WO2010026917A1 - 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
WO2010026917A1
WO2010026917A1 PCT/JP2009/064962 JP2009064962W WO2010026917A1 WO 2010026917 A1 WO2010026917 A1 WO 2010026917A1 JP 2009064962 W JP2009064962 W JP 2009064962W WO 2010026917 A1 WO2010026917 A1 WO 2010026917A1
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WIPO (PCT)
Prior art keywords
reference image
color
input
image
player
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PCT/JP2009/064962
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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 WO2010026917A1 publication Critical patent/WO2010026917A1/en

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Classifications

    • 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
    • A63F13/50Controlling 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
    • A63F13/5372Controlling 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 tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F2300/306Features 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 displaying a marker associated to an object or location in the game field
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images

Definitions

  • the present invention provides a game device, a game control method, an information recording medium, and a program suitable for easily presenting to the player the timing of the input timing in a game to be input by the player at a specified timing. About.
  • a so-called music game in which a player operates input in accordance with the rhythm of music is known.
  • a music game is a game that progresses when a player inputs information with good timing when guide images sequentially displayed on a screen reach a reference image (see, for example, Patent Document 1).
  • the guide image When the guide image reaches the vicinity of the reference image, the guide image disappears from the screen when the player performs an input operation corresponding to the guide image (see, for example, Patent Document 1, paragraphs 0053 to 0059 and FIG. 3).
  • a message for example, “GREAT”, “GOOD”, etc.
  • the present invention has been made in view of the above problems, and in a game that a player should input at a designated timing, a game device suitable for easily presenting to the player the timing of input timing, It is an object to provide a game control method, an information recording medium, and a program.
  • the game device includes a display unit and a reception unit.
  • the display unit displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image.
  • the reception unit receives input from the player.
  • the display unit (a) normally displays the reference image in the first color until the input is received.
  • the display unit displays the relative position of the guide image with respect to the reference image. The reference image is highlighted in the second color associated with the position during the enhancement time.
  • the player in a game in which the player should input at a designated timing, it is possible to present to the player the early and late timing of the input timing. That is, when an input is accepted, the reference image is highlighted according to the distance (positional relationship) between the reference image and the guide image. For example, the reference image displayed in white is displayed in a light red color when the distance between the reference image and the guide image is short, and in a dark red color when the distance is long. As a result, the player can know the input timing not only from the content of the message displayed on the screen but also from the color change of the reference image that the player is constantly paying attention to.
  • the display unit displays the reference image in a third color after the highlighting and during the transition time, d) If it does not exceed, it is also possible to display the reference image in the first color for the transition time after the highlighting.
  • the difference between the highlighted display and the normal display can be clarified. For example, when the distance between the reference image and the guide image exceeds a predetermined threshold, the reference image highlighted in red is displayed in black, and when the distance does not exceed the predetermined threshold, the clear image is displayed in clear color. The highlighted reference image is displayed in white. Thereby, the player can know in detail instantly the timing of the input timing from the emphasized reference image.
  • the enhancement time and the transition time may be different time lengths or may be equal time lengths.
  • the display unit can normally display the reference image in the first color after the transition display.
  • the reference image since the highlighted reference image is displayed in a normal color, the reference image can be highlighted again when the player performs the next input. For example, a reference image highlighted in clear, red, or blue is displayed in white. Thereby, even after the reference image is highlighted once, it returns to the normal display, so that the player can instantly know in detail the timing of the input timing.
  • the reference image is displayed in a color other than the highlighted display and the normal display, the difference between the highlighted display and the normal display can be clarified.
  • the reference image is normally displayed in white and highlighted in clear colors, red, and blue
  • the reference image displayed in black which is a color other than white and clear colors, is gradually changed to white. To display. Thereby, the player can know in detail instantly the timing of the input timing from the emphasized reference image.
  • the display unit can also display a predetermined image around the reference image during the highlighting.
  • a game control method is a game control method executed by a game device having a display unit and a reception unit, the display step, the reception step, .
  • a computer-readable information recording medium displays a computer such that a guide image passes through a reference image, and the guide image is converted into the reference image. It functions as a display unit that prompts the player to input when they overlap, and a reception unit that receives the input of the player.
  • the display unit (a) uses the reference in the first color until the input is received An image is normally displayed, and (b) when the input is accepted, the second color associated with the relative position of the guide image with respect to the reference image is a predetermined time (hereinafter referred to as “enhancement time”). During this period, a program is recorded which is made to function so as to highlight the reference image.
  • 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.
  • the present invention in a game in which a player should input at a designated timing, it is possible to present to the player in an easy-to-understand manner the timing of the input timing.
  • 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 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 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 sequentially displayed. The reference images 201a, 201b, 201c, and 201d are references for the player to determine the operation timing.
  • 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. 4A shows a state where the guide image 202a has not reached the reference image 201a (when the input timing of the player is early)
  • FIG. 4B shows a state where the guide image 202a and the reference image 201a completely match
  • FIG. 4C shows a state where the guide image 202a exceeds the reference image 201a (when the player input timing is late).
  • the player can increase the score by inputting at the timing as shown in FIG. 4B.
  • the gauge bar is reduced, and the game is over when the gauge bar becomes shorter than a predetermined length.
  • 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 a display unit 301, a reception unit 302, and a determination unit 303.
  • a display unit 301 for displaying images
  • a reception unit 302 for determining the reception of the game apparatus 300.
  • a determination unit 303 for determining the reception of the game apparatus 300.
  • the function of each part is mutually linked
  • the display unit 301 reads out necessary programs and data from a DVD-ROM or the like, and as shown in FIG. 3, reference images 201a, 201b, 201c, 201d, guide images 202a, 202b, 202c, 202d, dance gauge 203, score 204, message 205, etc. are displayed on the monitor. In addition, the display unit 301 displays a character or the like imitating the action of the player on the monitor as necessary. Based on the read program, the display unit 301 moves the guide image so as to pass over the reference image. For example, as shown in FIG. 3, the guide image 202c moves so as to pass over the reference image 201c. After passing over the reference image 201 c, the guide image 202 c moves toward the upper side of the game screen 200 and disappears from the game screen 200.
  • the display unit 301 changes the colors of the reference images 201a to 201d for a predetermined time based on the determination result of the determination unit 303 described later.
  • the display unit 301 displays the reference images 201a to 201d in the first color (for example, white) until an input from the player is received.
  • the display unit 301 displays a second color (for example, red or blue) associated with the relative position of the guide images 202a to 202d with respect to the reference images 201a to 201d determined by the determination unit 303. , Bright white) and the reference images 201a to 201d are highlighted for a predetermined time.
  • the display unit 301 displays the reference images 201a to 201d highlighted in the second color in the third color (for example, black) for a predetermined time, and then again displays the normal image in the first color. indicate.
  • highlighting means displaying the color of the reference image in the second color for a predetermined highlighting time.
