similarly, as shown in FIG. 10B, when the controller 210 is swung with respect to the operation timing T3 of the controller 220 serving as the task, the evaluation control unit 363 switches the identifier of the operation information to the controller 220. Identifier. Therefore, the evaluation unit 361 determines that the controller 220 is swung at the timing T4 with respect to the operation timing T3, and evaluates that the correct operation has been performed.
再者,評價控制部363,亦可取代調換操作資訊之控制器210、220(識別符)來進行評價一事,而調換任務資訊一方之控制器210、220之資訊後,使評價部361進行評價。例如,評價控制部363,將未由應保持之左右手正確保持之控制器210、220(以左右手相反地保持之控制器210、220)之任務資訊,調換為應由該等左右手所保持之控制器220、210之任務資訊,而使評價部361進行評價。即,評價控制部363,將控制器210之任務資訊調換為原本應由左手(該控制器210誤被保持之左手)保持之控制器220之任務資訊。又,將控制器220之任務資訊,調換為原本應由右手(該控制器220誤被保持之右手)保持之控制器210之任務資訊。Further, the evaluation control unit 363 may perform the evaluation instead of the controllers 210 and 220 (identifiers) that exchange the operation information, and exchange the information of the controllers 210 and 220 of the task information, and then cause the evaluation unit 361 to perform evaluation. . For example, the evaluation control unit 363 switches the task information of the controllers 210 and 220 (the controllers 210 and 220 held by the right and left hands) that are not properly held by the left and right hands to be held, and the control information that should be held by the left and right hands is exchanged. The task information of the devices 220 and 210 is caused to be evaluated by the evaluation unit 361. That is, the evaluation control unit 363 switches the task information of the controller 210 to the task information of the controller 220 that should be held by the left hand (the left hand that the controller 210 is mistakenly held). Further, the task information of the controller 220 is exchanged for the task information of the controller 210 that should be held by the right hand (the right hand that the controller 220 is mistakenly held).
因此,評價部361,於相對於揮動控制器210之任務操作而控制器220被揮動之情形時,藉由該調換而仍評價為控制器210已被揮動。又,於相對於揮動控制器220之任務操作而控制器210已被揮動之情形時,藉由該調換而仍評價為控制器220已被揮動。Therefore, when the controller 220 is swung with respect to the task operation of the swing controller 210, the evaluation unit 361 still evaluates that the controller 210 has been swung by the exchange. Moreover, when the controller 210 has been swung with respect to the task operation of the swing controller 220, it is still evaluated by the swap that the controller 220 has been swung.
並且,CPU101等可作為如此之處理控制部360而發揮功能。Further, the CPU 101 or the like can function as the processing control unit 360 as described above.
返回第4圖,樂曲資訊記錄部370,記錄複數個作為音樂遊戲之伴奏而演奏之樂曲資訊。例如,記錄MIDI(Musical Instrument Digital Interface,樂器數位介面)資料之類的特定格式之樂曲資訊。並且,玩家可選擇喜好之樂曲,配合該再生音(樂曲音)來玩音樂遊戲。Returning to Fig. 4, the music information recording unit 370 records a plurality of pieces of music information played as an accompaniment of the music game. For example, recording music information in a specific format such as MIDI (Musical Instrument Digital Interface) data. Also, the player can select a favorite piece of music and play the music game in conjunction with the reproduced sound (song).
又,樂曲資訊記錄部370,亦針對各樂曲而記錄有節奏(節拍)及再生時間等之類的樂曲之關聯資訊。Further, the music information recording unit 370 also records the related information of the music such as the rhythm (beat) and the reproduction time for each music piece.
再者,要被安裝至上述DVD-ROM驅動器108中之DVD-ROM以及RAM103,可作為如此之樂曲資訊記錄部370而發揮功能。Further, the DVD-ROM and the RAM 103 to be mounted in the above-described DVD-ROM drive 108 can function as such a music information recording unit 370.
樂曲再生部380,係由處理控制部360所控制,對音樂遊戲之樂曲音進行再生。The music reproduction unit 380 is controlled by the processing control unit 360 to reproduce the music sound of the music game.
例如,樂曲再生部380,在遊戲開始前(遊戲前),自樂曲資訊記錄部370預先讀出由玩家所選擇之樂曲資訊,於遊戲開始後(遊戲中),對該樂曲資訊進行再生並輸出樂曲音。For example, the music reproduction unit 380 reads the music information selected by the player from the music information recording unit 370 before the start of the game (before the game), and reproduces and outputs the music information after the game is started (in the game). Music music.
再者,樂曲之再生手法並不限於此而為任意。例如,亦可於遊戲中一面依序讀出樂曲資訊一面進行再生。Furthermore, the reproduction method of the music is not limited to this and is arbitrary. For example, it is also possible to perform reproduction while reading music information in sequence in the game.
並且,上述之音訊處理部110,可作為如此之樂曲再生部380而發揮功能。Further, the above-described audio processing unit 110 can function as such a music reproducing unit 380.
(遊戲裝置之動作之概要)(summary of the action of the game device)
以下,對於此種構成之遊戲裝置300之動作,參照圖式來進行說明。第11圖係表示於音樂遊戲中所執行之操作評價處理的流程之流程圖。以下,參照該圖,對遊戲裝置300之動作進行說明。Hereinafter, the operation of the game device 300 having such a configuration will be described with reference to the drawings. Fig. 11 is a flow chart showing the flow of the operation evaluation processing executed in the music game. Hereinafter, the operation of the game device 300 will be described with reference to the drawing.
