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WO2009145095A1 - Game device, game processing method, information recording medium, and program - Google Patents

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

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Publication number
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
Authority
WO
WIPO (PCT)
Prior art keywords
game
type
mode
instruction input
player
Prior art date
Application number
PCT/JP2009/059288
Other languages
French (fr)
Japanese (ja)
Inventor
祐一 浅見
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to KR1020107009596A priority Critical patent/KR101094203B1/en
Priority to CN2009801016875A priority patent/CN101909712A/en
Publication of WO2009145095A1 publication Critical patent/WO2009145095A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features 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
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/632Methods 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit

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

A first input acceptance unit (501) accepts a first kind of instruction input given by a player via a first controller.  A second input acceptance unit (502) accepts a second kind of instruction input given by the player via a second controller that is variable in position and/or orientation.  An acquisition unit (503) acquires the variation of the position and/or the variation of the orientation of the second controller.  A setting unit (504) estimates from the acquired variation whether or not the player is playing a game by using the second controller or whether or not the second controller is in an available state.  The setting unit (504) sets the game mode to a double judgment mode or a single judgment mode according to the result of the estimation.  An advance unit (505) advances the game by the first kind of instruction input and the second kind of instruction input when the game mode is the double judgment mode, and advances the game by the first kind of instruction input when the game mode is the single judgment mode.

Description

ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムGAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、プレイヤがゲームモードを簡単に切り替えられるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムに関する。 The present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for allowing a player to easily switch a game mode.
 プレイヤが操作する入力装置(いわゆるコントローラ)に設けられた所定のボタンを押下することにより、ゲームのモードを随時切り替えることができるゲームがある。例えば特許文献1には、ゲームの各モードに対応付けられているボタンをプレイヤが押下することにより、武器選択モードと移動制御モードと画面制御モードを互いに切り替えることができるゲームシステムが開示されている。 There is a game in which the game mode can be switched at any time by pressing a predetermined button provided on an input device (so-called controller) operated by the player. For example, 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. .
 一方で、一つのゲーム装置に複数のコントローラを接続し、一つもしくは複数のコントローラを同時に用いてプレイできるゲームがある。 On the other hand, there is a game in which a plurality of controllers can be connected to one game device and played using one or a plurality of controllers simultaneously.
特開2002-018128号公報Japanese Patent Laid-Open No. 2002-018128
 ところで、プレイヤは、ゲームの種類やゲームのシーン等によって、複数のコントローラを一緒に使用しながらゲームを進行させるモードにしたいときもあれば、特定のコントローラのみを使用するが他のコントローラを使用しないでゲームを進行させるモードに切り替えたいときもある。しかし、プレイヤにとって、ゲームのモードを切り替えるためにその都度ゲームを一旦中断してボタンを押す行為を強いられるのはとても面倒であった。 By the way, depending on the type of game, the scene of the game, etc., there are times when the player wants to enter a mode in which the game proceeds while using a plurality of controllers together, but only uses a specific controller but does not use other controllers. There are times when you want to switch to a mode that allows the game to progress. However, it is very troublesome for the player to be forced to interrupt the game and press a button each time in order to switch the game mode.
 本発明はこのような課題を解決するものであり、プレイヤがゲームモードを簡単に切り替えられるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムを提供することを目的とする。 The present invention solves such 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. And
 以上の目的を達成するため、本発明の原理にしたがって、下記の発明を開示する。 In order to achieve the above object, the following invention is disclosed in accordance with the principle of the present invention.
 本発明の第1の観点に係るゲーム装置は、第1入力受付部、第2入力受付部、取得部、設定部、進行部を備える。
 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.
 本発明のゲーム装置には少なくとも2つの入力装置を接続することが可能である。入力装置は、プレイヤがゲーム装置に指示入力を与えるために用いられる、いわゆるコントローラと呼ばれるものに相当し、例えば様々なゲームに対応可能な汎用のタッチパッド型、把持型、マット型のコントローラや、キーボード、マウス、トラックボール、タッチパネルなどを含む。また、入力装置には、射撃ゲームのガンコントローラや、フライトシミュレーションゲームの操縦桿型コントローラなどのように特定のゲームのために用いるものも含まれる。 It is possible to connect at least two input devices to the game device of the present invention. 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.
 例えば、ゲーム装置に第1の入力装置と第2の入力装置を接続した状態で、1人のプレイヤが1つのゲームをプレイすることができる。また、複数のプレイヤが同じゲームを一緒にプレイすることもできる。 For example, 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.
 第1の入力装置と第2の出力装置のうち少なくとも第2の入力装置は、位置及び/又は向きをプレイヤが変化させることができる入力装置である。典型的には、第2の入力装置は、プレイヤが手に持ったり体の任意の部位に取り付けたりすることができる入力装置である。プレイヤが手を動かしたり体を動かしたりすると、第2の入力装置の位置及び/又は向きが変化する。 Among the first input device and the second output device, at least the second input device is an input device that allows the player to change the position and / or orientation. Typically, 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.
 第1の入力装置を介してゲーム装置に与えられる指示入力を第1種の指示入力と呼び、第2の入力装置を介してゲーム装置に与えられる指示入力を第2種の指示入力と呼んで区別することにする。例えば第1の入力装置にボタンB1,B2があり、第2の入力装置にボタンB3,B4があるならば、第1種の指示入力はプレイヤがボタンB1又はB2を押圧することによる指示入力であり、第2種の指示入力はプレイヤがボタンB3又はB4を押圧することによる指示入力である。 An instruction input given to the game device via the first input device is called a first type instruction input, and an instruction input given to the game device via the second input device is called a second type instruction input. I will make a distinction. For example, if the first input device has buttons B1 and B2 and the second input device has buttons B3 and B4, 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.
 本発明のゲーム装置は、第1の入力装置と第2の入力装置のうち少なくとも第2の入力装置の位置の変化量、及び/又は向きの変化量、及び/又は姿勢の変化量、を取得する。ゲーム装置は、これらすべての変化量を取得しても良いし、いずれか一つ以上の変化量を取得しても良い。そして、ゲーム装置は、取得したすべての変化量あるいは一部の変化量に基づいて、ゲームモードを設定する。 The game device according to the present invention 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.
 本発明のゲーム装置にて実行されるゲームのモードには、第1種の指示入力と第2種の指示入力の両方に基づいてゲームが進行する両判定モードと、第1種の指示入力に基づいてゲームが進行する単判定モードとがある。 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.
 例えば、マット型コントローラを足で踏み、把持型コントローラを手に持った状態で、手足を動かすダンスゲームにおいて、両判定モードは、マット型コントローラと把持型コントローラの両方(つまり足と手の両方)を使ってゲームをするモードであり、単判定モードは、マット型コントローラだけ(つまり足だけ)を使ってゲームをするモードである。 For example, in a dance game in which a mat-type controller is stepped on with a foot and the grip-type controller is held in the hand and the limbs are moved, 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).
 また例えば、キーボードとマウスを使えるパーソナルコンピュータ向けゲームにおいて、両判定モードは、キーボードとマウスの両方を使ってゲームをするモードであり、単判定モードは、キーボードのみ(あるいはマウスのみ)を使ってゲームをするモードである。 For example, in a game for a personal computer that can use a keyboard and a mouse, both judgment modes are modes in which a game is performed using both the keyboard and the mouse, and a single judgment mode is a game in which only the keyboard (or only the mouse) is used. It is a mode to do.
 ゲーム装置は、ゲームが両判定モードで進行しているときに、取得した変化量が所定の閾値未満である場合、取得した変化量に対応する入力装置がプレイヤによって使用されていないと判断し、使用されていないと判断された入力装置からの指示入力がゲームの進行に影響を与えない単判定モードに変更する。 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.
 上述のダンスゲームを例に取れば、ゲームが両判定モードで進行しているときに、マット型コントローラと把持型コントローラのうち把持型コントローラの位置(又は向き又は姿勢)の変化量が所定の閾値未満である場合、ゲーム装置は、プレイヤが把持型コントローラを使っていないと判断して両判定モードから単判定モードに切り替える。この際、プレイヤは、モード切り替えボタンを押圧するといった煩わしい操作が不要である。従って、プレイヤは、ゲームモードを簡単に切り替えることができる。ゲーム装置は、コントローラの使用状況に応じて適切と推測されるゲームモードに切り替えることができる。 Taking the above dance game as an example, 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.
 なお、ゲームが単判定モードで進行しているときに、把持型コントローラの位置(又は向き又は姿勢)の変化量が所定の閾値以上である場合、ゲーム装置は、プレイヤが把持型コントローラを使っていると判断して単判定モードから両判定モードに切り替えることもできる。 When the game is progressing in the single determination mode, if the amount of change in the position (or orientation or posture) of the gripping controller is equal to or greater than a predetermined threshold value, the game device uses the gripping controller. It is also possible to switch from the single determination mode to the both determination mode.
 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ていてもよい。
 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.
 本発明のゲーム装置にて実行されるゲームには、1つ又は複数の課題が設定されている。課題とは、時刻(以下「課題時刻」という。)と、その時刻にプレイヤが与えるべき指示入力内容(以下「課題内容」という。)と、の組み合わせのことである。上述のダンスゲームを例に取れば、1つの課題は、音楽のはじめから何小節目の何拍目か(つまり時刻)を指定する情報と、その時刻に踏むべきボタンの種類と、の組み合わせ、あるいは、音楽のはじめから何小節目の何拍目かを指定する情報と、その時刻に振るべき把持型コントローラの区別と、の組み合わせで表現される。ダンスゲームでは、課題は“足譜”あるいは“手譜”とも呼ばれる。 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. Taking the above-mentioned dance game as an example, 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, Alternatively, 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. In a dance game, the task is also called “footprint” or “hand score”.
 そして、ゲーム装置は、設定された課題と、第1種の指示入力及び/又は第2の指示入力とに基づいて、プレイヤの成績を判定する。例えば、プレイヤが課題時刻に課題内容通りの指示入力をした場合、プレイヤが点数を獲得できたりゲーム内の雰囲気が盛り上がる演出がされたりする。しかし、プレイヤが課題時刻に課題内容通りの指示入力をしない場合、プレイヤが点数を獲得できなかったりゲーム内の雰囲気がしらける演出がされたりする。本発明によれば、ゲーム装置は、ゲームモードが両判定モードである場合には、第1種の指示入力と第2種の指示入力によりプレイヤの成績を判定しつつゲームを進行させ、単判定モードである場合には、第1種の指示入力によりプレイヤの成績を判定しつつゲームを進行させる。従って、ゲーム装置は、コントローラの使用状況に応じて適切と推測されるゲームモードに切り替え、且つ、ゲームモードに適した成績判定を行うことができる。 Then, 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. According to the present invention, when 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. In the mode, the game is advanced while the player's performance is determined by the first type instruction input. Therefore, 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.
 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してもよい。 When the game mode is the single determination 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. In addition, the player's performance may be determined.
 つまり、本発明のゲーム装置は、両判定モードか単判定モードかによって、ゲームモードに適切な課題内容になるように課題を変更することができる。 That is, 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.
 具体的には、両判定モードでは、課題時刻に第1種の指示入力を示す課題内容が対応付けられている課題については、その課題時刻に第1種の指示入力を示す課題内容がプレイヤによって達成されたか否か、あるいはどの程度達成されたかによって、成績が付けられ、課題時刻に第2種の指示入力を示す課題内容が対応付けられている課題については、その課題時刻に第2種の指示入力を示す課題内容がプレイヤによって達成されたか否か、あるいはどの程度達成されたかによって、成績が付けられる。 Specifically, in both determination modes, for a task in which task content indicating the first type instruction input is associated with the task time, the task content indicating the first type instruction input at the task time is determined by the player. Depending on whether or not it has been achieved, 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.
 一方、単判定モードでは、課題時刻に第1種の指示入力を示す課題内容が対応付けられている課題については両判定モードと同様であるが、課題時刻に第2種の指示入力を示す課題内容が対応付けられている課題については、その課題時刻に、第2種の指示入力の代わりに、第1種の指示入力を示す課題内容がプレイヤによって達成されたか否か、あるいはどの程度達成されたかによって、成績が付けられる。 On the other hand, in the single determination mode, 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. For 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.
