WO2010010849A1 - Game device, game control method, information recording medium, and program - Google Patents

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

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Publication number
WO2010010849A1
WO2010010849A1 PCT/JP2009/062954 JP2009062954W WO2010010849A1 WO 2010010849 A1 WO2010010849 A1 WO 2010010849A1 JP 2009062954 W JP2009062954 W JP 2009062954W WO 2010010849 A1 WO2010010849 A1 WO 2010010849A1
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WO
WIPO (PCT)
Prior art keywords
time
output
input
voice
music
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PCT/JP2009/062954
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French (fr)
Japanese (ja)
Inventor
祐一 浅見
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株式会社コナミデジタルエンタテインメント
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Publication of WO2010010849A1 publication Critical patent/WO2010010849A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0686Timers, rhythm indicators or pacing apparatus using electric or electronic means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • 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
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0062Monitoring athletic performances, e.g. for determining the work of a user on an exercise apparatus, the completed jogging or cycling distance
    • A63B2024/0068Comparison to target or threshold, previous performance or not real time comparison to other individuals
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0087Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
    • A63B2024/0096Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load using performance related parameters for controlling electronic or video games or avatars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F2300/30Features 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
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • 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 apparatus, a game control method, an information recording medium, and a program suitable for easily informing a player of the input timing in a game that the player should input at a specified timing.
  • a so-called music game in which a player operates input in accordance with the rhythm of music is known.
  • the operation timing data is created in accordance with the rhythm of the music, and is converted into data.
  • the game results are evaluated and the game progresses based on the difference between the reference operation timing defined by the operation timing data and the timing of the input operation actually performed by the player (for example, Patent Literature) 1).
  • the present invention has been made in view of the above problems, and in a game to be input by a player at a designated timing, a game device, a game control method, and information suitable for easily informing the player of the input timing It is an object to provide a recording medium and a program.
  • a game device includes an audio output unit, a reception unit, a determination unit, and a determination unit.
  • the audio output unit plays and outputs music.
  • the reception unit receives input from the player.
  • the determination unit includes a plurality of times (hereinafter referred to as “reference times”) in which the time when the input is received (hereinafter referred to as “input time”) is determined in accordance with the rhythm of the reproduced and output music. It is determined whether or not it matches any one.
  • the determination unit determines whether or not to output the guide voice based on the determination result of the determination unit. Further, when it is determined that the guide sound is output, the sound output unit further outputs a predetermined sound as the guide sound in accordance with the rhythm of the music.
  • the player can know the input timing from the guide voice output in accordance with the rhythm of the music.
  • the case where the input time does not coincide with the reference time means a case where the input time is earlier than the reference time, and a case where the input time is later than the reference time.
  • the absolute value of the difference between the input time and the reference time may not be the same when the absolute value is 0.1 seconds or more, for example.
  • a game apparatus includes an audio output unit, a reception unit, a determination unit, and a determination unit.
  • the audio output unit plays and outputs music.
  • the reception unit receives input from the player.
  • the determination unit includes a plurality of times (hereinafter referred to as “reference times”) in which the time when the input is received (hereinafter referred to as “input time”) is determined in accordance with the rhythm of the reproduced and output music. It is determined whether or not it matches any one.
  • the determination unit determines whether or not to output the guide voice based on the determination result of the determination unit.
  • the sound output unit further outputs a predetermined sound as the guide sound in accordance with the rhythm of the music when the rhythm of the music is shifted by the correction time.
  • the correction time is set to the difference, and the correction time is attenuated as time passes.
  • the initial value of the correction time can be set to 0.
  • the input time can be gradually matched with the reference time when the player inputs in accordance with the guide sound.
  • the determination unit determines to output the guide voice if the input time and the reference time do not match, and the sound output unit determines the sound volume corresponding to the number of times that the input time and the reference time do not match It is also possible to output a predetermined sound.
  • the determining unit may determine to output the guide voice when the number of times that the input time does not match the reference time is a predetermined number or more.
  • the determination unit further determines whether the input time is earlier or later than the reference time, and the sound output unit determines the first sound as the guide sound when the determination unit determines that it is early. If it is determined that the second sound is output, it is also possible to output the second sound.
  • the player can recognize whether the input time is early or late from different guide voices, so that the input timing can be known.
  • the audio output unit outputs the guide audio in each time signature of the music, and at the reference time, sets one of the time signatures of the music or the adjacent time signature to 1/2, 1/4, or 1/8. It is also possible to be at any point in time of the division.
  • a game control method is a game control method that is executed by a game device having an audio output unit, a reception unit, a determination unit, and a determination unit. And it is provided with the audio
  • the music is played and output.
  • an input from the player is received.
  • the time at which the input is accepted (hereinafter referred to as “input time”) is a plurality of times (hereinafter referred to as “reference time”) determined in accordance with the rhythm of the reproduced and output music. It is determined whether or not it matches any one.
  • the determination step it is determined whether to output the guide voice based on the determination result of the determination unit.
  • a predetermined audio as the guide audio is further output in accordance with the rhythm of the music when the rhythm of the music is shifted by the correction time. .
  • a program according to another aspect of the present invention is configured to cause a computer to function as the above game device.
  • a program according to another aspect of the present invention is configured to cause a computer to execute the above-described game control method.
  • the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
  • the information recording medium can be distributed and sold independently of the computer.
  • a game device a game control direction, an information recording medium, and a program suitable for easily informing the player of the input timing in a game that the player should input at a specified timing. be able to.
  • FIG. 1 showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
  • the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a mat type controller 105, an external memory 106, a DVD ( (Digital Versatile Disk) -ROM drive 107, image processing unit 108, audio processing unit 109, and NIC (Network Interface Card) 110.
  • CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • an interface 104 an interface 104
  • a mat type controller 105 an external memory 106
  • DVD Digital Versatile Disk
  • image processing unit 108 image processing unit
  • audio processing unit 109 audio processing unit
  • NIC Network Interface Card
  • the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
  • the ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and the CPU 101 reads the program recorded on the DVD-ROM into the RAM 103 and executes it.
  • the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100, and the CPU 101 reads out and executes these programs.
  • the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for the progress of the game.
  • the mat type controller 105 connected via the interface 104 receives an operation input performed by the user when the game is executed.
  • the mat type controller 105 includes a left button 105a, a lower button 105b, an upper button 105c, a right button 105d, and the like.
  • the mat type controller 105 is generally operated by a user's foot. When these buttons are pressed by the user, an operation input corresponding to the pressed button is accepted.
  • a controller having a direction button (direction key) or the like that is operated by the user's hand can also be used.
  • the external memory 106 detachably connected via the interface 104 data indicating game progress, communication log (record) data, and the like are stored in a rewritable manner. The user can record these data in the external memory 106 as appropriate by inputting instructions via the mat type controller 105.
  • a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
  • the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
  • the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
  • the image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as ⁇ blending, and various saturation calculations at high speed.
  • the polygon information arranged in the virtual three-dimensional space and added with various kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. High speed execution of the obtained operation is also possible.
  • the superimposition calculation refers to performing an addition calculation between each pixel of the composite image.
  • Alpha blending is a kind of computer graphics drawing technique, which is a technique of superimposing a translucent image by multiplying the RGB value, which is information about the color of a certain pixel, by the value of a color channel for transmission information.
  • Saturation calculation is a calculation that has a function to automatically correct the value from the minimum value to the maximum value when the calculation result overflows in the calculation of the digital quantity.
  • saturation was reached by addition.
  • a process for returning to the saturation point is necessary, but it refers to an arithmetic function that automatically performs this process.
  • the Z-buffer method is a process that detects an object or surface hidden by an object in front of the line of sight in 3D graphics and does not perform drawing, that is, a hidden surface elimination method.
  • depth information is given, and when drawing on the screen, the depth information of the pixels with the same coordinates is compared, and only the closest object is written on the screen.
  • the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape.
  • the font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
  • the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
  • the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • a computer communication network such as the Internet
  • LAN Local Area Network
  • 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
  • ISDN Integrated Services Digital Network
  • ADSL Asymmetric Digital Subscriber Line
  • cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, RAM 103, external memory 106, DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
  • an input / output device such as a keyboard for receiving a character string editing input from a user and a mouse for receiving various position designations and selection inputs is connected.
  • a general computer can be used as the game apparatus according to the present invention.
  • a general computer like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100.
  • a hard disk as an external storage device
  • a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
  • a keyboard, a mouse or the like is used as an input device instead of a controller. And after installing a game program, when the program is run, it can be functioned as a game device.
  • the game apparatus described later will be described by the information processing apparatus 100 shown in FIG.
  • the game apparatus can be appropriately replaced with general computer elements as necessary, and these embodiments are also included in the scope of the present invention.
  • FIG. 3 is a diagram showing an example of a game screen realized by the game device 300 according to the embodiment of the present invention.
  • the game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM loaded in the DVD-ROM drive 107.
  • a background image 206 is displayed on the entire surface, the reference images 201a, 201b, 201c, 201d, the guide images 202a, 202b, 202c, 202d, and the dance A gauge 203, a score 204, and a message 205 are superimposed on the background image 206.
  • the guide image 202 moves in the direction of the reference image 201 and overlaps the reference image 201 to indicate the timing of the game operation to the player.
  • the guide images 202 are generated one after another from the start to the end of the music, and are not displayed after overlapping with the reference image 201.
  • the score 204 is displayed in the lower part of the game screen 200, and displays the accumulated score so far.
  • the message 205 is displayed in the middle of the screen, and displays characters having contents corresponding to the skill of the player's operation. For example, characters such as “GREAT”, “PERFECT”, “GOOD”, and “BAD” are displayed.
  • the dance gauge 203 is displayed in the upper part of the screen and includes a gauge bar that expands and contracts depending on the superiority or inferiority of the game operation. For example, when the game operation receives a high evaluation, the gauge bar extends in the right direction. Conversely, when the game operation receives only a low evaluation, the gauge bar contracts in the left direction. When the gauge bar becomes shorter than the predetermined length, the game is over, and the player can determine whether the game is over by looking at the dance gauge 203.
  • reference images 201a, 201b, 201c, and 201d are displayed in this order.
  • the reference images 201a, 201b, 201c, and 201d are references for the player to determine the operation timing, and the guidance image 202 and the reference image 201 may overlap to indicate the content and timing of the game operation to the player.
  • music is output from the speaker based on music data read from the DVD-ROM.
  • the music data stores a plurality of times (reference times) determined according to the rhythm of the music.
  • the gauge bar expands and contracts according to the difference between the time when the input from the player is accepted (at the time of input) and the reference time. At the reference time, it is linked with each reference image and each guide image. The timing at which the input time matches the reference time is equal to the timing at which the guide image matches the reference image.
  • FIG. 4 is a diagram for explaining the difference between the input time and the reference time.
  • the input time 401b indicates a state coincident with the reference time 401a (no deviation)
  • the input time 402b indicates a faster input state than the reference time 402a
  • the input time 403b indicates a later input state than the reference time 403a.