首先,遊戲裝置300,清除操作資訊(識別符)之調換設定(步驟S401)。First, the game device 300 clears the exchange setting of the operation information (identifier) (step S401).
亦即,當開始遊戲時,假設玩家將各控制器210、220以左右手正確握持,而清除調換設定。That is, when starting the game, it is assumed that the player holds the controllers 210, 220 correctly with the left and right hands, and clears the exchange settings.
遊戲裝置300,開始樂曲之再生,且開始遊戲圖像之生成(步驟S402)。即,樂曲再生部380,根據被選擇之樂曲資訊來再生樂曲音,並將伴著再生之音訊信號供給至顯示器290,自顯示器290的揚聲器輸出樂曲音。又,圖像生成部320,生成如上述之第5圖所示之顯示圖像,並將該影像信號供給至顯示器290,並顯示於顯示器290上。The game device 300 starts reproduction of the music piece and starts generation of the game image (step S402). In other words, the music reproducing unit 380 reproduces the music sound based on the selected music information, supplies the audio signal accompanying the reproduction to the display 290, and outputs the music sound from the speaker of the display 290. Further, the image generating unit 320 generates a display image as shown in FIG. 5 described above, and supplies the image signal to the display 290 and displays it on the display 290.
遊戲裝置300,配合再生之樂曲而使目標物件移動(步驟S403)。即,圖像生成部320,係由處理控制部360所控制,使如第5圖所示之目標物件OC1、OC2、OM1~OM4與樂曲之節奏等,同調地移動。The game device 300 moves the target object in accordance with the reproduced music (step S403). In other words, the image generation unit 320 is controlled by the processing control unit 360 to move the target objects OC1, OC2, OM1 to OM4 as shown in Fig. 5 in the same manner as the rhythm of the music.
繼而,玩家一面盯著如此之目標物件(OC1、OC2、OM1~OM4)之移動,一面在任一目標物件到達判定區域HA之時機,進行對應之操作。即,對應到達判定區域HA之目標物件,玩家進行揮動控制器210、220之操作或者踩踏遊戲用墊子106之操作。因此,遊戲裝置300依序獲取由玩家所進行之操作資訊。Then, while the player is staring at the movement of such target objects (OC1, OC2, OM1 to OM4), the player performs a corresponding operation at the timing when any of the target objects reaches the determination area HA. That is, the player performs an operation of waving the controllers 210, 220 or stepping on the game mat 106 in response to the target object reaching the determination area HA. Therefore, the game device 300 sequentially acquires operation information performed by the player.
遊戲裝置300,基於操作資訊與任務資訊,依序評價玩家之操作(步驟S404)。即,評價部361,對操作資訊獲取部340所獲取之操作資訊與任務資訊記錄部330中記錄之任務資訊,進行比較,來評價玩家之操作內容。The game device 300 sequentially evaluates the player's operation based on the operation information and the task information (step S404). In other words, the evaluation unit 361 compares the operation information acquired by the operation information acquisition unit 340 with the task information recorded in the task information recording unit 330, and evaluates the operation content of the player.
具體而言,如上述之第8A圖~第8D圖所示,以時間序列的方式,比較任務資訊與玩家之操作資訊,來評價玩家之操作。Specifically, as shown in the above-mentioned 8A to 8D, the operation of the player is evaluated by comparing the task information with the operation information of the player in a time series manner.
遊戲裝置300,蓄積使操作資訊與任務資訊相關聯(相對應)之履歷資訊(步驟S405)。The game device 300 accumulates history information that associates (corresponds) the operation information with the task information (step S405).
亦即,履歷資訊蓄積部350,生成履歷資訊;該履歷資訊,將操作資訊獲取部340所獲取之控制器210、220之操作資訊與任務資訊記錄部330中記錄之對應之任務資訊相關聯。即,生成如上述之第7A圖~第7C圖所示之履歷資訊並予以蓄積。In other words, the history information storage unit 350 generates history information that associates the operation information of the controllers 210 and 220 acquired by the operation information acquisition unit 340 with the task information recorded in the task information recording unit 330. In other words, the history information shown in the above-described seventh to seventh embodiments is generated and accumulated.
遊戲裝置300,判別特定數之履歷資訊之蓄積是否已完成(步驟S406)。即,對於可判定玩家對各控制器210、220之握持狀態之程度的履歷資訊之蓄積是否已完成一事,進行判定。The game device 300 determines whether or not the accumulation of the history information of the specific number has been completed (step S406). That is, it is determined whether or not the accumulation of the history information that can determine the degree of grip of the player on each of the controllers 210 and 220 has been completed.
若遊戲裝置300判別履歷資訊之蓄積尚未完成時(步驟S406;否),則將處理推進至後述之步驟S410。When the game device 300 determines that the accumulation of the history information has not been completed (step S406; NO), the process proceeds to step S410, which will be described later.
另一方面,於判定為履歷資訊之蓄積已完成之情形時(步驟S406;是),遊戲裝置300判定各控制器210、220之握持狀態(步驟S407)。On the other hand, when it is determined that the accumulation of the history information has been completed (step S406; YES), the game device 300 determines the grip state of each of the controllers 210 and 220 (step S407).
