WO2012169239A1 - Game device, game device control method, information recording medium, and program - Google Patents

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

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Publication number
WO2012169239A1
WO2012169239A1 PCT/JP2012/055078 JP2012055078W WO2012169239A1 WO 2012169239 A1 WO2012169239 A1 WO 2012169239A1 JP 2012055078 W JP2012055078 W JP 2012055078W WO 2012169239 A1 WO2012169239 A1 WO 2012169239A1
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WIPO (PCT)
Prior art keywords
image
game
task
player
interest
Prior art date
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PCT/JP2012/055078
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French (fr)
Japanese (ja)
Inventor
祐一 浅見
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株式会社コナミデジタルエンタテインメント
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Publication of WO2012169239A1 publication Critical patent/WO2012169239A1/en

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    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/307Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game device, a game device control method, an information recording medium, and a program suitable for adjusting a plurality of images so that a player can easily see a limited area.
  • game task game data (hereinafter referred to as “game task”) which is prepared in advance is determined. ”)"
  • game task As well as a version that has a mode that allows players to play using game tasks freely edited.
  • application software that allows general users to edit musical scores on a personal computer and compose music freely.
  • the size and resolution of the monitors used by players are generally different, and it is not possible for the producer to pre-configure the screen for players to edit game tasks etc. so that all players will be satisfied. It's not easy. For example, when a user composes a song, the user can view the entire song's waveform while enlarging and displaying the area near the currently edited measure, allowing multiple images to be viewed at once. Although it can be provided, an increase in the amount of information to be displayed may result in a screen that is difficult to see as a whole or a complicated screen configuration. In addition, since the size and resolution of the monitor are limited, it may be difficult to display a plurality of images such as an entire image and a partial image side by side.
  • the present invention solves such a problem, and is suitable for adjusting a plurality of images so that a player can easily see a plurality of images within a limited region, a control method for the game device, an information recording medium, and The purpose is to provide a program.
  • a game device includes a task storage unit, a section receiving unit, an image display unit, a position receiving unit, and a task updating unit.
  • the task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
  • the section receiving unit receives from the player a designation of a time section to be edited within the game time.
  • the image display unit displays the first attention image representing the distribution of the operation timing represented by the stored game task within the game time and the first attention image in a part or all of the displayed area.
  • a second image of interest that overlaps the region of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; Is displayed on the screen.
  • the position receiving unit receives a designation of a position included in an area where the second attention image is displayed on the screen from the player.
  • the task update unit determines the timing associated with the position received in the distribution in the second image of interest, and updates the task storage unit by adding a new game task that represents the determined timing.
  • the first attention image includes a first object representing each of all the game tasks within the game time.
  • the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
  • the image display unit reduces a portion where each of the first object image and each of the second object image overlap based on the distribution of the first object image and the distribution of the second object image.
  • at least one of the position and shape of the region where the first image of interest is displayed is changed.
  • the player can freely edit the game data and use it for play.
  • the player can edit musical score data in a music game and terrain map data in a war game.
  • a first attention image representing the entire game data and a second attention image representing (for example, enlarging) a specified portion of the first attention image are displayed. .
  • Part or all of the area where the first attention image is displayed and the area where the second attention image is displayed may overlap.
  • the player browses the first target image when looking at the entire game data out of the two target images displayed at the same time, and browses the second target image when he / she wants to look at a specific part of the game data. Can be used properly.
  • the game data is data that defines a game task that represents the timing of an operation to be performed by the player. For example, in a dance game, an operation to be performed by a player is to press a button of the input device or move the input device itself in accordance with an instruction on how to move which part of the body.
  • the timing is typically defined using the time (in-game time) that flows in the game world, such as how many seconds from the beginning of the dance task song, how many beats of the measure song, and what beat. Is done.
  • the game task may be freely edited and saved by the player, or may be prepared in advance.
  • Players can freely edit game tasks. Specifically, the player first designates a time section to be a game task edit target within the game time, such as from what measure to how many measures of the music. Next, the player designates an in-game time to add a game task in the editing section. For example, the player can issue an instruction to add the game task “move the foot to the left” at what beat of what measure of the music.
  • the monitor displays the above-described first attention image and second attention image representing the game task being edited.
  • the first attention image includes a first object image representing each of all game tasks.
  • the second attention image includes a second object image representing each game task included in the time segment to be edited among all game tasks.
  • the display position of the first image of interest is adjusted so that the portion where the first object image and the second object image overlap is reduced. That is, even if the distribution of the first object image and the distribution of the second object image is changed by editing the game task, the display position is changed so as not to overlap each other as much as possible. Therefore, even if the information to be displayed is changed by editing the game task, both the first attention image and the second attention image are always easy to see.
  • the game device can adjust a plurality of images so that the player can easily see them within a limited area.
  • the image display unit may further change at least one of the position and shape of the area where the second image of interest is displayed.
  • the game device adjusts not only one of the position and shape of the first image of interest but also one of the position and shape of the second image of interest, thereby allowing a plurality of areas within a limited area to be adjusted. You can adjust the image to make it easier for players to see. The room for the game device to be adjusted increases, and the effect of making it easier for the player to see a plurality of images increases.
  • the image display unit may further display a cursor image indicating a position in the screen for the position receiving unit to receive the designation of the position. Then, the image display unit displays the first target image based on the distribution of the second object image and the position of the cursor image so that the portion where each of the second object images overlaps the cursor image is reduced. At least one of the position and shape of the displayed area and / or at least one of the position and shape of the area where the second attention image is displayed may be changed.
  • the cursor image for the player to specify the position in the screen is overlapped as much as possible. Therefore, the effect of making it easier for the player to see a plurality of images is enhanced.
  • the cursor image is generally simply referred to as “cursor” or “mouse pointer” or “mouse cursor”.
  • the game apparatus may further include a music playback unit that plays back music. Then, the task update unit determines the timing associated with the position received in the distribution in the second image of interest, and for each timing corresponding to the front beat, the back beat, and the beginning of the bar of the music to be played back Of these, a new game task representing the timing closest to the determined timing may be added.
  • the timing represented by the added game task is limited to the timing that matches the played music as much as possible. According to the present invention, it is possible to increase the effect of making it easier for a player to see a plurality of images, and to create a game task with less discomfort for the game.
  • the game task may indicate the type of operation that the player should perform in association with the timing of the operation that the player should perform.
  • the game device may further include a type designation unit that accepts designation of the type of operation to be performed by the player. Then, the task update unit may add a new game task in which the determined timing is associated with the designated operation type.
  • the game task that can be added may define not only the timing of the operation to be performed by the player but also the content of the operation to be performed by the player. According to the present invention, there is an advantage that an effect of making it easy for a player to view a plurality of images is enhanced, and variations of game tasks that can be created by the player are widened.
  • the image display unit arranges the first object image representing the added new game task in the first attention image, and associates it in advance with the type of operation to be performed by the player in the second attention image.
  • a second object image representing a new game task that has been added may be placed on the lane.
  • the player can easily distinguish the type of game task according to the position of the lane. Then, when editing the game task, the player can continue the editing work with little consideration on which lane the game task to be determined should be placed, thereby reducing the burden on the player.
  • the image display unit may move the first target image in the direction of a vector connecting from the center of gravity position of the distribution of the second object image to the center position of the second target image.
  • the game device can efficiently obtain the distribution bias of the second object image, and can adjust the screen configuration so that the player can easily see a plurality of images.
  • the area for displaying the second image of interest may be divided into a plurality of blocks. Then, the image display unit may obtain the direction in which the first image of interest is moved based on the direction associated with the block in which the second object image is most frequently included among the plurality of blocks.
  • the game device can efficiently obtain the distribution bias of the second object image, and can adjust the screen configuration so that the player can easily see a plurality of images.
  • a game device control method is a control method executed by a game device having a task storage unit, and includes a section reception step, an image display step, a position reception step, and a task update step.
  • the task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
  • the section acceptance step designation of a time section to be edited within the game time is received from the player.
  • the image display step the first attention image representing the distribution of the timing of the operation represented by the stored game task within the game time and the first attention image are displayed on a part or all of the displayed area.
  • the position accepting step designation of a position included in the area where the second image of interest is displayed on the screen is accepted from the player.
  • the task storage unit is updated by determining the timing associated with the position received in the distribution in the second image of interest and adding a new game task that represents the determined timing.
  • the first attention image includes a first object image representing each of all game tasks within the game time.
  • the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
  • a portion where each of the first object image and each of the second object image overlap is reduced based on the distribution of the first object image and the distribution of the second object image.
  • at least one of the position and shape of the region where the first image of interest is displayed is changed.
  • a computer-readable information recording medium stores a program that causes a computer to function as a task storage unit, a section receiving unit, an image display unit, a position receiving unit, and a task updating unit.
  • the task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
  • the section receiving unit receives from the player a designation of a time section to be edited within the game time.
  • the image display unit displays the first attention image representing the distribution of the operation timing represented by the stored game task within the game time and the first attention image in a part or all of the displayed area.
  • the position receiving unit receives a designation of a position included in an area where the second attention image is displayed on the screen from the player.
  • the task update unit determines the timing associated with the position received in the distribution in the second image of interest, and updates the task storage unit by adding a new game task that represents the determined timing.
  • the first attention image includes a first object image representing each of all game tasks within the game time.
  • the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
  • the image display unit reduces a portion where each of the first object image and each of the second object image overlap based on the distribution of the first object image and the distribution of the second object image.
  • at least one of the position and shape of the region where the first image of interest is displayed is changed.
  • the computer can function as a game device that operates as described above.
  • a program causes a computer to function as a task storage unit, a section receiving unit, an image display unit, a position receiving unit, and a task updating unit.
  • the task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
  • the section receiving unit receives from the player a designation of a time section to be edited within the game time.
  • the image display unit displays the first attention image representing the distribution of the operation timing represented by the stored game task within the game time and the first attention image in a part or all of the displayed area.
  • the position receiving unit receives a designation of a position included in an area where the second attention image is displayed on the screen from the player.
  • the task update unit determines the timing associated with the position received in the distribution in the second image of interest, and updates the task storage unit by adding a new game task that represents the determined timing.
  • the first attention image includes a first object image representing each of all game tasks within the game time.
  • the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
  • the image display unit reduces a portion where each of the first object image and each of the second object image overlap based on the distribution of the first object image and the distribution of the second object image.
  • at least one of the position and shape of the region where the first image of interest is displayed is changed.
  • 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.
  • 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.
  • the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
  • the information storage medium can be distributed and sold independently from the computer.
  • a game device it is possible to provide a game device, a game device control method, an information recording medium, and a program suitable for adjusting a plurality of images so that the player can easily see a limited area. .
  • FIG. 1st controller It is a figure for demonstrating the structure of a 1st controller. It is a figure for demonstrating the structure of a 2nd controller. It is a figure which shows the structural example of a game screen. It is a figure for demonstrating the functional structure of a game device. It is a figure which shows the structural example of the screen for editing a game task. It is a figure which shows the correspondence of a 1st attention image and a 2nd attention image. It is a figure which shows the structural example of the screen for editing a game task. It is a figure which shows the structural example of the screen for editing a game task.
  • FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs functions of a game apparatus according to an embodiment of the present invention by executing a program.
  • the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM 102, a RAM (Random Access Memory) 103, an interface 104, a first controller 105, an external memory 106, a DVD-ROM (Digital Versatile Disc ROM) drive 107, An image processing unit 108, an audio processing unit 109, a NIC (Network Interface Card) 110, and a second controller 111 are provided.
  • a CPU Central Processing Unit
  • ROM 102 Read Only Memory
  • RAM Random Access Memory
  • an interface 104 a first controller 105
  • an external memory 106 a DVD-ROM (Digital Versatile Disc ROM) drive
  • An image processing unit 108, an audio processing unit 109, a NIC (Network Interface Card) 110, and a second controller 111 are provided.
  • the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
  • the CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed.
  • Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
  • the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
  • the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and is executed by the CPU 101 after the power is turned on. Then, the program recorded on the DVD-ROM is read out to the RAM 103 by the CPU 101, and execution of the program is started.
  • the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
  • the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication. Further, the CPU 101 provides a variable area in the RAM 103 and performs an operation by directly operating the ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Or perform other processing such as writing the calculation result back to memory.
  • the first controller 105 and the second controller 111 connected via the interface 104 receive an operation input performed by the player when the game is executed. Details of the first controller 105 and the second controller 111 will be described later. In the following description, the first controller 105 may be simply referred to as “controller”, and the second controller 111 may be referred to as “mat”.
  • the external memory 106 detachably connected via the interface 104 stores data indicating game play status and past results, data indicating the progress of the game, and log (record) of chat communication in the case of a network battle. Are stored in a rewritable manner. The player can record these data in the external memory 106 as appropriate by inputting an instruction via the first controller 105 or the second controller 111.
  • a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for playing a game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
  • the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) provided in the image processing unit 108, and then performs a frame memory (not shown) provided in the image processing unit 108. Record).
  • the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
  • the image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
  • the polygon information arranged in the three-dimensional space and added with various texture information is rendered by the Z buffer method, and a predetermined viewpoint position is used. It is also possible to execute a calculation at high speed to obtain a rendering image in which a polygon arranged in the virtual space is viewed in the direction of a predetermined line of sight.
  • the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible.
  • the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal and outputs it from a speaker connected thereto. In addition, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are reproduced, and sound corresponding to this is output from the speaker.
  • the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM format or Ogg Vorbis format, it is expanded and converted to PCM data.
  • the PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
  • a microphone can be connected to the information processing apparatus 100.
  • the analog signal from the microphone is subjected to A / D (Analog / Digital) conversion at an appropriate sampling frequency so that the audio processing unit 109 can perform mixing or the like as a PCM format digital signal.
  • a / D Analog / Digital
  • the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • a computer communication network such as the Internet
  • LAN Local Area Network
  • 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
  • ISDN Integrated Services Digital Network
  • ADSL Asymmetric Digital Subscriber Line
  • cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
  • a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
  • 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 like the information processing apparatus 100, includes a CPU, a RAM, a ROM, a DVD-ROM drive, and a NIC, and includes an image processing unit that has simpler functions than the information processing apparatus 100.
  • a hard disk as an external storage device
  • a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
  • a keyboard, a mouse, or the like can be used as an input device.
  • the first controller 105 an input device that can measure various parameters such as its current position and posture in a real space is adopted.
  • FIG. 2 is an explanatory diagram showing the external appearance of the first controller 105 and the information processing apparatus 100 that can measure various parameters such as position and posture in a real space.
  • the information processing apparatus 100 can measure various parameters such as position and posture in a real space.
  • the first controller 105 includes a combination of the grip module 201 and the light emitting module 251.
  • the grip module 201 is communicably connected to the information processing apparatus 100 by wireless communication
  • the light emitting module 251 is communicably connected to the information processing apparatus 100 by wire.
  • the sound and image of the processing result of the information processing apparatus 100 are output and displayed by the television apparatus 291.
  • the grip module 201 has an appearance similar to the remote controller of the television device 291, and a CCD camera 202 is disposed at the tip thereof.
  • the light emitting module 251 is fixed to the upper part of the television device 291.
  • Light emitting diodes 252 are disposed at both ends of the light emitting module 251, and emits light when power is supplied from the information processing apparatus 100.
  • the CCD camera 202 of the grip module 201 takes a picture of the light emitting module 251.
  • Information on the captured image is transmitted to the information processing apparatus 100, and the CPU 101 of the information processing apparatus 100 determines the grip module for the light emitting module 251 based on the position where the light emitting diode 252 is captured in the captured image.
  • the position of 201 is acquired.
  • an acceleration sensor an angular acceleration sensor, an inclination sensor, and the like are built in the grip module 201, and the posture of the grip module 201 itself can be measured. These measurement results are also transmitted to the information processing apparatus 100.
  • the cross-shaped key 203 is arranged on the upper surface of the grip module 201, and the player can perform various direction instruction inputs by pressing the cross-shaped key 203.
  • various buttons 206 are also arranged on the upper surface, and an instruction input associated with the button can be performed.
  • the B-button 205 is arranged on the lower surface of the grip module 201 and, in combination with the depression formed on the lower surface of the grip module 201, simulates a trigger in a handgun or a magic hand. .
  • the B button 205 is used to input an instruction for firing with a handgun or holding with a magic hand in a virtual space.
  • the indicator 207 on the upper surface of the grip module 201 presents to the player the operating status of the grip module 201 and the status of wireless communication with the information processing apparatus 100.
  • the power button 208 prepared on the upper surface of the grip module 201 turns on / off the operation of the grip module 201 itself, and the grip module 201 is operated by a built-in battery (not shown).
  • a speaker 209 is disposed on the upper surface of the grip module 201 and outputs a sound based on a sound signal input from the sound processing unit 109.
  • a vibrator (not shown) is prepared inside the grip module 201 so that the presence / absence and strength of vibration can be controlled based on an instruction from the information processing apparatus 100.
  • the following description is based on the assumption that the position and orientation of the grip module 201 in the real world are measured using the first controller 105 that is a combination of the grip module 201 and the light emitting module 251.
  • the position and orientation of the first controller 105 in the real world are measured using ultrasonic waves, infrared communication, GPS (Global Positioning System), or the like. And within the scope of the present invention.
  • the second controller (mat) 111 is placed on a floor or the like, and has a mat shape that allows the player to press a predetermined area on the surface with a foot or a hand. In a predetermined area on the surface of the second controller 111, a button for receiving an instruction input by pressing from the player or a sensor for detecting pressure applied by the player is arranged.
  • FIG. 3 is a view of the second controller 111 installed on the floor as viewed from directly above.
  • a button 301 for accepting an input indicating “left” from the player a button 302 for accepting an input indicating “down” from the player, and an input indicating “up” from the player are received.
  • a button 303 and a button 304 for receiving an input for instructing “right” from the player are arranged. The player can press the buttons 301 to 304 at an arbitrary timing.
  • the state where the buttons 301 to 304 are pressed by the player is referred to as a “pressed state”, and the state where the buttons 301 to 304 are not pressed is referred to as a “non-pressed state”.
  • the CPU 101 determines whether each of the buttons 301 to 304 is in a pressed state or a non-pressed state.
  • the second controller 111 of this embodiment includes four buttons 301 to 304, but the number of buttons is not limited to four, and may be three or less or five or more.
  • the game executed by the information processing apparatus 100 according to the present embodiment is a dance game in which the player can enjoy the atmosphere of dancing when the player moves his body according to the instructions presented.
  • the game content is not limited to a dance game, and the present invention can be applied to any game that may display a plurality of images simultaneously. Further, the present invention can be applied not only to a game but also to an editor such as a musical score using a general personal computer.
  • FIG. 4 is a configuration example of the game screen displayed on the monitor.
  • stationary marks 401 to 404 that are drawn fixedly at predetermined positions in the screen and instruction marks 410 (410A, 410B, 410C, and 410D in this figure) that the drawing position moves with the passage of time.
  • instruction marks 410 410A, 410B, 410C, and 410D in this figure
  • a bar line 420 (denoted as 420A, 420B, and 420C in the figure) indicating the break of the bar of the music to be played
  • a gauge 430 indicating the player's performance
  • other background images indicating the player's performance
  • the instruction mark 410 and the bar line 420 are scroll-displayed according to the music to be played.
  • the instruction mark 410 is drawn with any of the up, down, left, and right arrows.
  • the instruction mark 410 indicates that the player should make a movement related to the direction indicated by the drawn arrow at that timing, that is, the game task described above.
  • the instruction mark 410 represents that the player should press the button corresponding to the drawn arrow among the buttons 301 to 304 at the timing indicated by the instruction mark 410.
  • the player may step on buttons 301-304 with one foot.
  • the instruction mark 410 is also called “stepping position instruction mark” or “footnote”.
  • the instruction mark 410 indicates that the grip module 201 should be shaken in the direction corresponding to the drawn arrow at the timing indicated by the instruction mark 410.
  • the instruction mark 410 is also called a “swing position instruction mark” or “hand score”.
  • Each of the stationary marks 401 to 404 indicates the timing at which the player should press the buttons 301 to 304 (hereinafter also referred to as “task time”).
  • the stationary marks 401 to 404 are depicted with images of any of the up, down, left, and right arrows.
  • the instruction mark 410 moves in accordance with the music playback speed toward the position where the stationary marks 401 to 404 are drawn.
  • the instruction mark 410 moves to the same position as the stationary marks 401 to 404, if the player presses the button corresponding to the direction of the arrow drawn on the stationary marks 401 to 404 among the buttons 301 to 304, the player's score A predetermined score is added or a value (dance meter) indicated by the gauge 430 is increased.
  • the instruction mark 410 continues to move in the same direction after overlapping with any of the stationary marks 401 to 404, and eventually disappears from the screen. Note that the CPU 101 displays the instruction mark 410 corresponding to the game task for which the player's score determination is completed, from the screen when the player's score determination is completed or after a predetermined time has elapsed since the player's score determination is completed. It may be erased.
  • the game task of this embodiment is defined by a combination of a task time and information specifying a button to be pressed at the task time.
  • One game task is expressed as [Equation 1].
  • the game of the present embodiment has N (N is an integer of 1 or more) game tasks, and P (i) is the i-th game task (i is an integer of 1 to N) from the top.
  • T (i) represents the task time corresponding to the game task P (i).
  • B (x) represents the type of operation to be performed by the player (hereinafter also referred to as “task content”).
  • the task content B (x) includes a value B (L) indicating that the player should press the button 301 and a value indicating that the player should press the button 302.
  • B (D) a value B (U) indicating that the player should press the button 303
  • B (R) a value B (R) indicating that the player should press the button 304 are designated.
