WO2009145095A1 - Game device, game processing method, information recording medium, and program - Google Patents
Game device, game processing method, information recording medium, and program Download PDFInfo
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- WO2009145095A1 WO2009145095A1 PCT/JP2009/059288 JP2009059288W WO2009145095A1 WO 2009145095 A1 WO2009145095 A1 WO 2009145095A1 JP 2009059288 W JP2009059288 W JP 2009059288W WO 2009145095 A1 WO2009145095 A1 WO 2009145095A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/632—Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods 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
Definitions
- the present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for allowing a player to easily switch a game mode.
- Patent Literature 1 discloses a game system in which a weapon selection mode, a movement control mode, and a screen control mode can be switched to each other when a player presses a button associated with each mode of the game. .
- the present invention solves such problems, and an object of the present invention is to provide a game device, a game processing method, an information recording medium, and a program suitable for allowing a player to easily switch a game mode.
- a game device includes a first input reception unit, a second input reception unit, an acquisition unit, a setting unit, and a progression unit.
- the first input receiving unit receives a first type of instruction input given by the player via the first input device.
- the second input accepting unit accepts a second type of instruction input given by the player via the second input device.
- the acquisition unit acquires a change amount of the position or orientation of the second input device within a predetermined time.
- the setting unit sets the game mode to the both determination mode when the obtained amount of change is equal to or greater than a predetermined threshold, and otherwise sets the game mode to the single determination mode.
- the progression unit advances the game by the first type instruction input and the second type instruction input when the game mode is the both determination mode, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
- the input device corresponds to what is called a so-called controller that is used by the player to give an instruction input to the game device, for example, a general-purpose touchpad type, gripping type, mat type controller that can handle various games, Includes keyboard, mouse, trackball, touch panel, etc.
- the input device includes those used for a specific game such as a gun controller for a shooting game and a control stick type controller for a flight simulation game.
- one player can play one game with the first input device and the second input device connected to the game device.
- a plurality of players can also play the same game together.
- the second input device is an input device that allows the player to change the position and / or orientation.
- the second input device is an input device that the player can hold in his hand or attach to any part of the body. When the player moves his hand or moves his body, the position and / or orientation of the second input device changes.
- An instruction input given to the game device via the first input device is called a first type instruction input
- an instruction input given to the game device via the second input device is called a second type instruction input.
- the first type of instruction input is an instruction input by the player pressing the button B1 or B2.
- the second type of instruction input is an instruction input when the player presses the button B3 or B4.
- the game device obtains at least a change in position and / or a change in orientation and / or a change in posture of at least the second input device of the first input device and the second input device. To do.
- the game apparatus may acquire all of these change amounts, or may acquire any one or more change amounts. Then, the game device sets the game mode based on all the obtained change amounts or a part of the change amounts.
- the game mode executed by the game apparatus of the present invention includes both a determination mode in which the game proceeds based on both the first type instruction input and the second type instruction input, and the first type instruction input. There is a single determination mode in which the game progresses based on this.
- both judgment modes are both the mat-type controller and the grip-type controller (ie both feet and hands).
- the single determination mode is a mode in which a game is played using only the mat type controller (that is, only the feet).
- both judgment modes are modes in which a game is performed using both the keyboard and the mouse
- a single judgment mode is a game in which only the keyboard (or only the mouse) is used. It is a mode to do.
- the game device determines that the input device corresponding to the acquired change amount is not used by the player when the acquired change amount is less than a predetermined threshold when the game is progressing in both determination modes,
- the mode is changed to a single determination mode in which an instruction input from an input device determined not to be used does not affect the progress of the game.
- the amount of change in the position (or orientation or orientation) of the grip-type controller of the mat-type controller and the grip-type controller when the game is progressing in both determination modes is a predetermined threshold value. If it is less, the game device determines that the player is not using the grip-type controller, and switches from the both determination mode to the single determination mode. At this time, the player does not need a troublesome operation such as pressing the mode switching button. Therefore, the player can easily switch the game mode. The game device can be switched to a game mode that is presumed to be appropriate according to the usage status of the controller.
- the game device uses the gripping controller. It is also possible to switch from the single determination mode to the both determination mode.
- one of the first type and the second type of instruction input may be associated with each of a plurality of predetermined task times. Then, the progression unit may determine the result of the player based on whether or not an instruction input of a type associated with the task time is received at each of the predetermined plurality of task times.
- the game executed by the game device of the present invention has one or more tasks set.
- the task is a combination of time (hereinafter referred to as “task time”) and instruction input content (hereinafter referred to as “task content”) to be given by the player at that time.
- task time a combination of time
- task content instruction input content
- one challenge is a combination of information specifying the number of measures and beats (that is, the time) from the beginning of the music, and the type of button to be stepped on at that time
- it is expressed by a combination of information specifying the number of bars and the number of beats from the beginning of music and the distinction of the gripping controller to be shaken at that time.
- the task is also called “footprint” or “hand score”.
- the game device determines the player's score based on the set task and the first type instruction input and / or the second instruction input. For example, when the player inputs an instruction according to the task content at the task time, the player can acquire a score or produce an effect in which the atmosphere in the game is excited. However, if the player does not input an instruction according to the task content at the task time, the player may not be able to obtain points, or an effect may be given that makes the atmosphere in the game look like.
- the game mode is the both determination mode
- the game apparatus advances the game while determining the player's result by the first type instruction input and the second type instruction input, and makes a single determination.
- the game apparatus can switch to a game mode that is presumed to be appropriate according to the usage status of the controller, and can make a result determination suitable for the game mode.
- the progression unit responds to the first type of instruction input to the second time of the task input type associated with the task time.
- the player's performance may be determined.
- the game device of the present invention can change the task so that the task content is appropriate for the game mode depending on whether the determination mode is the double determination mode or the single determination mode.
- the task content indicating the first type instruction input at the task time is determined by the player.
- the grade is given, and for the assignment that is associated with the task content indicating the second type instruction input at the task time, the second type at the task time
- a grade is given depending on whether or not the task content indicating the instruction input has been achieved by the player or to what extent.
- the task in which the task content indicating the first type instruction input is associated with the task time is the same as in both determination modes, but the task indicating the second type instruction input at the task time.
- the task with which the contents are associated whether or not the task content indicating the first type instruction input is achieved by the player at the task time instead of the second type instruction input. Grades are given depending on whether or not.
- both judgment modes both footsteps and hand music are subject to grade judgment.
- the single determination mode a task corresponding to the footsteps in both determination modes and a task in which the hand scores in both determination modes are replaced with footsteps are subject to grade determination.
- the player changes from the both determination mode to the single determination mode, the player only has to clear the task in which the hand score is replaced with the foot score.
- the game device can smoothly change the game mode while suppressing a sense of discomfort given to the player when the game mode is changed.
- the game device For each of the plurality of task times, the game device (A) When the type of instruction input currently associated with the task time is the first type, the first type of indicator is displayed in association with the task time, (B) When the type of instruction input currently associated with the task time is the second type, a second type of indicator is displayed in association with the task time. Thereby, you may further provide the presentation part which shows the said subject time to the said player.
- the game device of the present invention displays a task whose task content is related to the first type of instruction input using the first type of sign, and issues a task whose task content is related to the second type of command input as the second. Display with a seed indicator.
- the first type of sign is an image representing a footstep for distinguishing various buttons (typically buttons indicating up, down, left, and right directions) of the mat type controller.
- the seed mark is an image representing a hand score for distinguishing between grip-type controllers (typically modules held in the right hand and modules held in the left hand).
- the game device can present the task to the player in an easy-to-understand manner even when the content of the task is changed with the change of the game mode.
- each task can be presented to the player.
- a sign representing each task on the screen the task can be presented to the player.
- a game character can take a predetermined pose before and after the task time to notify the task, or can perform a predetermined effect by image or sound to notify the task.
- the task time may be set but not presented to the player.
- the game device first sets an example on the guidance screen and the like, and then the player repeats. First, the game device prompts the player to show a model play for the task and repeat accordingly. Next, the game device repeats the player without giving any hint at the task time (or only presenting the minimum hint). If you can follow the example, you have cleared the issue.
- a method that does not present a task may be employed in any game, for example, for a no-hint game mode for advanced players.
- the progression unit deletes the task time whose instruction input type associated with the task time is the second type, and determines the player's score May be.
- the game device can be changed to a task suitable for the game mode.
- the game device may further include a presentation unit that presents the task time to the player. Then, when the mode of the game is the single determination mode, the progression unit is a task time whose instruction input associated with the task time is the second type, and is presented by the presenting unit. The task time that has not been deleted may be deleted to determine the player's performance.
- the game device can be changed to a task suitable for the game mode while suppressing a sense of discomfort given to the player when the game mode is changed.
- the presentation unit for each of the plurality of task times, (X) When the type of instruction input currently associated with the task time is the first type, the first type of indicator is displayed in association with the task time, (Y) The type of instruction input first associated with the task time is the second type, and a second type of indicator is displayed in association with the task time that has not been deleted by the progression unit, (Z) The type of instruction input first associated with the task time is the second type, and a third type indicator is displayed in association with the same time as the task time deleted by the progression unit. May be.
- the game device of the present invention displays a task whose task content is related to the first type of instruction input using the first type of sign, and the task content is related to the second type of command input. Display with a seed indicator. Further, the task deleted when the mode is changed from the both determination mode to the single determination mode is displayed using the third indicator.