 例えば、上述のダンスゲームでは、両判定モードにおいては、足譜と手譜の両方が成績判定対象となる。一方、単判定モードにおいては、両判定モードにおける足譜に相当する課題と、両判定モードにおける手譜を足譜に置き換えた課題が、成績判定対象となる。プレイヤは、両判定モードから単判定モードに変わった場合には、手譜が足譜に置き換えられた課題をクリアすればよい。本発明によれば、ゲーム装置は、ゲームモードの変更時におけるプレイヤに与える違和感を抑えつつ、スムーズにゲームモードを変えることができる。 For example, in the above-described dance game, in both judgment modes, both footsteps and hand music are subject to grade judgment. On the other hand, in 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. When 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. According to the present invention, 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.
 ゲーム装置は、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.
 本発明のゲーム装置は、課題内容が第1種の指示入力に関するものである課題を第1種の標識を用いて表示し、課題内容が第2種の指示入力に関するものである課題を第2種の標識を用いて表示する。上述のダンスゲームを例に取れば、第1種の標識はマット型コントローラの各種ボタン(典型的には上下左右の方向を示すボタン)を区別するための足譜を表す画像であり、第2種の標識は把持型コントローラ(典型的には右手に持つモジュールと左手に持つモジュール)を区別するための手譜を表す画像である。本発明によれば、ゲーム装置は、ゲームモードの変更に伴って課題内容を変更したとしても、プレイヤに分かりやすく課題を提示することができる。 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. Taking the above dance game as an example, 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). According to the present invention, 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.
 なお、それぞれの課題がプレイヤにどのように提示されるかについては、様々な手法を採用することができ、本発明によって限定されない。例えば、それぞれの課題を表す標識を画面に表示させることにより、課題をプレイヤに提示することができる。また例えば、課題時刻前後にゲームのキャラクタが所定のポーズをとって課題を知らせたり、画像や音響による所定の演出を行って課題を知らせたりすることができる。 It should be noted that various methods can be adopted as to how each task is presented to the player, and is not limited by the present invention. For example, by displaying a sign representing each task on the screen, the task can be presented to the player. Further, for example, 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.
 あるいは、課題時刻を設定するもののプレイヤに提示しないようにしてもよい。例えば、ゲームには、はじめにゲーム装置がガイダンス画面等により模範を示し、その後プレイヤにリピートさせるような練習モードがある。まずゲーム装置は、課題に対する模範プレイを示してその通りにリピートするようにプレイヤに促す。次にゲーム装置は、課題時刻に何らのヒントも出さずに(あるいは最小限のヒントを提示するだけにして)プレイヤにリピートさせる。模範通りにできれば課題をクリアしたことになる。なお、練習モードに限らず、任意のゲームにおいて、例えば上級者向けの一切ノーヒントのゲームモード用として、課題を提示しない手法を採用してもよい。 Alternatively, the task time may be set but not presented to the player. For example, in the game, there is a practice mode in which 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. Note that, in addition to the practice mode, 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.
 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種である課題時刻を削除して、当該プレイヤの成績を判定してもよい。 When the mode of the game is the single determination mode, 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.
 例えば、ゲームモードが両判定モードから単判定モードに切り替わると、指示入力の種類が第2種である課題が削除される。削除された課題は成績判定対象から除かれる。上述のダンスゲームを例にとれば、両判定モードでは、足譜と手譜の両方が成績判定対象となる。一方、単判定モードでは、両判定モードにおける足譜のみが成績判定対象となり、両判定モードにおける手譜は無くなる。プレイヤは、両判定モードから単判定モードに変わった場合には、足譜の課題のみをクリアすればよい。本発明によれば、ゲーム装置は、ゲームモードに適切な課題に変えることができる。 For example, when the game mode is switched from the both determination mode to the single determination mode, the issue whose instruction input type is the second type is deleted. The deleted task is excluded from the grade determination target. Taking the above-described dance game as an example, in both determination modes, both footsteps and hand scores are subject to grade determination. On the other hand, in the single determination mode, only the footsteps in both determination modes are subject to grade determination, and there are no hand scores in both determination modes. When the player changes from the both determination mode to the single determination mode, the player only needs to clear the task of the footsteps. According to the present invention, the game device can be changed to a task suitable for the game mode.
 ゲーム装置は、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。
 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.
 例えば、ゲームモードが両判定モードから単判定モードに切り替わると、指示入力の種類が第2種である課題であってプレイヤにまだ提示されていない課題が削除される。削除された課題は成績判定対象から除かれる。一方、指示入力の種類が第2種である課題であってプレイヤに既に提示済みの課題は削除されずに残る。上述のダンスゲームを例にとれば、両判定モードでは、足譜と手譜の両方が成績判定対象となる。一方、単判定モードでは、両判定モード中に既に提示していた手譜はそのまま残って成績判定対象であるものの、単判定モードに切り替わった後にこれから提示するはずであった手譜が無くなり成績判定対象から除かれる。すなわち、課題時刻の寸前になってから突然手譜が消えることはない。本発明によれば、ゲーム装置は、ゲームモードの変更時におけるプレイヤに与える違和感を抑えつつ、ゲームモードに適切な課題に変えることができる。 For example, when the game mode is switched from the both-judgment mode to the single-judgment mode, the task whose type of instruction input is the second type and not yet presented to the player is deleted. The deleted task is excluded from the grade determination target. On the other hand, a task that is the second type of instruction input and has already been presented to the player remains without being deleted. Taking the above-described dance game as an example, in both determination modes, both footsteps and hand scores are subject to grade determination. In single-judgment mode, on the other hand, although the hand score that was already presented in both judgment modes remains as it is for grade judgment, there is no hand-note that was supposed to be presented after switching to single-judgment mode, and grade judgment Removed from the subject. In other words, the musical score does not disappear suddenly just before the task time. According to the present invention, 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.
 提示部は、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.
 本発明のゲーム装置は、課題内容が第1種の指示入力に関するものである課題を第1種の標識も用いて表示し、課題内容が第2種の指示入力に関するものである課題を第2種の標識を用いて表示する。また、両判定モードから単判定モードに変更したときに削除した課題を第3の標識を用いて表示する。上述のダンスゲームを例に取れば、第1種の標識はマット型コントローラの各種ボタン(典型的には上下左右の方向を示すボタン)を区別するための画像であり、第2種の標識は把持型コントローラ(典型的には右手に持つモジュールと左手に持つモジュール)を区別するための画像であり、第3の標識は両判定モードから単判定モードに変更したときに削除した手譜を表す画像である。第3の標識は、ゲームモードが単判定モードである場合において、仮に両判定モードであれば成績判定対象となったはずの課題時刻を表す標識である。本発明によれば、ゲーム装置は、ゲームモードの変更に伴って課題内容を変更したとしても、プレイヤに分かりやすく課題を提示することができる。また、ゲームモードの変更によってどの課題が成績判定対象から外れたのかが一目で分かる。 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. Taking the above-mentioned dance game as an example, 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, and 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), and the third indicator represents the hand music deleted when the mode is changed from the both judgment mode to the single judgment mode. It is an image. 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. According to the present invention, 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.
 本発明のその他の観点に係るゲーム処理方法は、第1入力受付ステップ、第2入力受付ステップ、取得ステップ、設定ステップ、進行ステップを備える。
 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.
 本発明のゲーム処理方法によれば、ゲーム装置は、コントローラの使用状況に応じて適切と推測されるゲームモードに切り替えることができる。また、プレイヤは、ゲームモードを変更するために、モード切り替えボタンを押圧するといった煩わしい操作が不要である。従って、プレイヤは、ゲームモードを簡単に切り替えることができる。 According to the game processing method of the present invention, 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.
 本発明のその他の観点に係るコンピュータ読み取り可能な情報記録媒体は、コンピュータを、第1入力受付部、第2入力受付部、取得部、設定部、進行部として機能させるプログラムを記憶する。
 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.
 本発明によれば、コンピュータを上述のように動作するゲーム装置として機能させることができる。 According to the present invention, the computer can function as a game device that operates as described above.
 本発明のその他の観点に係るプログラムは、コンピュータを、第1入力受付部、第2入力受付部、取得部、設定部、進行部として機能させる。
 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.
 本発明によれば、コンピュータを上述のように動作するゲーム装置として機能させることができる。
 また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記憶媒体に記録することができる。
 上記プログラムは、プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記憶媒体は、コンピュータとは独立して配布・販売することができる。
According to the present invention, it is possible to cause a computer to function as a game device that operates as described above.
The program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information storage medium can be distributed and sold independently from the computer.
 本発明によれば、プレイヤがゲームモードを簡単に切り替えられるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムを提供することができる。 According to the present invention, it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for allowing the player to easily switch the game mode.
本発明のゲーム装置が実現される典型的な情報処理装置の概要構成を示す図である。It is a figure which shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement | achieved. 第1のコントローラの構成を説明するための図である。It is a figure for demonstrating the structure of a 1st controller. 第2のコントローラの構成を説明するための図である。It is a figure for demonstrating the structure of a 2nd controller. 表示される画面の構成例である。It is a structural example of the screen displayed. ゲーム装置の機能的な構成を説明するための図である。It is a figure for demonstrating the functional structure of a game device. 経過時間と第1把持モジュールの向きの変化との関係の例を示す図である。It is a figure which shows the example of the relationship between elapsed time and the change of direction of a 1st holding | grip module. 第1把持モジュールの姿勢を示す図である。It is a figure which shows the attitude | position of a 1st holding | grip module. 第1把持モジュールの姿勢を示す図である。It is a figure which shows the attitude | position of a 1st holding | grip module. ゲーム処理を説明するためのフローチャートである。It is a flowchart for demonstrating a game process. 実施形態2において、ゲーム装置の機能的な構成を説明するための図である。In Embodiment 2, it is a figure for demonstrating the functional structure of a game device. 課題内容の変更前における画面の構成例である。It is a structural example of the screen before the change of the task content. 課題内容の変更後における画面の構成例である。It is an example of composition of a screen after change of subject contents. 課題内容の変更後における画面の他の構成例である。It is another example of composition of a screen after change of contents of a subject. 課題内容の変更後における画面の他の構成例である。It is another example of composition of a screen after change of contents of a subject.
 以下に本発明の実施形態を説明する。以下では、理解を容易にするため、ゲーム用の情報処理装置を利用して本発明が実現される実施形態を説明するが、以下に説明する実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。 Embodiments of the present invention will be described below. In the following, for ease of understanding, an embodiment in which the present invention is realized using a game information processing device will be described. However, the embodiment described below is for explanation, and the present invention is described. It does not limit the range. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
(実施形態1)
 図1は、プログラムを実行することにより、本発明の実施形態に係るゲーム装置の機能を果たす典型的な情報処理装置の概要構成を示す模式図である。
(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.
 情報処理装置100は、CPU(Central Processing Unit)101、ROM(Read Only Memory)102、RAM(Random Access Memory)103、インターフェース104、第1のコントローラ111、第2のコントローラ105、外部メモリ106、DVD-ROM(Digital Versatile Disc ROM)ドライブ107、画像処理部108、音声処理部109、及び、NIC(Network Interface Card)110、を備える。 The information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a 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.
 ゲーム用のプログラムおよびデータを記憶したDVD-ROMをDVD-ROMドライブ107に装着して、情報処理装置100の電源を投入することにより、当該プログラムが実行され、本実施形態に係るゲーム装置が実現される。 When a DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on, the program is executed, and the game apparatus according to the present embodiment is realized. Is done.