  • the player can increase the score by performing input at a timing such as 401b at the time of input.
  • the gauge bar is reduced and the gauge bar becomes shorter than a predetermined length, the game is over.
  • the score cannot be raised unless the player operates the mat type controller 105 at the timing when the input is completely overlapped with the reference time, and a score is given according to the degree of coincidence. . That is, the closer the timing between the input time and the reference time, the higher the score.
  • the appearance number, appearance order, reference time, etc. of the guide images 202a, 202b, 202c, 202d are determined based on the game program and game data recorded on the DVD-ROM or the like.
  • the game device 300 includes an audio output unit 301, a reception unit 302, a determination unit 303, and a determination unit 304.
  • the game device 300 includes an audio output unit 301, a reception unit 302, a determination unit 303, and a determination unit 304.
  • each component of the game apparatus 300 will be described.
  • the function of each part is mutually linked
  • the audio output unit 301 outputs music to be played when playing a game from a speaker or the like.
  • the music is stored in a DVD-ROM or the like in a predetermined format such as MIDI (Musical Instrument Digital Interface) data.
  • the sound output unit 301 outputs sound (hereinafter referred to as guide sound) that informs the player of the rhythm of the music, such as a clapping sound and a metronome sound, from the speaker.
  • the CPU 101, the DVD-ROM mounted on the DVD-ROM drive 107, the audio processing unit 109, and the like operate in cooperation to function as the audio output unit 301.
  • the accepting unit 302 accepts an input operated by the player through the mat type controller 105, and passes the input information to a determination unit 303 described later.
  • the time when the input from the player is received through the receiving unit 302 is the input time.
  • the CPU 101, the interface 104, the mat type controller 105, and the like operate in cooperation to function as the reception unit 302.
  • the determination unit 303 determines the difference between the input time and the reference time, and passes the determination result to the determination unit 304 described later. As shown in FIG. 4, the determination unit 303 compares the input time with the reference time to determine the shift width (shift timing). The shift width is determined based on, for example, seconds, beats, or clocks. Note that the CPU 101, the RAM 103, and the like operate in cooperation to function as the determination unit 303.
  • the determination unit 304 determines whether or not to output the guide voice based on the result determined by the determination unit 303. When outputting the guide voice, the determination unit 304 passes the determination result to the voice output unit 301. Note that the CPU 101, the RAM 103, and the like operate in cooperation to function as the determination unit 304.
  • the audio output unit 301 reads the necessary music from a DVD-ROM or the like and outputs the music from the speaker.
  • the music has a plurality of reference times that match the rhythm of the music. At the time of the reference, the reference position, number, and the like differ depending on the degree of difficulty of the music and the game.
  • the accepting unit 302 accepts an input from the player (step S11). The time when the accepting unit 302 accepts the input is the input time.
  • the CPU 101 determines whether the input time is earlier, coincides with, or is slower than the reference time (step S12). Based on the determination result, the presence / absence of the output of the guide voice and the type of the voice when the guide voice is output are determined. Further, the CPU 101 determines the difference between the input time and the reference time (for example, ⁇ 0.5 seconds, 2000 clocks). Therefore, the CPU 101 functions as the determination unit 303 by operating in cooperation with the RAM 103 and the like.
  • step S12 When it is determined that the input time matches the reference time (step S12; match), the process proceeds to step S11, and the receiving unit 302 receives an input from the player.
  • step S13 When it is determined that the input time is earlier than the reference time (step S12; early), the number of times determined to be early is determined (step S13).
  • the CPU 101 counts the number of times that the input time is determined to be earlier than the reference time, and determines whether or not the number of times is a predetermined number (for example, 5 times) or more.
  • the CPU 101 determines whether to output a guide voice based on the determination result.
  • FIG. 7 is a diagram illustrating an example of the relationship between the output condition of the guide voice and the number of times that the volume of the guide voice does not match (when input is early or late). As illustrated in FIG.
  • the CPU 101 starts outputting the guide voice (increases the volume of the guide voice) when the number of mismatches is equal to or greater than a predetermined number. Further, when the number of mismatches increases, the player can recognize the output guide voice more clearly by gradually increasing the volume of the guide voice, so that the input timing can be known.
  • step S13 the CPU 101 determines whether or not to output the guide voice based on the number of mismatches between the input time and the reference time and the difference between the input time and the reference time. You can also.
  • FIG. 8 is a diagram illustrating a condition range for outputting a guide voice. For example, as illustrated in FIG. 8, the CPU 101 can determine to output the guide voice when the difference between the input time and the reference time is large even when the number of mismatches is small. Therefore, the CPU 101 functions as the determination unit 304 by operating in cooperation with the RAM 103 and the like. For example, in FIG.
  • step S13 When the number of mismatches is less than the predetermined number (step S13; No), the process proceeds to step S11, and the receiving unit 302 receives an input from the player.
  • the voice output unit 301 outputs a guide voice based on the determination of the determination unit 304 (step S14).
  • the audio output unit 301 outputs, for example, a clapping sound from the speaker as the first guide sound.
  • the guide voice and the music are synchronized. For example, when the tempo of the music is slowed down, the tempo at which the guide voice is output is slowed down.
  • FIG. 9 and FIG. 10 show an example of the relationship between the time signature of music and the timing of guide audio output. Further, the possible embodiments of S14 will be described in detail with reference to the flowchart of FIG. 13A.
  • FIG. 9 is a diagram illustrating a time point at which the time signature of the music is divided.
  • FIG. 9A shows a time point at which a 2/2 time signature is divided
  • FIG. 9B shows a 4/4 time signature
  • the audio output unit 301 may divide one or the adjacent time signatures of the music into 1/2, 1/4, or 1/8 (step S14- 1).
  • Step S14-1 may be omitted.
  • FIG. 10 is a diagram illustrating a point in time when the guide voice is output.
  • FIG. 10A shows a point in time when the guide sound is output in the case of 2/2 time
  • FIG. 10B shows 4/4 time
  • FIG. 10C shows 8/8 time.
  • the audio output unit 301 outputs a hand beat sound 501 that is a guide sound at all or a part of the time points when the time signature of the music is divided.
  • the audio output unit 301 can also change the volume of the guide audio based on the number of mismatches between the input time and the reference time counted by the determination unit 304 (step S14-2). For example, as the number of mismatches increases, the volume of the guide voice can be increased.
  • the CPU 101, the audio processing unit 109, and the like operate in cooperation to function as the audio output unit 301.
  • Step S14-2 can be omitted.
  • the guide voice may be output at a volume corresponding to the number of mismatches at all or some of the time points when the time signature of the music is divided (step S14-3). Note that the volume of the music being played is constant.
  • the guide voice is arbitrary, such as a metronome sound, a shout of “fast” or “more slowly”, and the like. Further, the tone color, pitch, tone, and length of the guide voice are arbitrary. Further, the guide voice is not limited to the voice, and may be a predetermined image such as characters such as “slow” and “earlier” and a mark indicating a clapping time. Moreover, the time of dividing the time signature of the music can be divided at an arbitrary time such as 3/4 time or 12/8 time.
  • step S15 when it is determined that the input time is later than the reference time (step S12; slow), the number of times determined to be late is determined (step S15). Similarly to step S13, the determination unit 304 counts the number of times that the input time is determined to be later than the reference time, and determines whether or not the number is equal to or greater than a predetermined number (for example, 5 times). The determination unit 304 determines whether or not to output the guide voice based on the determination result.
  • a predetermined number for example, 5 times
  • step S15 When the number of mismatches is less than the predetermined number (step S15; No), the process proceeds to step S11, and the receiving unit 302 receives an input from the player.
  • step S15 when the number of mismatches is equal to or greater than the predetermined number (step S15; Yes), the voice output unit 301 outputs a guide voice based on the determination of the determination unit 304 as in step S14 (step S16).
  • FIG. 13B is a detailed flowchart of a possible embodiment of step S16. Similar to step S14, the guide voice may be output at a volume corresponding to the number of mismatches at all or some of the time points when the time signature of the music is divided (S16-3). Note that steps S16-1 and S16-2 can be omitted.
  • the present embodiment is related to the variation.
  • This embodiment has the same configuration as that shown in FIG.
  • the guide voice is output at a time point that is shifted from the reference time by the correction time, and the correction time is attenuated to gradually approach the time point at which the guide voice is output to the reference time. Since the correction time gradually attenuates, when the player continues to input in accordance with the guide voice, the input time matches the reference time.
  • the CPU 101 that updates the correction time sets the initial value of the correction time to 0 (step S21).
  • the point in time when the guide voice is output is the same as in the first embodiment.
  • the CPU 101 determines whether or not the absolute value of the difference between the input and the reference time is equal to or less than a predetermined threshold (for example, 1/4 bar). Is determined (step S23).
  • a predetermined threshold for example, 1/4 bar
  • step S23 When the absolute value of the difference is equal to or less than the predetermined threshold (step S23; Yes), the audio output unit 301 is shifted by the correction time instead of outputting the guide audio in accordance with the rhythm of the music.
  • step S24 a guide voice is output.
  • FIG. 12 is a time chart for explaining the time point when the guide voice is output. As shown in FIG. 12, the audio output unit 301 outputs a guide audio at a time point shifted by the difference between the input time and the reference time.
  • step S23 when the absolute value of the difference is larger than the predetermined threshold (step S23; No), the guide voice is output at the reference time (same time as in the first embodiment) (step S27).
  • the CPU 101 that updates the correction time gradually attenuates the difference as shown in FIG. 12 (step S25).
  • the reduced difference As the correction time, the time point when the guide voice is output gradually approaches the reference time.
  • the CPU 101 can arbitrarily attenuate the correction time, for example, linearly or exponentially.
  • step S26 determines whether or not the difference is 0, or whether or not the difference is a predetermined value or less.
  • step S26 the difference is not 0 (step S26; No)
  • the decreased difference is set as the correction time, and the guide voice is output when the difference is shifted by the correction time (step S24). Thereafter, by reducing the difference, the time point at which the guide voice is output gradually approaches the reference time.
  • step S26 when the difference is 0 (step S26; Yes), since the correction time is 0, the guide voice is output at the reference time.
  • the output guide voice gradually approaches the reference time. Therefore, when the player continues input in accordance with the guide voice, the input time and the reference time can be matched.
  • a game device in which a player should input at a designated timing, a game device, a game control method, an information recording medium, which are suitable for informing the player of the input timing in an easy-to-understand manner, And a program can be provided.
