WO2010150703A1 - Game device, game control method, information storage medium, and program - Google Patents

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

Info

Publication number
WO2010150703A1
WO2010150703A1 PCT/JP2010/060342 JP2010060342W WO2010150703A1 WO 2010150703 A1 WO2010150703 A1 WO 2010150703A1 JP 2010060342 W JP2010060342 W JP 2010060342W WO 2010150703 A1 WO2010150703 A1 WO 2010150703A1
Authority
WO
WIPO (PCT)
Prior art keywords
load sensor
load
player
move
timing
Prior art date
Application number
PCT/JP2010/060342
Other languages
French (fr)
Japanese (ja)
Inventor
祐一 浅見
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2010150703A1 publication Critical patent/WO2010150703A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H1/00Details of electrophonic musical instruments
    • G10H1/36Accompaniment arrangements
    • G10H1/361Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems
    • G10H1/368Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems displaying animated or moving pictures synchronized with the music or audio part
    • 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
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1056Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving pressure sensitive buttons
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game device, a game control method, an information storage medium, and a program that can determine the direction of center of gravity movement intended by a player.
  • the dance game device disclosed in Patent Document 1 guides the timing of steps.
  • the player can experience a sense of dance by stepping on the platform in time with music.
  • a dedicated platform is installed in front of the monitor.
  • the game apparatus detects a load caused by a stepping action on the stepping platform, and determines whether or not the player has stepped on the predetermined stepping step at a predetermined timing.
  • a game device that detects a change in the center of gravity includes a plurality of load sensors.
  • a method is used in which the direction of the load sensor that detects the largest load (maximum load) is set as the designated direction.
  • the present invention solves the above-described problems, and provides a game device, a game control method, an information storage medium, and a program capable of determining the direction of center of gravity movement intended by the player.
  • the game device includes a presentation unit, a support unit, a load sensor unit, and a determination unit, and is configured as follows.
  • the presentation unit presents the direction in which the player should move the center of gravity and the timing to move.
  • the presentation unit presents the player with the direction to move the center of gravity on the display screen in accordance with music or the like.
  • the support unit supports the weight of the player.
  • the support unit may be, for example, a board on which a player can place both feet with a certain interval. The player moves the center of gravity while looking at the display while riding on the board.
  • the load sensor unit is composed of a plurality of load sensors arranged around the player on the lower surface of the support unit.
  • the support portion may be a rectangular board, and four load sensors may be arranged on the lower surface thereof.
  • load sensors may be arranged at the four corners of the rectangular board. The player gets on the center of the board.
  • the determination unit determines the load sensor at the timing to move, the load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and the load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”). (A) when the total load detected by the forward load sensor is greater than the total load detected by the reverse load sensor, or (b) from the total load detected by the forward load sensor, If the value obtained by subtracting the total load detected by the reverse load sensor increases, it is determined that the player has successfully moved the center of gravity.
  • forward load sensor the load sensor closer to the direction to move
  • reverse load sensor the load sensor closer to the direction to move
  • the forward load sensors are two load sensors closer to the left of the load sensors disposed at the four corners.
  • the reverse load sensors are two load sensors closer to the right direction.
  • the determination unit obtains the sum (total load) of the loads detected by the forward load sensor and the total load detected by the reverse load sensor.
  • the determination unit determines that the player has moved the center of gravity in the direction to be moved.
  • the total value of the two load sensors near the right direction is subtracted from the total load of the two load sensors near the left direction and the calculated value increases, the player moves the center of gravity in the direction to move. It is determined that
  • the direction in which the center of gravity moves is determined in consideration of not only the magnitude relationship of the load detected by the load sensor but also the increasing / decreasing tendency of the total load difference. Therefore, even if the load of the load sensor near the direction intended by the player is smaller than the load of the load sensor near the reverse direction, the direction intended by the player can be determined.
  • the determination unit determines whether or not the player has successfully moved the center of gravity based on the total load in a predetermined period including the timing to move and the increase / decrease thereof, and the length of the predetermined period is determined by the timing to move It may be proportional to the interval.
  • the determination unit first detects the interval between the currently indicated timing to move and the previous indicated timing to move. Next, the determination unit obtains a predetermined period by multiplying the detected interval by a predetermined coefficient. This predetermined period includes the timing to move. Then, the determination unit obtains a total load during a predetermined period. The determination unit determines whether or not the player has succeeded in moving the center of gravity based on the obtained total load.
  • the present invention relates to a preferred embodiment of the above invention, and can determine the direction intended by the player according to the timing interval to be moved.
  • the direction to be moved is right or left
  • the load sensor may be arranged at the front right, rear right, front left, and rear left with the player as the center.
  • the load sensors are arranged at the front right, rear right, front left, and rear left as viewed from the player.
  • the present invention relates to a preferred embodiment of the above invention, and changes in the total load even if the load of the load sensor arranged in the direction intended by the player among the left and right is smaller than the load of the other load sensor. Is also used as a determination criterion, so that the direction intended by the player can be determined.
  • the direction to be moved may be front, back, right, or left
  • the load sensor may be arranged on the right front, right back, left front, and left back with the player at the center.
  • the load sensors are arranged at the front right, rear right, front left, and rear left as viewed from the player.
  • the present invention relates to a preferred embodiment of the above invention, and among the front, rear, left and right, even if the load of the load sensor arranged closer to the direction intended by the player is smaller than the load of the load sensor closer to the reverse direction, Since the change in the total load is also used as a determination criterion, the direction intended by the player can be determined.
  • the presentation unit may play a predetermined music in conjunction with the timing to move and display a graphic representing the timing to move on the screen.
  • the presentation unit plays a predetermined music piece and displays a figure such as an arrow indicating the direction to be moved on the display. Note that the time when the figure reaches a predetermined position is set as the timing to move.
  • the present invention relates to a preferred embodiment of the above-described invention, and can be applied to a dance game or the like by displaying the timing to move in accordance with the music.
  • a game control method includes a presentation unit, a support unit that supports the weight of the player, and a load sensor unit that includes a plurality of load sensors that are arranged around the player on the lower surface of the support unit.
  • the presenting unit presents the direction in which the player should move the center of gravity and the timing to move.
  • the determination unit moves the load sensor at a timing to move, a load sensor near the direction to move (hereinafter referred to as “forward load sensor”), and a load sensor near the direction opposite to the direction to move (hereinafter referred to as “forward load sensor”).
  • forward load sensor a load sensor near the direction to move
  • forward load sensor a load sensor near the direction opposite to the direction to move
  • forward load sensor a load sensor near the direction opposite to the direction to move
  • An information storage medium includes a computer having a support unit that supports the weight of the player, and a load sensor unit that includes a plurality of load sensors that are arranged on the lower surface of the support unit with the player at the center.
  • a program that functions as a presentation unit and a determination unit is stored.
  • the presentation unit presents the direction in which the player should move the center of gravity and the timing to move.
  • the determination unit determines the load sensor at the timing to move, the load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and the load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”).
  • a program provides a computer having a support unit that supports the weight of a player, and a load sensor unit that includes a plurality of load sensors arranged on the lower surface of the support unit with the player at the center. And function as a determination unit.
  • the presentation unit presents the direction in which the player should move the center of gravity and the timing to move.
  • the determination unit determines the load sensor at the timing to move, the load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and the load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”).
  • program of the present invention can be recorded on a computer-readable information storage 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 storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • a game device a game control method, an information storage medium, and a program that can determine the direction of center of gravity movement intended by the player.
  • FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus that performs the functions of the game apparatus according to the embodiment of the present invention by executing a program.
  • a description will be given with reference to FIG.
  • 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 controller unit 105, a board type controller 106, and an external memory. 107, an image processing unit 108, a DVD-ROM (Digital Versatile Disc Disc ROM) drive 109, a NIC (Network Interface Card) 110, an audio processing unit 111, and a monitor 112.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • 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. Further, the CPU 101 has a storage area called a register (not shown) that allows high-speed access.
  • the CPU 101 can perform various operations on the registers using an ALU (Arithmetic Logic Unit) (not shown).
  • the operations to be performed include arithmetic operations such as addition, subtraction, multiplication, and division, logical operations such as logical sum, logical product, and logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation.
  • the CPU 101 may be configured to perform high-speed saturation calculations such as addition / subtraction / division / multiplication / division for multimedia processing, vector calculations such as trigonometric functions, and the like. Further, the CPU 101 may realize such high-speed computation by including a coprocessor.
  • the ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on. By executing the IPL, the program recorded on the DVD-ROM is read out to the RAM 103. Next, execution of the program by the CPU 101 is started.
  • the ROM 102 stores an operating system program and various data. The operating system is required to control the operation of the information processing apparatus 100 as a whole.
  • the RAM 103 temporarily stores data and programs.
  • the RAM 103 holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
  • the CPU 101 provides a variable area in the RAM 103.
  • the CPU 101 may operate by directly operating the ALU on the value stored in the variable.
  • the CPU 101 may store the value stored in the RAM 103 once in a register, perform an operation on the register, and write back the operation result in the memory.
  • the controller unit 105 is connected via the interface 104.
  • the controller unit 105 receives an operation input performed by the user when the game is executed.
  • the controller unit 105 includes a controller 105a and a sensor bar 105b.
  • the sensor bar 105b receives the operation information and the like by wireless communication.
  • the board type controller 106 is connected via the interface 104.
  • the board-type controller 106 receives an operation input performed by the player when the game is executed.
  • FIG. 2 is a schematic diagram when the board type controller 106 installed on the floor is viewed from directly above.
  • the board-type controller 106 is formed in a substantially rectangular planar shape, and includes four load sensors 201 to 204 at four corners on the lower surface thereof. Regions 205 and 206 for placing feet are provided on the surface of the board-type controller 106, and the player places his feet in these regions. When the player gets on the upper surface of the board-type controller 106, the load sensor detects the load.
  • the board-type controller 106 has a substantially rectangular shape.
  • the board-type controller 106 may be a polygon other than a rectangle, an ellipse, or the like as long as the player can place both feet.
  • the external memory 107 is detachably connected via the interface 104.
  • the external memory 107 stores data indicating game play status (past results, etc.), game progress data, chat communication log (record) data in a network battle, and the like.
  • the external memory 107 can be rewritten. When the player inputs necessary instructions via the controller unit 105, these data are recorded in the external memory 107 as appropriate.
  • the image processing unit 108 first 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. Next, the image processing unit 108 records image information obtained by the processing process in a frame memory (not shown).
  • the frame memory is mounted on the image processing unit 108. Image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing, and is output to a monitor 112 connected to the image processing unit 108. Thereby, various image displays are possible.
  • the DVD-ROM drive 109 On the DVD-ROM mounted on the DVD-ROM drive 109, a program for realizing the game and image data and sound data accompanying the game are recorded. Under the control of the CPU 101, the DVD-ROM drive 109 performs a reading process on the loaded DVD-ROM to read out necessary programs and data. The read program and data are temporarily stored in the RAM 103 or the like.
  • the image arithmetic processor can execute two-dimensional image overlay calculation, transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
  • the image arithmetic processor can execute a calculation for obtaining a rendered image at high speed.
  • the rendering image is an image obtained by overlooking a polygon arranged in a virtual space from a predetermined viewpoint position in a predetermined line of sight.
  • the rendered image is obtained by rendering polygon information, which is arranged in the three-dimensional space and to which various kinds of texture information are added, by the Z buffer method or the like.
  • the CPU 101 and the image arithmetic processor operate in cooperation, whereby it is possible to draw a character string as a two-dimensional image according to the font information.
  • the font information defines the shape of the character.
  • An image representing a character string is drawn on the frame memory or the surface of each polygon.
  • the NIC 110 is an interface that mediates between an internet connection device (not shown) and the CPU 101.
  • the NIC 110 is used when the information processing apparatus 100 is connected to a computer communication network (not shown) such as the Internet.
  • Internet-connected devices conform to the 10BASE-T / 100BASE-T standard used when configuring a LAN (Local Area Network), an analog modem for connecting to the Internet using a telephone line, ISDN (Integrated Services Digital) Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, cable modem for connecting to the Internet using a cable television line, and the like.
  • the audio processing unit 111 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a connected speaker (not shown). Also, under the control of the CPU 101, the sound processing unit 111 generates sound effects and music data to be generated during the progress of the game, and outputs sound corresponding to the sound effects from the speaker.
  • the audio processing unit 111 refers to the sound source data and converts the MIDI data into PCM data. Note that the audio processing unit 111 has MIDI sound source data. Also, when the audio data is compressed audio data such as ADPCM format or OggorVorbis format, the audio processing unit 111 expands and converts it into PCM data. When PCM data is D / A (Digital / Analog) converted at a timing corresponding to the sampling frequency and output to a speaker, audio output is possible.
  • PCM data D / A (Digital / Analog) converted at a timing corresponding to the sampling frequency and output to a speaker
  • the monitor 112 is connected to the image processing unit 108.
  • the CPU 101 and the image arithmetic processor display image information on the monitor 112 by performing a cooperative operation.
  • the monitor 112 may be an LCD (Liquid Crystal Display) or an organic EL display (organic Electro-Luminescence display).
  • the monitor 112 is used in the form of a general stand-type display or a wearable HMD (Head (Mounted Display).
  • a large-capacity external storage device such as a hard disk is configured to perform the same function as a DVD-ROM or the like mounted in the ROM 102, the RAM 103, the external memory 107, and the DVD-ROM drive 109. It is also possible to configure.
  • the information processing apparatus 100 described above corresponds to a so-called “consumer video game apparatus”, but the present invention can be realized as long as it performs image processing that displays a virtual space. Therefore, the present invention can be realized on various computers such as a mobile phone, a portable game device, a karaoke apparatus, and a general business computer.
  • a general computer includes a CPU, a RAM, a ROM, a DVD-ROM drive, and a NIC, like the information processing apparatus 100.
  • a general computer includes an image processing unit having a simpler function than the information processing apparatus 100, and has a hard disk as an external storage device.
  • flexible disks, magneto-optical disks, magnetic tapes, and the like can be used.
  • the controller unit 105 not the controller unit 105 but a keyboard or a mouse is used as an input device.
  • the board type controller 106 may be connected to a general computer.
  • the functional configuration of the game apparatus according to the present embodiment realized in the information processing apparatus 100 will be described with reference to FIG. First, the player attaches a DVD-ROM storing a game program and data to the DVD-ROM drive 109. Next, when the player turns on the information processing apparatus 100, the program is executed, and the game apparatus according to the present embodiment is realized.
  • the game device 301 includes a presentation unit 302, a support unit 303, a load sensor unit 304, and a determination unit 305.
  • the presentation unit 302 presents the direction in which the player should move the center of gravity and the timing to move based on the game program read from the DVD-ROM. Therefore, the CPU 101 cooperates with the image processing unit 108 and the monitor 112 and functions as the presentation unit 302.
  • FIG. 1 An example of the game image displayed on the presentation unit 302 is shown in FIG.
  • a plurality of types of target objects TO1 to TO4 appear in sequence from the bottom along the movement lane ML (lane corresponding to the type of object) in synchronization with the rhythm of the music to be played, etc. It has been shown to move up and disappear.
  • the target objects TO1 to TO4 represent arrow symbols in different directions.
  • a target object TO1 that is a right-pointing arrow symbol instructs the player to move the center of gravity in the right direction.
  • the target object TO2, which is a downward arrow symbol instructs to move the center of gravity backward.
  • a target object TO3 that is a symbol of an upward arrow instructs to move the center of gravity forward.
  • the target object TO4, which is a left-pointing arrow symbol instructs to move the center of gravity in the left direction.
  • target objects TO1 to TO4 appear from the lower end (starting point) of the moving lane ML, move upward in the moving lane ML, and disappear at the upper end (end point) of the moving lane ML. Then, the player is required to perform an action corresponding to the target object at a timing when any of the target objects TO1 to TO4 reaches the determination area DA (an area in which an object having the same shape as each target object is fixedly arranged). Is done. That is, when the objects are exactly overlapped in the determination area DA, the player is required to move the center of gravity in the indicated direction.
  • the time when the objects are exactly overlapped in the determination area DA is defined as the timing to move.
  • a score is added when the player steps in the indicated direction.
  • the score is displayed on the screen as “123400” in FIG. 4, for example.
  • the score is subtracted when there is no input by the player or when the step is not stepped in the indicated direction. Further, the smaller the error between the timing when the step is taken and the timing when the objects are exactly overlapped in the determination area DA, the higher the obtained score may be.
  • the game image of FIG. 4 shows a case where the target objects TO1 to TO4 move from the bottom to the top of the screen.
  • the moving direction of the target object is not limited to this and is arbitrary.
  • the target objects TO1 to TO4 may move from the top to the bottom of the screen. Further, the target objects TO1 to TO4 may move in the horizontal direction (from the right side of the screen to the left side, or from the left side to the right side of the screen).
  • a determination line orthogonal to the moving lane ML may be displayed and used as an area for determination. Further, the movement lane ML may be hidden in the game image.
  • the shape of the target object is an example, and may be another shape.
  • the support unit 303 is disposed at a position where the presentation unit 302 can be seen by the player, and supports the weight of the player.
  • the load sensor unit 304 includes a plurality of load sensors, and each load sensor is disposed on the lower surface of the support unit 303 so that the player is at the center. That is, the plurality of load sensors are disposed so as to surround the player when the player rides on the upper surface of the support portion 303. Load values detected by the load sensors 201 to 204 are sent to the determination unit 305. Therefore, the board type controller 106 functions as the support part 303 and the load sensor part 304.
  • the determination unit 305 divides the load sensor into a load sensor (forward load sensor) near the direction to be moved at the timing to move and a load sensor (reverse load sensor) near the direction opposite to the direction to be moved. .
  • the determination unit 305 compares the total load detected by the forward load sensor with the total load detected by the reverse load sensor. If the total load of the forward load sensor is greater than the total load of the reverse load sensor, the determination unit 305 determines that the player has successfully moved the center of gravity. Further, when the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor has increased for a predetermined time, the determination unit 305 indicates that the player has successfully moved the center of gravity. judge.
  • the decrease amount of the total load of the reverse load sensor is greater than the decrease amount of the total load of the forward load sensor. If it is larger, it is determined that the movement of the center of gravity by the player is successful.
  • This method employs the loosest conditions, and is suitable for evaluation of play by beginners, for example. For example, when the player's feet protrude from the board-type controller 106 and touch the floor, or when the player jumps lightly and lifts both feet from the board-type controller 106, the total load of the forward load sensor and The total load of the reverse load sensor may decrease. In addition, more stringent conditions can be adopted for intermediate players.
  • the player has successfully moved the center of gravity. judge.
  • the predetermined time may be appropriately set by the player using the controller 105a or the like. Therefore, the CPU 101 functions as the determination unit 305.
  • FIG. 5 shows a flowchart of processing executed by the game apparatus 301.
  • a description will be given with reference to FIG.
  • the game program is read in response to an instruction to start the game by the player, and the presentation unit 302 presents a game image as shown in FIG. 4 (step S501).
  • the player gets on the support portion 303. For example, as shown in FIG. 6, the player places a left foot 207 and a right foot 208 in each of the areas 205 and 206.
  • the load sensor unit 304 detects a load due to the weight of the player, and sends the detected value to the determination unit 305 (step S502).
  • step S503 If the game has progressed and the timing to move has been reached (step S503; Yes), the determination unit 305 determines each load sensor of the load sensor unit 304 based on the direction to be moved instructed at that time. Sort (step S504). On the other hand, when the game has progressed but the timing to move has not been reached (step S503; No), the process returns to step S502, the load sensor unit 304 continues to detect the load, and the determination unit 305 sends the load value. Send (step S502).
  • the determination unit 305 determines a direction to move at the arrival timing. Then, the determination unit 305 classifies the load sensors 201 to 204 arranged at the four corners of the lower surface of the support unit 303 into a forward load sensor and a reverse load sensor. In this case, since the direction of the target object TO4 indicating the direction to move is the left direction, the determination unit 305 uses the load sensors 201 and 202 as the forward load sensors and the load sensors 203 and 204 as the reverse load sensors as shown in FIG.
  • the determination unit 305 classifies the load sensors 201 and 203 as forward load sensors and the load sensors 202 and 204 as reverse load sensors (FIG. 7). Further, when the target object TO1 indicating the right direction reaches the determination area DA, the determination unit 305 classifies the load sensors 203 and 204 as forward load sensors and the load sensors 201 and 202 as reverse load sensors (FIG. 8). When the target object TO2 indicating the rear reaches the determination area DA, the determination unit 305 classifies the load sensors 202 and 204 as forward load sensors and the load sensors 201 and 203 as reverse load sensors (FIG. 9).
  • the determination unit 305 obtains the total load (total load) of the classified load sensor group, and compares the total load of the forward load sensor and the total load of the reverse load sensor (step S505). When the total load of the forward load sensor is larger than the total load of the reverse load sensor (step S505; Yes), the determination unit 305 moves the player in the direction to move at the timing to move the center of gravity (the movement is performed). Succeeded) (step S506).
  • the forward load sensors are the load sensors 201 and 202
  • the reverse load sensors are the load sensors 203 and 204.
  • the determination unit 305 calculates the total load of each set and compares the two.
  • the determination unit 305 determines that the player has moved the center of gravity to the left, and since it is the same as the direction in which the player should move, it determines that the player has successfully moved the center of gravity.
  • FIG. 10A shows, for example, changes in the total load when the player is slowly moving in weight, and the sum of the left and right total loads is substantially constant.
  • FIG. 10B shows the fluctuation of the total load when the player is exercising vigorously, for example, bending and stretching or moving his hand, and the sum of the left and right total loads is not constant.
  • the left direction is shown as the direction to move, and as shown in FIG. 10A, the total load of the forward load sensor (load sensor near the left direction) is larger than the total load of the reverse load sensor (load sensor near the right direction).
  • the determination unit 305 can determine the moving direction intended by the player by the determination method in step S505. In this case, the determination unit 305 determines that the center of gravity movement of the player has been successful.
  • the total load of the forward load sensor (the load sensor closer to the left direction) is the reverse load sensor (right) at the timing to move.
  • the determination unit 305 cannot appropriately determine the direction intended by the player using the determination method in step S505. That is, in this case, the determination unit 305 cannot appropriately determine whether or not the player has succeeded in moving the center of gravity with the determination method in step S505.
  • the determination unit 305 next determines the direction intended by the player by observing the tendency of increase / decrease of the total load in a predetermined time from the timing to move. That is, the determination unit 305 determines whether or not the player has succeeded in moving the center of gravity by examining the tendency of increase / decrease in the total load for a predetermined time from the timing to move.
  • the determination unit 305 When the total load of the forward load sensor is equal to or less than the total load of the reverse load sensor (step S505; No), the determination unit 305 further measures the total load of each set for a predetermined time from the timing to move. The tendency of load increase / decrease is examined (step S507). For example, if the player accidentally puts weight on the right foot 208, or the player tries to move the center of gravity on the left foot 207, the weight still remains on the right foot 208, and the right foot 208 is on weight. In that case, the process proceeds to step S507.
  • the determination unit 305 determines that the player It is determined that the center of gravity movement by has succeeded (step S506).
  • the determination unit In 305 it is determined that the movement of the center of gravity by the player is successful. That is, as shown in FIG. 10B, if the total load of the load sensor near the left direction continues to increase and the total load of the load sensor near the right direction continues to decrease for a predetermined time, the player has succeeded in moving the center of gravity. Determined. Similarly, in FIG. 10B, if the total load of the load sensor near the left direction continues to increase and the total load of the load sensor near the right direction continues to decrease for a predetermined time, the player has succeeded in moving the center of gravity. Determined. Similarly, in FIG.
  • step S507 determines that the movement of the center of gravity by the player has not moved in the direction to move at the timing to move (the movement has failed) (step S508).
  • step S507 the determination unit 305 determines whether the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor has increased, and the subtracted value has increased. In this case, it can be determined that the center of gravity movement by the player is successful.
  • the determination unit 305 obtains the total load at the start and end of the predetermined time, and the total load at the end of the forward load sensor is greater than the total load of the forward load sensor at the start. If the total load at the end of the load sensor is smaller than the total load at the start of the reverse load sensor, it can also be determined that the player has successfully moved the center of gravity.
  • step S506 After the determination unit 305 determines that the movement is successful (step S506) or the movement failure (step S508), the CPU 101 returns to step S502, the load sensor unit 304 continues to detect the load, and the determination unit 305 determines the load value. (Step S502).
  • the determination unit 305 determines the direction in which the center of gravity moves in consideration of not only the magnitude of the total load of the set of load sensors but also the increase / decrease tendency of the total load. Therefore, even if the center of gravity has not sufficiently moved in the direction intended by the player, the determination unit 305 can determine the direction intended by the player.
  • the game apparatus according to the present embodiment is realized in the information processing apparatus 100.
  • the game device according to the present embodiment includes the same components as those in the first embodiment, but has a function different from that of the determination unit 305 in the first embodiment.
  • the determination unit 305 may not be able to accurately determine the movement of the center of gravity by the player only with the total load after the timing to move is reached.
  • the determination unit 305 of the present embodiment has a function of obtaining the magnitude of the total load or an increasing / decreasing tendency according to the timing interval to be moved.
  • the determination unit 305 of this embodiment detects an interval of timing to be moved, and moves the center of gravity by the player based on the magnitude of the total load or the tendency of increase / decrease in the total load for a time proportional to the interval (proportional time). Determine whether or not is successful. Note that this proportional time includes the currently indicated timing to move, and the determination by the determination unit 305 also takes into account the movement of the center of gravity before the timing to move. Therefore, the CPU 101 functions as the determination unit 305.
  • FIG. 11 shows a flowchart of processing executed by the game device 301 of the present embodiment.
  • a description will be given with reference to FIG.
  • step S501 to S504 in the first embodiment When the game is started by an instruction from the player, the processing from step S501 to S504 in the first embodiment is executed. After reaching the timing to move (step S503; Yes), the determination unit 305 classifies the load sensors (step S504), and then the determination unit 305 detects the interval of the timing to move and sets the predetermined interval to the detected interval. The proportional time is obtained by multiplying by the coefficient (step S1105).
  • the timings to move are indicated by bars (1) to (7) in FIG. 12, the intervals between timings to be moved are indicated by double arrows A to F, and the proportional time is indicated by double arrows A ′ to F ′.
  • the tempo of the timing to move changes from (4), and the intervals of the timing to move are shorter in D, E, and F than in A, B, and C.
  • the timing (1) to be moved in FIG. 12 indicates the time when the target object TO4 is exactly overlapped with the object in the determination area DA as shown in FIG. 13A, and the timing (2) to be moved in FIG.
  • the target object TO3 indicates the time when the target object TO3 exactly overlaps the object in the determination area DA.
  • the determination unit 305 sets the interval A between the timings to move between the timings (1) and (2) to be moved (bidirectional arrows). The time of A) is detected. That is, the timing interval A to be moved is from the time when the target object TO4 is exactly overlapped with the object in the determination area DA (FIG. 13A) until the subsequent target object TO3 is exactly overlapped with the object in the determination area DA (FIG. 13B). It's time.
  • the timing intervals B to F to be moved and the proportional times B ′ to F ′ of the intervals are also obtained by the above method.
  • the determination unit 305 obtains a sum (for example, an integrated value or a time integration) of each of the forward load sensor and the reverse load sensor in the proportional time, and compares them (step S1106).
  • a sum for example, an integrated value or a time integration
  • the determination unit 305 determines that the movement of the center of gravity by the player has succeeded (step). S1107).
  • step S1106 when the sum of the total loads of the forward load sensors in the proportional time is equal to or less than the sum of the total loads of the reverse load sensors in the proportional time (step S1106; No), the determination unit 305 determines the total load of the forward load sensors in the proportional time and The tendency of increase / decrease in the total load of the reverse load sensor is examined (step S1108).
  • step S1108 When the total load of the forward load sensor continues to increase in proportion time and the total load of the reverse load sensor continues to decrease in proportion time (step S1108; Yes), the determination unit 305 determines that the player has successfully moved the center of gravity. (Step S1107).
  • step S1108 when the total load of the forward load sensor does not continue to increase in proportion time, or the total load of the reverse load sensor does not continue to decrease in proportion time (step S1108; No), the determination unit 305 fails to move the center of gravity by the player. It is determined that it has been done (step S1109).
  • the determination unit 305 examines the increasing / decreasing tendency of the total load of the forward load sensor and the total load of the reverse load sensor in the proportional time A ′. Since the total load of the forward load sensor does not continue to increase during the proportional time A ′, it is determined that the movement of the center of gravity by the player has failed (step S1109). On the other hand, when the movement timing (3) in FIG.
  • the sum of the total loads of the forward load sensors in the proportional section B ′ is the total of the reverse load sensors.
  • the total load of the forward load sensor continues to increase during the proportional time B ′ and the total load of the reverse load sensor continues to decrease during the proportional time B ′, the movement by the player is successful. It is determined that it has been done (step S1107).
  • step S1108 the determination unit 305 determines whether or not the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor has increased within the proportional time. If the value increases, it can be determined that the center of gravity movement by the player is successful. In step S1108, the total load at the start and end of the proportional time is obtained, and the total load at the end of the forward load sensor is greater than the total load at the start of the forward load sensor. It can be determined that the player has successfully moved the center of gravity when the total load is less than the total load at the start of the reverse load sensor.
  • the determination unit 305 obtains the magnitude or increase / decrease tendency of the total load within the time including the timing to move according to the timing interval to move, and the center of gravity moves based on the result. Therefore, even if the player predicts the timing and moves the center of gravity, the direction intended by the player can be determined.
  • a game device As described above, according to the present invention, it is possible to provide a game device, a game control method, an information storage medium, and a program that can determine the direction of the center of gravity movement intended by the player.
  • Information processing apparatus 101 CPU 102 ROM 103 RAM 104 Interface 105 Controller Unit 105a Controller 105b Sensor Bar 106 Board Type Controller 107 External Memory 108 Image Processing Unit 109 DVD-ROM Drive 110 NIC DESCRIPTION OF SYMBOLS 111 Audio

Abstract

In a provided game device (301), a presentation unit (302) presents a direction and timing according to which a player should move his center of gravity. A support unit (303) supports the body weight of the player. A load sensor unit (304) comprises a plurality of load sensors disposed on the bottom surface of the support unit (303), centered around the player. A determination unit (305) determines that the player's movement of his center of gravity has succeeded if, with the correct timing, either the total load detected by the load sensor in the direction the player is supposed to move (henceforth, the "forwards load sensor") is greater than the total load detected by the load sensor in the direction opposite the direction the player is supposed to move (henceforth, the "backwards load sensor"), or the value equal to the total load detected by the forwards load sensor minus the total load detected by the backwards load sensor is increasing.