  • the task content B (x) includes H (L) indicating that the player should swing the grip module 201 in the left direction, and the player moves the grip module 201 to his / her own.
  • H (D) indicating that the player should swing downward
  • H (U) indicating that the player should swing his / her grip module 201 upward
  • H (U) indicating that the player should swing his / her grip module 201 rightward
  • H (R) is designated.
  • the CPU 101 determines the player's score for each game task based on how close the button indicated by the task content among the buttons 301 to 304 is pressed at the task time. For example, when the button indicated by the task content is pressed at the same timing as the task time, the CPU 101 “PERFECT”, and when the button indicated by the task content is pressed at a timing within a predetermined margin before and after the task time. It is determined as “GOOD” or “BAD” when pressed or not pressed at other timings.
  • the CPU 101 may determine the player's score for each game task based on whether the button indicated by the task content among the buttons 301 to 304 is pressed at the task time.
  • initial data indicating the game task is stored in advance in the DVD-ROM or the external memory 106.
  • game tasks may be added, deleted, or updated in accordance with player instructions.
  • the task content is associated with the task time and the game task is defined.
  • the game task may be defined only for the task time. For example, in the case of a game in which only one of the buttons 201 to 204 is used or a game in which any button is pressed regardless of the content in accordance with the rhythm of the music to be played back, [Equation 7] As shown, the game task may be represented only by the task time.
  • the CPU 101 or game creator can arbitrarily define the task time and content of the game task.
  • the game task may be fixedly defined in advance before the start of the game, depending on the progress of the game, the elapsed time in the game, the passage of time in the real world, the player's results, the music to be played, etc.
  • the CPU 101 can change, add or delete game tasks each time.
  • the player can create a game task having a desired content to be operated at a desired in-game time by operating the first controller 105 and / or the second controller 111. That is, the player can freely edit the original game task array (hereinafter also referred to as “music score”) and save it in the external memory 106 or the like. Details of the screen configuration for creating a game task will be described later. Then, the player can play a game of dancing according to the musical score created by the player.
  • music score original game task array
  • the game device 500 includes a task storage unit 501, a section reception unit 502, a display unit 503, a position reception unit 504, and a task update unit 505.
  • the task storage unit 501 stores the above-described game task that represents the operation timing (task time) that the player should perform within the game time (game time).
  • the game task is defined by associating the task content with the task time.
  • the game task includes at least the task time, and the game task may be defined only by the task time.
  • Data defining the game task is stored in the RAM 103.
  • the data defining the game task stored in the RAM 103 may be updated by the CPU 101 as will be described later.
  • the RAM 103 and the CPU 101 cooperate to function as the problem storage unit 501.
  • the section receiving unit 502 receives a designation of a time section that should be a game task edit target within the game time from the player.
  • the player can arbitrarily designate a time section in which he / she wants to edit the game task among all time sections of the music to be played (all time sections in which the game is played).
  • “Editing” includes, for example, creating a new game task, deleting a game task, changing a game task, and the like.
  • the CPU 101, the first controller 105, and the second controller 111 work together to function as the section receiving unit 502.
  • the player operates at least one of the first controller 105 and the second controller 111 to edit an arbitrary time section of all sections from the beginning to the end of a certain piece of music. Can be specified as a target.
  • the time interval to be edited is sandwiched between the edit start time specified by the elapsed time from the beginning of the music and the edit end time specified by the elapsed time from the beginning of the music.
  • the length of the time interval to be edited may be determined in units of hours, minutes, seconds, or may be determined in units of musical measures, VSYNC (vertical synchronization interrupt), or the like.
  • the image display unit 503 generates a first attention image and a second attention image, and displays them on the monitor.
  • the first attention image is an image representing the distribution of the operation timing represented by the game task stored in the task storage unit 501 within the game time.
  • the second attention image represents a distribution in the time interval of the timing included in the time interval received by the interval receiving unit 502 among the operation timings represented by the game task stored in the task storage unit 501. It is an image.
  • the CPU 101 and the image processing unit 108 cooperate to function as the image display unit 503.
  • FIG. 6 shows a display example of the first attention image 610 and the second attention image 620.
  • the first attention image 610 represents a distribution of game tasks defined from the beginning to the end of the music to be played, and the player can preview all of the game tasks defined for the entire music. It is an image.
  • the second attention image 620 represents a distribution of game tasks included in a section that is currently a game task edit target, from the beginning to the end of the reproduced music.
  • a palette image 601 to 604 for designating the task content of the game task to be added and an instruction to newly start editing the game task Button image 605, button image 606 for instructing to read out data representing a game task that has already been created from the external memory 106, etc., and instructing to record data representing the game task being edited in the external memory 106, etc.
  • a cursor image 650, a time axis 660, and the like are displayed.
  • the region where the first target image 610 is displayed and the region where the second target image 620 is displayed partially or entirely overlap. If the range that can be displayed on the monitor is sufficiently large, the game apparatus 500 may be able to configure the game screen so that the first target image 610 and the second target image do not overlap at all. However, when the size and accuracy of the connected monitor vary depending on the usage environment, such as a home game machine, the game screen is displayed so that the first attention image 610 and the second attention image do not overlap at all. If configured, the display of both the first attention image 610 and the second attention image 620 becomes small, and there is a possibility that the game screen becomes very difficult to see for the player.
  • the game device 500 assumes that the first attention image 610 and the second attention image 620 partially or entirely overlap with each other, and the first attention image 610 and the second attention image 620. All of these are designed to make it easier for players to see.
  • FIG. 7 is a diagram in which the first target image 610 and the second target image 620 are extracted and compared with each other.
  • the entire time interval indicated by the second attention image 620 corresponds to a part of the time interval T START to T END among all the time intervals indicated by the first attention image 610. It can be said that the second attention image 620 is an enlarged display of a part of the first attention image 610.
  • the first attention image 610 includes first object images 711 and 712 representing game tasks.
  • the second attention image 620 includes second object images 721 and 722 representing a game task.
  • the first object image 711 in the first target image 610 corresponds to the second object image 721 in the second target image 620, and the first object image 712 in the first target image 610 is It corresponds to the second object image 722 in the second attention image 620.
  • the position of the first object image 711 in the first image of interest 610 indicates how long the task time of the game task represented by the first object image 711 has elapsed since the beginning of the music. Show. Further, the second object image 721, the position in the second target image 620, task time of a game challenges the second object image 721 is represented, which part of the period from the editing section T START to T END It is shown.
  • the game task time represented by the second object image 721 is presented to the player in an easy-to-understand manner by drawing a line indicating the bar break position and a line indicating the beat position on the second target image 620. become able to.
  • the CPU 101 displays not only the second attention image 620 but also the first attention image 610 with lines indicating the positions of bars and beat positions. You may draw so that the line shown may be drawn.
  • the CPU 101 reduces the portion where each of the first object image and each of the second object image overlap. Configure the game screen.
  • the CPU 101 moves the first object image in the direction opposite to this bias.
  • An attention image 610 is arranged.
  • the second object images 711 and 712 are all close to the left side in the screen, and the distribution of the second object image is biased to the left as a whole. Therefore, the CPU 101 arranges the first attention image 610 on the right side of the second attention image 620 where the second object images 711 and 712 are not arranged.
  • the second object images 821, 822, and 823 are all on the right side in the screen, and the distribution of the second object image is biased to the right as a whole. Therefore, the CPU 101 arranges the first attention image 610 on the left side of the second attention image 620 where the second object images 821, 822, and 823 are not arranged.
  • the CPU 101 may change not only the relative position of the second target image 620 with respect to the first target image 610 but also the position of the first target image 610 and the position of other images. For example, as shown in FIG. 9, the CPU 101 changes the configuration of the entire screen by changing the display position of the time axis 660 or the like, or shifts the position of the area where the first attention image 610 is displayed. Also good.
  • the CPU 101 not only changes the position of the first target image 610 and the position of the second target image 620, but also changes the position of the first target image 610 and the position of the second target image 620.
  • the shape of the first attention image 610 or the shape of the second attention image 620 may be changed.
  • the CPU 101 makes the horizontal width of the second image of interest 620 smaller than the horizontal width in FIG.
  • the CPU 101 determines the shape and the shape of the first target image 610 so that the first object image and the second object image do not overlap as much as possible according to the distribution of the first object image and the distribution of the second object image.
  • the shape of the second attention image 620 may be changed.
  • the CPU 101 can arbitrarily change the vertical width and horizontal width of the first target image 610 and the vertical width and horizontal width of the second target image 620.
  • the correspondence relationship between the first target image 610 and the second target image 620 in FIG. 10 is also shown in FIG.
  • the entire time interval indicated by the second attention image 620 corresponds to a part of the time interval T START to T END among all the time intervals indicated by the first attention image 610.
  • the first attention image 610 is an image representing the entire data
  • the second attention image 620 is an image representing a part of the whole in an enlarged manner.
  • the first image of interest 610 is an image representing the score of the entire music
  • the second image of interest 620 is an image representing the score of a part of the entire music.
  • the first attention image 610 is an image representing the terrain map of the whole world
  • the second attention image 620 is an enlargement of the terrain map of a part of the whole world. It is an image represented.
  • the position receiving unit 504 receives a designation of a position in the area where the second attention image 620 is displayed from the player.
  • the CPU 101, the first controller 105, and the second controller 111 cooperate to function as the position receiving unit 504.
  • the player moves the cursor image 650 by operating the grip module 201 or the like.
  • the palette image 601 is selected. It becomes a state.
  • the cursor image 650 moves and a copy of the palette image 601 moves together.
  • “left direction” is indicated at the place where the cursor image 650 (or a copy of the palette image 601) was placed when the A-button 204 was released.
  • New game tasks are added. The same applies to the palette images 602, 603, and 604.
  • the task update unit 505 determines the timing (task time) associated with the position received by the position receiving unit 504 in the distribution in the second target image 620. Then, the task update unit 505 adds a new game task that represents the determined timing. The task update unit 505 updates data representing a game task stored in the task storage unit 501.
  • the CPU 101 and the RAM 103 work together to function as the task update unit 505.
  • the time axis 660 associated with the second target image 620 is set at equal intervals from the editing section T START to T END , and the CPU 101 moves the cursor image 650 on the time axis 660.
  • the in-game time corresponding to the position of the cursor image 650 is obtained by proportionally calculating the position.
  • the task time of a new game task is determined based on the position of the cursor image 650 on the time axis 660. Further, the task content of the new game task is determined by the type of palette image set in the selected state.
  • the CPU 101 stores data indicating a new game task in the RAM 103.
  • the CPU 101 Data representing the game task corresponding to the second object image arranged at the position overlapping the cursor image 650 is deleted from the RAM 103. As described above, the data representing the game task stored in the RAM 103 is added or deleted in accordance with an instruction from the player.
  • the game apparatus 500 adds a new game task in response to an instruction from the player.
  • the general flow of the game processing is the same.
  • the user interface for receiving various instructions from the player is not limited by the present invention.
  • the CPU 101 accepts designation of a time section to be an editing section from the player (step S1201). For example, the player moves the cursor image 650 to a portion of the first image of interest 610 corresponding to the time interval that should be the editing interval, and performs a predetermined designation operation (for example, a pressing operation of the A-button 205). By doing this, the time section to be the editing section is designated.
  • a predetermined designation operation for example, a pressing operation of the A-button 205.
  • the CPU 101 includes a first attention image 610 representing the distribution of game tasks set within the entire time that the game is played (in other words, within the entire time of the music to be played back), and the entire time that the game is played.
  • the second attention image 620 representing the distribution of the game task set in the time interval specified in step S1201 is displayed on the monitor (step S1202).
  • the CPU 101 receives designation of a position in the second attention image 620 from the player (step S1203).
  • an input for designating an arbitrary position within the time interval to be edited is accepted from the player.
  • the position where the cursor image 650 is displayed is the position specified by the player.
  • the player moves the cursor image 650 by changing the position and posture of the grip module 201 and designates the position.
  • the CPU 101 obtains the timing associated with the position received in step S1203 (step S1204).
  • This required timing represents an elapsed time from the start of the game, and is a task time of a newly added game task as will be described later.
  • a coordinate system is defined in advance in the second image of interest 620 (or the entire screen), and the CPU 101 acquires the coordinates of the position indicated by the cursor image 650.
  • the X axis represents the time axis of in-game time, and the time axis is defined at regular intervals.
  • a copy 1330 of the palette image is displayed on the screen illustrated in FIG.
  • a pallet image copy 1330 is displayed at substantially the same position as the cursor image 650.
  • the palette image copy 1330 allows the player to easily grasp where a new game task is added and what the layout of the game task in the second image of interest 620 will be when added. To help.
  • the CPU 101 determines the difference between the X coordinate of the position indicated by the cursor image 650 and the X coordinate of the upper end of the second attention image 620, that is, the cursor image 650 and the second image. A distance LA between the upper end of the target image 620 is calculated. Similarly, the CPU 101 determines the difference between the X coordinate of the position pointed to by the cursor image 650 and the X coordinate of the lower end of the second attention image 620, that is, between the cursor image 650 and the lower end of the second attention image 620. The distance LB is calculated.
  • the operation for adding a game task is, for example, an operation of releasing a pressed button, an operation of pressing a predetermined button, or the like.
  • the CPU 101 determines the absolute value of the time difference between the in-game time T START corresponding to the upper end of the second attention image 620 and the in-game time T END corresponding to the lower end of the second attention image 620, that is, the editing section. Calculate the length of time. Then, the CPU 101 calculates the in-game time T CURSOR corresponding to the position indicated by the cursor image 650 from the calculated time length and the ratio of the calculated distance LA and distance LB. This in-game time T CURSOR becomes the task time of a new game task.
  • lanes 1391 to 1394 with different Y coordinates for each type of task content are provided in the second attention image 620, and a game with the same type of task content is provided.
  • the second object image representing the task is arranged on the same lane.
  • the second object image representing the game task pointing in the “left direction” is all arranged on the lane 1391.
  • the CPU 101 Arranges the second object image representing the newly added game task on the lane associated with the game task. For example, in the case of FIG. 13, the Y coordinate of the copy 1330 of the palette image is different from the Y coordinate of the lane 1394 associated with “left direction”. Therefore, when an operation to add a game task is performed, the CPU 101 deletes the copy 1330 of the palette image and places an object image 1400 representing a new game task on the lane 1414. From the player, it looks as if the object image 1400 representing a new game task is automatically moved onto a predetermined lane. In other words, when the player moves the cursor image 650 in order to add a new game task, the player need only care about the X coordinate and does not need to worry about the Y coordinate.
  • the CPU 101 may similarly arrange the first object image representing the newly added game task on the lane set in advance in the first target image 610 in the same manner as the first object image.
  • the CPU 101 adds a new game task representing the timing obtained in step S1204 (step S1205).
  • the task time of the new game task to be added is the above-described T CURSOR
  • the task content is the task content corresponding to the palette image that was in the selected state.
  • the CPU 101 stores data representing a new game task in the task storage unit 501.
  • the CPU 101 arranges a new first object image representing a new game task in the first attention image 610, and sets a new second object image representing a new game task to the second attention image 620. Place in. Then, the CPU 101 adjusts the positions of the first attention image 610 and the second attention image 620 so that the overlapping portion between the first object image and the second object image is minimized (step S1206). .
  • the CPU 101 obtains the degree of bias of the second object image in the second target image 620 by quantifying, and moves the first target image 610 in a direction opposite to the biased direction.
  • the CPU 101 moves the second attention image 620 in the same direction as the biased direction.
  • the CPU 101 not only changes the positions of the first attention image 610 and the second attention image 620, but instead of changing the positions of the first attention image 610 and the second attention image 620.
  • the shape and size of the first attention image 610 and the second attention image 620 may be changed.
  • the CPU 101 adjusts the first attention image 610 in which the new first object is arranged and the second attention image 620 in which the new second object image is arranged on the monitor, the position of which is adjusted in step S1206. It is displayed (step S1207).
  • the CPU 101 determines whether or not to end the process of editing the game task based on the instruction from the player (step S1208).
  • step S1208 When it is determined that the editing is not finished (step S1208; NO), the CPU 101 repeats the processes of steps S1201 to S1207. On the other hand, when it is determined that the editing is to be ended (step S1208; YES), the CPU 101 stores data representing the game task in the external memory 106 or the like in association with the music (step S1209), and ends the game process.
  • the CPU 101 displays a screen for selecting a song to be a task song of the dance game
  • the CPU 101 reads out audio data of the selected song from the DVD-ROM and associates it with the selected song in step S1209.
  • the data representing the game task saved in is read.
  • the CPU 101 presents the game task to the player according to the read data representing the game task in the dance game using the selected music, and proceeds with the game.
  • the CPU 101 reads out the data representing the game task stored in the external memory 106 and the like before accepting the designation of the time section in step S1201, and again. Can be edited. In other words, the player can redo and edit again and again.
  • the game device 500 can adjust a plurality of images so that the player can easily see the images within a limited area called a display range of the monitor.
  • the first noted image 610 described above is an image for allowing easy previewing of all game tasks set by the player, and is an image that is very helpful in editing the game task.
  • the above-described second attention image 620 is an image for allowing the player to clearly see the time interval in which the player is currently editing the game task, and is an indispensable image for editing the game task. . Both are important, but if the monitor is small or the resolution is low, it may be difficult to display both images separately and large.
  • the game apparatus 500 to change the display position, size, and shape of a plurality of images as needed as in the present embodiment, any of the plurality of images can be presented so that the player can easily see the images. .
  • the present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the constituent elements of the above-described embodiments.
  • the CPU 101 not only reduces the portion where the first object image and the second object image overlap, but also determines the second object image based on the distribution of the second object image and the position of the cursor image 650.
  • the position of the first image of interest 610 and / or the position of the second image of interest 620 may be adjusted so that the portion where each of the image and the cursor image 650 overlap is reduced.
  • the images in the vicinity of the cursor image are complicated and crowded, it may give the impression that the entire game screen is difficult to see.
  • the CPU 101 not only determines the positions of the first attention image 610 and the second attention image 620, but also the size and shape of the first attention image 610 and the second attention image 620, the time axis 660, and the like. The position, size, and shape of the image may be changed.
  • the CPU 101 When determining the task time of a new game task, the CPU 101 does not calculate an accurate in-game time based on the coordinates of the cursor image 650, but has a beat closest to the in-game time corresponding to the coordinates of the cursor image 650.
  • the in-game time may be set as a task time for a new game task.
  • the position designated by the grip module 201 may not always be as intended by the player due to camera shake or the like. Also, if the in-game time corresponding to the position specified by the grip module 201 is used as it is as the task time, there is a possibility that the game task may be set at a halfway timing that does not match the rhythm of the music. It can be broken.
  • the CPU 101 limits the timing at which a game task can be set to the so-called “back beat” or the beginning of a measure, which corresponds to the middle of the beat, instead of the “beat (table beat)” of the music. It may be.
  • the CPU 101 acquires the coordinates where the second object image representing the game task is arranged in the area where the second attention image 620 is displayed. When there are a plurality of second object images in the area, the respective coordinates are acquired. Then, the CPU 101 calculates the coordinates of the center of gravity position of the second object image.
  • FIG. 15 shows positions 1511 to 1515 of the second object image arranged in the second target image 620.
  • the CPU 101 acquires the coordinates of the five positions 1511 to 1515 and calculates the coordinates of the center of gravity position 1520.
  • the CPU 101 calculates the coordinates of the center position 1510 of the second object image. Then, the CPU 101 calculates a vector 1530 that connects the center position 1510 to the center of gravity position 1520. If there is no bias in the distribution of the second object image, the length of the vector 1530 should be zero, and if there is a bias in the distribution of the second object image, the vector 1530 extends in a certain direction. Should have a finite length. The CPU 101 regards the obtained direction of the vector 1530 as the direction in which the distribution of the second object image is biased. Then, the CPU 101 moves the position of the first target image 610 in the direction opposite to the direction of the bias of the distribution of the second object image. The direction of moving the first image of interest 610 is opposite to the vector 1530.
  • the amount by which the first attention image 610 is moved may increase as the length (absolute value) of the vector 1530 increases.
  • the amount of movement of the first image of interest 610 may decrease as the length (absolute value) of the vector 1530 increases.
  • the CPU 101 can set the length inversely proportional to the length of the vector 1530 as the distance to move the first target image 610. It is desirable that the first target image 610 and the second object image 620 do not overlap, but conversely, if both are too far apart, it will be difficult for the player to see. Note that the amount of movement of the first target image 610 is set such that the first target image 610 does not protrude from the display area of the monitor (the first target image 610 is not missing).
  • the CPU 101 may set the moving direction of the second target image 620 in the same direction as the vector 1530. Further, the CPU 101 can set the amount of movement of the second image of interest to an amount that is inversely proportional to the length of the vector 1530. The reason for this setting is to prevent the first target image 610 and the second target image 620 from being separated too much, as described above.
  • the CPU 101 logically divides and manages the second target image 620 into a plurality of predetermined blocks (9 blocks 1601 to 1609 in this figure).
  • the direction in which the first target image 610 is moved may be obtained based on the number of points indicating the position of the second object image included.
  • the CPU 101 obtains the number of points included in each block, and regards the direction associated with the block having the largest number of points as the direction in which the distribution of the second object image is biased. Then, the CPU 101 moves the position of the first target image 610 in the direction opposite to the direction of the bias of the distribution of the second object image. That is, in the case of FIG. 16, the CPU 101 moves the position of the first target image 610 in the “lower right direction” opposite to the “upper left direction” associated with the block 1601 having the largest number of points.
  • the amount of movement may be a predetermined amount associated with the block 1601 having the largest number of points, or an amount that increases in proportion to or in inverse proportion to the number of points included in the block.