亦即,判定部362,讀出特定數之已被蓄積在履歷資訊蓄積部350中之最近之履歷資訊,並分別驗證操作資訊與任務資訊之對應。若針對各履歷資訊之驗證結束時,判定部362,根據驗證結果來判定各控制器210、220之握持狀態是否正確。In other words, the determination unit 362 reads out the most recent history information that has been accumulated in the history information storage unit 350, and verifies the correspondence between the operation information and the task information. When the verification of each history information is completed, the determination unit 362 determines whether or not the grip state of each of the controllers 210 and 220 is correct based on the verification result.
例如,判定部362,根據如上述之第9C圖、第9D圖所示之驗證結果,統計上述之第9E圖所示的區域AR1之「○」的數量與區域AR2之「○」的數量,求出兩者在整體(所驗證之履歷資訊之數量)中之比例。For example, the determination unit 362 counts the number of "○" in the region AR1 and the number of "○" in the region AR2 in the region 9E shown in the above-mentioned 9C and 9D, as described above. Find the ratio of the two in the whole (the number of verified history information).
繼而,判定部362,基於所求出之比例等,來判定各控制器210、220之握持狀態是否正確。Then, the determination unit 362 determines whether or not the grip state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like.
遊戲裝置300,判別是否已判定握持狀態為正確(步驟S408)。即,根據履歷資訊,來判別各控制器210、220是否被正確握持。The game device 300 determines whether or not the grip state has been determined to be correct (step S408). That is, it is determined based on the history information whether or not each of the controllers 210 and 220 is correctly held.
若遊戲裝置300判別握持狀態為正確時(步驟S408;是),則將處理推進至後述之步驟S410。When the game device 300 determines that the grip state is correct (step S408; YES), the process proceeds to step S410, which will be described later.
另一方面,於判別握持狀態為不正確之情形時(步驟S408;否),遊戲裝置300調換操作資訊(識別符)(步驟S409)。On the other hand, when it is judged that the grip state is incorrect (step S408; NO), the game device 300 exchanges the operation information (identifier) (step S409).
亦即,由於玩家誤將各控制器210、220左右反拿,因此評價控制部363於操作資訊獲取部340獲取控制器210、220之操作資訊時,將其中之識別符調換為另一方之控制器220、210之識別符而使評價部361進行評價。再者,亦可調換任務資訊一方之識別符。In other words, when the controller erroneously takes the controllers 210 and 220 back and forth, the evaluation control unit 363 switches the identifiers of the controllers 210 and 220 to the other party when the operation information acquisition unit 340 acquires the operation information of the controllers 210 and 220. The identifiers of the devices 220 and 210 cause the evaluation unit 361 to perform evaluation. Furthermore, the identifier of the task information side can also be exchanged.
遊戲裝置300判別遊戲是否已結束(步驟S410)。即,判別1次(1曲)音樂遊戲是否已結束。The game device 300 discriminates whether or not the game has ended (step S410). That is, it is determined whether or not the music game has been completed once (1 song).
若遊戲裝置300判別遊戲尚未結束時(步驟S410;否),則將處理返回上述之步驟S403。繼而,反復執行步驟S403~S410之處理。If the game device 300 determines that the game has not been completed yet (step S410; NO), the process returns to step S403 described above. Then, the processing of steps S403 to S410 is repeatedly executed.
另一方面,於判別遊戲已結束之情形時(步驟S410;是),遊戲裝置300顯示特定之結束訊息及總得分等之後,結束操作評價處理。On the other hand, when it is determined that the game has ended (step S410; YES), the game device 300 displays the specific end message, the total score, and the like, and then ends the operation evaluation process.
藉由如此之操作評價處理,根據履歷資訊,來判定各控制器210、220之握持狀態,於被判定各控制器210、220之握持狀態為不正確之情形時,將自各控制器210、220所獲取之操作資訊之識別符,調換為另一方之控制器220、210之識別符而進行評價。By such an operation evaluation process, the grip state of each of the controllers 210 and 220 is determined based on the history information, and when it is determined that the grip states of the controllers 210 and 220 are incorrect, the controller 210 is used. The identifier of the operation information acquired by 220 is exchanged for the identifier of the other controllers 220 and 210 for evaluation.
其結果,於玩家在誤保持各控制器210、220之狀態下進行遊戲之情形時,仍可適當地評價玩家之操作。As a result, when the player plays the game while maintaining the controllers 210 and 220 in error, the player's operation can be appropriately evaluated.
(實施例2)(Example 2)
於上述之實施形態中,對在被判定各控制器210、220之握持狀態為不正確之情形時,調換自各控制器210、220所獲取之操作資訊之識別符而進行評價之情形,進行說明。In the above-described embodiment, when the grip state of each of the controllers 210 and 220 is determined to be incorrect, the identifier of the operation information acquired by each of the controllers 210 and 220 is exchanged and evaluated. Description.
即,在被判定玩家誤保持各控制器210、220之後,可適當地評價玩家之操作。That is, after it is determined that the player mistakenly holds the controllers 210 and 220, the operation of the player can be appropriately evaluated.
除此以外,對於被判定為誤保持之前之操作,亦可前溯而重新評價。In addition to this, the operation before being judged to be erroneously held can be re-evaluated in advance.
以下,參照第12圖,說明以對於判定以前之操作亦前溯而重新再評價為特徵之本發明之另一實施形態的遊戲裝置500。Hereinafter, a game device 500 according to another embodiment of the present invention which is re-evaluated to determine the previous operation and which is retrospective will be described with reference to FIG.