Description

ゲーム装置、ゲーム制御方法、情報記憶媒体、ならびに、プログラムGAME DEVICE, GAME CONTROL METHOD, INFORMATION STORAGE MEDIUM, AND PROGRAM
 本発明は、プレイヤが意図した重心移動の方向を判定することが可能なゲーム装置、ゲーム制御方法、情報記憶媒体、ならびに、プログラムに関する。 The present invention relates to a game device, a game control method, an information storage medium, and a program that can determine the direction of center of gravity movement intended by a player.
 プレイヤが体を動かしてプレイするゲームが遊技場等で広く普及している。例えば、特許文献1に開示されているダンスゲーム装置は、ステップを踏むタイミング等をガイドする。プレイヤは、音楽に合わせて踏み台を踏むと、ダンス感覚を体感できる。このゲーム装置においては、モニタの前に専用の踏み台が設置されている。そして、このゲーム装置は、踏み台への踏み動作による荷重を検出し、プレイヤが所定の踏み台に、所定のタイミングで、ステップしたか否かを判断する。 Games where players move their bodies and play are widely used in amusement halls and the like. For example, the dance game device disclosed in Patent Document 1 guides the timing of steps. The player can experience a sense of dance by stepping on the platform in time with music. In this game apparatus, a dedicated platform is installed in front of the monitor. The game apparatus detects a load caused by a stepping action on the stepping platform, and determines whether or not the player has stepped on the predetermined stepping step at a predetermined timing.
 近年では、上記のようなダンスゲームを家庭でも楽しめるように、プレイヤの重心変動を検出する家庭用ゲーム装置を実現することが望まれている。重心変動を検出するゲーム装置は、複数の荷重センサを備える。このようなゲーム装置においては、最も大きな荷重(最大荷重)を検出した荷重センサの方向を指示された方向とする方法が用いられている。このようなゲーム装置において、プレイヤが高速に重心を移動させると、プレイヤが重心移動した方向の荷重の値が最大荷重になるとは限らない。従って、プレイヤが意図した方向の判定が難しいという問題がある。 In recent years, it has been desired to realize a home game device that detects a change in the center of gravity of a player so that the above-described dance game can be enjoyed at home. A game device that detects a change in the center of gravity includes a plurality of load sensors. In such a game apparatus, a method is used in which the direction of the load sensor that detects the largest load (maximum load) is set as the designated direction. In such a game apparatus, when the player moves the center of gravity at a high speed, the load value in the direction in which the player moves the center of gravity does not always become the maximum load. Therefore, there is a problem that it is difficult to determine the direction intended by the player.
特許第3003851号公報Japanese Patent No. 3003851
 本発明は、上記のような課題を解決するもので、プレイヤが意図した重心移動の方向を判定することが可能なゲーム装置、ゲーム制御方法、情報記憶媒体、ならびに、プログラムを提供する。 The present invention solves the above-described problems, and provides a game device, a game control method, an information storage medium, and a program capable of determining the direction of center of gravity movement intended by the player.
 本発明の第1の観点に係るゲーム装置は、提示部、支持部、荷重センサ部、判定部、を備え、以下のように構成する。 The game device according to the first aspect of the present invention includes a presentation unit, a support unit, a load sensor unit, and a determination unit, and is configured as follows.
 提示部は、プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する。 The presentation unit presents the direction in which the player should move the center of gravity and the timing to move.
 例えば、提示部は、ディスプレイ画面に重心を移動すべき方向を、音楽等に合わせてプレイヤに提示する。 For example, the presentation unit presents the player with the direction to move the center of gravity on the display screen in accordance with music or the like.
 支持部は、プレイヤの体重を支える。 The support unit supports the weight of the player.
 支持部は、例えば、プレイヤがある程度の間隔を開けて両足を乗せることができるボードであってもよい。プレイヤは、ボードの上に乗った状態で上記ディスプレイを見ながら、重心を移動させる。 The support unit may be, for example, a board on which a player can place both feet with a certain interval. The player moves the center of gravity while looking at the display while riding on the board.
 荷重センサ部は、支持部の下面にプレイヤを中心にして配置される複数の荷重センサから構成される。 The load sensor unit is composed of a plurality of load sensors arranged around the player on the lower surface of the support unit.
 例えば、支持部は長方形のボードであってもよく、その下面に4つの荷重センサが配置されてもよい。この場合、長方形のボードの四隅に荷重センサが配置されてもよい。なお、プレイヤは、ボードの中央に乗る。 For example, the support portion may be a rectangular board, and four load sensors may be arranged on the lower surface thereof. In this case, load sensors may be arranged at the four corners of the rectangular board. The player gets on the center of the board.
 判定部は、移動すべきタイミングで荷重センサを、移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、(a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、(b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、プレイヤによる重心の移動が成功したと判定する。 The determination unit determines the load sensor at the timing to move, the load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and the load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”). (A) when the total load detected by the forward load sensor is greater than the total load detected by the reverse load sensor, or (b) from the total load detected by the forward load sensor, If the value obtained by subtracting the total load detected by the reverse load sensor increases, it is determined that the player has successfully moved the center of gravity.
 例えば、ディスプレイに移動すべき方向として“左”が表示されたとする。この場合、順荷重センサは、上記四隅に配置された荷重センサの左方向寄りの2つの荷重センサである。また、この場合、逆荷重センサは、右方向寄りの2つの荷重センサである。判定部は、順荷重センサが検出した荷重の和(総荷重)と、逆荷重センサが検出した総荷重を求める。左方向寄りの2つの荷重センサの総荷重が右方向寄りの2つの荷重センサの総荷重よりも大きい場合、判定部は、プレイヤが重心を移動すべき方向に移動させたと判定する。また、左方向寄りの2つの荷重センサの総荷重から、右方向寄りの2つの荷重センサの総荷重を減算し、算出した値が増加した場合も、プレイヤが重心を移動すべき方向に移動させたと判定する。 Suppose, for example, “Left” is displayed as the direction to move on the display. In this case, the forward load sensors are two load sensors closer to the left of the load sensors disposed at the four corners. In this case, the reverse load sensors are two load sensors closer to the right direction. The determination unit obtains the sum (total load) of the loads detected by the forward load sensor and the total load detected by the reverse load sensor. When the total load of the two load sensors near the left direction is larger than the total load of the two load sensors near the right direction, the determination unit determines that the player has moved the center of gravity in the direction to be moved. Also, when the total value of the two load sensors near the right direction is subtracted from the total load of the two load sensors near the left direction and the calculated value increases, the player moves the center of gravity in the direction to move. It is determined that
 本発明によれば、荷重センサが検出した荷重の大小関係だけでなく、総荷重の差の増加・減少傾向を考慮して重心が移動した方向を判定する。従って、プレイヤが意図した方向寄りの荷重センサの荷重が逆方向寄りの荷重センサの荷重よりも小さいとしても、プレイヤの意図した方向を判定することができる。 According to the present invention, the direction in which the center of gravity moves is determined in consideration of not only the magnitude relationship of the load detected by the load sensor but also the increasing / decreasing tendency of the total load difference. Therefore, even if the load of the load sensor near the direction intended by the player is smaller than the load of the load sensor near the reverse direction, the direction intended by the player can be determined.
 また、判定部は移動すべきタイミングを含む所定の期間における総荷重ならびにその増減に基づいてプレイヤによる重心の移動が成功したか否かを判定し、所定の期間の長さは、移動すべきタイミングの間隔に比例するようにしてもよい。 Further, the determination unit determines whether or not the player has successfully moved the center of gravity based on the total load in a predetermined period including the timing to move and the increase / decrease thereof, and the length of the predetermined period is determined by the timing to move It may be proportional to the interval.
 すなわち、判定部は、まず、現在示されている移動すべきタイミングと1つ前に示された移動すべきタイミングとの間隔を検出する。次いで、判定部は、検出した間隔に所定の係数を乗じて所定の期間を求める。この所定の期間には、移動すべきタイミングが含まれる。そして、判定部は、所定の期間中の総荷重を求める。判定部は、求められた総荷重に基づいて、プレイヤによる重心の移動が成功したか否かを判定する。 That is, the determination unit first detects the interval between the currently indicated timing to move and the previous indicated timing to move. Next, the determination unit obtains a predetermined period by multiplying the detected interval by a predetermined coefficient. This predetermined period includes the timing to move. Then, the determination unit obtains a total load during a predetermined period. The determination unit determines whether or not the player has succeeded in moving the center of gravity based on the obtained total load.
 本発明は、上記発明の好適実施形態に係るものであり、移動すべきタイミング間隔に応じて、プレイヤが意図した方向を判定することができる。 The present invention relates to a preferred embodiment of the above invention, and can determine the direction intended by the player according to the timing interval to be moved.
 また、移動すべき方向は、右もしくは左であり、荷重センサは、プレイヤを中心にして、右前、右後ろ、左前、ならびに、左後ろに配置されるようにしてもよい。 Further, the direction to be moved is right or left, and the load sensor may be arranged at the front right, rear right, front left, and rear left with the player as the center.
 すなわち、プレイヤは重心を左右に移動させるように指示を受ける。そして、荷重センサは、プレイヤから見て、右前、右後ろ、左前、ならびに、左後ろに配置される。 That is, the player receives an instruction to move the center of gravity left and right. The load sensors are arranged at the front right, rear right, front left, and rear left as viewed from the player.
 本発明は、上記発明の好適実施形態に係るものであり、左右のうち、プレイヤが意図した方向に配置された荷重センサの荷重が他方の荷重センサの荷重よりも小さくても、総荷重の変化も判定基準とするので、プレイヤが意図した方向を判定することができる。 The present invention relates to a preferred embodiment of the above invention, and changes in the total load even if the load of the load sensor arranged in the direction intended by the player among the left and right is smaller than the load of the other load sensor. Is also used as a determination criterion, so that the direction intended by the player can be determined.
 また、移動すべき方向は、前、後ろ、右もしくは左であり、荷重センサは、プレイヤを中心にして、右前、右後ろ、左前、ならびに、左後ろに配置されるようにしてもよい。 Further, the direction to be moved may be front, back, right, or left, and the load sensor may be arranged on the right front, right back, left front, and left back with the player at the center.
 すなわち、プレイヤは重心を、前方、後方、左右に移動させるように指示を受ける。そして、荷重センサは、プレイヤから見て、右前、右後ろ、左前、ならびに、左後ろに配置される。 That is, the player is instructed to move the center of gravity forward, backward, left and right. The load sensors are arranged at the front right, rear right, front left, and rear left as viewed from the player.
 本発明は、上記発明の好適実施形態に係るものであり、前後左右のうち、プレイヤが意図した方向寄りに配置された荷重センサの荷重が逆方向寄りの荷重センサの荷重よりも小さくても、総荷重の変化も判定基準とするので、プレイヤが意図した方向を判定することができる。 The present invention relates to a preferred embodiment of the above invention, and among the front, rear, left and right, even if the load of the load sensor arranged closer to the direction intended by the player is smaller than the load of the load sensor closer to the reverse direction, Since the change in the total load is also used as a determination criterion, the direction intended by the player can be determined.
 また、提示部は、移動すべきタイミングに連動して、所定の楽曲を再生し、移動すべきタイミングを表わす図形を画面に表示するようにしてもよい。 Also, the presentation unit may play a predetermined music in conjunction with the timing to move and display a graphic representing the timing to move on the screen.
 例えば、提示部は、所定の楽曲を再生し、ディスプレイに移動すべき方向を示す矢印等の図形を表示させる。なお、図形が所定の位置に達した時を移動すべきタイミングとする。 For example, the presentation unit plays a predetermined music piece and displays a figure such as an arrow indicating the direction to be moved on the display. Note that the time when the figure reaches a predetermined position is set as the timing to move.
 本発明は、上記発明の好適実施形態に係るものであり、楽曲に合わせて移動すべきタイミングを表示することで、ダンスゲーム等へ適用することもできる。 The present invention relates to a preferred embodiment of the above-described invention, and can be applied to a dance game or the like by displaying the timing to move in accordance with the music.
 本発明のその他の観点に係るゲーム制御方法は、提示部、プレイヤの体重を支える支持部、支持部の下面にプレイヤを中心にして配置される複数の荷重センサから構成される荷重センサ部、判定部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、提示工程、判定工程を備え、以下のように構成する。 A game control method according to another aspect of the present invention includes a presentation unit, a support unit that supports the weight of the player, and a load sensor unit that includes a plurality of load sensors that are arranged around the player on the lower surface of the support unit. A game control method executed by a game device having a section, which includes a presentation step and a determination step, and is configured as follows.
 提示工程において、提示部が、プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する。 In the presenting step, the presenting unit presents the direction in which the player should move the center of gravity and the timing to move.
 判定工程において、判定部が、移動すべきタイミングで荷重センサを、移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、(a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、(b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、プレイヤによる重心の移動が成功したと判定する。 In the determination process, the determination unit moves the load sensor at a timing to move, a load sensor near the direction to move (hereinafter referred to as “forward load sensor”), and a load sensor near the direction opposite to the direction to move (hereinafter referred to as “forward load sensor”). (Referred to as “reverse load sensor”) (a) When the total load detected by the forward load sensor is greater than the total load detected by the reverse load sensor, or (b) detected by the forward load sensor If the value obtained by subtracting the total load detected by the reverse load sensor from the total load increases, it is determined that the player has successfully moved the center of gravity.
 本発明のその他の観点に係る情報記憶媒体は、プレイヤの体重を支える支持部、支持部の下面にプレイヤを中心にして配置される複数の荷重センサから構成される荷重センサ部を有するコンピュータを、提示部、判定部として機能させるプログラムを記憶する。
 提示部は、プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する。
 判定部は、移動すべきタイミングで荷重センサを、移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、
 (a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、
 (b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、
プレイヤによる重心の移動が成功したと判定する。
An information storage medium according to another aspect of the present invention includes a computer having a support unit that supports the weight of the player, and a load sensor unit that includes a plurality of load sensors that are arranged on the lower surface of the support unit with the player at the center. A program that functions as a presentation unit and a determination unit is stored.
The presentation unit presents the direction in which the player should move the center of gravity and the timing to move.
The determination unit determines the load sensor at the timing to move, the load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and the load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”). ”)
