WO2010026917A1 - Dispositif de jeu, procédé de commande de jeu, support d'enregistrement d'informations et programme - Google Patents
Dispositif de jeu, procédé de commande de jeu, support d'enregistrement d'informations et programme Download PDFInfo
- 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
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- reference image
- color
- input
- image
- player
- Prior art date
Links
Images
Classifications
-
- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5372—Controlling 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods 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
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Jusqu'à ce qu'une entrée soit reçue en provenance d'un joueur, un dispositif de jeu affiche normalement une image de référence avec une première couleur. Lorsque l'entrée est reçue, l'image de référence est mise en surbrillance pendant un temps de mise en surbrillance, avec une deuxième couleur qui correspond à une position relative d'une image de guidage qui correspond à l'image de référence. En outre, si la taille de la position relative dépasse une valeur de seuil prédéterminée, l'image de référence est affichée de manière décalée avec une troisième couleur, pendant un temps de décalage après l'affichage en surbrillance. Sinon, l'image de référence est affichée de manière décalée avec la première couleur pendant le temps de décalage après l'affichage en surbrillance.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2008-228060 | 2008-09-05 | ||
JP2008228060A JP5177410B2 (ja) | 2008-09-05 | 2008-09-05 | ゲーム装置、ゲーム制御方法、及び、プログラム |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2010026917A1 true WO2010026917A1 (fr) | 2010-03-11 |
Family
ID=41797085
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2009/064962 WO2010026917A1 (fr) | 2008-09-05 | 2009-08-27 | Dispositif de jeu, procédé de commande de jeu, support d'enregistrement d'informations et programme |
Country Status (3)
Country | Link |
---|---|
JP (1) | JP5177410B2 (fr) |
TW (1) | TW201023950A (fr) |
WO (1) | WO2010026917A1 (fr) |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP5209655B2 (ja) * | 2010-03-19 | 2013-06-12 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
JP5185986B2 (ja) * | 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 | ゲームシステム及びそのコンピュータプログラム |
JP2012120589A (ja) * | 2010-12-06 | 2012-06-28 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム制御方法、ならびに、プログラム |
JP5594843B2 (ja) * | 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 | 遊技装置、及びプログラム |
JP5783982B2 (ja) * | 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 | 提示装置、プログラム及びシステム |
Citations (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH09305171A (ja) * | 1996-05-17 | 1997-11-28 | Yamaha Corp | 演奏指示装置 |
JP2000037490A (ja) * | 1998-07-24 | 2000-02-08 | Konami Co Ltd | ダンスゲーム装置 |
JP2000288254A (ja) * | 1999-04-05 | 2000-10-17 | Namco Ltd | ゲーム装置及びコンピュータ読み取り可能な記録媒体 |
JP2000325664A (ja) * | 2000-02-23 | 2000-11-28 | Konami Co Ltd | ダンスゲーム装置 |
JP2001246154A (ja) * | 2000-03-02 | 2001-09-11 | Konami Co Ltd | ゲーム装置、情報記憶媒体、ゲーム配信装置、ゲーム配信方法及びゲーム装置の制御方法 |
JP2002306841A (ja) * | 2001-02-08 | 2002-10-22 | Sony Computer Entertainment Inc | 情報処理プログラム、情報処理プログラムを記録した記録媒体、プログラム実行装置、情報表現方法 |
JP2006204440A (ja) * | 2005-01-26 | 2006-08-10 | Aruze Corp | 遊技システム及びタイピングゲーム装置 |
JP2008067855A (ja) * | 2006-09-13 | 2008-03-27 | Namco Bandai Games Inc | プログラム、情報記憶媒体及び画像生成システム |
Family Cites Families (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3031676B1 (ja) * | 1998-07-14 | 2000-04-10 | コナミ株式会社 | ゲ―ムシステムおよびコンピュ―タ読み取り可能な記憶媒体 |
JP3905469B2 (ja) * | 2002-12-24 | 2007-04-18 | 株式会社バンダイナムコゲームス | ゲーム装置、プログラム及び情報記憶媒体 |
-
2008
- 2008-09-05 JP JP2008228060A patent/JP5177410B2/ja active Active
-
2009
- 2009-08-27 WO PCT/JP2009/064962 patent/WO2010026917A1/fr active Application Filing
- 2009-09-01 TW TW098129430A patent/TW201023950A/zh unknown
Patent Citations (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH09305171A (ja) * | 1996-05-17 | 1997-11-28 | Yamaha Corp | 演奏指示装置 |
JP2000037490A (ja) * | 1998-07-24 | 2000-02-08 | Konami Co Ltd | ダンスゲーム装置 |
JP2000288254A (ja) * | 1999-04-05 | 2000-10-17 | Namco Ltd | ゲーム装置及びコンピュータ読み取り可能な記録媒体 |
JP2000325664A (ja) * | 2000-02-23 | 2000-11-28 | Konami Co Ltd | ダンスゲーム装置 |
JP2001246154A (ja) * | 2000-03-02 | 2001-09-11 | Konami Co Ltd | ゲーム装置、情報記憶媒体、ゲーム配信装置、ゲーム配信方法及びゲーム装置の制御方法 |
JP2002306841A (ja) * | 2001-02-08 | 2002-10-22 | Sony Computer Entertainment Inc | 情報処理プログラム、情報処理プログラムを記録した記録媒体、プログラム実行装置、情報表現方法 |
JP2006204440A (ja) * | 2005-01-26 | 2006-08-10 | Aruze Corp | 遊技システム及びタイピングゲーム装置 |
JP2008067855A (ja) * | 2006-09-13 | 2008-03-27 | Namco Bandai Games Inc | プログラム、情報記憶媒体及び画像生成システム |
Also Published As
Publication number | Publication date |
---|---|
JP5177410B2 (ja) | 2013-04-03 |
JP2010057790A (ja) | 2010-03-18 |
TW201023950A (en) | 2010-07-01 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP5462828B2 (ja) | 選択装置、選択方法、ならびに、プログラム | |
JP4464444B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
JP5177410B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
JP5406818B2 (ja) | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム | |
JP4856157B2 (ja) | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム | |
JP4972117B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
US8469807B2 (en) | Game device, game control method, and information memory medium | |
JP4417420B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
JP5209654B2 (ja) | 表示装置、表示方法、ならびに、プログラム | |
JP5189561B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
JP3618454B2 (ja) | 画像合成方法及びゲーム装置 | |
JP2010075353A (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP5180258B2 (ja) | ゲーム装置、ゲーム制御方法、ならびに、プログラム | |
JP4729113B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
WO2010010849A1 (fr) | Dispositif de jeu, procédé de commande d’un jeu, support d’enregistrement d’informations, et programme | |
JP4714248B2 (ja) | 表示装置、表示方法、ならびに、プログラム | |
JP5155427B2 (ja) | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 09811443 Country of ref document: EP Kind code of ref document: A1 |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 09811443 Country of ref document: EP Kind code of ref document: A1 |