 CPU 101は、情報処理装置100全体の動作を制御し、各構成要素と接続され制御信号やデータをやりとりする。また、CPU 101は、レジスタ(図示せず)という高速アクセスが可能な記憶域に対してALU(Arithmetic Logic Unit)(図示せず)を用いて加減乗除等の算術演算や、論理和、論理積、論理否定等の論理演算、ビット和、ビット積、ビット反転、ビットシフト、ビット回転等のビット演算などを行うことができる。さらに、マルチメディア処理対応のための加減乗除等の飽和演算や、三角関数等、ベクトル演算などを高速に行えるように、CPU 101自身が構成されているものや、コプロセッサを備えて実現するものがある。 The CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data. The CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed. , Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed. In addition, the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
 ROM 102には、電源投入直後に実行されるIPL(Initial Program Loader)が記録され、これが実行されることにより、DVD-ROMに記録されたプログラムをRAM 103に読み出してCPU 101による実行が開始される。また、ROM 102には、情報処理装置100全体の動作制御に必要なオペレーティングシステムのプログラムや各種のデータが記録される。 The ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and 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 The ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
 RAM 103は、データやプログラムを一時的に記憶するためのもので、DVD-ROMから読み出したプログラムやデータ、その他ゲームの進行やチャット通信に必要なデータが保持される。また、CPU 101は、RAM 103に変数領域を設け、当該変数に格納された値に対して直接ALUを作用させて演算を行ったり、RAM 103に格納された値を一旦レジスタに格納してからレジスタに対して演算を行い、演算結果をメモリに書き戻す、などの処理を行う。 The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication. In addition, 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.
 インターフェース104を介して接続された第1のコントローラ111と第2のコントローラ105は、プレイヤがゲーム実行の際に行う操作入力を受け付ける。なお、第1のコントローラ111と第2のコントローラ105の構成の詳細については後述する。 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.
 インターフェース104を介して着脱自在に接続された外部メモリ106には、ゲーム等のプレイ状況(過去の成績等)を示すデータ、ゲームの進行状態を示すデータ、ネットワーク対戦の場合のチャット通信のログ(記録)のデータなどが書き換え可能に記憶される。プレイヤは、第1のコントローラ111と第2のコントローラ105を介して指示入力を行うことにより、これらのデータを適宜外部メモリ106に記録することができる。プレイヤが情報処理装置100に与えることができる指示入力は、第1種の指示入力と第2種の指示入力に分類されるが、詳細については後述する。 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.
 DVD-ROMドライブ107に装着されるDVD-ROMには、ゲームを実現するためのプログラムとゲームに付随する画像データや音声データが記録される。CPU 101の制御によって、DVD-ROMドライブ107は、これに装着されたDVD-ROMに対する読み出し処理を行って、必要なプログラムやデータを読み出し、これらはRAM 103等に一時的に記憶される。 A DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
 画像処理部108は、DVD-ROMから読み出されたデータをCPU 101や画像処理部108が備える画像演算プロセッサ(図示せず)によって加工処理した後、これを画像処理部108が備えるフレームメモリ(図示せず)に記録する。フレームメモリに記録された画像情報は、所定の同期タイミングでビデオ信号に変換され画像処理部108に接続されるモニター(図示せず)へ出力される。これにより、各種の画像表示が可能となる。 The image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) 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.
 画像演算プロセッサは、2次元の画像の重ね合わせ演算やαブレンディング等の透過演算、各種の飽和演算を高速に実行できる。 The image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as α blending, and various saturation calculations at high speed.
 また、仮想空間が3次元にて構成される場合には、当該3次元空間内に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法によりレンダリングして、所定の視点位置から仮想空間に配置されたポリゴンを所定の視線の方向へ俯瞰したレンダリング画像を得る演算の高速実行も可能である。 In addition, when the virtual space is configured in three dimensions, 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.
 さらに、CPU 101と画像演算プロセッサが協調動作することにより、文字の形状を定義するフォント情報にしたがって、文字列を2次元画像としてフレームメモリへ描画したり、各ポリゴン表面へ描画することが可能である。 In addition, 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.
 音声処理部109は、DVD-ROMから読み出した音声データをアナログ音声信号に変換し、これに接続されたスピーカー(図示せず)から出力させる。また、CPU 101の制御の下、ゲームの進行の中で発生させるべき効果音や楽曲データを生成し、これに対応した音声をスピーカーから出力させる。 The audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (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.
 音声処理部109では、DVD-ROMに記録された音声データがMIDIデータである場合には、これが有する音源データを参照して、MIDIデータをPCMデータに変換する。また、ADPCM形式やOgg Vorbis形式等の圧縮済音声データである場合には、これを展開してPCMデータに変換する。PCMデータは、そのサンプリング周波数に応じたタイミングでD/A(Digital/Analog)変換を行って、スピーカーに出力することにより、音声出力が可能となる。 When the audio data recorded on the DVD-ROM is MIDI data, the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM format or Ogg Vorbis format, it is expanded and converted to PCM data. The PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
 NIC 110は、情報処理装置100をインターネット等のコンピュータ通信網(図示せず)に接続するためのものであり、LAN(Local Area Network)を構成する際に用いられる10BASE-T/100BASE-T規格にしたがうものや、電話回線を用いてインターネットに接続するためのアナログモデム、ISDN(Integrated Services Digital Network)モデム、ADSL(Asymmetric Digital Subscriber Line)モデム、ケーブルテレビジョン回線を用いてインターネットに接続するためのケーブルモデム等と、これらとCPU 101との仲立ちを行うインターフェイス(図示せず)により構成される。 The NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
 このほか、情報処理装置100は、ハードディスク等の大容量外部記憶装置を用いて、ROM 102、RAM 103、外部メモリ106、DVD-ROMドライブ107に装着されるDVD-ROM等と同じ機能を果たすように構成してもよい。 In addition, the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
 以上で説明した情報処理装置100は、いわゆる「コンシューマ向けテレビゲーム装置」に相当するものであるが、仮想空間を表示するような画像処理を行うものであれば本発明を実現することができる。したがって、携帯電話、携帯ゲーム機器、カラオケ装置、一般的なビジネス用コンピュータなど、種々の計算機上で本発明を実現することが可能である。 The information processing apparatus 100 described above corresponds to a so-called “consumer video game apparatus”, but the present invention can be realized as long as it performs image processing that displays a virtual space. Therefore, the present invention can be realized on various computers such as a mobile phone, a portable game device, a karaoke apparatus, and a general business computer.
 例えば、一般的なコンピュータは、上記情報処理装置100と同様に、CPU、RAM、ROM、DVD-ROMドライブ、および、NICを備え、情報処理装置100よりも簡易な機能を備えた画像処理部を備え、外部記憶装置としてハードディスクを有する他、フレキシブルディスク、光磁気ディスク、磁気テープ等が利用できるようになっている。また、第1のコントローラ111あるいは第2のコントローラ105の代わりに、キーボードやマウスなどを入力装置として利用することができる。 For example, a general computer, like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the information processing apparatus 100. In addition to having a hard disk as an external storage device, a flexible disk, a magneto-optical disk, a magnetic tape, and the like can be used. Further, instead of the first controller 111 or the second controller 105, a keyboard, a mouse, or the like can be used as an input device.
 上述のように、プレイヤが情報処理装置100に指示入力を与えるために用いるコントローラには、第1のコントローラ111と第2のコントローラ105とがある。プレイヤは、第1のコントローラ111と第2のコントローラ105を同時に使用することができる。また、プレイヤは、第1のコントローラ111と第2のコントローラ105のうちどちらか一方のみを使用することもできる。 As described above, there are 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. In addition, the player can use only one of the first controller 111 and the second controller 105.
 本実施形態において、第1のコントローラ111は、図2に示すように、床の上などに設置するマット型コントローラである。第1のコントローラ111には、左ボタン121、下ボタン122、上ボタン123、右ボタン124等が配置されている。第1のコントローラ111は、一般に、プレイヤが足で踏むことによって操作入力が行われる。ただし、プレイヤは手で各ボタンを押圧することも可能である。 In the present embodiment, the first controller 111 is a mat type controller installed on a floor or the like as shown in FIG. In the first controller 111, 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.
 本実施形態において、第2のコントローラ105は、現実の空間における第2のコントローラ105の位置や姿勢などの種々のパラメータが測定できるコントローラである。 In the present embodiment, 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.
 図3は、現実の空間における位置や姿勢などの種々のパラメータが測定できる第2のコントローラ105と情報処理装置100の外観を示す説明図である。 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.
 第2のコントローラ105は、第1把持モジュール201と第2把持モジュール211と発光モジュール251との組合せからなる。第1把持モジュール201と第2把持モジュール211は、無線通信によって情報処理装置100と通信可能に接続されている。第1把持モジュール201と第2把持モジュール211は互いに接続されており、いわゆる“ヌンチャク”のような形になっている。発光モジュール251は、有線で情報処理装置100と通信可能に接続されている。情報処理装置100の処理結果の音声および画像は、テレビジョン装置291によって出力される。 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.
 まず、第1把持モジュール201は、テレビジョン装置291のリモートコントローラと類似した外観をしており、その先端には、CCDカメラ202が配置されている。 First, 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.
 発光モジュール251は、テレビジョン装置291の上部に固定されている。発光モジュール251の両端には、発光ダイオード252が配置されており、情報処理装置100からの電源供給によって発光する。 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.
 第1把持モジュール201のCCDカメラ202は、この発光モジュール251の様子を撮影する。 The CCD camera 202 of the first grip module 201 takes a picture of the light emitting module 251.
 撮影された画像の情報は、情報処理装置100に送信される。情報処理装置100のCPU 101は、当該撮影された画像内において発光ダイオード252が撮影された位置に基づいて、発光モジュール251に対する第1把持モジュール201の現実空間における位置を取得する。 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.
 このほか、第1把持モジュール201内には、加速度センサ(典型的には3軸重力センサ)、角加速度センサ、傾きセンサ等が内蔵されており、第1把持モジュール201そのものの姿勢を測定することが可能となっている。この測定結果は、情報処理装置100に送信される。 In addition, an acceleration sensor (typically a triaxial gravity sensor), 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.
 第1把持モジュール201の上面には、十字形キー203が配置されており、プレイヤは、十字形キー203を押し込み操作することによって、各種の方向指示入力を与えることができる。また、A-ボタン204ほか、各種ボタン206も上面に配置されており、当該ボタンに対応付けられた指示入力を与えることができる。 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. In addition to the A-button 204, various buttons 206 are also arranged on the upper surface, and an instruction input associated with the button can be given.
 B-ボタン205は、第1把持モジュール201の下面に配置されており、第1把持モジュール201の下面に窪みが構成されていることとあいまって、拳銃やマジックハンドにおける引き金を模したものとなっている。典型的には、仮想空間内における拳銃による発砲やマジックハンドによる把持の指示入力は、B-ボタン205を用いて行われる。 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.
 また、第1把持モジュール201の上面のインジケータ207は、第1把持モジュール201の動作状況や情報処理装置100との無線通信状況などをプレイヤに提示する。 In addition, 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.
 第1把持モジュール201の上面に用意された電源ボタン208は、第1把持モジュール201そのものの動作のオン・オフを行うもので、第1把持モジュール201は内蔵された電池(図示せず)によって動作する。 The power button 208 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.
 このほか、第1把持モジュール201の上面には、スピーカー209が配置され、音声処理部109から入力される音声信号による音声を出力する。第1把持モジュール201の内部には、バイブレータ(図示せず)が用意されており、情報処理装置100からの指示に基づいて、振動の有無や強弱を制御することができるようになっている。 In addition, a speaker 209 is disposed on the upper surface of the 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.
 次に、第2把持モジュール211は、第1把持モジュール201が備える機能を多少簡略化しているものの、基本的には同等の機能を備える拡張用コントローラである。 Next, 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.
 第2把持モジュール211内には、加速度センサ(典型的には3軸重力センサ)が内蔵されており、第2把持モジュール211そのものの姿勢を測定することが可能となっている。この測定結果も、情報処理装置100に送信される。なお、第2把持モジュール211も第1把持モジュール201と同様にCCDカメラ等を備えるようにし、第2把持モジュール211の位置を測定できるようにしてもよい。 In the second grip module 211, an acceleration sensor (typically a three-axis gravity sensor) is built in, and the posture of the second grip module 211 itself can be measured. This measurement result is also transmitted to the information processing apparatus 100. Note that 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.
 コントロールスティック212は、プレイヤが上下左右を示す指示入力をスムーズに与えることが可能ないわゆるジョイスティックを小型化したような入力部である。 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.