(A) When the total load detected by the forward load sensor is larger than the total load detected by the reverse load sensor, or
(B) When the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor is increased,
It is determined that the movement of the center of gravity by the player is successful.
 本発明のその他の観点に係るプログラムは、プレイヤの体重を支える支持部、支持部の下面にプレイヤを中心にして配置される複数の荷重センサから構成される荷重センサ部を有するコンピュータを、提示部、判定部として機能させる。
 提示部は、プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する。
 判定部は、移動すべきタイミングで荷重センサを、移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、
 (a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、
 (b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、
プレイヤによる重心の移動が成功したと判定する。
A program according to another aspect of the present invention provides a computer having a support unit that supports the weight of a player, and a load sensor unit that includes a plurality of load sensors arranged on the lower surface of the support unit with the player at the center. And function as a determination unit.
The presentation unit presents the direction in which the player should move the center of gravity and the timing to move.
The determination unit determines the load sensor at the timing to move, the load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and the load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”). ”)
(A) When the total load detected by the forward load sensor is larger than the total load detected by the reverse load sensor, or
(B) When the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor is increased,
It is determined that the movement of the center of gravity by the player is successful.
 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憶媒体に記録することができる。 Further, the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
 本発明によれば、プレイヤが意図した重心移動の方向を判定することが可能なゲーム装置、ゲーム制御方法、情報記憶媒体、ならびに、プログラムを提供することができる。 According to the present invention, it is possible to provide a game device, a game control method, an information storage medium, and a program that can determine the direction of center of gravity movement intended by the player.
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. ボード型コントローラを示す図である。It is a figure which shows a board type controller. 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. ゲーム画像の一例を示す模式図である。It is a schematic diagram which shows an example of a game image. 実施形態1のゲーム装置の各部が行う処理を説明するためのフローチャートである。4 is a flowchart for explaining processing performed by each unit of the game device according to the first embodiment. 移動すべき方向が左方向に示された場合における、荷重センサの組み合わせを示す図である。It is a figure which shows the combination of a load sensor in case the direction which should be moved is shown on the left direction. 移動すべき方向が前方に示された場合における、荷重センサの組み合わせを示す図である。It is a figure which shows the combination of a load sensor in the case where the direction which should be moved is shown ahead. 移動すべき方向が右方向に示された場合における、荷重センサの組み合わせを示す図である。It is a figure which shows the combination of a load sensor in the case where the direction which should be moved is shown by the right direction. 移動すべき方向が後方に示された場合における、荷重センサの組み合わせを示す図である。It is a figure which shows the combination of a load sensor in the case where the direction which should be moved is shown back. 左右の総荷重の和がほぼ一定の場合における、左方向に重心を移動した場合の総荷重と移動すべきタイミングとの関係を示す図である。It is a figure which shows the relationship between the total load at the time of moving a gravity center in the left direction, and the timing which should be moved when the sum of the left and right total load is substantially constant. 左右の総荷重の和が一定ではない場合における、左方向に重心を移動した場合の総荷重と移動すべきタイミングとの関係を示す図である。It is a figure which shows the relationship between the total load at the time of moving a gravity center in the left direction, and the timing which should be moved when the sum of the left and right total load is not constant. 実施形態2のゲーム装置の各部が行う処理を説明するためのフローチャートである。10 is a flowchart for explaining processing performed by each unit of the game device of the second embodiment. 移動すべきタイミングと比例時間の関係を示す図である。It is a figure which shows the relationship between the timing which should move, and proportional time. 移動すべきタイミングにおけるゲーム画像の一例を示す模式図である。It is a schematic diagram which shows an example of the game image in the timing which should move. 移動すべきタイミングにおけるゲーム画像の一例を示す模式図である。It is a schematic diagram which shows an example of the game image in the timing which should move. 順荷重センサ及び逆荷重センサの総荷重の変化を示す図である。It is a figure which shows the change of the total load of a forward load sensor and a reverse load sensor. 順荷重センサ及び逆荷重センサの総荷重の変化を示す図である。It is a figure which shows the change of the total load of a forward load sensor and a reverse load sensor. 順荷重センサ及び逆荷重センサの総荷重の変化を示す図である。It is a figure which shows the change of the total load of a forward load sensor and a reverse load sensor.
 以下に本発明の実施形態を説明する。以下では、理解を容易にするため、ゲーム用の情報処理装置を利用して本発明が実現される実施形態を説明するが、以下に説明する実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。 Embodiments of the present invention will be described below. In the following, for ease of understanding, an embodiment in which the present invention is realized using a game information processing device will be described. However, the embodiment described below is for explanation, and the present invention is described. It does not limit the range. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
(実施形態1)
 図1はプログラムを実行することにより、本発明の実施形態に係るゲーム装置の機能を果たす典型的な情報処理装置の概要構成を示す模式図である。以下、本図を参照して説明する。
(Embodiment 1)
FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus that performs the functions of the game apparatus according to the embodiment of the present invention by executing a program. Hereinafter, a description will be given with reference to FIG.
 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、コントローラユニット105と、ボード型コントローラ106と、外部メモリ107と、画像処理部108と、DVD-ROM(Digital Versatile Disc ROM)ドライブ109と、NIC(Network Interface Card)110と、音声処理部111と、モニタ112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 controller unit 105, a board type controller 106, and an external memory. 107, an image processing unit 108, a DVD-ROM (Digital Versatile Disc Disc ROM) drive 109, a NIC (Network Interface Card) 110, an audio processing unit 111, and a monitor 112.
 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。また、CPU 101は、レジスタ(図示せず)という高速アクセスが可能な記憶域を備える。CPU 101は、レジスタに対してALU(Arithmetic Logic Unit)(図示せず)を用いて、各種演算を行うことができる。行われる演算は、例えば、加減乗除等の算術演算や、論理和、論理積、論理否定等の論理演算、ビット和、ビット積、ビット反転、ビットシフト、ビット回転等のビット演算などである。さらに、CPU 101は、マルチメディア処理対応のための加減乗除等の飽和演算や、三角関数等、ベクトル演算などを高速に行えるように構成されていてもよい。また、CPU 101は、コプロセッサを備えることにより、このような高速演算を実現してもよい。 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. Further, the CPU 101 has a storage area called a register (not shown) that allows high-speed access. The CPU 101 can perform various operations on the registers using an ALU (Arithmetic Logic Unit) (not shown). The operations to be performed include arithmetic operations such as addition, subtraction, multiplication, and division, logical operations such as logical sum, logical product, and logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation. Further, the CPU 101 may be configured to perform high-speed saturation calculations such as addition / subtraction / division / multiplication / division for multimedia processing, vector calculations such as trigonometric functions, and the like. Further, the CPU 101 may realize such high-speed computation by including a coprocessor.
 ROM 102には、電源投入直後に実行されるIPL(Initial Program Loader)が記録されている。IPLが実行されることにより、DVD-ROMに記録されたプログラムは、RAM 103に読み出される。次いで、CPU 101による当該プログラムの実行が開始される。また、ROM 102には、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ている。オペレーティングシステムは、情報処理装置100全体の動作を制御するために必要とされる。 The ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on. By executing the IPL, the program recorded on the DVD-ROM is read out to the RAM 103. Next, execution of the program by the CPU 101 is started. The ROM 102 stores an operating system program and various data. The operating system is required to control the operation of the information processing apparatus 100 as a whole.
 RAM 103は、データやプログラムを一時的に記憶する。RAM 103には、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やチャット通信に必要なデータが保持される。また、CPU 101は、RAM 103に変数領域を設ける。CPU 101は、当該変数に格納された値に対して直接ALUを作用させて演算してもよい。また、CPU 101は、RAM 103に格納された値を一旦レジスタに格納してからレジスタに対して演算を行い、演算結果をメモリに書き戻してもよい。 The RAM 103 temporarily stores data and programs. The RAM 103 holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication. Further, the CPU 101 provides a variable area in the RAM 103. The CPU 101 may operate by directly operating the ALU on the value stored in the variable. Further, the CPU 101 may store the value stored in the RAM 103 once in a register, perform an operation on the register, and write back the operation result in the memory.
 コントローラユニット105は、インターフェース104を介して接続される。コントローラユニット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。コントローラユニット105は、コントローラ105aとセンサバー105bを含んで構成される。例えば、プレイヤがコントローラ105aを振る操作(手を振る動作)を行うと、センサバー105bはその操作情報等を無線通信により受け付ける。 The controller unit 105 is connected via the interface 104. The controller unit 105 receives an operation input performed by the user when the game is executed. The controller unit 105 includes a controller 105a and a sensor bar 105b. For example, when the player performs an operation of shaking the controller 105a (an action of shaking hands), the sensor bar 105b receives the operation information and the like by wireless communication.
 ボード型コントローラ106は、インターフェース104を介して接続される。ボード型コントローラ106は、プレイヤがゲーム実行の際に行う操作入力を受け付ける。図2に、床面に設置されたボード型コントローラ106を真上から眺めたときの概略図を示す。ボード型コントローラ106は、略長方形平面状に成形されており、その下面の四隅に4つの荷重センサ201~204を備える。ボード型コントローラ106の表面には足を置くための領域205、206が設けられており、プレイヤはこの領域内に足を乗せる。プレイヤがボード型コントローラ106の上面に乗ると、荷重センサが荷重を検出する。
 なお、本実施形態では、ボード型コントローラ106の形状は略長方形状とした。しかしながら、プレイヤが両足を乗せることができる大きさであれば、ボード型コントローラ106は、長方形以外の多角形や楕円形等でもよい。
The board type controller 106 is connected via the interface 104. The board-type controller 106 receives an operation input performed by the player when the game is executed. FIG. 2 is a schematic diagram when the board type controller 106 installed on the floor is viewed from directly above. The board-type controller 106 is formed in a substantially rectangular planar shape, and includes four load sensors 201 to 204 at four corners on the lower surface thereof. Regions 205 and 206 for placing feet are provided on the surface of the board-type controller 106, and the player places his feet in these regions. When the player gets on the upper surface of the board-type controller 106, the load sensor detects the load.
In the present embodiment, the board-type controller 106 has a substantially rectangular shape. However, the board-type controller 106 may be a polygon other than a rectangle, an ellipse, or the like as long as the player can place both feet.
 外部メモリ107は、インターフェース104を介して着脱自在に接続される。外部メモリ107には、ゲーム等のプレイ状況(過去の成績等)を示すデータ、ゲームの進行状態を示すデータ、ネットワーク対戦の場合のチャット通信のログ(記録)のデータなどが記憶される。外部メモリ107は書き換え可能である。プレイヤがコントローラユニット105を介して必要な指示入力を行うと、これらのデータは適宜外部メモリ107に記録される。 The external memory 107 is detachably connected via the interface 104. The external memory 107 stores data indicating game play status (past results, etc.), game progress data, chat communication log (record) data in a network battle, and the like. The external memory 107 can be rewritten. When the player inputs necessary instructions via the controller unit 105, these data are recorded in the external memory 107 as appropriate.
 画像処理部108は、まず、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)によって加工処理する。次いで、画像処理部108は、加工処理により得た画像情報を、フレームメモリ(図示せず)に記録する。フレームメモリは、画像処理部108に搭載されている。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112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 first 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. Next, the image processing unit 108 records image information obtained by the processing process in a frame memory (not shown). The frame memory is mounted on the image processing unit 108. Image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing, and is output to a monitor 112 connected to the image processing unit 108. Thereby, various image displays are possible.
 DVD-ROMドライブ109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109は、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す。読み出されたプログラムやデータは、RAM 103等に一時的に記憶される。 On the DVD-ROM mounted on the DVD-ROM drive 109, a program for realizing the game and image data and sound data accompanying the game are recorded. Under the control of the CPU 101, the DVD-ROM drive 109 performs a reading process on the loaded DVD-ROM to read out necessary programs and data. The read program and data are temporarily stored in the RAM 103 or the like.
 また、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。 In addition, the image arithmetic processor can execute two-dimensional image overlay calculation, transparency calculation such as α blending, and various saturation calculations at high speed.
 また、仮想空間が3次元にて構成される場合には、画像演算プロセッサは、レンダリング画像を得る演算を高速実行することも可能である。レンダリング画像は、所定の視点位置から仮想空間に配置されたポリゴンを所定の視線の方向へ俯瞰した画像である。レンダリング画像は、当該3次元空間内に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法などによりレンダリングすることにより得られる。 In addition, when the virtual space is configured in three dimensions, the image arithmetic processor can execute a calculation for obtaining a rendered image at high speed. The rendering image is an image obtained by overlooking a polygon arranged in a virtual space from a predetermined viewpoint position in a predetermined line of sight. The rendered image is obtained by rendering polygon information, which is arranged in the three-dimensional space and to which various kinds of texture information are added, by the Z buffer method or the like.
 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、フォント情報にしたがって、文字列を2次元画像として描画することが可能である。なお、フォント情報は、文字の形状を定義する。文字列を表す画像は、フレームメモリや各ポリゴン表面へ描画される。 Furthermore, the CPU 101 and the image arithmetic processor operate in cooperation, whereby it is possible to draw a character string as a two-dimensional image according to the font information. The font information defines the shape of the character. An image representing a character string is drawn on the frame memory or the surface of each polygon.