如第12圖所示,遊戲裝置500,包括圖像資訊記錄部310、圖像生成部320、任務資訊記錄部330、操作資訊獲取部340、履歷資訊蓄積部350、處理控制部560、樂曲資訊記錄部370以及樂曲再生部380。As shown in Fig. 12, the game device 500 includes an image information recording unit 310, an image generating unit 320, a task information recording unit 330, an operation information acquiring unit 340, a history information accumulating unit 350, a processing control unit 560, and music information. The recording unit 370 and the music reproduction unit 380.
再者,圖像資訊記錄部310~履歷資訊蓄積部350、樂曲資訊記錄部370以及樂曲再生部380,成為與上述之第4圖之遊戲裝置300相同之構成。The image information recording unit 310 to the history information storage unit 350, the music information recording unit 370, and the music reproduction unit 380 have the same configuration as the game device 300 of the fourth embodiment described above.
處理控制部560,係包含評價部361、判定部362、評價控制部363以及再評價部561而構成。The processing control unit 560 includes an evaluation unit 361, a determination unit 362, an evaluation control unit 363, and a re-evaluation unit 561.
即,處理控制部560,成為於上述之第4圖之遊戲裝置300中的處理控制部360之構成中,添加有再評價部561而成之構成。In other words, the processing control unit 560 has a configuration in which the re-evaluation unit 561 is added to the configuration of the processing control unit 360 in the game device 300 of the fourth embodiment.
再評價部561,於由判定部362判定握持狀態為不正確之情形時,基於在履歷資訊蓄積部350中所蓄積之履歷資訊,對於玩家過去之操作,調換操作資訊之識別符而重新評價。When the determination unit 362 determines that the grip state is incorrect, the re-evaluation unit 561 re-evaluates the identifier of the operation information for the past operation of the player based on the history information accumulated in the history information storage unit 350. .
即,自履歷資訊蓄積部350讀出各履歷資訊,於係針對控制器210、220之操作資訊之情形時,將其中之識別符調換為另一方之控制器220、210之識別符,並與任務資訊進行比較而評價。In other words, the history information storage unit 350 reads the history information, and when it is in the case of the operation information of the controllers 210 and 220, the identifier is exchanged for the identifiers of the other controllers 220 and 210, and The task information is compared and evaluated.
例如,如第13A圖所示,於履歷資訊中之操作資訊係控制器210之操作之情形時,再評價部561,將該操作資訊之識別符,調換為控制器220之識別符,並與任務資訊中之控制器220之操作時機進行比較,而再評價玩家之操作。For example, as shown in FIG. 13A, when the operation information in the history information is in the operation of the controller 210, the re-evaluation unit 561 switches the identifier of the operation information to the identifier of the controller 220, and The operation timing of the controller 220 in the mission information is compared, and the player's operation is re-evaluated.
同樣地,如第13B圖所示,於履歷資訊中之操作資訊係控制器220之操作之情形時,再評價部561,將該操作資訊之識別符,調換為控制器210之識別符,並與任務資訊中之控制器210之操作時機進行比較,而再評價玩家之操作。Similarly, as shown in FIG. 13B, when the operation information in the history information is in the operation of the controller 220, the re-evaluation unit 561 switches the identifier of the operation information to the identifier of the controller 210, and The operation timing of the controller 210 in the task information is compared, and the player's operation is re-evaluated.
再者,再評價部561,亦可取代如此般地調換操作資訊一方之識別符來進行再評價一事,而可調換任務資訊一方之控制器210、220之資訊,來進行再評價。Further, the re-evaluation unit 561 may perform re-evaluation instead of re-evaluating the identifier of the operation information as described above, and may exchange information of the controllers 210 and 220 of the task information.
並且,CPU101等,可作為如此之再評價部561而發揮功能。Further, the CPU 101 or the like can function as such a re-evaluation unit 561.
於此情形時,以被判定各控制器210、220之握持狀態為不正確來作為時機,對於此前之操作,亦前溯而重新評價,因此可整體地適當評價玩家之操作。In this case, it is determined that the grip state of each of the controllers 210 and 220 is incorrect, and the previous operation is re-evaluated in advance. Therefore, the player's operation can be appropriately evaluated as a whole.
於上述之實施形態中,對玩家以左右手握持(保持)各控制器210、220之情形進行了說明,但保持各控制器210、220之部位,並不限於如此之玩家之手而可為其他部位。例如,於以玩家之左右腳(脛或腿等)保持各控制器210、220,並評價左右腳之上下之情形時,亦可適當地適用。In the above embodiment, the case where the player holds (holds) the controllers 210 and 220 by the right and left hands has been described. However, the positions of the controllers 210 and 220 are not limited to the hands of such players. Other parts. For example, when the controllers 210 and 220 are held by the left and right feet of the player (the squat or the legs, etc.) and the left and right feet are evaluated, it is also applicable as appropriate.
又,於上述之實施形態中,對使用控制器210、220之情形進行了說明,但於使用2個相同之控制器210之情形時,亦可適當地適用。Further, in the above-described embodiment, the case where the controllers 210 and 220 are used has been described. However, when two identical controllers 210 are used, they may be suitably applied.
於此情形時,各控制器210之識別符互不相同,於各個控制器210之指示器217上,對應該識別符進行不同之顯示。因此,藉由該指示器217之顯示,向玩家表示左手應握持之控制器210與右手應握持之控制器210。In this case, the identifiers of the controllers 210 are different from each other, and the identifiers are displayed differently on the indicators 217 of the respective controllers 210. Therefore, by the display of the indicator 217, the controller 210 indicating to the player that the left hand should be held by the controller 210 and the right hand should be indicated.