  • Information processing apparatus 101
  • CPU 102
  • ROM 103
  • RAM 104
  • Interface 105
  • Mat-type controller 106
  • External memory 107
  • DVD-ROM drive 108
  • Image processing unit 109
  • Audio processing unit 110 NIC 200
  • Game screens 201a, 201b, 201c, 201d Reference images 202a, 202b, 202c, 202d Guide image 203
  • Dance gauge 204
  • Score 205
  • Game device 301
  • Audio output unit 302
  • Determination unit 304
  • Determination unit 401a, 402a , 403a Reference time 401b, 402b, 403b

Abstract

A game device etc. which is suitable for informing, in an easy-to-understand manner, a player of a time for input, in a game wherein a player has to make an input at a designated time. The game device (300) comprises a voice output section (301) which reproduces and outputs a music, a reception section (302) which receives the input from the player, a judgment section (303) which judges whether the time when the input was received (inputted time) matches with any one of a plurality of times (reference times) fixed corresponding to the rhythm of the reproduced and outputted music, and a determination section (304) which determines on the basis of a judging result of the judgment section (303) whether to output a voice guide.  When it is decided to output the voice guide, the voice output section (301) furthermore outputs a predetermined voice as the voice guide corresponding to the rhythm of the music.

Description

ゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラムGAME DEVICE, GAME CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、入力するタイミングをプレイヤにわかりやすく知らせるのに好適なゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラムに関する。 The present invention relates to a game apparatus, a game control method, an information recording medium, and a program suitable for easily informing a player of the input timing in a game that the player should input at a specified timing.
 音楽のリズムに合わせてプレイヤが入力を操作する、いわゆる音楽ゲーム(リズムゲーム)が知られている。音楽ゲームは、操作タイミングデータが音楽のリズムに合わせて作成されており、それがデータ化されている。操作タイミングデータにより定義された基準となる操作タイミングと、実際にプレイヤが行った入力操作のタイミングとのずれの大小に基づいて、ゲーム成績が評価され、ゲームが進行していく(例えば、特許文献1参照)。 A so-called music game (rhythm game) in which a player operates input in accordance with the rhythm of music is known. In the music game, the operation timing data is created in accordance with the rhythm of the music, and is converted into data. The game results are evaluated and the game progresses based on the difference between the reference operation timing defined by the operation timing data and the timing of the input operation actually performed by the player (for example, Patent Literature) 1).
特開2001-222280号公報Japanese Patent Laid-Open No. 2001-222280
 しかしながら、特に初心者の場合には、入力するタイミングが基準に対してずれているのか否かをわかりやすく示してもらいたいという要望が強い。また、そのずれが、早いのか遅いのかを、詳しく知りたいという要望もある。従って、入力するタイミングをプレイヤにわかりやすく知らせる技術が求められている。 However, especially for beginners, there is a strong demand for an easy-to-understand indication of whether the input timing is deviated from the reference. There is also a desire to know in detail whether the shift is early or late. Therefore, there is a need for a technique that informs the player of the input timing in an easy-to-understand manner.
 本発明は、上記問題に鑑みてなされたものであり、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、入力するタイミングをプレイヤにわかりやすく知らせるのに好適なゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラムを提供することを目的とする。 The present invention has been made in view of the above problems, and in a game to be input by a player at a designated timing, a game device, a game control method, and information suitable for easily informing the player of the input timing It is an object to provide a recording medium and a program.
 上記の目的を達成するため、本発明の第1の観点に係るゲーム装置は、音声出力部と、受付部と、判定部と、決定部と、を含んで構成される。 In order to achieve the above object, a game device according to the first aspect of the present invention includes an audio output unit, a reception unit, a determination unit, and a determination unit.
 音声出力部は、楽曲を再生して出力する。
 受付部は、プレイヤからの入力を受け付ける。
 判定部は、当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する。
 決定部は、判定部の判定結果に基づいて、ガイド音声を出力するか否かを決定する。
 また、音声出力部は、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を、当該楽曲のリズムに合わせてさらに出力する。
The audio output unit plays and outputs music.
The reception unit receives input from the player.
The determination unit includes a plurality of times (hereinafter referred to as “reference times”) in which the time when the input is received (hereinafter referred to as “input time”) is determined in accordance with the rhythm of the reproduced and output music. It is determined whether or not it matches any one.
The determination unit determines whether or not to output the guide voice based on the determination result of the determination unit.
Further, when it is determined that the guide sound is output, the sound output unit further outputs a predetermined sound as the guide sound in accordance with the rhythm of the music.
 これらの構成により、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、入力するタイミングをプレイヤにわかりやすく知らせることができる。つまり、プレイヤが入力した入力時と楽曲のリズムに合わせて定められる基準時とが一致しない場合、当該楽曲のリズムに合わせて出力されるガイド音声から、プレイヤは入力するタイミングを知得することができる。ここで、入力時と基準時とが一致しない場合とは、入力時が基準時と比べ早い場合、また、入力時が基準時と比べ遅い場合をいう。なお、入力時と基準時との差の絶対値が、例えば、0.1秒以上の場合を一致しないとすることもできる。 With these configurations, it is possible to inform the player of the input timing in an easy-to-understand manner in a game that the player should input at a specified timing. That is, when the input time input by the player does not match the reference time determined in accordance with the rhythm of the music, the player can know the input timing from the guide voice output in accordance with the rhythm of the music. . Here, the case where the input time does not coincide with the reference time means a case where the input time is earlier than the reference time, and a case where the input time is later than the reference time. Note that the absolute value of the difference between the input time and the reference time may not be the same when the absolute value is 0.1 seconds or more, for example.
 上記の目的を達成するため、本発明のその他の観点に係るゲーム装置は、音声出力部と、受付部と、判定部と、決定部と、を含んで構成される。 In order to achieve the above object, a game apparatus according to another aspect of the present invention includes an audio output unit, a reception unit, a determination unit, and a determination unit.
 音声出力部は、楽曲を再生して出力する。
 受付部は、プレイヤからの入力を受け付ける。
 判定部は、当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する。
 決定部は、判定部の判定結果に基づいて、ガイド音声を出力するか否かを決定する。
 また、音声出力部は、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を、当該楽曲のリズムを補正時間だけずらした時点に当該楽曲のリズムに合わせてさらに出力する。なお、当該入力時と当該基準時との差の絶対値が所定の閾値以下である場合、当該補正時間は当該差に設定され、当該補正時間は時間の経過とともに減衰する。当該補正時間の初期値を0とすることも可能である。
The audio output unit plays and outputs music.
The reception unit receives input from the player.
The determination unit includes a plurality of times (hereinafter referred to as “reference times”) in which the time when the input is received (hereinafter referred to as “input time”) is determined in accordance with the rhythm of the reproduced and output music. It is determined whether or not it matches any one.
The determination unit determines whether or not to output the guide voice based on the determination result of the determination unit.
In addition, when it is determined that the guide sound is output, the sound output unit further outputs a predetermined sound as the guide sound in accordance with the rhythm of the music when the rhythm of the music is shifted by the correction time. When the absolute value of the difference between the input time and the reference time is equal to or less than a predetermined threshold, the correction time is set to the difference, and the correction time is attenuated as time passes. The initial value of the correction time can be set to 0.
 これらの構成により、出力されるガイド音声が徐々に基準時に近づくため、プレイヤが当該ガイド音声に合わせて入力することにより、入力時と基準時とを徐々に一致させることができる。 With these configurations, since the output guide sound gradually approaches the reference time, the input time can be gradually matched with the reference time when the player inputs in accordance with the guide sound.
 決定部は、当該入力時と当該基準時とが一致しない場合、当該ガイド音声を出力すると決定し、音声出力部は、当該入力時と当該基準時とが一致しない回数に対応付けられる音量で当該所定の音声を出力する、ことも可能である。 The determination unit determines to output the guide voice if the input time and the reference time do not match, and the sound output unit determines the sound volume corresponding to the number of times that the input time and the reference time do not match It is also possible to output a predetermined sound.
 これらの構成により、入力時と基準時とが一致しない回数が多い場合には出力されるガイド音声の音量が大きくなるため、プレイヤは、当該楽曲のリズムに合わせて出力されるガイド音声を認識でき、入力するタイミングを知得することができる。 With these configurations, if the number of times the input and the reference time do not coincide with each other is large, the volume of the output guide voice increases, so that the player can recognize the guide voice output in accordance with the rhythm of the music. , It is possible to know the input timing.
 決定部は、当該入力時と当該基準時とが一致しない回数が所定の回数以上である場合、当該ガイド音声を出力すると決定する、ことも可能である。 The determining unit may determine to output the guide voice when the number of times that the input time does not match the reference time is a predetermined number or more.
 これらの構成により、入力時と基準時とが一定回数以上一致しない場合にのみガイド音声が出力されるため、プレイヤは、入力したタイミングが一定以上ずれていたことを知得することができる。 With these configurations, since the guide voice is output only when the input time and the reference time do not coincide with each other for a certain number of times, the player can know that the input timing has deviated more than a certain time.
 判定部は、当該入力時が当該基準時より早いか、遅いか、をさらに判定し、音声出力部は、当該ガイド音声として、判定部が早いと判定した場合は、第1の音声を、遅いと判定した場合は、第2の音声を出力する、ことも可能である。 The determination unit further determines whether the input time is earlier or later than the reference time, and the sound output unit determines the first sound as the guide sound when the determination unit determines that it is early. If it is determined that the second sound is output, it is also possible to output the second sound.
 これらの構成により、プレイヤは、異なるガイド音声から入力時が早いか遅いかを認識できるため、入力するタイミングを知得することができる。 With these configurations, the player can recognize whether the input time is early or late from different guide voices, so that the input timing can be known.
 音声出力部は、当該ガイド音声を当該楽曲の拍子のそれぞれで出力し、当該基準時は、当該楽曲の拍子のいずれか若しくは隣り合う拍子を1/2、1/4、若しくは、1/8に分割する時点のいずれかである、ことも可能である。 The audio output unit outputs the guide audio in each time signature of the music, and at the reference time, sets one of the time signatures of the music or the adjacent time signature to 1/2, 1/4, or 1/8. It is also possible to be at any point in time of the division.
 これらの構成により、等しい間隔でガイド音声が出力されるため、プレイヤは楽曲のリズムを認識し、入力するタイミングを知得することができる。 With these configurations, since guide voices are output at equal intervals, the player can recognize the rhythm of the music and know the input timing.
 上記の目的を達成するため、本発明のその他の観点に係るゲーム制御方法は、音声出力部と、受付部と、判定部と、決定部と、を有するゲーム装置にて実行されるゲーム制御方法であって、音声出力工程と、受付工程と、判定工程と、決定工程と、を備える。 In order to achieve the above object, a game control method according to another aspect of the present invention is a game control method that is executed by a game device having an audio output unit, a reception unit, a determination unit, and a determination unit. And it is provided with the audio | voice output process, the reception process, the determination process, and the determination process.
 音声出力工程では、楽曲を再生して出力する。
 受付工程では、プレイヤからの入力を受け付ける。
 判定工程では、当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する。
 決定工程では、判定部の判定結果に基づいて、ガイド音声を出力するか否かを決定する。
 また、音声出力工程では、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を、当該楽曲のリズムを補正時間だけずらした時点に、当該楽曲のリズムに合わせてさらに出力する。
In the audio output process, the music is played and output.