 NIC 110は、インターネット接続機器(図示せず)と、CPU 101との仲立ちを行うインターフェースである。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)に接続する際に用いられる。インターネット接続機器は、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である。 The NIC 110 is an interface that mediates between an internet connection device (not shown) and the CPU 101. The NIC 110 is used when the information processing apparatus 100 is connected to a computer communication network (not shown) such as the Internet. Internet-connected devices conform to the 10BASE-T / 100BASE-T standard used when configuring a LAN (Local Area Network), an analog modem for connecting to the Internet using a telephone line, ISDN (Integrated Services Digital) Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, cable modem for connecting to the Internet using a cable television line, and the like.
 音声処理部111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、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、音声処理部111は、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 111 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a connected speaker (not shown). Also, under the control of the CPU 101, the sound processing unit 111 generates sound effects and music data to be generated during the progress of the game, and outputs sound corresponding to the sound effects from the speaker.
 DVD-ROMに記録された音声データがMIDIデータである場合には、音声処理部111は、音源データを参照して、MIDIデータをPCMデータに変換する。なお、音声処理部111は、MIDI音源データを有する。また、当該音声データがADPCM形式やOgg Vorbis形式等の圧縮済音声データである場合には、音声処理部111は、これを展開してPCMデータに変換する。PCMデータを、そのサンプリング周波数に応じたタイミングでD/A(Digital/Analog)変換し、スピーカに出力すると、音声出力が可能となる。 If the audio data recorded on the DVD-ROM is MIDI data, the audio processing unit 111 refers to the sound source data and converts the MIDI data into PCM data. Note that the audio processing unit 111 has MIDI sound source data. Also, when the audio data is compressed audio data such as ADPCM format or OggorVorbis format, the audio processing unit 111 expands and converts it into PCM data. When PCM data is D / A (Digital / Analog) converted at a timing corresponding to the sampling frequency and output to a speaker, audio output is possible.
 モニタ112は、画像処理部108に接続される。CPU 101と画像演算プロセッサは、協調動作することにより、モニタ112に画像情報を表示する。モニタ112は、LCD(Liquid Crystal Display)又は有機ELディスプレイ(organic Electro-Luminescence display)等であってもよい。モニタ112は、一般的な置き型ディスプレイの形式又は装着型のHMD(Head Mounted Display)の形式で用いられる。 The monitor 112 is connected to the image processing unit 108. The CPU 101 and the image arithmetic processor display image information on the monitor 112 by performing a cooperative operation. The monitor 112 may be an LCD (Liquid Crystal Display) or an organic EL display (organic Electro-Luminescence display). The monitor 112 is used in the form of a general stand-type display or a wearable HMD (Head (Mounted Display).
 このほか、情報処理装置100においては、ハードディスク等の大容量外部記憶装置を、ROM 102、RAM 103、外部メモリ107、DVD-ROMドライブ109に装着されるDVD-ROM等と同じ機能を果たすように構成することも可能である。 In addition, in the information processing apparatus 100, a large-capacity external storage device such as a hard disk is configured to perform the same function as a DVD-ROM or the like mounted in the ROM 102, the RAM 103, the external memory 107, and the DVD-ROM drive 109. It is also possible to configure.
 以上で説明した情報処理装置100は、いわゆる「コンシューマ向けテレビゲーム装置」に相当するものであるが、仮想空間を表示するような画像処理を行うものであれば本発明を実現することができる。したがって、携帯電話、携帯ゲーム機器、カラオケ装置、一般的なビジネス用コンピュータなど、種々の計算機上で本発明を実現することが可能である。 The information processing apparatus 100 described above corresponds to a so-called “consumer video game apparatus”, but the present invention can be realized as long as it performs image processing that displays a virtual space. Therefore, the present invention can be realized on various computers such as a mobile phone, a portable game device, a karaoke apparatus, and a general business computer.
 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、及び、NICを備える。一般的なコンピュータは、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。そして、一般的なコンピュータにおいては、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、一般的なコンピュータにおいては、コントローラユニット105ではなく、キーボードやマウスなどが入力装置として利用される。なお、ボード型コントローラ106が、一般的なコンピュータに接続されてもよい。 For example, a general computer includes a CPU, a RAM, a ROM, a DVD-ROM drive, and a NIC, like the information processing apparatus 100. A general computer includes an image processing unit having a simpler function than the information processing apparatus 100, and has a hard disk as an external storage device. In general computers, flexible disks, magneto-optical disks, magnetic tapes, and the like can be used. In a general computer, not the controller unit 105 but a keyboard or a mouse is used as an input device. The board type controller 106 may be connected to a general computer.
 上記情報処理装置100において実現される本実施形態に係るゲーム装置の機能構成について、図3を参照して説明する。プレイヤは、まず、ゲーム用のプログラム及びデータを記憶したDVD-ROMをDVD-ROMドライブ109に装着する。次いで、プレイヤが情報処理装置100の電源を投入すると、当該プログラムが実行され、本実施形態に係るゲーム装置が実現される。 The functional configuration of the game apparatus according to the present embodiment realized in the information processing apparatus 100 will be described with reference to FIG. First, the player attaches a DVD-ROM storing a game program and data to the DVD-ROM drive 109. Next, when the player turns on the information processing apparatus 100, the program is executed, and the game apparatus according to the present embodiment is realized.
 本実施形態に係るゲーム装置301は、提示部302と、支持部303と、荷重センサ部304と、判定部305と、から構成される。 The game device 301 according to the present embodiment includes a presentation unit 302, a support unit 303, a load sensor unit 304, and a determination unit 305.
 提示部302は、DVD-ROMから読み出したゲームプログラムに基づいて、プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する。
 したがって、CPU 101は画像処理部108及びモニタ112と協働し、提示部302として機能する。
The presentation unit 302 presents the direction in which the player should move the center of gravity and the timing to move based on the game program read from the DVD-ROM.
Therefore, the CPU 101 cooperates with the image processing unit 108 and the monitor 112 and functions as the presentation unit 302.
 提示部302に表示されるゲーム画像の例を図4に示す。
 このゲーム画像では、複数種類の目標オブジェクトTO1~TO4が、演奏される楽曲のリズム等に同調して、移動レーンML(オブジェクトの種類に応じたレーン)に沿って、下方から順次現れてそれぞれ上方まで移動し、消えて行く様子が示されている。
 目標オブジェクトTO1~TO4は、異なる向きの矢印シンボルを表している。右向きの矢印シンボルである目標オブジェクトTO1は、プレイヤに右方向に重心を移動するように指示するものである。同様に、下向きの矢印シンボルである目標オブジェクトTO2は後方に重心の移動を指示するものである。また、上向きの矢印のシンボルである目標オブジェクトTO3は前方に重心の移動を指示するものである。そして、左向きの矢印シンボルである目標オブジェクトTO4は左方向に、重心の移動を指示するものである。
An example of the game image displayed on the presentation unit 302 is shown in FIG.
In this game image, a plurality of types of target objects TO1 to TO4 appear in sequence from the bottom along the movement lane ML (lane corresponding to the type of object) in synchronization with the rhythm of the music to be played, etc. It has been shown to move up and disappear.
The target objects TO1 to TO4 represent arrow symbols in different directions. A target object TO1 that is a right-pointing arrow symbol instructs the player to move the center of gravity in the right direction. Similarly, the target object TO2, which is a downward arrow symbol, instructs to move the center of gravity backward. A target object TO3 that is a symbol of an upward arrow instructs to move the center of gravity forward. Then, the target object TO4, which is a left-pointing arrow symbol, instructs to move the center of gravity in the left direction.
 これら目標オブジェクトTO1~TO4は、移動レーンMLの下端(起点)から出現して、移動レーンMLを上方向に移動し、そして、移動レーンMLの上端(終点)にて消滅する。そして、プレイヤには、いずれかの目標オブジェクトTO1~TO4が判定エリアDA(各目標オブジェクトと同じ形状のオブジェクトを固定して配置したエリア)に到達したタイミングで、その目標オブジェクトに対応した動作が要求される。つまり、判定エリアDAにてオブジェクト同士がピッタリ重なった時に、プレイヤには、指示方向に重心を移動する動作が求められる。以下、判定エリアDAにてオブジェクト同士がピッタリ重なった時を移動すべきタイミングとする。判定エリアDAにてオブジェクト同士がピッタリ重なった時に、プレイヤが指示方向にステップを踏むと、得点が加算される。得点は、例えば、図4の“123400”のように画面に表示される。一方、判定エリアDAにてオブジェクト同士がピッタリ重なった時に、プレイヤによる入力が無かった場合や、指示方向にステップが踏まれなかった場合に、得点は減算される。また、ステップを踏むタイミングと判定エリアDAにてオブジェクト同士がピッタリ重なるタイミングとの誤差が小さいほど、得られる得点が高くなるようにしてもよい。
 なお、図4のゲーム画像では、目標オブジェクトTO1~TO4が画面の下方から上方へ移動する場合を示している。しかしながら、目標オブジェクトの移動方向はこれに限られず任意である。例えば、目標オブジェクトTO1~TO4は、画面の上方から下方へ移動してもよい。また、目標オブジェクトTO1~TO4は、横方向(画面の右側から左側、又は、画面の左側から右側)等へ移動してもよい。なお、判定エリアDAの代わりに、移動レーンMLと直交する判定ラインが表示され、判定のためのエリアとして用いられてもよい。また、移動レーンMLは、ゲーム画像において非表示としてもよい。
 また、目標オブジェクトの形状は、一例であり、他の形状であってもよい。
These target objects TO1 to TO4 appear from the lower end (starting point) of the moving lane ML, move upward in the moving lane ML, and disappear at the upper end (end point) of the moving lane ML. Then, the player is required to perform an action corresponding to the target object at a timing when any of the target objects TO1 to TO4 reaches the determination area DA (an area in which an object having the same shape as each target object is fixedly arranged). Is done. That is, when the objects are exactly overlapped in the determination area DA, the player is required to move the center of gravity in the indicated direction. Hereinafter, the time when the objects are exactly overlapped in the determination area DA is defined as the timing to move. When the objects are exactly overlapped in the determination area DA, a score is added when the player steps in the indicated direction. The score is displayed on the screen as “123400” in FIG. 4, for example. On the other hand, when the objects are exactly overlapped in the determination area DA, the score is subtracted when there is no input by the player or when the step is not stepped in the indicated direction. Further, the smaller the error between the timing when the step is taken and the timing when the objects are exactly overlapped in the determination area DA, the higher the obtained score may be.
Note that the game image of FIG. 4 shows a case where the target objects TO1 to TO4 move from the bottom to the top of the screen. However, the moving direction of the target object is not limited to this and is arbitrary. For example, the target objects TO1 to TO4 may move from the top to the bottom of the screen. Further, the target objects TO1 to TO4 may move in the horizontal direction (from the right side of the screen to the left side, or from the left side to the right side of the screen). Instead of the determination area DA, a determination line orthogonal to the moving lane ML may be displayed and used as an area for determination. Further, the movement lane ML may be hidden in the game image.
Further, the shape of the target object is an example, and may be another shape.
 支持部303は、プレイヤから提示部302が見える位置に配置され、プレイヤの体重を支える。 The support unit 303 is disposed at a position where the presentation unit 302 can be seen by the player, and supports the weight of the player.
 荷重センサ部304は、複数個の荷重センサから構成され、各荷重センサはプレイヤが中心となるように、支持部303の下面に配置される。すなわち、複数の荷重センサは、支持部303の上面にプレイヤが乗ったときに、その周りを囲むように配置される。各荷重センサ201~204が検出した荷重の値は、判定部305に送られる。
 したがって、ボード型コントローラ106は、支持部303及び荷重センサ部304として機能する。
The load sensor unit 304 includes a plurality of load sensors, and each load sensor is disposed on the lower surface of the support unit 303 so that the player is at the center. That is, the plurality of load sensors are disposed so as to surround the player when the player rides on the upper surface of the support portion 303. Load values detected by the load sensors 201 to 204 are sent to the determination unit 305.
Therefore, the board type controller 106 functions as the support part 303 and the load sensor part 304.
 判定部305は、まず、荷重センサを、移動すべきタイミングで移動すべき方向寄りの荷重センサ(順荷重センサ)と、移動すべき方向とは逆方向寄りの荷重センサ(逆荷重センサ)に分ける。次いで、判定部305は、順荷重センサに検知される総荷重と、逆荷重センサに検知される総荷重とを比較する。順荷重センサの総荷重の方が逆荷重センサの総荷重よりも大きい場合、判定部305は、プレイヤによる重心の移動が成功したと判定する。また、順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が、所定時間増加している場合、判定部305は、プレイヤによる重心の移動が成功したと判定する。この方法によれば、順荷重センサの総荷重及び逆荷重センサの総荷重が減少傾向にあっても、順荷重センサの総荷重の減少量よりも逆荷重センサの総荷重の減少量の方が大きければ、プレイヤによる重心の移動が成功したと判定する。この方法は、最も緩い条件を採用したものであり、例えば初心者によるプレイの評価に適している。なお、例えば、プレイヤの足がボード型コントローラ106の外にはみ出して床に接触した場合や、プレイヤが軽くジャンプし、両足をボード型コントローラ106から浮かせた場合等に、順荷重センサの総荷重及び逆荷重センサの総荷重が減少することがある。このほか、中級者向けに、より厳しい条件を採用することもできる。例えば、順荷重センサの総荷重が、移動すべきタイミングから所定時間増加し続け、逆荷重センサの総荷重が移動すべきタイミングから所定時間減少し続けた場合、プレイヤによる重心の移動が成功したと判定する。本実施形態では、以下、より厳しい条件を採用した判定方法について説明する。なお、所定時間はプレイヤがコントローラ105a等により適宜設定することができるようにしてもよい。
 したがって、CPU 101は、判定部305として機能する。
First, the determination unit 305 divides the load sensor into a load sensor (forward load sensor) near the direction to be moved at the timing to move and a load sensor (reverse load sensor) near the direction opposite to the direction to be moved. . Next, the determination unit 305 compares the total load detected by the forward load sensor with the total load detected by the reverse load sensor. If the total load of the forward load sensor is greater than the total load of the reverse load sensor, the determination unit 305 determines that the player has successfully moved the center of gravity. Further, when the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor has increased for a predetermined time, the determination unit 305 indicates that the player has successfully moved the center of gravity. judge. According to this method, even if the total load of the forward load sensor and the total load of the reverse load sensor tend to decrease, the decrease amount of the total load of the reverse load sensor is greater than the decrease amount of the total load of the forward load sensor. If it is larger, it is determined that the movement of the center of gravity by the player is successful. This method employs the loosest conditions, and is suitable for evaluation of play by beginners, for example. For example, when the player's feet protrude from the board-type controller 106 and touch the floor, or when the player jumps lightly and lifts both feet from the board-type controller 106, the total load of the forward load sensor and The total load of the reverse load sensor may decrease. In addition, more stringent conditions can be adopted for intermediate players. For example, if the total load of the forward load sensor continues to increase for a predetermined time from the timing to move and the total load of the reverse load sensor continues to decrease for a predetermined time from the timing to move, the player has successfully moved the center of gravity. judge. In the present embodiment, a determination method that employs stricter conditions will be described below. The predetermined time may be appropriately set by the player using the controller 105a or the like.
Therefore, the CPU 101 functions as the determination unit 305.