  • transition display refers to displaying the reference image by changing the color of the reference image from the second color to the third or first color for a predetermined transition time.
  • the normal display means displaying the color of the reference image in the first color.
  • the enhancement time and the transition time are the time for displaying the reference image in a predetermined color, and include the time for the color to change. Note that the lengths of the emphasis time and the transition time are arbitrary, and the lengths can be adjusted to be equal or different.
  • the CPU 101, the RAM 103, the image processing unit 108, and the like work together to function as the display unit 301.
  • the first color, the second color, and the third color are different from each other.
  • the displayed color is not limited to one color, and is arbitrary such as a plurality of colors and gradations.
  • 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 reception unit 302 includes at least four input buttons 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.
  • the determination unit 303 determines whether or not there is an input based on the input time information corresponding to the input operation passed from the reception unit 302. Further, the determination unit 303 determines the positional relationship between the guide images 202a to 202d and the reference images 201a to 201d at the time of input by the player. That is, the determination unit 303 determines whether the positions of the guide images 202a to 202d have not reached, matched, or exceeded the positions of the reference images 201a to 201d.
  • the display unit 301 When the game apparatus 300 is turned on and the game is started, the display unit 301 reads out necessary programs and data from a DVD-ROM or the like, and, as shown in FIG. 3, reference images 201a, 201b, 201c, 201d. , And guide images 202a, 202b, 202c, 202d, etc. are displayed on the monitor. Next, the display unit 301 normally displays a predetermined reference image in a first color (for example, white) based on the read program, and displays a predetermined guide image so as to pass over the reference image. Move (step S11). For example, the guide image 202b moves so as to pass over the reference image 201b displayed in white.
  • a first color for example, white
  • the accepting unit 302 accepts input from the player and passes the input information to the determining unit 303.
  • the determination unit 303 determines whether there is an input from the player based on the input information from the reception unit 302 (step S12).
  • the display unit 301 When there is no input from the player (step S12; No), the display unit 301 performs display or the like for moving the guide images 202a to 202d, and continues to normally display the reference images 201a to 201d in the first color (step S11). ).
  • the determination unit 303 determines a difference (positional difference) between the reference position of the guide images 202a to 202d and the reference position of the reference images 201a to 201d at the time of input based on the input information.
  • FIG. 7A and 7B are diagrams illustrating the difference in position between the guide image and the reference image.
  • the guide images 202a to The determination unit 303 determines that 202d has not reached the reference images 201a to 201d (the input timing is early).
  • the difference value is equal to or larger than a predetermined threshold and the reference positions of the guide images 202a to 202d exceed the reference positions of the reference images 201a to 201d
  • the guide images 202a to 202d are the reference images 201a to 201d. Is exceeded (the input timing is late), the determination unit 303 determines.
  • the determination unit 303 determines.
  • the determination unit 303 determines that the guide image matches the reference image (input timing matches).
  • the display unit 301 highlights the reference images 201a to 201d with a second color (for example, obvious color) for a predetermined enhancement time (for example, 1 second). (Step S14). That is, the reference images 201a to 201d displayed in the first color are displayed in the second color. Since the color changes according to the input timing input by the player, the player can know the input timing.
  • a second color for example, obvious color
  • a predetermined enhancement time for example, 1 second
  • step S15 the display unit 301 shifts and displays the reference images 201a to 201d highlighted in the second color in the first color (step S15), and returns to step S11.
  • the display unit 301 can gradually change the color for displaying the reference images 201a to 201d from the second color to the first color.
  • the speed at which the color gradually changes is arbitrary. For example, by changing the speed of the color change in conjunction with the moving speed of the guide images 202a to 202d, when the moving speed of the guide images 202a to 202d is fast, the color is changed quickly, and the moving speed of the guide images 202a to 202d is changed. When is slow, the color can be changed slowly.
  • the display unit 301 displays a second color (for example, associated with the difference in position between the guide images 202a to 202d and the reference images 201a to 201d determined by the determination unit 303).
  • the reference images 201a to 201d are highlighted in red (step S16).
  • FIG. 8 shows a reference image displayed in a second color that changes in accordance with the difference in position.
  • the display unit 301 uses the second color with weak emphasis (for example, light red) when the position difference is small, and the second color with strong emphasis when the position difference is large.
  • the reference image is highlighted (for example, dark red).
  • the display unit 301 shifts and displays the reference images 201a to 201d highlighted in the second color in the third color (for example, black) (step S17), and returns to step S11.
  • the display unit 301 may display the reference images 201a to 201d by gradually changing the colors for displaying the reference images 201a to 201d from the second color to the third color and from the third color to the first color. it can.
  • FIG. 9 is a diagram showing the color change of the reference image.
  • the display unit 301 shifts and displays the reference images 201a to 201d highlighted in the second color in the second color in step S16 or step S18 described later, and then displays the first color. Normal display.
  • the second color highlighted in the color associated with the difference in position between the guide images 202a to 202d and the reference images 201a to 201d, and the enhancement The displayed second color is distinguished from the color in the middle of changing to the first color.
  • the display unit 301 is associated with the difference in position between the guide images 202a to 202d and the reference images 201a to 201d determined by the determination unit 303, as in step S16.
  • the reference images 201a to 201d are highlighted in the second color (for example, blue) (step S18).
  • step S19 the display unit 303 displays the reference images 201a to 201d highlighted in the second color in a third color (for example, black) (step S19), and step S11.
  • a third color for example, black
  • (1) the time required for each of steps S14, S16, and S18 is equal to each other, and (2) the time required for each of steps S15, S17, and S19 is equal to each other. Further, typically, the sum of the time required for (1) and (2) is shorter than the time until the next guide images 202a to 202d arrive at the reference images 201a to 201d. Since time elapses in (1) and (2), processing is performed in parallel and in parallel so that the guide images 202a to 202d move during that time.
  • the player in a game that the player should input at the designated timing, it is possible to present to the player in an easy-to-understand manner the timing of the input timing. Since the reference image is highlighted in a color associated with the position difference between the guide image and the reference image at the time of input input by the player, it is determined whether the input timing is early, late, or coincident. The player can know.
  • FIG. 10 is a diagram illustrating a modification of the highlighted reference image.
  • the display unit 301 can highlight the reference images 201a to 201d by displaying a predetermined background image around the reference images 201a to 201d.
  • the display unit 301 can change the colors of the reference images 201a to 201d, and can further display a predetermined background image around the reference images 201a to 201d. Note that the shape and color of the predetermined background image are arbitrary.