 C-ボタン213とZ-ボタン214は、第2把持モジュール211の先端付近に配置されている。プレイヤは、各ボタンを指先等で押圧することで各ボタンに対応付けられた指示入力を情報処理装置100に与えることができる。 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.
 以下では、第1把持モジュール201と第2把持モジュール211と発光モジュール251との組合せからなる第2のコントローラ105を用い、第1把持モジュール201と第2把持モジュール211の現実世界における位置や姿勢が測定されることを前提に説明する。ただし、上記のような形態によらず、たとえば超音波や赤外線通信、GPS(Global Positioning System)等を利用して第2のコントローラ105の現実世界における位置や姿勢を測定するとした場合であっても、本発明の範囲に含まれる。また、第2のコントローラ105が第1把持モジュール201と第2把持モジュール211の両方ではなく片方のみ(例えば第1把持モジュール201のみ)を備える実施形態を採用することも可能である。 In the following description, 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. However, regardless of the above-described form, for example, when 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. And within the scope of the present invention. In addition, it is possible to adopt an embodiment in which 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).
 次に、本実施形態の情報処理装置100が実行するゲームの概略について説明する。 Next, an outline of a game executed by the information processing apparatus 100 according to the present embodiment will be described.
 図4は、モニターに表示される画面400の構成例である。画面400には、画面400内の所定位置に固定して描画される静止マーク401乃至404、描画位置が時間の経過と共に移動する踏み位置指示マーク410(図4では410A,410B,410C,410Dの4種類)、描画位置が時間の経過と共に移動する振り位置指示マーク420(図4では420A,420Bの2種類)、プレイヤの成績を表すゲージ430、その他の背景画像などが表示される。 FIG. 4 is a configuration example of a screen 400 displayed on the monitor. On the screen 400, 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. 4 types), a 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.
 踏み位置指示マーク410と振り位置指示マーク420は、再生される音楽に合わせてスクロール表示される。踏み位置指示マーク410には、上下左右のいずれかの矢印が描かれている。振り位置指示マーク420には、第1把持モジュール201と第2把持モジュール211のいずれかを示す画像が描かれている。 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.
 静止マーク401乃至404は、それぞれ、ボタン121乃至124をプレイヤが押圧すべきタイミング(以下「課題時刻」ともいう。)を指示するマークである。静止マーク401乃至404には、上下左右のいずれかの矢印の画像が描かれている。 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. On the stationary marks 401 to 404, an image of one of the up, down, left and right arrows is drawn.
 静止マーク404は、第1把持モジュール201をプレイヤが振るべきタイミング(課題時刻)を指示するマークも兼ねている。また、静止マーク401は、第2把持モジュール211をプレイヤが振るべきタイミング(課題時刻)を指示するマークも兼ねている。本実施形態では、プレイヤは、第1把持モジュール201を右手に持ち、第2把持モジュール211を左手に持ってゲームをプレイすることを前提として説明する。 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.
 踏み位置指示マーク410と振り位置指示マーク420は、静止マーク401乃至404が描画されている位置に向かって音楽の再生速度に合わせて移動していく。 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.
 静止マーク401乃至404と同じ位置に踏み位置指示マーク410が移動してきたときに、静止マーク401乃至404に描かれる矢印の向きに対応するボタン121乃至124をプレイヤが押圧すると、プレイヤの得点が加算されたりゲージ430が示す値(ダンスメーター)がアップしたりする。 When the player presses the buttons 121 to 124 corresponding to the directions of the arrows drawn on the stationary marks 401 to 404 when the stepping position instruction mark 410 moves to the same position as the stationary marks 401 to 404, the player's score is added. Or the value (dance meter) indicated by the gauge 430 increases.
 また、静止マーク404又は401と同じ位置に振り位置指示マーク420が移動してきたときに、静止マーク404に対応する第1把持モジュール201又は静止マーク401に対応する第2把持モジュール211をプレイヤが振ると、プレイヤの得点が加算されたりゲージ430が示す値がアップしたりする。 Further, when the swing position instruction mark 420 moves to the same position as the stationary mark 404 or 401, 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.
 踏み位置指示マーク410は“足譜”とも呼ばれ、振り位置指示マーク420は“手譜”とも呼ばれる。プレイヤの成績判定の詳細については後述する。 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.
 例えば、踏み位置指示マーク410が静止マーク401乃至404のいずれかと重なる位置に移動してきたときに、移動してきた踏み位置指示マーク410に示される矢印に対応するボタン(ボタン121乃至124のいずれか)をプレイヤが片足で押圧すると、再生されている音楽に合った模範的なダンスのステップを踏むことができるようになっている。 For example, 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. When the player presses with one foot, an exemplary dance step suitable for the music being played can be taken.
 また例えば、振り位置指示マーク420が静止マーク401又は404と重なる位置に移動してきたときに、移動してきた振り位置指示マーク420に対応する把持モジュール(第1把持モジュール201と第2把持モジュール211のどちらか)をプレイヤが片手で振ると、再生されている音楽に合った模範的なダンスのポーズをすることができるようになっている。 Further, for example, when the swing position instruction mark 420 has moved to a position where it overlaps with the stationary mark 401 or 404, 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.
 以下の説明において、第1のコントローラ111を用いたプレイヤからの指示入力を「第1種の指示入力」と呼ぶ。第1種の指示入力の典型的な例は、プレイヤによるボタン121乃至124への押圧に基づく指示入力である。 In the following description, the instruction input from the player using the first controller 111 is referred to as “first type instruction input”. A typical example of the first type of instruction input is an instruction input based on pressing of the buttons 121 to 124 by the player.
 また、第2のコントローラ105を用いたプレイヤからの指示入力を「第2種の指示入力」と呼ぶ。第2種の指示入力の典型的な例は、第2のコントローラ105が備える第1把持モジュール201のプレイヤによる振り操作に基づく指示入力と、第2のコントローラ105が備える第2把持モジュール211のプレイヤによる振り操作に基づく指示入力である。 Also, 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.
 更に、画面400に表示される画像のうち、第1のコントローラ111に対応付けられている画像を「第1種の標識」と呼ぶ。第1種の標識の典型的な例は、踏み位置指示マーク410A乃至410Dである。また、画面400に表示される画像のうち、第2のコントローラ105に対応付けられている画像を「第2種の標識」と呼ぶ。第2種の標識の典型的な例は、振り位置指示マーク420Aと420Bである。 Further, among images displayed on the screen 400, 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. In addition, among the images displayed on the screen 400, 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.
 また、課題時刻とその課題時刻に押圧すべきボタンを指定する情報との組み合わせ、あるいは、課題時刻とその課題時刻に振るべき把持モジュールの区別を指定する情報との組み合わせのことを、「課題」と呼ぶ。1つの課題は[数1]のように表される。 Also, the combination of the task time and information specifying the button to be pressed at the task time, or the combination of the task time and information specifying the grip module to be shaken at the task time is the `` task '' Call it. One problem is expressed as [Equation 1].
 P(i) = (T(i),B(x))   ・・・[数1] P (i) = (T (i), B (x)) ... [Equation 1]
 ただし、ゲーム内には、N個(Nは1以上の整数)の課題が存在する。P(i)は、先頭からi番目(iは1以上N以下の整数)の課題を表す。T(i)は、課題P(i)に対応する課題時刻を表す。B(x)は、課題内容を表す。 However, there are 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.
 課題内容B(x)には、ボタン121を示す値B(L)、ボタン122を示す値B(D)、ボタン123を示す値B(U)、ボタン124を示す値B(R)、第1把持モジュール201を示すB(HR)、第2把持モジュール211を示すB(HL)、のいずれかが指定される。 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.
 例えば、ある課題が、[数2]のように表される。
 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 left button 121 of the first controller 111 at the task time T (i)”. Normally, the player only has to step on the left button 121 with his / her foot when the time in the game reaches T (i).
 例えば、ある課題が、[数3]のように表される。
 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 first grip module 201 at the task time T (i)”. When the time in the game reaches T (i), the player only has to shake the hand holding the first grip module 201 (usually the right hand).
 1つの課題時刻に、複数の課題内容を対応付けることも可能である。例えば課題時刻T(i)に2つの課題内容B(x1),B(x2)を対応付ける場合、課題は[数4]のように表される。 It is also possible to associate a plurality of task contents with one task time. For example, when two task contents B (x1) and B (x2) are associated with the task time T (i), the task is expressed as [Equation 4].
 P(i) = (T(i),B(x1),B(x2)) ・・・[数4] P (i) = (T (i), B (x1), B (x2)) ... [Equation 4]
 あるいは、[数5]と[数6]に示すように、2つの異なる課題として表してもよい。 Alternatively, as shown in [Equation 5] and [Equation 6], they may be expressed as two different tasks.
 P(i)   = (T(i),B(x1))   ・・・[数5]
 P(i+1) = (T(i),B(x2))   ・・・[数6]
P (i) = (T (i), B (x1)) [Equation 5]
P (i + 1) = (T (i), B (x2)) [Equation 6]
 例えば、ある課題が、[数7]のように表される。
 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 left button 121 of the first controller 111 and swing the first grip module 201 at the task time T (i)”. When 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).
 ただし、1つの課題時刻には、最大でも2つまでの課題内容を対応付けることが望ましい。また、B(L)を対応付けた課題にはB(L)とB(HL)を除く他の課題内容を対応付け、B(R)を対応付けた課題にはB(R)とB(HR)を除く他の課題内容を対応付けることが望ましい。 However, it is desirable to associate at most two task contents with one task time. In addition, the task associated with B (L) is associated with the other task contents except B (L) and B (HL), and the task associated with B (R) is associated with B (R) and B ( It is desirable to associate other task contents except HR).
 本実施形態では、ゲーム装置は、本発明をより理解し易くするために、画面400に表示することにより課題をプレイヤに提示するものとしているが、必ずしもプレイヤに提示しなくてもよい。 In this embodiment, in order to make the present invention easier to understand, 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.
 例えば、ゲームには、はじめにゲーム装置がガイダンス画面等により模範を示し、その後プレイヤにリピートさせるような練習モードがある。 For example, in the game, there is a practice mode in which the game device first sets an example on the guidance screen and the like, and then repeats the player.
 練習モードでは、ゲーム装置は、課題に対する模範プレイを示してその通りにリピートするようにプレイヤに促す。次にゲーム装置は、課題時刻に何らのヒントも出さずに(あるいは最小限のヒントを提示するだけにして)プレイヤにリピートさせる。模範通りにできれば課題をクリアしたことになる。なお、練習モードに限らず、任意のゲームにおいて、例えば上級者向けの一切ノーヒントのゲームモード用として、課題をプレイヤに提示しないようにしてもよい。 In the practice mode, the game device shows a model play for the task and prompts the player to 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. In addition to the practice mode, in any game, for example, for a no-hint game mode for advanced players, the task may not be presented to the player.
 次に、情報処理装置100として家庭用のゲーム装置500を採用した実施形態における、ゲーム装置500の機能的な構成について説明する。図5に示すように、ゲーム装置500は、第1入力受付部501、第2入力受付部502、取得部503、設定部504、進行部505を備える。 Next, a functional configuration of the game apparatus 500 in an embodiment in which the home game apparatus 500 is employed as the information processing apparatus 100 will be described. As shown in FIG. 5, 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.
 第1入力受付部501は、第1のコントローラ111を介してプレイヤから与えられる第1種の指示入力を受け付ける。CPU 101、インターフェース104、第1のコントローラ111が協働して第1入力受付部501として機能する。 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.
 第2入力受付部502は、第2のコントローラ105を介してプレイヤから与えられる第2種の指示入力を受け付ける。第2種の指示入力には、第1把持モジュール201の振り操作による指示入力と、第2把持モジュール211の振り操作による指示入力とがある。CPU 101、インターフェース104、第2のコントローラ105が協働して第2入力受付部502として機能する。 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.
