US20110287839A1 - Game device, operation evaluation method, information recording medium and program - Google Patents

Game device, operation evaluation method, information recording medium and program Download PDF

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Publication number
US20110287839A1
US20110287839A1 US13/147,027 US201013147027A US2011287839A1 US 20110287839 A1 US20110287839 A1 US 20110287839A1 US 201013147027 A US201013147027 A US 201013147027A US 2011287839 A1 US2011287839 A1 US 2011287839A1
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information
controllers
player
task
held
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US13/147,027
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Yuichi Asami
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ASAMI, YUICHI
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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game device, an operation evaluation method, an information recording medium and a program that are capable of adequately evaluating the operation of a player even when the player holds a plurality of controllers incorrectly when playing a game.
  • Music games are a type of game in which a player competes for a high score by performing operations that correspond to the rhythm, scale and the like of music being played in good timing.
  • a target object moves along these moving lanes in coordination with music that is played. More specifically, different target objects appear on each of the moving lanes, and move from a starting point toward an ending point in coordination with the music.
  • These target objects are images having the same shapes as symbols (same symbols) that are displayed in various areas divided on a game mat, and indicate areas on the game mat that the player is to step on.
  • a determination area is provided such that it crosses these moving lanes, and when a player steps on a symbol (area of the game mat) at the timing when the same target object that is moving on a moving lane reaches the determination area, the player receives points.
  • the determination area is indicated by a straight line display or object display.
  • Such a music game is a game device that can change the degree of difficulty according the game status of the player (see, Patent Literature 1, for example).
  • music games are being developed that further require a player to operate a controller.
  • music games that further impose on the player the operation of gripping two controllers (set of controllers), one in both the left and right hands, and performing operation by shaking the left and right controllers at proper timing according to the shape of a target object.
  • controllers used one is a main controller (first controller) and the other is an auxiliary controller (second controller).
  • first controller main controller
  • second controller auxiliary controller
  • the player can also tell the difference between the first and second controllers by the difference in shapes, for example.
  • holding the first controller in the right hand and the holding the second controller in the left hand is determined to be the proper (standard) method of holding the controllers.
  • a player who is not accustomed to this kind of game device does not know the proper method for holding these controllers, so that often the player may play the game by holding the controllers the wrong way, with the left-hand controller and right-hand controller reversed.
  • the game is started with the first controller placed on the left side and the second controller placed on the right side as seen from the player
  • a player who is not accustomed to the game without feeling anything strange, will pick up each controller as is.
  • the player will take hold of the first controller with the left hand, and will take hold of the second controller with the right hand, and will start playing the game without realizing the controllers are being held incorrectly.
  • an object of the present invention is to provide a game device, operation evaluation method, information recording medium and program that can adequately evaluate the operation of a player even when the player holds a plurality of controllers incorrectly.
  • the game device is a game device that evaluates the operation of using a plurality of controllers that are designated to be held by predetermined parts of a body of a player, and includes an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit.
  • the image generation unit based on task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player (for example, game images that include target objects and the like).
  • the operation information acquisition unit acquires operation information of the controllers that are operated by the player (for example, operation information of the shaking of controllers held in the left and right hands).
  • the evaluation unit based on the correlation between the acquired operation information and the task information, evaluates the operation of the player.
  • the evaluation unit evaluates that a correct operation was performed.
  • the evaluation unit evaluates that an incorrect operation was performed.
  • the evaluation control unit based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit to evaluate the operation.
  • the evaluation control unit replaces the operation information of the controllers (controllers held reversed in the left and right hands) with the operation information of the controllers that are designated to be held in the left and right hands, and causes the evaluation unit to perform evaluation.
  • the evaluation controller unit replaces the operation information from the first controller with the operation information of the second controller that is originally designated to be held in the left hand (the left hand that is incorrectly holding the first controller).
  • the evaluation unit by replacing the operation information, evaluates that the first controller was shaken even when the second controller was shaken according to task information to shake the first controller. Moreover, the evaluation unit, by replacing the operation information, effectively evaluates that the second controller was shaken even when only the first controller was shaken according to task information to shake the second controller.
  • the game device is a game device that evaluates the operation of a player that uses a set of controllers that are separately held by a plurality of parts that includes the left and right hands of the player, and includes a task information storage unit, an image generation unit, an operation information acquisition unit, an evaluation unit, a history information accumulation unit, a determination unit and an evaluation control unit.
  • the task information storage unit stores task information that prescribes task operations of the controllers that are imposed on the player.
  • the image generation unit based on this task information, generates display images for providing task contents to the player.
  • the operation information acquisition unit acquires operation information of the controllers that are operated by the player in response to the task contents that are provided using display images.
  • the evaluation unit based on the correlation between this acquired operation information and the task information, evaluates the operation of the player.
  • the history information accumulation unit generates and accumulates history information that correlates the operation information with the task information.
  • the determination unit determines whether or not the held states of the controllers that correspond to the parts of the player are correct. In other words, the determination unit determines whether or not the player is correctly holding controllers by each part.
  • the evaluation control unit determines the controllers that are held by each part, replaces the operation information of the controllers held by each part with the operation information of the controllers that are designated to be held by each part, and causes the evaluation unit to perform evaluation.
  • the determination unit determines whether or not all three are held correctly, whether one is held correctly and the remaining two are held incorrectly, or whether all three are held incorrectly.
  • the determination unit determines whether those controllers are held in the left and right hands or held by the neck from the percentages of the number of times the controllers are actually shaken according to task operations of the controllers.
  • controller C when controller C is held in the right hand that is suppose to hold controller A, controller A is held in the left hand that is designated to hold controller B and controller B is held and suspended from the neck that is designated to hold controller C, for example, the evaluation control unit replaces the operation information of controller A with the operation information of controller B that is originally designated to be held in the left hand (the left hand that is incorrectly holding controller A). Moreover, the evaluation control unit replaces the operation information of controller B with the operation information of controller C that is originally designated to be held from the neck (the neck that is incorrectly holding controller B). Furthermore, the evaluation control unit replaces the operation information of controller C with the operation information of controller A that is originally designated to be held in the right hand (the right hand that is incorrectly holding controller C).
  • the evaluation unit evaluates that controller A is shaken even though controller C is shaken according to task operation to shake controller A. Moreover, by replacing the operation information, the evaluation unit evaluates that controller B is shaken even though controller A is shaken according to task operation to shake controller B. Similarly, by replacing the operation information, the evaluation unit evaluates that controller C is shaken even though controller B is shaken according to task operation to shake controller C.
  • the determination unit can find and compare, as is, the matching rates of task information and operation information in a specified number of the most recent items of history information accumulated in the history information accumulation unit, and find and compare the matching rates when the operation information has been replaced for each controller, then based on the results of both matching rates, determine whether or not the held states of the controllers corresponding to each of the parts are correct.
  • the game device above can further comprise a re-evaluation unit that, when the determination unit has determined that the held states are incorrect, based on history information accumulated in the history information accumulation unit, replaces the past operation information of the controllers held by each part with the operation information of the controllers that are designated to be held by each part, and performs re-evaluation.
  • the game device is a game device that evaluates the operation of a player that uses a set of controllers that are separately held by a plurality of parts that includes the left and right hands of the player, and includes a task information storage unit, an image generation unit, an operation information acquisition unit, an evaluation unit, a history information accumulation unit, a determination unit and an evaluation control unit.
  • the determination unit determines that the held states are incorrect, determines the controllers that are held by each part. Then the evaluation control unit replaces the task information that prescribes the task operations of the controllers that are being held by the parts with the task information that prescribes the task operations of the controllers that are designated to be held by the parts, and causes the evaluation unit to perform evaluation.
  • the determination unit determines whether all three controllers are held correctly, whether one controller is held correctly and the remaining two are held incorrectly, or whether all three are held incorrectly.
  • controller C is held in the right hand that is suppose to hold controller A
  • controller A is held in the left hand that is designated to hold controller B
  • controller B is held and suspended from the neck that is designated to hold controller C
  • the evaluation control unit replaces the operation information of controller A with the operation information of controller B that is originally designated to be held in the left hand (the left hand that is incorrectly holding controller A).
  • the evaluation control unit replaces the operation information of controller B with the operation information of controller C that is originally designated to be held from the neck (the neck that is incorrectly holding controller B). Furthermore, the evaluation control unit replaces the operation information of controller C with the operation information of controller A that is originally designated to be held in the right hand (the right hand that is incorrectly holding controller C).
  • the operation evaluation method of another aspect of the present invention is an operation evaluation method of a game device having a plurality of controllers that are designated to be held by predetermined parts of a body of a player, an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit, and includes an image generation step, an operation information acquisition step, an evaluation step and an evaluation control step.
  • the image generation step based on the task information that prescribes task operations of the controllers imposed on the player, display images (for example, game images that include target objects and the like) for providing the task contents to the player are generated.
  • operation information acquisition step operation information of the controllers that are operated by the player is acquired (for example, operation information of shaking the controllers held in the left and right hands).
  • evaluation step based on the correlation between the acquired operation information and the task information, the operation of the player is evaluated.
  • the evaluation control step based on history information that correlates the operation information with the task information, the operation information of a controller that is held by an incorrect part is replaced with the operation information of the controller that is designated to be held by that incorrect part, and the evaluation step is caused to perform evaluation.
  • the controllers are held reversed, and in the evaluation control step, the operation information of the controllers that are held by the incorrect hands (controllers that are held by the left and right hands reversed) is replaced with the operation information of the controllers that are originally designated to be held by the left and right hands, and the evaluation unit is caused to perform evaluation.
  • the operation information from the first controller is replaced with the operation information of the second controller that is originally designated to be held in the left hand (the left hand that is incorrectly holding the first controller).
  • the operation information from the second controller is replaced with the information of the first controller that is originally designated to be held in the right hand (the right hand that is incorrectly holding the second controller).
  • the evaluation step by replacing the operation information, the first controller is evaluated as being shaken even though the second controller is shaken according to a task operation to shake the first controller. Moreover, by replacing the operation information, the second controller is evaluated as being shaken even though the first controller is shaken according to a task operation to shake the second controller.
  • the information recording medium of another aspect of the present inventions stores a program that causes a computer (including electronic devices) to function as an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit.
  • the image generation unit based on the task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player.
  • the operation information acquisition unit acquires operation information of the controllers that are operated by the player.
  • the evaluation unit based on the correlation between the acquired operation information and the task information, evaluates the operation of the player.
  • the evaluation control unit based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit to evaluate the operation.
  • the program of another aspect of the present invention causes a computer (including electronic devices) to function as an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit.
  • the image generation unit based on the task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player.
  • the operation information acquisition unit acquires operation information of the controllers that are operated by the player.
  • the evaluation unit based on the correlation between the acquired operation information and the task information, evaluates the operation of the player.
  • the evaluation control unit based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit to evaluate the operation.
  • the program can be stored on an information recording medium that is readable by a computer such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, semiconductor memory and the like.
  • the program above can be distributed or sold through a computer communication network independent from the computer that executes the program.
  • the information recording medium can be distributed or sold independent from the computer.
  • FIG. 1 is a schematic diagram illustrating the construction of an information processing device of an embodiment of the present invention.
  • FIG. 2 is a schematic diagram illustrating the external appearance of an information processing device of an embodiment of the present invention.
  • FIG. 3 is a schematic diagram illustrating the construction of a game device of an embodiment of the present invention as seen from the aspect of the functions.
  • FIG. 4 is a schematic diagram illustrating in detail that construction of a game device of an embodiment of the present invention as seen from the aspect of the hardware.
  • FIG. 5 is a schematic diagram illustrating an example of a generated display image.
  • FIG. 6 is a schematic diagram for explaining task information.
  • FIG. 7A is a schematic diagram for explaining history information.
  • FIG. 7B is a schematic diagram for explaining history information.
  • FIG. 7C is a schematic diagram for explaining history information.
  • FIG. 8A is a schematic diagram for explaining the evaluation state.
  • FIG. 8B is a schematic diagram for explaining the evaluation state.
  • FIG. 8C is a schematic diagram for explaining the evaluation state.
  • FIG. 8D is a schematic diagram for explaining the evaluation state.
  • FIG. 9A is a schematic diagram for explaining determination of the held state.
  • FIG. 9B is a schematic diagram for explaining determination of the held state.
  • FIG. 9C is a schematic diagram for explaining determination of the held state.
  • FIG. 9D is a schematic diagram for explaining determination of the held state.
  • FIG. 9E is a schematic diagram for explaining determination of the held state.
  • FIG. 10A is a schematic diagram for explaining the state of replacing operation information.
  • FIG. 10B is a schematic diagram for explaining the state of replacing operation information.
  • FIG. 11 is a flowchart that illustrates one example of operation evaluation processing of an embodiment of the present invention.
  • FIG. 12 is a schematic diagram illustrating the construction of a game device of another embodiment of the present invention.
  • FIG. 13A is a schematic diagram for explaining the state of re-evaluation.
  • FIG. 13B is a schematic diagram for explaining the state of re-evaluation.
  • Embodiments of the present invention will be explained below.
  • embodiments of applying the present invention to a game device are explained; however, the present invention can similarly be applied to various information processing devices such as computers, PDAs, mobile telephones and the like.
  • the embodiments explained below are for explanation purposes and do not limit the scope of the present invention.
  • FIG. 1 is a schematic diagram illustrating the construction of a typical information processing device that makes possible the game device of this embodiment of the present invention. The embodiment will be explained below with reference to FIG. 1 .
  • the information processing device 100 comprises: a CPU (Central Processing Unit) 101 , ROM (Read Only Memory) 102 , RAM (Random Access Memory) 103 , an interface 104 , a controller unit 105 , a game mat 106 , an external memory 107 , a DVD (Digital Versatile Disk)-ROM drive 108 , an image processing unit 109 , an audio processing unit 110 , and a NIC (Network Interface Card) 111 .
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 101 controls the overall operation of the information processing device 100 , and by being connected with each of the components, exchanges control signals and data.
  • An IPL (Initial Program Loader), which is executed immediately after the power has been turned ON, is stored in the ROM 102 , and by this IPL being executed, the program stored on the DVD-ROM is read into the RAM 103 and begins to be executed by the CPU 101 .
  • the program for the operating system and various data required for performing overall control of the information processing device 100 are also stored in the ROM 102 .
  • the RAM 103 is a memory for temporarily storing data and programs, and holds the program and data that are read from the DVD-ROM, and other data required for performing the game and performing chat communication.
  • the controller unit 105 that is connected via the interface 104 receives operation input that is performed as the user plays the game. More specifically, the player takes hold of one controller in both the left and right hand, and by moving and operating the controllers (operation of shaking the hands), that operation information is received through wireless communication. Details about the controller unit 105 will be described later.
  • the game mat 106 that is connected via the interface 104 is used by placing the mat on the floor, and receives input as the player steps on the mat (stepping operation).
  • the game mat 106 has a rectangular shape such as a square, and is divided into a plurality of areas. In each area there is a symbol such as an arrow pointing in a direction UP, DOWN, LEFT or RIGHT. Also, there is a pressure sensor or replace placed inside each area, and when a player presses (pushes down) an area, that area receives the stepping operation.