  • 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 the program for implement
  • 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
  • Game screens 201a, 201b, 201c, 201d Reference images 202a, 202b, 202c, 202d Guide image 203
  • Dance gauge 204
  • Score 205
  • Game device 301
  • Display unit 302
  • Reception unit 303 Determination unit

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Abstract

Until an input from a player is received, a game device normal-displays a reference image with a first color.  When the input is received, the reference image is highlighted during a highlight time, with a second color corresponding to a relative position of a guide image corresponding to the reference image.  Moreover, if the size of the relative position exceeds a predetermined threshold value, the reference image is shift-displayed with a third color, during a shift time after the highlight display.  Otherwise, the reference image is shift-displayed with the first color during the shift time after the highlight display.

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、入力されたタイミングの早遅をプレイヤにわかりやすく提示す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 provides a game device, a game control method, an information recording medium, and a program suitable for easily presenting to the player the timing of the input timing in a game to be input by the player at a specified timing. About.
 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、例えば、画面上に順次表示される案内画像が、基準画像に到達したときに、プレイヤがタイミングよく入力をすることにより進行するゲームである(例えば、特許文献1参照)。案内画像が基準画像付近に到達した際に、プレイヤが当該案内画像に対応する入力操作をすることにより、当該案内画像は画面上から消滅する(例えば、特許文献1段落0053乃至0059、図3参照)。特許文献1では、プレイヤの入力タイミングに対応付けられたメッセージ(例えば、「GREAT」、「GOOD」等)が画面上に表示される。 A so-called music game (rhythm game) in which a player operates input in accordance with the rhythm of music is known. For example, a music game is a game that progresses when a player inputs information with good timing when guide images sequentially displayed on a screen reach a reference image (see, for example, Patent Document 1). When the guide image reaches the vicinity of the reference image, the guide image disappears from the screen when the player performs an input operation corresponding to the guide image (see, for example, Patent Document 1, paragraphs 0053 to 0059 and FIG. 3). ). In Patent Document 1, a message (for example, “GREAT”, “GOOD”, etc.) associated with the input timing of the player is displayed on the screen.
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、当該案内画像と当該基準画像との位置関係を確認しつつ入力操作を行い、さらに表示されるメッセージの内容を確認することにより、入力したタイミングが基準に対して早いのか遅いのかを瞬時に判断することが困難な場合があった。従って、タイミングが早いのか遅いのかを、プレイヤにわかりやすく提示する技術が求められている。 However, particularly for beginners, input operations are performed while confirming the positional relationship between the guide image and the reference image, and the content of the displayed message is further confirmed so that the input timing is relative to the reference. In some cases, it was difficult to instantly determine whether it was early or late. Therefore, there is a need for a technique that provides a player with an easy-to-understand indication of whether the timing is early or late.
 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、入力されたタイミングの早遅をプレイヤにわかりやすく提示す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 that a player should input at a designated timing, a game device suitable for easily presenting to the player the timing of input timing, It is an object to provide a game control method, an information 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、表示部と、受付部と、を含んで構成される。 To achieve the above object, the game device according to the first aspect of the present invention includes a display unit and a reception unit.
 表示部は、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す。
 受付部は、当該プレイヤの入力を受け付ける。
 また、表示部は、(a)当該入力が受け付けられるまで、第1の色彩で当該基準画像を通常表示し、(b)当該入力が受け付けられると、当該基準画像に対する当該案内画像の相対的な位置に対応付けられる第2の色彩で、強調時間の間、当該基準画像を強調表示する。
The display unit displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image.
The reception unit receives input from the player.
In addition, the display unit (a) normally displays the reference image in the first color until the input is received. (B) When the input is received, the display unit displays the relative position of the guide image with respect to the reference image. The reference image is highlighted in the second color associated with the position during the enhancement time.
 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、入力されたタイミングの早遅をプレイヤにわかりやすく提示することができる。つまり、入力が受け付けられた場合、基準画像と案内画像との距離(位置関係)に応じて、当該基準画像が強調表示される。例えば、白色で表示された基準画像を、基準画像と案内画像との距離が近い場合には薄い赤色で、また、当該距離が遠い場合には濃い赤色で、表示する。
 その結果、画面上に表示されるメッセージの内容からだけでなく、プレイヤが絶えず注目をしている当該基準画像の色彩変化から、入力したタイミングをプレイヤは知ることができる。
With these configurations, in a game in which the player should input at a designated timing, it is possible to present to the player the early and late timing of the input timing. That is, when an input is accepted, the reference image is highlighted according to the distance (positional relationship) between the reference image and the guide image. For example, the reference image displayed in white is displayed in a light red color when the distance between the reference image and the guide image is short, and in a dark red color when the distance is long.
As a result, the player can know the input timing not only from the content of the message displayed on the screen but also from the color change of the reference image that the player is constantly paying attention to.
 表示部は、当該相対的な位置の大きさが、所定の閾値を(c)超える場合、当該強調表示の後、第3の色彩で、移行時間の間、当該基準画像を移行表示し、(d)超えない場合、当該強調表示の後、当該第1の色彩で、当該移行時間の間、当該基準画像を移行表示する、ことも可能である。 When the relative position size exceeds a predetermined threshold value (c), the display unit displays the reference image in a third color after the highlighting and during the transition time, d) If it does not exceed, it is also possible to display the reference image in the first color for the transition time after the highlighting.
 これらの構成により、強調表示された基準画像の色彩がさらに変化するため、強調表示と通常表示との差を明確にすることができる。例えば、基準画像と案内画像との距離が所定の閾値を超える場合には、赤色で強調表示された基準画像を黒色で表示し、当該距離が所定の閾値を超えない場合には、明白色で強調表示された基準画像を白色で表示する。
 これにより、強調された基準画像から、プレイヤは入力したタイミングの早遅を瞬時に詳しく知ることができる。
 なお、強調時間と移行時間とは、異なる時間長であっても良いし、等しい時間長であってもよい。
With these configurations, since the color of the highlighted reference image further changes, the difference between the highlighted display and the normal display can be clarified. For example, when the distance between the reference image and the guide image exceeds a predetermined threshold, the reference image highlighted in red is displayed in black, and when the distance does not exceed the predetermined threshold, the clear image is displayed in clear color. The highlighted reference image is displayed in white.
Thereby, the player can know in detail instantly the timing of the input timing from the emphasized reference image.
Note that the enhancement time and the transition time may be different time lengths or may be equal time lengths.
 当該強調時間の間、当該基準画像を表示する色彩を、当該第2の色彩から、当該第1若しくは当該第3の色彩へ、次第に変化させる、ことも可能である。 During the enhancement time, it is also possible to gradually change the color for displaying the reference image from the second color to the first or third color.
 これらの構成により、基準画像の強調表示が一度解除されるため、強調表示と通常表示との差を明確にすることができる。例えば、基準画像の色彩を、明白色から白色へ、赤色から黒色へ、また、青色から黒色へ、次第に変化させて表示する。
 これにより、強調された基準画像から、プレイヤは入力したタイミングの早遅を瞬時に詳しく知ることができる。
With these configurations, since the highlighting of the reference image is once canceled, the difference between the highlighting and the normal display can be clarified. For example, the color of the reference image is gradually changed from a clear color to white, from red to black, and from blue to black.