In the receiving step, an input from the player is received.
In the determination step, the time at which the input is accepted (hereinafter referred to as “input time”) is a plurality of times (hereinafter referred to as “reference time”) determined in accordance with the rhythm of the reproduced and output music. It is determined whether or not it matches any one.
In the determination step, it is determined whether to output the guide voice based on the determination result of the determination unit.
Further, in the audio output step, when it is determined that the guide audio is output, a predetermined audio as the guide audio is further output in accordance with the rhythm of the music when the rhythm of the music is shifted by the correction time. .
 上記の目的を達成するため、本発明のその他の観点に係るプログラムは、コンピュータを、上記のゲーム装置として機能させるように構成する。また、本発明のその他の観点に係るプログラムは、コンピュータに上記のゲーム制御方法を実行させるように構成する。 In order to achieve the above object, a program according to another aspect of the present invention is configured to cause a computer to function as the above game device. A program according to another aspect of the present invention is configured to cause a computer to execute the above-described game control method.
 また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記録媒体に記録することができる。上記プログラムは、当該プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記録媒体は、当該コンピュータとは独立して配布・販売することができる。 In addition, the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory. The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information recording medium can be distributed and sold independently of the computer.
 本発明によれば、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、入力するタイミングをプレイヤにわかりやすく知らせるのに好適なゲーム装置、ゲーム制御方向、情報記録媒体、及び、プログラムを提供することができる。 According to the present invention, there is provided a game device, a game control direction, an information recording medium, and a program suitable for easily informing the player of the input timing in a game that the player should input at a specified timing. be able to.
本発明の実施の形態に係るゲーム装置等が実現される典型的な情報処理装置の概要構成を示す模式図である。It is a mimetic diagram showing the outline composition of the typical information processor with which the game device etc. concerning an embodiment of the invention are realized. マット型コントローラを示す図である。It is a figure which shows a mat type | mold controller. ゲーム画面例を示す図である。It is a figure which shows the example of a game screen. 基準時と入力時とのずれを示すタイムチャートである。It is a time chart which shows the shift | offset | difference of the reference time and the input time. ゲーム装置の概要構成を示す説明図である。It is explanatory drawing which shows schematic structure of a game device. 音声出力処理を説明するフローチャートである。It is a flowchart explaining an audio | voice output process. ガイド音声を出力する条件範囲の一例を示す図である。It is a figure which shows an example of the condition range which outputs a guide audio | voice. 図7の変形例を示す図である。It is a figure which shows the modification of FIG. 楽曲の拍子(2/2拍子)を分割する時点を示す図である。It is a figure which shows the time of dividing | segmenting the time signature (2/2 time signature) of a music. 楽曲の拍子(4/4拍子)を分割する時点を示す図である。It is a figure which shows the time of dividing | segmenting the time signature (4/4 time signature) of a music. 楽曲の拍子(8/8拍子)を分割する時点を示す図である。It is a figure which shows the time of dividing the time signature (8/8 time signature) of a music. ガイド音声を出力する時点(2/2拍子の場合)を示す図である。It is a figure which shows the time (in the case of 2/2 time signature) which outputs a guide sound. ガイド音声を出力する時点(4/4拍子の場合)を示す図である。It is a figure which shows the time (in the case of 4/4 time signature) which outputs a guide audio | voice. ガイド音声を出力する時点(8/8拍子の場合)を示す図である。It is a figure which shows the time (in the case of 8/8 time signature) which outputs a guide audio | voice. 第2の実施形態に係る音声出力処理を説明するフローチャートである。It is a flowchart explaining the audio | voice output process which concerns on 2nd Embodiment. ガイド音声を出力する時点を説明するためのタイムチャートである。It is a time chart for demonstrating the time of outputting a guide audio | voice. ガイド音声出力処理(入力時が基準時と比べ早い場合)の取り得る実施形態の詳細を説明するフローチャートである。It is a flowchart explaining the detail of embodiment which can take a guide audio | voice output process (when input is early compared with reference | standard time). ガイド音声出力処理(入力時が基準時と比べ遅い場合)の取り得る実施形態の詳細を説明するフローチャートである。It is a flowchart explaining the detail of embodiment which can take the guide audio | voice output process (when input is late compared with the reference time).
 以下では、本発明のゲーム装置の実施形態の一つについて説明するが、当該実施形態は本発明の原理の理解を容易にするためのものであり、本発明の範囲は、下記の実施形態に限られるものではなく、当業者が以下の実施形態の構成を適宜置換した他の実施形態も、本発明の範囲に含まれる。 Hereinafter, one embodiment of the game apparatus of the present invention will be described. However, the embodiment is for facilitating understanding of the principle of the present invention, and the scope of the present invention is described in the following embodiment. The present invention is not limited, and other embodiments in which those skilled in the art appropriately replace the configurations of the following embodiments are also included in the scope of the present invention.
 まず、本発明の実施の形態に係るゲーム装置が実現される典型的な情報処理装置の概要構成を示す図1を参照して説明する。 First, a description will be given with reference to FIG. 1 showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
 情報処理装置100は、CPU(Central Processing Unit)101と、ROM(Read Only Memory)102と、RAM(Random Access Memory)103と、インターフェース104と、マット型コントローラ105と、外部メモリ106と、DVD(Digital Versatile Disk)-ROMドライブ107と、画像処理部108と、音声処理部109と、NIC(Network Interface Card)110と、を備える。 The information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a mat type controller 105, an external memory 106, a DVD ( (Digital Versatile Disk) -ROM drive 107, image processing unit 108, audio processing unit 109, and NIC (Network Interface Card) 110.
 なお、ゲーム用のプログラムおよびデータを記憶したDVD-ROMをDVD-ROMドライブ107に装着して、情報処理装置100の電源を投入することにより、当該プログラムが実行され、本実施形態のゲーム装置が実現される。 Note that when the DVD-ROM storing the game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on, the program is executed, and the game apparatus of the present embodiment is Realized.
 CPU 101は、情報処理装置100全体の動作を制御し、各構成要素と接続され制御信号やデータをやりとりする。 The CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
 ROM 102には、電源投入直後に実行されるIPL(Initial Program Loader)が記録され、CPU 101がDVD-ROMに記録されたプログラムをRAM 103に読み出して実行する。また、ROM 102には、情報処理装置100全体の動作制御に必要なオペレーティングシステムのプログラムや各種のデータが記録され、CPU 101がこれらのプログラム等を読み出して実行する。 The ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and the CPU 101 reads the program recorded on the DVD-ROM into the RAM 103 and executes it. The ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100, and the CPU 101 reads out and executes these programs.
 RAM 103は、データやプログラムを一時的に記憶するためのもので、DVD-ROMから読み出したプログラムやデータ、その他ゲームの進行に必要なデータが保持される。 The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for the progress of the game.
 インターフェース104を介して接続されたマット型コントローラ105は、ユーザがゲーム実行の際に行う操作入力を受け付ける。例えば、マット型コントローラ105には、図2に示すように、左ボタン105a、下ボタン105b、上ボタン105c、右ボタン105d等が配置されている。マット型コントローラ105は、一般にユーザの足によって操作入力が行われる。そして、これらのボタンがユーザに押下されると、押下されたボタンに応じた操作入力を受け付ける。
 なお、ユーザが手で操作を行う方向ボタン(方向キー)等を備えるコントローラを使用することもできる。
The mat type controller 105 connected via the interface 104 receives an operation input performed by the user when the game is executed. For example, as shown in FIG. 2, the mat type controller 105 includes a left button 105a, a lower button 105b, an upper button 105c, a right button 105d, and the like. The mat type controller 105 is generally operated by a user's foot. When these buttons are pressed by the user, an operation input corresponding to the pressed button is accepted.
A controller having a direction button (direction key) or the like that is operated by the user's hand can also be used.
 インターフェース104を介して着脱自在に接続された外部メモリ106には、ゲームの進行状態を示すデータ、通信のログ(記録)のデータなどが書き換え可能に記憶される。ユーザは、マット型コントローラ105を介して指示入力を行うことにより、これらのデータを適宜外部メモリ106に記録することができる。 In the external memory 106 detachably connected via the interface 104, data indicating game progress, communication log (record) data, and the like are stored in a rewritable manner. The user can record these data in the external memory 106 as appropriate by inputting instructions via the mat type controller 105.
 DVD-ROMドライブ107に装着されるDVD-ROMには、ゲームを実現するためのプログラムとゲームに付随する画像データや音声データが記録される。CPU 101の制御によって、DVD-ROMドライブ107は、これに装着されたDVD-ROMに対する読み出し処理を行って、必要なプログラムやデータを読み出し,これらはRAM 103等に一時的に記憶される。 A DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
 画像処理部108は、DVD-ROMから読み出されたデータをCPU 101や画像処理部108が備える画像演算プロセッサ(図示せず)によって加工処理した後、これを画像処理部108が備えるフレームメモリ(図示せず)に記録する。フレームメモリに記録された画像情報は、所定の同期タイミングでビデオ信号に変換され画像処理部108に接続されるモニタ(図示せず)へ出力される。これにより、各種の画像表示が可能となる。 The image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown). The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
 なお、画像演算プロセッサは、2次元の画像の重ね合わせ演算やαブレンディング等の透過演算、各種の飽和演算を高速に実行できる。
 また、仮想3次元空間に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法によりレンダリングして、所定の視点位置から仮想3次元空間に配置されたポリゴンを俯瞰したレンダリング画像を得る演算の高速実行も可能である。
 ここで、重ね合わせ演算とは、合成画像の各画素間で加算演算を行うことを指す。αブレンディングとは、コンピュータグラフィックスの描画技法の一種で、ある画素の色に関する情報であるRGB値に、透過情報用の色チャンネルの値を掛け合わせることで半透明な画像を重ねる技法を言う。飽和演算とは、ディジタル量の演算において、演算結果がオーバーフローする場合、自動的に値を最小値から最大値の範囲に修正する機能を有する演算で、画像処理においては、加算により飽和に至った場合、飽和点に戻す処理が必要であるが、それを自動的に行なう演算機能を指す。Zバッファ法とは、3次元グラフィックスにおいて、視線の手前にある物体で隠される物体や面を検出し、描画を行わない処理、すなわち隠面消去方法の一つで、画面を構成する各画素に、色情報に加えて奥行きに関する情報を持たせ、画面に描画する際は同じ座標の画素の奥行情報を比較し、最も手前にあるオブジェクトのみを画面に書き込む手法を指す。
The image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as α blending, and various saturation calculations at high speed.
In addition, the polygon information arranged in the virtual three-dimensional space and added with various kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. High speed execution of the obtained operation is also possible.