  • Data indicating the progress state of the game, log (record) data for chat communication and the like are stored such that they can be written over in the external memory 107 that is connected via the interface 104 such that it is removable. When the user inputs an instruction via the controller unit 105 , these data can be recorded as suitable in the external memory 107 .
  • the external memory 107 can be an SD card or the like.
  • a program, which makes the game possible, and image data and audio data for the game are stored on the DVD-ROM that is placed in the DVD-ROM drive 108 .
  • the DVD-ROM drive 108 According to control from the CPU 101 , the DVD-ROM drive 108 performs a reading operation on this DVD-ROM and reads the necessary program and data, then stores them temporarily in the RAM 103 .
  • the image processing unit 109 by way of the CPU 101 and its own image arithmetic processor (not illustrated in the figure), process the data read from the DVD-ROM and stores the results in its own frame memory (not illustrated in the figure).
  • the image information that is stored in the frame memory is converted to a video signal at a specified synchronizing timing, and outputted to a monitor (hereafter, referred to as a display) that is connected to the image processing unit.
  • a monitor hereafter, referred to as a display
  • the image arithmetic processor can execute transparent operations such as a superimposition operation of 2-dimensional images or a blending, and various kinds of saturation operations at high speed.
  • the CPU 101 and image arithmetic processor working together it is possible to draw text as a 2-dimensional image to frame memory according to font information that defines the shape of text letters or characters, and to draw on each of the polygon surfaces.
  • the font information is stored in the ROM 102 ; however, it is also possible to use special font information that is stored on a DVD-ROM.
  • the audio processing unit 110 converts audio data that is read from the DVD-ROM to an analog audio signal, and supplies that signal to external speakers (hereafter referred to as the display speakers) to output sound.
  • the audio processing unit 110 under control from the CPU 101 , creates sound effect data and music data that are to be generated during play of the game, and causes the speakers to output sounds corresponding to that data.
  • the NIC 111 is for connecting the information processing device 100 to a computer communication network (not illustrated in the figure) such as the Internet, and is a device that complies to the 10BASE-T/100BASE-T standard that is used when creating an LAN (Local Area Network), or is an interface (not illustrated in the figures) that functions as a go-between between the CPU 101 and an analog modem, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem for connecting to the Internet using telephone lines, or a cable modem for connecting to the Internet using cable television lines.
  • the information processing device 100 can be constructed such that it uses a large capacity external memory device such as a hard disk to provide the same function as the ROM 102 , RAM 103 , external memory 107 and DVD-ROM that is mounted in the DVD-ROM drive 108 .
  • a large capacity external memory device such as a hard disk to provide the same function as the ROM 102 , RAM 103 , external memory 107 and DVD-ROM that is mounted in the DVD-ROM drive 108 .
  • a typical computer similar to the information processing device 100 above, comprises a CPU, RAM, ROM, DVD-ROM drive, and NIC, and comprises an image processing unit that has simpler function that the information processing device 100 , also in addition to having a hard disk as an external memory device, is capable of using a flexible disk, a magneto-optical disk, magnetic tape and the like.
  • a keyboard and mouse are used as input devices. After the game program has been installed, the computer functions as a game device by executing that program.
  • FIG. 2 is a schematic diagram illustrating the external appearance in order to explain the controller unit 105 described above.
  • the controller unit 105 includes a set of controllers 210 and 220 , and a sensor bar 230 . Each controller 210 , 220 is connected via a specified connection cable.
  • the information processing device 100 is connected to the sensor bar 230 and a display 290 via a specified cable.
  • the controller 210 is the main controller, and, for example, has an external appearance similar to that of a remote control for a television or the like, and is connected wirelessly (by wireless communication) to the information processing device 100 .
  • the controller 220 is an auxiliary controller that is used in a state connected to the controller 210 in a nunchaku-like connection, and sends information to the information processing device 100 via the controller 210 .
  • a player plays the game by taking hold of the controllers 210 , 220 with one in each the left and right hands.
  • holding the controller 210 in the right hand and holding the controller 220 in the left hand is set as the correct (standard) way to hold the controllers.
  • the sensor bar 230 is bar shaped having a specified length, and is suitably attached to the top of the display 290 along the direction of the screen.
  • a light-emitting element 231 is embedded in both ends of the sensor bar 230 .
  • the number of embedded light-emitting elements 231 here is only an example, and the number could be greater than this.
  • the sensor bar 230 receives a power supply from the information processing device 100 , and causes the light-emitting elements 231 to appropriately emit light.
  • the controller 210 has a CCD camera 211 located on the tip end, and when the tip end is faced toward the display 290 , this CCD camera 211 takes an image that includes the two light-emitting elements 231 (two light-emitting points) of the sensor bar 230 .
  • the controller 210 also comprises an inner wireless communication unit, which sequentially transmits information of the image taken to the information processing device 100 using wireless communication.
  • the information processing device 100 based on the positional relationship between the two light-emitting points in the image transmitted from the controller 210 , adequately acquires the position and orientation of the controller 210 .
  • the CPU 101 and image processing unit 109 analyze the positional relationship between the two light-emitting points that are seen from the controller 210 , calculates the spatial position of the controller 210 and the orientation of the tip end (direction of the longitudinal axis), and finally acquires where on the screen the player is pointing and operating the controller 210 .
  • This measurement of the position of the controller 210 is performed, for example, once every vertical sync interrupt ( 1/60 second).
  • the controller 210 also comprises an internal 3-axis acceleration sensor, and is capable of measuring the motion of the controller 210 in 3 axial directions. It is also possible to measure the motion of the controller 210 with the use of an angular velocity sensor and slope sensor instead of an acceleration sensor.
  • the controller 210 sequentially transmits measurement results such as these (for example, the acceleration information in each of the three axis directions) to the information processing device 100 .
  • the information processing device 100 then, based on the measurement results sent from the controller 210 , detects the motion of the controller 210 . For example, the information processing device 100 acquires the type of motion in which the player operates the controller 210 , such as shaking, twisting or poking, and the direction of that motion.
  • the type of motion in which the player operates the controller 210 such as shaking, twisting or poking, and the direction of that motion.
  • This kind of detection of the motion of the controller 210 is also performed, for example, once every vertical sync interrupt.
  • a cross-shaped key 212 is located on the top of the controller 210 , which makes it possible for the player to input instructions specifying an arbitrary direction. There is also an A button 213 and other various buttons 215 on the top surface of the controller 210 , which make it possible to input instructions that correspond to those buttons.
  • a B button 214 on the bottom surface of the controller 210 , and a depression may be formed on that bottom surface such that the player can operate the B button 214 as if pulling a trigger.
  • Indicators 217 on the top surface of the controller 210 light up in a way that it is possible for the player to recognize even when a plurality of controllers 210 are used.
  • a power button 218 that is provided on the top surface of the controller 210 sends an instruction to the information processing device 100 to turn the power ON/OFF.
  • a vibration mechanism such as a vibrator is located inside the controller 210 , and can cause the controller 210 to vibrate in response to instruction information sent from the information processing device 100 .
  • the controller 220 comprises an identical internal 3-axis acceleration sensor, which is capable of measuring the motion of the controller 200 in three axial directions. It is also possible to measure the motion of the controller 220 with an angular velocity sensor or slope sensor instead of this kind of acceleration sensor.
  • the controller 220 sequentially transmits measurement results such as these (for example, the acceleration information for the three axes) to the information processing device 100 via the controller 210 .
  • the information processing device 100 based on the measurement results from the controller 220 , similarly detects the motion of the controller 220 .
  • the information processing device 100 acquires the type of motion in which the player operates the controller 220 , such as shaking, twisting and poking, and the direction of that motion.
  • This kind of detection of the motion of the controller 220 is also performed, for example, once every vertical sync interrupt.
  • a control stick 221 is provided on the top surface of the controller 220 , which makes it possible for the player to input instructions specifying an arbitrary direction.
  • C button 222 located on the tip end section of the controller 220
  • Z button 223 on the bottom surface of the controller 220 , such that the player can perform various operations.
  • each controller 210 , 220 by combining a set of controllers 210 , 220 with a sensor bar 230 will be explained.
  • Measuring the position of the controller 210 and the like is not limited to the method of the CCD camera 211 taking an image of the light-emitting points (light-emitting elements 231 ) of the sensor bar 230 , and another suitable method could be used.
  • the position of the controller 210 or the like can be found from the time difference between wireless communication of two points via the sensor bar 230 , or the position of the controller 210 or the like can be found according to the principle of triangulation using ultrasonic waves or infrared light.
  • FIG. 3 is a schematic diagram illustrating the construction of the game device of an embodiment of the present invention as seen from the aspect of the functions.
  • FIG. 4 is a schematic diagram illustrating in detail the construction of the game device of an embodiment of the present invention in detail as seen from the aspect of the hardware.
  • the game device 300 comprises a task information storage unit 330 , an image generation unit 320 , an operation information acquisition unit 340 , an evaluation unit 361 , a history information accumulation unit 350 , a determination unit 362 and an evaluation control unit 363 .
  • the task information storage unit 330 stores task information that proscribes task operations of the controllers 210 , 220 that are imposed on the player. For example, in a music game, stores the types of controllers that the player operates, and the operation timing in time sequence.
  • the DVD-ROM mounted in the DVD-ROM drive 108 described above, and RAM 103 can function as this kind of task information storage unit 330 .
  • the image generation unit 320 based on the stored task information, generates display images for providing the player with a description of tasks. More specifically, the image generation unit 320 can generate symbols corresponding to each controller 210 , 220 , or objects that indicate the operation timing (time for continuing the operation of shaking the controllers 210 , 220 , and the like).
  • the image processing unit 109 and the like can function as this kind of image generation unit 320 .
  • the operation information acquisition unit 340 in response to the task description provided in the display images, acquires operation information from the controllers 210 , 220 that are operated by the player.
  • the controller unit 105 , game mat 106 , interface 104 and CPU 101 can function as this kind of operation information acquisition unit 340 .
  • the evaluation unit 361 based on the relationship between the acquired operation information and the stored task information, evaluates the operation of the player.
  • the CPU 101 and RAM 103 can function as this kind of evaluation unit 361 .
  • the history information accumulation unit 350 generates and accumulates history information that correlates the operation information and the task information. Typically, the history information accumulation unit chronologically correlates and stores the timing information of the controllers 210 , 220 that was acquired by the operation information acquisition unit 340 , and task information that is stored in the task information storage unit 330 .
  • the RAM 103 can function as this kind of history information accumulation unit 350 .
  • the determination unit 362 determines whether or not the held states of the controllers 210 , 220 that corresponds to each part of the player are correct.
  • the determination unit 362 can compare the task information and operation information of the controllers 210 , 220 , and perform a determination by based on the rate of matching between them.
  • the CPU 101 and RAM 103 can function as this kind of determination unit 362 .
  • the evaluation control unit 363 when it is determined that held states are incorrect, determines the controllers 210 , 220 that are held by each part, replaces the operation information of the controllers 210 , 220 that are held by the wrong parts with the operation information of the controllers 210 , 220 that are designated to be held by the wrong parts, and has the evaluation unit 361 perform evaluation. There may also be three or more controllers.
  • the CPU 101 can function as this kind of evaluation control unit 363 .
  • the determination unit 362 , history information accumulation unit 350 and task information storage unit 330 can be omitted as appropriate.
  • this game device 300 is a game device that executes a music game, and while moving and displaying objects (hereafter referred to as target objects) on a screen in coordination with music that is played, evaluates the operation of a player with respect to the objects.
  • objects hereafter referred to as target objects
  • the game device 300 comprises an image information storage unit 310 , an image generation unit 320 , a task information storage unit 330 , an operation information acquisition unit 340 , a history information accumulation unit 350 , a processing control unit 360 , a music information storage unit 370 and a music playback unit 380 .
  • the image information storage unit 310 stores various kinds of image information. For example, stores image information such as background images for displaying while the music game is played, and target objects that are moved in phase with the rhythm of the music that is played.
  • the image generation unit 320 is controlled by the processing control unit 360 , and generates display images for the music game (game images).
  • the image generation unit 320 adequately reads various image information that is stored in the image information storage unit 310 or task information, which will be described later, that is stored in the task information storage unit 330 , and generates game images.
  • FIG. 5 illustrates the state in which a plurality of various kinds of target objects OC 1 , OC 2 , OM 1 to OM 4 are synchronized to the rhythm of the music played, and sequentially appear from the bottom and move along the moving lanes La (lanes that correspond to the types of objects) toward the top where they disappear.
  • the target objects 0 C 1 , 0 C 2 represent bell (hand bell) symbols that face in different directions, and correspond to the controllers 210 , 220 above. That is, target object OC 1 that represents a bell symbol facing in the left direction corresponds to the controller 220 that the player normally holds in the left hand (specified to be held in the left hand), and the target object OC 2 that represents a symbol facing in the right direction corresponds to the controller 210 that the player normally holds in the right hand (specified to be held in the right hand).
  • the shapes of the target objects OM 1 to OM 4 are arrow symbols that face in different directions, and correspond to symbols (areas) on the game mat 106 described above.
  • These target objects OC 1 , OC 2 and OM 1 to OM 4 are controlled by the processing control unit 360 , and from the bottom end (starting point) of the moving lanes La move over the moving lanes La and disappear that the top end (ending point) of the moving lanes La.
  • the player is prompted to perform an operation that corresponds to the type of object at the timing when one of the target objects OC 1 , OC 2 , OM 1 to OM 4 (there may be more than one of an object) reaches the determination area HA (a fixed area having the same shape as the target object).
  • the player is prompted to perform the operation of shaking the controllers 210 , 220 or stepping on the game mat 106 .
  • the player is prompted to perform the operation of shaking the controller 220 that is designated to be held in the left hand.
  • the target object OC 2 (right bell symbol) has moved to the determination area, the player is prompted to perform the operation of shaking that controller 210 that is designated to be held in the right hand.
  • the target objects (OC 1 , OC 2 , and OM 1 to OM 4 ) move from the bottom of the screen toward the top of the screen; however, the direction of movement of the target objects is not limited to this, and is arbitrary.
  • the object can move from the top of the screen toward the bottom, or can also move in the horizontal direction (from the right side to the left side of the screen, or from the left side to the right side of the screen).
  • the determination area HA it is possible to display a determination line that is orthogonal to the moving lanes La, and use that as the determination area.
  • the moving lanes La also do not need to be displayed in the game image.
  • the shapes of the target objects in the figure are an example, and other shapes are also possible.
  • the task information storage unit 330 stores task information that proscribes the contents of task operations that are imposed on (requested of) the player.
  • the task information storage unit 330 stores task information for which the operation timing is chronologically proscribed for the controllers 210 , 220 which the player is designated to shake or the symbols (areas) of the game mat 106 on which the player is designated to step according to the rhythm (tempo) or musical scale of melody of the music played.
  • FIG. 6 illustrates a detailed example of task information.
  • the state of proscribing the operation timing for the controllers 210 , 220 and each of the symbols on the game mat 106 is illustrated schematically.
  • the operation timing is synchronized with the playback (playback counter) of the music and chronologically proscribed.