Thereby, the player can know in detail instantly the timing of the input timing from the emphasized reference image.
 表示部は、当該移行表示の後、当該第1の色彩で、当該基準画像を通常表示する、ことも可能である。 The display unit can normally display the reference image in the first color after the transition display.
 これらの構成により、強調表示された基準画像が、通常の色彩で表示されるため、プレイヤが次の入力を行う際に、基準画像を再び強調表示させることができる。例えば、明白色、赤色、また、青色で強調表示された基準画像を、白色で表示する。
 これにより、基準画像が一度強調表示された後も通常表示に戻るため、プレイヤは入力したタイミングの早遅を瞬時に詳しく知ることができる。
With these configurations, since the highlighted reference image is displayed in a normal color, the reference image can be highlighted again when the player performs the next input. For example, a reference image highlighted in clear, red, or blue is displayed in white.
Thereby, even after the reference image is highlighted once, it returns to the normal display, so that the player can instantly know in detail the timing of the input timing.
 当該移行時間の間、当該基準画像を表示する色彩を、当該第1若しくは第3の色彩から、当該第1の色彩へ、次第に変化させる、ことも可能である。 During the transition time, it is possible to gradually change the color for displaying the reference image from the first or third color to the first color.
 これらの構成により、強調表示及び通常表示以外の色彩で基準画像が表示されるため、強調表示と通常表示との差を明確にすることができる。例えば、基準画像を、白色で通常表示し、また、明白色、赤色、青色で強調表示する場合、白色及び明白色等以外の色彩である黒色で表示された基準画像を、白色へ次第に変化させて表示する。
 これにより、強調された基準画像から、プレイヤは入力したタイミングの早遅を瞬時に詳しく知ることができる。
With these configurations, since the reference image is displayed in a color other than the highlighted display and the normal display, the difference between the highlighted display and the normal display can be clarified. For example, when the reference image is normally displayed in white and highlighted in clear colors, red, and blue, the reference image displayed in black, which is a color other than white and clear colors, is gradually changed to white. To display.
Thereby, the player can know in detail instantly the timing of the input timing from the emphasized reference image.
 表示部は、当該強調表示の間、当該基準画像の周囲に所定の画像を表示する、ことも可能である。 The display unit can also display a predetermined image around the reference image during the highlighting.
 これらの構成により、基準画像の表示がより強調されるため、プレイヤは入力したタイミングの早遅を瞬時に詳しく知ることができる。 With these configurations, since the display of the reference image is more emphasized, the player can instantly know in detail the timing of the input timing.
 上記の目的を達成するため、本発明の他の観点に係るゲーム制御方法は、表示部と、受付部と、を有するゲーム装置が実行するゲーム制御方法であって、表示工程と、受付工程と、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 executed by a game device having a display unit and a reception unit, the display step, the reception step, .
 表示工程では、表示部が、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す。
 受付工程では、受付部が、当該プレイヤの入力を受け付ける。
 また、表示工程では、(a)当該入力が受け付けられるまで、第1の色彩で当該基準画像を通常表示し、(b)当該入力が受け付けられると、当該基準画像に対する当該案内画像の相対的な位置に対応付けられる第2の色彩で、強調時間の間、当該基準画像を強調表示する。
In the display step, the display unit displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image.
In the reception process, the reception unit receives input from the player.
In the display step, (a) the reference image is normally displayed in the first color until the input is received, and (b) when the input is received, the guide image is relative to the reference image. The reference image is highlighted in the second color associated with the position during the enhancement time.
 上記の目的を達成するため、本発明の他の観点に係るコンピュータ読み取り可能な情報記録媒体は、コンピュータを、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部と、当該プレイヤの入力を受け付ける受付部と、として機能させ、表示部は、(a)当該入力が受け付けられるまで、第1の色彩で当該基準画像を通常表示し、(b)当該入力が受け付けられると、当該基準画像に対する当該案内画像の相対的な位置に対応付けられる第2の色彩で、所定の時間(以下「強調時間」という。)の間、当該基準画像を強調表示する、ように機能させることを特徴とするプログラムを記録する。 In order to achieve the above object, a computer-readable information recording medium according to another aspect of the present invention displays a computer such that a guide image passes through a reference image, and the guide image is converted into the reference image. It functions as a display unit that prompts the player to input when they overlap, and a reception unit that receives the input of the player. The display unit (a) uses the reference in the first color until the input is received An image is normally displayed, and (b) when the input is accepted, the second color associated with the relative position of the guide image with respect to the reference image is a predetermined time (hereinafter referred to as “enhancement time”). During this period, a program is recorded which is made to function so as to highlight the reference image.
 上記の目的を達成するため、本発明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、入力されたタイミングの早遅をプレイヤにわかりやすく提示することができる。 According to the present invention, in a game in which a player should input at a designated timing, it is possible to present to the player in an easy-to-understand manner the timing of the input timing.
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 concerning an embodiment of the invention is 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. 案内画像が基準画像に到達していない状態を示す図である。It is a figure showing the state where the guidance image has not reached the reference image. 案内画像と基準画像とが一致している状態を示す図である。It is a figure which shows the state in which a guidance image and a reference | standard image correspond. 案内画像が基準画像を超えている状態を示す図である。It is a figure which shows the state in which the guidance image exceeds the reference | standard image. 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. 表示処理を説明するフローチャートである。It is a flowchart explaining a display process. 案内画像と基準画像とが一致していない状態を示す図である。It is a figure which shows the state from which a guidance image and a reference | standard image do not correspond. 案内画像と基準画像とが一致している状態を示す図である。It is a figure which shows the state in which a guidance image and a reference | standard image correspond. 位置の差に対応して色彩が変化する基準画像を説明する図である。It is a figure explaining the reference | standard image from which a color changes corresponding to the difference of a position. 基準画像の色彩変化を説明する図である。It is a figure explaining the color change of a reference | standard image. 強調表示される基準画像の変形例を示す図である。It is a figure which shows the modification of the reference | standard image displayed highlighted.
 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。
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.
 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。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 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る。 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 sequentially displayed. The reference images 201a, 201b, 201c, and 201d are references for the player to determine the operation timing.
 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.
 次に、基準画像と案内画像とのずれについて説明する。図4Aは、案内画像202aが基準画像201aに到達していない状態(プレイヤの入力タイミングが早い場合)を示し、図4Bは、案内画像202aと基準画像201aとが完全に一致している状態(プレイヤの入力タイミングが一致している場合)を示し、図4Cは、案内画像202aが基準画像201aを超えている状態(プレイヤの入力タイミングが遅い場合)を示す。プレイヤは、図4Bに示される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、図4A及び4Cに示される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。 Next, the difference between the reference image and the guide image will be described. FIG. 4A shows a state where the guide image 202a has not reached the reference image 201a (when the input timing of the player is early), and FIG. 4B shows a state where the guide image 202a and the reference image 201a completely match ( FIG. 4C shows a state where the guide image 202a exceeds the reference image 201a (when the player input timing is late). The player can increase the score by inputting at the timing as shown in FIG. 4B. On the other hand, when the input is performed at the timing shown in FIGS. 4A and 4C, the gauge bar is reduced, and the game is over when the gauge bar becomes shorter than a predetermined length.