 取得部503は、第1把持モジュール201の位置の所定時間内における変化量ΔPと、第1把持モジュール201の向きの所定時間内における変化量ΔQと、第2把持モジュール211の向きの所定時間内における変化量ΔRとをそれぞれ取得する。CPU 101、インターフェース104、第1のコントローラ111、第2のコントローラ105が協働して取得部503として機能する。 The acquisition unit 503 includes a change amount ΔP of the position of the first grip module 201 within a predetermined time, a change amount ΔQ 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 ΔR 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.
 上述のようにプレイヤは、第2のコントローラ105の第1把持モジュール201及び/又は第2把持モジュール211を手で握りながら振り回すことによって、各把持モジュールの201,211の位置及び/又は向きを変えることができる。CPU 101は、第1把持モジュール201の現実空間における位置及び向きと、第2把持モジュール211の現実空間における向きを、例えば垂直同期割り込み(VSYNC)などの定期的なタイミングで取得する。 As described above, 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. be able to. 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).
 CPU 101は、現在時刻から所定時間だけ前までの位置を表す情報の履歴と、向きを表す情報の履歴を、RAM 103等に一時記憶する。すなわち、位置の履歴と向きの履歴がRAM 103等に一時記憶され、時間経過と共に随時更新される。そして、CPU 101は、所定時間内における第1把持モジュール201の位置の変化量ΔPと、第1把持モジュール201の向きの変化量ΔQと、第2把持モジュール211の向きの変化量ΔRとをそれぞれ計算する。 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 ΔP of the position of the first grip module 201, the change amount ΔQ of the direction of the first grip module 201, and the change amount ΔR of the direction of the second grip module 211 within a predetermined time, respectively. calculate.
 CPU 101は、現在時刻から所定時間だけ前までの間に、第1把持モジュール201の位置がどの程度移動したか(プレイヤがどの程度位置を動かしたか)、及び、第1把持モジュール201の向きがどの程度移動したか(プレイヤがどの程度向きを動かしたか)、及び、第2把持モジュール211の向きがどの程度移動したか(プレイヤがどの程度向きを動かしたか)、を求めることができる。 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).
 次に、設定部504は、取得部503によって取得された変化量が所定の閾値以上の場合、ゲーム装置500で実行されるゲームを両判定モードに設定し、そうでない場合、単判定モードに設定する。CPU 101が設定部504として機能する。 Next, when the amount of change acquired by the acquisition unit 503 is equal to or greater than a predetermined threshold value, 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.
 例えばCPU 101は、後述する条件の判別結果に基づいて、RAM 103の所定メモリ領域に記憶されている、ゲームモードが両判定モードか単判定モードかを示すフラグ(以下「モードフラグ」という。)を更新する。 For example, 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.
 ここで、本実施形態のゲーム装置500にて実行されるゲームモードについて説明する。ゲームモードには、両判定モードと単判定モードがある。本実施形態では、CPU 101は、ゲームの開始当初ではゲームモードを両判定モードに設定する。 Here, the game mode executed by the game apparatus 500 of the present embodiment will be described. The game mode includes a both determination mode and a single determination mode. In the present embodiment, the CPU 101 sets the game mode to the both determination mode at the beginning of the game.
 両判定モードは、第1のコントローラ111を用いた第1種の指示入力と、第2のコントローラ105を用いた第2種の指示入力の両方に基づいて、ゲームを進行させるモードである。例えば本実施形態のように、第1のコントローラ111が足で踏んで指示入力を与えるマット型コントローラであり、第2のコントローラ105が手で振って指示入力を与える把持型コントローラであるとすると、ゲーム装置500は、両判定モードにおいては、課題時刻と、プレイヤが足で各ボタン121乃至124を踏んだタイミングと、プレイヤが手で第1把持モジュール201と第2把持モジュール211を振ったタイミングと、に基づいて、プレイヤの成績を判定する。つまり、プレイヤが手を振るべきタイミングで手を振ったか、及び、ステップを踏むべきタイミングでステップを踏んだか、の両方が判定される。 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. For example, as in the present embodiment, if the first controller 111 is a mat-type controller that gives an instruction input by stepping on a foot, and the second controller 105 is a grip-type controller that gives an instruction input by shaking by hand, In both determination modes, 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. Based on the above, 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.
 両判定モードでは、画面400には、第1種の標識のみ、又は、第2種の標識のみ、又は、第1種の標識と第2種の標識の両方、が表示される。本実施形態では、踏み位置指示マーク410A乃至410Dと振り位置指示マーク420A,420Bの6種類のマークがスクロール表示される。 In the both determination modes, 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. In the present embodiment, six types of marks, stepping position instruction marks 410A to 410D and swing position instruction marks 420A and 420B, are scroll-displayed.
 一方、単判定モードは、第1のコントローラ111を用いた第1種の指示入力に基づいてゲームを進行させ、第2種の指示入力はゲームの進行に影響を与えないモードである。例えば、ゲーム装置500は、単判定モードにおいては、課題時刻と、プレイヤが足で各ボタン121乃至124を踏んだタイミングと、に基づいて、プレイヤの成績を判定する。つまり、プレイヤがステップを踏むべきタイミングでステップを踏んだかが判定されるが、プレイヤが手を振るべきタイミングで手を振ったかについては判定されない。 On the other hand, 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. For example, in the single determination mode, 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.
 単判定モードでは、画面400には、第1種の標識と第2種の標識のうち、第1種の標識だけが表示される。本実施形態では、踏み位置指示マーク410A乃至410Dの4種類のマークがスクロール表示される。 In the single determination mode, the screen 400 displays only the first type of label among the first type and the second type. In this embodiment, four types of marks, step position indication marks 410A to 410D, are scroll-displayed.
 上記の変化量ΔP、ΔQ、ΔRには、それぞれ、所定の閾値ΔPTH、ΔQTH、ΔRTHが設けられている。 Predetermined threshold values ΔP TH , ΔQ TH , ΔR TH are provided for the above-described change amounts ΔP, ΔQ, ΔR, respectively.
 CPU 101は、ゲーム中、下記条件1乃至3が満たされるか否かを判別する。すなわちCPU 101は、
(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 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 ΔP in the position of the first grip module 201 is greater than or equal to a threshold value ΔP TH
(Condition 2) Whether or not the change amount ΔQ of the orientation of the first grip module 201 is equal to or greater than a threshold value ΔQ TH ,
(Condition 3) Whether or not the amount of change ΔR in the direction of the second gripping module 211 is equal to or greater than a threshold value ΔR TH
Respectively.
 そして、CPU 101は、変化量ΔP、ΔQ、ΔRのうち1つでも閾値以上のものがある場合、ゲームモードを両判定モードに設定する。CPU 101は、両判定モードであることを示すフラグ値をモードフラグに設定する。 Then, the CPU 101 sets the game mode to the both determination mode when at least one of the change amounts ΔP, ΔQ, ΔR is greater than the threshold value. The CPU 101 sets a flag value indicating the both determination modes in the mode flag.
 CPU 101は、第1把持モジュール201の位置又は向き、あるいは、第2把持モジュール211の向きのうち、少なくとも1つ以上が、閾値が示す量以上変化している場合、プレイヤが第2のコントローラ105を使用しながらゲームをプレイしていると推定する。そして、CPU 101は、第1のコントローラ111によるプレイヤからの第1の指示入力だけでなく、第2のコントローラ105による第2の指示入力にも基づいて、ゲームを進行させる。 When at least one of the position or orientation of the first grip module 201 or the orientation of the second grip module 211 has changed by an amount indicated by the threshold, 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.
 一方、CPU 101は、第1把持モジュール201の位置又は向き、あるいは、第2把持モジュール211の向きのいずれもが、閾値が示す量以上変化していない場合、プレイヤが第2のコントローラ105を使用しないでゲームをプレイしていると推定する。CPU 101は、ゲームモードを単判定モードに設定する。CPU 101は、単判定モードであることを示すフラグ値をモードフラグに設定する。そして、CPU 101は、第1のコントローラ111によるプレイヤからの第1の指示入力に基づいてゲームを進行させる。 On the other hand, 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.
 プレイヤが第1把持モジュール201と第2把持モジュール211の両方又は片方を持ってゲームをしているならば、第1把持モジュール201の位置、第1把持モジュール201の向き、第2把持モジュール211の向き、のうち少なくともいずれか一つが変化する可能性が高い。したがって、これらの変化量のうち少なくともいずれか一つが閾値以上であれば、プレイヤが第2のコントローラ105を持っていると推測することができる。 If 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.
 なお、CPU 101は、第1把持モジュール201の位置と向き、及び、第2把持モジュール211の向きのすべてが、閾値が示す量以上変化している場合に、プレイヤが第2のコントローラ105を使用しながらゲームをプレイしていると推定し、第1のコントローラ111によるプレイヤからの第1の指示入力だけでなく第2のコントローラ105による第2の指示入力にも基づいてゲームを進行させるように構成してもよい。 Note that 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.
 また、CPU 101は、第1把持モジュール201の位置の変化量ΔP又は向きの変化量ΔQ、あるいは、第2把持モジュール211の向きの変化量ΔRのうちいずれか1つ又は2つを計算し、計算した変化量が所定の閾値以上か否かを判別するようにしてもよい。この場合、CPU 101は、上記条件1~3のすべてではなく、上記条件1~3のうち計算される変化量を用いる条件が満たされるか否かを判別すればよい。 Further, the CPU 101 calculates either one or two of the position change amount ΔP or the direction change amount ΔQ of the first grip module 201 or the direction change amount ΔR of the second grip module 211, You may make it discriminate | determine whether the calculated variation | change_quantity is more than a predetermined threshold value. In this case, the CPU 101 may determine whether or not the conditions using the calculated change amount among the above conditions 1 to 3 are satisfied instead of all of the above conditions 1 to 3.
 図6は、第1把持モジュール201の向きの変化量ΔQの時間変化の例を表す図である。上述のようにCPU 101は、変化量ΔQが閾値QTH以上か否かに基づいて、ゲームモードを両判定モードにするか単判定モードにするかを決める。例えばCPU 101は、変化量ΔQが閾値QTH未満である時刻T1から時刻T2まで時間帯601では、ゲームを単判定モードに設定する。また、CPU 101は、変化量ΔQが閾値QTH以上である時刻T2から時刻T4までの時間帯602,603では、ゲームを両判定モードに設定する。 FIG. 6 is a diagram illustrating an example of a temporal change in the amount of change ΔQ in the direction of the first grip module 201. CPU 101 as described above, and the amount of change ΔQ 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. For example The CPU 101, the variation ΔQ 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. Further, CPU 101 may change the amount ΔQ 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.
 さらにCPU 101は、変化量ΔQが所定値Q以上か否かに基づいて、第1把持モジュール201がプレイヤによって振られたか否かを判別する。この所定値Qのことを「振り判定基準値」と呼ぶことにする。例えばCPU 101は、変化量ΔQが振り判定基準値QS未満から振り判定基準値Q以上に変化した時刻T3に、第1把持モジュール201がプレイヤによって振られたと推定する。 Moreover The CPU 101, the variation ΔQ 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.
 あるいは、CPU 101は、変化量ΔQが振り判定基準値Q未満から振り判定基準値Q以上に変化した時刻T3から、変化量ΔQが振り判定基準値Q以上から振り判定基準値Q未満に変化した時刻T4まで、の間の時間帯603に、第1把持モジュール201がプレイヤによって振られていたと推定してもよい。 Alternatively, CPU 101 may change the amount ΔQ 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 ΔQ is swing determination reference value Q swing criterion from the above S value Q S You may estimate that the 1st holding | grip module 201 was shaken by the player in the time slot | zone 603 until time T4 changed to less than.
 例えば、CPU 101は、変化量ΔQが振り判定基準値Q未満から振り判定基準値Q以上に変化した時刻T3から、変化量ΔQが振り判定基準値Q以上から振り判定基準値Q未満に変化した時刻T4まで、の間の時間帯603であって、変化量ΔQが極大となる時刻T5に、第1把持モジュール201がプレイヤによって振られたと推定してもよい。 For example, CPU 101 may change the amount ΔQ 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 ΔQ 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.