  • the processing control unit 360 uses this kind of task information for evaluating the contents of a player's operation.
  • the task information is synchronized with the playback of the music, and scanned chronologically, and is sequentially evaluated as to whether or not the operation performed by the player is correct.
  • this task information is used when the image generation unit 320 generates display images. That is, the movement of each target object is controlled so that a target object reaches the determination area HA in coordination with the operation timing of the task information.
  • the operation information acquisition unit 340 acquires the respective operation information when the player operates the controllers 210 , 220 or game mat 106 .
  • the operation information acquisition unit 340 has a wireless communication unit 341 and mat information receiving unit 342 , and acquires operation information when the player performs an operation such as shaking of the controllers 210 , 220 and stepping on the game mat 106 .
  • the wireless communication unit 341 sends and receives necessary information by sequentially performing wireless communication with the controller 210 .
  • the wireless communication unit 341 acquires operation information that includes the identifier (ID number or the like) for the operated controller 210 .
  • the operation information of the controller 220 is also sent via the controller 210 .
  • the wireless communication unit 341 acquires operation information that includes the identifier of the controller 220 .
  • the controller unit 105 can function as this kind of wireless communication unit 341 .
  • the mat information receiving unit 342 receives mat information (operation information) that is supplied from the game mat 106 . That is, when the player steps on the game mat 106 , the mat information receiving unit 341 is able to acquire from the received mat information which symbol (area) on the game mat 106 was stepped on.
  • the interface 104 can function as this kind of mat information receiving unit 342 .
  • the history information accumulation unit 350 generates and accumulates history information that correlates operation information that was acquired by the operation information acquisition unit 340 with the corresponding task information that is stored in the task information storage unit 330 .
  • the history information accumulation unit 350 reads task information for the controller 210 , 220 that corresponds to that timing from the task information storage unit 330 , then generates and accumulates history information that correlates that operation information and task information.
  • the history information accumulation unit 350 reads the task information of the controllers 210 , 220 at that timing from the task information storage unit 330 and generates history information as illustrated in FIG. 7A .
  • the history information accumulation unit 350 reads task information for the controllers 210 , 220 at that timing, and generates history information such as illustrated in FIG. 7B .
  • the history information accumulation unit 350 When the controllers 210 , 220 are shaken at the same time, and operation information that includes each identifier is acquired, the history information accumulation unit 350 generates history information such as illustrated in FIG. 7C .
  • the history information accumulation unit 350 accumulates and stores the history information that is generated in this way.
  • the RAM 103 can function as this kind of history information accumulation unit 350 .
  • the processing control unit 360 performs overall control of the game device 300 .
  • the processing control unit 360 comprises an evaluation unit 361 , a determination unit 362 and an evaluation control unit 363 .
  • the evaluation unit 361 evaluates a players operation based on the operation information that is acquired by the operation information acquisition unit 340 and the task information that is stored in the task information storage unit 330 .
  • the evaluation unit 361 evaluates that the correct operation was performed. As an example, even when the timing does not perfectly match such as in timing T 1 and T 2 , as long as there is a period where both overlap, operation is evaluated as being correct.
  • the evaluation unit 361 evaluates that the correct operation was performed.
  • the evaluation unit 361 evaluates that the correct operation was performed.
  • the evaluation unit 361 evaluates that an incorrect operation was performed. That is, even though the timing is the same, the object of operation is different, so that the operation is evaluated as an incorrect operation.
  • the evaluation unit 361 evaluates that an incorrect operation was performed.
  • the evaluation unit 361 evaluates that an incorrect operation was performed.
  • the evaluation unit 361 evaluates that an incorrect operation was performed.
  • the determination unit 362 based on history information that is accumulated in the history information accumulation unit 350 , determines whether or not the way the player is holding the controllers 210 , 220 (held state) is correct.
  • the determination unit 362 reads a specified number of the most recent history information that is stored in the history information accumulation unit 350 , and verifies the correspondence between the operation information and the task information. For example, the determination unit 362 reads a specified number of history information as illustrated in FIG. 9A and FIG. 9B , and for each item of history information, verifies whether the controllers 210 , 220 of the operation information (identifiers) coincide with the controllers of the task information (whether the timing overlaps). In other words, in the history information of FIG. 9A , the controller 210 of the operation information coincides with the same controller 210 of the task information, so that they correspond as illustrated in FIG. 9C . However, in the history information of FIG. 9B , the controller 220 of the operation information coincides with the other controller 210 of the task information, so that they correspond as illustrated in FIG. 9D .
  • the determination unit 362 After ending verification of each item of this kind of history information, the determination unit 362 totals the number of circles “O” in the area AR 1 and the number of circles “O” in the area AR 2 illustrated in FIG. 9E , and finds the percentage of each with respect to the over number (number of items of verified history information).
  • the determination unit 362 determines whether or not the held states of the controllers 210 , 220 are correct.
  • the determination unit 362 determines that the held states of the controllers 210 , 220 are correct (the player is holding the controllers 210 , 220 correctly).
  • the determination unit 362 determines that the held states of the controllers 210 , 220 are incorrect (the player is holding the controllers 210 , 220 incorrectly, with the left and right reversed).
  • the determination unit 362 refrains from making a determination (does not make a determination).
  • the evaluation control unit 363 when the determination unit 362 has determined that the held states are incorrect, causes the evaluation unit 361 to replace the operation information of the controllers 210 , 220 .
  • the evaluation control unit 363 causes the evaluation unit 361 to replace the identifiers that are included in the operation information that the operation information acquisition unit acquires from the controllers 210 , 220 to the identifiers of the other controllers 220 , 210 .
  • the evaluation control unit 363 replaces the identifier of that operation information with the identifier of the controller 210 . Therefore, the evaluation unit 361 determines that the controller 210 was shaken at timing T 2 with respect to the operation timing T 1 , and evaluates that operation is correct.
  • the evaluation control unit 363 replaces the identifier of that operation information with the identifier of the controller 220 . Therefore, the evaluation unit 361 determines that the controller 220 was shaken at timing T 4 with respect to the operation timing T 3 , and evaluates that operation is correct.
  • the evaluation control unit 363 instead of replacing the controllers 210 , 220 (identifiers) of the operation information, and causing the evaluation unit 361 to perform evaluation, can also replace the information of the controllers 210 , 220 of the task information, and cause the evaluation unit 361 to perform evaluation.
  • the evaluation control unit 363 can replace the task information of the controllers 210 , 220 that are not held correctly in the left and right hands (controllers 210 , 220 that are held with the left and right hands reversed) to task information of the controllers 210 , 220 that are designated to be held by these left and right hands, and then cause the evaluation unit 361 to perform evaluation.
  • the evaluation control unit 363 replaces the task information of the controller 210 with the task information of the controller 220 that is originally designated to be held in the left hand (the left hand that is incorrectly holding this controller 210 ). Moreover, the evaluation control unit 363 replaces the task information of the controller 220 with the task information of the controller 210 that is originally designated to be held in the right hand (the right hand that is incorrectly holding this controller 220 ).
  • the evaluation unit 361 evaluates that the controller 210 was shaken. Also, even when the controller 210 is shaken for the task operation of shaking the controller 220 , by replacing the information, the evaluation unit 361 evaluates that the controller 220 was shaken.
  • the CPU 101 can function as this kind of processing control unit 360 .
  • the music information storage unit 370 stores a plurality of items of music information that is played as accompaniment music for the music game.
  • the music information storage unit 370 stores music information that is in a specified format such as MIDI (Musical Instrument Digital Interface) data. The player then selects a desired piece of music, and can play the music game to match that played music (music sound).
  • MIDI Musical Instrument Digital Interface
  • the music information storage unit 370 stores information related to the music such as the rhythm (tempo), playback time and the like.
  • the DVD-ROM that is mounted in the DVD-ROM drive 108 described above, and the RAM 103 can function as this kind of music information storage unit 370 .
  • the music playback unit 380 is controlled by the processing control unit 360 , and plays the music of the music game.
  • the music playback unit 380 reads the music information selected by the player from the music information storage unit 370 , and after the game starts (during play), plays this music information and outputs the music sound.
  • the method for playing the music is arbitrary and not limited to this.
  • the music information can be played while gradually being read during play.
  • the audio processing unit 110 described above can function as this kind of music playback unit 380 .
  • FIG. 11 is a flowchart illustrating the flow of the operation evaluation process that is executed in the music game. In the following, the operation of the game device 300 will be explained with reference to FIG. 11 .
  • the game device 300 clears the setting to replace operation information (identifiers) (step S 401 ).
  • the replacing setting is cleared, and it is presumed that the player is correctly holding the controllers 210 , 220 .
  • the game device 300 starts playing music, and starts generating game images (step S 402 ).
  • the music playback unit 380 reproduces music sound based on the selected music information, and as the music sound is reproduced, supplies a music signal to the display 290 , and causes the music to be outputted from the speaker of the display 290 .
  • the image generation unit 320 generates display images as illustrated in FIG. 5 above, and supplies a video signal to the display 290 , causing the images to be displayed on the display 290 .
  • the game device 300 moves target objects in coordination with the music played (step S 403 ). That is, the image generation unit 320 is controlled by the processing control unit 360 , and causes target objects OC 1 , OC 2 and OM 1 to OM 4 such as illustrated in FIG. 5 to move in synchronization with the rhythm of the music.
  • the player while visually following the movement of these target objects (OC 1 , OC 2 and OM 1 to OM 4 ), performs corresponding operations at the timing when a target object reaches the determination area HA.
  • the player performs an operation such as shaking a controller 210 , 220 or stepping on the game mat 106 according to a target object that has reached the determination area HA. Therefore, the game device 300 sequentially acquires operation information about the operations performed by the player.
  • the game device 300 based on the operation information and task information, sequentially evaluates the operation of a player (step S 404 ).
  • the evaluation unit 361 compares the operation information that is acquired by the operation information acquisition unit 340 and the task information that is stored in the task information storage unit 330 , and evaluates the contents of the player's operation.
  • the evaluation unit 361 chronologically compares the task information with the operation information of a player, and evaluates the operation of the player.
  • the game device 300 accumulates history information that correlates the operation information with the task information (step S 405 ).
  • the history information accumulation unit 350 generates history information that correlates the operation information of the controllers 210 , 220 that is acquired by the operation information acquisition unit 340 and the corresponding task information that is stored in the task information storage unit 330 . That is, the history information accumulation unit 350 creates and accumulates history information such as illustrated in FIG. 7A to FIG. 7C above.
  • the game device 300 determines whether or not accumulation of a specified number of items of history information has been completed (step S 406 ). In other words, determines whether or not enough history information has been accumulated in order to be able to determine the held states in which the player is holding the controllers 210 , 220 .
  • step S 406 NO
  • the game device 300 advances processing to step S 410 that will be described later.
  • step S 406 determines that accumulation of history information is completed (step S 406 : YES)
  • the game device 300 determines the held states of the controllers 210 , 220 (step S 407 ).
  • the determination unit 362 reads a specified number of the most recent items of history information accumulated in the history information accumulation unit 350 , and verifies the respective correspondence between the operation information and the task information. After verification of each item of the history information has finished, the determination unit 362 determines from the verification results whether or not the held states of the controllers 210 , 220 are correct.
  • the determination unit 362 from the verification results such as illustrated in FIG. 9C and FIG. 9D , totals the number of circles “O” in area AR 1 and the number of circles “O” in area AR 2 as illustrated in FIG. 9E , and finds the percentage of each with respect to the overall number (number of items of verified history information).
  • the determination unit 362 determines whether or not the held states of the controllers 210 , 220 are correct.
  • the game device 300 determines whether or not it was determined that the held states are correct (step S 408 ). In other words, the game device 300 , from the history information, determines whether or not the controllers 210 , 220 are held correctly.
  • step S 408 When it is determined that the held states are correct (step S 408 : YES), the game device 300 advances processing to step S 410 that will be described later.
  • step S 408 when it is determined that the held states are incorrect (step S 408 : NO), the game device 300 replaces the operation information (identifiers) (step S 409 ).
  • the evaluation control unit 363 when operation information for the controllers 210 , 220 is acquired by the operation information acquisition unit 340 , replaces the identifiers included in that information with the identifiers of the other controllers 210 , 220 , and causes the evaluation unit 361 to perform evaluation. It is also possible for the evaluation control unit 363 to replace the identifiers in the task information.
  • the game device 300 determines wither or not the game is finished (step S 410 ). In other words, determines whether or not one music game (one selection of music) has finished.
  • step S 410 NO
  • the game device 300 returns processing to step S 403 described above.
  • the game device 300 then repeatedly executes the processing from step S 403 to step S 410 .
  • step S 410 the game device 300 displays a specified end message and the total score, and then ends the operation evaluation process.
  • the game device 300 determines the held states of the controllers 210 , 220 from the history information, and when it is determined that the held states of the controllers 210 , 220 are not correct, replaces the identifiers of the operation information acquired from the controllers 210 , 222 with the identifiers of the other controllers 220 , 210 , and performs evaluation.
  • the game device 500 comprises an image information storage unit 310 , an image generation unit 320 , a task information storage unit 330 , an operation information acquisition unit 340 , a history information accumulation unit 350 , a processing control unit 560 , a music information storage unit 370 and a music playback unit 380 .
  • the image information storage unit 310 to the history information accumulation unit 350 , the music information storage unit 370 and the music playback unit 380 have the same construction as in the case of the game device 300 in FIG. 4 described above.
  • the processing control unit 560 includes an evaluation unit 361 , a determination unit 362 , an evaluation control unit 363 and re-evaluation unit 561 .
  • the processing control unit 560 has a re-evaluation unit 561 in addition to the construction of the processing control unit 360 of the game device 300 in FIG. 4 described above.
  • the re-evaluation unit 561 based on the history information accumulated in the history information accumulation unit 350 , replaces the identifiers of the operation information for the past operations of the player, and re-evaluates the operation.
  • the re-evaluation unit 561 reads the history information from the history information accumulation unit 350 , and when the history information is operation information for the controllers 210 , 220 , replaces the identifiers in that information with the respective identifier of the other controllers 220 , 210 , then compares the information with the task information and performs evaluation.
  • the re-evaluation unit 561 replaces the identifier of that operation information with the identifier of the controller 220 , compares that with the operation timing of the controller 220 , and re-evaluates the operation of the player.
  • the re-evaluation unit 561 replaces the identifier of that operation information with the identifier of the controller 210 , compares that with the operation timing of the controller 210 , and re-evaluates the operation of the player.
  • the re-evaluation unit 561 replaces the information of the controllers 210 , 220 in the task information.
  • the CPU 101 can function as this kind of re-evaluation unit 561 .
  • the re-evaluation unit 561 goes back and re-evaluates the operation before that, so it is possible to appropriately evaluate the operation of the player for the whole game.
  • the explanation was for the case in which the player holds the controllers 210 , 220 in the left and right hands, however, the part that holds the controllers 210 , 22 is not limited to the hands of the player in this way, and could be held by other parts.
  • the controllers 210 , 220 could be held by the left and right legs (shins, thighs and the like), and the invention can be appropriately applied to the case of evaluating the up and down movement of the left and right legs.