Here, the superimposition calculation refers to performing an addition calculation between each pixel of the composite image. Alpha blending is a kind of computer graphics drawing technique, which is a technique of superimposing a translucent image by multiplying the RGB value, which is information about the color of a certain pixel, by the value of a color channel for transmission information. Saturation calculation is a calculation that has a function to automatically correct the value from the minimum value to the maximum value when the calculation result overflows in the calculation of the digital quantity. In image processing, saturation was reached by addition. In this case, a process for returning to the saturation point is necessary, but it refers to an arithmetic function that automatically performs this process. The Z-buffer method is a process that detects an object or surface hidden by an object in front of the line of sight in 3D graphics and does not perform drawing, that is, a hidden surface elimination method. In addition to the color information, depth information is given, and when drawing on the screen, the depth information of the pixels with the same coordinates is compared, and only the closest object is written on the screen.
 さらに、CPU 101と画像演算プロセッサが協調動作することにより、文字の形状を定義するフォント情報にしたがって、文字列を2次元画像としてフレームメモリへ描画したり、各ポリゴン表面へ描画したりすることが可能である。フォント情報は、ROM 102に記録されているが、DVD-ROMに記録された専用のフォント情報を利用することも可能である。 Furthermore, the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible. The font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
 音声処理部109は、DVD-ROMから読み出した音声データをアナログ音声信号に変換し、これに接続されたスピーカ(図示せず)から出力させる。また、CPU 101の制御の下、ゲームの進行の中で発生させるべき効果音や楽曲データを生成し、これに対応した音声をスピーカから出力させる。 The audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
 NIC 110は、情報処理装置100をインターネット等のコンピュータ通信網(図示せず)に接続するためのものであり、LAN(Local Area Network)を構成する際に用いられる10BASE-T/100BASE-T規格にしたがうものや、電話回線を用いてインターネットに接続するためのアナログモデム、ISDN(Integrated Services Digital Network)モデム、ADSL(Asymmetric Digital Subscriber Line)モデム、ケーブルテレビジョン回線を用いてインターネットに接続するためのケーブルモデム等と、これらとCPU 101との仲立ちを行うインターフェース(図示せず)により構成される。 The NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
 このほか、情報処理装置100は、ハードディスク等の大容量外部記憶装置を用いて、ROM 102、RAM 103、外部メモリ106、DVD-ROMドライブ107に装着されるDVD-ROM等と同じ機能を果たすように構成してもよい。
 また、ユーザからの文字列の編集入力を受け付けるためのキーボードや、各種の位置の指定および選択入力を受け付けるためのマウスなどの入出力デバイスを接続する形態も採用することができる。
In addition, the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, RAM 103, external memory 106, DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
In addition, it is possible to adopt a form in which an input / output device such as a keyboard for receiving a character string editing input from a user and a mouse for receiving various position designations and selection inputs is connected.
 また、本実施形態の情報処理装置100にかえて、一般的なコンピュータ(汎用のパーソナルコンピュータ等)を本発明に係るゲーム装置として利用することもできる。例えば、一般的なコンピュータは、上記情報処理装置100と同様に、CPU、RAM、ROM、DVD-ROMドライブ、および、NICを備え、情報処理装置100よりも簡易な機能を備えた画像処理部を備え、外部記憶装置としてハードディスクを有する他、フレキシブルディスク、光磁気ディスク、磁気テープ等が利用できるようになっている。また、コントローラではなく、キーボードやマウスなどを入力装置として利用する。そして、ゲームプログラムをインストールした後に、そのプログラムを実行させると、ゲーム装置として機能させることができる。 Further, instead of the information processing apparatus 100 of the present embodiment, a general computer (general-purpose personal computer or the like) can be used as the game apparatus according to the present invention. For example, a general computer, like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100. In addition to having a hard disk as an external storage device, a flexible disk, a magneto-optical disk, a magnetic tape, and the like can be used. In addition, a keyboard, a mouse or the like is used as an input device instead of a controller. And after installing a game program, when the program is run, it can be functioned as a game device.
 以下では、注記しない限り、後述するゲーム装置について、図1に示した情報処理装置100により説明を加える。ゲーム装置は、必要に応じて適宜一般的なコンピュータの要素に置換することができ、これらの実施の形態も本発明の範囲に含まれる。 Hereinafter, unless otherwise noted, the game apparatus described later will be described by the information processing apparatus 100 shown in FIG. The game apparatus can be appropriately replaced with general computer elements as necessary, and these embodiments are also included in the scope of the present invention.
(ゲームの説明)
 図3は、本発明の実施の形態に係るゲーム装置300により実現されるゲーム画面の一例を示す図である。以下、本図を参照して当該ゲームについて説明する。ゲーム画面200は、DVD-ROMドライブ107に装着されたDVD-ROMから読み出されるゲームプログラム及びゲームデータに基づいてモニタに生成される。同図に示すように、このゲーム画面200では、背景には背景画像206が全面に表示されており、基準画像201a、201b、201c、201dと、案内画像202a、202b、202c、202dと、ダンスゲージ203と、スコア204と、メッセージ205と、が背景画像206に重畳表示されている。案内画像202は、基準画像201の方向に移動し、基準画像201と重なることにより、プレイヤにゲーム操作のタイミングを示す。案内画像202は、楽曲が開始してから終了するまで次々に生成され、基準画像201と重なった後は非表示とする。スコア204はゲーム画面200の下段に表示されており、これまでの累積点数を表示するものである。メッセージ205は画面中段に表示されており、プレイヤの操作の巧拙に応じた内容の文字を表示するものである。例えば、「GREAT」、「PERFECT」、「GOOD」、「BAD」等の文字が表示される。
(Game description)
FIG. 3 is a diagram showing an example of a game screen realized by the game device 300 according to the embodiment of the present invention. Hereinafter, the game will be described with reference to FIG. The game screen 200 is generated on the monitor based on the game program and game data read from the DVD-ROM loaded in the DVD-ROM drive 107. As shown in the figure, in the game screen 200, a background image 206 is displayed on the entire surface, the reference images 201a, 201b, 201c, 201d, the guide images 202a, 202b, 202c, 202d, and the dance A gauge 203, a score 204, and a message 205 are superimposed on the background image 206. The guide image 202 moves in the direction of the reference image 201 and overlaps the reference image 201 to indicate the timing of the game operation to the player. The guide images 202 are generated one after another from the start to the end of the music, and are not displayed after overlapping with the reference image 201. The score 204 is displayed in the lower part of the game screen 200, and displays the accumulated score so far. The message 205 is displayed in the middle of the screen, and displays characters having contents corresponding to the skill of the player's operation. For example, characters such as “GREAT”, “PERFECT”, “GOOD”, and “BAD” are displayed.
 ダンスゲージ203は画面上段に表示されており、ゲーム操作の優劣に応じて伸縮するゲージバーを含んでいる。例えば、ゲーム操作が高い評価を受けた場合は、ゲージバーは右方向に伸び、逆にゲーム操作が低い評価しか受けられなかった場合は、ゲージバーは左方向に縮む。そして、ゲージバーが所定長よりも短くなった場合には、ゲームオーバとなるようになっており、プレイヤはダンスゲージ203を見てゲームオーバが近いか否かを判断することができる。ダンスゲージ203の下側には、基準画像201a、201b、201c、201dがこの順に表示されている。基準画像201a、201b、201c、201dは、プレイヤが操作タイミングを判断するための基準であり、案内画像202と基準画像201が重なることにより、プレイヤにゲーム操作の内容及びタイミングを示してもよい。 The dance gauge 203 is displayed in the upper part of the screen and includes a gauge bar that expands and contracts depending on the superiority or inferiority of the game operation. For example, when the game operation receives a high evaluation, the gauge bar extends in the right direction. Conversely, when the game operation receives only a low evaluation, the gauge bar contracts in the left direction. When the gauge bar becomes shorter than the predetermined length, the game is over, and the player can determine whether the game is over by looking at the dance gauge 203. Below the dance gauge 203, reference images 201a, 201b, 201c, and 201d are displayed in this order. The reference images 201a, 201b, 201c, and 201d are references for the player to determine the operation timing, and the guidance image 202 and the reference image 201 may overlap to indicate the content and timing of the game operation to the player.
 また、DVD-ROMから読み出される楽曲データに基づいてスピーカから楽曲が出力される。当該楽曲データには、楽曲のリズムに合わせて定められる複数の時刻(基準時)が記憶されている。プレイヤからの入力が受け付けられた時刻(入力時)と基準時とのずれに応じて、ゲージバーは伸縮する。基準時は、各基準画像及び各案内画像と連動している。入力時と基準時とが一致するタイミングと案内画像と基準画像とが一致するタイミングとは等しい。 Also, music is output from the speaker based on music data read from the DVD-ROM. The music data stores a plurality of times (reference times) determined according to the rhythm of the music. The gauge bar expands and contracts according to the difference between the time when the input from the player is accepted (at the time of input) and the reference time. At the reference time, it is linked with each reference image and each guide image. The timing at which the input time matches the reference time is equal to the timing at which the guide image matches the reference image.
 図4は、入力時と基準時とのずれを説明するための図である。入力時401bは基準時401aと一致する(ずれがない)状態を示し、入力時402bは基準時402aに比べ入力が早い状態を示し、入力時403bは基準時403aに比べ入力が遅い状態を示す。プレイヤは、入力時401bのようなタイミングで入力を行うことにより、得点をあげることができる。一方、入力時402b又は403bのようなタイミングで入力を行うとゲージバーが縮小して、ゲージバーが所定長よりも短くなった場合には、ゲームオーバとなる。 FIG. 4 is a diagram for explaining the difference between the input time and the reference time. The input time 401b indicates a state coincident with the reference time 401a (no deviation), the input time 402b indicates a faster input state than the reference time 402a, and the input time 403b indicates a later input state than the reference time 403a. . The player can increase the score by performing input at a timing such as 401b at the time of input. On the other hand, when the input is performed at the timing of 402b or 403b at the time of input, if the gauge bar is reduced and the gauge bar becomes shorter than a predetermined length, the game is over.
 なお、必ずしも入力時が基準時に完全に重なるタイミングでプレイヤがマット型コントローラ105を操作しなければ得点を上げることができないという訳ではなく、その一致度に応じて得点が与えられるようになっている。つまり、入力時と基準時とのタイミングが近いほど、得点は高くなる。なお、案内画像202a、202b、202c、202dの出現数、出現順序、及び基準時等は、DVD-ROM等に記録されたゲームプログラム及びゲームデータに基づき決定される。 Note that the score cannot be raised unless the player operates the mat type controller 105 at the timing when the input is completely overlapped with the reference time, and a score is given according to the degree of coincidence. . That is, the closer the timing between the input time and the reference time, the higher the score. It should be noted that the appearance number, appearance order, reference time, etc. of the guide images 202a, 202b, 202c, 202d are determined based on the game program and game data recorded on the DVD-ROM or the like.