  • a program for operating a computer as all or part of the above-described game apparatus 500 is stored and distributed in a computer-readable recording medium such as a memory card, CD-ROM, DVD, MO (Magneto Optical disk), This may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
  • a computer-readable recording medium such as a memory card, CD-ROM, DVD, MO (Magneto Optical disk).
  • the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
  • a game device it is possible to provide a game device, a game device control method, an information recording medium, and a program suitable for adjusting a plurality of images so that the player can easily see a limited area. .
  • Information processing apparatus 101 CPU 102 ROM 103 RAM 104 Interface 105 First controller (controller) 106 External memory 107 DVD-ROM drive 108 Image processing unit 109 Audio processing unit 110 NIC 111 Second controller (mat) 201 Grasping module 202 CCD camera 203 Cross key 204 A button 205 B button 206 Various buttons 207 Indicator 208 Power button 209 Speaker 301 to 304 Button 401 to 404 Still mark 410, 410A, 410B, 410C, 410D Instruction mark 420A, 420B, 420C Bar line 430 Gauge 500 Game device 501 Task storage unit 502 Section reception unit 503 Image display unit 504 Position reception unit 505 Task update units 601 to 604 Palette images 605 to 608 Button image 610 First attention image 620 Second attention image 650 Cursor image 711, 712 First object image 721, 722 Second object image 1310 Object image 1330 representing an already defined game task is selected Copy of palette image 1391 to 1394 Lane 1400 Object image 1510 representing new

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Abstract

A game problem which represents timing of an operation which a player is to perform is stored in a problem storage unit (501). An interval receiving unit (502) receives a designation of a time interval which is to be an object to be edited. An image display unit (503) displays a first image of interest which represents a distribution in game time of the timing of the operation which is represented by the game problem, and a second image of interest which overlaps the first image of interest either in whole or in part and which represents a distribution in a time interval of the timing which is included in a received time interval among the timing of the operation which is represented by the game problem. A location receiving unit (504) receives a designation of a location which is included in a region which is displayed in the second image of interest. A problem update unit (505) determines the timing which is associated with the location which is received in the second image of interest and adds a new game problem which represents the determined timing.

Description

ゲーム装置、ゲーム装置の制御方法、情報記録媒体、ならびに、プログラムGAME DEVICE, GAME DEVICE CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、限られた領域内で複数の画像をプレイヤーが見やすくなるように調整するために好適なゲーム装置、ゲーム装置の制御方法、情報記録媒体、ならびに、プログラムに関する。 The present invention relates to a game device, a game device control method, an information recording medium, and a program suitable for adjusting a plurality of images so that a player can easily see a limited area.
 プレイヤーが独自に作成したデータをプレイに反映させることができるゲームがある。例えば特許文献1に示すようなモニターに表示された指示通りに体を動かすとダンスを踊っている感覚を楽しめるゲームにおいて、予め用意されている体の動かし方を定めるゲームデータ(以下、「ゲーム課題」という。)を用いるだけでなく、プレイヤーが自由に編集したゲーム課題を用いてプレイできるモードが用意されているバージョンが登場している。また、ゲームに限らず、一般のユーザーがパーソナルコンピュータ上で譜面を編集し、自由に作曲できるアプリケーションソフトウェアも存在する。 There are games that allow players to reflect their own data in their play. For example, in a game where the user can enjoy the feeling of dancing by moving his body according to the instructions displayed on the monitor as shown in Patent Document 1, game data (hereinafter referred to as “game task”) which is prepared in advance is determined. ")", As well as a version that has a mode that allows players to play using game tasks freely edited. In addition to games, there is application software that allows general users to edit musical scores on a personal computer and compose music freely.
特許第3003851号公報Japanese Patent No. 3003851
 ところで、プレイヤー(ユーザー)が使用するモニターの大きさや解像度は一般にまちまちであり、プレイヤーがゲーム課題等を編集するための画面を、すべてのプレイヤーにとって満足のいくように制作者が予め構成することは容易ではない。例えば、ユーザーが作曲する際に、現在編集中の小節付近を拡大して表示しつつ、楽曲全体の波形を表示するようにし、一度に複数の画像を閲覧できるようにすると、ユーザーフレンドリーなインターフェースを提供できるものの、表示すべき情報量が多くなることにより、全体として見づらい画面になってしまったり画面構成が複雑化してしまったりする恐れがある。また、モニターの大きさや解像度には限界があるため、全体画像と部分画像というような複数の画像を一度に並べて表示することが困難なこともある。 By the way, the size and resolution of the monitors used by players (users) are generally different, and it is not possible for the producer to pre-configure the screen for players to edit game tasks etc. so that all players will be satisfied. It's not easy. For example, when a user composes a song, the user can view the entire song's waveform while enlarging and displaying the area near the currently edited measure, allowing multiple images to be viewed at once. Although it can be provided, an increase in the amount of information to be displayed may result in a screen that is difficult to see as a whole or a complicated screen configuration. In addition, since the size and resolution of the monitor are limited, it may be difficult to display a plurality of images such as an entire image and a partial image side by side.
 本発明はこのような課題を解決するものであり、限られた領域内で複数の画像をプレイヤーが見やすくなるように調整するために好適なゲーム装置、ゲーム装置の制御方法、情報記録媒体、ならびに、プログラムを提供することを目的とする。 The present invention solves such a problem, and is suitable for adjusting a plurality of images so that a player can easily see a plurality of images within a limited region, a control method for the game device, an information recording medium, and The purpose is to provide a program.
 以上の目的を達成するため、本発明の原理にしたがって、下記の発明を開示する。 In order to achieve the above object, the following invention is disclosed in accordance with the principle of the present invention.
 本発明の第1の観点に係るゲーム装置は、課題記憶部、区間受付部、画像表示部、位置受付部、課題更新部を備える。
 課題記憶部には、ゲームが行われるゲーム時間内において、プレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される。
 区間受付部は、ゲーム時間内のうち編集対象とすべき時間区間の指定をプレイヤーから受け付ける。
 画像表示部は、記憶されたゲーム課題により表される操作のタイミングのゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が第1の注目画像が表示される領域と重なる第2の注目画像であって、記憶されたゲーム課題により表される操作のタイミングのうち受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する。
 位置受付部は、画面において第2の注目画像が表示されている領域に含まれる位置の指定をプレイヤーから受け付ける。
 課題更新部は、第2の注目画像における分布において受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、課題記憶部を更新する。
 第1の注目画像には、ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクトが含まれる。
 また、第2の注目画像には、ゲーム時間内のうち受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれる。
 そして、画像表示部は、第1のオブジェクト画像の分布と第2のオブジェクト画像の分布とに基づいて、第1のオブジェクト画像のそれぞれと第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する。
A game device according to a first aspect of the present invention includes a task storage unit, a section receiving unit, an image display unit, a position receiving unit, and a task updating unit.
The task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
The section receiving unit receives from the player a designation of a time section to be edited within the game time.
The image display unit displays the first attention image representing the distribution of the operation timing represented by the stored game task within the game time and the first attention image in a part or all of the displayed area. A second image of interest that overlaps the region of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; Is displayed on the screen.
The position receiving unit receives a designation of a position included in an area where the second attention image is displayed on the screen from the player.
The task update unit determines the timing associated with the position received in the distribution in the second image of interest, and updates the task storage unit by adding a new game task that represents the determined timing.
The first attention image includes a first object representing each of all the game tasks within the game time.
In addition, the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
Then, the image display unit reduces a portion where each of the first object image and each of the second object image overlap based on the distribution of the first object image and the distribution of the second object image. In addition, at least one of the position and shape of the region where the first image of interest is displayed is changed.
 本発明のゲーム装置にて行われるゲームでは、プレイヤーは、ゲームデータを自由に編集しプレイに用いることができる。例えば、プレイヤーは、音楽ゲームにおける譜面データや、戦争ゲームにおける地形マップデータを編集することができる。ゲームデータを編集する画面には、ゲームデータ全体を表す第1の注目画像と、第1の注目画像のうちの指定した一部分を(例えば拡大して)表す第2の注目画像とが表示される。第1の注目画像が表示される領域と第2の注目画像が表示される領域はそれらの一部又は全部が重なっていてもよい。プレイヤーは、同時に表示される2つの注目画像のうち、ゲームデータ全体を見渡したいときには第1の注目画像を閲覧し、ゲームデータの特定の一部分をじっくり見たいときには第2の注目画像を閲覧する、といったように使い分けることができる。 In a game performed on the game device of the present invention, the player can freely edit the game data and use it for play. For example, the player can edit musical score data in a music game and terrain map data in a war game. On the screen for editing the game data, a first attention image representing the entire game data and a second attention image representing (for example, enlarging) a specified portion of the first attention image are displayed. . Part or all of the area where the first attention image is displayed and the area where the second attention image is displayed may overlap. The player browses the first target image when looking at the entire game data out of the two target images displayed at the same time, and browses the second target image when he / she wants to look at a specific part of the game data. Can be used properly.
 このゲームデータとは、具体的には、プレイヤーがすべき操作のタイミングを表すゲーム課題を定義するデータである。例えばダンスゲームにおいて、プレイヤーがすべき操作とは、体のどの部分をどのように動かすべきかの指示に従って入力装置のボタンを押圧したり入力装置自体を動かしたりすることである。タイミングは、典型的には、ダンスの課題曲の先頭から何秒目、課題曲の何小節目の何拍目、といったように、ゲーム世界の中で流れる時間(ゲーム内時間)を用いて定義される。ゲーム課題は、プレイヤーが自由に編集して保存したものでもよいし、予め用意されているものでもよい。 The game data is data that defines a game task that represents the timing of an operation to be performed by the player. For example, in a dance game, an operation to be performed by a player is to press a button of the input device or move the input device itself in accordance with an instruction on how to move which part of the body. The timing is typically defined using the time (in-game time) that flows in the game world, such as how many seconds from the beginning of the dance task song, how many beats of the measure song, and what beat. Is done. The game task may be freely edited and saved by the player, or may be prepared in advance.
 プレイヤーは、ゲーム課題を自由に編集することができる。具体的には、プレイヤーは、まず、楽曲の何小節目から何小節目までといったように、ゲーム時間内のうちゲーム課題の編集対象とすべき時間区間を指定する。次に、プレイヤーは、編集区間のうちゲーム課題を追加したいゲーム内時刻を指定する。例えば、プレイヤーは、“足を左に動かす”というゲーム課題を、楽曲の何小節目の何拍目に追加する、といった指示を出すことができる。 Players can freely edit game tasks. Specifically, the player first designates a time section to be a game task edit target within the game time, such as from what measure to how many measures of the music. Next, the player designates an in-game time to add a game task in the editing section. For example, the player can issue an instruction to add the game task “move the foot to the left” at what beat of what measure of the music.
 モニターには、編集しているゲーム課題を表す上述の第1の注目画像と第2の注目画像の2種類が表示される。第1の注目画像には、すべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれる。第2の注目画像には、すべてのゲーム課題のうち編集対象の時間区間に含まれるゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれる。ゲーム課題が追加・削除・変更されると、変更内容は外部メモリー等に記録され、第1の注目画像と第2の注目画像に反映される。 The monitor displays the above-described first attention image and second attention image representing the game task being edited. The first attention image includes a first object image representing each of all game tasks. The second attention image includes a second object image representing each game task included in the time segment to be edited among all game tasks. When a game task is added / deleted / changed, the changed content is recorded in an external memory or the like, and is reflected in the first attention image and the second attention image.
 仮に第1の注目画像と第2の注目画像が無作為に重なり合えるようにすると、第1の注目画像と第2の注目画像の見分けが付かなくなってしまう恐れがある。そこで、本発明では、第1のオブジェクト画像と第2のオブジェクト画像が重なる部分が少なくなるように、第1の注目画像の表示位置が調整される。つまり、ゲーム課題を編集したことによって第1のオブジェクト画像の分布と第2のオブジェクト画像の分布が変化しても、なるべく互いに重なって見づらくなってしまわないように、表示位置が変更される。したがって、ゲーム課題を編集することにより表示すべき情報に変更が生じても、第1の注目画像と第2の注目画像の両方とも常に見やすくなる。本発明によれば、ゲーム装置は、限られた領域内で複数の画像をプレイヤーが見やすくなるように調整することができる。 If the first attention image and the second attention image are randomly overlapped, the first attention image and the second attention image may not be distinguished from each other. Therefore, in the present invention, the display position of the first image of interest is adjusted so that the portion where the first object image and the second object image overlap is reduced. That is, even if the distribution of the first object image and the distribution of the second object image is changed by editing the game task, the display position is changed so as not to overlap each other as much as possible. Therefore, even if the information to be displayed is changed by editing the game task, both the first attention image and the second attention image are always easy to see. According to the present invention, the game device can adjust a plurality of images so that the player can easily see them within a limited area.
 画像表示部は、第2の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を更に変更してもよい。 The image display unit may further change at least one of the position and shape of the area where the second image of interest is displayed.
 つまり、ゲーム装置は、第1の注目画像の位置と形状のいずれか一方だけでなく、第2の注目画像の位置と形状のいずれか一方を調整することにより、限られた領域内で複数の画像をプレイヤーが見やすくなるように調整できる。ゲーム装置が調整できる余地が増え、プレイヤーにとって複数の画像が見えやすいようにすることができる効果が高まる。 That is, the game device adjusts not only one of the position and shape of the first image of interest but also one of the position and shape of the second image of interest, thereby allowing a plurality of areas within a limited area to be adjusted. You can adjust the image to make it easier for players to see. The room for the game device to be adjusted increases, and the effect of making it easier for the player to see a plurality of images increases.
 画像表示部は、位置受付部が位置の指定を受け付けるための、画面内の位置を示すカーソル画像を更に表示してもよい。
 そして、画像表示部は、第2のオブジェクト画像の分布とカーソル画像の位置とに基づいて、第2のオブジェクト画像のそれぞれとカーソル画像とが重なる部分が少なくなるように、第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方、及び/又は、第2の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更してもよい。
The image display unit may further display a cursor image indicating a position in the screen for the position receiving unit to receive the designation of the position.
Then, the image display unit displays the first target image based on the distribution of the second object image and the position of the cursor image so that the portion where each of the second object images overlaps the cursor image is reduced. At least one of the position and shape of the displayed area and / or at least one of the position and shape of the area where the second attention image is displayed may be changed.
 本発明によれば、編集対象であるゲーム課題を表す第1のオブジェクト画像と第2のオブジェクト画像だけでなく、プレイヤーが画面内の位置を指定するためのカーソル画像ともなるべく重ならないようにゲーム画面が構成されるので、プレイヤーにとって複数の画像が見えやすいようにすることができる効果が高まる。なお、カーソル画像は、一般に、単に「カーソル」と呼ばれたり、「マウスポインター」「マウスカーソル」などとも呼ばれたりする。 According to the present invention, not only the first object image and the second object image representing the game task to be edited, but also the cursor image for the player to specify the position in the screen is overlapped as much as possible. Therefore, the effect of making it easier for the player to see a plurality of images is enhanced. The cursor image is generally simply referred to as “cursor” or “mouse pointer” or “mouse cursor”.
 ゲーム装置は、楽曲を再生する楽曲再生部を更に備えてもよい。
 そして、課題更新部は、第2の注目画像における分布において受け付けられた位置に対応付けられるタイミングを決定し、再生される楽曲のすべての表拍、裏拍、小節の先頭に対応する各タイミングのうち、当該決定されたタイミングに最も近いタイミングを表す新たなゲーム課題を追加してもよい。
The game apparatus may further include a music playback unit that plays back music.
Then, the task update unit determines the timing associated with the position received in the distribution in the second image of interest, and for each timing corresponding to the front beat, the back beat, and the beginning of the bar of the music to be played back Of these, a new game task representing the timing closest to the determined timing may be added.
 つまり、追加されるゲーム課題が表すタイミングは、再生される楽曲となるべくマッチするようなタイミングに限定される。本発明によれば、プレイヤーにとって複数の画像が見えやすいようにすることができる効果が高まり、且つ、ゲームに対する違和感が少ないゲーム課題を作成できるようになる。 That is, the timing represented by the added game task is limited to the timing that matches the played music as much as possible. According to the present invention, it is possible to increase the effect of making it easier for a player to see a plurality of images, and to create a game task with less discomfort for the game.
 ゲーム課題は、プレイヤーがすべき操作のタイミングと対応付けて、プレイヤーがすべき操作の種類を表すものであってもよい。
 また、ゲーム装置は、プレイヤーがすべき操作の種類の指定を受け付ける種類指定部を更に備えてもよい。
 そして、課題更新部は、決定されたタイミングと指定された操作の種類とを対応付けた新たなゲーム課題を追加してもよい。
The game task may indicate the type of operation that the player should perform in association with the timing of the operation that the player should perform.
The game device may further include a type designation unit that accepts designation of the type of operation to be performed by the player.
Then, the task update unit may add a new game task in which the determined timing is associated with the designated operation type.
 つまり、追加することができるゲーム課題は、プレイヤーがすべき操作のタイミングだけでなく、プレイヤーがすべき操作の内容を定義するものであってもよい。本発明によれば、プレイヤーにとって複数の画像が見えやすいようにすることができる効果が高まり、且つ、プレイヤーが作成できるゲーム課題のバリエーションが広がるというメリットがある。 That is, the game task that can be added may define not only the timing of the operation to be performed by the player but also the content of the operation to be performed by the player. According to the present invention, there is an advantage that an effect of making it easy for a player to view a plurality of images is enhanced, and variations of game tasks that can be created by the player are widened.
 画像表示部は、追加された新たなゲーム課題を表す第1のオブジェクト画像を第1の注目画像内に配置し、第2の注目画像内であってプレイヤーがすべき操作の種類に予め対応付けられたレーン上に、追加された新たなゲーム課題を表す第2のオブジェクト画像を配置してもよい。 The image display unit arranges the first object image representing the added new game task in the first attention image, and associates it in advance with the type of operation to be performed by the player in the second attention image. A second object image representing a new game task that has been added may be placed on the lane.
 本発明によれば、プレイヤーは、レーンの位置によってゲーム課題の種類を見分けやすくなる。そして、プレイヤーは、ゲーム課題を編集する際、決定すべきゲーム課題をどのレーンに配置すべきかをほとんど考慮することなく、編集作業を続けることができ、プレイヤーの負担が減る。 According to the present invention, the player can easily distinguish the type of game task according to the position of the lane. Then, when editing the game task, the player can continue the editing work with little consideration on which lane the game task to be determined should be placed, thereby reducing the burden on the player.
 画像表示部は、第2のオブジェクト画像の分布の重心位置から、第2の注目画像の中心位置へ、と結ぶベクトルの向きに、第1の注目画像を移動してもよい。 The image display unit may move the first target image in the direction of a vector connecting from the center of gravity position of the distribution of the second object image to the center position of the second target image.
 本発明によれば、ゲーム装置は、第2のオブジェクト画像の分布の偏りを効率よく求めることができ、プレイヤーにとって複数の画像が見えやすいように画面構成を調整することができる。 According to the present invention, the game device can efficiently obtain the distribution bias of the second object image, and can adjust the screen configuration so that the player can easily see a plurality of images.
 第2の注目画像を表示する領域は、複数のブロックに分割されていてもよい。
 そして、画像表示部は、複数のブロックのうち、第2のオブジェクト画像が最も多く含まれるブロックに対応付けられる向きに基づいて、第1の注目画像を移動する向きを求めてもよい。
The area for displaying the second image of interest may be divided into a plurality of blocks.
Then, the image display unit may obtain the direction in which the first image of interest is moved based on the direction associated with the block in which the second object image is most frequently included among the plurality of blocks.
 本発明によれば、ゲーム装置は、第2のオブジェクト画像の分布の偏りを効率よく求めることができ、プレイヤーにとって複数の画像が見えやすいように画面構成を調整することができる。 According to the present invention, the game device can efficiently obtain the distribution bias of the second object image, and can adjust the screen configuration so that the player can easily see a plurality of images.
 本発明のその他の観点に係るゲーム装置の制御方法は、課題記憶部を有するゲーム装置にて実行される制御方法であって、区間受付ステップ、画像表示ステップ、位置受付ステップ、課題更新ステップを備える。
 課題記憶部には、ゲームが行われるゲーム時間内において、プレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される。
 区間受付ステップでは、ゲーム時間内のうち編集対象とすべき時間区間の指定をプレイヤーから受け付ける。
 画像表示ステップでは、記憶されたゲーム課題により表される操作のタイミングのゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が第1の注目画像が表示される領域と重なる第2の注目画像であって、記憶されたゲーム課題により表される操作のタイミングのうち受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する。
 位置受付ステップでは、画面において第2の注目画像が表示されている領域に含まれる位置の指定をプレイヤーから受け付ける。
 課題更新ステップでは、第2の注目画像における分布において受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、課題記憶部を更新する。
 第1の注目画像には、ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれる。
 また、第2の注目画像には、ゲーム時間内のうち受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれる。
 そして、画像表示ステップでは、第1のオブジェクト画像の分布と第2のオブジェクト画像の分布とに基づいて、第1のオブジェクト画像のそれぞれと第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する。
A game device control method according to another aspect of the present invention is a control method executed by a game device having a task storage unit, and includes a section reception step, an image display step, a position reception step, and a task update step. .
The task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
In the section acceptance step, designation of a time section to be edited within the game time is received from the player.
In the image display step, the first attention image representing the distribution of the timing of the operation represented by the stored game task within the game time and the first attention image are displayed on a part or all of the displayed area. A second image of interest that overlaps the region of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; Is displayed on the screen.