  • controllers 210 , 220 were explained, however, the invention can be suitably applied in the case of using two of the same controller 210 .
  • the identifiers of the controllers 210 are different from each other, and a different display is displayed on the respective indicators 217 of those controllers 210 according to those identifiers. Therefore, the displays of these indicators 217 indicate to the player which controller 210 is to be held in the left hand and which is to be held in the right hand.
  • the operation information acquisition unit 340 acquires operation information that includes the identifiers from each of the controllers 210 . In other words, even when two controllers 210 that are the same are used, it is possible to similarly determine from the identifiers which of the controllers 210 was shaken.
  • the history information accumulation unit 350 generates and accumulates history information that correlates the operation information and task information of each of the controllers 210 , and the determination unit 362 , based on the history information accumulated in the history information accumulation unit 350 , determines whether or not the held states of the controllers 210 are correct.
  • the evaluation control unit 363 replaces the identifiers of the operation information acquired from the controllers 210 with the identifiers of the other controllers 210 .
  • the re-evaluation unit 561 based on the history information accumulated in the history information accumulation unit 350 , replaces the identifiers of the operation information of the controllers 210 with the identifiers of the other controllers 210 , and re-evaluates the past operation of the player.
  • controller 210 Therefore, even when two of the same kind of controller 210 are used, and the player holds the controllers 210 incorrectly and plays the game, it is possible to appropriately evaluate the operation of the player.
  • one set of controllers is not limited to two controllers and could be three or more.
  • the invention can be appropriately applied even in the case of holding a total of three controllers, where two controllers are held in the left and right hands, and one more controllers is placed around the neck.
  • controller A is defined as to be held (gripped) in the right hand
  • controller B is defined as to be held in the left hand
  • controller C is defined as to be held from the neck.
  • the history information accumulation unit 350 generates and accumulates history information that correlates the operation information and task information of each of the controllers A to C.
  • the determination unit 362 based on the history information accumulated in the history information accumulation unit 350 , determines whether or not the held states of the controllers that correspond to the parts of the player are correct. In other words, the determination unit 362 determines whether all three of the controllers are held correctly, whether one controller is held correctly and the remaining two are held incorrectly, or whether all three all held incorrectly.
  • the determination unit 362 determines that one controller is held correctly and the other two controllers are held by incorrect parts. That is, the determination unit 362 determines that controllers A and B are not held correctly in the left and right hands as they are designated to be held, and determines that they are held with the left and right hands reversed.
  • the evaluation control unit 363 replaces the identifiers of the operation information acquired from the controllers B, A with the identifiers of controllers A, B that are to be held in the left and right hands, and causes the evaluation unit 361 to perform evaluation.
  • the evaluation control unit 363 after the identifier of the operation information of controller A is acquired, replaces that identifier with the identifier of the controller B that is originally designated to be held in the left hand (the controller A is incorrectly held in the left hand). Moreover, after the identifier of the operation information of controller B is acquired, replaces that identifier with the identifier of the controller A that is originally designated to be held in the left hand.
  • the re-evaluation unit 561 also, based on the history information accumulated in the history information accumulation unit 350 , replaces the identifiers of the operation information of controllers B, A with the identifiers of the controllers A, B that are originally designated to be held in the left and right hands, and re-evaluates past operations of the player.
  • the determination unit 362 determines that all three controllers are held by an incorrect part. In other words, the determination unit 362 determines that controllers A to C are not properly held as they should be in the left and right hands and around the neck, and are held with these parts mixed.
  • the evaluation control unit 363 replaces the identifiers of the history information acquired from the controllers A to C, with the identifiers of the controllers that are designated to be held by the parts, and causes the evaluation unit 361 to perform evaluation.
  • the evaluation control unit 363 replaces that identifier with the identifier of the controller C that is originally designated to be held around the neck (controller A is incorrectly being held around the neck). Moreover, after the identifier of the operation information of controller B has been acquired, that identifier is replaced with the identifier of controller A that is originally designated to be held in the right hand. Furthermore, after the identifier of the operation information of controller C has been acquired, that identifier is replaced with the identifier of controller B that is originally designated to be held in the left hand.
  • the re-evaluation unit 561 also, based on the history information accumulated in the history information accumulation unit 350 , replaces the identifiers of the operation information of controllers A to C with the identifiers of the controllers that are originally designated to be held by each of the parts, and performs re-evaluation of the past operations of the player.
  • the evaluation control unit 363 and the like can re-generate the operation information of the controllers that are being held by the wrong part.
  • the task information of the controllers may also be replaced.
  • the evaluation control unit 363 replaces the task information of controller A with the task information of controller B that is originally designated to be held in the left hand (the left hand that is incorrectly holding controller A).
  • the evaluation control unit 363 replaces the task information of controller B with the task information of controller C that is originally designated to be held around the neck (the neck is incorrectly holding controller B).
  • the evaluation control unit 363 replaces the task information of controller C with the task information of controller A that is originally designated to be held by the right hand (the right hand that is incorrectly holding controller C). In the case of replacing the task information as well, it is possible to appropriately evaluate the operation of the player even when the player plays the game while incorrectly holding the controllers A to C.
  • the processing control unit 360 controls the image generation unit 320 to display a warning message on the game screen indicating that the controllers are incorrectly held.
  • the determination unit 362 based on the history information (correlation between that operation information and the task information) that is accumulated after the warning message is displayed, again determines whether or not the held states of the controllers are correct.
  • the evaluation control unit 363 when it is determined that the held states are incorrect, it is possible to determine that the player is still playing the game with the controllers held incorrectly, so that the evaluation control unit 363 , in the same say as described above, replaces the operation information of a controller that is held by a wrong part with the operation information of the controller that is originally designated to be held by that part. It is also possible to replace the task information of the controller.
  • the re-evaluation unit 561 can perform re-evaluation in the same way as described above for operation before the determination unit 362 displayed the warning message, and can perform re-evaluation only when the player corrects the way the controllers are held (holds the controllers correctly).
  • a game device operation evaluation method, information recording medium and program are provided that are capable of appropriately evaluating the operation of a player even when the player plays the game while incorrectly holding a plurality of controllers.

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Abstract

In a game device (300), a task information storage unit (330) stores task information prescribing task operations for controllers that are imposed on a player. When a game begins, an operation information acquisition unit (340) acquires operation information of each controller that is operated by the player. A processing control unit (360) evaluates the operation of the player based on the correlation between the acquired operation information and stored task information. A history accumulation unit (350) accumulates history information that correlates the operation information with the task information. The processing control unit (360) replaces the operation information of a controller that is held by an incorrect part with the operation information of the controller that is designated to be held by the incorrect part, and evaluates the operation of the player.

Description

    TECHNICAL FIELD
  • The present invention relates to a game device, an operation evaluation method, an information recording medium and a program that are capable of adequately evaluating the operation of a player even when the player holds a plurality of controllers incorrectly when playing a game.
  • BACKGROUND ART
  • Various games (software and the like) that can be executed on commercial or home-use game devices have been and are currently being developed. Of these, games that are collectively called music games (dancing games are included in these games), have become very popular, and are played by players having a wide range of ages.
  • Music games are a type of game in which a player competes for a high score by performing operations that correspond to the rhythm, scale and the like of music being played in good timing.
  • To give a detailed explanation of a music game that uses a game mat, a plurality of moving lanes are provided on a game screen, and a target object moves along these moving lanes in coordination with music that is played. More specifically, different target objects appear on each of the moving lanes, and move from a starting point toward an ending point in coordination with the music. These target objects are images having the same shapes as symbols (same symbols) that are displayed in various areas divided on a game mat, and indicate areas on the game mat that the player is to step on. A determination area is provided such that it crosses these moving lanes, and when a player steps on a symbol (area of the game mat) at the timing when the same target object that is moving on a moving lane reaches the determination area, the player receives points. The determination area is indicated by a straight line display or object display.
  • In other words, as the player watches and follows the target objects that move in coordination with the music, an operation of stepping on the same symbol on the game mat with proper timing is sought after.
  • As one example of such a music game is a game device that can change the degree of difficulty according the game status of the player (see, Patent Literature 1, for example).
    • Patent Literature 1: Japanese Patent No. 3,579,042 (pgs. 7-15, FIG. 4).
    DISCLOSURE OF THE INVENTION Problem to be Solved by the Invention
  • Recently, in addition to the operation of stepping on a game mat as described above, music games are being developed that further require a player to operate a controller. For example, there are music games that further impose on the player the operation of gripping two controllers (set of controllers), one in both the left and right hands, and performing operation by shaking the left and right controllers at proper timing according to the shape of a target object.
  • Of the controllers used, one is a main controller (first controller) and the other is an auxiliary controller (second controller). The player can also tell the difference between the first and second controllers by the difference in shapes, for example.
  • Furthermore, in such a game device, regardless of the type of game, holding the first controller in the right hand and the holding the second controller in the left hand is determined to be the proper (standard) method of holding the controllers.
  • However, a player who is not accustomed to this kind of game device does not know the proper method for holding these controllers, so that often the player may play the game by holding the controllers the wrong way, with the left-hand controller and right-hand controller reversed. For example, in the case where the game is started with the first controller placed on the left side and the second controller placed on the right side as seen from the player, a player who is not accustomed to the game, without feeling anything strange, will pick up each controller as is. In other words, the player will take hold of the first controller with the left hand, and will take hold of the second controller with the right hand, and will start playing the game without realizing the controllers are being held incorrectly.
  • Moreover, even though the player may know the proper way to hold each controller, a player such as a small child often may be lost in thought and start playing the game with controllers being held in the wrong hands.
  • When a music game is played with the controllers held incorrectly in this way, even though the player may shake the controllers to the left or right as specified with good timing, actually the wrong controller is shaken and points are not scored.
  • Moreover, when that occurs, only a message indicating an operation mistake (for example, “Miss!”) will be displayed on the game screen, so that the player will continue playing the game without realizing that the controllers are being held incorrectly.
  • Therefore, the player is unable to increase the game score as thought, and the music game may often be mistakenly considered to be a difficult game.
  • In other words, a player may not always hold the controller correctly, so that technology that will evaluate a player's operation while taking into consideration the situation above is required.
  • Taking the problem above into consideration, an object of the present invention is to provide a game device, operation evaluation method, information recording medium and program that can adequately evaluate the operation of a player even when the player holds a plurality of controllers incorrectly.
  • Means to Solve the Problem
  • The game device according to a first aspect of the present invention is a game device that evaluates the operation of using a plurality of controllers that are designated to be held by predetermined parts of a body of a player, and includes an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit.
  • First, the image generation unit, based on task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player (for example, game images that include target objects and the like). The operation information acquisition unit acquires operation information of the controllers that are operated by the player (for example, operation information of the shaking of controllers held in the left and right hands). The evaluation unit, based on the correlation between the acquired operation information and the task information, evaluates the operation of the player. For example, when the first controller is shaken according to a task operation to shake the first controller that is designated to be held in the right hand, and when the second controller is shaken according to a task operation to shake the second controller that is designated to be held in the left hand, the evaluation unit evaluates that a correct operation was performed. On the other hand, when the second controller is shaken according to a task operation to shake the first controller, and the first controller is shaken according to a task operation to shake the second controller, the evaluation unit evaluates that an incorrect operation was performed.
  • The evaluation control unit, based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit to evaluate the operation.
  • For example, when the number of times that the second controller is shaken with respect to a task operation to shake the first controller, or when the number of times that the first controller is shaken with respect to a task operation to shake the second controller is greater than a specified percentage, it is determined that the controllers are gripped (held) reversed, and the evaluation control unit replaces the operation information of the controllers (controllers held reversed in the left and right hands) with the operation information of the controllers that are designated to be held in the left and right hands, and causes the evaluation unit to perform evaluation. In other words, the evaluation controller unit replaces the operation information from the first controller with the operation information of the second controller that is originally designated to be held in the left hand (the left hand that is incorrectly holding the first controller).
  • Therefore, the evaluation unit, by replacing the operation information, evaluates that the first controller was shaken even when the second controller was shaken according to task information to shake the first controller. Moreover, the evaluation unit, by replacing the operation information, effectively evaluates that the second controller was shaken even when only the first controller was shaken according to task information to shake the second controller.
  • As a result, it is possible to appropriately evaluate the operation of the player even when the player plays the game with a plurality of controllers held incorrectly.
  • The game device according to another aspect of the present invention is a game device that evaluates the operation of a player that uses a set of controllers that are separately held by a plurality of parts that includes the left and right hands of the player, and includes a task information storage unit, an image generation unit, an operation information acquisition unit, an evaluation unit, a history information accumulation unit, a determination unit and an evaluation control unit.
  • First, the task information storage unit stores task information that prescribes task operations of the controllers that are imposed on the player. The image generation unit, based on this task information, generates display images for providing task contents to the player. The operation information acquisition unit acquires operation information of the controllers that are operated by the player in response to the task contents that are provided using display images. The evaluation unit, based on the correlation between this acquired operation information and the task information, evaluates the operation of the player.
  • On the other hand, the history information accumulation unit generates and accumulates history information that correlates the operation information with the task information. The determination unit, based on the accumulated history information, determines whether or not the held states of the controllers that correspond to the parts of the player are correct. In other words, the determination unit determines whether or not the player is correctly holding controllers by each part. When the held states are determined to be incorrect (when it is determined that the controllers are not held by the correct parts), the evaluation control unit determines the controllers that are held by each part, replaces the operation information of the controllers held by each part with the operation information of the controllers that are designated to be held by each part, and causes the evaluation unit to perform evaluation.
  • For example, when the controllers are held in the left and right hands, and another controller is held suspended from the neck, the determination unit determines whether or not all three are held correctly, whether one is held correctly and the remaining two are held incorrectly, or whether all three are held incorrectly. When it is determined that there are controllers that are held incorrectly, the determination unit determines whether those controllers are held in the left and right hands or held by the neck from the percentages of the number of times the controllers are actually shaken according to task operations of the controllers. After that, when controller C is held in the right hand that is suppose to hold controller A, controller A is held in the left hand that is designated to hold controller B and controller B is held and suspended from the neck that is designated to hold controller C, for example, the evaluation control unit replaces the operation information of controller A with the operation information of controller B that is originally designated to be held in the left hand (the left hand that is incorrectly holding controller A). Moreover, the evaluation control unit replaces the operation information of controller B with the operation information of controller C that is originally designated to be held from the neck (the neck that is incorrectly holding controller B). Furthermore, the evaluation control unit replaces the operation information of controller C with the operation information of controller A that is originally designated to be held in the right hand (the right hand that is incorrectly holding controller C).
  • Therefore, by replacing the operation information, the evaluation unit evaluates that controller A is shaken even though controller C is shaken according to task operation to shake controller A. Moreover, by replacing the operation information, the evaluation unit evaluates that controller B is shaken even though controller A is shaken according to task operation to shake controller B. Similarly, by replacing the operation information, the evaluation unit evaluates that controller C is shaken even though controller B is shaken according to task operation to shake controller C.
  • As result, it is possible to appropriately evaluate the operation of a player even when the player plays the game while incorrectly holding the plurality of controllers.