(ゲーム装置の構成)
 次に、本実施の形態に係るゲーム装置300の概要構成について図5を参照して説明する。ゲーム装置300は、音声出力部301と、受付部302と、判定部303と、決定部304と、を備える。以下にゲーム装置300の各構成要素について説明する。なお、各部の機能は互いに連関し合っているが、用途に応じて各部の採否を適宜変更することができる。
(Configuration of game device)
Next, a schematic configuration of game device 300 according to the present embodiment will be described with reference to FIG. The game device 300 includes an audio output unit 301, a reception unit 302, a determination unit 303, and a determination unit 304. Hereinafter, each component of the game apparatus 300 will be described. In addition, although the function of each part is mutually linked | related, the acceptance / rejection of each part can be changed suitably according to a use.
 音声出力部301は、ゲームをプレイする際に再生される楽曲をスピーカ等から出力する。当該楽曲は、例えば、MIDI(Musical Instrument Digital Interface)データ等の所定形式で、DVD-ROM等に記憶されている。また、音声出力部301は、例えば、手拍子音及びメトロノーム音等、当該楽曲のリズムをプレイヤに知らせる音(以下、ガイド音声)を、スピーカから出力する。
 なお、CPU 101、DVD-ROMドライブ107に装着されるDVD-ROM、及び音声処理部109等が協働して動作することにより、音声出力部301として機能する。
The audio output unit 301 outputs music to be played when playing a game from a speaker or the like. The music is stored in a DVD-ROM or the like in a predetermined format such as MIDI (Musical Instrument Digital Interface) data. In addition, the sound output unit 301 outputs sound (hereinafter referred to as guide sound) that informs the player of the rhythm of the music, such as a clapping sound and a metronome sound, from the speaker.
The CPU 101, the DVD-ROM mounted on the DVD-ROM drive 107, the audio processing unit 109, and the like operate in cooperation to function as the audio output unit 301.
 受付部302は、マット型コントローラ105を通じてプレイヤが操作した入力を受け付け、当該入力情報を後述する判定部303に渡す。受付部302を通じてプレイヤからの入力が受け付けられた時刻が入力時となる。図3に示すように、4つの案内画像202a、202b、202c、202dに対応する4つの入力時が存在する。
 なお、CPU 101、インターフェース104、及びマット型コントローラ105等が協働して動作することにより、受付部302として機能する。
The accepting unit 302 accepts an input operated by the player through the mat type controller 105, and passes the input information to a determination unit 303 described later. The time when the input from the player is received through the receiving unit 302 is the input time. As shown in FIG. 3, there are four input times corresponding to the four guide images 202a, 202b, 202c, and 202d.
Note that the CPU 101, the interface 104, the mat type controller 105, and the like operate in cooperation to function as the reception unit 302.
 判定部303は、入力時と基準時とのずれを判定し、当該判定結果を後述する決定部304に渡す。判定部303は、図4に示すように、入力時と基準時とを比較して、ずれ幅(ずれのタイミング)を判定する。当該ずれ幅は、例えば、秒、拍数、又はクロック数を基準として判定される。
 なお、CPU 101、及びRAM 103等が協働して動作することにより、判定部303として機能する。
The determination unit 303 determines the difference between the input time and the reference time, and passes the determination result to the determination unit 304 described later. As shown in FIG. 4, the determination unit 303 compares the input time with the reference time to determine the shift width (shift timing). The shift width is determined based on, for example, seconds, beats, or clocks.
Note that the CPU 101, the RAM 103, and the like operate in cooperation to function as the determination unit 303.
 決定部304は、判定部303が判定した結果に基づいて、ガイド音声を出力するか否かを決定する。ガイド音声を出力する場合、決定部304は、決定結果を音声出力部301に渡す。
 なお、CPU 101、及びRAM 103等が協働して動作することにより、決定部304として機能する。
The determination unit 304 determines whether or not to output the guide voice based on the result determined by the determination unit 303. When outputting the guide voice, the determination unit 304 passes the determination result to the voice output unit 301.
Note that the CPU 101, the RAM 103, and the like operate in cooperation to function as the determination unit 304.
 (音声出力処理)
 次に、ガイド音声が出力される音声出力処理を、図6のフローチャートを参照して説明する。
(Audio output processing)
Next, the sound output process in which the guide sound is output will be described with reference to the flowchart of FIG.
 ゲーム装置300の電源が投入されてゲームが開始されると、音声出力部301は、DVD-ROM等から必要な楽曲を読み出し、当該楽曲をスピーカから出力する。楽曲には、楽曲のリズムに合わせられた複数の基準時が定められている。当該基準時は、楽曲、ゲームの難易度等により、基準となる位置及び個数等が異なる。楽曲が再生されると、受付部302は、プレイヤからの入力を受け付ける(ステップS11)。受付部302が入力を受け付けた時刻が入力時となる。 When the game apparatus 300 is turned on and the game is started, the audio output unit 301 reads the necessary music from a DVD-ROM or the like and outputs the music from the speaker. The music has a plurality of reference times that match the rhythm of the music. At the time of the reference, the reference position, number, and the like differ depending on the degree of difficulty of the music and the game. When the music is played, the accepting unit 302 accepts an input from the player (step S11). The time when the accepting unit 302 accepts the input is the input time.
 次に、CPU 101は、入力時が基準時に比べ、早いか、一致するか、又は、遅いかを判定する(ステップS12)。当該判定結果に基づいて、ガイド音声の出力の有無、及び、ガイド音声を出力する場合は音声の種類が決定される。また、CPU 101は、入力時と基準時との差(例えば、-0.5秒、2000クロック)を判定する。従って、CPU 101は、RAM 103等と協働して動作することにより、判定部303として機能する。 Next, the CPU 101 determines whether the input time is earlier, coincides with, or is slower than the reference time (step S12). Based on the determination result, the presence / absence of the output of the guide voice and the type of the voice when the guide voice is output are determined. Further, the CPU 101 determines the difference between the input time and the reference time (for example, −0.5 seconds, 2000 clocks). Therefore, the CPU 101 functions as the determination unit 303 by operating in cooperation with the RAM 103 and the like.
 入力時と基準時とが一致すると判定された場合(ステップS12;一致)、ステップS11に遷移し、受付部302は、プレイヤからの入力を受け付ける。 When it is determined that the input time matches the reference time (step S12; match), the process proceeds to step S11, and the receiving unit 302 receives an input from the player.
 入力時が基準時より早いと判定された場合(ステップS12;早い)、当該早いと判定された回数が判定される(ステップS13)。CPU 101は、入力時が基準時より早いと判定された回数をカウントし、当該回数が所定の回数(例えば、5回)以上か否かを判定する。CPU 101は、当該判定結果に基づいて、ガイド音声を出力するか否かを決定する。図7は、ガイド音声の出力条件、及び、ガイド音声の音量と不一致(入力が早い場合又は遅い場合)の回数との関係の一例を示す図である。CPU 101は、図7に示すように、不一致の回数が所定回数以上の場合に、ガイド音声の出力を開始する(ガイド音声の音量を上げる)。さらに、不一致の回数が増加する場合、ガイド音声の音量を徐々に上げることにより、プレイヤは、出力されるガイド音声をよりはっきりと認識できるため、入力するタイミングを知得することができる。 When it is determined that the input time is earlier than the reference time (step S12; early), the number of times determined to be early is determined (step S13). The CPU 101 counts the number of times that the input time is determined to be earlier than the reference time, and determines whether or not the number of times is a predetermined number (for example, 5 times) or more. The CPU 101 determines whether to output a guide voice based on the determination result. FIG. 7 is a diagram illustrating an example of the relationship between the output condition of the guide voice and the number of times that the volume of the guide voice does not match (when input is early or late). As illustrated in FIG. 7, the CPU 101 starts outputting the guide voice (increases the volume of the guide voice) when the number of mismatches is equal to or greater than a predetermined number. Further, when the number of mismatches increases, the player can recognize the output guide voice more clearly by gradually increasing the volume of the guide voice, so that the input timing can be known.
 また、ステップS13の他の実施形態においては、CPU 101は、入力時と基準時との不一致回数及び入力時と基準時との差に基づいて、ガイド音声を出力するか否かを決定することもできる。図8は、ガイド音声を出力する条件範囲を示す図である。CPU 101は、例えば、図8に示すように、不一致の回数が少ない場合であっても、入力時と基準時との差が大きい場合、ガイド音声を出力すると決定することもできる。従って、CPU 101は、RAM 103等と協働して動作することにより、決定部304として機能する。
 例えば、図8において、不一致の回数をn、入力時と基準時との差を△t、差とガイド音声出力の閾値との関係を表す関数をfとすると、ガイド音声を出力する条件は[式1]で表される。
 f(△t)≦n   ・・・[式1]
In another embodiment of step S13, the CPU 101 determines whether or not to output the guide voice based on the number of mismatches between the input time and the reference time and the difference between the input time and the reference time. You can also. FIG. 8 is a diagram illustrating a condition range for outputting a guide voice. For example, as illustrated in FIG. 8, the CPU 101 can determine to output the guide voice when the difference between the input time and the reference time is large even when the number of mismatches is small. Therefore, the CPU 101 functions as the determination unit 304 by operating in cooperation with the RAM 103 and the like.
For example, in FIG. 8, when the number of mismatches is n, the difference between the input time and the reference time is Δt, and the function representing the relationship between the difference and the threshold value of the guide sound output is f, the condition for outputting the guide sound is [ It is represented by Formula 1].
f (Δt) ≦ n (Formula 1)
 不一致の回数が所定回数未満の場合(ステップS13;No)、ステップS11に遷移し、受付部302は、プレイヤからの入力を受け付ける。 When the number of mismatches is less than the predetermined number (step S13; No), the process proceeds to step S11, and the receiving unit 302 receives an input from the player.
 一方、不一致の回数が所定回数以上の場合(ステップS13;Yes)、音声出力部301は、決定部304の決定に基づいて、ガイド音声を出力する(ステップS14)。音声出力部301は、第1のガイド音声として、例えば、手拍子音をスピーカから出力させる。ガイド音声と楽曲とは、同期しており、例えば、楽曲のテンポが遅くなった場合、ガイド音声が出力されるテンポも遅くなる。 On the other hand, when the number of mismatches is equal to or greater than the predetermined number (step S13; Yes), the voice output unit 301 outputs a guide voice based on the determination of the determination unit 304 (step S14). The audio output unit 301 outputs, for example, a clapping sound from the speaker as the first guide sound. The guide voice and the music are synchronized. For example, when the tempo of the music is slowed down, the tempo at which the guide voice is output is slowed down.
 図9、図10に、楽曲の拍子とガイド音声出力のタイミングとの関係の一例を示す。また、図13Aのフローチャートを用いて、S14の取り得る実施形態を詳しく説明する。
 図9は、楽曲の拍子を分割する時点を示す図である。一例として、図9Aに2/2拍子、図9Bに4/4拍子、図9Cに8/8拍子を分割する時点を示す。音声出力部301は、図9A乃至図9Cに示すように、楽曲の拍子のいずれか若しくは隣り合う拍子を1/2、1/4、若しくは、1/8に分割してもよい(ステップS14-1)。ステップS14-1は省略することもできる。
FIG. 9 and FIG. 10 show an example of the relationship between the time signature of music and the timing of guide audio output. Further, the possible embodiments of S14 will be described in detail with reference to the flowchart of FIG. 13A.