- the first type of sign is an image for distinguishing various buttons (typically buttons indicating up, down, left and right directions) of the mat type controller
- the second type of sign is This is an image for distinguishing the grip-type controller (typically the module held in the right hand and the module held in the left hand)
- the third indicator represents the hand music deleted when the mode is changed from the both judgment mode to the single judgment mode.
- the third mark is a mark that indicates the task time that should have been the grade determination target if the game mode is the single determination mode and the both determination mode.
- the game device can present the task to the player in an easy-to-understand manner even when the content of the task is changed with the change of the game mode. Also, it can be seen at a glance which task has been excluded from the grade determination target due to the game mode change.
- a game processing method includes a first input reception step, a second input reception step, an acquisition step, a setting step, and a progress step.
- a first type of instruction input given by the player via the first input device is received.
- a second type of instruction input given by the player via the second input device is received.
- the acquisition step the change amount of the position or orientation of the second input device within a predetermined time is acquired.
- the setting step when the obtained change amount is equal to or greater than a predetermined threshold, the game mode is set to the both determination mode, and otherwise, the game mode is set to the single determination mode.
- the progress step when the game mode is the both determination mode, the game is advanced by the first type instruction input and the second type instruction input, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
- the game device can be switched to a game mode presumed to be appropriate according to the usage status of the controller. Further, the player does not need a troublesome operation of pressing a mode switching button in order to change the game mode. Therefore, the player can easily switch the game mode.
- a computer-readable information recording medium stores a program that causes a computer to function as a first input reception unit, a second input reception unit, an acquisition unit, a setting unit, and a progression unit.
- the first input receiving unit receives a first type of instruction input given by the player via the first input device.
- the second input accepting unit accepts a second type of instruction input given by the player via the second input device.
- the acquisition unit acquires a change amount of the position or orientation of the second input device within a predetermined time.
- the setting unit sets the game mode to the both determination mode when the obtained amount of change is equal to or greater than a predetermined threshold, and otherwise sets the game mode to the single determination mode.
- the progression unit advances the game by the first type instruction input and the second type instruction input when the game mode is the both determination mode, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
- the computer can function as a game device that operates as described above.
- a program causes a computer to function as a first input reception unit, a second input reception unit, an acquisition unit, a setting unit, and a progression unit.
- the first input receiving unit receives a first type of instruction input given by the player via the first input device.
- the second input accepting unit accepts a second type of instruction input given by the player via the second input device.
- the acquisition unit acquires a change amount of the position or orientation of the second input device within a predetermined time.
- the setting unit sets the game mode to the both determination mode when the obtained amount of change is equal to or greater than a predetermined threshold, and otherwise sets the game mode to the single determination mode.
- the progression unit advances the game by the first type instruction input and the second type instruction input when the game mode is the both determination mode, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
- 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.
- the present invention it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for allowing the player to easily switch the game mode.
- FIG. 1 shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement
- Embodiment 2 it is a figure for demonstrating the functional structure of a game device. It is a structural example of the screen before the change of the task content. It is an example of composition of a screen after change of subject contents. It is another example of composition of a screen after change of contents of a subject. It is another example of composition of a screen after change of contents of a subject.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 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 (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a first controller 111, a second controller 105, an external memory 106, and a DVD.
- a ROM (Digital Versatile Disc ROM) drive 107, an image processing unit 108, an audio processing unit 109, and a NIC (Network Interface Card) 110 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 when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 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.
- the CPU 101 provides a variable area in the RAM 103, 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. Perform operations such as performing operations on registers and writing back the operation results to memory.
- the first controller 111 and the second controller 105 connected via the interface 104 receive an operation input performed by the player when the game is executed.
- the details of the configuration of the first controller 111 and the second controller 105 will be described later.
- the external memory 106 detachably connected via the interface 104 stores data indicating game play status (past results, etc.), data indicating the progress of the game, and log of chat communication in a network battle ( Data) is stored in a rewritable manner.
- the player can record these data in the external memory 106 as appropriate by inputting instructions through the first controller 111 and the second controller 105.
- the instruction input that can be given to the information processing apparatus 100 by the player is classified into a first type instruction input and a second type instruction input, which will be described in detail later.
- a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads 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) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
- polygon information that is arranged in the three-dimensional space and to which various texture information is added is rendered by the Z buffer method, and a predetermined viewpoint position is used. It is also possible to perform a high-speed execution of a calculation that obtains a rendering image obtained by looking down at a polygon arranged in the virtual space in the direction of a predetermined line of sight.
- the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on each polygon surface according to the font information that defines the character shape. is there.
- the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound 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.
- 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, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100.
- a hard disk as an external storage device
- a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
- a keyboard, a mouse, or the like can be used as an input device.
- the first controller 111 and the second controller 105 as controllers used by the player to give an instruction input to the information processing apparatus 100.
- the player can use the first controller 111 and the second controller 105 at the same time.
- the player can use only one of the first controller 111 and the second controller 105.
- the first controller 111 is a mat type controller installed on a floor or the like as shown in FIG.
- a left button 121, a lower button 122, an upper button 123, a right button 124, and the like are arranged.
- the first controller 111 is generally operated by a player stepping on with his / her foot. However, the player can also press each button with his hand.
- the second controller 105 is a controller that can measure various parameters such as the position and orientation of the second controller 105 in a real space.
- FIG. 3 is an explanatory diagram showing the external appearance of the second controller 105 and the information processing apparatus 100 that can measure various parameters such as position and posture in a real space.
- the second controller 105 includes a combination of the first grip module 201, the second grip module 211, and the light emitting module 251.
- the first grip module 201 and the second grip module 211 are communicably connected to the information processing apparatus 100 by wireless communication.
- the first grip module 201 and the second grip module 211 are connected to each other and have a so-called “nunchaku” shape.
- 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 device 100 are output by the television device 291.
- the first 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 first grip module 201 takes a picture of the light emitting module 251.
- the information of the captured image is transmitted to the information processing apparatus 100.
- the CPU 101 of the information processing apparatus 100 acquires the position in the real space of the first grip module 201 with respect to the light emitting module 251 based on the position where the light emitting diode 252 is photographed in the photographed image.
- an acceleration sensor typically a triaxial gravity sensor
- an angular acceleration sensor typically an angular acceleration sensor
- an inclination sensor and the like are built in the first grip module 201, and the posture of the first grip module 201 itself is measured. Is possible. This measurement result is transmitted to the information processing apparatus 100.
- the cross key 203 is arranged on the upper surface of the first grip module 201, and the player can give various direction instruction inputs by pressing the cross key 203.
- various buttons 206 are also arranged on the upper surface, and an instruction input associated with the button can be given.
- the B-button 205 is arranged on the lower surface of the first gripping module 201 and, in combination with the depression formed on the lower surface of the first gripping module 201, simulates a trigger in a handgun or a magic hand. ing. Typically, a 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 first grip module 201 presents to the player the operating status of the first grip module 201, the status of wireless communication with the information processing apparatus 100, and the like.
- the power button 208 provided on the upper surface of the first grip module 201 is for turning on / off the operation of the first grip module 201 itself.
- the first grip module 201 is operated by a built-in battery (not shown). To do.
- a speaker 209 is disposed on the upper surface of the first 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 first grip module 201, and the presence / absence and strength of vibration can be controlled based on an instruction from the information processing apparatus 100.
- the second grip module 211 is basically an expansion controller having the same function, although the function of the first grip module 201 is somewhat simplified.
- an acceleration sensor typically a three-axis gravity sensor
- the posture of the second grip module 211 itself can be measured.
- This measurement result is also transmitted to the information processing apparatus 100.
- the second grip module 211 may be provided with a CCD camera or the like similarly to the first grip module 201 so that the position of the second grip module 211 can be measured.
- the control stick 212 is an input unit that is a miniaturized so-called joystick that allows the player to smoothly give instruction input indicating up, down, left, and right.
- the C-button 213 and the Z-button 214 are disposed near the tip of the second grip module 211.
- the player can give an instruction input associated with each button to the information processing apparatus 100 by pressing each button with a fingertip or the like.
- the second controller 105 including a combination of the first grip module 201, the second grip module 211, and the light emitting module 251 is used, and the positions and postures of the first grip module 201 and the second grip module 211 in the real world are determined.
- the description will be made on the assumption that it is measured.
- the position and orientation of the second controller 105 in the real world are measured using ultrasonic waves, infrared communication, GPS (Global Positioning System), or the like.
- the second controller 105 includes only one of the first grip module 201 and the second grip module 211 (for example, only the first grip module 201).
- FIG. 4 is a configuration example of a screen 400 displayed on the monitor.
- stationary marks 401 to 404 drawn at fixed positions in the screen 400 and stepping position indication marks 410 (410A, 410B, 410C, 410D in FIG. 4) whose drawing position moves with the passage of time are displayed.
- stepping position indication marks 410 410A, 410B, 410C, 410D in FIG. 4
- swing position indication mark 420 two types 420A and 420B in FIG. 4 in which the drawing position moves with time
- a gauge 430 indicating the player's results, and other background images are displayed.
- the step position instruction mark 410 and the swing position instruction mark 420 are scroll-displayed according to the music to be played.
- the step position indication mark 410 has one of the up, down, left and right arrows.
- On the swing position instruction mark 420 an image showing either the first grip module 201 or the second grip module 211 is drawn.