In the position accepting step, designation of a position included in the area where the second image of interest is displayed on the screen is accepted from the player.
In the task update step, the task storage unit is updated by determining the timing associated with the position received in the distribution in the second image of interest and adding a new game task that represents the determined timing.
The first attention image includes a first object image representing each of all game tasks within the game time.
In addition, the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
In the image display step, a portion where each of the first object image and each of the second object image overlap is reduced based on the distribution of the first object image and the distribution of the second object image. In addition, at least one of the position and shape of the region where the first image of interest is displayed is changed.
 本発明によれば、限られた領域内で複数の画像をプレイヤーが見やすくなるように調整することができる。 According to the present invention, it is possible to adjust a plurality of images so that the player can easily see them within a limited area.
 本発明のその他の観点に係るコンピュータ読み取り可能な情報記録媒体は、コンピュータを、課題記憶部、区間受付部、画像表示部、位置受付部、課題更新部として機能させるプログラムを記憶する。
 課題記憶部には、ゲームが行われるゲーム時間内において、プレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される。
 区間受付部は、ゲーム時間内のうち編集対象とすべき時間区間の指定をプレイヤーから受け付ける。
 画像表示部は、記憶されたゲーム課題により表される操作のタイミングのゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が第1の注目画像が表示される領域と重なる第2の注目画像であって、記憶されたゲーム課題により表される操作のタイミングのうち受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する。
 位置受付部は、画面において第2の注目画像が表示されている領域に含まれる位置の指定をプレイヤーから受け付ける。
 課題更新部は、第2の注目画像における分布において受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、課題記憶部を更新する。
 第1の注目画像には、ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれる。
 また、第2の注目画像には、ゲーム時間内のうち受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれる。
 そして、画像表示部は、第1のオブジェクト画像の分布と第2のオブジェクト画像の分布とに基づいて、第1のオブジェクト画像のそれぞれと第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する。
A computer-readable information recording medium according to another aspect of the present invention stores a program that causes a computer to function as a task storage unit, a section receiving unit, an image display unit, a position receiving unit, and a task updating unit.
The task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
The section receiving unit receives from the player a designation of a time section to be edited within the game time.
The image display unit displays the first attention image representing the distribution of the operation timing represented by the stored game task within the game time and the first attention image in a part or all of the displayed area. A second image of interest that overlaps the region of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; Is displayed on the screen.
The position receiving unit receives a designation of a position included in an area where the second attention image is displayed on the screen from the player.
The task update unit determines the timing associated with the position received in the distribution in the second image of interest, and updates the task storage unit by adding a new game task that represents the determined timing.
The first attention image includes a first object image representing each of all game tasks within the game time.
In addition, the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
Then, the image display unit reduces a portion where each of the first object image and each of the second object image overlap based on the distribution of the first object image and the distribution of the second object image. In addition, at least one of the position and shape of the region where the first image of interest is displayed is changed.
 本発明によれば、コンピュータを上述のように動作するゲーム装置として機能させることができる。 According to the present invention, the computer can function as a game device that operates as described above.
 本発明のその他の観点に係るプログラムは、コンピュータを、課題記憶部、区間受付部、画像表示部、位置受付部、課題更新部として機能させる。
 課題記憶部には、ゲームが行われるゲーム時間内において、プレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される。
 区間受付部は、ゲーム時間内のうち編集対象とすべき時間区間の指定をプレイヤーから受け付ける。
 画像表示部は、記憶されたゲーム課題により表される操作のタイミングのゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が第1の注目画像が表示される領域と重なる第2の注目画像であって、記憶されたゲーム課題により表される操作のタイミングのうち受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する。
 位置受付部は、画面において第2の注目画像が表示されている領域に含まれる位置の指定をプレイヤーから受け付ける。
 課題更新部は、第2の注目画像における分布において受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、課題記憶部を更新する。
 第1の注目画像には、ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれる。
 また、第2の注目画像には、ゲーム時間内のうち受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれる。
 そして、画像表示部は、第1のオブジェクト画像の分布と第2のオブジェクト画像の分布とに基づいて、第1のオブジェクト画像のそれぞれと第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する。
A program according to another aspect of the present invention causes a computer to function as a task storage unit, a section receiving unit, an image display unit, a position receiving unit, and a task updating unit.
The task storage unit stores a game task that represents the timing of an operation to be performed by the player within the game time during which the game is played.
The section receiving unit receives from the player a designation of a time section to be edited within the game time.
The image display unit displays the first attention image representing the distribution of the operation timing represented by the stored game task within the game time and the first attention image in a part or all of the displayed area. A second image of interest that overlaps the region of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; Is displayed on the screen.
The position receiving unit receives a designation of a position included in an area where the second attention image is displayed on the screen from the player.
The task update unit determines the timing associated with the position received in the distribution in the second image of interest, and updates the task storage unit by adding a new game task that represents the determined timing.
The first attention image includes a first object image representing each of all game tasks within the game time.
In addition, the second attention image includes a second object image representing each of all the game tasks in the accepted time interval within the game time.
Then, the image display unit reduces a portion where each of the first object image and each of the second object image overlap based on the distribution of the first object image and the distribution of the second object image. In addition, at least one of the position and shape of the region where the first image of interest is displayed is changed.
 本発明によれば、コンピュータを上述のように動作するゲーム装置として機能させることができる。
 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。
 上記プログラムは、プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記憶媒体は、コンピュータとは独立して配布・販売することができる。
According to the present invention, it is possible to cause a computer to function as a game device that operates as described above.
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.
The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information storage medium can be distributed and sold independently from the computer.
 本発明によれば、限られた領域内で複数の画像をプレイヤーが見やすくなるように調整するために好適なゲーム装置、ゲーム装置の制御方法、情報記録媒体、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 device control method, an information recording medium, and a program suitable for adjusting a plurality of images so that the player can easily see a limited area. .
本発明のゲーム装置が実現される典型的な情報処理装置の概要構成を示す図である。It is a figure which shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement | achieved. 第1のコントローラーの構成を説明するための図である。It is a figure for demonstrating the structure of a 1st controller. 第2のコントローラーの構成を説明するための図である。It is a figure for demonstrating the structure of a 2nd controller. ゲーム画面の構成例を示す図である。It is a figure which shows the structural example of a game screen. ゲーム装置の機能的な構成を説明するための図である。It is a figure for demonstrating the functional structure of a game device. ゲーム課題を編集するための画面の構成例を示す図である。It is a figure which shows the structural example of the screen for editing a game task. 第1の注目画像と第2の注目画像の対応関係を示す図である。It is a figure which shows the correspondence of a 1st attention image and a 2nd attention image. ゲーム課題を編集するための画面の構成例を示す図である。It is a figure which shows the structural example of the screen for editing a game task. ゲーム課題を編集するための画面の構成例を示す図である。It is a figure which shows the structural example of the screen for editing a game task. ゲーム課題を編集するための画面の構成例を示す図である。It is a figure which shows the structural example of the screen for editing a game task. 第1の注目画像と第2の注目画像の対応関係を示す図である。It is a figure which shows the correspondence of a 1st attention image and a 2nd attention image. ゲーム処理を説明するためのフローチャートである。It is a flowchart for demonstrating a game process. 新たなゲーム課題の課題時刻を求める処理を説明するための図である。It is a figure for demonstrating the process which calculates | requires the task time of a new game task. 新たなゲーム課題を表すオブジェクト画像を配置する処理を説明するための図である。It is a figure for demonstrating the process which arrange | positions the object image showing a new game task. 第2のオブジェクト画像の分布の偏りを求める処理を説明するための図である。It is a figure for demonstrating the process which calculates | requires the distribution bias of a 2nd object image. 第2のオブジェクト画像の分布の偏りを求める処理を説明するための図である。It is a figure for demonstrating the process which calculates | requires the distribution bias of a 2nd object image.
 本発明の実施形態を説明する。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. In order to facilitate understanding, an embodiment in which the present invention is realized using an information processing device for games will be described. However, the embodiment described below is for explanation, and the scope of the present invention is not limited. It is not limited. 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.
 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100の概要構成を示す模式図である。 FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs functions of a game apparatus according to an embodiment of the present invention by executing a program.
 情報処理装置100は、CPU(Central Processing Unit)101、ROM 102、RAM(Random Access Memory)103、インターフェース104、第1のコントローラー105、外部メモリー106、DVD-ROM(Digital Versatile Disc ROM)ドライブ107、画像処理部108、音声処理部109、NIC(Network Interface Card)110、及び、第2のコントローラー111を備える。 The information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM 102, a RAM (Random Access Memory) 103, an interface 104, a first controller 105, an external memory 106, a DVD-ROM (Digital Versatile Disc ROM) drive 107, An image processing unit 108, an audio processing unit 109, a NIC (Network Interface Card) 110, and a second controller 111 are provided.
 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107に装着して、情報処理装置100の電源を投入することにより、当該プログラムが実行され、本実施形態に係るゲーム装置が実現される。 When a DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on, the program is executed, and the game apparatus according to the present embodiment is realized. Is done.
 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に対してALU(Arithmetic Logic Unit)(図示せず)を用いて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を行うことができる。さらに、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、CPU 101自身が構成されているものや、コプロセッサを備えて実現するものがある。 The CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data. The CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed. , Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed. In addition, the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
 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、電源の投入後、CPU 101によって実行される。そして、DVD-ROMに記録されたプログラムがCPU 101によってRAM 103に読み出され、プログラムの実行が開始される。また、ROM 102には、情報処理装置100全体の動作制御に必要なオペレーティングシステムのプログラムや各種のデータが記録される。 The ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and is executed by the CPU 101 after the power is turned on. Then, the program recorded on the DVD-ROM is read out to the RAM 103 by the CPU 101, and execution of the program is started. The ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
 RAM 103は、データやプログラムを一時的に記憶するためのもので、DVD-ROMから読み出したプログラムやデータ、その他ゲームの進行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、当該変数に格納された値に対して直接ALUを作用させて演算を行ったり、RAM 103に格納された値を一旦レジスターに格納して演算を行ったりして、演算結果をメモリーに書き戻す、などの処理を行う。 The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication. Further, the CPU 101 provides a variable area in the RAM 103 and performs an operation by directly operating the ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Or perform other processing such as writing the calculation result back to memory.
 インターフェース104を介して接続された第1のコントローラー105と第2のコントローラー111は、プレイヤーがゲーム実行の際などに行う操作入力を受け付ける。第1のコントローラー105と第2のコントローラー111の詳細については後述する。以下の説明において、第1のコントローラー105を単に「コントローラー」と、第2のコントローラー111を「マット」と、それぞれ呼ぶことがある。 The first controller 105 and the second controller 111 connected via the interface 104 receive an operation input performed by the player when the game is executed. Details of the first controller 105 and the second controller 111 will be described later. In the following description, the first controller 105 may be simply referred to as “controller”, and the second controller 111 may be referred to as “mat”.
 インターフェース104を介して着脱自在に接続された外部メモリー106には、ゲームのプレイ状況や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)のデータなどが書き換え可能に記憶される。プレイヤーは、第1のコントローラー105や第2のコントローラー111を介して指示入力を行うことにより、これらのデータを適宜外部メモリー106に記録することができる。 The external memory 106 detachably connected via the interface 104 stores data indicating game play status and past results, data indicating the progress of the game, and log (record) of chat communication in the case of a network battle. Are stored in a rewritable manner. The player can record these data in the external memory 106 as appropriate by inputting an instruction via the first controller 105 or the second controller 111.
 DVD-ROMドライブ107に装着されるDVD-ROMには、ゲームを行う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などが記録される。CPU 101の制御によって、DVD-ROMドライブ107は、これに装着されたDVD-ROMに対する読み出し処理を行って、必要なプログラムやデータを読み出し、これらはRAM 103等に一時的に記憶される。 A DVD-ROM mounted on the DVD-ROM drive 107 stores a program for playing a game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
 画像処理部108は、DVD-ROMから読み出されたデータをCPU 101や画像処理部108が備える画像演算プロセッサー(図示せず)によって加工処理した後、画像処理部108が備えるフレームメモリー(図示せず)に記録する。フレームメモリー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ー(図示せず)へ出力される。これにより、各種の画像表示が可能となる。 The image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) provided in the image processing unit 108, and then performs a frame memory (not shown) provided in the image processing unit 108. Record). The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
 画像演算プロセッサーは、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。 The image calculation processor can execute a two-dimensional image overlay calculation, a 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、当該3次元空間内に配置され、各種のテクスチャー情報が付加されたポリゴン情報を、Zバッファー法によりレンダリングして、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見たレンダリング画像を得る演算の高速実行も可能である。 In addition, when the virtual space is configured in three dimensions, the polygon information arranged in the three-dimensional space and added with various texture information is rendered by the Z buffer method, and a predetermined viewpoint position is used. It is also possible to execute a calculation at high speed to obtain a rendering image in which a polygon arranged in the virtual space is viewed in the direction of a predetermined line of sight.
 さらに、CPU 101と画像演算プロセッサーが協調動作することにより、文字の形状を定義するフォント情報にしたがって、文字列を2次元画像としてフレームメモリーへ描画したり、各ポリゴン表面へ描画したりすることが可能である。 Furthermore, the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible.
 音声処理部109は、DVD-ROMから読み出した音声データをアナログ音声信号に変換し、これに接続されたスピーカーから出力させる。また、CPU 101の制御の下、ゲームの進行の中で発生させるべき効果音や楽曲データを再生し、これに対応した音声をスピーカーから出力させる。 The audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal and outputs it from a speaker connected thereto. In addition, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are reproduced, and sound corresponding to this is output from the speaker.
 音声処理部109では、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、これが有する音源データを参照して、MIDIデータをPCMデータに変換する。また、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、これを展開してPCMデータに変換する。PCMデータは、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)変換を行って、スピーカーに出力することにより、音声出力が可能となる。 When the audio data recorded on the DVD-ROM is MIDI data, the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM format or Ogg Vorbis format, it is expanded and converted to PCM data. The PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
 さらに、情報処理装置100にはマイクを接続することができる。この場合、マイクからのアナログ信号に対しては、適当なサンプリング周波数でA/D(Analog/Digital)変換を行い、PCM形式のディジタル信号として、音声処理部109でのミキシング等の処理ができるようにする。 Furthermore, a microphone can be connected to the information processing apparatus 100. In this case, the analog signal from the microphone is subjected to A / D (Analog / Digital) conversion at an appropriate sampling frequency so that the audio processing unit 109 can perform mixing or the like as a PCM format digital signal. To.
 NIC 110は、情報処理装置100をインターネット等のコンピュータ通信網(図示せず)に接続するためのものであり、LAN(Local Area Network)を構成する際に用いられる10BASE-T/100BASE-T規格にしたがうものや、電話回線を用いてインターネットに接続するためのアナログモデム、ISDN(Integrated Services Digital Network)モデム、ADSL(Asymmetric Digital Subscriber Line)モデム、ケーブルテレビジョン回線を用いてインターネットに接続するためのケーブルモデム等と、これらとCPU 101との仲立ちを行うインターフェース(図示せず)により構成される。 The NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
 このほか、情報処理装置100は、ハードディスク等の大容量外部記憶装置を用いて、ROM 102、RAM 103、外部メモリー106、DVD-ROMドライブ107に装着されるDVD-ROM等と同じ機能を果たすように構成してもよい。 In addition, the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
 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、情報処理装置100よりも簡易な機能を備えた画像処理部を備え、外部記憶装置としてハードディスクを有する他、フレキシブルディスク、光磁気ディスク、磁気テープ等が利用できるようになっている。また、第1のコントローラー105や第2のコントローラー111ではなく、キーボードやマウスなどを入力装置として利用することができる。 For example, a general computer, like the information processing apparatus 100, includes a CPU, a RAM, a ROM, a DVD-ROM drive, and a NIC, and includes an image processing unit that has simpler functions than the information processing apparatus 100. In addition to having a hard disk as an external storage device, a flexible disk, a magneto-optical disk, a magnetic tape, and the like can be used. Further, instead of the first controller 105 and the second controller 111, a keyboard, a mouse, or the like can be used as an input device.
 本実施形態では、第1のコントローラー105として、現実の空間における自身の現在位置や姿勢などの種々のパラメーターが測定できるような入力装置を採用する。 In the present embodiment, as the first controller 105, an input device that can measure various parameters such as its current position and posture in a real space is adopted.
 図2は、現実の空間における位置や姿勢などの種々のパラメーターが測定できるような第1のコントローラー105と情報処理装置100との外観を示す説明図である。以下、本図を参照して説明する。 FIG. 2 is an explanatory diagram showing the external appearance of the first controller 105 and the information processing apparatus 100 that can measure various parameters such as position and posture in a real space. Hereinafter, a description will be given with reference to FIG.
 第1のコントローラー105は、把持モジュール201と発光モジュール251との組合せからなる。把持モジュール201は無線通信によって情報処理装置100と通信可能に接続されており、発光モジュール251は、有線で情報処理装置100と通信可能に接続されている。情報処理装置100の処理結果の音声及び画像は、テレビジョン装置291によって出力表示される。 The first controller 105 includes a combination of the grip module 201 and the light emitting module 251. The grip module 201 is communicably connected to the information processing apparatus 100 by wireless communication, and the light emitting module 251 is communicably connected to the information processing apparatus 100 by wire. The sound and image of the processing result of the information processing apparatus 100 are output and displayed by the television apparatus 291.
 把持モジュール201は、テレビジョン装置291のリモートコントローラーと類似した外観をしており、その先端には、CCDカメラ202が配置されている。 The grip module 201 has an appearance similar to the remote controller of the television device 291, and a CCD camera 202 is disposed at the tip thereof.
 一方、発光モジュール251は、テレビジョン装置291の上部に固定されている。発光モジュール251の両端には、発光ダイオード252が配置されており、情報処理装置100からの電源供給によって発光する。 On the other hand, the light emitting module 251 is fixed to the upper part of the television device 291. Light emitting diodes 252 are disposed at both ends of the light emitting module 251, and emits light when power is supplied from the information processing apparatus 100.
 把持モジュール201のCCDカメラ202は、この発光モジュール251の様子を撮影する。 The CCD camera 202 of the grip module 201 takes a picture of the light emitting module 251.
 撮影された画像の情報は、情報処理装置100に送信され、情報処理装置100のCPU 101は、当該撮影された画像内において発光ダイオード252が撮影された位置に基づいて、発光モジュール251に対する把持モジュール201の位置を取得する。 Information on the captured image is transmitted to the information processing apparatus 100, and the CPU 101 of the information processing apparatus 100 determines the grip module for the light emitting module 251 based on the position where the light emitting diode 252 is captured in the captured image. The position of 201 is acquired.
 このほか、把持モジュール201内には、加速度センサー、角加速度センサー、傾きセンサー等が内蔵されており、把持モジュール201そのものの姿勢を測定することが可能となっている。これらの測定結果も、情報処理装置100に送信される。 In addition, an acceleration sensor, an angular acceleration sensor, an inclination sensor, and the like are built in the grip module 201, and the posture of the grip module 201 itself can be measured. These measurement results are also transmitted to the information processing apparatus 100.
 把持モジュール201の上面には、十字形キー203が配置されており、プレイヤーは、十字形キー203を押し込み操作することによって、各種の方向指示入力を行うことができる。また、A-ボタン204ほか、各種ボタン206も上面に配置されており、当該ボタンに対応付けられた指示入力を行うことができる。 The cross-shaped key 203 is arranged on the upper surface of the grip module 201, and the player can perform various direction instruction inputs by pressing the cross-shaped key 203. In addition to the A-button 204, various buttons 206 are also arranged on the upper surface, and an instruction input associated with the button can be performed.
 一方、B-ボタン205は、把持モジュール201の下面に配置されており、把持モジュール201の下面に窪みが構成されていることとあいまって、拳銃やマジックハンドにおける引き金を模したものとなっている。典型的には、仮想空間内における拳銃による発砲やマジックハンドによる把持の指示入力は、Bボタン205を用いて行われる。 On the other hand, the B-button 205 is arranged on the lower surface of the grip module 201 and, in combination with the depression formed on the lower surface of the grip module 201, simulates a trigger in a handgun or a magic hand. . Typically, the B button 205 is used to input an instruction for firing with a handgun or holding with a magic hand in a virtual space.
 また、把持モジュール201の上面のインジケーター207は、把持モジュール201の動作状況や情報処理装置100との無線通信状況などをプレイヤーに提示する。 Further, the indicator 207 on the upper surface of the grip module 201 presents to the player the operating status of the grip module 201 and the status of wireless communication with the information processing apparatus 100.
 把持モジュール201の上面に用意された電源ボタン208は、把持モジュール201そのものの動作のオン・オフを行うもので、把持モジュール201は内蔵された電池(図示せず)によって動作する。 The power button 208 prepared on the upper surface of the grip module 201 turns on / off the operation of the grip module 201 itself, and the grip module 201 is operated by a built-in battery (not shown).
 このほか、把持モジュール201の上面には、スピーカー209が配置され、音声処理部109から入力される音声信号による音声を出力する。把持モジュール201内部には、バイブレーター(図示せず)が用意されており、情報処理装置100からの指示に基づいて、振動の有無や強弱を制御することができるようになっている。 In addition, a speaker 209 is disposed on the upper surface of the grip module 201 and outputs a sound based on a sound signal input from the sound processing unit 109. A vibrator (not shown) is prepared inside the grip module 201 so that the presence / absence and strength of vibration can be controlled based on an instruction from the information processing apparatus 100.