 図5に、ゲーム装置301にて実行される処理のフローチャートを示す。以下、本図を参照して説明する。 FIG. 5 shows a flowchart of processing executed by the game apparatus 301. Hereinafter, a description will be given with reference to FIG.
 プレイヤによるゲーム開始の指示により、ゲームプログラムが読み込まれ、提示部302は図4に示すようなゲーム画像を提示する(ステップS501)。また、ゲーム開始に際しプレイヤは支持部303の上に乗る。例えば図6に示すように、プレイヤは、領域205、206のそれぞれに左足207、右足208を乗せる。
 プレイヤが支持部303に乗ると、荷重センサ部304は、プレイヤの体重による荷重を検出し、検出した値を判定部305に送る(ステップS502)。
The game program is read in response to an instruction to start the game by the player, and the presentation unit 302 presents a game image as shown in FIG. 4 (step S501). In addition, when starting the game, the player gets on the support portion 303. For example, as shown in FIG. 6, the player places a left foot 207 and a right foot 208 in each of the areas 205 and 206.
When the player gets on the support unit 303, the load sensor unit 304 detects a load due to the weight of the player, and sends the detected value to the determination unit 305 (step S502).
 ゲームが進行し、移動すべきタイミングに達したとすると(ステップS503;Yes)、判定部305は、その際に指示されている移動すべき方向に基づいて、荷重センサ部304の各荷重センサを分類する(ステップS504)。一方、ゲームが進行しても、移動すべきタイミングに達していない場合は(ステップS503;No)、ステップS502に戻り、荷重センサ部304は引き続き荷重を検出し、判定部305に荷重の値を送る(ステップS502)。 If the game has progressed and the timing to move has been reached (step S503; Yes), the determination unit 305 determines each load sensor of the load sensor unit 304 based on the direction to be moved instructed at that time. Sort (step S504). On the other hand, when the game has progressed but the timing to move has not been reached (step S503; No), the process returns to step S502, the load sensor unit 304 continues to detect the load, and the determination unit 305 sends the load value. Send (step S502).
 例えば、提示部302に図4の画像が表示され、目標オブジェクトTO4が判定エリアDAに到達したとする。すると、判定部305は到達したタイミングにおける移動すべき方向を判断する。そして、判定部305は支持部303の下面の四隅に配置された荷重センサ201~204を順荷重センサと、逆荷重センサとに分類する。この場合、移動すべき方向を示す目標オブジェクトTO4の方向は左方向なので、判定部305は、図6に示すように、荷重センサ201、202を順荷重センサ、荷重センサ203、204を逆荷重センサと分類する。同様に、判定部305は、前方を示す目標オブジェクトTO3が判定エリアDAに達した場合、荷重センサ201、203を順荷重センサ、荷重センサ202、204を逆荷重センサ(図7)と分類する。また、判定部305は、右方向を示す目標オブジェクトTO1が判定エリアDAに達した場合、荷重センサ203、204を順荷重センサ、荷重センサ201、202を逆荷重センサ(図8)と分類する。そして、判定部305は、後方を示す目標オブジェクトTO2が判定エリアDAに達した場合、荷重センサ202、204を順荷重センサ、荷重センサ201、203を逆荷重センサ(図9)と分類する。 For example, assume that the image of FIG. 4 is displayed on the presentation unit 302 and the target object TO4 has reached the determination area DA. Then, the determination unit 305 determines a direction to move at the arrival timing. Then, the determination unit 305 classifies the load sensors 201 to 204 arranged at the four corners of the lower surface of the support unit 303 into a forward load sensor and a reverse load sensor. In this case, since the direction of the target object TO4 indicating the direction to move is the left direction, the determination unit 305 uses the load sensors 201 and 202 as the forward load sensors and the load sensors 203 and 204 as the reverse load sensors as shown in FIG. Classify as Similarly, when the target object TO3 indicating the front has reached the determination area DA, the determination unit 305 classifies the load sensors 201 and 203 as forward load sensors and the load sensors 202 and 204 as reverse load sensors (FIG. 7). Further, when the target object TO1 indicating the right direction reaches the determination area DA, the determination unit 305 classifies the load sensors 203 and 204 as forward load sensors and the load sensors 201 and 202 as reverse load sensors (FIG. 8). When the target object TO2 indicating the rear reaches the determination area DA, the determination unit 305 classifies the load sensors 202 and 204 as forward load sensors and the load sensors 201 and 203 as reverse load sensors (FIG. 9).
 次に、判定部305は、分類した荷重センサの組の荷重の総和(総荷重)を求め、順荷重センサの総荷重と、逆荷重センサの総荷重とを比較する(ステップS505)。順荷重センサの総荷重が逆荷重センサの総荷重よりも大きい場合(ステップS505;Yes)、判定部305は、プレイヤが、重心を移動すべきタイミングで移動すべき方向に移動させた(移動が成功した)と判定する(ステップS506)。 Next, the determination unit 305 obtains the total load (total load) of the classified load sensor group, and compares the total load of the forward load sensor and the total load of the reverse load sensor (step S505). When the total load of the forward load sensor is larger than the total load of the reverse load sensor (step S505; Yes), the determination unit 305 moves the player in the direction to move at the timing to move the center of gravity (the movement is performed). Succeeded) (step S506).
 例えば、図6に示すように、移動すべき方向が左方向の場合には、順荷重センサは荷重センサ201、202であり、逆荷重センサは荷重センサ203、204である。判定部305は、それぞれの組の総荷重を求め、両者を比較する。順荷重センサ201、202の総荷重の方が逆荷重センサ203、204の総荷重よりも大きい場合、プレイヤは左足207に右足208よりも体重をかけている。この場合、判定部305は、プレイヤは重心を左方向に移動させたと判定し、かつ移動すべき方向と同じなので、プレイヤによる重心移動が成功したと判定する。同様に、図7では、順荷重センサ201、203の総荷重が逆荷重センサ202、204の総荷重よりも大きい場合、プレイヤによる重心移動が成功したと判定する。また、図8では、順荷重センサ203、204の総荷重が逆荷重センサ201、202の総荷重よりも大きい場合、プレイヤによる重心移動が成功したと判定する。そして、図9では、順荷重センサ202、204の総荷重が逆荷重センサ201、203の総荷重よりも大きい場合、プレイヤによる重心移動が成功したと判定する。 For example, as shown in FIG. 6, when the direction to be moved is the left direction, the forward load sensors are the load sensors 201 and 202, and the reverse load sensors are the load sensors 203 and 204. The determination unit 305 calculates the total load of each set and compares the two. When the total load of the forward load sensors 201 and 202 is larger than the total load of the reverse load sensors 203 and 204, the player puts weight on the left foot 207 rather than the right foot 208. In this case, the determination unit 305 determines that the player has moved the center of gravity to the left, and since it is the same as the direction in which the player should move, it determines that the player has successfully moved the center of gravity. Similarly, in FIG. 7, when the total load of the forward load sensors 201 and 203 is larger than the total load of the reverse load sensors 202 and 204, it is determined that the player has succeeded in moving the center of gravity. In FIG. 8, when the total load of the forward load sensors 203 and 204 is larger than the total load of the reverse load sensors 201 and 202, it is determined that the player has succeeded in moving the center of gravity. In FIG. 9, when the total load of the forward load sensors 202 and 204 is larger than the total load of the reverse load sensors 201 and 203, it is determined that the player has successfully moved the center of gravity.
 ここで、プレイヤの重心移動による総荷重の変化と移動すべきタイミングとの関係を図10A及び10Bを例にとり説明する。図10Aは、例えば、プレイヤがゆっくりと体重移動している場合の総荷重の変動を示し、左右の総荷重の和はほぼ一定である。図10Bは、例えば、プレイヤが屈伸したり手を動かしたりと激しい運動をしている場合の総荷重の変動を示し、左右の総荷重の和は一定ではない。
 移動すべき方向として左方向が示され、図10Aに示すように、順荷重センサ(左方向寄りの荷重センサ)の総荷重が逆荷重センサ(右方向寄りの荷重センサ)の総荷重よりも大きい場合は、ステップS505の判定方法により、判定部305はプレイヤの意図する移動方向を判定することができる。この場合、判定部305は、プレイヤの重心移動は成功したと判定する。一方、図10Bに示すように、プレイヤが左方向に重心を移動してはいるものの、移動すべきタイミングにおいては、順荷重センサ(左方向寄りの荷重センサ)の総荷重が逆荷重センサ(右方向寄りの荷重センサ)の総荷重以下の場合は、判定部305は、ステップS505の判定方法ではプレイヤの意図する方向は適切に判定できない。すなわち、この場合、判定部305は、ステップS505の判定方法では、プレイヤの重心移動が成功したか否か、適切に判定できない。
 そこで、判定部305は、次に、移動すべきタイミングから所定時間における総荷重の増減の傾向を見ることによってプレイヤの意図する方向を判定する。すなわち、判定部305は、移動すべきタイミングから所定時間の間、総荷重の増減の傾向を調べることによって、プレイヤの重心移動が成功したか否か、判定する。
Here, the relationship between the change in the total load due to the movement of the center of gravity of the player and the timing to move will be described with reference to FIGS. 10A and 10B as an example. FIG. 10A shows, for example, changes in the total load when the player is slowly moving in weight, and the sum of the left and right total loads is substantially constant. FIG. 10B shows the fluctuation of the total load when the player is exercising vigorously, for example, bending and stretching or moving his hand, and the sum of the left and right total loads is not constant.
The left direction is shown as the direction to move, and as shown in FIG. 10A, the total load of the forward load sensor (load sensor near the left direction) is larger than the total load of the reverse load sensor (load sensor near the right direction). In this case, the determination unit 305 can determine the moving direction intended by the player by the determination method in step S505. In this case, the determination unit 305 determines that the center of gravity movement of the player has been successful. On the other hand, as shown in FIG. 10B, although the player moves the center of gravity in the left direction, the total load of the forward load sensor (the load sensor closer to the left direction) is the reverse load sensor (right) at the timing to move. When the total load of the load sensor near the direction is equal to or less than the total load, the determination unit 305 cannot appropriately determine the direction intended by the player using the determination method in step S505. That is, in this case, the determination unit 305 cannot appropriately determine whether or not the player has succeeded in moving the center of gravity with the determination method in step S505.
Therefore, the determination unit 305 next determines the direction intended by the player by observing the tendency of increase / decrease of the total load in a predetermined time from the timing to move. That is, the determination unit 305 determines whether or not the player has succeeded in moving the center of gravity by examining the tendency of increase / decrease in the total load for a predetermined time from the timing to move.
 順荷重センサの総荷重が逆荷重センサの総荷重以下の場合(ステップS505;No)、判定部305は、さらに、移動すべきタイミングから所定時間の間、各組の総荷重を計測し、総荷重の増減の傾向を調べる(ステップS507)。例えば、プレイヤが誤って右足208に体重をかけた場合、又はプレイヤが左足207に重心の移動を試みたが右足208の方にまだ体重が残っていて、右足208の方に体重がかかっている場合は、ステップS507に進むことになる。 When the total load of the forward load sensor is equal to or less than the total load of the reverse load sensor (step S505; No), the determination unit 305 further measures the total load of each set for a predetermined time from the timing to move. The tendency of load increase / decrease is examined (step S507). For example, if the player accidentally puts weight on the right foot 208, or the player tries to move the center of gravity on the left foot 207, the weight still remains on the right foot 208, and the right foot 208 is on weight. In that case, the process proceeds to step S507.
 順荷重センサの総荷重が移動すべきタイミングから所定時間増加し続け、逆荷重センサの総荷重が移動すべきタイミングから所定時間減少し続けた場合(ステップS507;Yes)、判定部305は、プレイヤによる重心移動が成功したと判定する(ステップS506)。 When the total load of the forward load sensor continues to increase for a predetermined time from the timing to move and the total load of the reverse load sensor continues to decrease for a predetermined time from the timing to move (step S507; Yes), the determination unit 305 determines that the player It is determined that the center of gravity movement by has succeeded (step S506).
 したがって、図6では、順荷重センサである荷重センサ201、202の組の総荷重が増加し続け、逆荷重センサである荷重センサ203、204の組の総荷重が減少し続けた場合、判定部305は、プレイヤによる重心移動が成功したと判定する。すなわち、図10Bに示すように、所定時間における左方向寄りの荷重センサの総荷重が増加し続け、右方向寄りの荷重センサの総荷重が減少し続けた場合、プレイヤによる重心移動が成功したと判定される。同様に、図7では、順荷重センサ201、203の総荷重が増加し、逆荷重センサ202、204の総荷重が減少した場合、プレイヤによる重心移動が成功したと判定される。また、図8では、順荷重センサ203、204の組の総荷重が増加し、逆荷重センサ201、202の総荷重が減少した場合、プレイヤによる重心移動が成功したと判定される。そして、図9では、順荷重センサ202、204の総荷重が増加し、逆荷重センサ201、203の総荷重が減少した場合、プレイヤによる重心移動が成功したと判定される。 Therefore, in FIG. 6, when the total load of the set of load sensors 201 and 202 that are forward load sensors continues to increase and the total load of the set of load sensors 203 and 204 that are reverse load sensors continues to decrease, the determination unit In 305, it is determined that the movement of the center of gravity by the player is successful. That is, as shown in FIG. 10B, if the total load of the load sensor near the left direction continues to increase and the total load of the load sensor near the right direction continues to decrease for a predetermined time, the player has succeeded in moving the center of gravity. Determined. Similarly, in FIG. 7, when the total load of the forward load sensors 201 and 203 increases and the total load of the reverse load sensors 202 and 204 decreases, it is determined that the player has successfully moved the center of gravity. In FIG. 8, when the total load of the pair of forward load sensors 203 and 204 increases and the total load of the reverse load sensors 201 and 202 decreases, it is determined that the player has succeeded in moving the center of gravity. In FIG. 9, when the total load of the forward load sensors 202 and 204 increases and the total load of the reverse load sensors 201 and 203 decreases, it is determined that the player has successfully moved the center of gravity.
 一方、順荷重センサの総荷重が移動すべきタイミングから所定時間増加し続けず、又は、逆荷重センサの総荷重が移動すべきタイミングから所定時間減少し続けない場合(ステップS507;No)、判定部305は、プレイヤによる重心移動が、移動すべきタイミングで移動すべき方向に移動しなかった(移動が失敗した)と判定する(ステップS508)。 On the other hand, when the total load of the forward load sensor does not continue to increase for a predetermined time from the timing to move, or when the total load of the reverse load sensor does not continue to decrease for a predetermined time from the timing to move (step S507; No), determination The unit 305 determines that the movement of the center of gravity by the player has not moved in the direction to move at the timing to move (the movement has failed) (step S508).
 なお、ステップS507において、判定部305は、順荷重センサに検知された総荷重から逆荷重センサに検知された総荷重を減算した値が増加したか否かを判断し、減算した値が増加した場合に、プレイヤによる重心移動が成功したと判定することもできる。また、ステップ507において、判定部305は、所定時間の開始時と終了時の総荷重を求め、順荷重センサの終了時の総荷重が開始時の順荷重センサの総荷重よりも増加し、逆荷重センサの終了時の総荷重が逆荷重センサの開始時の総荷重よりも減少した場合に、プレイヤによる重心移動が成功したと判定することもできる。 In step S507, the determination unit 305 determines whether the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor has increased, and the subtracted value has increased. In this case, it can be determined that the center of gravity movement by the player is successful. In step 507, the determination unit 305 obtains the total load at the start and end of the predetermined time, and the total load at the end of the forward load sensor is greater than the total load of the forward load sensor at the start. If the total load at the end of the load sensor is smaller than the total load at the start of the reverse load sensor, it can also be determined that the player has successfully moved the center of gravity.