 変化量ΔQが極大となる時刻が複数箇所存在する場合には、第1把持モジュール201がプレイヤによって振られた時刻として、それらのうちいずれの時刻を採用してもよい。例えば、CPU 101は、変化量ΔQが極大となる時刻のうち、変化量ΔQが最大の時刻に、第1把持モジュール201がプレイヤによって振られたと推定してもよい。 When there are a plurality of times at which the variation ΔQ is maximized, any time among them may be adopted as the time when the first grip module 201 is shaken by the player. For example, the CPU 101 may estimate that the first grip module 201 is shaken by the player at the time when the change amount ΔQ is the maximum among the times when the change amount ΔQ is maximum.
 振り判定基準値は、第1把持モジュール201の向きの変化量ΔQだけでなく、第1把持モジュール201の位置の変化量ΔPと、第2把持モジュール211の向きの変化量ΔRにも設けることができる。変化量ΔPに対応する振り判定基準値をP、変化量ΔRに対応する振り判定基準値をRとする。図6の縦軸にΔP又はΔRをとり、閾値ΔQTHをΔPTH又はΔRTHに置き換え、振り判定基準値ΔQをΔP又はΔRに置き換えることができる。 The swing determination reference value is provided not only for the change amount ΔQ of the orientation of the first grip module 201 but also for the change amount ΔP of the position of the first grip module 201 and the change amount ΔR of the orientation of the second grip module 211. it can. Assume that the swing determination reference value corresponding to the change amount ΔP is P S , and the swing determination reference value corresponding to the change amount ΔR is R S. Take [Delta] P or [Delta] R on the vertical axis in FIG. 6, replacing the threshold Delta] Q TH to [Delta] P TH or [Delta] R TH, it is possible to replace the swing determination reference value Delta] Q S to the [Delta] P S or [Delta] R S.
 例えば、CPU 101は、第1把持モジュール201の位置の変化量ΔPが振り判定基準値P以上になったか、又は、第1把持モジュール201の向きの変化量ΔQが振り判定基準値Q以上になった場合に、第1把持モジュール201がプレイヤによって振られたと判別してもよい。 For example, CPU 101 is either became determination reference value or more P S variation ΔP of the position of the first grip module 201 swings, or the orientation of the variation ΔQ 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.
 あるいは、CPU 101は、第1把持モジュール201の位置の変化量ΔPが振り判定基準値P以上になり、且つ、第1把持モジュール201の向きの変化量ΔQが振り判定基準値Q以上になった場合に、第1把持モジュール201がプレイヤによって振られたと判別してもよい。 Alternatively, CPU 101 may be more than the determination reference value P S swing amount of change ΔP of the position of the first grip module 201, and, to the determination reference value Q S or orientation change amount ΔQ 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.
 また、CPU 101は、第1把持モジュール201の向きの変化量ΔQが振り判定基準値Q以上か否かによって第1把持モジュール201が振られたか否かを判別すると共に、第2把持モジュール211の向きの変化量ΔRが振り判定基準値R以上か否かを判断することによって第2把持モジュール211が振られたか否かを判別することができる。 Further, CPU 101, along with the first gripping module 201 depending on whether the direction of the change amount ΔQ 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 ΔR of the direction of the movement is greater than or equal to the swing determination reference value RS .
 このように、変化量ΔP,ΔQ,ΔRと、閾値PTH,QTH,RTHと、振り判定基準値P,Q,Rを用いると、CPU 101は、これらの値に基づいて、プレイヤの動作や、第1把持モジュール201と第2把持モジュール211の使用状態を推定することができる。 As described above, when the change amounts ΔP, ΔQ, and ΔR, the threshold values P TH , Q TH , and R TH and the swing determination reference values P S , Q S , and R S are used, 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.
 例えば、第1把持モジュール201の向きの変化量ΔQがゼロである場合、プレイヤが第1把持モジュール201を床上等に置きっぱなしにして所持していないか、あるいは、第1把持モジュール201が故障や電池切れであると推定することができる。このとき、CPU 101は、ゲームモードを単判定モードに設定してもよい。 For example, when the change amount ΔQ in the direction of the first grip module 201 is zero, the player does not hold the first grip module 201 on the floor or the like, or the first grip module 201 is broken. It can be estimated that the battery has run out. At this time, the CPU 101 may set the game mode to the single determination mode.
 例えば、0≦ΔQ<QTHを満たす場合、CPU 101は、プレイヤが第1把持モジュール201を使用しないでゲームをプレイしていると推定することができる。さらに、CPU 101は、所定時間連続して0≦ΔQ<QTHを満たす場合、ゲームモードを単判定モードに設定してもよい。 For example, when 0 ≦ ΔQ <Q TH is satisfied, 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 ≦ ΔQ <Q TH is satisfied continuously for a predetermined time.
 例えば、QTH≦ΔQ<Qを満たす場合、CPU 101は、プレイヤが第1把持モジュール201を振ってはいないものの所持している、と推定することができる。 For example, if satisfying Q TH ≦ ΔQ <Q S, CPU 101 allows a player to estimate waving first grip module 201 in possession of those not, a.
 例えば、Q≦ΔQを満たす場合、CPU 101は、第1把持モジュール201を所持しており、且つ、第1把持モジュール201を振ったと推定することができる。本実施形態のように、プレイヤが第1把持モジュール201を右手に持ってプレイするゲームでは、CPU 101は、プレイヤが右手に持った第1把持モジュール201を振ったと推定することができる。 For example, if Q S ≦ ΔQ is satisfied, it can be estimated that the CPU 101 possesses the first grip module 201 and shakes the first grip module 201. In a game in which the player plays with the first grip module 201 in the right hand as in the present embodiment, the CPU 101 can estimate that the player has swung the first grip module 201 in the right hand.
 具体例として、ゲーム内容がフィットネスやトレーニング等であって、
(a)Q≦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<Q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 CPU 101 notifies the player by displaying a message or an image such as “GOOD” or “That's the tone” or outputting a sound on the screen,
(B) if it meets the Q TH ≦ ΔQ <Q S, CPU 101 is, in the "more to move the hand," the player or to output the sound or display a message or image, such as "a little bit more Ganbarou" on the screen Notify
(C) When 0 <ΔQ <Q TH is satisfied, the CPU 101 notifies the player by displaying a message or an image such as “A hand is stopped” or “Do not give up” on the screen or outputting a sound. And
(D) When ΔQ = 0, the CPU 101 displays a message or an image such as “the controller is not connected” or “the controller may be out of order” on the screen or outputs a sound. May be notified to the player.
 このようにプレイヤの動作や第1把持モジュール201と第2把持モジュール211の使用状態の推定結果に応じて、CPU 101はプレイヤに適切なメッセージを通知するようにしてもよい。プレイヤに通知する手段として、文字・静止画像・動画像等の表示、音声の出力のほか、第1把持モジュール201のバイブレーション、LED等のランプの点滅、などを用いてもよい。 As described above, 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. As 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.
 なお、0≦ΔQ<QTHを満たす場合において、CPU 101は、第1把持モジュール201の向きに応じてプレイヤの動作や第1把持モジュール201と第2把持モジュール211の使用状態を推定してもよい。 In the case where 0 ≦ ΔQ <Q TH is satisfied, 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.
 例えば図7Aに示すように、0≦ΔQ<QTH(典型的にはΔQ=0)であって、第1把持モジュール201が水平に置かれている場合、CPU 101は、プレイヤが一時的に第1把持モジュール201を置いているに過ぎず、再び第1把持モジュール201を持つ可能性が高い、と推定し、ゲームモードを両判定モードから単判定モードに切り換えない。 For example, as shown in FIG. 7A, when 0 ≦ ΔQ <Q TH (typically ΔQ = 0) and the first gripping module 201 is placed horizontally, 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.
 一方、図7Bに示すように、0≦ΔQ<QTH(典型的にはΔQ=0)であって、第1把持モジュール201が垂直に(横に)立てて置かれている場合、CPU 101は、プレイヤが第1把持モジュール201を使ってゲームをせず、再び第1把持モジュール201を持つ可能性が低い、と推定し、ゲームモードを両判定モードから単判定モードに切り換える。 On the other hand, as shown in FIG. 7B, when 0 ≦ ΔQ <Q TH (typically ΔQ = 0) and the first gripping module 201 is placed vertically (sideways), 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.
 上記の把持モジュール201の置き方と推定結果の対応付けは一例に過ぎない。上記説明において、水平と垂直を置き換えてもよいし、他の所定の方向を向くような姿勢で置かれているときに両判定モードと単判定モードの切り換えを行ってもよい。 The correspondence between the way of placing the grip module 201 and the estimation result is merely an example. In the above description, 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.
 ここでは第1把持モジュール201の向きの変化量ΔQを用いて説明したが、CPU 101は、第1把持モジュール201の位置の変化量ΔPを用いてプレイヤの動作や第1把持モジュール201の使用状態を同様に推定してもよい。また、CPU 101は、第2把持モジュール211の向きの変化量ΔRを用いて、プレイヤの動作や第2把持モジュール211の使用状態を同様に推定してもよい。 Here, the change amount ΔQ of the orientation of the first grip module 201 has been described, but the CPU 101 uses the change amount ΔP 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 ΔR of the orientation of the second grip module 211.
 なお、CPU 101は、ゲームモードが単判定モードであるときに、変化量ΔP,ΔQ,ΔRのうち少なくともいずれか一つ以上が上記閾値以上になった場合には、単判定モードから両判定モードに再び切り換えることができる。 When the game mode is the single determination mode, the CPU 101 changes from the single determination mode to the both determination modes when at least one of the change amounts ΔP, ΔQ, and ΔR is equal to or greater than the threshold value. Can be switched again.
 また、CPU 101は、ゲームの開始当初に単判定モードに設定し、変化量ΔP,ΔQ,ΔRのうち少なくともいずれか一つ以上が上記閾値以上になったときに、単判定モードから両判定モードに切り換えてもよい。 In addition, the CPU 101 sets the single determination mode at the beginning of the game, and when at least one of the change amounts ΔP, ΔQ, and ΔR is equal to or higher than the threshold value, the single determination mode is changed to the both determination mode. You may switch to.
 次に、進行部505は、ゲームモードが両判定モードである場合、第1種の指示入力と第2種の指示入力によりゲームを進行させる。また、ゲームモードが単判定モードである場合、第1種の指示入力によりゲームを進行させる。CPU 101が進行部505として機能する。 Next, when the game mode is the both determination mode, the progression unit 505 advances the game by the first type instruction input and the second type instruction input. When 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.
 すなわち、CPU 101は、上記のモードフラグの値が両判定モードを示している場合、第1種の指示入力と第2種の指示入力によりゲームを進行させる。一方、CPU 101は、上記のモードフラグの値が単判定モードを示している場合、第1種の指示入力によりゲームを進行させ、第2種の指示入力をゲームの進行に影響させない。 That is, when the value of the mode flag indicates both determination modes, the CPU 101 advances the game by the first type instruction input and the second type instruction input. On the other hand, when the value of the mode flag indicates the single determination mode, 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.
 例えば、CPU101は、両判定モードの場合、踏み位置指示マーク410A乃至410Dと、振り位置指示マーク420A,420Bをスクロール表示する。そして、CPU 101は、プレイヤが所定のタイミングで足及び/又は手を動かすことを課題とするゲームをプレイヤに提供する。その結果、プレイヤは、模範的なダンスのステップや振り付けを習得することができる。 For example, in the both determination modes, 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.
 また例えば、CPU101は、単判定モードの場合、踏み位置指示マーク410A乃至410Dをスクロール表示し、振り位置指示マーク420A,420Bをスクロール表示しない。そして、CPU 101は、プレイヤが所定のタイミングで足を動かすことを課題とするゲームをプレイヤに提供する。その結果、プレイヤは、模範的なダンスのステップを習得することができる。 Further, for example, in the single determination mode, 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.