並且,操作資訊獲取部340(無線通信部341),自各控制器210分別獲取包含該識別符之操作資訊。即,於使用2個相同之控制器210之情形時,亦可同樣地基於操作資訊之識別符,來判別哪個控制器210被揮動。Further, the operation information acquisition unit 340 (wireless communication unit 341) acquires operation information including the identifier from each of the controllers 210. That is, when two identical controllers 210 are used, it is also possible to determine which controller 210 is swung based on the identifier of the operation information.
因此,與上述同樣地,履歷資訊蓄積部350,生成將各控制器210之操作資訊與任務資訊相關聯之履歷資訊,並予以蓄積,繼而,判定部362,基於在履歷資訊蓄積部350中所蓄積之履歷資訊,判定玩家對各控制器210之握持狀態(保持狀態)是否正確。Therefore, in the same manner as described above, the history information storage unit 350 generates and accumulates the history information associating the operation information of each controller 210 with the task information, and then the determination unit 362 is based on the history information storage unit 350. The accumulated history information determines whether the player's grip state (holding state) for each controller 210 is correct.
並且,若被判定握持狀態為不正確,則評價控制部363將自各控制器210獲取之操作資訊之識別符,調換為另一方之控制器210之識別符而進行評價。又,同樣地,再評價部561,亦基於在履歷資訊蓄積部350中所蓄積之履歷資訊,對於玩家過去之操作,將各控制器210之操作資訊之識別符,調換為另一方之控制器210之識別符而重新評價。When it is determined that the grip state is not correct, the evaluation control unit 363 converts the identifier of the operation information acquired from each controller 210 to the identifier of the other controller 210 and evaluates it. In addition, the re-evaluation unit 561 also switches the identifier of the operation information of each controller 210 to the controller of the other controller based on the history information accumulated in the history information storage unit 350 for the past operation of the player. Re-evaluated with the identifier of 210.
於如此般地使用2個相同之控制器210之狀況下,於玩家在誤保持各控制器210之狀態下來進行遊戲之情形時,仍可適當地評價玩家之操作。In the case where the two identical controllers 210 are used in this way, the player's operation can be appropriately evaluated when the player plays the game while maintaining the state of each controller 210 by mistake.
進而,於上述之實施形態中,對作為1組控制器而操作合計2個控制器之情形進行了說明,但1組控制器數量並不限於2個,亦可為3個以上。例如,於左右手握持2個控制器,將另1個控制器自頭部吊掛保持,而操作合計3個控制器之情形時,亦可適當地適用。Further, in the above-described embodiment, the case where a total of two controllers are operated as one set of controllers has been described. However, the number of controllers in one group is not limited to two, and may be three or more. For example, when two controllers are held by the right and left hands, and the other controller is hung from the head, and when a total of three controllers are operated, it may be suitably applied.
具體而言,將控制器A規定為應以右手保持(握持),又,將控制器B規定為應以左手保持,並且,將控制器C規定為應自頭部吊掛保持。Specifically, the controller A is specified to be held (handed) with the right hand, and the controller B is specified to be held by the left hand, and the controller C is specified to be held from the head.
於此情形時,各控制器A~C之識別符,係彼此不同,履歷資訊蓄積部350,生成將各控制器A~C之操作資訊與任務資訊相關聯之履歷資訊,並予以蓄積。繼而,判定部362,基於在履歷資訊蓄積部350中所蓄積之履歷資訊,來判定與玩家之各部位對應之各控制器A~C之保持狀態是否正確。即,判定部362判定3者均被正確保持之情形、1者正確而剩餘2者被誤保持之情形或者3者均被誤保持之情形之任一種。In this case, the identifiers of the controllers A to C are different from each other, and the history information accumulating unit 350 generates and accumulates the history information associating the operation information of the controllers A to C with the task information. Then, the determination unit 362 determines whether or not the holding state of each of the controllers A to C corresponding to each part of the player is correct based on the history information accumulated in the history information storage unit 350. In other words, the determination unit 362 determines that either of them is correctly held, that one of them is correct, that the remaining two are mistakenly held, or that both of them are erroneously held.
例如,於玩家以左手保持控制器A,以右手保持控制器B,自頭部吊掛保持控制器C之情形時,判定部362判定為1者正確而剩餘2者由錯誤部位所保持。即,判定為:控制器A、B未由應保持之左右手正確保持,而由該等左右手相反地保持。For example, when the player holds the controller A with the left hand and the controller B with the right hand and holds the controller C from the head, the determination unit 362 determines that one is correct and the remaining two are held by the error portion. That is, it is determined that the controllers A and B are not held correctly by the right and left hands to be held, and are held by the right and left hands in reverse.
若如此般判定,則評價控制部363,將自控制器B、A所獲取之操作資訊之識別符,調換為應由左右手所保持之控制器A、B之識別符,而使評價部361進行評價。When the determination is made in this way, the evaluation control unit 363 switches the identifier of the operation information acquired from the controllers B and A to the identifiers of the controllers A and B to be held by the right and left hands, and causes the evaluation unit 361 to perform the evaluation. Evaluation.