 判定部305が、移動成功(ステップS506)又は移動失敗(ステップS508)と判定した後は、CPU 101はステップS502に戻り、荷重センサ部304は引き続き荷重を検出し、判定部305に荷重の値を送る(ステップS502)。 After the determination unit 305 determines that the movement is successful (step S506) or the movement failure (step S508), the CPU 101 returns to step S502, the load sensor unit 304 continues to detect the load, and the determination unit 305 determines the load value. (Step S502).
 本実施形態によれば、判定部305は、荷重センサの組の総荷重の大小だけでなく、総荷重の増加・減少傾向を考慮して、重心が移動した方向を判定する。従って、プレイヤが意図した方向に十分に重心が移動していなかったとしても、判定部305は、プレイヤの意図した方向を判定することができる。 According to the present embodiment, the determination unit 305 determines the direction in which the center of gravity moves in consideration of not only the magnitude of the total load of the set of load sensors but also the increase / decrease tendency of the total load. Therefore, even if the center of gravity has not sufficiently moved in the direction intended by the player, the determination unit 305 can determine the direction intended by the player.
(実施形態2)
 本実施形態に係るゲーム装置は、上記情報処理装置100において実現される。
 本実施形態に係るゲーム装置は、実施形態1と同様の構成要素から構成されるが、実施形態1の判定部305と異なる機能を有する。
(Embodiment 2)
The game apparatus according to the present embodiment is realized in the information processing apparatus 100.
The game device according to the present embodiment includes the same components as those in the first embodiment, but has a function different from that of the determination unit 305 in the first embodiment.
 移動すべきタイミングが所定の間隔で連続して示された場合、プレイヤは次の移動すべきタイミングを予測して、重心の移動を行う。このような場合、移動すべきタイミングが示される前に、プレイヤは少しずつ重心の移動を行うことがある。従って、移動すべきタイミングに達してからの総荷重のみでは、判定部305は、プレイヤによる重心の移動を正確に判定できないことがある。本実施形態の判定部305は、このような場合に対応するために、移動すべきタイミング間隔に応じて総荷重の大小又は増加・減少傾向を求める機能を有する。 When the timing to move is indicated continuously at predetermined intervals, the player predicts the next timing to move and moves the center of gravity. In such a case, the player may move the center of gravity little by little before the timing to move is indicated. Therefore, the determination unit 305 may not be able to accurately determine the movement of the center of gravity by the player only with the total load after the timing to move is reached. In order to cope with such a case, the determination unit 305 of the present embodiment has a function of obtaining the magnitude of the total load or an increasing / decreasing tendency according to the timing interval to be moved.
 本実施形態の判定部305は、移動すべきタイミングの間隔を検出し、その間隔に比例する時間(比例時間)の総荷重の大小又は総荷重の増減の傾向に基づいて、プレイヤによる重心の移動が成功したか否かを判定する。なお、この比例時間には現在示されている移動すべきタイミングが含まれ、判定部305による判定の際、当該移動すべきタイミングより前の重心の移動も考慮される。
 したがって、CPU 101は、判定部305として機能する。
The determination unit 305 of this embodiment detects an interval of timing to be moved, and moves the center of gravity by the player based on the magnitude of the total load or the tendency of increase / decrease in the total load for a time proportional to the interval (proportional time). Determine whether or not is successful. Note that this proportional time includes the currently indicated timing to move, and the determination by the determination unit 305 also takes into account the movement of the center of gravity before the timing to move.
Therefore, the CPU 101 functions as the determination unit 305.
 図11に、本実施形態のゲーム装置301にて実行される処理のフローチャートを示す。以下、本図を参照して説明する。 FIG. 11 shows a flowchart of processing executed by the game device 301 of the present embodiment. Hereinafter, a description will be given with reference to FIG.
 プレイヤの指示によりゲームが開始されると、実施形態1のステップS501からS504までの処理が実行される。
 移動すべきタイミングに達し(ステップS503;Yes)、判定部305が、荷重センサを分類した(ステップS504)後、判定部305は、移動すべきタイミングの間隔を検出し、検出した間隔に所定の係数を乗じて、比例時間を求める(ステップS1105)。
When the game is started by an instruction from the player, the processing from step S501 to S504 in the first embodiment is executed.
After reaching the timing to move (step S503; Yes), the determination unit 305 classifies the load sensors (step S504), and then the determination unit 305 detects the interval of the timing to move and sets the predetermined interval to the detected interval. The proportional time is obtained by multiplying by the coefficient (step S1105).
 以下、図12を例に取り、比例時間の求め方について説明する。移動すべきタイミングを図12のバー(1)~(7)、移動すべきタイミングの間隔を両方向矢印A~F、比例時間を両方向矢印A’~F’により示す。移動すべきタイミングは(4)からテンポが変化し、移動すべきタイミングの間隔はA、B、CよりもD、E、Fの方が短い。
 例えば、図12の移動すべきタイミング(1)は、図13Aに示すように、目標オブジェクトTO4が判定エリアDAのオブジェクトとピッタリ重なる時を示し、図12の移動すべきタイミング(2)は、図13Bに示すように、目標オブジェクトTO3が判定エリアDAのオブジェクトとピッタリ重なる時を示すとする。ここで、現在達した移動すべきタイミングを図12の(2)とすると、判定部305は、移動すべきタイミングの間隔Aとして、移動すべきタイミング(1)と(2)の間(両方向矢印A)の時間を検出する。すなわち、移動すべきタイミングの間隔Aは、目標オブジェクトTO4が判定エリアDAのオブジェクトにピッタリ重なってから(図13A)、後続する目標オブジェクトTO3が判定エリアDAのオブジェクトにピッタリ重なるまで(図13B)の時間である。次に、判定部305は、移動すべきタイミングの間隔Aの時間に、所定の係数、例えばp(任意の数)を乗じ、比例時間A’=pAを求める。移動すべきタイミングの間隔B~F、各間隔の比例時間B’~F’も、上記の方法で求める。移動すべきタイミング(4)と(5)の間のように、移動すべきタイミングの間隔(両方向矢印D)が短くなると、比例時間(D’=pD)も短くなる。
Hereinafter, the method for obtaining the proportional time will be described with reference to FIG. The timings to move are indicated by bars (1) to (7) in FIG. 12, the intervals between timings to be moved are indicated by double arrows A to F, and the proportional time is indicated by double arrows A ′ to F ′. The tempo of the timing to move changes from (4), and the intervals of the timing to move are shorter in D, E, and F than in A, B, and C.
For example, the timing (1) to be moved in FIG. 12 indicates the time when the target object TO4 is exactly overlapped with the object in the determination area DA as shown in FIG. 13A, and the timing (2) to be moved in FIG. As shown in 13B, it is assumed that the target object TO3 indicates the time when the target object TO3 exactly overlaps the object in the determination area DA. Here, if the currently reached timing to move is (2) in FIG. 12, the determination unit 305 sets the interval A between the timings to move between the timings (1) and (2) to be moved (bidirectional arrows). The time of A) is detected. That is, the timing interval A to be moved is from the time when the target object TO4 is exactly overlapped with the object in the determination area DA (FIG. 13A) until the subsequent target object TO3 is exactly overlapped with the object in the determination area DA (FIG. 13B). It's time. Next, the determination unit 305 obtains a proportional time A ′ = pA by multiplying a time of the interval A of the timing to be moved by a predetermined coefficient, for example, p (an arbitrary number). The timing intervals B to F to be moved and the proportional times B ′ to F ′ of the intervals are also obtained by the above method. When the interval between the timings to be moved (double-directional arrow D) is shortened as between the timings (4) and (5) to be moved, the proportional time (D ′ = pD) is also shortened.
 次に、判定部305は、比例時間における順荷重センサ及び逆荷重センサのそれぞれの総荷重の和(例えば、積算値又は時間積分)を求め、両者を比較する(ステップS1106)。比例時間における順荷重センサの総荷重の和が比例時間における逆荷重センサの総荷重の和より大きい場合(ステップS1106;Yes)、判定部305はプレイヤによる重心の移動が成功したと判定する(ステップS1107)。 Next, the determination unit 305 obtains a sum (for example, an integrated value or a time integration) of each of the forward load sensor and the reverse load sensor in the proportional time, and compares them (step S1106). When the sum of the total loads of the forward load sensors in the proportional time is larger than the sum of the total loads of the reverse load sensors in the proportional time (step S1106; Yes), the determination unit 305 determines that the movement of the center of gravity by the player has succeeded (step). S1107).
 例えば、図12の移動すべきタイミング(2)に達すると、判定部305は比例時間A’(=pA)の順荷重センサの総荷重の和を求め、同様に比例時間A’の逆荷重センサの総荷重の和を求める。例えば、逆荷重センサの総荷重が図14Aに示す軌跡を描く場合、順荷重センサの総荷重の和の方が逆荷重センサの総荷重の和よりも大きいので、プレイヤによる重心の移動が成功したと判断される。 For example, when the timing (2) to be moved in FIG. 12 is reached, the determination unit 305 obtains the sum of the total loads of the forward load sensors for the proportional time A ′ (= pA), and similarly the reverse load sensor for the proportional time A ′. Find the sum of the total loads. For example, when the total load of the reverse load sensor draws the trajectory shown in FIG. 14A, the sum of the total loads of the forward load sensors is larger than the sum of the total loads of the reverse load sensors. It is judged.
 一方、比例時間における順荷重センサの総荷重の和が比例時間における逆荷重センサの総荷重の和以下の場合(ステップS1106;No)、判定部305は、比例時間における順荷重センサの総荷重及び逆荷重センサの総荷重の増減の傾向を調べる(ステップS1108)。順荷重センサの総荷重が比例時間増加し続け、逆荷重センサの総荷重が比例時間減少し続けた場合(ステップS1108;Yes)、判定部305は、プレイヤによる重心の移動が成功したと判定する(ステップS1107)。一方、順荷重センサの総荷重が比例時間増加し続けず、又は、逆荷重センサの総荷重が比例時間減少し続けない場合(ステップS1108;No)、判定部305は、プレイヤによる重心移動が失敗したと判定する(ステップS1109)。 On the other hand, when the sum of the total loads of the forward load sensors in the proportional time is equal to or less than the sum of the total loads of the reverse load sensors in the proportional time (step S1106; No), the determination unit 305 determines the total load of the forward load sensors in the proportional time and The tendency of increase / decrease in the total load of the reverse load sensor is examined (step S1108). When the total load of the forward load sensor continues to increase in proportion time and the total load of the reverse load sensor continues to decrease in proportion time (step S1108; Yes), the determination unit 305 determines that the player has successfully moved the center of gravity. (Step S1107). On the other hand, when the total load of the forward load sensor does not continue to increase in proportion time, or the total load of the reverse load sensor does not continue to decrease in proportion time (step S1108; No), the determination unit 305 fails to move the center of gravity by the player. It is determined that it has been done (step S1109).
 例えば、図12の移動すべきタイミング(2)に達し、逆荷重センサの総荷重が図14Bに示す軌跡を描く場合、比例時間A’における順荷重センサの総荷重の和が逆荷重センサの総荷重の和よりも小さいので、判定部305は、比例時間A’における順荷重センサの総荷重及び逆荷重センサの総荷重の増減傾向を調べる。順荷重センサの総荷重は比例時間A’の間増加し続けていないので、プレイヤによる重心移動が失敗したと判定する(ステップS1109)。一方、図12の移動すべきタイミング(3)に達し、逆荷重センサの総荷重が図14Cに示す軌跡を描く場合、比例区間B’における順荷重センサの総荷重の和は逆荷重センサの総荷重の和よりも小さいが、順荷重センサの総荷重は比例時間B’の間増加し続け、逆荷重センサの総荷重が比例時間B’の間減少し続けているので、プレイヤによる移動は成功したと判定される(ステップS1107)。 For example, when the timing (2) to be moved in FIG. 12 is reached and the total load of the reverse load sensor draws a locus shown in FIG. 14B, the sum of the total loads of the forward load sensors in the proportional time A ′ is the total of the reverse load sensors. Since the load is smaller than the sum of the loads, the determination unit 305 examines the increasing / decreasing tendency of the total load of the forward load sensor and the total load of the reverse load sensor in the proportional time A ′. Since the total load of the forward load sensor does not continue to increase during the proportional time A ′, it is determined that the movement of the center of gravity by the player has failed (step S1109). On the other hand, when the movement timing (3) in FIG. 12 is reached and the total load of the reverse load sensor draws the locus shown in FIG. 14C, the sum of the total loads of the forward load sensors in the proportional section B ′ is the total of the reverse load sensors. Although the total load of the forward load sensor continues to increase during the proportional time B ′ and the total load of the reverse load sensor continues to decrease during the proportional time B ′, the movement by the player is successful. It is determined that it has been done (step S1107).
 なお、ステップS1108において、判定部305は、順荷重センサに検知された総荷重から逆荷重センサに検知された総荷重を減算した値が、比例時間内で増加したか否かを判断し、減算した値が増加した場合に、プレイヤによる重心移動が成功したと判定することもできる。また、ステップS1108において、比例時間の開始時と終了時の総荷重を求め、順荷重センサの終了時の総荷重が順荷重センサの開始時の総荷重よりも増加し、逆荷重センサの終了時の総荷重が逆荷重センサの開始時の総荷重よりも減少した場合に、プレイヤによる重心移動が成功したと判定することもできる。 In step S1108, the determination unit 305 determines whether or not the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor has increased within the proportional time. If the value increases, it can be determined that the center of gravity movement by the player is successful. In step S1108, the total load at the start and end of the proportional time is obtained, and the total load at the end of the forward load sensor is greater than the total load at the start of the forward load sensor. It can be determined that the player has successfully moved the center of gravity when the total load is less than the total load at the start of the reverse load sensor.
 本実施形態によれば、判定部305は、移動すべきタイミング間隔に応じて、移動すべきタイミングを含む時間内の総荷重の大小又は増加・減少傾向を求め、その結果に基づいて重心が移動した方向を判定するので、プレイヤがタイミングを予測して重心を移動させた場合でも、プレイヤが意図した方向を判定することができる。 According to the present embodiment, the determination unit 305 obtains the magnitude or increase / decrease tendency of the total load within the time including the timing to move according to the timing interval to move, and the center of gravity moves based on the result. Therefore, even if the player predicts the timing and moves the center of gravity, the direction intended by the player can be determined.
 なお、本願については、日本国特許願 特願2009-147978号を基礎とする優先権を主張し、当該基礎出願の内容をすべて本願にとりこむものとする。 As for the present application, the priority based on Japanese Patent Application No. 2009-147978 is claimed, and all the contents of the basic application are incorporated in the present application.
 以上説明したように、本発明によれば、プレイヤが意図した重心移動の方向を判定することが可能なゲーム装置、ゲーム制御方法、情報記憶媒体、ならびに、プログラムを提供することができる。 As described above, according to the present invention, it is possible to provide a game device, a game control method, an information storage medium, and a program that can determine the direction of the center of gravity movement intended by the player.
 100 情報処理装置
 101 CPU
 102 ROM
 103 RAM
 104 インターフェース
 105 コントローラユニット
 105a コントローラ
 105b センサバー
 106 ボード型コントローラ
 107 外部メモリ
 108 画像処理部
 109 DVD-ROMドライブ
 110 NIC
 111 音声処理部
 112 モニタ
 201、202、203、204 荷重センサ
 205、206 領域
 207 プレイヤの左足
 208 プレイヤの右足
 301 ゲーム装置
 302 提示部
 303 支持部
 304 荷重センサ部
 305 判定部
 TO1、TO2、TO3、TO4、TO5 目標オブジェクト
 ML 移動レーン
 DA 判定エリア
 601、602、603、604 移動すべき方向
100 Information processing apparatus 101 CPU
102 ROM
103 RAM
104 Interface 105 Controller Unit 105a Controller 105b Sensor Bar 106 Board Type Controller 107 External Memory 108 Image Processing Unit 109 DVD-ROM Drive 110 NIC
DESCRIPTION OF SYMBOLS 111 Audio | voice processing part 112 Monitor 201,202,203,204 Load sensor 205,206 area | region 207 Player's left foot 208 Player's right foot 301 Game device 302 Presentation part 303 Support part 304 Load sensor part 305 Judgment part TO1, TO2, TO3, TO4 , TO5 Target object ML Movement lane DA determination area 601 602 603 Direction to move