 なお、CPU 101は、単判定モードにおいて、第1種の指示入力ではなく第2種の指示入力に基づいてゲームを進行させることとし、画面400に第1種の標識と第2種の標識のうち第2種の標識だけを表示させることも可能である。つまり、プレイヤが手を振るべきタイミングで手を振ったかが判定されるが、プレイヤがステップを踏むべきタイミングでステップを踏んだかについては判定されないようにすることも可能である。この場合、CPU 101は、プレイヤが所定のタイミングで手を動かすことを課題とするゲームをプレイヤに提供する。その結果、プレイヤは、模範的なダンスの振り付けを習得することができる。 In the single determination mode, 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. Of these, it is also possible to display only the second type of sign. In other words, it is determined whether or not the player has waved his hand at the timing at which he should shake his hand, but it is also possible not to determine whether or not the player has taken the step at his / her timing. In this case, 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.
 次に、上記各部が実行するゲーム処理について説明する。図8は、本実施形態のゲーム処理を示すフローチャートである。以下の説明では、第1のコントローラ111はプレイヤが通常足で踏むマット型のコントローラであり、第2のコントローラ105はプレイヤが通常手に持って押したり振ったりする把持型のコントローラを備えることとする。ただし、ゲーム装置500が複数のコントローラを備え、各々のコントローラからプレイヤによる指示入力を受け付けることが可能なのであれば、各々のコントローラの形状、機能、用途等は本発明によって限定されない。 Next, the game process executed by each unit will be described. FIG. 8 is a flowchart showing the game processing of the present embodiment. In the following description, the first controller 111 is a mat-type controller that the player normally steps on with his / her foot, and the second controller 105 includes a grip-type controller that the player usually pushes and shakes with his / her hand. To do. However, as long as 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.
 また、以下の説明では、ダンスゲームを例にとって説明する。第1種の指示入力は、プレイヤによる第1のコントローラ111の各ボタン121乃至124の押圧操作によってCPU 101に入力される。第2種の指示入力は、プレイヤによる第2のコントローラ105の第1の把持モジュール201の振り操作と第2の把持モジュール211の振り操作によってCPU 101に入力される。ただし、ゲーム内容は本発明によって限定されない。 In the following explanation, a dance game is taken as an example. 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. However, game content is not limited by the present invention.
 まず、CPU 101は、予め設定されている課題を示すデータをDVD-ROM等から読み出す(ステップS801)。また、CPU 101は、音声処理部109によって再生させる音楽データをDVD-ROM等から読み出す。 First, 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.
 CPU 101は、読み出した音楽データの再生を開始するとともに、音楽の先頭からの経過時間の計測を開始する(ステップS802)。 The CPU 101 starts reproduction of the read music data and starts measuring elapsed time from the beginning of the music (step S802).
 次に、CPU 101は、第1のコントローラ111と第2のコントローラ105の状態を取得する(ステップS803)。 Next, the CPU 101 acquires the states of the first controller 111 and the second controller 105 (step S803).
 具体的には、CPU 101は、所定時間内における、第1把持モジュール201の位置の変化量ΔPと、第1把持モジュール201の向きの変化量ΔQと、第2把持モジュール211の向きの変化量ΔRと、をそれぞれ計算する。所定時間内とは、典型的には、現在時刻のX秒前から、現在時刻まで、の時間内を指す。所定時間は、VSYNCなど定期的な割り込みの発生する回数で表わされてもよい。 Specifically, the CPU 101 determines the change amount ΔP of the position of the first grip module 201, the change amount ΔQ 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. ΔR 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.
 CPU 101は、変化量ΔP,ΔQ,ΔRのいずれかが所定の閾値以上か否かを判別する(ステップS804)。すなわち、CPU 101は、上述の条件1,条件2,条件3を満たすか否かについて、それぞれ判別する。 The CPU 101 determines whether any of the change amounts ΔP, ΔQ, ΔR 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.
 変化量ΔP,ΔQ,ΔRのいずれか1つ以上が所定の閾値以上である場合(ステップS804;YES)、CPU 101は、ゲームモードを両判定モードに設定しゲームを進行する(ステップS805)。つまりこの場合、CPU 101は、プレイヤが第2のコントローラ105を用いてゲームをプレイしていると推定し、ゲームを進行する。CPU 101は、変化量ΔP及び/又はΔQが所定の閾値以上の場合、プレイヤが第1把持モジュール201を手に握りながらプレイしていると推定し、変化量ΔRが所定の閾値以上の場合、プレイヤが第2把持モジュール211を手に握りながらプレイしていると推定する。 When any one or more of the change amounts ΔP, ΔQ, ΔR 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. When the change amount ΔP and / or ΔQ is greater than or equal to a predetermined threshold, the CPU 101 estimates that the player is playing while holding the first grip module 201, and when the change amount ΔR 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.
 一方、変化量ΔP,ΔQ,ΔRのいずれもが所定の閾値以上でない場合(ステップS804;NO)、CPU 101は、ゲームモードを単判定モードに設定しゲームを進行する(ステップS806)。つまり、CPU 101は、プレイヤが第1把持モジュール201と第2把持モジュール211の両方とも手に持たずにゲームをプレイしていると推定し、ゲームを進行する。 On the other hand, when none of the change amounts ΔP, ΔQ, and ΔR 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.
 ここで「ゲームを進行する」とは、具体的には、例えば、第1種又は第2種の指示入力がプレイヤによってなされたか否かによってゲームの演出を変え、曲の終わりまで課題を出し続けることである。 Here, “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.
 例えばCPU 101は、両判定モードにおいて、第1種又は第2種の指示入力がなされると静止マーク401乃至404のいずれか、もしくは、踏み位置指示マーク410や振り位置指示マーク420がスクロール表示されるレーンを明るく光らせる演出をする。つまり、プレイヤは、ゲーム装置500によって押圧したと判別されたボタン、あるいは、振ったと判定された把持モジュールがどれであるのかを簡単に見分けることができる。 For example, in both determination modes, when the first type or the second type instruction is input, 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.
 一方、単判定モードにおいて、CPU 101は、第1種の指示入力がなされると静止マーク401乃至404等を明るく光らせる演出をするが、第2種の指示入力がなされても静止マーク401乃至404等の表示を変えない。ゲームの練習モード、デモンストレーション、あるいはテストモードなどでは、ゲームの進行において、必ずしもプレイヤの成績を判定しなくてもよい。 On the other hand, in the single determination mode, 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. In the game practice mode, demonstration, test mode, or the like, the player's score does not necessarily have to be determined during the progress of the game.
 あるいは、「ゲームを進行する」とは、所定の課題時刻にその所定の課題時刻に対応する指示入力がプレイヤによってなされたか否か(つまり課題をクリアしたか否か)によってプレイヤの成績を判定しつつ、曲の終わりまで、あるいはゲージ430が示す値が最小値に達してしまうまで、課題を出し続けることである。 Alternatively, “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.
 すなわち、CPU 101は、両判定モードにおいて、成績判定対象のすべての課題について、課題時刻に押圧操作又は振り操作がなされたか否かに基づいてプレイヤの成績を判定する。 That is, in both determination modes, 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.
 例えば、CPU 101は、課題がクリアされるとゲージ430の示す値(ダンスメーター)やプレイヤのスコアを加算するが、課題がクリアされないとゲージ430の示す値を減らしたりプレイヤのスコアを加算しなかったりする。 For example, 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
 また例えば、CPU 101は、両判定モードにおいて、課題がクリアされるとゲーム内の観客の歓声の音量を上げたり、ゲーム内の仮想のスポットライトもしくは現実のスポットライトを明るくしたりするような演出をするが、課題がクリアされないと観客がブーイングしたりスポットライトが暗くなったりするような演出をする。 In addition, for example, in both determination modes, 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.
 一方、単判定モードにおいて、CPU 101は、課題内容が第1のコントローラ111に関するものである課題(つまりB(L),B(D),B(U),B(R)のいずれか)がクリアされたか否かに基づいてプレイヤの成績を判定するが、課題内容が第2のコントローラ105に関するものである課題(つまりB(HL),B(HR)のどちらか)については成績を判定しない。 On the other hand, in the single determination mode, 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)). .
 次に、CPU 101は、課題時刻に、課題内容に指定された指示入力があったか否かを判別する(ステップS807)。 Next, the CPU 101 determines whether or not there is an instruction input designated in the task content at the task time (step S807).
 指示入力がない場合(ステップS807;NO)、後述のステップS809の処理に移る。課題時刻に指示入力がない場合、CPU 101は、その課題については達成されなかったものとして扱い、プレイヤのスコアを減点してもよいし、加点も減点もしないようにしてもよい。なお、本実施形態では、課題時刻に指示入力がない場合には、プレイヤのスコアを減点しないものの、ゲージ430が表す値(ダンスメーター)を減らす。 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.
 一方、指示入力があった場合(ステップS807;YES)、CPU 101は、課題時刻と、プレイヤによる指示入力のあった時刻との誤差に応じて、プレイヤの得点を計算することにより、プレイヤの成績を求める(ステップS808)。 On the other hand, 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).
 例えば、CPU 101は、プレイヤによる指示入力のあった時刻が、課題時刻の前後の所定時間以内である場合には、プレイヤのスコアに所定の成功点数を加算するが、所定時間以内でない場合には、加算しないかあるいは所定の失敗点数を減算する。 For example, 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.
 そして、CPU 101は、ゲーム画面400を生成してモニターに表示させる(ステップS809)。このゲーム画面400には、例えば図4に示すように、静止マーク401乃至404、ゲームの進行とともに静止マーク401乃至404に向かってスクロールする第1種の標識(つまり踏み位置指示マーク410A乃至410D)、同じくゲームの進行とともにスクロールする第2種の標識(つまり振り位置指示マーク420A,420B)、ゲージ430等が含まれる。 Then, the CPU 101 generates a game screen 400 and displays it on the monitor (step S809). On the 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). Similarly, 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.
 上記各処理を繰り返し実行することにより、再生される音楽に合わせたゲーム画面400が表示される。 By repeatedly executing the above processes, a game screen 400 that matches the music to be played is displayed.
 以上のように本実施形態によれば、ゲーム装置500は、位置及び/又は向きが可変のコントローラ(あるいは把持モジュール)を含む複数のコントローラを使用可能なゲームにおいて、位置の変化量及び/又は向きの変化量から、位置及び/又は向きが可変のコントローラをプレイヤが使用してゲームをプレイしているか否かを判断し、判断結果に応じて、適したゲームモードに変更することができるようになる。 As described above, according to the present embodiment, 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.
 プレイヤは、2つのコントローラを使用する両判定モードと、片方のコントローラのみを使用する単判定モードとを、面倒な操作をせずに簡単に切り替えて、ゲームを続けることができる。 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.
 例えば、手と足の両方を動かすゲームを両判定モードでプレイしているときに、手が疲れて足だけでゲームをしたい場合には、手に持ったモジュールをテーブルや床等に置きっぱなしにしてしまえば、単判定モードに切り替わる。その際、プレイヤはプレイを中断する必要はなく、モード切り替えだけのためにボタンを押圧するような手間はかからない。 For example, when playing a game that moves both hands and feet in both judgment mode, if you are tired of your hands and want to play with just your feet, leave the module in your hand on the table or floor. If it does, it will switch to single determination mode. At that time, the player does not need to interrupt the play, and does not have the trouble of pressing a button only for mode switching.
 例えば、単判定モードでプレイ中に、両判定モードに復帰したい場合には、テーブルや床等に置いていたモジュールを手に取るだけで、両判定モードに切り替えることができる。 For example, if you want to return to both judgment mode while playing in single judgment mode, you can switch to both judgment mode just by picking up the module that was placed on the table or floor.
 また、本発明を応用すれば、複数のプレイヤがダンスの上手さを競い合うようなパーティー型ゲームにおいて、それぞれのプレイヤが少なくとも一つのコントローラを用いてゲームをプレイしているとき、ゲーム装置500は、プレイヤの手を煩わせることなく、対戦用モードと一人用モードとを適宜切り替えることができるようになる。 Also, by applying the present invention, 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.