 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、表示部301と、受付部302と、判定部303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 a display unit 301, a reception unit 302, and a determination unit 303. 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.
 表示部301は、DVD-ROM等から必要なプログラムやデータを読み出し、図3に示すように、基準画像201a、201b、201c、201d、案内画像202a、202b、202c、202d、ダンスゲージ203、スコア204、メッセージ205等をモニタに表示する。また、表示部301は、プレイヤの動作を模したキャラクタ等も必要に応じてモニタに表示する。表示部301は、読み出されたプログラムに基づき、基準画像上を通過するように案内画像を移動させる。例えば、図3に示すように、案内画像202cは、基準画像201c上を通過するように移動する。基準画像201c上を通過した後、案内画像202cはゲーム画面200の上辺に向かって移動し、ゲーム画面200から消える。 The display unit 301 reads out necessary programs and data from a DVD-ROM or the like, and as shown in FIG. 3, reference images 201a, 201b, 201c, 201d, guide images 202a, 202b, 202c, 202d, dance gauge 203, score 204, message 205, etc. are displayed on the monitor. In addition, the display unit 301 displays a character or the like imitating the action of the player on the monitor as necessary. Based on the read program, the display unit 301 moves the guide image so as to pass over the reference image. For example, as shown in FIG. 3, the guide image 202c moves so as to pass over the reference image 201c. After passing over the reference image 201 c, the guide image 202 c moves toward the upper side of the game screen 200 and disappears from the game screen 200.
 また、表示部301は、後述する判定部303の判定結果に基づいて、所定の時間、基準画像201a~201dの色彩を変更する。まず、表示部301は、プレイヤからの入力が受け付けられるまで、第1の色彩(例えば、白色)で基準画像201a~201dを表示する。次に、入力が受け付けられると、表示部301は、判定部303が判定した基準画像201a~201dに対する案内画像202a~202dの相対的な位置に対応付けられる第2の色彩(例えば、赤色、青色、明るい白色)で、所定の時間、基準画像201a~201dを強調表示する。次に、表示部301は、第2の色彩で強調表示された基準画像201a~201dを、所定の時間、第3の色彩(例えば、黒色)で移行表示した後、再び第1の色彩で通常表示する。 Further, the display unit 301 changes the colors of the reference images 201a to 201d for a predetermined time based on the determination result of the determination unit 303 described later. First, the display unit 301 displays the reference images 201a to 201d in the first color (for example, white) until an input from the player is received. Next, when the input is accepted, the display unit 301 displays a second color (for example, red or blue) associated with the relative position of the guide images 202a to 202d with respect to the reference images 201a to 201d determined by the determination unit 303. , Bright white) and the reference images 201a to 201d are highlighted for a predetermined time. Next, the display unit 301 displays the reference images 201a to 201d highlighted in the second color in the third color (for example, black) for a predetermined time, and then again displays the normal image in the first color. indicate.
 ここで、強調表示とは、所定の強調時間の間、基準画像の色彩を第2の色彩で表示することをいう。また、移行表示とは、所定の移行時間の間、基準画像の色彩を第2の色彩から第3又は第1の色彩へ変化させて表示することをいう。さらに、通常表示とは、基準画像の色彩を第1の色彩で表示することをいう。また、強調時間及び移行時間は、基準画像を所定の色彩で表示する時間をいい、色彩が変化する時間も含まれる。
 なお、強調時間及び移行時間の長さは任意であり、また、当該長さを等しくまた異なるように調整することもできる。
Here, highlighting means displaying the color of the reference image in the second color for a predetermined highlighting time. In addition, transition display refers to displaying the reference image by changing the color of the reference image from the second color to the third or first color for a predetermined transition time. Furthermore, the normal display means displaying the color of the reference image in the first color. The enhancement time and the transition time are the time for displaying the reference image in a predetermined color, and include the time for the color to change.
Note that the lengths of the emphasis time and the transition time are arbitrary, and the lengths can be adjusted to be equal or different.
 CPU 101、RAM 103、及び画像処理部108等が協働して動作することにより、表示部301として機能する。
 なお、第1の色彩、第2の色彩、第3の色彩は、それぞれ異なる色彩である。また、表示される色彩は、1色に限定されず、複数の色、グラデーション等、任意である。
The CPU 101, the RAM 103, the image processing unit 108, and the like work together to function as the display unit 301.
Note that the first color, the second color, and the third color are different from each other. Further, the displayed color is not limited to one color, and is arbitrary such as a plurality of colors and gradations.
 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。受付部302は、図3に示すように、4つの案内画像202a、202b、202c、202dに対応する少なくとも4つの入力ボタンを備える。
 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, the reception unit 302 includes at least four input buttons 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、受付部302から渡される入力操作に対応する入力時情報に基づいて、入力の有無を判定する。また、判定部303は、プレイヤが入力をした入力時における案内画像202a~202dと基準画像201a~201dとの位置関係を判定する。つまり、案内画像202a~202dの位置が基準画像201a~201dの位置に対して、到達していないか、一致しているか、超えているか、を判定部303は判定する。 The determination unit 303 determines whether or not there is an input based on the input time information corresponding to the input operation passed from the reception unit 302. Further, the determination unit 303 determines the positional relationship between the guide images 202a to 202d and the reference images 201a to 201d at the time of input by the player. That is, the determination unit 303 determines whether the positions of the guide images 202a to 202d have not reached, matched, or exceeded the positions of the reference images 201a to 201d.
 判定部303は、図4Aに示される位置関係を、案内画像202aが基準画像201aに到達していないと判定し、図4Bに示される位置関係を、案内画像202aと基準画像201aとが完全に一致していると判定し、図4Cに示される位置関係を、案内画像202aが基準画像201aを超えていると判定する。判定部303は、案内画像202a~202dと基準画像201a~201dとの当該位置関係を判定し、当該判定結果を表示部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、判定部303として機能する。
The determination unit 303 determines that the guide image 202a has not reached the reference image 201a based on the positional relationship shown in FIG. 4A, and the guide image 202a and the reference image 201a are completely compared with the positional relationship shown in FIG. 4B. It is determined that they match, and the positional relationship shown in FIG. 4C is determined that the guide image 202a exceeds the reference image 201a. The determination unit 303 determines the positional relationship between the guide images 202a to 202d and the reference images 201a to 201d, and passes the determination result to the display unit 301.
