WO2010010849A1 - Dispositif de jeu, procédé de commande d’un jeu, support d’enregistrement d’informations, et programme - Google Patents

Dispositif de jeu, procédé de commande d’un jeu, support d’enregistrement d’informations, et programme Download PDF

Info

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
Authority
WO
WIPO (PCT)
Prior art keywords
time
output
input
voice
music
Prior art date
Application number
PCT/JP2009/062954
Other languages
English (en)
Japanese (ja)
Inventor
祐一 浅見
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2010010849A1 publication Critical patent/WO2010010849A1/fr

Links

Images

Classifications

    • 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

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Reverberation, Karaoke And Other Acoustics (AREA)
  • Electrophonic Musical Instruments (AREA)

Abstract

La présente invention a pour objet un dispositif de jeu etc. qui est approprié pour informer un joueur, d’une manière facile à comprendre, d’un moment pour l’entrée, dans un jeu dans lequel un joueur doit effectuer une entrée à un moment donné. Le dispositif de jeu (300) comprend une section de sortie vocale (301) qui reproduit et fournit en sortie une musique, une section de réception (302) qui reçoit l’entrée de la part du joueur, une section d’évaluation (303) qui évalue si le moment où l’entrée a été reçue (moment entré) correspond à un moment quelconque d’une pluralité de moments (moments de référence) fixés de manière à correspondre au rythme de la musique reproduite et fournie en sortie, et une section de détermination (304) qui détermine sur la base d’un résultat d’évaluation de la section d’évaluation (303) s’il faut fournir en sortie un guide vocal. Lorsqu’on décide de fournir en sortie le guide vocal, la section de sortie vocale (301) fournit en outre en sortie une voix prédéterminée comme le guide vocal correspondant au rythme de la musique.
PCT/JP2009/062954 2008-07-25 2009-07-17 Dispositif de jeu, procédé de commande d’un jeu, support d’enregistrement d’informations, et programme WO2010010849A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2008192497A JP4361592B1 (ja) 2008-07-25 2008-07-25 ゲーム装置、ゲーム制御方法、及び、プログラム
JP2008-192497 2008-07-25

Publications (1)

Publication Number Publication Date
WO2010010849A1 true WO2010010849A1 (fr) 2010-01-28

Family

ID=41393529

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2009/062954 WO2010010849A1 (fr) 2008-07-25 2009-07-17 Dispositif de jeu, procédé de commande d’un jeu, support d’enregistrement d’informations, et programme

Country Status (3)

Country Link
JP (1) JP4361592B1 (fr)
TW (1) TW201026363A (fr)
WO (1) WO2010010849A1 (fr)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6283987B2 (ja) * 2013-09-18 2018-02-28 カシオ計算機株式会社 操作練習装置、操作練習方法およびプログラム

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000507721A (ja) * 1996-09-26 2000-06-20 デベッカ,ジョン,アール. ジャムセッションのシミュレーションを行い、ユーザにドラムの演奏方法を教える方法及び装置
JP2000325664A (ja) * 2000-02-23 2000-11-28 Konami Co Ltd ダンスゲーム装置
JP2002000936A (ja) * 2000-06-23 2002-01-08 Konami Co Ltd ゲームシステム及びそれに用いる記憶媒体
JP2004105220A (ja) * 2002-09-13 2004-04-08 Konami Sports Life Corp トレーニング装置
JP2004357896A (ja) * 2003-06-04 2004-12-24 National Institute Of Advanced Industrial & Technology アミューズメント装置

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000507721A (ja) * 1996-09-26 2000-06-20 デベッカ,ジョン,アール. ジャムセッションのシミュレーションを行い、ユーザにドラムの演奏方法を教える方法及び装置
JP2000325664A (ja) * 2000-02-23 2000-11-28 Konami Co Ltd ダンスゲーム装置
JP2002000936A (ja) * 2000-06-23 2002-01-08 Konami Co Ltd ゲームシステム及びそれに用いる記憶媒体
JP2004105220A (ja) * 2002-09-13 2004-04-08 Konami Sports Life Corp トレーニング装置
JP2004357896A (ja) * 2003-06-04 2004-12-24 National Institute Of Advanced Industrial & Technology アミューズメント装置

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
"AOU 2007 AMUSEMENT EXPO Shutten Kakusha no Shuryoku Seihin DanceDanceRevolution SuperNOVA", 'AMUSEMENT SANGYO 4 GATSU GO', KABUSHIKI KAISHA AMYUZUMENTO SANGYO SHUPPAN, vol. 36, 26 March 2007 (2007-03-26), pages 62 *

Also Published As

Publication number Publication date
JP2010029295A (ja) 2010-02-12
JP4361592B1 (ja) 2009-11-11
TW201026363A (en) 2010-07-16

Similar Documents

Publication Publication Date Title
JP5124610B2 (ja) ゲーム装置、ゲーム処理方法、ならびに、プログラム
JP4848000B2 (ja) ゲーム装置、ゲーム処理方法、ならびに、プログラム
WO2007111247A1 (fr) système de jeu, procédé de commande de jeu, support d'enregistrement d'information et programme
JP3579042B1 (ja) ゲーム装置、ゲーム方法、ならびに、プログラム
WO2010110175A1 (fr) Dispositif de jeu, procédé de commande de jeu, support d'enregistrement d'informations et programme
KR101195760B1 (ko) 게임장치, 게임처리방법 및 정보기록매체
KR101066460B1 (ko) 게임장치, 게임제어방법 및 정보기록매체
JP5406818B2 (ja) ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム
WO2010010834A1 (fr) Machine de jeu, procédé de commande d’un jeu, support d’enregistrement d’informations, et programme
JP5177410B2 (ja) ゲーム装置、ゲーム制御方法、及び、プログラム
JP4847997B2 (ja) ゲーム装置、操作評価方法、および、プログラム
WO2010010849A1 (fr) Dispositif de jeu, procédé de commande d’un jeu, support d’enregistrement d’informations, et programme
JP2011048088A (ja) 選択装置、選択方法、および、プログラム
JP4939515B2 (ja) ゲーム装置、ゲーム処理方法、ならびに、プログラム
JP5189561B2 (ja) ゲーム装置、ゲーム制御方法、及び、プログラム
JP4417420B2 (ja) ゲーム装置、ゲーム制御方法、及び、プログラム
JP5210908B2 (ja) 動画像生成装置、ゲーム装置、動画像生成方法、ならびに、プログラム
JP5535127B2 (ja) ゲーム装置、ならびに、プログラム
WO2011010596A1 (fr) Dispositif de jeu, procédé de régulation du jeu, support de stockage d’informations et programme
JP4825273B2 (ja) ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム
JP2001246157A (ja) ゲーム装置、およびゲーム用プログラムを記録したコンピュータ読み取り可能な記録媒体

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 09800363

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 09800363

Country of ref document: EP

Kind code of ref document: A1