即,評價控制部363,在獲取識別符為控制器A之操作資訊時,將該識別符調換為原本應由左手(該控制器A誤被保持之左手)保持之控制器B之識別符。又,在獲取識別符為控制器B之操作資訊時,將該識別符調換為原本應由右手保持之控制器A之識別符。再者,於獲取識別符為控制器C之操作資訊之情形時,直接保持該識別符而不進行調換。In other words, when the acquisition control unit is the operation information of the controller A, the evaluation unit 363 switches the identifier to the identifier of the controller B that should be held by the left hand (the left hand that the controller A is mistakenly held). Further, when the operation information of the controller B is acquired, the identifier is exchanged for the identifier of the controller A which should be held by the right hand. Furthermore, when the identifier is the operation information of the controller C, the identifier is directly maintained without being exchanged.
同樣地,再評價部561,亦基於在履歷資訊蓄積部350中所蓄積之履歷資訊,對於玩家過去之操作,將控制器B、A之操作資訊之識別符,調換為原本應由左右手所保持之控制器之識別符A、B而重新進行評價。Similarly, the re-evaluation unit 561 also converts the identifiers of the operation information of the controllers B and A to the original operation of the player based on the history information accumulated in the history information storage unit 350. The controllers A and B are re-evaluated.
除此以外,例如,於玩家自頭部吊掛保持控制器A,以右手保持控制器B,以左手保持控制器C之情形時,判定部362判定3者全部為由錯誤部位所保持。即,判定為:控制器A~C未由應保持之左右手以及頭部正確保持,而由該等各部位錯誤地保持。In addition, for example, when the player hangs the hold controller A from the head, holds the controller B with the right hand, and holds the controller C with the left hand, the determination unit 362 determines that all of the three are held by the erroneous portion. That is, it is determined that the controllers A to C are not held by the left and right hands and the head to be held correctly, and are erroneously held by the respective parts.
若如此般判定,則評價控制部363,將自控制器A~C所獲取之操作資訊之識別符,調換為應由各部位所保持之控制器之識別符,而使評價部361進行評價。When the determination is made in this way, the evaluation control unit 363 changes the identifier of the operation information acquired from the controllers A to C to the identifier of the controller to be held by each part, and causes the evaluation unit 361 to perform evaluation.
即,評價控制部363,在獲取識別符為控制器A之操作資訊時,將該識別符調換為原本應由(該控制器A誤被保持之頭部)保持之控制器C之識別符。又,在獲取識別符為控制器B之操作資訊時,將該識別符調換為原本應由右手保持之控制器A之識別符。並且,在獲取識別符為控制器C之操作資訊時,將該識別符調換為原本應由左手保持之控制器B之識別符。That is, when the acquisition identifier is the operation information of the controller A, the evaluation unit 363 switches the identifier to the identifier of the controller C that should be held by the head (the head of the controller A is erroneously held). Further, when the operation information of the controller B is acquired, the identifier is exchanged for the identifier of the controller A which should be held by the right hand. Moreover, when the operation information of the controller C is obtained, the identifier is exchanged for the identifier of the controller B that should be held by the left hand.
同樣地,再評價部561,亦基於在履歷資訊蓄積部350中所蓄積之履歷資訊,對於玩家過去之操作,將控制器A~C之操作資訊之識別符調換為原本應由各部位所保持之控制器之識別符而重新進行評價。Similarly, the re-evaluation unit 561 also switches the identifiers of the operation information of the controllers A to C to the original operation of the player based on the history information accumulated in the history information storage unit 350. The controller's identifier is re-evaluated.
於此情形時,於玩家在誤保持各控制器A~C之狀態下進行遊戲之情形時,仍可適當地評價玩家之操作。In this case, when the player plays the game while keeping the controllers A to C in error, the player's operation can be appropriately evaluated.
於上述實施形態中,對於評價控制部363等,為了調換來自控制器之操作資訊而調換操作資訊內之識別符之情形,進行了說明,但調換來自控制器之操作資訊之方法並不限於此而為任意。In the above-described embodiment, the evaluation unit 363 and the like have described the case where the identifier in the operation information is exchanged in order to exchange the operation information from the controller. However, the method of exchanging the operation information from the controller is not limited to this. And for any.
例如,評價控制部363等,亦可重新生成應由錯誤部位所保持之控制器之操作資訊。For example, the evaluation control unit 363 or the like may regenerate the operation information of the controller to be held by the error portion.
再者,亦可調換控制器之任務資訊。例如,評價控制部363,於應保持控制器A之右手中保持有控制器C,應保持控制器B之左手中保持有控制器A,應吊掛控制器C之頭部保持有控制器B之情形時,將控制器A之任務資訊調換為原本應由左手(該控制器A誤被保持之左手)保持之控制器B之任務資訊。又,將控制器B之任務資訊調換為原本應由頭部(該控制器B誤被保持之頭部)保持之控制器C之任務資訊。進而,將控制器C之任務資訊調換為原本應由右手(該控制器C誤被保持之右手)保持之控制器A之任務資訊。於調換任務資訊之情形時,即使於玩家在誤保持各控制器A~C之狀態下來進行遊戲時,仍可適當地評價玩家之操作。Furthermore, the task information of the controller can also be exchanged. For example, the evaluation control unit 363 should hold the controller C in the right hand of the controller A, and keep the controller A in the left hand of the controller B, and keep the controller B in the head of the controller C. In the case of the controller A, the task information of the controller A is exchanged for the task information of the controller B that should be held by the left hand (the left hand of the controller A is mistakenly held). Further, the task information of the controller B is switched to the task information of the controller C which should be held by the head (the head of which the controller B is mistakenly held). Further, the task information of the controller C is exchanged for the task information of the controller A that should be held by the right hand (the right hand that the controller C is mistakenly held). When the task information is exchanged, the player's operation can be appropriately evaluated even when the player performs the game while keeping the controllers A to C in error.