Note that the CPU 101, the RAM 103, and the like operate in cooperation to function as the determination unit 303.
(表示処理)
 次に、基準画像201a~201dが強調表示される表示処理を、図6のフローチャートを参照して説明する。なお、本フローチャートでは、案内画像202a~202dの移動表示の処理については、理解を容易にするため、図示を省略している。
(Display processing)
Next, display processing in which the reference images 201a to 201d are highlighted will be described with reference to the flowchart of FIG. In the flowchart, the process of moving and displaying the guide images 202a to 202d is not shown for easy understanding.
 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、表示部301は、DVD-ROM等から必要なプログラムやデータを読み出し、図3に示すように、基準画像201a、201b、201c、201d、及び案内画像202a、202b、202c、202d等をモニタに表示する。次に、表示部301は、読み出されたプログラムに基づき、所定の基準画像を第1の色彩(例えば、白色)で通常表示して、当該基準画像上を通過するように所定の案内画像を移動させる(ステップS11)。例えば、案内画像202bは、白色で表示された基準画像201b上を通過するように移動する。 When the game apparatus 300 is turned on and the game is started, the display unit 301 reads out necessary programs and data from a DVD-ROM or the like, and, as shown in FIG. 3, reference images 201a, 201b, 201c, 201d. , And guide images 202a, 202b, 202c, 202d, etc. are displayed on the monitor. Next, the display unit 301 normally displays a predetermined reference image in a first color (for example, white) based on the read program, and displays a predetermined guide image so as to pass over the reference image. Move (step S11). For example, the guide image 202b moves so as to pass over the reference image 201b displayed in white.
 次に、受付部302は、プレイヤから入力を受け付け、当該入力情報を判定部303に渡す。判定部303は、受付部302からの入力情報に基づいて、プレイヤからの入力があるか否かを判定する(ステップS12)。 Next, the accepting unit 302 accepts input from the player and passes the input information to the determining unit 303. The determination unit 303 determines whether there is an input from the player based on the input information from the reception unit 302 (step S12).
 プレイヤからの入力がない場合(ステップS12;No)、表示部301は、案内画像202a~202dを移動させる表示等を行い、第1の色彩で基準画像201a~201dを通常表示し続ける(ステップS11)。 When there is no input from the player (step S12; No), the display unit 301 performs display or the like for moving the guide images 202a to 202d, and continues to normally display the reference images 201a to 201d in the first color (step S11). ).
 一方、プレイヤからの入力がある場合(ステップS12;Yes)、判定部303は、受付部302がプレイヤからの入力を受け付けた入力時における基準画像201a~201dに対する案内画像202a~202dの相対的な位置(案内画像と基準画像との位置関係)を判定する(ステップS13)。 On the other hand, when there is an input from the player (step S12; Yes), the determination unit 303 compares the guide images 202a to 202d with respect to the reference images 201a to 201d at the time of input when the receiving unit 302 receives the input from the player. The position (positional relationship between the guide image and the reference image) is determined (step S13).
 判定部303は、入力情報に基づいて、入力時における案内画像202a~202dの基準位置と基準画像201a~201dの基準位置との差(位置の差)を判定する。 The determination unit 303 determines a difference (positional difference) between the reference position of the guide images 202a to 202d and the reference position of the reference images 201a to 201d at the time of input based on the input information.
 図7A及びBは、案内画像と基準画像との位置の差を説明する図である。図7Aに示されるように、当該差の値が所定の閾値以上であり、かつ、案内画像202a~202dの基準位置が基準画像201a~201dの基準位置に到達していない場合、案内画像202a~202dが基準画像201a~201dに到達していない(入力タイミングが早い)と、判定部303は判定する。一方、当該差の値が所定の閾値以上であり、かつ、案内画像202a~202dの基準位置が基準画像201a~201dの基準位置を超えている場合、案内画像202a~202dが基準画像201a~201dを超えている(入力タイミングが遅い)と、判定部303は判定する。
 また、図7Bに示されるように、当該差の値が所定の閾値未満の場合、案内画像と基準画像とが一致している(入力タイミングが一致)と、判定部303は判定する。
7A and 7B are diagrams illustrating the difference in position between the guide image and the reference image. As shown in FIG. 7A, when the value of the difference is equal to or greater than a predetermined threshold and the reference positions of the guide images 202a to 202d have not reached the reference positions of the reference images 201a to 201d, the guide images 202a to The determination unit 303 determines that 202d has not reached the reference images 201a to 201d (the input timing is early). On the other hand, when the difference value is equal to or larger than a predetermined threshold and the reference positions of the guide images 202a to 202d exceed the reference positions of the reference images 201a to 201d, the guide images 202a to 202d are the reference images 201a to 201d. Is exceeded (the input timing is late), the determination unit 303 determines.
Also, as shown in FIG. 7B, when the difference value is less than the predetermined threshold, the determination unit 303 determines that the guide image matches the reference image (input timing matches).
 入力タイミングが一致する場合(ステップS13;一致)、表示部301は、第2の色彩(例えば、明白色)で、所定の強調時間(例えば、1秒間)、基準画像201a~201dを強調表示する(ステップS14)。つまり、第1の色彩で表示された基準画像201a~201dが、第2の色彩で表示される。プレイヤが入力した入力タイミングに応じて当該色彩が変化するため、プレイヤは入力したタイミングを知ることができる。 When the input timings match (step S13; match), the display unit 301 highlights the reference images 201a to 201d with a second color (for example, obvious color) for a predetermined enhancement time (for example, 1 second). (Step S14). That is, the reference images 201a to 201d displayed in the first color are displayed in the second color. Since the color changes according to the input timing input by the player, the player can know the input timing.
 次に、表示部301は、第2の色彩で強調表示された基準画像201a~201dを、第1の色彩で移行表示し、(ステップS15)、ステップS11に戻る。ステップS15において、表示部301は、基準画像201a~201dを表示する色彩を、第2の色彩から第1の色彩へ次第に変化させることもできる。
 なお、色彩を次第に変化させる速度は任意である。例えば、案内画像202a~202dの移動速度と連動させて色彩変化の速度を変えることにより、案内画像202a~202dの移動速度が早い場合には色彩を早く変化させ、案内画像202a~202dの移動速度が遅い場合には色彩を遅く変化させることもできる。
Next, the display unit 301 shifts and displays the reference images 201a to 201d highlighted in the second color in the first color (step S15), and returns to step S11. In step S15, the display unit 301 can gradually change the color for displaying the reference images 201a to 201d from the second color to the first color.
The speed at which the color gradually changes is arbitrary. For example, by changing the speed of the color change in conjunction with the moving speed of the guide images 202a to 202d, when the moving speed of the guide images 202a to 202d is fast, the color is changed quickly, and the moving speed of the guide images 202a to 202d is changed. When is slow, the color can be changed slowly.