  • The determination unit can find and compare, as is, the matching rates of task information and operation information in a specified number of the most recent items of history information accumulated in the history information accumulation unit, and find and compare the matching rates when the operation information has been replaced for each controller, then based on the results of both matching rates, determine whether or not the held states of the controllers corresponding to each of the parts are correct.
  • In this case, it is possible to appropriately determine whether or not the current held states of the controllers are correct.
  • The game device above can further comprise a re-evaluation unit that, when the determination unit has determined that the held states are incorrect, based on history information accumulated in the history information accumulation unit, replaces the past operation information of the controllers held by each part with the operation information of the controllers that are designated to be held by each part, and performs re-evaluation.
  • In that case, it is possible to go back and re-evaluate the past operation as well.
  • The game device according to another aspect of the present invention is a game device that evaluates the operation of a player that uses a set of controllers that are separately held by a plurality of parts that includes the left and right hands of the player, and includes a task information storage unit, an image generation unit, an operation information acquisition unit, an evaluation unit, a history information accumulation unit, a determination unit and an evaluation control unit.
  • The game device above, when the determination unit determines that the held states are incorrect, determines the controllers that are held by each part. Then the evaluation control unit replaces the task information that prescribes the task operations of the controllers that are being held by the parts with the task information that prescribes the task operations of the controllers that are designated to be held by the parts, and causes the evaluation unit to perform evaluation.
  • For example, when controllers are gripped in the left and right hands, and a controller is suspended from the neck, the determination unit determines whether all three controllers are held correctly, whether one controller is held correctly and the remaining two are held incorrectly, or whether all three are held incorrectly. When controller C is held in the right hand that is suppose to hold controller A, controller A is held in the left hand that is designated to hold controller B and controller B is held and suspended from the neck that is designated to hold controller C, for example, the evaluation control unit replaces the operation information of controller A with the operation information of controller B that is originally designated to be held in the left hand (the left hand that is incorrectly holding controller A). Moreover, the evaluation control unit replaces the operation information of controller B with the operation information of controller C that is originally designated to be held from the neck (the neck that is incorrectly holding controller B). Furthermore, the evaluation control unit replaces the operation information of controller C with the operation information of controller A that is originally designated to be held in the right hand (the right hand that is incorrectly holding controller C).
  • As a result, it is possible to appropriately evaluate the operation of the player even when the player plays the game while incorrectly holding the plurality of controllers.
  • The operation evaluation method of another aspect of the present invention is an operation evaluation method of a game device having a plurality of controllers that are designated to be held by predetermined parts of a body of a player, an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit, and includes an image generation step, an operation information acquisition step, an evaluation step and an evaluation control step.
  • First, in the image generation step, based on the task information that prescribes task operations of the controllers imposed on the player, display images (for example, game images that include target objects and the like) for providing the task contents to the player are generated. In the operation information acquisition step, operation information of the controllers that are operated by the player is acquired (for example, operation information of shaking the controllers held in the left and right hands). In the evaluation step, based on the correlation between the acquired operation information and the task information, the operation of the player is evaluated.
  • Moreover, in the evaluation control step, based on history information that correlates the operation information with the task information, the operation information of a controller that is held by an incorrect part is replaced with the operation information of the controller that is designated to be held by that incorrect part, and the evaluation step is caused to perform evaluation.
  • For example, when the number of times that a second controller is shaken with respect to a task operation to shake the first controller that is designated to be held in the right hand, or when the number of times that a first controller is shaken with respect to a task operation to shake a second controller that is designated to be held in the right hand is greater than a specified percentage, it is determined that the controllers are held reversed, and in the evaluation control step, the operation information of the controllers that are held by the incorrect hands (controllers that are held by the left and right hands reversed) is replaced with the operation information of the controllers that are originally designated to be held by the left and right hands, and the evaluation unit is caused to perform evaluation. In other words, in the evaluation control step, the operation information from the first controller is replaced with the operation information of the second controller that is originally designated to be held in the left hand (the left hand that is incorrectly holding the first controller). Moreover, the operation information from the second controller is replaced with the information of the first controller that is originally designated to be held in the right hand (the right hand that is incorrectly holding the second controller).
  • Therefore, in the evaluation step, by replacing the operation information, the first controller is evaluated as being shaken even though the second controller is shaken according to a task operation to shake the first controller. Moreover, by replacing the operation information, the second controller is evaluated as being shaken even though the first controller is shaken according to a task operation to shake the second controller.
  • As a result, it is possible to appropriately evaluate the operation of the player even when the player plays the game while incorrectly holding the plurality of controllers.
  • The information recording medium of another aspect of the present inventions stores a program that causes a computer (including electronic devices) to function as an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit.
  • The image generation unit, based on the task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player.
  • The operation information acquisition unit acquires operation information of the controllers that are operated by the player.
  • The evaluation unit, based on the correlation between the acquired operation information and the task information, evaluates the operation of the player.
  • The evaluation control unit, based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit to evaluate the operation.
  • The program of another aspect of the present invention causes a computer (including electronic devices) to function as an image generation unit, an operation information acquisition unit, an evaluation unit and an evaluation control unit.
  • The image generation unit, based on the task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player.
  • The operation information acquisition unit acquires operation information of the controllers that are operated by the player.
  • The evaluation unit, based on the correlation between the acquired operation information and the task information, evaluates the operation of the player.
  • The evaluation control unit, based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit to evaluate the operation.
  • The program can be stored on an information recording medium that is readable by a computer such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, semiconductor memory and the like.
  • The program above can be distributed or sold through a computer communication network independent from the computer that executes the program. Moreover, the information recording medium can be distributed or sold independent from the computer.
  • Effect of the Invention
  • With the present invention, it is possible to provide a game device, operation evaluation method, information recording medium and a program that are suitable for appropriately evaluating the operation of a player even when the player plays while holding a plurality of controllers reversed.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a schematic diagram illustrating the construction of an information processing device of an embodiment of the present invention.
  • FIG. 2 is a schematic diagram illustrating the external appearance of an information processing device of an embodiment of the present invention.
  • FIG. 3 is a schematic diagram illustrating the construction of a game device of an embodiment of the present invention as seen from the aspect of the functions.
  • FIG. 4 is a schematic diagram illustrating in detail that construction of a game device of an embodiment of the present invention as seen from the aspect of the hardware.
  • FIG. 5 is a schematic diagram illustrating an example of a generated display image.
  • FIG. 6 is a schematic diagram for explaining task information.
  • FIG. 7A is a schematic diagram for explaining history information.
  • FIG. 7B is a schematic diagram for explaining history information.
  • FIG. 7C is a schematic diagram for explaining history information.
  • FIG. 8A is a schematic diagram for explaining the evaluation state.
  • FIG. 8B is a schematic diagram for explaining the evaluation state.
  • FIG. 8C is a schematic diagram for explaining the evaluation state.
  • FIG. 8D is a schematic diagram for explaining the evaluation state.
  • FIG. 9A is a schematic diagram for explaining determination of the held state.
  • FIG. 9B is a schematic diagram for explaining determination of the held state.
  • FIG. 9C is a schematic diagram for explaining determination of the held state.
  • FIG. 9D is a schematic diagram for explaining determination of the held state.
  • FIG. 9E is a schematic diagram for explaining determination of the held state.
  • FIG. 10A is a schematic diagram for explaining the state of replacing operation information.
  • FIG. 10B is a schematic diagram for explaining the state of replacing operation information.
  • FIG. 11 is a flowchart that illustrates one example of operation evaluation processing of an embodiment of the present invention.
  • FIG. 12 is a schematic diagram illustrating the construction of a game device of another embodiment of the present invention.
  • FIG. 13A is a schematic diagram for explaining the state of re-evaluation.
  • FIG. 13B is a schematic diagram for explaining the state of re-evaluation.
  • BEST MODE FOR CARRYING OUT THE INVENTION
  • Embodiments of the present invention will be explained below. In the following, in order to make the invention easier to understand, embodiments of applying the present invention to a game device are explained; however, the present invention can similarly be applied to various information processing devices such as computers, PDAs, mobile telephones and the like. In other words, the embodiments explained below are for explanation purposes and do not limit the scope of the present invention. Moreover, it is possible for one skilled in the art to employ embodiments in which equivalents of some or all of the elements of the embodiments described below are applied, and those embodiments as well are included within the range of the present invention.
  • Embodiment 1
  • FIG. 1 is a schematic diagram illustrating the construction of a typical information processing device that makes possible the game device of this embodiment of the present invention. The embodiment will be explained below with reference to FIG. 1.
  • The information processing device 100 comprises: a CPU (Central Processing Unit) 101, ROM (Read Only Memory) 102, RAM (Random Access Memory) 103, an interface 104, a controller unit 105, a game mat 106, an external memory 107, a DVD (Digital Versatile Disk)-ROM drive 108, an image processing unit 109, an audio processing unit 110, and a NIC (Network Interface Card) 111.
  • By placing a DVD-ROM on which a game program and data are stored into the DVD-ROM drive 108 and turning ON the power to the information processing device 100, the program is executed, making it possible to use the game device of this embodiment.
  • The CPU 101 controls the overall operation of the information processing device 100, and by being connected with each of the components, exchanges control signals and data.
  • An IPL (Initial Program Loader), which is executed immediately after the power has been turned ON, is stored in the ROM 102, and by this IPL being executed, the program stored on the DVD-ROM is read into the RAM 103 and begins to be executed by the CPU 101. The program for the operating system and various data required for performing overall control of the information processing device 100 are also stored in the ROM 102.
  • The RAM 103 is a memory for temporarily storing data and programs, and holds the program and data that are read from the DVD-ROM, and other data required for performing the game and performing chat communication.
  • The controller unit 105 that is connected via the interface 104 receives operation input that is performed as the user plays the game. More specifically, the player takes hold of one controller in both the left and right hand, and by moving and operating the controllers (operation of shaking the hands), that operation information is received through wireless communication. Details about the controller unit 105 will be described later.
  • The game mat 106 that is connected via the interface 104 is used by placing the mat on the floor, and receives input as the player steps on the mat (stepping operation).
  • The game mat 106 has a rectangular shape such as a square, and is divided into a plurality of areas. In each area there is a symbol such as an arrow pointing in a direction UP, DOWN, LEFT or RIGHT. Also, there is a pressure sensor or replace placed inside each area, and when a player presses (pushes down) an area, that area receives the stepping operation.
  • Data indicating the progress state of the game, log (record) data for chat communication and the like are stored such that they can be written over in the external memory 107 that is connected via the interface 104 such that it is removable. When the user inputs an instruction via the controller unit 105, these data can be recorded as suitable in the external memory 107. The external memory 107 can be an SD card or the like.
  • A program, which makes the game possible, and image data and audio data for the game are stored on the DVD-ROM that is placed in the DVD-ROM drive 108. According to control from the CPU 101, the DVD-ROM drive 108 performs a reading operation on this DVD-ROM and reads the necessary program and data, then stores them temporarily in the RAM 103.
  • The image processing unit 109, by way of the CPU 101 and its own image arithmetic processor (not illustrated in the figure), process the data read from the DVD-ROM and stores the results in its own frame memory (not illustrated in the figure). The image information that is stored in the frame memory is converted to a video signal at a specified synchronizing timing, and outputted to a monitor (hereafter, referred to as a display) that is connected to the image processing unit. As a result, all kinds of image displays are possible.
  • The image arithmetic processor can execute transparent operations such as a superimposition operation of 2-dimensional images or a blending, and various kinds of saturation operations at high speed.
  • Moreover, can also execute operations at high speed for obtaining rendered images that look down on polygons that are arranged in virtual 3-dimensional space from a specified viewpoint, by rendering polygon information that is arranged in virtual 3-dimensional space in the Z-buffer method and to which various texture information is added.
  • Furthermore, by the CPU 101 and image arithmetic processor working together, it is possible to draw text as a 2-dimensional image to frame memory according to font information that defines the shape of text letters or characters, and to draw on each of the polygon surfaces. The font information is stored in the ROM 102; however, it is also possible to use special font information that is stored on a DVD-ROM.
  • The audio processing unit 110 converts audio data that is read from the DVD-ROM to an analog audio signal, and supplies that signal to external speakers (hereafter referred to as the display speakers) to output sound. For example, the audio processing unit 110, under control from the CPU 101, creates sound effect data and music data that are to be generated during play of the game, and causes the speakers to output sounds corresponding to that data.
  • The NIC 111 is for connecting the information processing device 100 to a computer communication network (not illustrated in the figure) such as the Internet, and is a device that complies to the 10BASE-T/100BASE-T standard that is used when creating an LAN (Local Area Network), or is an interface (not illustrated in the figures) that functions as a go-between between the CPU 101 and an analog modem, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem for connecting to the Internet using telephone lines, or a cable modem for connecting to the Internet using cable television lines.
  • In addition, the information processing device 100 can be constructed such that it uses a large capacity external memory device such as a hard disk to provide the same function as the ROM 102, RAM 103, external memory 107 and DVD-ROM that is mounted in the DVD-ROM drive 108.
  • Moreover, it is possible to employ a form of connecting a keyboard for receiving input from a user for editing text, or a mouse for receiving input for specifying or selecting various positions.
  • Furthermore, instead of the information processing device 100 of this embodiment, it is possible to use a typical computer (general-purpose personal computer or the like) as the game device. For example, a typical computer, similar to the information processing device 100 above, comprises a CPU, RAM, ROM, DVD-ROM drive, and NIC, and comprises an image processing unit that has simpler function that the information processing device 100, also in addition to having a hard disk as an external memory device, is capable of using a flexible disk, a magneto-optical disk, magnetic tape and the like. Also, instead of the controllers, a keyboard and mouse are used as input devices. After the game program has been installed, the computer functions as a game device by executing that program.
  • (Brief Overview of Controller Unit)
  • FIG. 2 is a schematic diagram illustrating the external appearance in order to explain the controller unit 105 described above.
  • The controller unit 105, as illustrated in the figure, includes a set of controllers 210 and 220, and a sensor bar 230. Each controller 210, 220 is connected via a specified connection cable. The information processing device 100 is connected to the sensor bar 230 and a display 290 via a specified cable.
  • The controller 210 is the main controller, and, for example, has an external appearance similar to that of a remote control for a television or the like, and is connected wirelessly (by wireless communication) to the information processing device 100.
  • On the other hand, the controller 220 is an auxiliary controller that is used in a state connected to the controller 210 in a nunchaku-like connection, and sends information to the information processing device 100 via the controller 210.
  • A player plays the game by taking hold of the controllers 210, 220 with one in each the left and right hands. In the information processing device 100, holding the controller 210 in the right hand and holding the controller 220 in the left hand is set as the correct (standard) way to hold the controllers.
  • The sensor bar 230 is bar shaped having a specified length, and is suitably attached to the top of the display 290 along the direction of the screen. A light-emitting element 231 is embedded in both ends of the sensor bar 230. The number of embedded light-emitting elements 231 here is only an example, and the number could be greater than this.
  • The sensor bar 230 receives a power supply from the information processing device 100, and causes the light-emitting elements 231 to appropriately emit light.