於上述實施形態中,說明了對於被判定為誤被保持之控制器,評價控制部363直接調換操作資訊(識別符等)之情形。In the above embodiment, the case where the evaluation control unit 363 directly exchanges the operation information (identifier or the like) with respect to the controller determined to be erroneously held is described.
然而,於如此之情形時,亦可於一旦催促玩家注意之後,玩家仍不改變控制器之保持之情形時,評價控制部363再調換誤被保持之控制器之操作資訊。However, in such a case, the evaluation control unit 363 may change the operation information of the controller that is mistakenly held, even if the player does not change the state of the controller after the player is prompted to pay attention.
例如,當判定部362判定控制器之保持狀態為不正確時,處理控制部360(560)控制圖像生成部320,使告知控制器未被正確保持之注意訊息,顯示於遊戲畫面上。繼而,判定部362,基於顯示注意訊息以後所蓄積之履歷資訊(操作資訊與任務資訊之關係),再次判定各控制器之保持狀態是否正確。For example, when the determination unit 362 determines that the hold state of the controller is not correct, the process control unit 360 (560) controls the image generation unit 320 to display an attention message that the controller is not correctly held, and displays it on the game screen. Then, the determination unit 362 determines again whether or not the holding state of each controller is correct based on the history information (the relationship between the operation information and the task information) accumulated after the attention message is displayed.
此處,於被判定保持狀態為正確之情形時,可判別玩家已改變控制器之保持(已重新正確握持),因此評價控制部363不進行操作資訊(識別符)之調換。Here, when it is determined that the hold state is correct, it can be determined that the player has changed the hold of the controller (has been correctly held), and therefore the evaluation control unit 363 does not perform the exchange of the operation information (identifier).
另一方面,於被判定保持狀態為不正確之情形時,可判別玩家依然在誤保持控制器之狀態下進行遊戲,因此評價控制部363,與上述同樣地,將誤被保持之部位之控制器之操作資訊,調換為原本應由該部位所保持之控制器之操作資訊。再者,亦可調換控制器之任務資訊。On the other hand, when it is determined that the hold state is not correct, it is determined that the player is still playing the game while the controller is being held by mistake. Therefore, the evaluation control unit 363 controls the portion that is erroneously held in the same manner as described above. The operation information of the device is exchanged for the operation information of the controller that should be maintained by the part. Furthermore, the task information of the controller can also be exchanged.
於此情形時,可催促玩家注意控制器之保持,以給予玩家自身改變控制器之保持之機會。又,於玩家依然在誤保持控制器之狀態下進行遊戲之情形時,仍可適當地評價玩家之操作。In this case, the player may be urged to pay attention to the maintenance of the controller to give the player the opportunity to change the controller itself. Further, when the player is still playing the game while keeping the controller in error, the player's operation can be appropriately evaluated.
又,再評價部561,對於判定部362顯示注意訊息以前之操作,亦可與上述同樣地進行再評價,但亦可僅在玩家改變了控制器之保持(已重新正確握持)之情形時,進行再評價。Further, the re-evaluation unit 561 may perform the re-evaluation in the same manner as described above with respect to the operation before the determination unit 362 displays the attention message, but may also be performed only when the player changes the hold of the controller (has been correctly held). , for re-evaluation.
再者,本申請案係主張以日本專利申請案第2009-017578號為基礎之優先權,並將該基礎申請案之內容全部引用至本案。Furthermore, the present application claims priority on the basis of Japanese Patent Application No. 2009-017578, and the entire contents of the basic application are incorporated herein.
(產業上之可利用性)(industrial availability)
如以上所說明,若根據本發明,可提供一種較佳的遊戲裝置、操作評價方法、資訊記錄媒體以及程式,於玩家在誤保持複數個控制器之狀態下來進行遊戲之情形時,仍可適當地評價玩家之操作。As described above, according to the present invention, it is possible to provide a preferred game device, operation evaluation method, information recording medium, and program, which can be appropriately performed when a player plays a game while maintaining a plurality of controllers in error. Evaluate the player's operation.