 以下では、把持モジュール201と発光モジュール251との組合せからなる第1のコントローラー105を用いて、把持モジュール201の現実世界における位置や姿勢を測定することを前提に説明する。ただし、上記のような形態によらず、たとえば超音波や赤外線通信、GPS(Global Positioning System)等を利用して第1のコントローラー105の現実世界における位置や姿勢を測定するとした場合であっても、本発明の範囲に含まれる。 The following description is based on the assumption that the position and orientation of the grip module 201 in the real world are measured using the first controller 105 that is a combination of the grip module 201 and the light emitting module 251. However, regardless of the above-described form, for example, when the position and orientation of the first controller 105 in the real world are measured using ultrasonic waves, infrared communication, GPS (Global Positioning System), or the like. And within the scope of the present invention.
 第2のコントローラー(マット)111は、床などの上に置かれ、表面の所定領域をプレイヤーが足や手などで押圧できるマット型の形状をしている。第2のコントローラー111の表面の所定領域には、プレイヤーからの押圧による指示入力を受け付けるボタン、あるいは、プレイヤーにより加わる圧力を検知するセンサーが配置されている。 The second controller (mat) 111 is placed on a floor or the like, and has a mat shape that allows the player to press a predetermined area on the surface with a foot or a hand. In a predetermined area on the surface of the second controller 111, a button for receiving an instruction input by pressing from the player or a sensor for detecting pressure applied by the player is arranged.
 図3は、床面に設置された第2のコントローラー111を真上から眺めた図である。第2のコントローラー111の所定領域には、“左”を指示する入力をプレイヤーから受け付けるボタン301、“下”を指示する入力をプレイヤーから受け付けるボタン302、“上”を指示する入力をプレイヤーから受け付けるボタン303、“右”を指示する入力をプレイヤーから受け付けるボタン304、がそれぞれ配置されている。プレイヤーは、ボタン301乃至304を任意のタイミングで押圧することができる。 FIG. 3 is a view of the second controller 111 installed on the floor as viewed from directly above. In a predetermined area of the second controller 111, a button 301 for accepting an input indicating “left” from the player, a button 302 for accepting an input indicating “down” from the player, and an input indicating “up” from the player are received. A button 303 and a button 304 for receiving an input for instructing “right” from the player are arranged. The player can press the buttons 301 to 304 at an arbitrary timing.
 ボタン301乃至304がプレイヤーによって押圧されている状態を「押圧状態」と呼び、押圧されていない状態を「非押圧状態」と呼ぶ。CPU 101は、ボタン301乃至304のそれぞれについて、押圧状態か非押圧状態かを判別する。 The state where the buttons 301 to 304 are pressed by the player is referred to as a “pressed state”, and the state where the buttons 301 to 304 are not pressed is referred to as a “non-pressed state”. The CPU 101 determines whether each of the buttons 301 to 304 is in a pressed state or a non-pressed state.
 本実施形態の第2のコントローラー111は4つのボタン301乃至304を備えているが、ボタンの数は4個に限定されず、3個以下あるいは5個以上でもよい。 The second controller 111 of this embodiment includes four buttons 301 to 304, but the number of buttons is not limited to four, and may be three or less or five or more.
 次に、本実施形態の情報処理装置100が実行するゲームの概略について説明する。本実施形態の情報処理装置100で実行されるゲームは、プレイヤーが提示された指示通りに体を動かすとダンスを踊っている雰囲気を味わうことができるダンスゲームである。ただし、ゲーム内容はダンスゲームに限定されず、複数の画像を同時に表示することがある任意のゲームに本発明を適用可能である。また、ゲームに限らず、一般的なパーソナルコンピュータを用いる譜面等のエディターにも適用可能である。 Next, an outline of a game executed by the information processing apparatus 100 according to the present embodiment will be described. The game executed by the information processing apparatus 100 according to the present embodiment is a dance game in which the player can enjoy the atmosphere of dancing when the player moves his body according to the instructions presented. However, the game content is not limited to a dance game, and the present invention can be applied to any game that may display a plurality of images simultaneously. Further, the present invention can be applied not only to a game but also to an editor such as a musical score using a general personal computer.
 図4は、モニターに表示されるゲーム画面の構成例である。ゲーム画面には、画面内の所定位置に固定して描画される静止マーク401~404、描画位置が時間の経過と共に移動する指示マーク410(本図中では410A,410B,410C,410Dの4種類)、再生される楽曲の小節の区切りを示す小節線420(本図中では420A,420B,420Cと記載)、プレイヤーの成績を表すゲージ430、その他の背景画像が含まれる。 FIG. 4 is a configuration example of the game screen displayed on the monitor. On the game screen, stationary marks 401 to 404 that are drawn fixedly at predetermined positions in the screen and instruction marks 410 (410A, 410B, 410C, and 410D in this figure) that the drawing position moves with the passage of time. ), A bar line 420 (denoted as 420A, 420B, and 420C in the figure) indicating the break of the bar of the music to be played, a gauge 430 indicating the player's performance, and other background images.
 指示マーク410と小節線420は、再生される音楽に合わせてスクロール表示される。本実施形態では、指示マーク410には、上下左右のいずれかの矢印が描かれている。指示マーク410は、描かれた矢印が示す方向に関係する動きをそのタイミングでプレイヤーがすべきである旨、すなわち上述のゲーム課題を表す。 The instruction mark 410 and the bar line 420 are scroll-displayed according to the music to be played. In the present embodiment, the instruction mark 410 is drawn with any of the up, down, left, and right arrows. The instruction mark 410 indicates that the player should make a movement related to the direction indicated by the drawn arrow at that timing, that is, the game task described above.
 例えば、指示マーク410は、ボタン301~304のうち、描かれた矢印に対応するボタンを、指示マーク410によって示されるタイミングでプレイヤーが押下すべきである旨、を表す。典型的には、プレイヤーは、ボタン301~304を片足で踏めばよい。この場合、指示マーク410は“踏み位置指示マーク”あるいは“足譜”とも呼ばれる。 For example, the instruction mark 410 represents that the player should press the button corresponding to the drawn arrow among the buttons 301 to 304 at the timing indicated by the instruction mark 410. Typically, the player may step on buttons 301-304 with one foot. In this case, the instruction mark 410 is also called “stepping position instruction mark” or “footnote”.
 あるいは、例えば、指示マーク410は、指示マーク410によって示されるタイミングで、描かれた矢印に対応する方向へ、把持モジュール201を振るべきである旨を表す。この場合、指示マーク410は“振り位置指示マーク”あるいは“手譜”とも呼ばれる。 Or, for example, the instruction mark 410 indicates that the grip module 201 should be shaken in the direction corresponding to the drawn arrow at the timing indicated by the instruction mark 410. In this case, the instruction mark 410 is also called a “swing position instruction mark” or “hand score”.
 静止マーク401~404のそれぞれは、ボタン301~304をプレイヤーが押圧すべきタイミング(以下「課題時刻」ともいう。)を示す。本実施形態では、静止マーク401~404には、上下左右のいずれかの矢印の画像が描かれている。 Each of the stationary marks 401 to 404 indicates the timing at which the player should press the buttons 301 to 304 (hereinafter also referred to as “task time”). In the present embodiment, the stationary marks 401 to 404 are depicted with images of any of the up, down, left, and right arrows.
 指示マーク410は、静止マーク401~404が描画されている位置に向かって音楽の再生速度に合わせて移動していく。静止マーク401~404と同じ位置に指示マーク410が移動してきたときに、ボタン301~304のうち静止マーク401~404に描かれる矢印の向きに対応するボタンをプレイヤーが押圧すると、プレイヤーの得点に所定の点数が加算されたりゲージ430が示す値(ダンスメーター)がアップしたりする。 The instruction mark 410 moves in accordance with the music playback speed toward the position where the stationary marks 401 to 404 are drawn. When the instruction mark 410 moves to the same position as the stationary marks 401 to 404, if the player presses the button corresponding to the direction of the arrow drawn on the stationary marks 401 to 404 among the buttons 301 to 304, the player's score A predetermined score is added or a value (dance meter) indicated by the gauge 430 is increased.
 指示マーク410が静止マーク401~404のいずれかと重なる位置に移動してきたときに、移動してきた指示マーク410が示す矢印に対応するボタン(ボタン301~304のいずれか)をプレイヤーが足で押圧すると、再生されている音楽に合ったダンスを踊っている感覚を楽しめるようになっている。 When the instruction mark 410 has moved to a position overlapping any of the stationary marks 401 to 404, when the player presses a button (any one of the buttons 301 to 304) corresponding to the arrow indicated by the moved instruction mark 410 with his / her foot. , You can enjoy the feeling of dancing to the music being played.
 指示マーク410は、静止マーク401~404のいずれかと重なった後、引き続き同じ方向へ移動し続け、やがて画面外に消えていく。なお、CPU 101は、プレイヤーの成績判定が終わったゲーム課題に対応する指示マーク410を、プレイヤーの成績判定が終わった時点、もしくは、プレイヤーの成績判定が終わってから所定時間の経過後に、画面から消去してもよい。 The instruction mark 410 continues to move in the same direction after overlapping with any of the stationary marks 401 to 404, and eventually disappears from the screen. Note that the CPU 101 displays the instruction mark 410 corresponding to the game task for which the player's score determination is completed, from the screen when the player's score determination is completed or after a predetermined time has elapsed since the player's score determination is completed. It may be erased.
 本実施形態のゲーム課題は、課題時刻と、その課題時刻に押圧すべきボタンを指定する情報と、の組み合わせによって定義される。1つのゲーム課題は[数1]のように表される。 The game task of this embodiment is defined by a combination of a task time and information specifying a button to be pressed at the task time. One game task is expressed as [Equation 1].
 P(i) = (T(i),B(x))   ・・・[数1] P (i) = (T (i), B (x)) ... [Equation 1]
 ただし、本実施形態のゲームにはN個(Nは1以上の整数)のゲーム課題が存在することとし、P(i)は先頭からi番目(iは1以上N以下の整数)のゲーム課題を表す。T(i)はゲーム課題P(i)に対応する課題時刻を表す。B(x)はプレイヤーがすべき操作の種類(以下「課題内容」ともいう。)を表す。 However, the game of the present embodiment has N (N is an integer of 1 or more) game tasks, and P (i) is the i-th game task (i is an integer of 1 to N) from the top. Represents. T (i) represents the task time corresponding to the game task P (i). B (x) represents the type of operation to be performed by the player (hereinafter also referred to as “task content”).
 指示マーク410が“足譜”を示す場合、課題内容B(x)には、プレイヤーがボタン301を押圧すべきことを示す値B(L)、プレイヤーがボタン302を押圧すべきことを示す値B(D)、プレイヤーがボタン303を押圧すべきことを示す値B(U)、プレイヤーがボタン304を押圧すべきことを示す値B(R)、のいずれかが指定される。 When the instruction mark 410 indicates “footnote”, the task content B (x) includes a value B (L) indicating that the player should press the button 301 and a value indicating that the player should press the button 302. One of B (D), a value B (U) indicating that the player should press the button 303, and a value B (R) indicating that the player should press the button 304 are designated.
 指示マーク410が“手譜”を示す場合、課題内容B(x)には、プレイヤーが把持モジュール201を自身の左方向へ振るべきことを示すH(L)、プレイヤーが把持モジュール201を自身の下方向へ振るべきことを示すH(D)、プレイヤーが把持モジュール201を自身の上方向へ振るべきことを示すH(U)、プレイヤーが把持モジュール201を自身の右方向へ振るべきことを示すH(R)、のいずれかが指定される。 When the instruction mark 410 indicates “hand score”, the task content B (x) includes H (L) indicating that the player should swing the grip module 201 in the left direction, and the player moves the grip module 201 to his / her own. H (D) indicating that the player should swing downward, H (U) indicating that the player should swing his / her grip module 201 upward, and H (U) indicating that the player should swing his / her grip module 201 rightward One of H (R) is designated.
 例えば、あるゲーム課題が、[数2]のように表されるとする。
 P(i) = (T(i),B(L))   ・・・[数2]
 このとき、ゲームのi番目のゲーム課題は「プレイヤーが、課題時刻T(i)に、第2のコントローラー111の左ボタン301を押圧すること」である。プレイヤーは、通常、ゲーム内の時間がT(i)になったとき、左ボタン301を足で踏めばよい。
For example, it is assumed that a certain game task is expressed as [Equation 2].
P (i) = (T (i), B (L)) [Equation 2]
At this time, the i-th game task of the game is “the player presses the left button 301 of the second controller 111 at the task time T (i)”. Normally, the player only has to step on the left button 301 with his / her foot when the time in the game reaches T (i).
 例えば、あるゲーム課題が、[数3]のように表されるとする。
 P(i) = (T(i),H(R))   ・・・[数3]
 このとき、ゲームのi番目のゲーム課題は「プレイヤーが、課題時刻T(i)に、把持モジュール201を右に振ること」である。プレイヤーは、ゲーム内の時間がT(i)になったとき、把持モジュール201を持った手を自身の右側に振ればよい。
For example, it is assumed that a certain game task is expressed as [Equation 3].
P (i) = (T (i), H (R)) [Equation 3]
At this time, the i-th game task of the game is “the player swings the grip module 201 to the right at the task time T (i)”. When the time in the game reaches T (i), the player only has to swing the hand holding the grip module 201 to the right side of the player.
 1つの課題時刻に、複数の課題内容を対応付けることも可能である。ただし、1つの課題時刻には、最大でも2つまでの課題内容を対応付けることが望ましい。例えば課題時刻T(i)に2つの課題内容B(x1),B(x2)を対応付ける場合、ゲーム課題は[数4]のように表される。 It is also possible to associate a plurality of task contents with one task time. However, it is desirable to associate at most two task contents with one task time. For example, when two task contents B (x1) and B (x2) are associated with the task time T (i), the game task is expressed as [Equation 4].
 P(i) = (T(i),B(x1),B(x2)) ・・・[数4] P (i) = (T (i), B (x1), B (x2)) ... [Equation 4]
 あるいは、[数5]と[数6]に示すように、2つの異なるゲーム課題として表してもよい。 Alternatively, as shown in [Equation 5] and [Equation 6], they may be expressed as two different game tasks.
 P(i)   = (T(i),B(x1))   ・・・[数5]
 P(i+1) = (T(i),B(x2))   ・・・[数6]
P (i) = (T (i), B (x1)) [Equation 5]
P (i + 1) = (T (i), B (x2)) [Equation 6]
 例えば、あるゲーム課題が、[数7]のように表されるとする。
 P(i) = (T(i),B(L),B(R))   ・・・[数7]
 このとき、ゲームのi番目のゲーム課題は「プレイヤーが、課題時刻T(i)に、第2のコントローラー111の左ボタン301を押圧し、且つ、第2のコントローラー111の右ボタン304を押圧すること」である。プレイヤーは、ゲーム内の時間がT(i)になったとき、左ボタン301と右ボタン304の両方を足で踏めばよい。
For example, it is assumed that a certain game task is expressed as [Equation 7].
P (i) = (T (i), B (L), B (R)) [Equation 7]
At this time, the i-th game task of the game is “the player presses the left button 301 of the second controller 111 and the right button 304 of the second controller 111 at the task time T (i). That's it. When the time in the game reaches T (i), the player may step on both the left button 301 and the right button 304 with his / her foot.
 CPU 101は、ボタン301~304のうち課題内容によって示されるボタンが課題時刻にどの程度近いタイミングで押圧されたかに基づいて、それぞれのゲーム課題についてのプレイヤーの成績を判定する。例えば、CPU 101は、課題内容によって示されるボタンが課題時刻と同じタイミングで押圧されると“PERFECT”、課題内容によって示されるボタンが課題時刻の前後の所定余裕幅以内のタイミングで押圧されると“GOOD”、その他のタイミングで押圧されるかもしくは押圧されなかったときは“BAD”、などのように判定する。 The CPU 101 determines the player's score for each game task based on how close the button indicated by the task content among the buttons 301 to 304 is pressed at the task time. For example, when the button indicated by the task content is pressed at the same timing as the task time, the CPU 101 “PERFECT”, and when the button indicated by the task content is pressed at a timing within a predetermined margin before and after the task time. It is determined as “GOOD” or “BAD” when pressed or not pressed at other timings.
 あるいは、CPU 101は、ボタン301~304のうち課題内容によって示されるボタンが課題時刻に押圧されたか否かに基づいて、それぞれのゲーム課題について、プレイヤーの成績を判定してもよい。 Alternatively, the CPU 101 may determine the player's score for each game task based on whether the button indicated by the task content among the buttons 301 to 304 is pressed at the task time.
 なお、ゲーム課題を示す初期データは、DVD-ROMあるいは外部メモリー106に予め記憶されているものとする。ただし、後述するように、ゲーム課題は、プレイヤーの指示により、追加・削除・更新されることがある。 Note that the initial data indicating the game task is stored in advance in the DVD-ROM or the external memory 106. However, as will be described later, game tasks may be added, deleted, or updated in accordance with player instructions.
 本実施形態では、課題時刻に課題内容が対応付けられてゲーム課題が定義されているが、ゲーム課題は課題時刻のみ定義するものであってもよい。例えば、ボタン201~204のうちいずれか1つのみ使用するゲームや、再生される楽曲のリズムに合わせ内容を問わずいずれかのボタンを押圧すればよいゲームなどの場合には、[数7]に示すように、ゲーム課題は課題時刻のみによって表されてもよい。 In this embodiment, the task content is associated with the task time and the game task is defined. However, the game task may be defined only for the task time. For example, in the case of a game in which only one of the buttons 201 to 204 is used or a game in which any button is pressed regardless of the content in accordance with the rhythm of the music to be played back, [Equation 7] As shown, the game task may be represented only by the task time.
 P(i)   = (T(i))   ・・・[数7] P (i) = (T (i)) ... [Equation 7]
 1つの楽曲につき設定されうるゲーム課題の数に特段の制限はない。CPU 101もしくはゲームの制作者は、ゲーム課題の課題時刻や課題内容を任意に定義することができる。ゲーム課題は、ゲームの開始前に予め固定的に定義されたものでもよいし、ゲームの進捗、ゲーム内時刻の経過、現実世界における時間の経過、プレイヤーの成績、再生される楽曲等に応じて都度CPU 101がゲーム課題を変更、追加もしくは削除することもできる。 There is no particular limit to the number of game tasks that can be set per song. The CPU 101 or game creator can arbitrarily define the task time and content of the game task. The game task may be fixedly defined in advance before the start of the game, depending on the progress of the game, the elapsed time in the game, the passage of time in the real world, the player's results, the music to be played, etc. The CPU 101 can change, add or delete game tasks each time.
 本実施形態では、プレイヤーは、第1のコントローラー105及び/又は第2のコントローラー111を操作して、所望のゲーム内時間に操作すべき所望の内容のゲーム課題を作成できる。つまり、プレイヤーは、オリジナルのゲーム課題の配列(以下「譜面」ともいう。)を自由に編集し、外部メモリー106等に保存しておくことができる。ゲーム課題を作成するための画面の構成の詳細については後述する。そして、プレイヤーは、自分が作成した譜面に従ってダンスをするゲームをプレイできる。 In this embodiment, the player can create a game task having a desired content to be operated at a desired in-game time by operating the first controller 105 and / or the second controller 111. That is, the player can freely edit the original game task array (hereinafter also referred to as “music score”) and save it in the external memory 106 or the like. Details of the screen configuration for creating a game task will be described later. Then, the player can play a game of dancing according to the musical score created by the player.
 次に、本実施形態のゲーム装置500の機能的な構成について、図5等を用いて説明する。ゲーム装置500は、課題記憶部501、区間受付部502、表示部503、位置受付部504、課題更新部505を備える。 Next, a functional configuration of the game apparatus 500 according to the present embodiment will be described with reference to FIG. The game device 500 includes a task storage unit 501, a section reception unit 502, a display unit 503, a position reception unit 504, and a task update unit 505.
 課題記憶部501は、ゲームが行われる時間内(ゲーム時間内)においてプレイヤーがすべき操作のタイミング(課題時刻)を表す上述のゲーム課題を記憶する。本実施形態では、課題時刻に課題内容が対応付けられることによりゲーム課題が定義される。ただし、ゲーム課題には少なくとも課題時刻が含まれていればよく、課題時刻のみによってゲーム課題が定義されていてもよい。ゲーム課題を定義するデータはRAM 103に記憶される。なお、RAM 103に記憶されるゲーム課題を定義するデータは、後述するようにCPU 101によって更新されることがある。RAM 103とCPU 101が協働して、課題記憶部501として機能する。 The task storage unit 501 stores the above-described game task that represents the operation timing (task time) that the player should perform within the game time (game time). In the present embodiment, the game task is defined by associating the task content with the task time. However, it is sufficient that the game task includes at least the task time, and the game task may be defined only by the task time. Data defining the game task is stored in the RAM 103. The data defining the game task stored in the RAM 103 may be updated by the CPU 101 as will be described later. The RAM 103 and the CPU 101 cooperate to function as the problem storage unit 501.
 区間受付部502は、ゲーム時間内においてゲーム課題の編集対象とすべき時間区間の指定をプレイヤーから受け付ける。プレイヤーは、再生される楽曲の全時間区間(ゲームが行われる全時間区間)のうち自分がゲーム課題を編集したい時間区間を任意に指定できる。「編集」には、例えば、ゲーム課題の新規作成、ゲーム課題の削除、ゲーム課題の変更等が含まれる。CPU 101と第1のコントローラー105と第2のコントローラー111とが協働して、区間受付部502として機能する。 The section receiving unit 502 receives a designation of a time section that should be a game task edit target within the game time from the player. The player can arbitrarily designate a time section in which he / she wants to edit the game task among all time sections of the music to be played (all time sections in which the game is played). “Editing” includes, for example, creating a new game task, deleting a game task, changing a game task, and the like. The CPU 101, the first controller 105, and the second controller 111 work together to function as the section receiving unit 502.