 入力タイミングが早い場合(ステップS13;早い)、表示部301は、判定部303が判定した案内画像202a~202dと基準画像201a~201dとの位置の差に対応付けられる第2の色彩(例えば、赤色)で、基準画像201a~201dを強調表示する(ステップS16)。 When the input timing is early (step S13; early), the display unit 301 displays a second color (for example, associated with the difference in position between the guide images 202a to 202d and the reference images 201a to 201d determined by the determination unit 303). The reference images 201a to 201d are highlighted in red (step S16).
 図8は、位置の差に対応して変化する第2の色彩で表示される基準画像を示す。表示部301は、図8に示すように、位置の差が小さい場合、強調の弱い第2の色彩(例えば、薄い赤)で、また、位置の差が大きい場合、強調の強い第2の色彩(例えば、濃い赤)で、基準画像を強調表示する。 FIG. 8 shows a reference image displayed in a second color that changes in accordance with the difference in position. As shown in FIG. 8, the display unit 301 uses the second color with weak emphasis (for example, light red) when the position difference is small, and the second color with strong emphasis when the position difference is large. The reference image is highlighted (for example, dark red).
 次に、表示部301は、第2の色彩で強調表示された基準画像201a~201dを、第3の色彩(例えば、黒色)で移行表示し(ステップS17)、ステップS11に戻る。
 なお、表示部301は、基準画像201a~201dを表示する色彩を、第2の色彩から第3の色彩へ、また、第3の色彩から第1の色彩へ、次第に変化させて表示することもできる。
Next, the display unit 301 shifts and displays the reference images 201a to 201d highlighted in the second color in the third color (for example, black) (step S17), and returns to step S11.
The display unit 301 may display the reference images 201a to 201d by gradually changing the colors for displaying the reference images 201a to 201d from the second color to the third color and from the third color to the first color. it can.
 図9は、基準画像の色彩変化を示す図である。表示部301は、図9に示すように、ステップS16又は後述するステップS18において、第2の色彩で強調表示した基準画像201a~201dを、第3の色彩で移行表示した後、第1の色彩で通常表示する。基準画像201a~201dを第3の色彩で移行表示することにより、案内画像202a~202dと基準画像201a~201dとの位置の差に対応付けられる色彩で強調表示される第2の色彩と、強調表示された第2の色彩が第1の色彩に変化する途中の色彩と、が区別される。 FIG. 9 is a diagram showing the color change of the reference image. As shown in FIG. 9, the display unit 301 shifts and displays the reference images 201a to 201d highlighted in the second color in the second color in step S16 or step S18 described later, and then displays the first color. Normal display. By shifting and displaying the reference images 201a to 201d in the third color, the second color highlighted in the color associated with the difference in position between the guide images 202a to 202d and the reference images 201a to 201d, and the enhancement The displayed second color is distinguished from the color in the middle of changing to the first color.
 入力タイミングが遅い場合(ステップS13;遅い)、表示部301は、ステップS16と同様に、判定部303が判定した案内画像202a~202dと基準画像201a~201dとの位置の差に対応付けられる第2の色彩(例えば、青色)で、基準画像201a~201dを強調表示する(ステップS18)。 When the input timing is late (step S13; late), the display unit 301 is associated with the difference in position between the guide images 202a to 202d and the reference images 201a to 201d determined by the determination unit 303, as in step S16. The reference images 201a to 201d are highlighted in the second color (for example, blue) (step S18).
 次に、表示部303は、ステップS16と同様に、第2の色彩で強調表示された基準画像201a~201dを、第3の色彩(例えば、黒色)で移行表示し(ステップS19)、ステップS11に戻る。 Next, similarly to step S16, the display unit 303 displays the reference images 201a to 201d highlighted in the second color in a third color (for example, black) (step S19), and step S11. Return to.
 なお、典型的には、(1)ステップS14、S16、S18のそれぞれにかかる時間は互いに等しく、また、(2)ステップS15、S17、S19のそれぞれにかかる時間は互いに等しい。
 また、典型的には、(1)及び(2)に要する時間の和は、次の案内画像202a~202dが基準画像201a~201dに到着するまでの時間よりも短い。(1)や(2)において時間が経過するので、その間にも案内画像202a~202dは移動するように、並行・並列に処理が行われる。
Typically, (1) the time required for each of steps S14, S16, and S18 is equal to each other, and (2) the time required for each of steps S15, S17, and S19 is equal to each other.
Further, typically, the sum of the time required for (1) and (2) is shorter than the time until the next guide images 202a to 202d arrive at the reference images 201a to 201d. Since time elapses in (1) and (2), processing is performed in parallel and in parallel so that the guide images 202a to 202d move during that time.
 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、入力されたタイミングの早遅をプレイヤにわかりやすく提示することができる。
 プレイヤが入力した入力時における案内画像と基準画像との位置の差に対応付けられる色彩で、基準画像が強調表示されるため、入力タイミングが、早い、遅い、又は、一致しているか否かをプレイヤは知ることができる。
With the above processing, in a game that the player should input at the designated timing, it is possible to present to the player in an easy-to-understand manner the timing of the input timing.
Since the reference image is highlighted in a color associated with the position difference between the guide image and the reference image at the time of input input by the player, it is determined whether the input timing is early, late, or coincident. The player can know.
 なお、本発明は上記実施の形態に限定されず、種々の変形及び応用が可能である。 It should be noted that the present invention is not limited to the above embodiment, and various modifications and applications are possible.
 図10は、強調表示される基準画像の変形例を示す図である。表示部301は、図10に示すように、基準画像201a~201dの周囲に所定の背景画像を表示することにより、基準画像201a~201dを強調表示することもできる。表示部301は、基準画像201a~201dの色彩を変更し、さらに、所定の背景画像を基準画像201a~201dの周囲に表示することもできる。
 なお、所定の背景画像の形状及び色彩等は、任意である。
FIG. 10 is a diagram illustrating a modification of the highlighted reference image. As shown in FIG. 10, the display unit 301 can highlight the reference images 201a to 201d by displaying a predetermined background image around the reference images 201a to 201d. The display unit 301 can change the colors of the reference images 201a to 201d, and can further display a predetermined background image around the reference images 201a to 201d.
Note that the shape and color of the predetermined background image are arbitrary.
 なお、本願については、日本国特許願 特願2008-228060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。 For this application, the priority based on Japanese Patent Application No. 2008-228060 is claimed, and all the contents of the basic application are incorporated into this application.