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...控制器單元105. . . Controller unit
106...遊戲用墊子106. . . Game mat
107...外部記憶體107. . . External memory
108...DVD-ROM驅動器108. . . DVD-ROM drive
109...圖像處理部109. . . Image processing department
110...音訊處理部110. . . Audio processing unit
111...NIC111. . . NIC
210、220...控制器210, 220. . . Controller
211...CCD相機211. . . CCD camera
212...十字形按鍵212. . . Cross button
213...A按鈕213. . . A button
214...B按鈕214. . . B button
215...各種按鈕215. . . Various buttons
216...小孔216. . . Small hole
217...指示器217. . . Indicator
218...電源按鈕218. . . Power button
221...控制桿221. . . Controller
222...C按鈕222. . . C button
223...Z按鈕223. . . Z button
230...感測棒230. . . Sensing rod
231...發光元件231. . . Light-emitting element
290...顯示器290. . . monitor
300、500...遊戲裝置300, 500. . . Game device
310...圖像資訊記錄部310. . . Image information recording department
320...圖像生成部320. . . Image generation department
330...任務資訊記錄部330. . . Task information recording department
340...操作資訊獲取部340. . . Operation information acquisition department
341...無線通信部341. . . Wireless communication department
342...墊子資訊接受部342. . . Mat Information Reception Department
350...履歷資訊蓄積部350. . . Resume information accumulation department
360、560...處理控制部360, 560. . . Processing control unit
361...評價部361. . . Evaluation department
362...判定部362. . . Judgment department
363...評價控制部363. . . Evaluation Control Department
370...樂曲資訊記錄部370. . . Music information recording department
380...樂曲再生部380. . . Music reproduction department
561...再評價部561. . . Re-evaluation department
AR1、AR2...區域AR1, AR2. . . region
HA...判定區域HA. . . Decision area
La...移動路線La. . . Moving route
OC1、OC2、OM1~OM4...目標物件OC1, OC2, OM1 ~ OM4. . . Target object
S401~S410...步驟S401~S410. . . step
第1圖係表示本發明的實施形態之資訊處理裝置的概要構成之示意圖。Fig. 1 is a schematic view showing a schematic configuration of an information processing device according to an embodiment of the present invention.
第2圖係表示本發明的實施形態之資訊處理裝置的外觀之示意圖。Fig. 2 is a schematic view showing the appearance of an information processing device according to an embodiment of the present invention.
第3圖係表示自本發明的實施形態之遊戲裝置的功能來看的概要構成之示意圖。Fig. 3 is a schematic diagram showing a schematic configuration of the game device according to the embodiment of the present invention.
第4圖係詳細地表示自本發明的實施形態之遊戲裝置的硬體來看的概要構成之示意圖。Fig. 4 is a schematic view showing a schematic configuration of a game device according to an embodiment of the present invention in detail.
第5圖係表示所生成之顯示圖像的一例之示意圖。Fig. 5 is a view showing an example of the generated display image.
第6圖係用於說明任務資訊之示意圖。Figure 6 is a schematic diagram for explaining task information.
第7A圖係用於說明履歷資訊之示意圖。Figure 7A is a schematic diagram for explaining history information.
第7B圖係用於說明履歷資訊之示意圖。Figure 7B is a schematic diagram for explaining history information.
第7C圖係用於說明履歷資訊之示意圖。Figure 7C is a schematic diagram for explaining history information.
第8A圖係用於說明評價的情形之示意圖。Fig. 8A is a schematic diagram for explaining the case of evaluation.
第8B圖係用於說明評價的情形之示意圖。Fig. 8B is a schematic diagram for explaining the case of evaluation.
第8C圖係用於說明評價的情形之示意圖。Fig. 8C is a schematic diagram for explaining the case of evaluation.
第8D圖係用於說明評價的情形之示意圖。Fig. 8D is a schematic diagram for explaining the case of evaluation.
第9A圖係用於說明握持狀態的判定之示意圖。Fig. 9A is a schematic view for explaining the determination of the grip state.
第9B圖係用於說明握持狀態的判定之示意圖。Fig. 9B is a schematic view for explaining the determination of the grip state.
第9C圖係用於說明握持狀態的判定之示意圖。Fig. 9C is a schematic view for explaining the determination of the grip state.
第9D圖係用於說明握持狀態的判定之示意圖。Fig. 9D is a schematic diagram for explaining the determination of the grip state.
第9E圖係用於說明握持狀態的判定之示意圖。Fig. 9E is a schematic view for explaining the determination of the grip state.
第10A圖係用於說明調換操作資訊的情形之示意圖。Fig. 10A is a schematic diagram for explaining a situation in which operation information is exchanged.
第10B圖係用於說明調換操作資訊的情形之示意圖。Fig. 10B is a schematic diagram for explaining a situation in which operation information is exchanged.
第11圖係表示本發明的實施形態的操作評價處理的一例之流程圖。Fig. 11 is a flow chart showing an example of the operation evaluation processing of the embodiment of the present invention.
第12圖係表示本發明的另一實施形態的遊戲裝置的概要構成之示意圖。Fig. 12 is a schematic diagram showing the schematic configuration of a game device according to another embodiment of the present invention.
第13A圖係用於說明再評價的情形之示意圖。Fig. 13A is a schematic diagram for explaining the situation of re-evaluation.
第13B圖係用於說明再評價的情形之示意圖。Figure 13B is a schematic diagram for explaining the situation of re-evaluation.
300...遊戲裝置300. . . Game device
310...圖像資訊記錄部310. . . Image information recording department
320...圖像生成部320. . . Image generation department
330...任務資訊記錄部330. . . Task information recording department
340...操作資訊獲取部340. . . Operation information acquisition department
341...無線通信部341. . . Wireless communication department
342...墊子資訊接受部342. . . Mat Information Reception Department
350...履歷資訊蓄積部350. . . Resume information accumulation department
360...處理控制部360. . . Processing control unit
361...評價部361. . . Evaluation department
362...判定部362. . . Judgment department
363...評價控制部363. . . Evaluation Control Department
370...樂曲資訊記錄部370. . . Music information recording department
380...樂曲再生部380. . . Music reproduction department
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JP2010172442A (en) | 2010-08-12 |
WO2010087284A1 (en) | 2010-08-05 |
JP5113775B2 (en) | 2013-01-09 |
TW201043309A (en) | 2010-12-16 |
US20110287839A1 (en) | 2011-11-24 |
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