FIG. 9 is a diagram illustrating a time point at which the time signature of the music is divided. As an example, FIG. 9A shows a time point at which a 2/2 time signature is divided, FIG. 9B shows a 4/4 time signature, and FIG. As shown in FIGS. 9A to 9C, the audio output unit 301 may divide one or the adjacent time signatures of the music into 1/2, 1/4, or 1/8 (step S14- 1). Step S14-1 may be omitted.
 図10は、ガイド音声を出力する時点を示す図である。一例として、図10Aに2/2拍子、図10Bに4/4拍子、図10Cに8/8拍子の場合にガイド音声を出力する時点を示す。音声出力部301は、図10に示すように、当該楽曲の拍子を分割した時点の全部又は一部の時点において、ガイド音声である手拍子音501を出力する。 FIG. 10 is a diagram illustrating a point in time when the guide voice is output. As an example, FIG. 10A shows a point in time when the guide sound is output in the case of 2/2 time, FIG. 10B shows 4/4 time, and FIG. 10C shows 8/8 time. As shown in FIG. 10, the audio output unit 301 outputs a hand beat sound 501 that is a guide sound at all or a part of the time points when the time signature of the music is divided.
 また、音声出力部301は、決定部304がカウントした入力時と基準時との不一致の回数に基づいて、ガイド音声の音量を変更することもできる(ステップS14-2)。例えば、不一致の回数が多いほど、ガイド音声の音量を大きくすることができる。CPU 101、及び音声処理部109等が協働して動作することにより、音声出力部301として機能する。ステップS14-2は省略することもできる。
 上述のように、楽曲の拍子を分割した時点の全部又は一部の時点において、不一致の回数に応じた音量で、ガイド音声を出力してもよい(ステップS14-3)。
 なお、再生されている楽曲の音量は一定である。
Further, the audio output unit 301 can also change the volume of the guide audio based on the number of mismatches between the input time and the reference time counted by the determination unit 304 (step S14-2). For example, as the number of mismatches increases, the volume of the guide voice can be increased. The CPU 101, the audio processing unit 109, and the like operate in cooperation to function as the audio output unit 301. Step S14-2 can be omitted.
As described above, the guide voice may be output at a volume corresponding to the number of mismatches at all or some of the time points when the time signature of the music is divided (step S14-3).
Note that the volume of the music being played is constant.
 なお、ガイド音声は、メトロノーム音、「早い」又は「もっとゆっくり」等とのかけ声等、任意である。また、ガイド音声の音色、音程、音調、及び長さ等は、任意である。さらに、ガイド音声は、音声に限られず、「遅い」及び「もっと早く」等の文字、手拍子を示すマーク等の所定の画像とすることもできる。
 また、楽曲の拍子を分割する時点は、例えば、3/4拍子、12/8拍子等、任意の時点で分割することができる。
Note that the guide voice is arbitrary, such as a metronome sound, a shout of “fast” or “more slowly”, and the like. Further, the tone color, pitch, tone, and length of the guide voice are arbitrary. Further, the guide voice is not limited to the voice, and may be a predetermined image such as characters such as “slow” and “earlier” and a mark indicating a clapping time.
Moreover, the time of dividing the time signature of the music can be divided at an arbitrary time such as 3/4 time or 12/8 time.
 次に、入力時が基準時より遅いと判定された場合(ステップS12;遅い)、当該遅いと判定された回数が判定される(ステップS15)。ステップS13と同様に、決定部304は、入力時が基準時より遅いと判定された回数をカウントし、当該回数が所定の回数(例えば、5回)以上か否かを判定する。決定部304は、当該判定結果に基づいて、ガイド音声を出力するか否かを決定する。 Next, when it is determined that the input time is later than the reference time (step S12; slow), the number of times determined to be late is determined (step S15). Similarly to step S13, the determination unit 304 counts the number of times that the input time is determined to be later than the reference time, and determines whether or not the number is equal to or greater than a predetermined number (for example, 5 times). The determination unit 304 determines whether or not to output the guide voice based on the determination result.
 不一致の回数が所定回数未満の場合(ステップS15;No)、ステップS11に遷移し、受付部302は、プレイヤからの入力を受け付ける。 When the number of mismatches is less than the predetermined number (step S15; No), the process proceeds to step S11, and the receiving unit 302 receives an input from the player.
 一方、不一致の回数が所定回数以上の場合(ステップS15;Yes)、音声出力部301は、ステップS14と同様に、決定部304の決定に基づいて、ガイド音声を出力する(ステップS16)。図13Bは、ステップS16の取り得る実施形態の詳細なフローチャートである。ステップS14と同様に、楽曲の拍子を分割した時点の全部又は一部の時点において、不一致の回数に応じた音量で、ガイド音声を出力してもよい(S16-3)。なお、ステップS16-1、S16-2は省略可能である。 On the other hand, when the number of mismatches is equal to or greater than the predetermined number (step S15; Yes), the voice output unit 301 outputs a guide voice based on the determination of the determination unit 304 as in step S14 (step S16). FIG. 13B is a detailed flowchart of a possible embodiment of step S16. Similar to step S14, the guide voice may be output at a volume corresponding to the number of mismatches at all or some of the time points when the time signature of the music is divided (S16-3). Note that steps S16-1 and S16-2 can be omitted.
 以上の処理により、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、入力するタイミングをプレイヤにわかりやすく知らせることができる。つまり、プレイヤは、表示される画面に加え、ガイド音声に基づいて入力すべきタイミングを知得することができる。 By the above processing, in the game that the player should input at the designated timing, it is possible to inform the player of the input timing in an easy-to-understand manner. That is, the player can know the timing to be input based on the guide voice in addition to the displayed screen.
 上記実施形態においては、楽曲の拍子を所定の区分で分割した時点においてガイド音声を出力する場合について、様々な態様を説明したが、本実施形態は、その変種にかかるものである。本実施形態は、図5と同様の構成であり、その説明は省略する。
 本実施形態は、基準時から補正時間だけずれた時点においてガイド音声を出力し、当該補正時間を減衰させることにより、ガイド音声が出力される時点を徐々に基準時に近づける。補正時間が徐々に減衰するため、プレイヤがガイド音声に順って入力を続けることにより、入力時と基準時とが一致することとなる。
In the above-described embodiment, various modes have been described for the case where the guide sound is output at the time when the time signature of the music is divided into predetermined sections. However, the present embodiment is related to the variation. This embodiment has the same configuration as that shown in FIG.
In the present embodiment, the guide voice is output at a time point that is shifted from the reference time by the correction time, and the correction time is attenuated to gradually approach the time point at which the guide voice is output to the reference time. Since the correction time gradually attenuates, when the player continues to input in accordance with the guide voice, the input time matches the reference time.
 第2の実施形態に係る音声出力処理を、図11のフローチャートを参照して説明する。 The audio output process according to the second embodiment will be described with reference to the flowchart of FIG.
 まず、補正時間を更新するCPU 101は、補正時間の初期値を0と設定する(ステップS21)。補正時間が0の場合、ガイド音声が出力される時点は第1の実施形態と同様である。 First, the CPU 101 that updates the correction time sets the initial value of the correction time to 0 (step S21). When the correction time is 0, the point in time when the guide voice is output is the same as in the first embodiment.
 次に、受付部302が入力を受け付けると(ステップS22)、CPU 101は、当該入力時と当該基準時との差の絶対値が所定の閾値(例えば、1/4小節)以下であるか否かを判定する(ステップS23)。 Next, when the receiving unit 302 receives an input (step S22), the CPU 101 determines whether or not the absolute value of the difference between the input and the reference time is equal to or less than a predetermined threshold (for example, 1/4 bar). Is determined (step S23).
 当該差の絶対値が所定の閾値以下である場合(ステップS23;Yes)、音声出力部301は、ガイド音声を当該楽曲のリズムに合わせて出力するのにかえて、当該補正時間だけずらした時点においてガイド音声を出力する(ステップS24)。図12は、ガイド音声が出力される時点を説明するためのタイムチャートである。音声出力部301は、図12に示すように、入力時と基準時との差だけずらした時点において、ガイド音声を出力する。 When the absolute value of the difference is equal to or less than the predetermined threshold (step S23; Yes), the audio output unit 301 is shifted by the correction time instead of outputting the guide audio in accordance with the rhythm of the music. In step S24, a guide voice is output. FIG. 12 is a time chart for explaining the time point when the guide voice is output. As shown in FIG. 12, the audio output unit 301 outputs a guide audio at a time point shifted by the difference between the input time and the reference time.
 一方、当該差の絶対値が所定の閾値より大きい場合(ステップS23;No)、基準時(第1の実施形態と同様の時点)においてガイド音声は出力される(ステップS27)。 On the other hand, when the absolute value of the difference is larger than the predetermined threshold (step S23; No), the guide voice is output at the reference time (same time as in the first embodiment) (step S27).
 次に、補正時間を更新するCPU 101は、図12に示すように、当該差を徐々に減衰させる(ステップS25)。当該減少させた差を補正時間として設定することによって、ガイド音声が出力される時点は、徐々に基準時に近づくこととなる。
 なお、CPU 101は、当該補正時間を、例えば、線形的、又は指数的等、任意に減衰させることができる。
Next, the CPU 101 that updates the correction time gradually attenuates the difference as shown in FIG. 12 (step S25). By setting the reduced difference as the correction time, the time point when the guide voice is output gradually approaches the reference time.
Note that the CPU 101 can arbitrarily attenuate the correction time, for example, linearly or exponentially.
 次に、CPU 101は、当該差が0か否か、又は、当該差が所定値以下か否かを判定する(ステップS26)。当該差が0でない場合(ステップS26;No)、減少した差が補正時間として設定され、当該補正時間だけずれた時点においてガイド音声が出力される(ステップS24)。以降、当該差を減少させることにより、ガイド音声が出力される時点が徐々に基準時に近づくこととなる。 Next, the CPU 101 determines whether or not the difference is 0, or whether or not the difference is a predetermined value or less (step S26). When the difference is not 0 (step S26; No), the decreased difference is set as the correction time, and the guide voice is output when the difference is shifted by the correction time (step S24). Thereafter, by reducing the difference, the time point at which the guide voice is output gradually approaches the reference time.
 一方、当該差が0の場合(ステップS26;Yes)、補正時間が0であるため、ガイド音声は基準時において出力される。 On the other hand, when the difference is 0 (step S26; Yes), since the correction time is 0, the guide voice is output at the reference time.