 詳細には、プレイヤーは、第1のコントローラー105と第2のコントローラー111のうち少なくとも一方を操作して、ある楽曲の最初から最後までの全区間のうちの任意の時間区間を、ゲーム課題の編集対象に指定することができる。編集対象となる時間区間は、楽曲の先頭からの経過時間で指定される編集開始時間と、同じく楽曲の先頭からの経過時間で指定される編集終了時間と、に挟まれる。編集対象となる時間区間の長さは、時分秒の単位で定められてもよいし、楽曲の小節単位、VSYNC(垂直同期割り込み)単位などで定められてもよい。 Specifically, the player operates at least one of the first controller 105 and the second controller 111 to edit an arbitrary time section of all sections from the beginning to the end of a certain piece of music. Can be specified as a target. The time interval to be edited is sandwiched between the edit start time specified by the elapsed time from the beginning of the music and the edit end time specified by the elapsed time from the beginning of the music. The length of the time interval to be edited may be determined in units of hours, minutes, seconds, or may be determined in units of musical measures, VSYNC (vertical synchronization interrupt), or the like.
 画像表示部503は、第1の注目画像と第2の注目画像を生成し、モニターに表示する。第1の注目画像は、課題記憶部501に記憶されたゲーム課題により表される操作のタイミングの、ゲーム時間内における分布を表す画像である。第2の注目画像は、課題記憶部501に記憶されたゲーム課題により表される操作のタイミングのうち、区間受付部502により受け付けられた時間区間に含まれるタイミングの、この時間区間における分布を表す画像である。CPU 101と画像処理部108が協働して、画像表示部503として機能する。 The image display unit 503 generates a first attention image and a second attention image, and displays them on the monitor. The first attention image is an image representing the distribution of the operation timing represented by the game task stored in the task storage unit 501 within the game time. The second attention image represents a distribution in the time interval of the timing included in the time interval received by the interval receiving unit 502 among the operation timings represented by the game task stored in the task storage unit 501. It is an image. The CPU 101 and the image processing unit 108 cooperate to function as the image display unit 503.
 図6に、第1の注目画像610と第2の注目画像620の表示例を示す。第1の注目画像610は、再生される楽曲の最初から最後までの間に定義されているゲーム課題の分布を表し、楽曲全体に定義されているゲーム課題のすべてをプレイヤーがプレビューすることができる画像である。第2の注目画像620は、再生される楽曲の最初から最後までの間のうち、現在ゲーム課題の編集対象となっている区間に含まれるゲーム課題の分布を表す。 FIG. 6 shows a display example of the first attention image 610 and the second attention image 620. The first attention image 610 represents a distribution of game tasks defined from the beginning to the end of the music to be played, and the player can preview all of the game tasks defined for the entire music. It is an image. The second attention image 620 represents a distribution of game tasks included in a section that is currently a game task edit target, from the beginning to the end of the reproduced music.
 モニターには、第1の注目画像610と第2の注目画像620のほか、例えば、追加したいゲーム課題の課題内容を指定するパレット画像601~604、ゲーム課題の編集を新規に開始することを指示するボタン画像605、既に作成済みのゲーム課題を表すデータを外部メモリー106等から読み出すことを指示するボタン画像606、現在編集しているゲーム課題を表すデータを外部メモリー106等に記録することを指示するボタン画像607、現在編集しているゲーム課題を表すデータを破棄することを指示するボタン画像608、第2の注目画像620内の位置(もしくは第1の注目画像610内の位置)を指定するカーソル画像650、時間軸660などが表示される。 In addition to the first attention image 610 and the second attention image 620, for example, a palette image 601 to 604 for designating the task content of the game task to be added and an instruction to newly start editing the game task Button image 605, button image 606 for instructing to read out data representing a game task that has already been created from the external memory 106, etc., and instructing to record data representing the game task being edited in the external memory 106, etc. Button image 607 to be designated, button image 608 for instructing to discard the data representing the game task being edited, and a position in the second attention image 620 (or a position in the first attention image 610). A cursor image 650, a time axis 660, and the like are displayed.
 第1の注目画像610が表示される領域と、第2の注目画像620が表示される領域は、一部又は全部が重複する。仮に、モニターが表示できる範囲が十分に大きいのであれば、ゲーム装置500は、第1の注目画像610と第2の注目画像が一切重複しないようにゲーム画面を構成することができるかもしれない。しかし、家庭用ゲーム機のように、接続されるモニターの大きさや精度が使用環境によってまちまちである場合には、第1の注目画像610と第2の注目画像が一切重複しないようにゲーム画面を構成すると、第1の注目画像610も第2の注目画像620も表示が小さくなってしまい、プレイヤーにとって非常に見づらいゲーム画面になってしまう恐れがある。そこで、本実施形態では、ゲーム装置500は、第1の注目画像610と第2の注目画像620が一部又は全部重複することを前提に、第1の注目画像610と第2の注目画像620のいずれもがプレイヤーにとって見やすくなるように工夫している。 The region where the first target image 610 is displayed and the region where the second target image 620 is displayed partially or entirely overlap. If the range that can be displayed on the monitor is sufficiently large, the game apparatus 500 may be able to configure the game screen so that the first target image 610 and the second target image do not overlap at all. However, when the size and accuracy of the connected monitor vary depending on the usage environment, such as a home game machine, the game screen is displayed so that the first attention image 610 and the second attention image do not overlap at all. If configured, the display of both the first attention image 610 and the second attention image 620 becomes small, and there is a possibility that the game screen becomes very difficult to see for the player. Therefore, in the present embodiment, the game device 500 assumes that the first attention image 610 and the second attention image 620 partially or entirely overlap with each other, and the first attention image 610 and the second attention image 620. All of these are designed to make it easier for players to see.
 図7は、第1の注目画像610と第2の注目画像620を抽出して互いに比較した図である。第2の注目画像620によって示される全時間区間は、第1の注目画像610によって示される全時間区間のうち、一部の時間区間であるTSTARTからTENDまで、に相当する。第2の注目画像620は、第1の注目画像610の一部を拡大して表示したものとも言える。 FIG. 7 is a diagram in which the first target image 610 and the second target image 620 are extracted and compared with each other. The entire time interval indicated by the second attention image 620 corresponds to a part of the time interval T START to T END among all the time intervals indicated by the first attention image 610. It can be said that the second attention image 620 is an enlarged display of a part of the first attention image 610.
 第1の注目画像610には、ゲーム課題を表す第1のオブジェクト画像711,712が含まれる。第2の注目画像620には、ゲーム課題を表す第2のオブジェクト画像721,722が含まれる。第1の注目画像610中の第1のオブジェクト画像711は、第2の注目画像620中の第2のオブジェクト画像721に対応し、第1の注目画像610中の第1のオブジェクト画像712は、第2の注目画像620中の第2のオブジェクト画像722に対応する。 The first attention image 610 includes first object images 711 and 712 representing game tasks. The second attention image 620 includes second object images 721 and 722 representing a game task. The first object image 711 in the first target image 610 corresponds to the second object image 721 in the second target image 620, and the first object image 712 in the first target image 610 is It corresponds to the second object image 722 in the second attention image 620.
 第1のオブジェクト画像711の、第1の注目画像610内における位置は、第1のオブジェクト画像711が表すゲーム課題の課題時刻が、楽曲の先頭からどのくらいの時間が経過したときであるか、を示す。また、第2のオブジェクト画像721の、第2の注目画像620内における位置は、第2のオブジェクト画像721が表すゲーム課題の課題時刻が、編集区間TSTARTからTENDまでの間のうちどの辺りであるか、を示す。 The position of the first object image 711 in the first image of interest 610 indicates how long the task time of the game task represented by the first object image 711 has elapsed since the beginning of the music. Show. Further, the second object image 721, the position in the second target image 620, task time of a game challenges the second object image 721 is represented, which part of the period from the editing section T START to T END It is shown.
 更に、第2の注目画像620に、小節の区切りの位置を示す線や、拍の位置を示す線を描くことにより、第2のオブジェクト画像721が表すゲーム課題の課題時刻をプレイヤーにより分かりやすく提示できるようになる。なお、図6には示していないが、CPU 101は、第2の注目画像620内だけでなく、第1の注目画像610内にも、小節の区切りの位置を示す線や、拍の位置を示す線を描くように描いてもよい。 In addition, the game task time represented by the second object image 721 is presented to the player in an easy-to-understand manner by drawing a line indicating the bar break position and a line indicating the beat position on the second target image 620. become able to. Although not shown in FIG. 6, the CPU 101 displays not only the second attention image 620 but also the first attention image 610 with lines indicating the positions of bars and beat positions. You may draw so that the line shown may be drawn.
 更に、CPU 101は、第1のオブジェクト画像の分布と第2のオブジェクト画像の分布とに基づいて、第1のオブジェクト画像のそれぞれと第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、ゲーム画面を構成する。 Further, based on the distribution of the first object image and the distribution of the second object image, the CPU 101 reduces the portion where each of the first object image and each of the second object image overlap. Configure the game screen.
 より詳細には、CPU 101は、第2の注目画像620に含まれる第2のオブジェクト画像の分布が画面内のいずれかの向きへ偏っている場合、この偏りと逆の方向へ、第1の注目画像610を配置する。例えば、図6では、第2のオブジェクト画像711,712は、いずれも画面内の左側へ寄っており、全体として第2のオブジェクト画像の分布が左側へ偏っている。そこで、CPU 101は、第1の注目画像610を、第2の注目画像620のうち第2のオブジェクト画像711,712が配置されていない右側へ配置する。 More specifically, when the distribution of the second object image included in the second target image 620 is biased in any direction within the screen, the CPU 101 moves the first object image in the direction opposite to this bias. An attention image 610 is arranged. For example, in FIG. 6, the second object images 711 and 712 are all close to the left side in the screen, and the distribution of the second object image is biased to the left as a whole. Therefore, the CPU 101 arranges the first attention image 610 on the right side of the second attention image 620 where the second object images 711 and 712 are not arranged.
 例えば、図8において、第2のオブジェクト画像821,822,823は、いずれも画面内の右側へ寄っており、全体として第2のオブジェクト画像の分布が右側へ偏っている。そこで、CPU 101は、第1の注目画像610を、第2の注目画像620のうち第2のオブジェクト画像821,822,823が配置されていない左側へ配置する。 For example, in FIG. 8, the second object images 821, 822, and 823 are all on the right side in the screen, and the distribution of the second object image is biased to the right as a whole. Therefore, the CPU 101 arranges the first attention image 610 on the left side of the second attention image 620 where the second object images 821, 822, and 823 are not arranged.
 CPU 101は、第2の注目画像620の第1の注目画像610に対する相対位置を変えるだけでなく、第1の注目画像610の位置やその他の画像の位置を変更してもよい。例えば、図9に示すように、CPU 101は、時間軸660の表示位置などを変えることにより画面全体の構成を変更したり、第1の注目画像610を表示する領域の位置をずらしたりしてもよい。 The CPU 101 may change not only the relative position of the second target image 620 with respect to the first target image 610 but also the position of the first target image 610 and the position of other images. For example, as shown in FIG. 9, the CPU 101 changes the configuration of the entire screen by changing the display position of the time axis 660 or the like, or shifts the position of the area where the first attention image 610 is displayed. Also good.
 また、CPU 101は、第1の注目画像610の位置と第2の注目画像620の位置を変えるだけでなく、もしくは、第1の注目画像610の位置と第2の注目画像620の位置を変えるのに加えて、図10に示すように、第1の注目画像610の形状又は第2の注目画像620の形状を変えるようにしてもよい。例えば、図10では、CPU 101は、第2の注目画像620の横幅を、図6における横幅よりも小さくしている。CPU 101は、第1のオブジェクト画像の分布と第2のオブジェクト画像の分布に応じて、第1のオブジェクト画像と第2のオブジェクト画像がなるべく重ならないように、第1の注目画像610の形状及び/又は第2の注目画像620の形状を変更してもよい。CPU 101は、第1の注目画像610の縦幅と横幅、第2の注目画像620の縦幅と横幅を任意に変更することができる。 Further, the CPU 101 not only changes the position of the first target image 610 and the position of the second target image 620, but also changes the position of the first target image 610 and the position of the second target image 620. In addition to the above, as shown in FIG. 10, the shape of the first attention image 610 or the shape of the second attention image 620 may be changed. For example, in FIG. 10, the CPU 101 makes the horizontal width of the second image of interest 620 smaller than the horizontal width in FIG. The CPU 101 determines the shape and the shape of the first target image 610 so that the first object image and the second object image do not overlap as much as possible according to the distribution of the first object image and the distribution of the second object image. Alternatively, the shape of the second attention image 620 may be changed. The CPU 101 can arbitrarily change the vertical width and horizontal width of the first target image 610 and the vertical width and horizontal width of the second target image 620.
 図10における第1の注目画像610と第2の注目画像620との対応関係についても、図11に示しておく。第2の注目画像620によって示される全時間区間は、第1の注目画像610によって示される全時間区間のうち、一部の時間区間であるTSTARTからTENDまで、に相当する。 The correspondence relationship between the first target image 610 and the second target image 620 in FIG. 10 is also shown in FIG. The entire time interval indicated by the second attention image 620 corresponds to a part of the time interval T START to T END among all the time intervals indicated by the first attention image 610.
 一般的には、第1の注目画像610がデータの全体を表す画像であり、第2の注目画像620が全体のうちの一部を拡大して表す画像である。例えば、楽譜エディターにおいて、第1の注目画像610が音楽全体の楽譜を表す画像であり、第2の注目画像620が全体のうちの一部の楽譜を表す画像である。また例えば、戦争ゲームの地形マップエディターにおいて、第1の注目画像610が全世界の地形マップを表す画像であり、第2の注目画像620が全世界のうちの一部のエリアの地形マップを拡大して表す画像である。 Generally, the first attention image 610 is an image representing the entire data, and the second attention image 620 is an image representing a part of the whole in an enlarged manner. For example, in the score editor, the first image of interest 610 is an image representing the score of the entire music, and the second image of interest 620 is an image representing the score of a part of the entire music. Also, for example, in the war game terrain map editor, the first attention image 610 is an image representing the terrain map of the whole world, and the second attention image 620 is an enlargement of the terrain map of a part of the whole world. It is an image represented.
 次に、位置受付部504は、第2の注目画像620が表示されている領域内の位置の指定をプレイヤーから受け付ける。CPU 101と第1のコントローラー105と第2のコントローラー111が協働して、位置受付部504として機能する。 Next, the position receiving unit 504 receives a designation of a position in the area where the second attention image 620 is displayed from the player. The CPU 101, the first controller 105, and the second controller 111 cooperate to function as the position receiving unit 504.
 より詳細には、プレイヤーは、把持モジュール201などを操作して、カーソル画像650を動かす。例えば“左方向”を示すゲーム課題を追加するためのパレット画像601の部分にカーソル画像650が配置されているときに、把持モジュール201のA-ボタン204が押圧されると、パレット画像601が選択状態になる。この選択状態において、プレイヤーが把持モジュール201を動かすと、カーソル画像650が移動すると共に、パレット画像601のコピーが一緒に移動する。第2の注目画像620内でA-ボタン204の押圧が解除されると、解除されたときにカーソル画像650(もしくはパレット画像601のコピー)が配置されていた場所に、“左方向”を示す新たなゲーム課題が追加される。パレット画像602,603,604についても同様である。 More specifically, the player moves the cursor image 650 by operating the grip module 201 or the like. For example, when the cursor image 650 is placed in the part of the palette image 601 for adding the game task indicating “left direction”, when the A-button 204 of the grip module 201 is pressed, the palette image 601 is selected. It becomes a state. When the player moves the grip module 201 in this selected state, the cursor image 650 moves and a copy of the palette image 601 moves together. When the press of the A-button 204 is released in the second image of interest 620, “left direction” is indicated at the place where the cursor image 650 (or a copy of the palette image 601) was placed when the A-button 204 was released. New game tasks are added. The same applies to the palette images 602, 603, and 604.
 課題更新部505は、第2の注目画像620における分布において位置受付部504により受け付けられた位置に対応付けられるタイミング(課題時刻)を決定する。そして、課題更新部505は、決定したタイミングを表す新たなゲーム課題を追加する。課題更新部505は、課題記憶部501に記憶されているゲーム課題を表すデータを更新する。CPU 101とRAM 103が協働して、課題更新部505として機能する。 The task update unit 505 determines the timing (task time) associated with the position received by the position receiving unit 504 in the distribution in the second target image 620. Then, the task update unit 505 adds a new game task that represents the determined timing. The task update unit 505 updates data representing a game task stored in the task storage unit 501. The CPU 101 and the RAM 103 work together to function as the task update unit 505.
 例えば、図6において、第2の注目画像620に対応付けられる時間軸660は、編集区間TSTARTからTENDまで等間隔に設定されており、CPU 101は、カーソル画像650の時間軸660上における位置を比例計算により、カーソル画像650の位置に対応するゲーム内時刻を求める。 For example, in FIG. 6, the time axis 660 associated with the second target image 620 is set at equal intervals from the editing section T START to T END , and the CPU 101 moves the cursor image 650 on the time axis 660. The in-game time corresponding to the position of the cursor image 650 is obtained by proportionally calculating the position.
 新たなゲーム課題の課題時刻は、カーソル画像650の時間軸660上における位置に基づいて決定される。また、新たなゲーム課題の課題内容は、選択状態に設定されたパレット画像の種類により決定される。CPU 101は、新たなゲーム課題を示すデータをRAM 103に記憶する。 The task time of a new game task is determined based on the position of the cursor image 650 on the time axis 660. Further, the task content of the new game task is determined by the type of palette image set in the selected state. The CPU 101 stores data indicating a new game task in the RAM 103.
 また、CPU 101は、既に設定されたゲーム課題を表す第2のオブジェクト画像上にカーソル画像650が配置された状態で、所定のキャンセル操作(例えばボタン205の押圧操作など)がなされると、そのカーソル画像650と重なる位置に配置されている第2のオブジェクト画像に対応するゲーム課題を表すデータを、RAM 103から削除する。このように、RAM 103に記憶されるゲーム課題を表すデータは、プレイヤーの指示により、追加されたり削除されたりする。 Further, when a predetermined cancel operation (for example, pressing operation of the button 205) is performed in a state where the cursor image 650 is arranged on the second object image representing the game task that has been set, the CPU 101 Data representing the game task corresponding to the second object image arranged at the position overlapping the cursor image 650 is deleted from the RAM 103. As described above, the data representing the game task stored in the RAM 103 is added or deleted in accordance with an instruction from the player.
 次に、本実施形態のゲーム装置500が行うゲーム処理について、図12のフローチャート等を用いて説明する。このゲーム処理では、ゲーム装置500は、プレイヤーの指示に応じて、新たなゲーム課題を追加する。ただし、既存のゲーム課題を削除する場合にも、ゲーム処理のおおよその流れは同じである。また、プレイヤーからの様々な指示を受け付けるためのユーザーインターフェースは本発明によって限定されない。 Next, game processing performed by the game apparatus 500 of the present embodiment will be described using the flowchart of FIG. In this game process, the game apparatus 500 adds a new game task in response to an instruction from the player. However, when deleting an existing game task, the general flow of the game processing is the same. Further, the user interface for receiving various instructions from the player is not limited by the present invention.
 まず、CPU 101は、編集区間とすべき時間区間の指定をプレイヤーから受け付ける(ステップS1201)。例えば、プレイヤーは、第1の注目画像610のうち、編集区間とすべき時間区間に対応する部分に、カーソル画像650を移動させ、所定の指定操作(例えばA-ボタン205の押圧操作など)を行うことにより、編集区間とすべき時間区間を指定する。 First, the CPU 101 accepts designation of a time section to be an editing section from the player (step S1201). For example, the player moves the cursor image 650 to a portion of the first image of interest 610 corresponding to the time interval that should be the editing interval, and performs a predetermined designation operation (for example, a pressing operation of the A-button 205). By doing this, the time section to be the editing section is designated.
 CPU 101は、ゲームが行われる全時間内(言い換えれば、再生される楽曲の全時間内)に設定されたゲーム課題の分布を表す第1の注目画像610と、ゲームが行われる全時間内のうちステップS1201で指定された時間区間内に設定されたゲーム課題の分布を表す第2の注目画像620と、をモニターに表示する(ステップS1202)。 The CPU 101 includes a first attention image 610 representing the distribution of game tasks set within the entire time that the game is played (in other words, within the entire time of the music to be played back), and the entire time that the game is played. Among them, the second attention image 620 representing the distribution of the game task set in the time interval specified in step S1201 is displayed on the monitor (step S1202).
 CPU 101は、第2の注目画像620内の位置の指定をプレイヤーから受け付ける(ステップS1203)。つまり、編集対象となっている時間区間内の任意の位置を指定する入力がプレイヤーから受け付けられる。例えば、カーソル画像650が表示されている位置が、プレイヤーによって指定される位置となる。プレイヤーは、把持モジュール201の位置や姿勢を変化させることにより、カーソル画像650を移動させ、位置を指定する。 The CPU 101 receives designation of a position in the second attention image 620 from the player (step S1203). In other words, an input for designating an arbitrary position within the time interval to be edited is accepted from the player. For example, the position where the cursor image 650 is displayed is the position specified by the player. The player moves the cursor image 650 by changing the position and posture of the grip module 201 and designates the position.