- the still marks 401 to 404 are marks that indicate the timing (hereinafter also referred to as “task time”) at which the player should press the buttons 121 to 124, respectively.
- task time the timing at which the player should press the buttons 121 to 124, respectively.
- the stationary mark 404 also serves as a mark for instructing the timing (task time) at which the player should swing the first grip module 201.
- the stationary mark 401 also serves as a mark that indicates the timing (task time) at which the player should swing the second grip module 211. In the present embodiment, description will be made on the assumption that the player plays the game with the first grip module 201 in the right hand and the second grip module 211 in the left hand.
- the step position instruction mark 410 and the swing position instruction mark 420 move in accordance with the music playback speed toward the position where the stationary marks 401 to 404 are drawn.
- the player swings the first gripping module 201 corresponding to the stationary mark 404 or the second gripping module 211 corresponding to the stationary mark 401. Then, the score of the player is added or the value indicated by the gauge 430 is increased.
- the step position instruction mark 410 is also called “foot score”, and the swing position instruction mark 420 is also called “hand score”. Details of the player's performance determination will be described later.
- step position instruction mark 410 when the step position instruction mark 410 has moved to a position overlapping any of the stationary marks 401 to 404, a button (any one of the buttons 121 to 124) corresponding to the arrow indicated by the moved step position instruction mark 410 has moved.
- a button any one of the buttons 121 to 124 corresponding to the arrow indicated by the moved step position instruction mark 410 has moved.
- an exemplary dance step suitable for the music being played can be taken.
- the grip module (the first grip module 201 and the second grip module 211) corresponding to the moved swing position instruction mark 420 is moved. If one of the players) shakes with one hand, the player can perform an exemplary dance pose that matches the music being played.
- first type instruction input is an instruction input based on pressing of the buttons 121 to 124 by the player.
- an instruction input from the player using the second controller 105 is referred to as a “second type instruction input”.
- a typical example of the second type instruction input is an instruction input based on a swing operation by a player of the first grip module 201 included in the second controller 105, and a player of the second grip module 211 included in the second controller 105. It is an instruction input based on the swing operation by.
- an image associated with the first controller 111 is referred to as a “first type sign”.
- Typical examples of the first type of signs are step position indication marks 410A to 410D.
- an image associated with the second controller 105 is referred to as a “second type indicator”.
- Typical examples of the second type of signs are swing position indication marks 420A and 420B.
- N N is an integer of 1 or more issues in the game.
- P (i) represents the i-th task (i is an integer from 1 to N) from the top.
- T (i) represents the task time corresponding to the task P (i).
- B (x) represents the task content.
- the task content B (x) includes a value B (L) indicating the button 121, a value B (D) indicating the button 122, a value B (U) indicating the button 123, a value B (R) indicating the button 124, One of B (HR) indicating the first grip module 201 and B (HL) indicating the second grip module 211 is designated.
- Equation 7 a certain problem is expressed as [Equation 7].
- P (i) (T (i), B (L), B (HR)) [Equation 7]
- the i-th task of the game is “press the left button 121 of the first controller 111 and swing the first grip module 201 at the task time T (i)”.
- T (i) the time in the game reaches T (i)
- the player simply steps on the left button 121 and shakes the hand holding the first grip module 201 (usually the right hand).
- the task associated with B (L) is associated with the other task contents except B (L) and B (HL)
- the task associated with B (R) is associated with B (R) and B ( It is desirable to associate other task contents except HR).
- the game apparatus presents the task to the player by displaying it on the screen 400, but it does not necessarily have to be presented to the player.
- the game device first sets an example on the guidance screen and the like, and then repeats the player.
- the game device shows a model play for the task and prompts the player to repeat accordingly.
- the game device repeats the player without giving any hint at the task time (or only presenting the minimum hint). If you can follow the example, you have cleared the issue.
- the task may not be presented to the player.
- the game apparatus 500 includes a first input receiving unit 501, a second input receiving unit 502, an acquisition unit 503, a setting unit 504, and a progression unit 505.
- the first input receiving unit 501 receives a first type of instruction input given from the player via the first controller 111.
- the CPU 101, the interface 104, and the first controller 111 cooperate to function as the first input reception unit 501.
- the second input receiving unit 502 receives a second type of instruction input given from the player via the second controller 105.
- the second type of instruction input includes an instruction input by a swing operation of the first grip module 201 and an instruction input by a swing operation of the second grip module 211.
- the CPU 101, the interface 104, and the second controller 105 cooperate to function as the second input reception unit 502.
- the acquisition unit 503 includes a change amount ⁇ P of the position of the first grip module 201 within a predetermined time, a change amount ⁇ Q of the direction of the first grip module 201 within a predetermined time, and a predetermined time of the direction of the second grip module 211.
- the amount of change ⁇ R is acquired.
- the CPU 101, the interface 104, the first controller 111, and the second controller 105 cooperate to function as the acquisition unit 503.
- the player changes the positions and / or orientations of the grip modules 201 and 211 by swinging the first grip module 201 and / or the second grip module 211 of the second controller 105 while holding the hand.
- the CPU 101 acquires the position and orientation of the first grip module 201 in the real space and the orientation of the second grip module 211 in the real space at regular timing such as vertical synchronization interrupt (VSYNC).
- VSYNC vertical synchronization interrupt
- the CPU 101 temporarily stores, in the RAM 103 or the like, a history of information indicating the position from the current time to a predetermined time before and a history of information indicating the direction. That is, the position history and the direction history are temporarily stored in the RAM 103 or the like, and are updated as time passes. Then, the CPU 101 calculates the change amount ⁇ P of the position of the first grip module 201, the change amount ⁇ Q of the direction of the first grip module 201, and the change amount ⁇ R of the direction of the second grip module 211 within a predetermined time, respectively. calculate.
- the CPU 101 determines how much the position of the first grip module 201 has moved between the current time and a predetermined time before (how much the player has moved the position), and the orientation of the first grip module 201. It is possible to determine how much the player has moved (how much the player has moved) and how much the second grip module 211 has moved (how much the player has moved).
- the setting unit 504 sets the game executed on the game device 500 to the both determination mode, and otherwise sets to the single determination mode. To do.
- the CPU 101 functions as the setting unit 504.
- the CPU 101 stores a flag indicating whether the game mode is the both determination mode or the single determination mode (hereinafter referred to as “mode flag”) stored in a predetermined memory area of the RAM 103 based on a determination result of a condition described later. Update.
- the game mode includes a both determination mode and a single determination mode.
- the CPU 101 sets the game mode to the both determination mode at the beginning of the game.
- Both determination modes are modes in which the game is advanced based on both the first type instruction input using the first controller 111 and the second type instruction input using the second controller 105.
- the first controller 111 is a mat-type controller that gives an instruction input by stepping on a foot
- the second controller 105 is a grip-type controller that gives an instruction input by shaking by hand
- the game apparatus 500 has a task time, a timing when the player steps on the buttons 121 to 124 with his / her foot, and a timing when the player swings the first grip module 201 and the second grip module 211 with his / her hand.
- the player's score is determined. That is, it is determined whether or not the player has waved his hand at the timing at which he should wave his hand and whether he has taken the step at the timing at which he should take a step.
- the screen 400 displays only the first type label, only the second type label, or both the first type label and the second type label.
- six types of marks stepping position instruction marks 410A to 410D and swing position instruction marks 420A and 420B, are scroll-displayed.
- the single determination mode is a mode in which the game is advanced based on the first type of instruction input using the first controller 111, and the second type of instruction input does not affect the progress of the game.
- the game device 500 determines the player's performance based on the task time and the timing at which the player steps on the buttons 121 to 124 with his / her foot. That is, it is determined whether or not the player has stepped at the timing when the step should be taken, but it is not determined whether or not the player has waved at the timing at which the player should wave.
- the screen 400 displays only the first type of label among the first type and the second type.
- four types of marks are scroll-displayed.
- Predetermined threshold values ⁇ P TH , ⁇ Q TH , ⁇ R TH are provided for the above-described change amounts ⁇ P, ⁇ Q, ⁇ R, respectively.
- the CPU 101 determines whether or not the following conditions 1 to 3 are satisfied during the game. That is, the CPU 101 (Condition 1) Whether or not the amount of change ⁇ P in the position of the first grip module 201 is greater than or equal to a threshold value ⁇ P TH (Condition 2) Whether or not the change amount ⁇ Q of the orientation of the first grip module 201 is equal to or greater than a threshold value ⁇ Q TH , (Condition 3) Whether or not the amount of change ⁇ R in the direction of the second gripping module 211 is equal to or greater than a threshold value ⁇ R TH Respectively.
- the CPU 101 sets the game mode to the both determination mode when at least one of the change amounts ⁇ P, ⁇ Q, ⁇ R is greater than the threshold value.
- the CPU 101 sets a flag value indicating the both determination modes in the mode flag.
- the CPU 101 determines that the player is the second controller 105. Presume that you are playing a game while using. Then, the CPU 101 advances the game based on not only the first instruction input from the player by the first controller 111 but also the second instruction input by the second controller 105.
- the CPU 101 uses the second controller 105 when the position or orientation of the first grip module 201 or the orientation of the second grip module 211 has not changed more than the amount indicated by the threshold. Do not presume that you are playing the game.
- the CPU 101 sets the game mode to the single determination mode.
- the CPU 101 sets a flag value indicating the single determination mode in the mode flag. Then, the CPU 101 advances the game based on the first instruction input from the player by the first controller 111.