 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、これらをコンピュータにて実現するための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 the program for implement | achieving these with a computer 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 表示部
302 受付部
303 判定部
 
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 Display unit 302 Reception unit 303 Determination unit

Claims (9)

  1.  案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
     当該プレイヤの入力を受け付ける受付部(302)と、を備え、
     前記表示部(301)は、
     (a)当該入力が受け付けられるまで、第1の色彩で当該基準画像を通常表示し、
     (b)当該入力が受け付けられると、当該基準画像に対する当該案内画像の相対的な位置に対応付けられる第2の色彩で、所定の時間(以下「強調時間」という。)の間、当該基準画像を強調表示する、
     ことを特徴とするゲーム装置(300)。
    A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
    A receiving unit (302) for receiving input from the player,
    The display unit (301)
    (A) normal display of the reference image in the first color until the input is accepted;
    (B) When the input is accepted, the reference image is in a second color associated with the relative position of the guide image with respect to the reference image for a predetermined time (hereinafter referred to as “enhancement time”). To highlight,
    A game device (300) characterized by the above.
  2.  請求項1に記載のゲーム装置(300)であって、
     前記表示部(301)は、当該相対的な位置の大きさが、所定の閾値を
     (c)超える場合、当該強調表示の後、第3の色彩で、所定の時間(以下「移行時間」という。)の間、当該基準画像を移行表示し、
     (d)超えない場合、当該強調表示の後、当該第1の色彩で、当該移行時間の間、当該基準画像を移行表示する、
     ことを特徴とするゲーム装置(300)。
    The game device (300) according to claim 1, wherein
    When the relative position size exceeds a predetermined threshold value (c), the display unit (301) displays the third color after the highlighting for a predetermined time (hereinafter referred to as “transition time”). )), The reference image is transferred and displayed.
    (D) If it does not exceed, after the highlighting, the reference image is displayed in transition in the first color during the transition time.
    A game device (300) characterized by the above.
  3.  請求項2に記載のゲーム装置(300)であって、
     当該強調時間の間、当該基準画像を表示する色彩を、当該第2の色彩から、当該第1若しくは当該第3の色彩へ、次第に変化させる、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 2,
    During the enhancement time, the color for displaying the reference image is gradually changed from the second color to the first or third color.
    A game device (300) characterized by the above.
  4.  請求項3に記載のゲーム装置(300)であって、
     前記表示部(301)は、当該移行表示の後、当該第1の色彩で、当該基準画像を通常表示する、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 3, wherein
    The display unit (301) normally displays the reference image in the first color after the transition display.
    A game device (300) characterized by the above.
  5.  請求項4に記載のゲーム装置(300)であって、
     当該移行時間の間、当該基準画像を表示する色彩を、当該第1若しくは第3の色彩から、当該第1の色彩へ、次第に変化させる、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 4, wherein
    During the transition time, the color for displaying the reference image is gradually changed from the first or third color to the first color.
    A game device (300) characterized by the above.
  6.  請求項5に記載のゲーム装置(300)であって、
     前記表示部(301)は、当該強調表示の間、当該基準画像の周囲に所定の画像を表示する、
     ことを特徴とするゲーム装置(300)。
    A game device (300) according to claim 5,
    The display unit (301) displays a predetermined image around the reference image during the highlighting.
    A game device (300) characterized by the above.
  7.  表示部(301)と、受付部(302)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、
     前記表示部(301)が、案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示工程と、
     前記受付部(302)が、当該プレイヤの入力を受け付ける受付工程と、を備え、
     前記表示工程は、
     (a)当該入力が受け付けられるまで、第1の色彩で当該基準画像を通常表示し、
     (b)当該入力が受け付けられると、当該基準画像に対する当該案内画像の相対的な位置に対応付けられる第2の色彩で、所定の時間(以下「強調時間」という。)の間、当該基準画像を強調表示する、
     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 a display unit (301) and a reception unit (302),
    A display step in which the display unit (301) displays the guide image so as to pass the reference image, and prompts the player to input when the guide image overlaps the reference image;
    The reception unit (302) includes a reception step of receiving input from the player,
    The display step includes
    (A) normal display of the reference image in the first color until the input is accepted;
    (B) When the input is accepted, the reference image is in a second color associated with the relative position of the guide image with respect to the reference image for a predetermined time (hereinafter referred to as “enhancement time”). To highlight,
    A game control method characterized by the above.
  8.  コンピュータを、
     案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
     当該プレイヤの入力を受け付ける受付部(302)と、として機能させ、
     前記表示部(301)は、
     (a)当該入力が受け付けられるまで、第1の色彩で当該基準画像を通常表示し、
     (b)当該入力が受け付けられると、当該基準画像に対する当該案内画像の相対的な位置に対応付けられる第2の色彩で、所定の時間(以下「強調時間」という。)の間、当該基準画像を強調表示する、
     ように機能させることを特徴とするプログラムを記録したコンピュータ読み取り可能な情報記録媒体。
    Computer
    A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
    Function as a reception unit (302) that receives input from the player,
    The display unit (301)
    (A) normal display of the reference image in the first color until the input is accepted;
    (B) When the input is accepted, the reference image is in a second color associated with the relative position of the guide image with respect to the reference image for a predetermined time (hereinafter referred to as “enhancement time”). To highlight,
    A computer-readable information recording medium having recorded thereon a program characterized in that it functions as described above.
  9.  コンピュータを、
     案内画像が基準画像を通過するように表示して、当該案内画像が当該基準画像に重なる時にプレイヤが入力をすべき旨を促す表示部(301)と、
     当該プレイヤの入力を受け付ける受付部(302)と、として機能させ、
     前記表示部(301)は、
     (a)当該入力が受け付けられるまで、第1の色彩で当該基準画像を通常表示し、
     (b)当該入力が受け付けられると、当該基準画像に対する当該案内画像の相対的な位置に対応付けられる第2の色彩で、所定の時間(以下「強調時間」という。)の間、当該基準画像を強調表示する、
     ように機能させることを特徴とするプログラム。
     
    Computer
    A display unit (301) that displays the guide image so as to pass through the reference image and prompts the player to input when the guide image overlaps the reference image;
    Function as a reception unit (302) that receives input from the player,
    The display unit (301)
    (A) normal display of the reference image in the first color until the input is accepted;
    (B) When the input is accepted, the reference image is in a second color associated with the relative position of the guide image with respect to the reference image for a predetermined time (hereinafter referred to as “enhancement time”). To highlight,
    A program characterized by functioning as follows.
PCT/JP2009/064962 2008-09-05 2009-08-27 Game device, game control method, information recording medium, and program WO2010026917A1 (en)

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JP5185986B2 (en) * 2010-08-31 2013-04-17 株式会社コナミデジタルエンタテインメント GAME SYSTEM AND COMPUTER PROGRAM THEREOF
JP2012120589A (en) * 2010-12-06 2012-06-28 Konami Digital Entertainment Co Ltd Game device, game control method, and program
JP5594843B2 (en) * 2011-03-29 2014-09-24 株式会社コナミデジタルエンタテインメント GAME DEVICE AND PROGRAM
JP5783982B2 (en) * 2012-09-21 2015-09-24 株式会社コナミデジタルエンタテインメント Presentation device, program, and system

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