  • The controller 210 has a CCD camera 211 located on the tip end, and when the tip end is faced toward the display 290, this CCD camera 211 takes an image that includes the two light-emitting elements 231 (two light-emitting points) of the sensor bar 230. The controller 210 also comprises an inner wireless communication unit, which sequentially transmits information of the image taken to the information processing device 100 using wireless communication.
  • Moreover, the information processing device 100, based on the positional relationship between the two light-emitting points in the image transmitted from the controller 210, adequately acquires the position and orientation of the controller 210. For example, the CPU 101 and image processing unit 109 analyze the positional relationship between the two light-emitting points that are seen from the controller 210, calculates the spatial position of the controller 210 and the orientation of the tip end (direction of the longitudinal axis), and finally acquires where on the screen the player is pointing and operating the controller 210.
  • This measurement of the position of the controller 210 is performed, for example, once every vertical sync interrupt ( 1/60 second).
  • The controller 210 also comprises an internal 3-axis acceleration sensor, and is capable of measuring the motion of the controller 210 in 3 axial directions. It is also possible to measure the motion of the controller 210 with the use of an angular velocity sensor and slope sensor instead of an acceleration sensor.
  • The controller 210 sequentially transmits measurement results such as these (for example, the acceleration information in each of the three axis directions) to the information processing device 100.
  • The information processing device 100 then, based on the measurement results sent from the controller 210, detects the motion of the controller 210. For example, the information processing device 100 acquires the type of motion in which the player operates the controller 210, such as shaking, twisting or poking, and the direction of that motion.
  • This kind of detection of the motion of the controller 210 is also performed, for example, once every vertical sync interrupt.
  • A cross-shaped key 212 is located on the top of the controller 210, which makes it possible for the player to input instructions specifying an arbitrary direction. There is also an A button 213 and other various buttons 215 on the top surface of the controller 210, which make it possible to input instructions that correspond to those buttons.
  • On the other hand, there is a B button 214 on the bottom surface of the controller 210, and a depression may be formed on that bottom surface such that the player can operate the B button 214 as if pulling a trigger.
  • There is a plurality of small holes 216 formed in the top surface of the controller 210, and are such that clear audio can be outputted from a speaker that is embedded inside the controller 210.
  • Indicators 217 on the top surface of the controller 210 light up in a way that it is possible for the player to recognize even when a plurality of controllers 210 are used.
  • A power button 218 that is provided on the top surface of the controller 210 sends an instruction to the information processing device 100 to turn the power ON/OFF.
  • Furthermore, a vibration mechanism such as a vibrator is located inside the controller 210, and can cause the controller 210 to vibrate in response to instruction information sent from the information processing device 100.
  • On the other hand, the controller 220 comprises an identical internal 3-axis acceleration sensor, which is capable of measuring the motion of the controller 200 in three axial directions. It is also possible to measure the motion of the controller 220 with an angular velocity sensor or slope sensor instead of this kind of acceleration sensor.
  • The controller 220 sequentially transmits measurement results such as these (for example, the acceleration information for the three axes) to the information processing device 100 via the controller 210.
  • The information processing device 100, based on the measurement results from the controller 220, similarly detects the motion of the controller 220. For example, the information processing device 100 acquires the type of motion in which the player operates the controller 220, such as shaking, twisting and poking, and the direction of that motion.
  • This kind of detection of the motion of the controller 220 is also performed, for example, once every vertical sync interrupt.
  • A control stick 221 is provided on the top surface of the controller 220, which makes it possible for the player to input instructions specifying an arbitrary direction.
  • In addition to this, there is a C button 222 located on the tip end section of the controller 220, and there is a Z button 223 on the bottom surface of the controller 220, such that the player can perform various operations.
  • In the following, obtaining the operation and position of each controller 210, 220 by combining a set of controllers 210, 220 with a sensor bar 230 will be explained. Measuring the position of the controller 210 and the like is not limited to the method of the CCD camera 211 taking an image of the light-emitting points (light-emitting elements 231) of the sensor bar 230, and another suitable method could be used. For example, the position of the controller 210 or the like can be found from the time difference between wireless communication of two points via the sensor bar 230, or the position of the controller 210 or the like can be found according to the principle of triangulation using ultrasonic waves or infrared light.
  • (Game Device Construction Overview)
  • The construction of the game device will be explained with reference to FIG. 3 and FIG. 4.
  • FIG. 3 is a schematic diagram illustrating the construction of the game device of an embodiment of the present invention as seen from the aspect of the functions. FIG. 4 is a schematic diagram illustrating in detail the construction of the game device of an embodiment of the present invention in detail as seen from the aspect of the hardware.
  • The game device 300 comprises a task information storage unit 330, an image generation unit 320, an operation information acquisition unit 340, an evaluation unit 361, a history information accumulation unit 350, a determination unit 362 and an evaluation control unit 363.
  • The task information storage unit 330 stores task information that proscribes task operations of the controllers 210, 220 that are imposed on the player. For example, in a music game, stores the types of controllers that the player operates, and the operation timing in time sequence.
  • The DVD-ROM mounted in the DVD-ROM drive 108 described above, and RAM 103 can function as this kind of task information storage unit 330.
  • The image generation unit 320, based on the stored task information, generates display images for providing the player with a description of tasks. More specifically, the image generation unit 320 can generate symbols corresponding to each controller 210, 220, or objects that indicate the operation timing (time for continuing the operation of shaking the controllers 210, 220, and the like). The image processing unit 109 and the like can function as this kind of image generation unit 320.
  • The operation information acquisition unit 340, in response to the task description provided in the display images, acquires operation information from the controllers 210, 220 that are operated by the player. The controller unit 105, game mat 106, interface 104 and CPU 101 can function as this kind of operation information acquisition unit 340.
  • The evaluation unit 361, based on the relationship between the acquired operation information and the stored task information, evaluates the operation of the player. The CPU 101 and RAM 103 can function as this kind of evaluation unit 361.
  • The history information accumulation unit 350 generates and accumulates history information that correlates the operation information and the task information. Typically, the history information accumulation unit chronologically correlates and stores the timing information of the controllers 210, 220 that was acquired by the operation information acquisition unit 340, and task information that is stored in the task information storage unit 330. The RAM 103 can function as this kind of history information accumulation unit 350.
  • The determination unit 362, based on accumulated history information, determines whether or not the held states of the controllers 210, 220 that corresponds to each part of the player are correct. The determination unit 362 can compare the task information and operation information of the controllers 210, 220, and perform a determination by based on the rate of matching between them. The CPU 101 and RAM 103 can function as this kind of determination unit 362.
  • The evaluation control unit 363, when it is determined that held states are incorrect, determines the controllers 210, 220 that are held by each part, replaces the operation information of the controllers 210, 220 that are held by the wrong parts with the operation information of the controllers 210, 220 that are designated to be held by the wrong parts, and has the evaluation unit 361 perform evaluation. There may also be three or more controllers. The CPU 101 can function as this kind of evaluation control unit 363.
  • The determination unit 362, history information accumulation unit 350 and task information storage unit 330 can be omitted as appropriate.
  • In the following, the construction of the game device 300 will be explained in more detail.
  • In the following, the game device will be explained with reference to FIG. 4. One example of this game device 300 is a game device that executes a music game, and while moving and displaying objects (hereafter referred to as target objects) on a screen in coordination with music that is played, evaluates the operation of a player with respect to the objects.
  • The game device 300 comprises an image information storage unit 310, an image generation unit 320, a task information storage unit 330, an operation information acquisition unit 340, a history information accumulation unit 350, a processing control unit 360, a music information storage unit 370 and a music playback unit 380.
  • First, the image information storage unit 310 stores various kinds of image information. For example, stores image information such as background images for displaying while the music game is played, and target objects that are moved in phase with the rhythm of the music that is played.
  • The image generation unit 320 is controlled by the processing control unit 360, and generates display images for the music game (game images).
  • For example, the image generation unit 320 adequately reads various image information that is stored in the image information storage unit 310 or task information, which will be described later, that is stored in the task information storage unit 330, and generates game images.
  • More specifically, the image generation unit 320 generates game images such as illustrated in FIG. 5. FIG. 5 illustrates the state in which a plurality of various kinds of target objects OC1, OC2, OM1 to OM4 are synchronized to the rhythm of the music played, and sequentially appear from the bottom and move along the moving lanes La (lanes that correspond to the types of objects) toward the top where they disappear.
  • The target objects 0C1, 0C2 represent bell (hand bell) symbols that face in different directions, and correspond to the controllers 210, 220 above. That is, target object OC1 that represents a bell symbol facing in the left direction corresponds to the controller 220 that the player normally holds in the left hand (specified to be held in the left hand), and the target object OC2 that represents a symbol facing in the right direction corresponds to the controller 210 that the player normally holds in the right hand (specified to be held in the right hand).
  • On the other hand, the shapes of the target objects OM1 to OM4 are arrow symbols that face in different directions, and correspond to symbols (areas) on the game mat 106 described above.
  • These target objects OC1, OC2 and OM1 to OM4 are controlled by the processing control unit 360, and from the bottom end (starting point) of the moving lanes La move over the moving lanes La and disappear that the top end (ending point) of the moving lanes La. The player is prompted to perform an operation that corresponds to the type of object at the timing when one of the target objects OC1, OC2, OM1 to OM4 (there may be more than one of an object) reaches the determination area HA (a fixed area having the same shape as the target object).
  • In other words, at the timing when objects completely overlap in the determination area HA, the player is prompted to perform the operation of shaking the controllers 210, 220 or stepping on the game mat 106.
  • For example, at the timing when the target object OC1 (left bell symbol) has moved to the determination area HA (more specifically, at the timing when the objects completely overlap), the player is prompted to perform the operation of shaking the controller 220 that is designated to be held in the left hand. Similarly, at the timing that the target object OC2 (right bell symbol) has moved to the determination area, the player is prompted to perform the operation of shaking that controller 210 that is designated to be held in the right hand.
  • On the other hand, at the timing that a target object OM1 to 0M4 has moved to the determination area HA, that player is prompted to perform the operation of stepping on the same symbol (arrow symbol in the same direction) on the game mat 106.
  • In the game image of FIG. 5, the case is illustrated in which the target objects (OC1, OC2, and OM1 to OM4) move from the bottom of the screen toward the top of the screen; however, the direction of movement of the target objects is not limited to this, and is arbitrary. For example, the object can move from the top of the screen toward the bottom, or can also move in the horizontal direction (from the right side to the left side of the screen, or from the left side to the right side of the screen). Moreover, instead of the determination area HA, it is possible to display a determination line that is orthogonal to the moving lanes La, and use that as the determination area. The moving lanes La also do not need to be displayed in the game image.
  • Furthermore, the shapes of the target objects in the figure are an example, and other shapes are also possible.
  • Returning to FIG. 4, the task information storage unit 330, according to the music that is played, stores task information that proscribes the contents of task operations that are imposed on (requested of) the player. For example, the task information storage unit 330 stores task information for which the operation timing is chronologically proscribed for the controllers 210, 220 which the player is designated to shake or the symbols (areas) of the game mat 106 on which the player is designated to step according to the rhythm (tempo) or musical scale of melody of the music played.
  • FIG. 6 illustrates a detailed example of task information. In FIG. 6, the state of proscribing the operation timing for the controllers 210, 220 and each of the symbols on the game mat 106 is illustrated schematically. The operation timing is synchronized with the playback (playback counter) of the music and chronologically proscribed.
  • The processing control unit 360 (more specifically, the evaluation unit 361 described later) uses this kind of task information for evaluating the contents of a player's operation. For example, the task information is synchronized with the playback of the music, and scanned chronologically, and is sequentially evaluated as to whether or not the operation performed by the player is correct.
  • Moreover, this task information is used when the image generation unit 320 generates display images. That is, the movement of each target object is controlled so that a target object reaches the determination area HA in coordination with the operation timing of the task information.
  • Returning to FIG. 4, the operation information acquisition unit 340 acquires the respective operation information when the player operates the controllers 210, 220 or game mat 106.
  • More specifically, the operation information acquisition unit 340 has a wireless communication unit 341 and mat information receiving unit 342, and acquires operation information when the player performs an operation such as shaking of the controllers 210, 220 and stepping on the game mat 106.
  • In other words, the wireless communication unit 341 sends and receives necessary information by sequentially performing wireless communication with the controller 210.
  • For example, when the player performs an operation such as shaking the controller 210, the wireless communication unit 341 acquires operation information that includes the identifier (ID number or the like) for the operated controller 210. The operation information of the controller 220 is also sent via the controller 210. In other words, when the player shakes the controller 220, the wireless communication unit 341 acquires operation information that includes the identifier of the controller 220.
  • Therefore, using this kind of identifier that is included in the operation information, it is possible to determine which controller 210, 220 was operated.
  • The controller unit 105 can function as this kind of wireless communication unit 341.
  • The mat information receiving unit 342 receives mat information (operation information) that is supplied from the game mat 106. That is, when the player steps on the game mat 106, the mat information receiving unit 341 is able to acquire from the received mat information which symbol (area) on the game mat 106 was stepped on.
  • The interface 104 can function as this kind of mat information receiving unit 342.
  • The history information accumulation unit 350 generates and accumulates history information that correlates operation information that was acquired by the operation information acquisition unit 340 with the corresponding task information that is stored in the task information storage unit 330.
  • For example, when the operation information acquisition unit 340 has acquired operation information from a controller 210, 220, the history information accumulation unit 350 reads task information for the controller 210, 220 that corresponds to that timing from the task information storage unit 330, then generates and accumulates history information that correlates that operation information and task information.
  • More specifically, when the controller 210 is shaken and operation information that includes the identifier for the controller 210 has been acquired, the history information accumulation unit 350 reads the task information of the controllers 210, 220 at that timing from the task information storage unit 330 and generates history information as illustrated in FIG. 7A.
  • Similarly, when the controller 220 is shaken and operation information that includes the identifier of the controller 220 has been acquired, the history information accumulation unit 350 reads task information for the controllers 210, 220 at that timing, and generates history information such as illustrated in FIG. 7B.
  • When the controllers 210, 220 are shaken at the same time, and operation information that includes each identifier is acquired, the history information accumulation unit 350 generates history information such as illustrated in FIG. 7C.
  • The history information accumulation unit 350 accumulates and stores the history information that is generated in this way.
  • The RAM 103 can function as this kind of history information accumulation unit 350.
  • Returning to FIG. 4, the processing control unit 360 performs overall control of the game device 300. For example, the processing control unit 360 comprises an evaluation unit 361, a determination unit 362 and an evaluation control unit 363.
  • The evaluation unit 361 evaluates a players operation based on the operation information that is acquired by the operation information acquisition unit 340 and the task information that is stored in the task information storage unit 330.
  • For example, as illustrated in FIG. 8A, when the controller 210 is shaken at timing T2 with respect to operation timing T1 of the controller 210 as the task (when the identifier in the operation information is controller 210), the evaluation unit 361 evaluates that the correct operation was performed. As an example, even when the timing does not perfectly match such as in timing T1 and T2, as long as there is a period where both overlap, operation is evaluated as being correct.