- the player is playing a game with both or one of the first grip module 201 and the second grip module 211, the position of the first grip module 201, the orientation of the first grip module 201, and the second grip module 211 It is likely that at least one of the orientations will change. Therefore, if at least one of these changes is greater than or equal to the threshold value, it can be estimated that the player has the second controller 105.
- the CPU 101 uses the second controller 105 when the position and orientation of the first grip module 201 and the orientation of the second grip module 211 have all changed by an amount indicated by the threshold. It is estimated that the game is being played, and the game is advanced based not only on the first instruction input from the player by the first controller 111 but also on the second instruction input by the second controller 105. It may be configured.
- the CPU 101 calculates either one or two of the position change amount ⁇ P or the direction change amount ⁇ Q of the first grip module 201 or the direction change amount ⁇ R of the second grip module 211, You may make it discriminate
- FIG. 6 is a diagram illustrating an example of a temporal change in the amount of change ⁇ Q in the direction of the first grip module 201.
- CPU 101 as described above, and the amount of change ⁇ Q is based on whether or larger than the threshold Q TH, decide whether to set a single determination mode to the game mode on both determination mode.
- the variation ⁇ Q is the threshold Q TH less than a is a time T1 from the time T2 to the time zone 601, and sets the game to a single determination mode.
- CPU 101 may change the amount ⁇ Q is the time zone 602 and 603 from the time T2 is equal to or greater than the threshold Q TH to time T4, setting the game to both the determination mode.
- the variation ⁇ Q is based on whether more than a predetermined value Q S, the first gripping module 201 determines whether shaken by the player. That the predetermined value Q S is referred to as "swing determination reference value". For example CPU 101 preferably at the time T3 that has changed over swing determination reference value Q S from the determination reference value less than QS swing amount of change Delta] Q, the first gripping module 201 is estimated to have been swung by the player.
- CPU 101 may change the amount ⁇ Q is swing determination reference value Q from the time T3 that has changed over swing determination reference value Q S from less than S, the amount of change ⁇ Q is swing determination reference value Q swing criterion from the above S value Q S You may estimate that the 1st holding
- CPU 101 may change the amount ⁇ Q is swing determination reference value Q from the time T3 that has changed over swing determination reference value Q S from less than S, the amount of change ⁇ Q is swing determination reference value Q swing criterion from the above S value Q S It may be estimated that the first grasping module 201 is swung by the player at time T5 during the time period 603 until the time T4 when the change is less than the time T4.
- any time among them may be adopted as the time when the first grip module 201 is shaken by the player.
- the CPU 101 may estimate that the first grip module 201 is shaken by the player at the time when the change amount ⁇ Q is the maximum among the times when the change amount ⁇ Q is maximum.
- the swing determination reference value is provided not only for the change amount ⁇ Q of the orientation of the first grip module 201 but also for the change amount ⁇ P of the position of the first grip module 201 and the change amount ⁇ R of the orientation of the second grip module 211. It can. Assume that the swing determination reference value corresponding to the change amount ⁇ P is P S , and the swing determination reference value corresponding to the change amount ⁇ R is R S. Take [Delta] P or [Delta] R on the vertical axis in FIG.
- CPU 101 is either became determination reference value or more P S variation ⁇ P of the position of the first grip module 201 swings, or the orientation of the variation ⁇ Q of the first grip module 201 swing determination reference value Q S or In this case, it may be determined that the first grip module 201 has been shaken by the player.
- CPU 101 may be more than the determination reference value P S swing amount of change ⁇ P of the position of the first grip module 201, and, to the determination reference value Q S or orientation change amount ⁇ Q of the first grip module 201 is swing In this case, it may be determined that the first grip module 201 has been shaken by the player.
- CPU 101 along with the first gripping module 201 depending on whether the direction of the change amount ⁇ Q is swing determination reference value Q S or more first grip module 201 determines whether or not swung, the second grip module 211 It is possible to determine whether or not the second grip module 211 has been shaken by determining whether or not the change amount ⁇ R of the direction of the movement is greater than or equal to the swing determination reference value RS .
- the CPU 101 is based on these values. It is possible to estimate the player's action and the usage state of the first grip module 201 and the second grip module 211.
- the CPU 101 may set the game mode to the single determination mode.
- the CPU 101 can estimate that the player is playing the game without using the first grip module 201. Further, the CPU 101 may set the game mode to the single determination mode when 0 ⁇ ⁇ Q ⁇ Q TH is satisfied continuously for a predetermined time.
- CPU 101 allows a player to estimate waving first grip module 201 in possession of those not, a.
- the CPU 101 can estimate that the player has swung the first grip module 201 in the right hand.
- the game content is fitness, training, etc.
- the CPU 101 may notify the player of an appropriate message in accordance with the motion of the player and the estimation result of the usage state of the first grip module 201 and the second grip module 211.
- a means for notifying the player display of characters, still images, moving images, etc., output of sound, vibration of the first grip module 201, blinking of a lamp such as an LED, etc. may be used.
- the CPU 101 may estimate the player's action and the usage state of the first grip module 201 and the second grip module 211 according to the orientation of the first grip module 201. Good.
- the CPU 101 causes the player to temporarily Only the first grip module 201 is placed, and it is estimated that there is a high possibility of having the first grip module 201 again, and the game mode is not switched from the both determination mode to the single determination mode.
- the CPU 101 estimates that the player is unlikely to have the first grip module 201 again without playing the game using the first grip module 201, and switches the game mode from the both determination mode to the single determination mode.
- the correspondence between the way of placing the grip module 201 and the estimation result is merely an example.
- horizontal and vertical may be interchanged, and switching between both determination mode and single determination mode may be performed when the robot is placed in a posture that faces another predetermined direction.
- the change amount ⁇ Q of the orientation of the first grip module 201 has been described, but the CPU 101 uses the change amount ⁇ P of the position of the first grip module 201 to determine the player's action and the usage state of the first grip module 201. May be similarly estimated. Further, the CPU 101 may similarly estimate the action of the player and the use state of the second grip module 211 using the change amount ⁇ R of the orientation of the second grip module 211.
- the CPU 101 changes from the single determination mode to the both determination modes when at least one of the change amounts ⁇ P, ⁇ Q, and ⁇ R is equal to or greater than the threshold value. Can be switched again.
- the CPU 101 sets the single determination mode at the beginning of the game, and when at least one of the change amounts ⁇ P, ⁇ Q, and ⁇ R is equal to or higher than the threshold value, the single determination mode is changed to the both determination mode. You may switch to.
- the progression unit 505 advances the game by the first type instruction input and the second type instruction input.
- the game mode is the single determination mode
- the game is advanced by the first type instruction input.
- the CPU 101 functions as the progression unit 505.
- the CPU 101 advances the game by the first type instruction input and the second type instruction input.
- the CPU 101 advances the game by the first type instruction input and does not affect the progress of the game by the second type instruction input.
- the CPU 101 scrolls and displays the step position instruction marks 410A to 410D and the swing position instruction marks 420A and 420B. Then, the CPU 101 provides the player with a game whose task is to move the foot and / or hand at a predetermined timing. As a result, the player can learn exemplary dance steps and choreography.
- the CPU 101 scrolls the step position instruction marks 410A to 410D and does not scroll the swing position instruction marks 420A and 420B. Then, the CPU 101 provides the player with a game whose task is to move the foot at a predetermined timing. As a result, the player can learn exemplary dance steps.
- the CPU 101 advances the game based on the second type instruction input instead of the first type instruction input, and the screen 400 displays the first type indicator and the second type indicator.
- the screen 400 displays the first type indicator and the second type indicator.
- the CPU 101 provides the player with a game whose task is to move the hand at a predetermined timing. As a result, the player can learn an exemplary dance choreography.
- FIG. 8 is a flowchart showing the game processing of the present embodiment.
- the first controller 111 is a mat-type controller that the player normally steps on with his / her foot
- the second controller 105 includes a grip-type controller that the player usually pushes and shakes with his / her hand. To do.
- the game apparatus 500 includes a plurality of controllers and can receive an instruction input from the player from each controller, the shape, function, usage, and the like of each controller are not limited by the present invention.
- the first type of instruction input is input to the CPU 101 by a pressing operation of the buttons 121 to 124 of the first controller 111 by the player.
- the second type of instruction input is input to the CPU 101 by a swing operation of the first grip module 201 and a swing operation of the second grip module 211 of the second controller 105 by the player.
- game content is not limited by the present invention.
- the CPU 101 reads data indicating a preset task from a DVD-ROM or the like (step S801). Further, the CPU 101 reads out music data to be reproduced by the audio processing unit 109 from a DVD-ROM or the like.
- the CPU 101 starts reproduction of the read music data and starts measuring elapsed time from the beginning of the music (step S802).
- the CPU 101 acquires the states of the first controller 111 and the second controller 105 (step S803).
- the CPU 101 determines the change amount ⁇ P of the position of the first grip module 201, the change amount ⁇ Q of the direction of the first grip module 201, and the change amount of the direction of the second grip module 211 within a predetermined time.
- ⁇ R is calculated respectively.
- the predetermined time typically refers to the time from X seconds before the current time to the current time.
- the predetermined time may be represented by the number of times that a periodic interrupt such as VSYNC occurs.