 CPU 101は、ステップS1203で受け付けた位置に対応付けられるタイミングを求める(ステップS1204)。この求められるタイミングは、ゲーム開始からの経過時間を表し、後述するように新たに追加されるゲーム課題の課題時刻となる。 The CPU 101 obtains the timing associated with the position received in step S1203 (step S1204). This required timing represents an elapsed time from the start of the game, and is a task time of a newly added game task as will be described later.
 具体的には、例えば図13に示すように、第2の注目画像620内(もしくは画面全体)には座標系が予め定義されており、CPU 101は、カーソル画像650が指す位置の座標を取得する。X軸はゲーム内時間の時間軸を表し、時間軸は等間隔に定義される。図13に例示する画面には、既に定義されているゲーム課題1310のほか、パレット画像のコピー1330が表示される。パレット画像を選択した状態で把持モジュール201の姿勢を変化させると、カーソル画像650とほぼ同じ位置にパレット画像のコピー1330が表示される。パレット画像のコピー1330は、新たにゲーム課題がどこに追加されるのか、追加されたら第2の注目画像620内のゲーム課題のレイアウトがどのようになるのか、をプレイヤーが簡単に把握できるようにするための手助けとなる。 Specifically, as shown in FIG. 13, for example, a coordinate system is defined in advance in the second image of interest 620 (or the entire screen), and the CPU 101 acquires the coordinates of the position indicated by the cursor image 650. To do. The X axis represents the time axis of in-game time, and the time axis is defined at regular intervals. In addition to the game task 1310 that has already been defined, a copy 1330 of the palette image is displayed on the screen illustrated in FIG. When the posture of the grip module 201 is changed with the pallet image selected, a pallet image copy 1330 is displayed at substantially the same position as the cursor image 650. The palette image copy 1330 allows the player to easily grasp where a new game task is added and what the layout of the game task in the second image of interest 620 will be when added. To help.
 ゲーム課題を追加する旨の操作がなされると、CPU 101は、カーソル画像650が指す位置のX座標と第2の注目画像620の上端のX座標との差、つまりカーソル画像650と第2の注目画像620の上端との間の距離LAを計算する。同様に、CPU 101は、カーソル画像650が指す位置のX座標と、第2の注目画像620の下端のX座標との差、つまりカーソル画像650と第2の注目画像620の下端との間の距離LBを計算する。ゲーム課題を追加する旨の操作は、例えば、押圧されて続けていたボタンを離す操作、所定のボタンを押圧する操作などである。 When an operation for adding a game task is performed, the CPU 101 determines the difference between the X coordinate of the position indicated by the cursor image 650 and the X coordinate of the upper end of the second attention image 620, that is, the cursor image 650 and the second image. A distance LA between the upper end of the target image 620 is calculated. Similarly, the CPU 101 determines the difference between the X coordinate of the position pointed to by the cursor image 650 and the X coordinate of the lower end of the second attention image 620, that is, between the cursor image 650 and the lower end of the second attention image 620. The distance LB is calculated. The operation for adding a game task is, for example, an operation of releasing a pressed button, an operation of pressing a predetermined button, or the like.
 更に、CPU 101は、第2の注目画像620の上端に対応するゲーム内時間TSTARTと、第2の注目画像620の下端に対応するゲーム内時間TENDとの時間差の絶対値、つまり編集区間の時間長を計算する。そして、CPU 101は、計算した時間長と、計算した距離LAと距離LBの比から、カーソル画像650が指す位置に対応するゲーム内時間TCURSORを計算する。このゲーム内時間TCURSORが、新たなゲーム課題の課題時刻となる。 Further, the CPU 101 determines the absolute value of the time difference between the in-game time T START corresponding to the upper end of the second attention image 620 and the in-game time T END corresponding to the lower end of the second attention image 620, that is, the editing section. Calculate the length of time. Then, the CPU 101 calculates the in-game time T CURSOR corresponding to the position indicated by the cursor image 650 from the calculated time length and the ratio of the calculated distance LA and distance LB. This in-game time T CURSOR becomes the task time of a new game task.
 本実施形態では、図13に示すように、第2の注目画像620内には、課題内容の種類ごとに互いに異なるY座標のレーン1391~1394が設けられており、課題内容の種類が同じゲーム課題を表す第2のオブジェクト画像は、同じレーン上に配置される。例えば、“左方向”を指すゲーム課題を表す第2のオブジェクト画像はすべてレーン1391上に配置される、といった具合である。 In the present embodiment, as shown in FIG. 13, lanes 1391 to 1394 with different Y coordinates for each type of task content are provided in the second attention image 620, and a game with the same type of task content is provided. The second object image representing the task is arranged on the same lane. For example, the second object image representing the game task pointing in the “left direction” is all arranged on the lane 1391.
 ゲーム課題を追加する旨の操作がなされたときのカーソル画像650のY座標が、選択状態のパレット画像に対応付けられているゲーム課題に対応付けられているレーンのY座標と異なる場合、CPU 101は、新たに追加されるゲーム課題を表す第2のオブジェクト画像を、そのゲーム課題に対応付けられているレーン上に配置する。例えば図13の場合、パレット画像のコピー1330のY座標は、“左方向”に対応付けられているレーン1394のY座標と異なっている。従って、ゲーム課題を追加する旨の操作がなされると、CPU 101は、パレット画像のコピー1330を消去すると共に、新たなゲーム課題を表すオブジェクト画像1400をレーン1414上に配置する。プレイヤーからは、新たなゲーム課題を表すオブジェクト画像1400が予め定められたレーン上に自動的に移動するかのように見える。換言すれば、プレイヤーは、新たなゲーム課題を追加するためにカーソル画像650を移動する際、X座標だけ気にすればよく、Y座標を気にする必要がない。 When the Y coordinate of the cursor image 650 when an operation for adding a game task is performed is different from the Y coordinate of the lane associated with the game task associated with the selected palette image, the CPU 101 Arranges the second object image representing the newly added game task on the lane associated with the game task. For example, in the case of FIG. 13, the Y coordinate of the copy 1330 of the palette image is different from the Y coordinate of the lane 1394 associated with “left direction”. Therefore, when an operation to add a game task is performed, the CPU 101 deletes the copy 1330 of the palette image and places an object image 1400 representing a new game task on the lane 1414. From the player, it looks as if the object image 1400 representing a new game task is automatically moved onto a predetermined lane. In other words, when the player moves the cursor image 650 in order to add a new game task, the player need only care about the X coordinate and does not need to worry about the Y coordinate.
 CPU 101は、第1のオブジェクト画像も同様に、第1の注目画像610内に予め設定したレーン上に、新たに追加されるゲーム課題を表す第1のオブジェクト画像を配置してもよい。 The CPU 101 may similarly arrange the first object image representing the newly added game task on the lane set in advance in the first target image 610 in the same manner as the first object image.
 図12に戻り、CPU 101は、ステップS1204で求めたタイミングを表す新たなゲーム課題を追加する(ステップS1205)。追加される新たなゲーム課題の課題時刻は上述のTCURSORであり、課題内容は選択状態であったパレット画像に対応する課題内容である。CPU 101は、新たなゲーム課題を表すデータを課題記憶部501に記憶する。 Returning to FIG. 12, the CPU 101 adds a new game task representing the timing obtained in step S1204 (step S1205). The task time of the new game task to be added is the above-described T CURSOR , and the task content is the task content corresponding to the palette image that was in the selected state. The CPU 101 stores data representing a new game task in the task storage unit 501.
 CPU 101は、新たなゲーム課題を表す新たな第1のオブジェクト画像を第1の注目画像610内に配置すると共に、新たなゲーム課題を表す新たな第2のオブジェクト画像を第2の注目画像620内に配置する。そして、CPU 101は、第1のオブジェクト画像と第2のオブジェクト画像とが重なる部分がなるべく少なくなるように、第1の注目画像610と第2の注目画像620の位置を調整する(ステップS1206)。 The CPU 101 arranges a new first object image representing a new game task in the first attention image 610, and sets a new second object image representing a new game task to the second attention image 620. Place in. Then, the CPU 101 adjusts the positions of the first attention image 610 and the second attention image 620 so that the overlapping portion between the first object image and the second object image is minimized (step S1206). .
 例えば、CPU 101は、第2の注目画像620内における第2のオブジェクト画像の偏りの程度を数値化して求め、偏っている向きと逆の向きへ第1の注目画像610を移動する。あるいは、CPU 101は、偏っている向きと同じ向きへ第2の注目画像620を移動する。CPU 101は、第1の注目画像610と第2の注目画像620の位置を変更するだけでなく、もしくは、第1の注目画像610と第2の注目画像620の位置を変更するのに代えて、第1の注目画像610と第2の注目画像620の形状や大きさを変更してもよい。 For example, the CPU 101 obtains the degree of bias of the second object image in the second target image 620 by quantifying, and moves the first target image 610 in a direction opposite to the biased direction. Alternatively, the CPU 101 moves the second attention image 620 in the same direction as the biased direction. The CPU 101 not only changes the positions of the first attention image 610 and the second attention image 620, but instead of changing the positions of the first attention image 610 and the second attention image 620. The shape and size of the first attention image 610 and the second attention image 620 may be changed.
 CPU 101は、ステップS1206で位置等を調整した、新たな第1のオブジェクトを配置した第1の注目画像610と、新たな第2のオブジェクト画像を配置した第2の注目画像620を、モニターに表示する(ステップS1207)。 The CPU 101 adjusts the first attention image 610 in which the new first object is arranged and the second attention image 620 in which the new second object image is arranged on the monitor, the position of which is adjusted in step S1206. It is displayed (step S1207).
 そして、CPU 101は、プレイヤーからの指示に基づいて、ゲーム課題を編集する処理を終了するか否かを判別する(ステップS1208)。 Then, the CPU 101 determines whether or not to end the process of editing the game task based on the instruction from the player (step S1208).
 編集を終了しないと判別した場合(ステップS1208;NO)、CPU 101は、ステップS1201~S1207の処理を繰り返す。一方、編集を終了すると判別した場合(ステップS1208;YES)、CPU 101は、楽曲と対応付けて、ゲーム課題を表すデータを外部メモリー106等に保存し(ステップS1209)、ゲーム処理を終了する。 When it is determined that the editing is not finished (step S1208; NO), the CPU 101 repeats the processes of steps S1201 to S1207. On the other hand, when it is determined that the editing is to be ended (step S1208; YES), the CPU 101 stores data representing the game task in the external memory 106 or the like in association with the music (step S1209), and ends the game process.
 CPU 101は、例えばプレイヤーがダンスゲームの課題曲となる楽曲を選択する画面を表示する際に、選択された楽曲の音声データをDVD-ROMから読み出すと共に、選択された楽曲に対応付けられるステップS1209で保存されたゲーム課題を表すデータを読み出す。そして、CPU 101は、選択された楽曲を用いたダンスゲームにおいて、読み出したゲーム課題を表すデータに従ってプレイヤーにゲーム課題を提示し、ゲームを進行する。 For example, when the CPU 101 displays a screen for selecting a song to be a task song of the dance game, the CPU 101 reads out audio data of the selected song from the DVD-ROM and associates it with the selected song in step S1209. The data representing the game task saved in is read. Then, the CPU 101 presents the game task to the player according to the read data representing the game task in the dance game using the selected music, and proceeds with the game.
 また、CPU 101は、次回以降のゲーム課題を編集する上述のゲーム処理において、ステップS1201で時間区間の指定を受け付ける前に、外部メモリー106等に保存されたゲーム課題を表すデータを読み出して、再び編集対象とすることができる。つまり、プレイヤーは、何度も編集をやり直すことができる。 In addition, in the above-described game processing for editing the game task after the next time, the CPU 101 reads out the data representing the game task stored in the external memory 106 and the like before accepting the designation of the time section in step S1201, and again. Can be edited. In other words, the player can redo and edit again and again.
 本実施形態によれば、ゲーム装置500は、モニターの表示範囲という限られた領域内で、複数の画像をプレイヤーが見やすくなるように調整することができる。上述の第1の注目画像610は、プレイヤーが設定したすべてのゲーム課題を簡単にプレビューできるようにするための画像であり、ゲーム課題を編集するにあたり、とても手助けとなる画像である。また、上述の第2の注目画像620は、プレイヤーが現在ゲーム課題を編集している時間区間をはっきりと見られるようにするための画像であり、ゲーム課題を編集するにあたり必要不可欠な画像である。どちらも重要であるものの、モニターが小さかったり解像度が低かったりする場合には、両方の画像を別々に且つ大きく表示することが困難なことがある。そこで、本実施形態のように複数の画像の表示位置や大きさ、形状をゲーム装置500が随時変更できるように構成することにより、複数の画像のいずれもプレイヤーが見やすいように提示できるようになる。 According to the present embodiment, the game device 500 can adjust a plurality of images so that the player can easily see the images within a limited area called a display range of the monitor. The first noted image 610 described above is an image for allowing easy previewing of all game tasks set by the player, and is an image that is very helpful in editing the game task. Further, the above-described second attention image 620 is an image for allowing the player to clearly see the time interval in which the player is currently editing the game task, and is an indispensable image for editing the game task. . Both are important, but if the monitor is small or the resolution is low, it may be difficult to display both images separately and large. Thus, by configuring the game apparatus 500 to change the display position, size, and shape of a plurality of images as needed as in the present embodiment, any of the plurality of images can be presented so that the player can easily see the images. .
 本発明は、上述した実施形態に限定されず、種々の変形及び応用が可能である。また、上述した実施形態の各構成要素を自由に組み合わせることも可能である。 The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the constituent elements of the above-described embodiments.
 例えば、CPU 101は、第1のオブジェクト画像と第2のオブジェクト画像が重なる部分が少なくなるだけでなく、第2のオブジェクト画像の分布とカーソル画像650の位置とに基づいて、第2のオブジェクト画像のそれぞれとカーソル画像650とが重なる部分が少なくなるように、第1の注目画像610の位置及び/又は第2の注目画像620の位置を調整するようにしてもよい。一般に、把持モジュール201によって指定される位置を示すカーソル画像650近辺にプレイヤーの注目が集まるものと推定される。しかし、カーソル画像近辺の画像が複雑に入り混んでいると、ゲーム画面全体が見えづらいという印象を与えてしまう恐れがある。そこで、第1のオブジェクト画像と第2のオブジェクト画像だけでなくカーソル画像もなるべく重ならないように調整することにより、プレイヤーにとって更に見やすい画像を提供できるようになる。もちろん、CPU 101は、第1の注目画像610と第2の注目画像620の位置だけでなく、第1の注目画像610と第2の注目画像620の大きさや形状や、時間軸660等のその他の画像の位置・大きさ・形状を変更するようにしてもよい。 For example, the CPU 101 not only reduces the portion where the first object image and the second object image overlap, but also determines the second object image based on the distribution of the second object image and the position of the cursor image 650. The position of the first image of interest 610 and / or the position of the second image of interest 620 may be adjusted so that the portion where each of the image and the cursor image 650 overlap is reduced. In general, it is estimated that the player's attention is gathered around the cursor image 650 indicating the position designated by the grip module 201. However, if the images in the vicinity of the cursor image are complicated and crowded, it may give the impression that the entire game screen is difficult to see. Therefore, by adjusting the cursor image so that not only the first object image and the second object image but also the cursor image overlap as much as possible, it is possible to provide an image that is easier to see for the player. Of course, the CPU 101 not only determines the positions of the first attention image 610 and the second attention image 620, but also the size and shape of the first attention image 610 and the second attention image 620, the time axis 660, and the like. The position, size, and shape of the image may be changed.
 CPU 101は、新たなゲーム課題の課題時刻を求める際、カーソル画像650の座標に基づいて正確なゲーム内時刻を求めるのではなく、カーソル画像650の座標に対応するゲーム内時刻に最も近い拍のゲーム内時刻を、新たなゲーム課題の課題時刻として設定してもよい。把持モジュール201により指定される位置は、手ぶれ等により、必ずしもプレイヤーが意図している通りになるとは限らない恐れがある。また、把持モジュール201により指定される位置に対応するゲーム内時刻をそのまま課題時刻とすると、楽曲のリズムに合わない中途半端なタイミングにゲーム課題が設定される可能性があり、ゲームの世界観を崩すことになりかねない。そこで、ゲーム課題を設定できるタイミングを、楽曲の「拍(表拍)」に限定することにより、より違和感のないゲーム課題を設定できるようになる。ただし、CPU 101は、楽曲の「拍(表拍)」の代わりに、拍と拍の中間に相当する、いわゆる「裏拍」や、小節の先頭などにゲーム課題を設定できるタイミングを限定するようにしてもよい。 When determining the task time of a new game task, the CPU 101 does not calculate an accurate in-game time based on the coordinates of the cursor image 650, but has a beat closest to the in-game time corresponding to the coordinates of the cursor image 650. The in-game time may be set as a task time for a new game task. The position designated by the grip module 201 may not always be as intended by the player due to camera shake or the like. Also, if the in-game time corresponding to the position specified by the grip module 201 is used as it is as the task time, there is a possibility that the game task may be set at a halfway timing that does not match the rhythm of the music. It can be broken. Therefore, by limiting the timing at which a game task can be set to the “beat (table beat)” of the music, it becomes possible to set a game task that is more comfortable. However, the CPU 101 limits the timing at which a game task can be set to the so-called “back beat” or the beginning of a measure, which corresponds to the middle of the beat, instead of the “beat (table beat)” of the music. It may be.
 上記説明において、CPU 101が第2の注目画像620中の第2のオブジェクト画像の偏りを求める手法には、様々なバリエーションがある。 In the above description, there are various variations in the method in which the CPU 101 obtains the bias of the second object image in the second target image 620.
 例えば、CPU 101は、第2の注目画像620が表示される領域中、ゲーム課題を表す第2のオブジェクト画像が配置される座標を取得する。領域内に複数の第2のオブジェクト画像が存在する場合には、それぞれの座標を取得する。そして、CPU 101は、第2のオブジェクト画像の重心位置の座標を計算する。 For example, the CPU 101 acquires the coordinates where the second object image representing the game task is arranged in the area where the second attention image 620 is displayed. When there are a plurality of second object images in the area, the respective coordinates are acquired. Then, the CPU 101 calculates the coordinates of the center of gravity position of the second object image.
 図15に、第2の注目画像620内に配置される第2のオブジェクト画像の位置1511~1515を示す。この例では、CPU 101は、5つの位置1511~1515の座標を取得し、これらの重心位置1520の座標を計算する。 FIG. 15 shows positions 1511 to 1515 of the second object image arranged in the second target image 620. In this example, the CPU 101 acquires the coordinates of the five positions 1511 to 1515 and calculates the coordinates of the center of gravity position 1520.
 さらに、CPU 101は、第2のオブジェクト画像の中心位置1510の座標を計算する。そして、CPU 101は、中心位置1510から重心位置1520へ結ぶベクトル1530を計算する。もし、第2のオブジェクト画像の分布に偏りが無いならば、ベクトル1530の長さはゼロになるはずであり、第2のオブジェクト画像の分布に偏りがあるならば、ベクトル1530はある方向に伸び、有限の長さを持つはずである。CPU 101は、求めたベクトル1530の向きを、第2のオブジェクト画像の分布が偏っている方向とみなす。そして、CPU 101は、第2のオブジェクト画像の分布の偏りの方向と逆の方向へ、第1の注目画像610の位置を移動する。第1の注目画像610を移動する方向は、ベクトル1530と逆向きである。 Further, the CPU 101 calculates the coordinates of the center position 1510 of the second object image. Then, the CPU 101 calculates a vector 1530 that connects the center position 1510 to the center of gravity position 1520. If there is no bias in the distribution of the second object image, the length of the vector 1530 should be zero, and if there is a bias in the distribution of the second object image, the vector 1530 extends in a certain direction. Should have a finite length. The CPU 101 regards the obtained direction of the vector 1530 as the direction in which the distribution of the second object image is biased. Then, the CPU 101 moves the position of the first target image 610 in the direction opposite to the direction of the bias of the distribution of the second object image. The direction of moving the first image of interest 610 is opposite to the vector 1530.
 第1の注目画像610を移動する量は、ベクトル1530の長さ(絶対値)が大きいほど増加してもよい。あるいは、第1の注目画像610を移動する量は、ベクトル1530の長さ(絶対値)が大きいほど減少してもよい。典型的には、CPU 101は、ベクトル1530の長さに反比例した長さを、第1の注目画像610を移動する距離とすることができる。第1の注目画像610と第2のオブジェクト画像620とは重なりが生じないようにするのが望ましいのであるが、逆に、両者が離れすぎると、プレイヤーからは見づらくなってしまうためである。なお、第1の注目画像610を移動する量は、第1の注目画像610がモニターの表示領域からはみ出さない程度(第1の注目画像610が欠けない程度)の大きさとする。 The amount by which the first attention image 610 is moved may increase as the length (absolute value) of the vector 1530 increases. Alternatively, the amount of movement of the first image of interest 610 may decrease as the length (absolute value) of the vector 1530 increases. Typically, the CPU 101 can set the length inversely proportional to the length of the vector 1530 as the distance to move the first target image 610. It is desirable that the first target image 610 and the second object image 620 do not overlap, but conversely, if both are too far apart, it will be difficult for the player to see. Note that the amount of movement of the first target image 610 is set such that the first target image 610 does not protrude from the display area of the monitor (the first target image 610 is not missing).
 第1の注目画像610と共に第2の注目画像620も移動する場合には、CPU 101は、第2の注目画像620の移動方向をベクトル1530と同じ向きにすればよい。また、CPU 101は、第2の注目画像の移動量を、ベクトル1530の長さに反比例する量とすることができる。このように設定するのは、上記と同様、第1の注目画像610と共に第2の注目画像620とが離れすぎないようにするためである。 When the second target image 620 moves together with the first target image 610, the CPU 101 may set the moving direction of the second target image 620 in the same direction as the vector 1530. Further, the CPU 101 can set the amount of movement of the second image of interest to an amount that is inversely proportional to the length of the vector 1530. The reason for this setting is to prevent the first target image 610 and the second target image 620 from being separated too much, as described above.