  • Moreover, as illustrated in FIG. 8B, even when the controller 220 is shaken at timing T4 with respect to the operation timing T3 of the controller 220 as the task (when the identifier included in the operation information is controller 220), the evaluation unit 361 evaluates that the correct operation was performed.
  • Similarly, in the case of the game mat 106 as well, when the same symbol is stepped on at the same timing as the operation timing of a symbol (area) that is the task, the evaluation unit 361 evaluates that the correct operation was performed.
  • On the other hand, as illustrated in FIG. 8C, when the controller 220 is shaken at timing T5 (when the identifier included in the operation information is controller 220) with respect to operation timing T1 of the controller 210 as the task, the evaluation unit 361 evaluates that an incorrect operation was performed. That is, even though the timing is the same, the object of operation is different, so that the operation is evaluated as an incorrect operation.
  • Moreover, as illustrated in FIG. 8D, when the controller 210 is shaken at timing T6 (when the identifier included in the operation information is controller 210) with respect to operation timing T3 of the controller 220 as the task, the evaluation unit 361 evaluates that an incorrect operation was performed.
  • Similarly, in the case of the game mat 106 as well, when a different symbol is stepped on at the same timing as the operation timing of the symbol that is the task, the evaluation unit 361 evaluates that an incorrect operation was performed.
  • In addition to this, when an operation is performed at timing that does not overlap the operation timing of the task, the evaluation unit 361 evaluates that an incorrect operation was performed.
  • Returning to FIG. 4, the determination unit 362, based on history information that is accumulated in the history information accumulation unit 350, determines whether or not the way the player is holding the controllers 210, 220 (held state) is correct.
  • First, the determination unit 362 reads a specified number of the most recent history information that is stored in the history information accumulation unit 350, and verifies the correspondence between the operation information and the task information. For example, the determination unit 362 reads a specified number of history information as illustrated in FIG. 9A and FIG. 9B, and for each item of history information, verifies whether the controllers 210, 220 of the operation information (identifiers) coincide with the controllers of the task information (whether the timing overlaps). In other words, in the history information of FIG. 9A, the controller 210 of the operation information coincides with the same controller 210 of the task information, so that they correspond as illustrated in FIG. 9C. However, in the history information of FIG. 9B, the controller 220 of the operation information coincides with the other controller 210 of the task information, so that they correspond as illustrated in FIG. 9D.
  • In other words, when the controllers coincide with the same controllers 210, 220 of the task information, a circle “O” is placed somewhere in area AR1 as illustrated in FIG. 9E. On the other hand, when the controllers coincide with different controllers 210, 220 of the task information, a circle “O” is placed somewhere in area AR2 as illustrated in FIG. 9E.
  • After ending verification of each item of this kind of history information, the determination unit 362 totals the number of circles “O” in the area AR1 and the number of circles “O” in the area AR2 illustrated in FIG. 9E, and finds the percentage of each with respect to the over number (number of items of verified history information).
  • The determination unit 362 then, based on the found percentages, determines whether or not the held states of the controllers 210, 220 are correct.
  • For example, when the percentage of circles in area AR1 is greater than the percentage in area AR2, and when that percentage exceeds a specified reference value, the determination unit 362 determines that the held states of the controllers 210, 220 are correct (the player is holding the controllers 210, 220 correctly).
  • On the other hand, when the percentage of circles in area AR2 is greater than the percentage in area AR1, and that percentage exceeds a specified reference value, the determination unit 362 determines that the held states of the controllers 210, 220 are incorrect (the player is holding the controllers 210, 220 incorrectly, with the left and right reversed).
  • In all other cases, it is not possible to determine the held states of the controllers 210, 220, so the determination unit 362 refrains from making a determination (does not make a determination).
  • This is one example of a method of determining the held states; however, other methods that use the history information can used to appropriately determine the held states of the controllers 210, 220.
  • Returning to FIG. 4, the evaluation control unit 363, when the determination unit 362 has determined that the held states are incorrect, causes the evaluation unit 361 to replace the operation information of the controllers 210, 220.
  • In other words, the player is holding the controllers 210, 220 incorrectly with the left and right reversed, so the evaluation control unit 363 causes the evaluation unit 361 to replace the identifiers that are included in the operation information that the operation information acquisition unit acquires from the controllers 210, 220 to the identifiers of the other controllers 220, 210.
  • For example, as illustrated in FIG. 10A, when the controller 220 is shaken with respect to the operation timing T1 of the controller 210 that is the task, the evaluation control unit 363 replaces the identifier of that operation information with the identifier of the controller 210. Therefore, the evaluation unit 361 determines that the controller 210 was shaken at timing T2 with respect to the operation timing T1, and evaluates that operation is correct.
  • Similarly, as illustrated in FIG. 10B, when the controller 210 is shaken with respect to the operation timing T3 of the controller 220 that is the task, the evaluation control unit 363 replaces the identifier of that operation information with the identifier of the controller 220. Therefore, the evaluation unit 361 determines that the controller 220 was shaken at timing T4 with respect to the operation timing T3, and evaluates that operation is correct.
  • The evaluation control unit 363, instead of replacing the controllers 210, 220 (identifiers) of the operation information, and causing the evaluation unit 361 to perform evaluation, can also replace the information of the controllers 210, 220 of the task information, and cause the evaluation unit 361 to perform evaluation. For example, the evaluation control unit 363 can replace the task information of the controllers 210, 220 that are not held correctly in the left and right hands ( controllers 210, 220 that are held with the left and right hands reversed) to task information of the controllers 210, 220 that are designated to be held by these left and right hands, and then cause the evaluation unit 361 to perform evaluation. In other words, the evaluation control unit 363 replaces the task information of the controller 210 with the task information of the controller 220 that is originally designated to be held in the left hand (the left hand that is incorrectly holding this controller 210). Moreover, the evaluation control unit 363 replaces the task information of the controller 220 with the task information of the controller 210 that is originally designated to be held in the right hand (the right hand that is incorrectly holding this controller 220).
  • Therefore, even when the controller 220 is shaken for the task operation of shaking the controller 210, by replacing the information, the evaluation unit 361 evaluates that the controller 210 was shaken. Also, even when the controller 210 is shaken for the task operation of shaking the controller 220, by replacing the information, the evaluation unit 361 evaluates that the controller 220 was shaken.
  • The CPU 101 can function as this kind of processing control unit 360.
  • Returning to FIG. 4, the music information storage unit 370 stores a plurality of items of music information that is played as accompaniment music for the music game. For example, the music information storage unit 370 stores music information that is in a specified format such as MIDI (Musical Instrument Digital Interface) data. The player then selects a desired piece of music, and can play the music game to match that played music (music sound).
  • Moreover, for each piece of music, the music information storage unit 370 stores information related to the music such as the rhythm (tempo), playback time and the like.
  • The DVD-ROM that is mounted in the DVD-ROM drive 108 described above, and the RAM 103 can function as this kind of music information storage unit 370.
  • The music playback unit 380 is controlled by the processing control unit 360, and plays the music of the music game.
  • For example, before the game starts (before play begins), the music playback unit 380 reads the music information selected by the player from the music information storage unit 370, and after the game starts (during play), plays this music information and outputs the music sound.
  • The method for playing the music is arbitrary and not limited to this. For example, the music information can be played while gradually being read during play.
  • The audio processing unit 110 described above can function as this kind of music playback unit 380.
  • (Operation of the Game Device)
  • The operation of the game device 300 having this kind of construction will be explained below with reference to the accompanying drawings. FIG. 11 is a flowchart illustrating the flow of the operation evaluation process that is executed in the music game. In the following, the operation of the game device 300 will be explained with reference to FIG. 11.
  • First, the game device 300 clears the setting to replace operation information (identifiers) (step S401).
  • In other words, at the start of the game, the replacing setting is cleared, and it is presumed that the player is correctly holding the controllers 210, 220.
  • The game device 300 starts playing music, and starts generating game images (step S402). In other words, the music playback unit 380 reproduces music sound based on the selected music information, and as the music sound is reproduced, supplies a music signal to the display 290, and causes the music to be outputted from the speaker of the display 290. Moreover, the image generation unit 320 generates display images as illustrated in FIG. 5 above, and supplies a video signal to the display 290, causing the images to be displayed on the display 290.
  • The game device 300 moves target objects in coordination with the music played (step S403). That is, the image generation unit 320 is controlled by the processing control unit 360, and causes target objects OC1, OC2 and OM1 to OM4 such as illustrated in FIG. 5 to move in synchronization with the rhythm of the music.
  • The player, while visually following the movement of these target objects (OC1, OC2 and OM1 to OM4), performs corresponding operations at the timing when a target object reaches the determination area HA. In other words, the player performs an operation such as shaking a controller 210, 220 or stepping on the game mat 106 according to a target objet that has reached the determination area HA. Therefore, the game device 300 sequentially acquires operation information about the operations performed by the player.
  • The game device 300, based on the operation information and task information, sequentially evaluates the operation of a player (step S404). In other words, the evaluation unit 361 compares the operation information that is acquired by the operation information acquisition unit 340 and the task information that is stored in the task information storage unit 330, and evaluates the contents of the player's operation.
  • More specifically, as illustrated in FIG. 8A to FIG. 8D described above, the evaluation unit 361 chronologically compares the task information with the operation information of a player, and evaluates the operation of the player.
  • The game device 300 accumulates history information that correlates the operation information with the task information (step S405).
  • In other words, the history information accumulation unit 350 generates history information that correlates the operation information of the controllers 210, 220 that is acquired by the operation information acquisition unit 340 and the corresponding task information that is stored in the task information storage unit 330. That is, the history information accumulation unit 350 creates and accumulates history information such as illustrated in FIG. 7A to FIG. 7C above.
  • The game device 300 determines whether or not accumulation of a specified number of items of history information has been completed (step S406). In other words, determines whether or not enough history information has been accumulated in order to be able to determine the held states in which the player is holding the controllers 210, 220.
  • When the game device 300 determines that accumulation of history information is not completed (step S406: NO), the game device 300 advances processing to step S410 that will be described later.
  • On the other hand, when the game device 300 determines that accumulation of history information is completed (step S406: YES), the game device 300 determines the held states of the controllers 210, 220 (step S407).
  • In other words, the determination unit 362 reads a specified number of the most recent items of history information accumulated in the history information accumulation unit 350, and verifies the respective correspondence between the operation information and the task information. After verification of each item of the history information has finished, the determination unit 362 determines from the verification results whether or not the held states of the controllers 210, 220 are correct.
  • For example, the determination unit 362, from the verification results such as illustrated in FIG. 9C and FIG. 9D, totals the number of circles “O” in area AR1 and the number of circles “O” in area AR2 as illustrated in FIG. 9E, and finds the percentage of each with respect to the overall number (number of items of verified history information).
  • The determination unit 362 then, based on the found percentages, determines whether or not the held states of the controllers 210, 220 are correct.
  • The game device 300 determines whether or not it was determined that the held states are correct (step S408). In other words, the game device 300, from the history information, determines whether or not the controllers 210, 220 are held correctly.
  • When it is determined that the held states are correct (step S408: YES), the game device 300 advances processing to step S410 that will be described later.
  • On the other hand, when it is determined that the held states are incorrect (step S408: NO), the game device 300 replaces the operation information (identifiers) (step S409).
  • That is, the player is holding the controllers 210, 220 with the left and right reversed, so the evaluation control unit 363, when operation information for the controllers 210, 220 is acquired by the operation information acquisition unit 340, replaces the identifiers included in that information with the identifiers of the other controllers 210, 220, and causes the evaluation unit 361 to perform evaluation. It is also possible for the evaluation control unit 363 to replace the identifiers in the task information.
  • The game device 300 determines wither or not the game is finished (step S410). In other words, determines whether or not one music game (one selection of music) has finished.
  • When it is determined that the game is not finished (step S410: NO), the game device 300 returns processing to step S403 described above. The game device 300 then repeatedly executes the processing from step S403 to step S410.
  • However, when it is determined that the game is finished (step S410: YES), the game device 300 displays a specified end message and the total score, and then ends the operation evaluation process.
  • By performing this kind of operation evaluation process, the game device 300 determines the held states of the controllers 210, 220 from the history information, and when it is determined that the held states of the controllers 210, 220 are not correct, replaces the identifiers of the operation information acquired from the controllers 210, 222 with the identifiers of the other controllers 220, 210, and performs evaluation.
  • As a result, even though the player plays the game with the controllers 210, 220 held incorrectly, it is possible to appropriately evaluate the operation of the player.
  • Embodiment 2
  • In the embodiment above, the case was explained in which when it was determined that the held states of the controllers 210, 220 were incorrect, the identifiers of the operation information acquired from the controllers 210, 220 were replaced and evaluation was performed.
  • In other words, after it has been determined that the player is holding the controllers 210, 220 incorrectly, it is possible to appropriately evaluate the operation of the player.
  • In addition to this, it is also possible to go back and correct the evaluation of operation before it was determined that the controllers were held incorrectly.
  • In the following, a game device 500 of another embodiment of the present invention that is capable of going back and re-evaluating the operation before determination is explained with reference to FIG. 12.
  • As illustrated in FIG. 12, the game device 500 comprises an image information storage unit 310, an image generation unit 320, a task information storage unit 330, an operation information acquisition unit 340, a history information accumulation unit 350, a processing control unit 560, a music information storage unit 370 and a music playback unit 380.
  • The image information storage unit 310 to the history information accumulation unit 350, the music information storage unit 370 and the music playback unit 380 have the same construction as in the case of the game device 300 in FIG. 4 described above.
  • The processing control unit 560 includes an evaluation unit 361, a determination unit 362, an evaluation control unit 363 and re-evaluation unit 561.
  • That is, the processing control unit 560 has a re-evaluation unit 561 in addition to the construction of the processing control unit 360 of the game device 300 in FIG. 4 described above.
  • When the determination unit 362 has determined that the held states of the controllers are incorrect, the re-evaluation unit 561, based on the history information accumulated in the history information accumulation unit 350, replaces the identifiers of the operation information for the past operations of the player, and re-evaluates the operation.
  • In other words, the re-evaluation unit 561 reads the history information from the history information accumulation unit 350, and when the history information is operation information for the controllers 210, 220, replaces the identifiers in that information with the respective identifier of the other controllers 220, 210, then compares the information with the task information and performs evaluation.
  • For example, as illustrated in FIG. 13A, when the operation information in the history information is an operation for controller 210, the re-evaluation unit 561 replaces the identifier of that operation information with the identifier of the controller 220, compares that with the operation timing of the controller 220, and re-evaluates the operation of the player.
  • Similarly, as illustrated in FIG. 13B, when the operation information in the history information is an operation for controller 220, the re-evaluation unit 561 replaces the identifier of that operation information with the identifier of the controller 210, compares that with the operation timing of the controller 210, and re-evaluates the operation of the player.
  • Instead of replacing the identifier of the operation information and performing re-evaluation in this way, it is also possible for the re-evaluation unit 561 to replace the information of the controllers 210, 220 in the task information.
  • The CPU 101 can function as this kind of re-evaluation unit 561.
  • In this case, when it was determined that the held states of the controllers 210, 220 are incorrect, the re-evaluation unit 561 goes back and re-evaluates the operation before that, so it is possible to appropriately evaluate the operation of the player for the whole game.