Claims (8)

  1.  プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する提示部(302)と、
     前記プレイヤの体重を支える支持部(303)と、
     前記支持部(303)の下面に前記プレイヤを中心にして配置される複数の荷重センサから構成される荷重センサ部(304)と、
     前記移動すべきタイミングで前記荷重センサを、前記移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、前記移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、
     (a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、
     (b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、
    前記プレイヤによる重心の移動が成功したと判定する判定部(305)と
     を備えるゲーム装置(301)。
    A presentation unit (302) for presenting the direction in which the player should move the center of gravity and the timing to move,
    A support portion (303) for supporting the weight of the player;
    A load sensor unit (304) composed of a plurality of load sensors arranged around the player on the lower surface of the support unit (303);
    The load sensor at the timing to move, a load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and a load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”). ”)
    (A) When the total load detected by the forward load sensor is larger than the total load detected by the reverse load sensor, or
    (B) When the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor is increased,
    A game device (301) comprising: a determination unit (305) that determines that the player has successfully moved the center of gravity.
  2.  請求項1に記載のゲーム装置(301)であって、前記判定部(305)は前記移動すべきタイミングを含む所定の期間における総荷重ならびにその増減に基づいて前記プレイヤによる重心の移動が成功したか否かを判定し、
     前記所定の期間の長さは、前記移動すべきタイミングの間隔に比例する
     ことを特徴とするゲーム装置(301)。
    The game apparatus (301) according to claim 1, wherein the determination unit (305) has succeeded in moving the center of gravity by the player based on the total load and the increase / decrease in a predetermined period including the timing to move. Whether or not
    The game device (301), wherein the length of the predetermined period is proportional to the timing interval to be moved.
  3.  請求項1に記載のゲーム装置(301)であって、
     前記移動すべき方向は、右もしくは左であり、前記荷重センサは、前記プレイヤを中心にして、右前、右後ろ、左前、ならびに、左後ろに配置される
     ことを特徴とするゲーム装置(301)。
    A game device (301) according to claim 1,
    The moving direction is right or left, and the load sensor is arranged at the front right, the back right, the front left, and the back left with respect to the player. (301) .
  4.  請求項1に記載のゲーム装置(301)であって、
     前記移動すべき方向は、前、後ろ、右もしくは左であり、前記荷重センサは、前記プレイヤを中心にして、右前、右後ろ、左前、ならびに、左後ろに配置される
     ことを特徴とするゲーム装置(301)。
    A game device (301) according to claim 1,
    The direction to move is front, back, right, or left, and the load sensor is arranged at the front right, back right, front left, and back left with the player as the center. Device (301).
  5.  請求項1に記載のゲーム装置(301)であって、
     前記提示部(302)は、前記移動すべきタイミングに連動して、所定の楽曲を再生し、前記移動すべきタイミングを表わす図形を画面に表示する
     ことを特徴とするゲーム装置(301)。
    A game device (301) according to claim 1,
    The presenting unit (302) plays a predetermined musical piece in conjunction with the timing to move, and displays a graphic representing the timing to move on a screen.
  6.  提示部(302)、プレイヤの体重を支える支持部(303)、前記支持部(303)の下面に前記プレイヤを中心にして配置される複数の荷重センサから構成される荷重センサ部(304)、判定部(305)を有するゲーム装置(301)が実行するゲーム制御方法であって、
     前記提示部(302)が、プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する提示工程と、
     前記判定部(305)が、前記移動すべきタイミングで前記荷重センサを、前記移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、前記移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、
     (a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、
     (b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、
    前記プレイヤによる重心の移動が成功したと判定する判定工程と
     を備えることを特徴とするゲーム制御方法。
    A load sensor unit (304) comprising a presentation unit (302), a support unit (303) for supporting the weight of the player, and a plurality of load sensors arranged around the player on the lower surface of the support unit (303); A game control method executed by a game device (301) having a determination unit (305),
    A presenting step in which the presenting unit (302) presents the direction in which the player should move the center of gravity and the timing to move;
    The determination unit (305) moves the load sensor at the timing to move, the load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and the direction closer to the opposite direction to the direction to move. It is divided into load sensors (hereinafter referred to as “reverse load sensors”)
    (A) When the total load detected by the forward load sensor is larger than the total load detected by the reverse load sensor, or
    (B) When the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor is increased,
    A determination step of determining that the movement of the center of gravity by the player is successful.
  7.  プレイヤの体重を支える支持部(303)、前記支持部(303)の下面に前記プレイヤを中心にして配置される複数の荷重センサから構成される荷重センサ部(304)を有するコンピュータを、
     プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する提示部(302)、
     前記移動すべきタイミングで前記荷重センサを、前記移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、前記移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、
     (a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、
     (b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、
    前記プレイヤによる重心の移動が成功したと判定する判定部(305)
     として機能させるプログラムを記憶することを特徴とする、コンピュータが読み取り可能な情報記憶媒体。
    A computer having a support unit (303) for supporting the weight of the player, and a load sensor unit (304) including a plurality of load sensors arranged around the player on a lower surface of the support unit (303);
    A presentation unit (302) for presenting the direction in which the player should move the center of gravity and the timing for the movement;
    The load sensor at the timing to move, a load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and a load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”). ”)
    (A) When the total load detected by the forward load sensor is larger than the total load detected by the reverse load sensor, or
    (B) When the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor is increased,
    Determination unit (305) for determining that the player has successfully moved the center of gravity.
    A computer-readable information storage medium characterized by storing a program that functions as a computer.
  8.  プレイヤの体重を支える支持部(303)、前記支持部(303)の下面に前記プレイヤを中心にして配置される複数の荷重センサから構成される荷重センサ部(304)を有するコンピュータを、
     プレイヤが重心を移動すべき方向ならびに当該移動すべきタイミングを提示する提示部(302)、
     前記移動すべきタイミングで前記荷重センサを、前記移動すべき方向寄りの荷重センサ(以下「順荷重センサ」という)と、前記移動すべき方向とは逆方向寄りの荷重センサ(以下「逆荷重センサ」という)に分けて、
     (a)順荷重センサに検知される総荷重が、逆荷重センサに検知される総荷重より大きい場合、もしくは、
     (b)順荷重センサに検知される総荷重から、逆荷重センサに検知される総荷重を減算した値が増加している場合、
    前記プレイヤによる重心の移動が成功したと判定する判定部(305)
     として機能させることを特徴とするプログラム。
    A computer having a support unit (303) for supporting the weight of the player, and a load sensor unit (304) including a plurality of load sensors arranged around the player on a lower surface of the support unit (303);
    A presentation unit (302) for presenting the direction in which the player should move the center of gravity and the timing for the movement;
    The load sensor at the timing to move, a load sensor closer to the direction to move (hereinafter referred to as “forward load sensor”), and a load sensor closer to the direction to move (hereinafter referred to as “reverse load sensor”). ”)
    (A) When the total load detected by the forward load sensor is larger than the total load detected by the reverse load sensor, or
    (B) When the value obtained by subtracting the total load detected by the reverse load sensor from the total load detected by the forward load sensor is increased,
    Determination unit (305) for determining that the player has successfully moved the center of gravity.
    A program characterized by functioning as
PCT/JP2010/060342 2009-06-22 2010-06-18 Game device, game control method, information storage medium, and program WO2010150703A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2009-147978 2009-06-22
JP2009147978A JP5406604B2 (en) 2009-06-22 2009-06-22 GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM

Publications (1)

Publication Number Publication Date
WO2010150703A1 true WO2010150703A1 (en) 2010-12-29

Family

ID=43386473

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2010/060342 WO2010150703A1 (en) 2009-06-22 2010-06-18 Game device, game control method, information storage medium, and program

Country Status (2)

Country Link
JP (1) JP5406604B2 (en)
WO (1) WO2010150703A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113244569A (en) * 2020-02-12 2021-08-13 丰田自动车株式会社 Balance training system, control method thereof, and computer-readable medium storing control program

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002253534A (en) * 2001-02-28 2002-09-10 Tanita Corp Balance detector capable of evaluating exercise capacity
JP2003288238A (en) * 2001-08-09 2003-10-10 Konami Co Ltd Evaluation program, its storage medium, timing evaluation device, timing evaluation system
WO2009019897A1 (en) * 2007-08-09 2009-02-12 Ssd Company Limited Input device, input system, input method, program, and storage medium

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002253534A (en) * 2001-02-28 2002-09-10 Tanita Corp Balance detector capable of evaluating exercise capacity
JP2003288238A (en) * 2001-08-09 2003-10-10 Konami Co Ltd Evaluation program, its storage medium, timing evaluation device, timing evaluation system
WO2009019897A1 (en) * 2007-08-09 2009-02-12 Ssd Company Limited Input device, input system, input method, program, and storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113244569A (en) * 2020-02-12 2021-08-13 丰田自动车株式会社 Balance training system, control method thereof, and computer-readable medium storing control program
CN113244569B (en) * 2020-02-12 2022-03-22 丰田自动车株式会社 Balance training system, control method thereof, and computer-readable medium storing control program

Also Published As

Publication number Publication date
JP2011000395A (en) 2011-01-06
JP5406604B2 (en) 2014-02-05

Similar Documents

Publication Publication Date Title
JP5462828B2 (en) Selection device, selection method, and program
US8360836B2 (en) Gaming device, game processing method and information memory medium
JP4848000B2 (en) GAME DEVICE, GAME PROCESSING METHOD, AND PROGRAM
JP5502026B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP5406818B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP2012187207A (en) Game apparatus, control method of game apparatus and program
JP4847997B2 (en) GAME DEVICE, OPERATION EVALUATION METHOD, AND PROGRAM
JP5351674B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP4354509B2 (en) GAME DEVICE, GAME PROCESSING METHOD, AND PROGRAM
WO2010150703A1 (en) Game device, game control method, information storage medium, and program
JP4977737B2 (en) Audio processing apparatus, audio processing method, and program
WO2010010834A1 (en) Game machine, game control method, information recording medium, and program
JP5177453B2 (en) GAME DEVICE, GAME PROCESSING METHOD, AND PROGRAM
JP5189561B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP2012055637A (en) Game device, game processing method, and program
JP5431412B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP5279744B2 (en) GAME DEVICE, GAME PROCESSING METHOD, AND PROGRAM
JP5466089B2 (en) Game device and program
JP5535127B2 (en) Game device and program
JP4825273B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
WO2012169239A1 (en) Game device, game device control method, information recording medium, and program
JP5431274B2 (en) Game device and program
WO2011010596A1 (en) Game device, game control method, information storage medium, and program
JP2012024437A (en) Image generating device, image generating method and program
JP2008229234A (en) Game device, game control method, and program

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: 10792021

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: 10792021

Country of ref document: EP

Kind code of ref document: A1