- the CPU 101 determines whether any of the change amounts ⁇ P, ⁇ Q, ⁇ R is equal to or greater than a predetermined threshold (step S804). That is, the CPU 101 determines whether or not the above-described conditions 1, 2 and 3 are satisfied.
- step S804 When any one or more of the change amounts ⁇ P, ⁇ Q, ⁇ R is equal to or greater than a predetermined threshold (step S804; YES), the CPU 101 sets the game mode to both determination modes and proceeds with the game (step S805). That is, in this case, the CPU 101 estimates that the player is playing the game using the second controller 105 and proceeds with the game.
- the CPU 101 estimates that the player is playing while holding the first grip module 201, and when the change amount ⁇ R is greater than or equal to the predetermined threshold, It is estimated that the player is playing while holding the second grip module 211 in his / her hand.
- step S804 when none of the change amounts ⁇ P, ⁇ Q, and ⁇ R is equal to or greater than the predetermined threshold (step S804; NO), the CPU 101 sets the game mode to the single determination mode and proceeds with the game (step S806). That is, the CPU 101 estimates that the player is playing the game without holding both the first grip module 201 and the second grip module 211, and proceeds with the game.
- progressing the game specifically refers to, for example, changing the direction of the game depending on whether or not the first type or second type instruction input is made by the player, and continues to issue issues until the end of the song. That is.
- the CPU 101 scrolls either the stationary marks 401 to 404, or the step position instruction mark 410 or the swing position instruction mark 420.
- the effect is to brighten up the lane. That is, the player can easily identify which button is determined to be pressed by the game apparatus 500 or which grip module is determined to be shaken.
- the CPU 101 produces an effect of brightly illuminating the stationary marks 401 to 404 when the first type instruction is input, but the stationary marks 401 to 404 are illuminated even when the second type instruction is input.
- the display of etc. is not changed.
- the player's score does not necessarily have to be determined during the progress of the game.
- “progress the game” means that the player's score is determined based on whether or not an instruction input corresponding to the predetermined task time is made by the player at a predetermined task time (that is, whether or not the task is cleared). On the other hand, until the end of the song or until the value indicated by the gauge 430 reaches the minimum value, the problem continues to be issued.
- the CPU 101 determines the player's score based on whether or not a pressing operation or a swing operation is performed at the task time for all the tasks for which the score is to be determined.
- the CPU 101 adds the value (dance meter) indicated by the gauge 430 and the player's score when the task is cleared, but does not reduce the value indicated by the gauge 430 or add the player's score if the task is not cleared. Or
- the CPU 101 increases the volume of the audience cheer in the game or brightens the virtual spotlight or the actual spotlight in the game when the task is cleared. However, if the problem is not cleared, the audience will be booed or the spotlight will be dark.
- the CPU 101 receives a task whose task content is related to the first controller 111 (that is, one of B (L), B (D), B (U), and B (R)).
- the player's score is determined based on whether or not it has been cleared, but the score is not determined for a task whose task content is related to the second controller 105 (that is, either B (HL) or B (HR)). .
- the CPU 101 determines whether or not there is an instruction input designated in the task content at the task time (step S807).
- step S807 If there is no instruction input (step S807; NO), the process proceeds to step S809 described later. If there is no instruction input at the task time, the CPU 101 may treat the task as not being achieved, and may deduct the player's score, or may not add or deduct points. In the present embodiment, when there is no instruction input at the task time, the score (dance meter) represented by the gauge 430 is reduced although the score of the player is not deducted.
- step S807 if there is an instruction input (step S807; YES), the CPU 101 calculates the player's score by calculating the player's score according to the error between the task time and the time at which the player inputs the instruction. Is obtained (step S808).
- the CPU 101 adds a predetermined success score to the player's score when the time when the instruction input by the player is within a predetermined time before and after the task time, but when it is not within the predetermined time , Do not add or subtract a predetermined failure score.
- the CPU 101 generates a game screen 400 and displays it on the monitor (step S809).
- a game screen 400 for example, as shown in FIG. 4, stationary marks 401 to 404, a first type of sign that scrolls toward the stationary marks 401 to 404 as the game progresses (that is, step position indication marks 410A to 410D).
- a second type of sign that is, swing position instruction marks 420A and 420B that scrolls as the game progresses, a gauge 430, and the like are included.
- a game screen 400 that matches the music to be played is displayed.
- the game apparatus 500 is a game in which a plurality of controllers including a controller (or a grip module) having a variable position and / or orientation can be used. From the amount of change, it is determined whether or not the player is playing a game using a controller whose position and / or orientation is variable, and the game mode can be changed to a suitable game mode according to the determination result. Become.
- the player can continue the game by easily switching between the two-judgment mode using two controllers and the single-judgment mode using only one controller without troublesome operations.
- the game device 500 in a party-type game where a plurality of players compete for good dance, when each player plays a game using at least one controller, the game device 500 It is possible to appropriately switch between the battle mode and the single mode without bothering the player.
- the game apparatus 500 can determine that one player has not participated in the game, and can switch from the battle mode (both determination modes) to the single player mode (single determination mode). When this mode is switched, the game apparatus 500 can smoothly shift from the battle mode to the single player mode without interrupting the game. Conversely, it is possible to smoothly shift from the single player mode to the battle mode without interrupting the game.
- the battery may run out when it is necessary to connect a battery to the controller as the power supply, or the power cord may be disconnected when it is necessary to connect the controller to an external power source using an outlet, etc. is there.
- the controller may break down. When these unexpected accidents occur, the amount of change in the position of the controller and / or the amount of change in the orientation does not reach a predetermined threshold (typically, the amount of change is zero). .
- the game apparatus 500 determines whether or not the controller is in a usable state from the change amount of the controller position and / or the change amount of the orientation, and changes to a suitable game mode according to the determination result. Will be able to. In other words, the game device 500 can automatically change to a game mode that does not use the controller when it is estimated that the controller is unusable due to battery exhaustion or failure.
- the game device 500 of this embodiment further includes a presentation unit 901.
- the presentation unit 901 displays a first type of sign on the screen 400 when the type of instruction input currently associated with the task time is the first type. In addition, when the type of instruction input currently associated with the task time is the second type, the presentation unit 901 displays the second type of sign.
- the game device presents the task to the player by displaying the first type or the second type of sign on the screen 400. The player can immediately determine the task time and the task content (that is, what kind of operation should be performed) by looking at the first type mark and the second type mark in the screen 400.
- the CPU 101 and the image processing unit 108 cooperate to function as the presentation unit 901.
- the game apparatus 500 has been described as having a configuration for presenting a task to a player.
- the progression unit 505 can appropriately change the task based on the change of the game mode, and the presentation unit 901 presents the task in different ways before and after the task change.
- the progression unit 505 associates the first type instruction input with the task time whose type of instruction input associated with the task time is the second type. That is, in the single determination mode, at the task time in which instruction contents (two types of B (HL) and B (HR) here) corresponding to the second type instruction input are associated with each other, Instruction contents corresponding to the instruction input (here, four types of B (L), B (D), B (U), and B (HR)) are newly associated. To put it more simply, “hand music” changes to “foot music”.
- the advancing unit 505 conceptually represents B (HL) as B (L) which conceptually means the same left direction, and B (HR) conceptually represents the same right direction as B (R). It is desirable to replace it. In other words, it is desirable to change the task so that the task content of shaking the left hand is replaced with the task content of stepping on the left foot, and the task content of shaking the right hand is replaced with the task content of stepping on the right foot.
- B (HL) B (L) which conceptually means the same left direction
- B (HR) conceptually represents the same right direction as B (R). It is desirable to replace it. In other words, it is desirable to change the task so that the task content of shaking the left hand is replaced with the task content of stepping on the left foot, and the task content of shaking the right hand is replaced with the task content of stepping on the right foot.
- this is only an example, and it is possible to change to any task content.
- the first type sign is displayed instead of the second type mark in the single determination mode.
- FIG. 10 is a configuration example of the screen 400 in the both determination modes (that is, before the assignment is replaced).
- FIG. 11 is a configuration example of the screen 400 in the single determination mode (that is, after the assignment is replaced).
- the CPU 101 inputs an instruction associated with the task time as shown in FIG. 11 even when the task already presented in the screen 400 as shown in FIG.
- the first type instruction input is re-associated with the task time whose type is the second type.
- the CPU 101 does not change the task content for the task that has already been presented in the screen 400, and the task content corresponding to the second type instruction input corresponds to the task that has not yet been presented in the screen 400.
- the task content corresponding to the first type instruction input may be associated with the task time attached.
- This method is convenient when it is desired to provide a time lag between the time for determining whether to change the game mode and the time for changing the game mode. Since the signs already presented in the screen 400 do not change suddenly, the game mode can be switched without difficulty so as not to give the player a sense of incongruity.
- the CPU 101 may change the content of a task that has already been presented in the screen 400 and that is a time from a current time to a time that is a predetermined time ahead (for example, n seconds from now).
- a predetermined time ahead for example, n seconds from now.
- the task type corresponding to the task type corresponding to the second type of instruction input is associated with the first type instruction.
- the task content corresponding to the input may be re-associated.
- the swing position for a task that has already been presented in the screen 400 and the distance 1001 from the position of the stationary mark 401 to 404 in the screen 400 to the position of the swing position instruction mark 420 is less than a predetermined distance, the swing position Although the display of the instruction mark 420 does not change, the swing position instruction mark 420 is changed to the step position instruction mark 410 for a task in which the distance 1001 is a predetermined distance or more.