 以上により、補正時間が時間の経過とともに減衰するため、出力されるガイド音声が徐々に基準時に近づく。従って、プレイヤが当該ガイド音声に合わせて入力を続けることにより、入力時と基準時とを一致させることができる。 As described above, since the correction time is attenuated as time passes, the output guide voice gradually approaches the reference time. Therefore, when the player continues input in accordance with the guide voice, the input time and the reference time can be matched.
 なお、本願については、日本国特許願 特願2008-192497号を基礎とする優先権を主張し、当該基礎出願の内容をすべて本願にとりこむものとする。 As for the present application, the priority based on Japanese Patent Application No. 2008-192497 is claimed, and the contents of the basic application are all incorporated herein.
 以上説明したように、本発明によれば、指定されたタイミングにプレイヤが入力をすべきゲームにおいて、入力するタイミングをプレイヤにわかりやすく知らせるのに好適なゲーム装置、ゲーム制御方法、情報記録媒体、及び、プログラムを提供することができる。 As described above, according to the present invention, in a game in which a player should input at a designated timing, a game device, a game control method, an information recording medium, which are suitable for informing the player of the input timing in an easy-to-understand manner, And a program can be provided.
100 情報処理装置
101 CPU
102 ROM
103 RAM
104 インターフェース
105 マット型コントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
200 ゲーム画面
201a、201b、201c、201d 基準画像
202a、202b、202c、202d 案内画像
203 ダンスゲージ
204 スコア
205 メッセージ
206 背景画像
300 ゲーム装置
301 音声出力部
302 受付部
303 判定部
304 決定部
401a、402a、403a 基準時
401b、402b、403b 入力時
501 手拍子音
100 Information processing apparatus 101 CPU
102 ROM
103 RAM
104 Interface 105 Mat-type controller 106 External memory 107 DVD-ROM drive 108 Image processing unit 109 Audio processing unit 110 NIC
200 Game screens 201a, 201b, 201c, 201d Reference images 202a, 202b, 202c, 202d Guide image 203 Dance gauge 204 Score 205 Message 206 Background image 300 Game device 301 Audio output unit 302 Reception unit 303 Determination unit 304 Determination unit 401a, 402a , 403a Reference time 401b, 402b, 403b Input time 501

Claims (10)

  1.  楽曲を再生して出力する音声出力部(301)と、
     プレイヤからの入力を受け付ける受付部(302)と、
     当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する判定部(303)と、
     前記判定部(303)の判定結果に基づいて、ガイド音声を出力するか否かを決定する決定部(304)と、を備え、
     前記音声出力部(301)は、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を当該楽曲のリズムに合わせてさらに出力する、
     ことを特徴とするゲーム装置(300)。
    An audio output unit (301) for playing and outputting music;
    A reception unit (302) for receiving input from the player;
    The time when the input is accepted (hereinafter referred to as “input time”) matches one of a plurality of times (hereinafter referred to as “reference time”) determined in accordance with the rhythm of the music to be reproduced and output. A determination unit (303) for determining whether or not to perform;
    A determination unit (304) for determining whether to output a guide voice based on a determination result of the determination unit (303),
    When the voice output unit (301) is determined to output the guide voice, the voice output unit (301) further outputs a predetermined voice according to the rhythm of the music as the guide voice.
    A game device (300) characterized by that.
  2.  楽曲を再生して出力する音声出力部(301)と、
     プレイヤからの入力を受け付ける受付部(302)と、
     当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する判定部(303)と、
     前記判定部(303)の判定結果に基づいて、ガイド音声を出力するか否かを決定する決定部(304)と、を備え、
     前記音声出力部(301)は、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を、当該楽曲のリズムを補正時間だけずらした時点にさらに出力し、
     当該入力時と当該基準時との差の絶対値が所定の閾値以下である場合、当該補正時間は当該差に設定され、当該補正時間は時間の経過とともに減衰する、
     ことを特徴とするゲーム装置(300)。
    An audio output unit (301) for playing and outputting music;
    A reception unit (302) for receiving input from the player;
    The time when the input is accepted (hereinafter referred to as “input time”) matches one of a plurality of times (hereinafter referred to as “reference time”) determined in accordance with the rhythm of the music to be reproduced and output. A determination unit (303) for determining whether or not to perform;
    A determination unit (304) for determining whether to output a guide voice based on a determination result of the determination unit (303),
    If the audio output unit (301) is determined to output the guide audio, the audio output unit (301) further outputs a predetermined audio as the guide audio when the rhythm of the music is shifted by the correction time,
    When the absolute value of the difference between the input time and the reference time is equal to or less than a predetermined threshold, the correction time is set to the difference, and the correction time is attenuated as time passes.
    A game device (300) characterized by that.
  3.  請求項2に記載のゲーム装置(300)であって、
     当該補正時間の初期値は0である、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 2,
    The initial value of the correction time is 0.
    A game device (300) characterized by that.
  4.  請求項1に記載のゲーム装置(300)であって、
     前記決定部(304)は、当該入力時と当該基準時とが一致しない場合、当該ガイド音声を出力すると決定し、
     前記音声出力部(301)は、当該入力時と当該基準時とが一致しない回数に対応付けられる音量で当該所定の音声を出力する、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 1,
    The determination unit (304) determines to output the guide voice when the input time and the reference time do not match,
    The sound output unit (301) outputs the predetermined sound at a volume corresponding to the number of times that the input time and the reference time do not match.
    A game device (300) characterized by that.
  5.  請求項1に記載のゲーム装置(300)であって、
     前記決定部(304)は、当該入力時と当該基準時とが一致しない回数が所定の回数以上である場合、当該ガイド音声を出力すると決定する、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 1,
    The determination unit (304) determines to output the guide voice when the number of times that the input time and the reference time do not match is a predetermined number or more.
    A game device (300) characterized by that.
  6.  請求項1に記載のゲーム装置(300)であって、
     前記判定部(303)は、当該入力時が当該基準時より早いか、遅いか、をさらに判定し、
     前記音声出力部(301)は、当該ガイド音声として、前記判定部(303)が早いと判定した場合は、第1の音声を、遅いと判定した場合は、第2の音声を出力する、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 1,
    The determination unit (303) further determines whether the input time is earlier or later than the reference time,
    The sound output unit (301) outputs the first sound as the guide sound when the determination unit (303) determines early, and outputs the second sound when determined as late,
    A game device (300) characterized by that.
  7.  請求項1に記載のゲーム装置(300)であって、
     前記音声出力部(301)は、当該ガイド音声を当該楽曲の拍子のそれぞれで出力し、
     当該基準時は、当該楽曲の拍子のいずれか若しくは隣り合う拍子を1/2、1/4、若しくは、1/8に分割する時点のいずれかである、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 1,
    The audio output unit (301) outputs the guide audio at each time signature of the music,
    The reference time is either one of the time signatures of the music or the time when the adjacent time signature is divided into 1/2, 1/4, or 1/8.
    A game device (300) characterized by that.
  8.  音声出力部(301)と、受付部(302)と、判定部(303)と、決定部(304)と、を有するゲーム装置(300)にて実行されるゲーム制御方法であって、
     前記音声出力部(301)が、楽曲を再生して出力する音声出力工程と、
     前記受付部(302)が、プレイヤからの入力を受け付ける受付工程と、
     前記判定部(303)が、当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する判定工程と、
     前記決定部(304)が、前記判定部(303)の判定結果に基づいて、ガイド音声を出力するか否かを決定する決定工程と、を備え、
     前記音声出力部(301)は、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を当該楽曲のリズムに合わせてさらに出力する、
     ことを特徴とするゲーム制御方法。
    A game control method executed by a game device (300) having an audio output unit (301), a reception unit (302), a determination unit (303), and a determination unit (304),
    The audio output unit (301) reproduces and outputs a music; and
    A receiving step in which the receiving unit (302) receives an input from a player;
    The determination unit (303) has a plurality of times (hereinafter referred to as “reference times”) in which the time when the input is received (hereinafter referred to as “input time”) is determined in accordance with the rhythm of the reproduced and output music. A determination step for determining whether or not it matches any one of
    The determination unit (304) includes a determination step of determining whether to output a guide voice based on the determination result of the determination unit (303),
    When the voice output unit (301) is determined to output the guide voice, the voice output unit (301) further outputs a predetermined voice according to the rhythm of the music as the guide voice.
    A game control method characterized by the above.
  9.  コンピュータを、
     楽曲を再生して出力する音声出力部(301)と、
     プレイヤからの入力を受け付ける受付部(302)と、
     当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する判定部(303)と、
     前記判定部(303)の判定結果に基づいて、ガイド音声を出力するか否かを決定する決定部(304)と、として機能させ、
     前記音声出力部(301)は、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を当該楽曲のリズムに合わせてさらに出力する、
     ように機能させることを特徴とするプログラムを記憶することを特徴とする、コンピュータ読み取り可能な情報記録媒体。
    Computer
    An audio output unit (301) for playing and outputting music;
    A reception unit (302) for receiving input from the player;
    The time when the input is accepted (hereinafter referred to as “input time”) matches one of a plurality of times (hereinafter referred to as “reference time”) determined in accordance with the rhythm of the music to be reproduced and output. A determination unit (303) for determining whether or not to perform;
    Based on the determination result of the determination unit (303), function as a determination unit (304) that determines whether to output a guide voice,
    When the voice output unit (301) is determined to output the guide voice, the voice output unit (301) further outputs a predetermined voice according to the rhythm of the music as the guide voice.
    A computer-readable information recording medium, characterized in that it stores a program characterized by functioning as described above.
  10.  コンピュータを、
     楽曲を再生して出力する音声出力部(301)と、
     プレイヤからの入力を受け付ける受付部(302)と、
     当該入力が受け付けられた時刻(以下「入力時」という。)が、当該再生されて出力される楽曲のリズムに合わせて定められる複数の時刻(以下「基準時」という。)のいずれかに一致するか否かを判定する判定部(303)と、
     前記判定部(303)の判定結果に基づいて、ガイド音声を出力するか否かを決定する決定部(304)と、として機能させ、
     前記音声出力部(301)は、当該ガイド音声を出力すると決定された場合、当該ガイド音声として所定の音声を当該楽曲のリズムに合わせてさらに出力する、
     ように機能させることを特徴とするプログラム。
    Computer
    An audio output unit (301) for playing and outputting music;
    A reception unit (302) for receiving input from the player;
    The time when the input is accepted (hereinafter referred to as “input time”) matches one of a plurality of times (hereinafter referred to as “reference time”) determined in accordance with the rhythm of the music to be reproduced and output. A determination unit (303) for determining whether or not to perform;
    Based on the determination result of the determination unit (303), function as a determination unit (304) that determines whether to output a guide voice,
    When the voice output unit (301) is determined to output the guide voice, the voice output unit (301) further outputs a predetermined voice according to the rhythm of the music as the guide voice.
    A program characterized by functioning as follows.
PCT/JP2009/062954 2008-07-25 2009-07-17 Game device, game control method, information recording medium, and program WO2010010849A1 (en)

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