 また、CPU 101は、図16に示すように、第2の注目画像620を所定の複数のブロック(本図ではブロック1601~1609の9個)に論理的に分割して管理し、各ブロックに含まれる第2のオブジェクト画像の位置を示す点の数に基づいて、第1の注目画像610を移動する向きを求めてもよい。 Further, as shown in FIG. 16, the CPU 101 logically divides and manages the second target image 620 into a plurality of predetermined blocks (9 blocks 1601 to 1609 in this figure). The direction in which the first target image 610 is moved may be obtained based on the number of points indicating the position of the second object image included.
 例えば、CPU 101は、各ブロックに含まれる点の数を求め、最も点の数が多いブロックに対応付けられた方向を、第2のオブジェクト画像の分布が偏っている方向とみなす。そして、CPU 101は、第2のオブジェクト画像の分布の偏りの方向と逆の方向へ、第1の注目画像610の位置を移動する。すなわち、図16の場合、CPU 101は、最も点の数が多いブロック1601に対応付けられる“左上方向”と逆向きの“右下方向”に、第1の注目画像610の位置を移動する。移動する量は、最も点の数が多いブロック1601に対応付けられる所定量、もしくは、ブロックに含まれる点の数に比例又は反比例して増加する量とすればよい。 For example, the CPU 101 obtains the number of points included in each block, and regards the direction associated with the block having the largest number of points as the direction in which the distribution of the second object image is biased. Then, the CPU 101 moves the position of the first target image 610 in the direction opposite to the direction of the bias of the distribution of the second object image. That is, in the case of FIG. 16, the CPU 101 moves the position of the first target image 610 in the “lower right direction” opposite to the “upper left direction” associated with the block 1601 having the largest number of points. The amount of movement may be a predetermined amount associated with the block 1601 having the largest number of points, or an amount that increases in proportion to or in inverse proportion to the number of points included in the block.
 上記のゲーム装置500の全部又は一部としてコンピュータを動作させるためのプログラムを、メモリカード、CD-ROM、DVD、MO(Magneto Optical disk)などのコンピュータ読み取り可能な記録媒体に格納して配布し、これを別のコンピュータにインストールし、上述の手段として動作させ、あるいは、上述の工程を実行させてもよい。 A program for operating a computer as all or part of the above-described game apparatus 500 is stored and distributed in a computer-readable recording medium such as a memory card, CD-ROM, DVD, MO (Magneto Optical disk), This may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
 さらに、インターネット上のサーバ装置が有するディスク装置等にプログラムを格納しておき、例えば、搬送波に重畳させて、コンピュータにダウンロード等するものとしてもよい。 Further, the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
 なお、本願については、日本国特許願 特願2011-126724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, priority is claimed based on Japanese Patent Application No. 2011-126724, and the contents of the basic application are all incorporated herein.
 本発明によれば、限られた領域内で複数の画像をプレイヤーが見やすくなるように調整するために好適なゲーム装置、ゲーム装置の制御方法、情報記録媒体、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 device control method, an information recording medium, and a program suitable for adjusting a plurality of images so that the player can easily see a limited area. .
100 情報処理装置
101 CPU
102 ROM
103 RAM
104 インターフェース
105 第1のコントローラー(コントローラー)
106 外部メモリー
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
111 第2のコントローラー(マット)
201 把持モジュール
202 CCDカメラ
203 十字形キー
204 Aボタン
205 Bボタン
206 各種ボタン
207 インジケーター
208 電源ボタン
209 スピーカー
301~304 ボタン
401~404 静止マーク
410,410A,410B,410C,410D 指示マーク
420A,420B,420C 小節線
430 ゲージ
500 ゲーム装置
501 課題記憶部
502 区間受付部
503 画像表示部
504 位置受付部
505 課題更新部
601~604 パレット画像
605~608 ボタン画像
610 第1の注目画像
620 第2の注目画像
650 カーソル画像
711,712 第1のオブジェクト画像
721,722 第2のオブジェクト画像
1310 既に定義されているゲーム課題を表すオブジェクト画像
1330 選択されたパレット画像のコピー
1391~1394 レーン
1400 新たなゲーム課題を表すオブジェクト画像
1510 第2の注目画像の中心位置
1511~1515 第2のオブジェクト画像の位置
1520 第2のオブジェクト画像の重心位置
1601~1609 ブロック
1611~1615 第2のオブジェクト画像の位置
100 Information processing apparatus 101 CPU
102 ROM
103 RAM
104 Interface 105 First controller (controller)
106 External memory 107 DVD-ROM drive 108 Image processing unit 109 Audio processing unit 110 NIC
111 Second controller (mat)
201 Grasping module 202 CCD camera 203 Cross key 204 A button 205 B button 206 Various buttons 207 Indicator 208 Power button 209 Speaker 301 to 304 Button 401 to 404 Still mark 410, 410A, 410B, 410C, 410D Instruction mark 420A, 420B, 420C Bar line 430 Gauge 500 Game device 501 Task storage unit 502 Section reception unit 503 Image display unit 504 Position reception unit 505 Task update units 601 to 604 Palette images 605 to 608 Button image 610 First attention image 620 Second attention image 650 Cursor image 711, 712 First object image 721, 722 Second object image 1310 Object image 1330 representing an already defined game task is selected Copy of palette image 1391 to 1394 Lane 1400 Object image 1510 representing new game task Second center image position 1511 to 1515 Second object image position 1520 Second object image center of gravity position 1601 to 1609 Block 1611 1615 Position of second object image

Claims (11)

  1.  ゲームが行われるゲーム時間内において、プレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される課題記憶部(501)と、
     前記ゲーム時間内のうち編集対象とすべき時間区間の指定を前記プレイヤーから受け付ける区間受付部(502)と、
     前記記憶されたゲーム課題により表される操作のタイミングの前記ゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が前記第1の注目画像が表示される領域と重なる第2の注目画像であって、前記記憶されたゲーム課題により表される操作のタイミングのうち前記受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する画像表示部(503)と、
     前記画面において前記第2の注目画像が表示されている領域に含まれる位置の指定を前記プレイヤーから受け付ける位置受付部(504)と、
     前記第2の注目画像における分布において前記受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、前記課題記憶部(501)を更新する課題更新部(505)と、
     を備え、
     前記第1の注目画像には、前記ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれ、
     前記第2の注目画像には、前記ゲーム時間内のうち前記受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれ、
     前記画像表示部(503)は、前記第1のオブジェクト画像の分布と前記第2のオブジェクト画像の分布とに基づいて、前記第1のオブジェクト画像のそれぞれと前記第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、前記第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する、
     ことを特徴とするゲーム装置(500)。
    A task storage unit (501) for storing a game task indicating the timing of an operation to be performed by the player within the game time in which the game is performed;
    A section receiving unit (502) that receives from the player the designation of a time section to be edited within the game time;
    A first attention image representing a distribution of the operation timing represented by the stored game task within the game time, and a region where the first attention image is displayed in a part or all of the displayed region; A second image of interest that overlaps with the second image of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; , And an image display section (503) for displaying on the screen;
    A position accepting unit (504) for accepting designation of a position included in an area where the second image of interest is displayed on the screen from the player;
    The task storage unit (501) is updated by determining a timing associated with the accepted position in the distribution in the second image of interest and adding a new game task representing the determined timing. Assignment update section (505),
    With
    The first attention image includes a first object image representing each of all game tasks within the game time,
    The second attention image includes a second object image representing each of all the game tasks within the accepted time interval within the game time,
    The image display unit (503) determines whether each of the first object image and each of the second object images is based on the distribution of the first object image and the distribution of the second object image. Changing at least one of the position and shape of the region where the first image of interest is displayed so that the overlapping portion is reduced;
    A game device (500) characterized by that.
  2.  請求項1に記載のゲーム装置(500)であって、
     前記画像表示部(503)は、前記第2の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を更に変更する、
     ことを特徴とするゲーム装置(500)。
    A game device (500) according to claim 1,
    The image display unit (503) further changes at least one of a position and a shape of a region in which the second image of interest is displayed;
    A game device (500) characterized by that.
  3.  請求項2に記載のゲーム装置(500)であって、
     前記画像表示部(503)は、前記位置受付部(504)が前記位置の指定を受け付けるための、前記画面内の位置を示すカーソル画像を更に表示し、
     前記画像表示部(503)は、前記第2のオブジェクト画像の分布と前記カーソル画像の位置とに基づいて、前記第2のオブジェクト画像のそれぞれと前記カーソル画像とが重なる部分が少なくなるように、前記第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方、及び/又は、前記第2の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する、
     ことを特徴とするゲーム装置(500)。
    A game device (500) according to claim 2,
    The image display unit (503) further displays a cursor image indicating a position in the screen for the position receiving unit (504) to receive the designation of the position,
    The image display unit (503), based on the distribution of the second object image and the position of the cursor image, to reduce the portion where each of the second object images and the cursor image overlap. At least one of the position and shape of the area where the first attention image is displayed and / or at least one of the position and shape of the area where the second attention image is displayed is changed. ,
    A game device (500) characterized by that.
  4.  請求項1に記載のゲーム装置(500)であって、
     楽曲を再生する楽曲再生部(101,109)を更に備え、
     前記課題更新部(505)は、前記第2の注目画像における分布において前記受け付けられた位置に対応付けられるタイミングを決定し、前記再生される楽曲のすべての表拍、裏拍、小節の先頭に対応する各タイミングのうち、当該決定されたタイミングに最も近いタイミングを表す新たなゲーム課題を追加する、
     ことを特徴とするゲーム装置(500)。
    A game device (500) according to claim 1,
    It further includes a music playback unit (101, 109) for playing back music,
    The task update unit (505) determines a timing associated with the received position in the distribution in the second image of interest, and puts it at the head of all the front beats, back beats, and bars of the reproduced music. Add a new game task that represents the timing closest to the determined timing among the corresponding timings,
    A game device (500) characterized by that.
  5.  請求項1に記載のゲーム装置(500)であって、
     前記ゲーム課題は、前記プレイヤーがすべき操作のタイミングと対応付けて、前記プレイヤーがすべき操作の種類を表すものであり、
     前記プレイヤーがすべき操作の種類の指定を受け付ける種類指定部(101,104)を更に備え、
     前記課題更新部(505)は、前記決定されたタイミングと前記指定された操作の種類とを対応付けた新たなゲーム課題を追加する、
     ことを特徴とするゲーム装置(500)。
    A game device (500) according to claim 1,
    The game task represents the type of operation to be performed by the player in association with the operation timing to be performed by the player.
    A type designation section (101, 104) for accepting designation of the type of operation to be performed by the player;
    The task update unit (505) adds a new game task in which the determined timing is associated with the designated operation type.
    A game device (500) characterized by that.
  6.  請求項5に記載のゲーム装置(500)であって、
     前記画像表示部(503)は、前記追加された新たなゲーム課題を表す第1のオブジェクト画像を前記第1の注目画像内に配置し、前記第2の注目画像内であって前記プレイヤーがすべき操作の種類に予め対応付けられたレーン上に、前記追加された新たなゲーム課題を表す第2のオブジェクト画像を配置する、
     ことを特徴とするゲーム装置(500)。
    A game device (500) according to claim 5,
    The image display unit (503) arranges a first object image representing the added new game task in the first attention image, and the player displays the first object image in the second attention image. A second object image representing the added new game task is placed on a lane previously associated with a type of power operation;
    A game device (500) characterized by that.
  7.  請求項1に記載のゲーム装置(500)であって、
     前記画像表示部(503)は、前記第2のオブジェクト画像の分布の重心位置から、前記第2の注目画像の中心位置へ、と結ぶベクトルの向きに、前記第1の注目画像を移動する、
     ことを特徴とするゲーム装置(500)。
    A game device (500) according to claim 1,
    The image display unit (503) moves the first image of interest in the direction of a vector connecting from the center of gravity of the distribution of the second object image to the center of the second image of interest;
    A game device (500) characterized by that.
  8.  請求項1に記載のゲーム装置(500)であって、
     前記第2の注目画像を表示する領域は、複数のブロックに分割されており、
     前記画像表示部(503)は、前記複数のブロックのうち、前記第2のオブジェクト画像が最も多く含まれるブロックに対応付けられる向きに基づいて、前記第1の注目画像を移動する向きを求める、
     ことを特徴とするゲーム装置(500)。
    A game device (500) according to claim 1,
    The area for displaying the second image of interest is divided into a plurality of blocks,
    The image display unit (503) obtains a direction in which the first image of interest is moved based on a direction associated with a block in which the second object image is most frequently included among the plurality of blocks.
    A game device (500) characterized by that.
  9.  ゲームが行われるゲーム時間内においてプレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される課題記憶部(501)を有するゲーム装置(500)において実行される制御方法であって、
     前記ゲーム時間内のうち編集対象とすべき時間区間の指定を前記プレイヤーから受け付ける区間受付ステップと、
     前記記憶されたゲーム課題により表される操作のタイミングの前記ゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が前記第1の注目画像が表示される領域と重なる第2の注目画像であって、前記記憶されたゲーム課題により表される操作のタイミングのうち前記受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する画像表示ステップと、
     前記画面において前記第2の注目画像が表示されている領域に含まれる位置の指定を前記プレイヤーから受け付ける位置受付ステップと、
     前記第2の注目画像における分布において前記受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、前記課題記憶部(501)を更新する課題更新ステップと、
     を備え、
     前記第1の注目画像には、前記ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれ、
     前記第2の注目画像には、前記ゲーム時間内のうち前記受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれ、
     前記画像表示ステップでは、前記第1のオブジェクト画像の分布と前記第2のオブジェクト画像の分布とに基づいて、前記第1のオブジェクト画像のそれぞれと前記第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、前記第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する、
     ことを特徴とするゲーム装置(500)の制御方法。
    A control method executed in a game device (500) having a task storage unit (501) that stores a game task that represents a timing of an operation to be performed by a player within a game time in which a game is performed,
    A section receiving step for receiving designation of a time section to be edited from the player within the game time;
    A first attention image representing a distribution of the operation timing represented by the stored game task within the game time, and a region where the first attention image is displayed in a part or all of the displayed region; A second image of interest that overlaps with the second image of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; An image display step for displaying, on the screen;
    A position receiving step of receiving designation of a position included in an area where the second image of interest is displayed on the screen from the player;
    The task storage unit (501) is updated by determining a timing associated with the accepted position in the distribution in the second image of interest and adding a new game task representing the determined timing. Issue update step,
    With
    The first attention image includes a first object image representing each of all game tasks within the game time,
    The second attention image includes a second object image representing each of all the game tasks within the accepted time interval within the game time,
    In the image display step, based on the distribution of the first object image and the distribution of the second object image, a portion where each of the first object image and each of the second object image overlap each other is Changing at least one of the position and shape of the region where the first image of interest is displayed, so as to reduce
    A control method of a game device (500) characterized by the above.
  10.  コンピュータを、
     ゲームが行われるゲーム時間内において、プレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される課題記憶部(501)、
     前記ゲーム時間内のうち編集対象とすべき時間区間の指定を前記プレイヤーから受け付ける区間受付部(502)、
     前記記憶されたゲーム課題により表される操作のタイミングの前記ゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が前記第1の注目画像が表示される領域と重なる第2の注目画像であって、前記記憶されたゲーム課題により表される操作のタイミングのうち前記受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する画像表示部(503)、
     前記画面において前記第2の注目画像が表示されている領域に含まれる位置の指定を前記プレイヤーから受け付ける位置受付部(504)、
     前記第2の注目画像における分布において前記受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、前記課題記憶部(501)を更新する課題更新部(505)、
     として機能させ、
     前記第1の注目画像には、前記ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれ、
     前記第2の注目画像には、前記ゲーム時間内のうち前記受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれ、
     前記画像表示部(503)は、前記第1のオブジェクト画像の分布と前記第2のオブジェクト画像の分布とに基づいて、前記第1のオブジェクト画像のそれぞれと前記第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、前記第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する、
     ことを特徴とするプログラムを記憶するコンピュータ読み取り可能な情報記録媒体。
    Computer
    A task storage unit (501) for storing a game task indicating the timing of an operation to be performed by the player within the game time in which the game is performed,
    Section accepting section (502) for accepting designation of a time section to be edited out of the game time from the player,
    A first attention image representing a distribution of the operation timing represented by the stored game task within the game time, and a region where the first attention image is displayed in a part or all of the displayed region; A second image of interest that overlaps with the second image of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; , On-screen image display (503),
    A position accepting unit (504) for accepting designation of a position included in an area where the second image of interest is displayed on the screen from the player;
    The task storage unit (501) is updated by determining a timing associated with the accepted position in the distribution in the second image of interest and adding a new game task representing the determined timing. Assignment update section (505),
    Function as
    The first attention image includes a first object image representing each of all game tasks within the game time,
    The second attention image includes a second object image representing each of all the game tasks within the accepted time interval within the game time,
    The image display unit (503) determines whether each of the first object image and each of the second object images is based on the distribution of the first object image and the distribution of the second object image. Changing at least one of the position and shape of the region where the first image of interest is displayed so that the overlapping portion is reduced;
    A computer-readable information recording medium storing a program characterized by the above.
  11.  コンピュータを、
     ゲームが行われるゲーム時間内において、プレイヤーがすべき操作のタイミングを表すゲーム課題が記憶される課題記憶部(501)、
     前記ゲーム時間内のうち編集対象とすべき時間区間の指定を前記プレイヤーから受け付ける区間受付部(502)、
     前記記憶されたゲーム課題により表される操作のタイミングの前記ゲーム時間内における分布を表す第1の注目画像と、表示される領域の一部又は全部が前記第1の注目画像が表示される領域と重なる第2の注目画像であって、前記記憶されたゲーム課題により表される操作のタイミングのうち前記受け付けられた時間区間に含まれるタイミングの当該時間区間における分布を表す第2の注目画像と、を画面に表示する画像表示部(503)、
     前記画面において前記第2の注目画像が表示されている領域に含まれる位置の指定を前記プレイヤーから受け付ける位置受付部(504)、
     前記第2の注目画像における分布において前記受け付けられた位置に対応付けられるタイミングを決定し、当該決定されたタイミングを表す新たなゲーム課題を追加することにより、前記課題記憶部(501)を更新する課題更新部(505)、
     として機能させ、
     前記第1の注目画像には、前記ゲーム時間内のすべてのゲーム課題のそれぞれを表す第1のオブジェクト画像が含まれ、
     前記第2の注目画像には、前記ゲーム時間内のうち前記受け付けられた時間区間内のすべてのゲーム課題のそれぞれを表す第2のオブジェクト画像が含まれ、
     前記画像表示部(503)は、前記第1のオブジェクト画像の分布と前記第2のオブジェクト画像の分布とに基づいて、前記第1のオブジェクト画像のそれぞれと前記第2のオブジェクト画像のそれぞれとが重なる部分が少なくなるように、前記第1の注目画像が表示される領域の位置と形状のうち少なくともいずれか一方を変更する、
     ことを特徴とするプログラム。
    Computer
    A task storage unit (501) for storing a game task indicating the timing of an operation to be performed by the player within the game time in which the game is performed,
    Section accepting section (502) for accepting designation of a time section to be edited out of the game time from the player,
    A first attention image representing a distribution of the operation timing represented by the stored game task within the game time, and a region where the first attention image is displayed in a part or all of the displayed region; A second image of interest that overlaps with the second image of interest and represents a distribution in the time interval of the timing included in the accepted time interval of the operation timing represented by the stored game task; , On-screen image display (503),
    A position accepting unit (504) for accepting designation of a position included in an area where the second image of interest is displayed on the screen from the player;
    The task storage unit (501) is updated by determining a timing associated with the accepted position in the distribution in the second image of interest and adding a new game task representing the determined timing. Assignment update section (505),
    Function as
    The first attention image includes a first object image representing each of all game tasks within the game time,
    The second attention image includes a second object image representing each of all the game tasks within the accepted time interval within the game time,
    The image display unit (503) determines whether each of the first object image and each of the second object images is based on the distribution of the first object image and the distribution of the second object image. Changing at least one of the position and shape of the region where the first image of interest is displayed so that the overlapping portion is reduced;
    A program characterized by that.
PCT/JP2012/055078 2011-06-06 2012-02-29 Game device, game device control method, information recording medium, and program WO2012169239A1 (en)

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JPH08115081A (en) * 1994-10-14 1996-05-07 Yamaha Corp Musical score display device
JP2001009152A (en) * 1999-06-30 2001-01-16 Konami Co Ltd Game system and storage medium readable by computer
JP2001357076A (en) * 2000-06-12 2001-12-26 Aisan Technology Co Ltd Image display method for cad system
JP2011059775A (en) * 2009-09-07 2011-03-24 Nikon Systems Inc Image display method, program, image display device, and image pickup device

Patent Citations (4)

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Publication number Priority date Publication date Assignee Title
JPH08115081A (en) * 1994-10-14 1996-05-07 Yamaha Corp Musical score display device
JP2001009152A (en) * 1999-06-30 2001-01-16 Konami Co Ltd Game system and storage medium readable by computer
JP2001357076A (en) * 2000-06-12 2001-12-26 Aisan Technology Co Ltd Image display method for cad system
JP2011059775A (en) * 2009-09-07 2011-03-24 Nikon Systems Inc Image display method, program, image display device, and image pickup device

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