- the game mode can be switched without difficulty so as not to give the player a sense of incongruity. Further, since a state in which the “hand score” that has already appeared in the screen 400 is switched to the “foot score” is displayed, the player can easily recognize that the game mode has been changed. In addition, the swing position instruction mark 420 that has come to the immediate vicinity of the stationary marks 401 to 404 is not suddenly changed to the stepping position instruction mark 410 so that the player is not confused.
- the present embodiment is a modification of the second embodiment, and like the second embodiment, the task content, the configuration of the screen 400 displayed on the monitor, and the like change according to the set game mode. This will be described in detail below.
- the progression unit 505 deletes the task time whose instruction input type associated with the task time is the second type.
- the single determination mode at the task time in which instruction contents (two types of B (HL) and B (HR) here) corresponding to the second type instruction input are associated with each other, A problem corresponding to instruction input is eliminated. To put it more simply, “footprints” remain, but “handbooks” disappear.
- FIG. 12 is a configuration example of the screen 400 in the single determination mode (that is, after the assignment is replaced).
- the CPU 101 searches the remaining task for the task time associated with the task content corresponding to the second type instruction input. Delete assignments according to results. That is, the task associated with the task content corresponding to the second type of instruction input is deleted and is no longer subject to grade determination.
- the CPU 101 inputs an instruction associated with the task time as shown in FIG. 12 even when the task already presented in the screen 400 as shown in FIG. The issue whose type is the second type is deleted.
- the CPU 101 does not change the task content for the task that has already been presented in the screen 400, and the task content corresponding to the second type instruction input corresponds to the task that has not yet been presented in the screen 400. You may delete the attached assignment.
- This method is convenient when it is desired to provide a time lag between the time for determining whether to change the game mode and the time for changing the game mode. Since the signs already displayed in the screen 400 do not disappear suddenly, the game mode can be switched without difficulty so as not to give the player a sense of incongruity.
- the CPU 101 may change the content of a task that has already been presented in the screen 400 and that is a time from a current time to a time that is a predetermined time ahead (for example, n seconds from now). Instead, for a task at a time after a predetermined time from the current time (for example, after n seconds from now), a task associated with a task content corresponding to the second type instruction input may be deleted.
- the swing position instruction mark 420 disappears for a task in which the distance 1001 is a predetermined distance or more.
- the game mode can be switched without difficulty so as not to give the player a sense of incongruity.
- the player since the appearance of the “hand score” that has already appeared in the screen 400 is displayed, the player can easily recognize that the game mode has been changed. Further, the swing position instruction mark 420 that has come to the immediate vicinity of the stationary marks 401 to 404 does not suddenly disappear and the player is not confused.
- the player can intuitively understand the task time and the task content by looking at the screen 400. Further, since the configuration of the screen 400 changes according to the change of the game mode, the player can clearly recognize the game mode.
- the present embodiment is a modification of the second and third embodiments.
- the task content, the configuration of the screen 400 displayed on the monitor, and the like change according to the set game mode. This will be described in detail below.
- the progression unit 505 deletes the task time whose type of instruction input associated with the task time is the second type when the game mode is the single determination mode, as in the above embodiments.
- the presentation unit 901 displays the first type of indicator on the screen 400 when the type of instruction input currently associated with the task time is the first type, as in the above embodiments.
- the presentation unit 901 displays the second type of sign.
- the presentation unit 901 displays the third type instead of the second type of sign. Species signs are displayed.
- the third type of sign is a sign indicating the problem that existed before it was erased.
- the third type of marks are typically marks 1320A and 1320B in which the swing position indication marks 420A and 420B are displayed lightly like “afterimage”.
- a mark obtained by changing the color, shape, size, or the like of the swing position instruction marks 420A and 420B by a predetermined method, such as graying out or reducing the size, may be used.
- FIG. 13 is a configuration example of the screen 400 in the single determination mode (that is, after the assignment is replaced).
- the CPU 101 searches the remaining task for the task time associated with the task content corresponding to the second type instruction input. Delete assignments according to results. That is, the task associated with the task content corresponding to the second type of instruction input is deleted and is no longer subject to grade determination. However, the CPU 101 displays the third type sign instead of the second type sign.
- the CPU 101 is associated with the task time as shown in FIG. 13 even when there is a second type of marker in the task already presented in the screen 400 as shown in FIG.
- the task whose type of instruction input is the second type is deleted, and the second type label to be deleted is replaced with the third type label. Since the sign already presented in the screen 400 does not disappear or change suddenly, the game mode can be switched without difficulty so as not to give the player a sense of incongruity.
- the CPU 101 does not change the task content for the task that has already been presented in the screen 400, and the task content corresponding to the second type instruction input corresponds to the task that has not yet been presented in the screen 400.
- the attached task may be deleted, and the second type label to be deleted may be replaced with a third type label.
- the CPU 101 may change the content of a task that has already been presented in the screen 400 and that is a time from a current time to a time that is a predetermined time ahead (for example, n seconds from now).
- a predetermined time ahead for example, n seconds from now
- the task associated with the task content corresponding to the second type instruction input is deleted, and the deletion target first Two types of labels may be replaced with a third type of label.
- the player can intuitively understand the task time and the task content by looking at the screen 400. Further, since the configuration of the screen 400 changes according to the change of the game mode, the player can clearly recognize the game mode. In addition, if the player is playing with the second controller 105, it is possible to see at a glance what kind of task was to be given, so the player can also perform image training.
- 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 components of the above-described embodiments.
- a program for operating the computer as all or part of the game apparatus 500 is stored in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk) and distributed. It 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, or MO (Magneto Optical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
- 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.
- the present invention it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for allowing the player to easily switch the game mode.
- Information processing apparatus 101 CPU 102 ROM 103 RAM 104 Interface 105 Second controller 106 External memory 107 DVD-ROM drive 108 Image processing unit 109 Audio processing unit 110 NIC 111 First controller 121 to 124 Button 201 First grip module 202 CCD camera 203 Cross-shaped key 204 A-button 205 B-button 206 Various buttons 207 Indicator 208 Power button 209 Speaker 211 Second grip module 212 Control stick 213 C- Button 214 Z-button 251 Light-emitting module 252 Light-emitting diode 291 Television device 400 Screen 401 to 404 Stationary mark 410A to 410D Step position instruction mark 420A, 420B Swing position instruction mark 430 Gauge 500 Game device 501 First input receiving unit 502 Second Input reception unit 503 Acquisition unit 504 Setting unit 505 Progression unit 601, 602, 603 Time zone 901 Presentation unit 1001 From the position of the stationary mark to the position of the swing position instruction mark Distance 1320A, 1320B mark of
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Abstract
Description
第1入力受付部は、プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける。
第2入力受付部は、当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける。
取得部は、第2の入力装置の位置又は向きの所定時間内における変化量を取得する。
設定部は、取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する。
進行部は、当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる。 A game device according to a first aspect of the present invention includes a first input reception unit, a second input reception unit, an acquisition unit, a setting unit, and a progression unit.
The first input receiving unit receives a first type of instruction input given by the player via the first input device.
The second input accepting unit accepts a second type of instruction input given by the player via the second input device.
The acquisition unit acquires a change amount of the position or orientation of the second input device within a predetermined time.
The setting unit sets the game mode to the both determination mode when the obtained amount of change is equal to or greater than a predetermined threshold, and otherwise sets the game mode to the single determination mode.
The progression unit advances the game by the first type instruction input and the second type instruction input when the game mode is the both determination mode, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
そして、進行部は、当該所定の複数の課題時刻のそれぞれにおいて、当該課題時刻に対応付けられている種類の指示入力が受け付けられたか否かにより、当該プレイヤの成績を判定してもよい。 In the game, one of the first type and the second type of instruction input may be associated with each of a plurality of predetermined task times.
Then, the progression unit may determine the result of the player based on whether or not an instruction input of a type associated with the task time is received at each of the predetermined plurality of task times.
(a)当該課題時刻に現在対応付けられている指示入力の種類が当該第1種である場合、当該課題時刻に対応付けて第1種の標識を表示し、
(b)当該課題時刻に現在対応付けられている指示入力の種類が当該第2種である場合、当該課題時刻に対応付けて第2種の標識を表示する、
ことにより、当該課題時刻を当該プレイヤに提示する提示部を更に備えてもよい。 For each of the plurality of task times, the game device
(A) When the type of instruction input currently associated with the task time is the first type, the first type of indicator is displayed in association with the task time,
(B) When the type of instruction input currently associated with the task time is the second type, a second type of indicator is displayed in association with the task time.
Thereby, you may further provide the presentation part which shows the said subject time to the said player.
そして、進行部は、当該ゲームのモードが当該単判定モードである場合、当該課題時刻に対応付けられている指示入力の種類が当該第2種である課題時刻であって、提示部によって提示されていない課題時刻を削除して、当該プレイヤの成績を判定してもよい。 The game device may further include a presentation unit that presents the task time to the player.
Then, when the mode of the game is the single determination mode, the progression unit is a task time whose instruction input associated with the task time is the second type, and is presented by the presenting unit. The task time that has not been deleted may be deleted to determine the player's performance.