  • In the embodiments above, the explanation was for the case in which the player holds the controllers 210, 220 in the left and right hands, however, the part that holds the controllers 210, 22 is not limited to the hands of the player in this way, and could be held by other parts. For example, the controllers 210, 220 could be held by the left and right legs (shins, thighs and the like), and the invention can be appropriately applied to the case of evaluating the up and down movement of the left and right legs.
  • Moreover, in the embodiments above, the case of using controllers 210, 220 was explained, however, the invention can be suitably applied in the case of using two of the same controller 210.
  • In this case, the identifiers of the controllers 210 are different from each other, and a different display is displayed on the respective indicators 217 of those controllers 210 according to those identifiers. Therefore, the displays of these indicators 217 indicate to the player which controller 210 is to be held in the left hand and which is to be held in the right hand.
  • The operation information acquisition unit 340 (wireless communication unit 341) acquires operation information that includes the identifiers from each of the controllers 210. In other words, even when two controllers 210 that are the same are used, it is possible to similarly determine from the identifiers which of the controllers 210 was shaken.
  • Therefore, as in the case above, the history information accumulation unit 350 generates and accumulates history information that correlates the operation information and task information of each of the controllers 210, and the determination unit 362, based on the history information accumulated in the history information accumulation unit 350, determines whether or not the held states of the controllers 210 are correct.
  • When it is determined that the held states are incorrect, the evaluation control unit 363 replaces the identifiers of the operation information acquired from the controllers 210 with the identifiers of the other controllers 210. Similarly, the re-evaluation unit 561, based on the history information accumulated in the history information accumulation unit 350, replaces the identifiers of the operation information of the controllers 210 with the identifiers of the other controllers 210, and re-evaluates the past operation of the player.
  • Therefore, even when two of the same kind of controller 210 are used, and the player holds the controllers 210 incorrectly and plays the game, it is possible to appropriately evaluate the operation of the player.
  • Furthermore, in the embodiments above, the case of operating a total of two controllers as one set of controllers was explained, however, one set of controllers is not limited to two controllers and could be three or more. For example, the invention can be appropriately applied even in the case of holding a total of three controllers, where two controllers are held in the left and right hands, and one more controllers is placed around the neck.
  • More specifically, controller A is defined as to be held (gripped) in the right hand, controller B is defined as to be held in the left hand, and controller C is defined as to be held from the neck.
  • In this case as well, the identifiers of each of the controllers A to C are different from each other, and the history information accumulation unit 350 generates and accumulates history information that correlates the operation information and task information of each of the controllers A to C. Moreover, the determination unit 362, based on the history information accumulated in the history information accumulation unit 350, determines whether or not the held states of the controllers that correspond to the parts of the player are correct. In other words, the determination unit 362 determines whether all three of the controllers are held correctly, whether one controller is held correctly and the remaining two are held incorrectly, or whether all three all held incorrectly.
  • For example, when the player is holding the controller A in the left hand, is holding controller B in the right hand and is holding controller C around the neck, the determination unit 362 determines that one controller is held correctly and the other two controllers are held by incorrect parts. That is, the determination unit 362 determines that controllers A and B are not held correctly in the left and right hands as they are designated to be held, and determines that they are held with the left and right hands reversed.
  • When so determined, the evaluation control unit 363 replaces the identifiers of the operation information acquired from the controllers B, A with the identifiers of controllers A, B that are to be held in the left and right hands, and causes the evaluation unit 361 to perform evaluation.
  • In other words, the evaluation control unit 363, after the identifier of the operation information of controller A is acquired, replaces that identifier with the identifier of the controller B that is originally designated to be held in the left hand (the controller A is incorrectly held in the left hand). Moreover, after the identifier of the operation information of controller B is acquired, replaces that identifier with the identifier of the controller A that is originally designated to be held in the left hand.
  • Similarly, the re-evaluation unit 561 also, based on the history information accumulated in the history information accumulation unit 350, replaces the identifiers of the operation information of controllers B, A with the identifiers of the controllers A, B that are originally designated to be held in the left and right hands, and re-evaluates past operations of the player.
  • In addition to this, for example, in the case where the player places controller A around the neck, holds controller B in the right hand and holds controller C in the left hand, the determination unit 362 determines that all three controllers are held by an incorrect part. In other words, the determination unit 362 determines that controllers A to C are not properly held as they should be in the left and right hands and around the neck, and are held with these parts mixed.
  • When this kind of determination is made, the evaluation control unit 363 replaces the identifiers of the history information acquired from the controllers A to C, with the identifiers of the controllers that are designated to be held by the parts, and causes the evaluation unit 361 to perform evaluation.
  • In other words, after the identifier of the operation information of controller A has been acquired, the evaluation control unit 363 replaces that identifier with the identifier of the controller C that is originally designated to be held around the neck (controller A is incorrectly being held around the neck). Moreover, after the identifier of the operation information of controller B has been acquired, that identifier is replaced with the identifier of controller A that is originally designated to be held in the right hand. Furthermore, after the identifier of the operation information of controller C has been acquired, that identifier is replaced with the identifier of controller B that is originally designated to be held in the left hand.
  • Similarly, the re-evaluation unit 561 also, based on the history information accumulated in the history information accumulation unit 350, replaces the identifiers of the operation information of controllers A to C with the identifiers of the controllers that are originally designated to be held by each of the parts, and performs re-evaluation of the past operations of the player.
  • In this case as well, even though the player plays the game with the controllers A to C held incorrectly, it is possible to appropriately evaluate the operation of the player.
  • In the embodiments above, in order for the evaluation control unit 363 and the like to replace the operation information from the controllers, the case in which the identifiers of the operation information were replaced was explained; however, the method of replacing the operation information from the controllers is arbitrary and not limited to this.
  • For example, the evaluation control unit 363 and the like can re-generate the operation information of the controllers that are being held by the wrong part.
  • The task information of the controllers may also be replaced. For example, when controller C is held in the right hand that is designated to hold controller A, controller A is held in the left hand that is designated to hold controller B, and controller B is held around the neck that is suppose to hold controller C, the evaluation control unit 363 replaces the task information of controller A with the task information of controller B that is originally designated to be held in the left hand (the left hand that is incorrectly holding controller A). Moreover, the evaluation control unit 363 replaces the task information of controller B with the task information of controller C that is originally designated to be held around the neck (the neck is incorrectly holding controller B). Furthermore, the evaluation control unit 363 replaces the task information of controller C with the task information of controller A that is originally designated to be held by the right hand (the right hand that is incorrectly holding controller C). In the case of replacing the task information as well, it is possible to appropriately evaluate the operation of the player even when the player plays the game while incorrectly holding the controllers A to C.
  • In the embodiments above, the case of the evaluation control unit 363 immediately replacing the operation information (identifiers) when it was determined that the controllers are being held incorrectly was explained.
  • However, in such a case, it is also possible to give the player a warning, after which, if the player still does not correct the way the controllers are held, the evaluation control unit 363 can then replace the operation information of the incorrectly held controllers.
  • For example, when the determination unit 362 determines that the held states of the controllers are incorrect, the processing control unit 360 (560) controls the image generation unit 320 to display a warning message on the game screen indicating that the controllers are incorrectly held. The determination unit 362, based on the history information (correlation between that operation information and the task information) that is accumulated after the warning message is displayed, again determines whether or not the held states of the controllers are correct.
  • Here, when it is determined that the held states are correct, it can be determined that the player has corrected the way the controllers are held (holds the controllers in the correct way), so that the evaluation control unit 363 does not replace the operation information (identifiers).
  • On the other hand, when it is determined that the held states are incorrect, it is possible to determine that the player is still playing the game with the controllers held incorrectly, so that the evaluation control unit 363, in the same say as described above, replaces the operation information of a controller that is held by a wrong part with the operation information of the controller that is originally designated to be held by that part. It is also possible to replace the task information of the controller.
  • In this case, it is possible to warn the player about the way the controllers are held in order to give the player the chance to correct the way the controllers are held. However, it is possible to appropriately evaluate the operation of the player even when the player still continues to play the game with the controllers held incorrectly.
  • Moreover, the re-evaluation unit 561 can perform re-evaluation in the same way as described above for operation before the determination unit 362 displayed the warning message, and can perform re-evaluation only when the player corrects the way the controllers are held (holds the controllers correctly).
  • The present application claims priority rights based on Japanese Patent Application No. 2009-017578, the entire contents of which are incorporated herein by reference.
  • INDUSTRIAL APPLICABILITY
  • As was explained above, with the present invention, a game device, operation evaluation method, information recording medium and program are provided that are capable of appropriately evaluating the operation of a player even when the player plays the game while incorrectly holding a plurality of controllers.
  • EXPLANATION OF REFERENCE NUMERALS
    • 100 Information processing device
    • 101 CPU
    • 102 ROM
    • 103 RAM
    • 104 Interface
    • 105 Controller unit
    • 106 Game mat
    • 107 External memory
    • 108 DVD-ROM drive
    • 109 Image processing unit
    • 110 Audio processing unit
    • 111 NIC
    • 210, 220 Controllers
    • 211 CCD camera
    • 212 Cross-shaped key
    • 213 A button
    • 214 B button
    • 215 Various buttons
    • 216 Small holes
    • 217 Indicators
    • 218 Power button
    • 221 Control stick
    • 222 C button
    • 223 Z button
    • 230 Sensor bar
    • 231 Light-emitting element
    • 290 Display
    • 300, 500 Game device
    • 310 Image information storage unit
    • 320 Image generation unit
    • 330 Task information storage unit
    • 340 Operation information acquisition unit
    • 341 Wireless communication unit
    • 342 Mat information receiving unit
    • 350 History information accumulation unit
    • 360, 560 Image processing unit
    • 361 Evaluation unit
    • 362 Determination unit
    • 363 Evaluation control unit
    • 370 Music information storage unit
    • 380 Music playback unit
    • 561 Re-evaluation unit

Claims (8)

1. A game device (300) that evaluates the operation of using a plurality of controllers that are designated to be held by predetermined parts of a body of a player, comprising:
an image generation unit (320) that, based on task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player;
an operation information acquisition unit (340) that acquires operation information of the controllers that are operated by the player;
an evaluation unit (361) that, based on the correlation between the acquired operation information and the task information, evaluates the operation of the player; and
an evaluation control unit (363) that, based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by the incorrect part, and causes the evaluation unit (361) to evaluate the operation.
2. A game device (300) that evaluates the operation of a player that uses a set of controllers that are separately held by a plurality of parts that includes the left and right hands of the player, comprising:
a task information storage unit (330) that stores task information that prescribes task operations of the controllers that is imposed on the player;
an image generation unit (320) that, based on the stored task information, generates display images for providing task contents to the player;
an operation information acquisition unit (340) that acquires operation information of the controllers that are operated by the player in response to the task contents that are provided using the display images;
an evaluation unit (361) that, based on the correlation between the acquired operation information and the stored task information, evaluates the operation of the player;
a history information accumulation unit (350) that generates and accumulates history information that correlates the operation information with the task information;
a determination unit (362) that, based on the accumulated history information, determines whether or not the held states of the controllers that correspond to the parts of the player are correct; and
an evaluation control unit (363) that, when it is determined that the held states are incorrect, determines the controllers that are being held by each of the parts, replaces the operation information of the controllers that are being held by the parts with the operation information of the controllers that are designated to be held by the parts, and causes the evaluation unit (361) to perform evaluation.
3. The game device (300) according to claim 2, wherein
the determination unit (362), regarding a specified number of the most recent items of history information accumulated in the history information accumulation unit (350), finds a matching rate by directly comparing the task information and the operation information, finds a matching rate by comparing the task information and the operation information by replacing the operation information for each controller, and, based on the results of the matching rates, determines whether or not the held states of the controllers corresponding to each part are correct.
4. The game device (300) according to claim 2, further comprising:
a re-evaluation unit (561) that, when the determination unit (362) has determined that the held states are incorrect, based on history information accumulated in the history information accumulation unit (350), replaces the past operation information of the controllers held by each part with the operation information of the controllers that are designated to be held by each part, and performs re-evaluation.
5. A game device (300) that evaluates the operation of a player that uses a set of controllers that are separately held by a plurality of parts that includes the left and right hands of the player, comprising:
a task information storage unit (330) that stores task information that prescribes task operations of the controllers that is imposed on the player;
an image generation unit (320) that, based on the stored task information, generates display images for providing task contents to the player;
an operation information acquisition unit (340) that acquires operation information of the controllers that are operated by the player in response to the task contents that are provided using the display images;
an evaluation unit (361) that, based on the correlation between the acquired operation information and the stored task information, evaluates the operation of the player;
a history information accumulation unit (350) that generates and accumulates history information that correlates the operation information with the task information;
a determination unit (362) that, based on the accumulated history information, determines whether or not the held states of the controllers that correspond to the parts of the player are correct; and
an evaluation control unit (363) that, when it is determined that the held states are incorrect, determines the controllers that are being held by each of the parts, replaces the task information that prescribes the task operations of the controllers that are being held by the parts with the task information that prescribes the task operations of the controllers that are designated to be held by the parts, and causes the evaluation unit (361) to perform evaluation.
6. An operation evaluation method of a game device (300) having a plurality of controllers that are designated to be held by predetermined parts of a body of a player, an image generation unit (320), an operation information acquisition unit (340), an evaluation unit (361) and an evaluation control unit (363), comprising:
an image generation step of the image generation unit (320), based on the task information that prescribes task operations of the controllers imposed on the player, generating display images for providing the task contents to the player;
an operation information acquisition step of the operation information acquisition unit (340) acquiring operation information of the controllers that are operated by the player;
an evaluation step of the evaluation unit (361), based on the correlation between the acquired operation information and the task information, evaluating the operation of the player; and
an evaluation control step of the evaluation control unit (363), based on history information that correlates the operation information with the task information, replaces the operation information of a controller that is held by an incorrect part, with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation step to perform evaluation.
7. An information recording medium that is readable by a computer and stores a program that causes a computer, which evaluates operation using a plurality of controllers that are held by predetermined parts of a body of a player, to function as:
an image generation unit (320) that, based on the task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player;
an operation information acquisition unit (340) that acquires operation information of the controllers that are operated by the player;
an evaluation unit (361) that, based on the correlation between the acquired operation information and the task information, evaluates the operation of the player; and
an evaluation control unit (363) that, based on the history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit (361) to evaluate the operation.
8. A program that causes a computer, which evaluates operation using a plurality of controllers that are held by predetermined parts of a body of a player, to function as:
an image generation unit (320) that, based on the task information that prescribes task operations of the controllers that are imposed on the player, generates display images for providing the task contents to the player;
an operation information acquisition unit (340) that acquires operation information of the controllers that are operated by the player;
an evaluation unit (361) that, based on the correlation between the acquired operation information and the task information, evaluates the operation of the player; and
an evaluation control unit (363) that, based on the history information that correlates the operation information with the task information, replaces the operation information of a controller that is being held by an incorrect part with the operation information of the controller that is designated to be held by that incorrect part, and causes the evaluation unit (361) to evaluate the operation.
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