(x)当該課題時刻に現在対応付けられている指示入力の種類が当該第1種である場合、当該課題時刻に対応付けて第1種の標識を表示し、
(y)当該課題時刻に最初に対応付けられた指示入力の種類が当該第2種であって、前記進行部により削除されていない課題時刻に対応付けて第2種の標識を表示し、
(z)当該課題時刻に最初に対応付けられた指示入力の種類が当該第2種であって、前記進行部により削除された課題時刻と同じ時刻に対応付けて第3種の標識を表示してもよい。 The presentation unit, for each of the plurality of task times,
(X) When the type of instruction input currently associated with the task time is the first type, the first type of indicator is displayed in association with the task time,
(Y) The type of instruction input first associated with the task time is the second type, and a second type of indicator is displayed in association with the task time that has not been deleted by the progression unit,
(Z) The type of instruction input first associated with the task time is the second type, and a third type indicator is displayed in association with the same time as the task time deleted by the progression unit. May be.
第1入力受付ステップでは、プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける。
第2入力受付ステップでは、当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける。
取得ステップでは、第2の入力装置の位置又は向きの所定時間内における変化量を取得する。
設定ステップでは、取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する。
進行ステップでは、当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる。 A game processing method according to another aspect of the present invention includes a first input reception step, a second input reception step, an acquisition step, a setting step, and a progress step.
In the first input receiving step, a first type of instruction input given by the player via the first input device is received.
In the second input receiving step, a second type of instruction input given by the player via the second input device is received.
In the acquisition step, the change amount of the position or orientation of the second input device within a predetermined time is acquired.
In the setting step, when the obtained change amount is equal to or greater than a predetermined threshold, the game mode is set to the both determination mode, and otherwise, the game mode is set to the single determination mode.
In the progress step, when the game mode is the both determination mode, the game is advanced by the first type instruction input and the second type instruction input, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
第1入力受付部は、プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける。
第2入力受付部は、当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける。
取得部は、第2の入力装置の位置又は向きの所定時間内における変化量を取得する。
設定部は、取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する。
進行部は、当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる。 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 first input reception unit, a second input reception unit, an acquisition unit, a setting unit, and a progression unit.
The first input receiving unit receives a first type of instruction input given by the player via the first input device.
The second input accepting unit accepts a second type of instruction input given by the player via the second input device.
The acquisition unit acquires a change amount of the position or orientation of the second input device within a predetermined time.
The setting unit sets the game mode to the both determination mode when the obtained amount of change is equal to or greater than a predetermined threshold, and otherwise sets the game mode to the single determination mode.
The progression unit advances the game by the first type instruction input and the second type instruction input when the game mode is the both determination mode, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
第1入力受付部は、プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける。
第2入力受付部は、当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける。
取得部は、第2の入力装置の位置又は向きの所定時間内における変化量を取得する。
設定部は、取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する。
進行部は、当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる。 A program according to another aspect of the present invention causes a computer to function as a first input reception unit, a second input reception unit, an acquisition unit, a setting unit, and a progression unit.
The first input receiving unit receives a first type of instruction input given by the player via the first input device.
The second input accepting unit accepts a second type of instruction input given by the player via the second input device.
The acquisition unit acquires a change amount of the position or orientation of the second input device within a predetermined time.
The setting unit sets the game mode to the both determination mode when the obtained amount of change is equal to or greater than a predetermined threshold, and otherwise sets the game mode to the single determination mode.
The progression unit advances the game by the first type instruction input and the second type instruction input when the game mode is the both determination mode, and when the game mode is the single determination mode, The game is advanced by inputting a seed instruction.
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.
図1は、プログラムを実行することにより、本発明の実施形態に係るゲーム装置の機能を果たす典型的な情報処理装置の概要構成を示す模式図である。 (Embodiment 1)
FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus that performs functions of a game apparatus according to an embodiment of the present invention by executing a program.
P(i) = (T(i),B(L)) ・・・[数2]
このとき、ゲームのi番目の課題は、「課題時刻T(i)に第1のコントローラ111の左ボタン121を押圧すること」である。プレイヤは、通常、ゲーム内の時間がT(i)になったとき、左ボタン121を足で踏めばよい。 For example, a certain problem is expressed as [Equation 2].
P (i) = (T (i), B (L)) [Equation 2]
At this time, the i-th task of the game is “pressing the
P(i) = (T(i),B(HR)) ・・・[数3]
このとき、ゲームのi番目の課題は、「課題時刻T(i)に第1把持モジュール201を振ること」である。プレイヤは、ゲーム内の時間がT(i)になったとき、第1把持モジュール201を持った手(通常は右手)を振ればよい。 For example, a certain problem is expressed as [Equation 3].
P (i) = (T (i), B (HR)) [Equation 3]
At this time, the i-th task of the game is “shake the
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]
P(i) = (T(i),B(L),B(HR)) ・・・[数7]
このとき、ゲームのi番目の課題は、「課題時刻T(i)に、第1のコントローラ111の左ボタン121を押圧し、且つ、第1把持モジュール201を振ること」である。プレイヤは、ゲーム内の時間がT(i)になったとき、左ボタン121を足で踏み、且つ、第1把持モジュール201を持った手(通常は右手)を振ればよい。 For example, a certain problem is expressed as [Equation 7].
P (i) = (T (i), B (L), B (HR)) [Equation 7]
At this time, the i-th task of the game is “press the
(条件1)第1把持モジュール201の位置の変化量ΔPが閾値ΔPTH以上か否か、
(条件2)第1把持モジュール201の向きの変化量ΔQが閾値ΔQTH以上か否か、
(条件3)第2把持モジュール211の向きの変化量ΔRが閾値ΔRTH以上か否か、
をそれぞれ判別する。 The
(Condition 1) Whether or not the amount of change ΔP in the position of the
(Condition 2) Whether or not the change amount ΔQ of the orientation of the
(Condition 3) Whether or not the amount of change ΔR in the direction of the second
Respectively.
(a)QS≦ΔQを満たす場合、CPU 101は、「GOOD」「その調子だ」などといったメッセージや画像を画面に表示したり音声を出力したりしてプレイヤに通知し、
(b)QTH≦ΔQ<QSを満たす場合、CPU 101は、「もっと手を動かして」「もう少しがんばろう」などといったメッセージや画像を画面に表示したり音声を出力したりしてプレイヤに通知し、
(c)0<ΔQ<QTHを満たす場合、CPU 101は、「手が止まっているよ」「諦めるな」などといったメッセージや画像を画面に表示したり音声を出力したりしてプレイヤに通知し、
(d)ΔQ=0の場合、CPU 101は、「コントローラが繋がっていないよ」「コントローラが故障しているかもしれないよ」などといったメッセージや画像を画面に表示したり音声を出力したりしてプレイヤに通知してもよい。 As a specific example, the game content is fitness, training, etc.
(A) When Q S ≦ ΔQ is satisfied, the
(B) if it meets the Q TH ≦ ΔQ <Q S,
(C) When 0 <ΔQ <Q TH is satisfied, the
(D) When ΔQ = 0, the
次に、本発明のその他の実施形態について説明する。本実施形態は、設定されたゲームモードに応じて、課題内容やモニターに映る画面400の構成等を変える点で、上述の実施形態と異なる。以下詳述する。 (Embodiment 2)
Next, other embodiments of the present invention will be described. This embodiment differs from the above-described embodiment in that the task content, the configuration of the
次に、本発明のその他の実施形態について説明する。本実施形態は、実施形態2の変形例であり、実施形態2と同様、設定されたゲームモードに応じて、課題内容やモニターに映る画面400の構成等が変わる。以下詳述する。 (Embodiment 3)
Next, other embodiments of the present invention will be described. The present embodiment is a modification of the second embodiment, and like the second embodiment, the task content, the configuration of the
次に、本発明のその他の実施形態について説明する。本実施形態は、実施形態2,3の変形例であり、実施形態2,3と同様、設定されたゲームモードに応じて、課題内容やモニターに映る画面400の構成等が変わる。以下詳述する。 (Embodiment 4)
Next, other embodiments of the present invention will be described. The present embodiment is a modification of the second and third embodiments. Like the second and third embodiments, the task content, the configuration of the
101 CPU
102 ROM
103 RAM
104 インターフェース
105 第2のコントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
111 第1のコントローラ
121~124 ボタン
201 第1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
208 電源ボタン
209 スピーカー
211 第2把持モジュール
212 コントロールスティック
213 C-ボタン
214 Z-ボタン
251 発光モジュール
252 発光ダイオード
291 テレビジョン装置
400 画面
401~404 静止マーク
410A~410D 踏み位置指示マーク
420A,420B 振り位置指示マーク
430 ゲージ
500 ゲーム装置
501 第1入力受付部
502 第2入力受付部
503 取得部
504 設定部
505 進行部
601,602,603 時間帯
901 提示部
1001 静止マークの位置から振り位置指示マークの位置までの距離
1320A,1320B マーク 100
102 ROM
103 RAM
104
111
Claims (10)
- プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける第1入力受付部(501)と、
当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける第2入力受付部(502)と、
前記第2の入力装置の位置又は向きの所定時間内における変化量を取得する取得部(503)と、
前記取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する設定部(504)と、
当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる進行部(505)と、
を備えることを特徴とするゲーム装置(500)。 A first input receiving unit (501) for receiving a first type of instruction input given by the player via the first input device;
A second input receiving unit (502) for receiving a second type of instruction input given by the player via the second input device;
An acquisition unit (503) for acquiring a change amount in a predetermined time of the position or orientation of the second input device;
When the acquired change amount is equal to or greater than a predetermined threshold, the game mode is set to both determination modes; otherwise, the setting unit (504) for setting the game mode to the single determination mode;
When the game mode is the both determination mode, the game is advanced by the first type instruction input and the second type instruction input. When the game mode is the single determination mode, the first type instruction input The progress part (505) for proceeding with the game by
A game apparatus (500) comprising: - 請求項1に記載のゲーム装置(500)であって、
当該ゲームでは、所定の複数の課題時刻のそれぞれに、当該第1種及び当該第2種のいずれか一方の指示入力が対応付けられ、
前記進行部(505)は、当該所定の複数の課題時刻のそれぞれにおいて、当該課題時刻に対応付けられている種類の指示入力が受け付けられたか否かにより、当該プレイヤの成績を判定する、
ことを特徴とするゲーム装置(500)。 A game device (500) according to claim 1,
In the game, each of a plurality of predetermined task times is associated with one of the first type and the second type of instruction input,
The progression unit (505) determines the player's performance based on whether or not an instruction input of a type associated with the task time is received at each of the predetermined plurality of task times.
A game device (500) characterized by that. - 請求項2に記載のゲーム装置(500)であって、
前記進行部(505)は、当該ゲームのモードが当該単判定モードである場合、当該課題時刻に対応付けられている指示入力の種類が当該第2種である課題時刻に、当該第1種の指示入力を対応付けて、当該プレイヤの成績を判定する、
ことを特徴とするゲーム装置(500)。 A game device (500) according to claim 2,
When the game mode is the single determination mode, the progression unit (505) determines that the type of instruction input associated with the task time is the second type Associating the instruction input and determining the player's score,
A game device (500) characterized by that. - 請求項2に記載のゲーム装置(500)であって、
当該複数の課題時刻のそれぞれについて、
(a)当該課題時刻に現在対応付けられている指示入力の種類が当該第1種である場合、当該課題時刻に対応付けて第1種の標識を表示し、
(b)当該課題時刻に現在対応付けられている指示入力の種類が当該第2種である場合、当該課題時刻に対応付けて第2種の標識を表示する、
ことにより、当該課題時刻を当該プレイヤに提示する提示部(901)を更に備える、
ことを特徴とするゲーム装置(500)。 A game device (500) according to claim 2,
For each of the multiple task times,
(A) When the type of instruction input currently associated with the task time is the first type, the first type of indicator is displayed in association with the task time,
(B) When the type of instruction input currently associated with the task time is the second type, a second type of indicator is displayed in association with the task time.
By this, it further includes a presentation unit (901) for presenting the task time to the player,
A game device (500) characterized by that. - 請求項2に記載のゲーム装置(500)であって、
前記進行部(505)は、当該ゲームのモードが当該単判定モードである場合、当該課題時刻に対応付けられている指示入力の種類が当該第2種である課題時刻を削除して、当該プレイヤの成績を判定する、
ことを特徴とするゲーム装置(500)。 A game device (500) according to claim 2,
When the game mode is the single determination mode, the progression unit (505) deletes the task time in which the type of instruction input associated with the task time is the second type, and the player To determine the grade of
A game device (500) characterized by that. - 請求項2に記載のゲーム装置(500)であって、
当該課題時刻を当該プレイヤに提示する提示部(901)を更に備え、
前記進行部(505)は、当該ゲームのモードが当該単判定モードである場合、当該課題時刻に対応付けられている指示入力の種類が当該第2種である課題時刻であって、前記提示部(901)によって提示されていない課題時刻を削除して、当該プレイヤの成績を判定する、
ことを特徴とするゲーム装置(500)。 A game device (500) according to claim 2,
It further includes a presentation unit (901) for presenting the task time to the player,
When the game mode is the single determination mode, the progression unit (505) is a task time in which the type of instruction input associated with the task time is the second type, and the presentation unit (901) delete the task time not presented, and determine the player's performance;
A game device (500) characterized by that. - 請求項6に記載のゲーム装置(500)であって、
前記提示部(901)は、当該複数の課題時刻のそれぞれについて、
(x)当該課題時刻に現在対応付けられている指示入力の種類が当該第1種である場合、当該課題時刻に対応付けて第1種の標識を表示し、
(y)当該課題時刻に最初に対応付けられた指示入力の種類が当該第2種であって、前記進行部(505)により削除されていない課題時刻に対応付けて第2種の標識を表示し、
(z)当該課題時刻に最初に対応付けられた指示入力の種類が当該第2種であって、前記進行部(505)により削除された課題時刻と同じ時刻に対応付けて第3種の標識を表示する、
ことにより、当該課題時刻を当該プレイヤに提示する、
ことを特徴とするゲーム装置(500)。 A game device (500) according to claim 6,
The presenting unit (901), for each of the plurality of task times,
(X) When the type of instruction input currently associated with the task time is the first type, the first type of indicator is displayed in association with the task time,
(Y) The type of instruction input first associated with the task time is the second type, and a second type of indicator is displayed in association with the task time not deleted by the progression unit (505). And
(Z) The type of instruction input first associated with the task time is the second type, and the third type indicator is associated with the same time as the task time deleted by the progression unit (505). Display,
By presenting the task time to the player,
A game device (500) characterized by that. - プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける第1入力受付ステップと、
当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける第2入力受付ステップと、
前記第2の入力装置の位置又は向きの所定時間内における変化量を取得する取得ステップと、
前記取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する設定ステップと、
当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる進行ステップと、
を備えることを特徴とするゲーム処理方法。 A first input receiving step of receiving a first type of instruction input given by the player via the first input device;
A second input receiving step of receiving a second type of instruction input given by the player via the second input device;
An acquisition step of acquiring a change amount of the position or orientation of the second input device within a predetermined time;
A setting step of setting the game mode to both determination modes if the obtained change amount is equal to or greater than a predetermined threshold; otherwise, setting the game mode to a single determination mode;
When the game mode is the both determination mode, the game is advanced by the first type instruction input and the second type instruction input. When the game mode is the single determination mode, the first type instruction input Progress steps to advance the game by
A game processing method comprising: - コンピュータを、
プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける第1入力受付部(501)、
当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける第2入力受付部(502)、
前記第2の入力装置の位置又は向きの所定時間内における変化量を取得する取得部(503)、
前記取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する設定部(504)、
当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる進行部(505)、
として機能させるプログラムを記憶することを特徴とするコンピュータ読み取り可能な情報記録媒体。 Computer
A first input receiving unit (501) for receiving a first type of instruction input given by the player via the first input device;
A second input receiving unit (502) for receiving a second type of instruction input given by the player via the second input device;
An acquisition unit (503) for acquiring a change amount of the position or orientation of the second input device within a predetermined time;
If the acquired amount of change is equal to or greater than a predetermined threshold, the game mode is set to both determination modes; otherwise, the setting unit (504) sets the game mode to the single determination mode,
When the game mode is the both determination mode, the game is advanced by the first type instruction input and the second type instruction input. When the game mode is the single determination mode, the first type instruction input The progress part (505) that advances the game by
A computer-readable information recording medium storing a program that functions as a computer program. - コンピュータを、
プレイヤが第1の入力装置を介して与える第1種の指示入力を受け付ける第1入力受付部(501)、
当該プレイヤが第2の入力装置を介して与える第2種の指示入力を受け付ける第2入力受付部(502)、
前記第2の入力装置の位置又は向きの所定時間内における変化量を取得する取得部(503)、
前記取得された変化量が所定の閾値以上の場合、ゲームのモードを両判定モードに設定し、そうでない場合、当該ゲームのモードを単判定モードに設定する設定部(504)、
当該ゲームのモードが当該両判定モードである場合、当該第1種の指示入力と当該第2種の指示入力により当該ゲームを進行させ、当該単判定モードである場合、当該第1種の指示入力により当該ゲームを進行させる進行部(505)、
として機能させることを特徴とするプログラム。 Computer
A first input receiving unit (501) for receiving a first type of instruction input given by the player via the first input device;
A second input receiving unit (502) for receiving a second type of instruction input given by the player via the second input device;
An acquisition unit (503) for acquiring a change amount of the position or orientation of the second input device within a predetermined time;
If the acquired amount of change is equal to or greater than a predetermined threshold, the game mode is set to both determination modes; otherwise, the setting unit (504) sets the game mode to the single determination mode,
When the game mode is the both determination mode, the game is advanced by the first type instruction input and the second type instruction input. When the game mode is the single determination mode, the first type instruction input The progress part (505) that advances the game by
A program characterized by functioning as
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- 2008-05-27 JP JP2008138174A patent/JP4397421B2/en active Active
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2009
- 2009-05-20 KR KR1020107009596A patent/KR101094203B1/en active IP Right Grant
- 2009-05-20 WO PCT/JP2009/059288 patent/WO2009145095A1/en active Application Filing
- 2009-05-20 CN CN2009801016875A patent/CN101909712A/en active Pending
- 2009-05-25 TW TW098117354A patent/TWI385018B/en not_active IP Right Cessation
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Also Published As
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TWI385018B (en) | 2013-02-11 |
JP4397421B2 (en) | 2010-01-13 |
JP2009284953A (en) | 2009-12-10 |
TW201016272A (en) | 2010-05-01 |
KR20100068474A (en) | 2010-06-23 |
KR101094203B1 (en) | 2011-12-14 |
CN101909712A (en) | 2010-12-08 |
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