 例えば、2人のプレイヤのうち一方のプレイヤが途中でリタイアしてコントローラを使わなくなると、そのリタイアしたプレイヤが使用していたコントローラの位置の変化量及び/又は向きの変化量が所定の閾値未満になる。ゲーム装置500は、一方のプレイヤがゲームに参加していないと判別でき、対戦モード(両判定モード)から一人プレイモード(単判定モード)に切り替えることができる。このモード切り替えの際、ゲーム装置500は、ゲームを中断させずにスムーズに対戦モードから一人プレイモードへ移行することができる。また、逆に、ゲームを中断させずにスムーズに一人プレイモードから対戦モードへ移行することもできる。 For example, if one of the two players retires halfway and stops using the controller, the amount of change in the controller position and / or change in direction used by the retired player is less than a predetermined threshold. become. 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.
 さらに、供給電源としてコントローラに電池をつなげる必要がある場合に電池切れになってしまったり、コンセント等を用いてコントローラを外部電源に繋げる必要がある場合に電源コードがはずれてしまったりする可能性がある。また、コントローラが故障してしまう可能性もある。これらの予期しないアクシデントが発生したような場合には、コントローラの位置の変化量及び/又は向きの変化量は、所定の閾値に満たない(典型的には変化量がゼロになる)ことになる。ゲーム装置500は、コントローラの位置の変化量及び/又は向きの変化量から、このコントローラが使用可能な状態にあるか否かを判断し、判断結果に応じて、適したゲームモードに変更することができるようになる。つまり、ゲーム装置500は、コントローラが電池切れや故障などにより使用不可であると推測される場合には、このコントローラを使わないゲームモードに自動的に変更できるようになる。 In addition, 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. In addition, 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.
(実施形態2)
 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 screen 400 displayed on the monitor, and the like are changed according to the set game mode. This will be described in detail below.
 図9に示すように、本実施形態のゲーム装置500は、提示部901を更に備える。 As shown in FIG. 9, the game device 500 of this embodiment further includes a presentation unit 901.
 提示部901は、課題時刻に現在対応づけられている指示入力の種類が第1種である場合、画面400に第1種の標識を表示する。また、提示部901は、課題時刻に現在対応づけられている指示入力の種類が第2種である場合、第2種の標識を表示する。ゲーム装置は、第1種又は第2種の標識を画面400に表示することで、課題をプレイヤに提示する。プレイヤは、画面400内の第1種の標識と第2種の標識を見れば、課題時刻と課題内容(つまり、いつどのような動作をすればよいのか)をすぐに判断することができる。CPU 101と画像処理部108が協働して提示部901として機能する。 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.
 なお、上述の実施形態において、ゲーム装置500が課題をプレイヤに提示する構成を有するものとして説明した。本実施形態では、ゲームモードの変更に基づき進行部505が課題を適宜変更することができ、提示部901が課題の変更前後で課題の表示の仕方を変えて提示する。 In the above-described embodiment, the game apparatus 500 has been described as having a configuration for presenting a task to a player. In the present embodiment, 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.
 進行部505は、ゲームモードが単判定モードである場合、課題時刻に対応付けられている指示入力の種類が第2種である課題時刻に、第1種の指示入力を対応付ける。つまり、単判定モードでは、当初第2種の指示入力に相当する指示内容(ここではB(HL)とB(HR)の2種類)が対応付けられていた課題時刻には、第1種の指示入力に相当する指示内容(ここではB(L),B(D),B(U),B(HR)の4種類)が新たに対応付けられる。より簡単に言えば、“手譜”が“足譜”に変わる。 When the game mode is the single determination mode, 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”.
 なお、進行部505は、B(HL)を概念的には同じ左方向を意味するB(L)に、B(HR)を概念的には同じ右方向を意味するB(R)に、それぞれ入れ替えることが望ましい。つまり、左手を振るという課題内容が、左足を踏むという課題内容に差し替えられ、右手を振るという課題内容が、右足を踏むという課題内容に差し替えられるように、課題を変更することが望ましい。ただし、これは一例に過ぎず、任意の課題内容に変更することが可能である。 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. However, this is only an example, and it is possible to change to any task content.
 したがって、両判定モードにおいては第2種の標識が表示される課題には、単判定モードでは第2種の標識の代わりに第1種の標識が表示される。 Therefore, in the case where the second type sign is displayed in both determination modes, the first type sign is displayed instead of the second type mark in the single determination mode.
 図10は、両判定モード(つまり課題の入れ替え前)における画面400の構成例である。図11は、単判定モード(つまり課題の入れ替え後)における画面400の構成例である。CPU 101は、課題時刻が現在時刻にまだ達していない課題が残っていると、残りの課題について、第2種の指示入力に相当する課題内容が対応付けられている課題時刻に、第1種の指示入力に相当する課題内容を対応付け直す。 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). When there is a task that has not yet reached the current time, the CPU 101 sets the first type at the task time associated with the task content corresponding to the second type of instruction input. Reassign the task content corresponding to the instruction input.
 CPU 101は、図10に示すように既に画面400内に提示していた課題の中に第2種の標識がある場合にも、図11に示すように課題時刻に対応付けられている指示入力の種類が第2種である課題時刻に第1種の指示入力を対応付け直す。 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.
 ただし、CPU 101は、既に画面400内に提示していた課題については課題内容を変更せず、まだ画面400内に提示していない課題について、第2種の指示入力に相当する課題内容が対応付けられている課題時刻に、第1種の指示入力に相当する課題内容を対応付け直してもよい。 However, 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.
 この手法は、ゲームモードを変更するか否かの判断時期と、実際にゲームモードを変更する変更時期との間にタイムラグを設けたい場合に好都合である。既に画面400内に提示されていた標識が突然変わることがないので、プレイヤに違和感を与えないよう無理なくゲームモードを切り換えることができる。 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.
 あるいは、CPU 101は、既に画面400内に提示していた課題であって、現在時刻から所定時間だけ先の時刻までの時刻(例えば今からn秒間、等)の課題については課題内容を変更せず、現在時刻から所定時間以降の時刻(例えば今からn秒後、等)の課題について、第2種の指示入力に相当する課題内容が対応付けられている課題時刻に、第1種の指示入力に相当する課題内容を対応付け直してもよい。 Alternatively, 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). First, for a task at a time after a predetermined time from the current time (for example, n seconds from now, etc.), 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.
 言い換えれば、既に画面400内に提示していた課題であって、画面400内の静止マーク401乃至404の位置から振り位置指示マーク420の位置までの距離1001が所定距離未満の課題については振り位置指示マーク420の表示は変わらないが、距離1001が所定距離以上の課題については振り位置指示マーク420が踏み位置指示マーク410に変わる。 In other words, 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.
 この手法によっても、プレイヤに違和感を与えないよう無理なくゲームモードを切り換えることができる。また、既に画面400内に出ていた“手譜”が“足譜”に切り替わる様子が表示されるので、プレイヤにとってゲームモードが変更されたことが一目で分かるようになる。また、静止マーク401乃至404のすぐ近くまで来ていた振り位置指示マーク420が突然踏み位置指示マーク410に変わってしまってプレイヤを混乱させてしまうようなことがない。 Even with this method, 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.
 その他の構成は上記実施形態と同様なので説明を省略する。本実施形態によれば、プレイヤは画面400を見れば直感的に課題時刻と課題内容を理解することができる。また、ゲームモードの変更に応じて画面400の構成が変わるので、プレイヤはゲームモードを明瞭に認識することができる。 Other configurations are the same as those in the above embodiment, and thus description thereof is omitted. According to the present embodiment, 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.
(実施形態3)
 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 screen 400 displayed on the monitor, and the like change according to the set game mode. This will be described in detail below.
 進行部505は、ゲームモードが単判定モードである場合、課題時刻に対応付けられている指示入力の種類が第2種である課題時刻を削除する。つまり、単判定モードでは、当初第2種の指示入力に相当する指示内容(ここではB(HL)とB(HR)の2種類)が対応付けられていた課題時刻には、第2種の指示入力に相当する課題が無くなる。より簡単に言えば、“足譜”はそのまま残るが、“手譜”は無くなる。 When the game mode is the single determination mode, the progression unit 505 deletes the task time whose instruction input type associated with the task time is the second type. In other words, 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, A problem corresponding to instruction input is eliminated. To put it more simply, “footprints” remain, but “handbooks” disappear.
 図12は単判定モード(つまり課題の入れ替え後)における画面400の構成例である。CPU 101は、課題時刻が現在時刻にまだ達していない課題が残っていると、残りの課題について、第2種の指示入力に相当する課題内容が対応付けられている課題時刻を検索し、検索結果に従って課題を削除する。つまり、第2種の指示入力に相当する課題内容が対応付けられている課題は消去され、成績判定の対象ではなくなる。 FIG. 12 is a configuration example of the screen 400 in the single determination mode (that is, after the assignment is replaced). When there is a task that has not yet reached the current time, 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.
 CPU 101は、図10に示すように既に画面400内に提示していた課題の中に第2種の標識がある場合にも、図12に示すように課題時刻に対応付けられている指示入力の種類が第2種である課題を削除する。 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.
 ただし、CPU 101は、既に画面400内に提示していた課題については課題内容を変更せず、まだ画面400内に提示していない課題について、第2種の指示入力に相当する課題内容が対応付けられている課題を削除してもよい。 However, 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.
 この手法は、ゲームモードを変更するか否かの判断時期と、実際にゲームモードを変更する変更時期との間にタイムラグを設けたい場合に好都合である。既に画面400内に提示されていた標識が突然消えてしまうことがないので、プレイヤに違和感を与えないよう無理なくゲームモードを切り換えることができる。 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.
 あるいは、CPU 101は、既に画面400内に提示していた課題であって、現在時刻から所定時間だけ先の時刻までの時刻(例えば今からn秒間、等)の課題については課題内容を変更せず、現在時刻から所定時間以降の時刻(例えば今からn秒後、等)の課題について、第2種の指示入力に相当する課題内容が対応付けられている課題を削除してもよい。 Alternatively, 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.
 言い換えれば、既に画面400内に提示していた課題であって、画面400内の静止マーク401乃至404の位置から振り位置指示マーク420の位置までの距離1001が所定距離未満の課題については振り位置指示マーク420の表示は変わらないが、距離1001が所定距離以上の課題については振り位置指示マーク420が消えてなくなる。 In other words, 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 disappears for a task in which the distance 1001 is a predetermined distance or more.
 この手法によっても、プレイヤに違和感を与えないよう無理なくゲームモードを切り換えることができる。また、既に画面400内に出ていた“手譜”が消える様子が表示されるので、プレイヤにとってゲームモードが変更されたことが一目で分かるようになる。また、静止マーク401乃至404のすぐ近くまで来ていた振り位置指示マーク420が突然消えてしまってプレイヤを混乱させてしまうようなことがない。 Even with this method, the game mode can be switched without difficulty so as not to give the player a sense of incongruity. In addition, 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.
 本実施形態によれば、プレイヤは画面400を見れば直感的に課題時刻と課題内容を理解することができる。また、ゲームモードの変更に応じて画面400の構成が変わるので、プレイヤはゲームモードを明瞭に認識することができる。 According to this embodiment, 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.
(実施形態4)
 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 screen 400 displayed on the monitor, and the like change according to the set game mode. This will be described in detail below.
 進行部505は、上記各実施形態と同様、ゲームモードが単判定モードである場合、課題時刻に対応付けられている指示入力の種類が第2種である課題時刻を削除する。 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.
 提示部901は、上記各実施形態と同様、課題時刻に現在対応付けられている指示入力の種類が第1種である場合、画面400に第1種の標識を表示する。 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.
 また、提示部901は、現在のゲームモードが両判定モードであって、課題時刻に現在対応付けられている指示入力の種類が第2種である場合、第2種の標識を表示する。一方、提示部901は、現在のゲームモードが単判定モードであって、課題時刻に現在対応付けられている指示入力の種類が第2種である場合、第2種の標識の代わりに第3種の標識を表示する。 In addition, when the current game mode is the both determination mode and 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. On the other hand, when the current game mode is the single determination mode and the type of instruction input currently associated with the task time is the second type, the presentation unit 901 displays the third type instead of the second type of sign. Species signs are displayed.
 第3種の標識とは、消去される前に存在していた課題を示す標識である。第3種の標識は、典型的には、振り位置指示マーク420A,420Bを“残像”のように薄く表示したマーク1320A,1320Bである。あるいは、グレーアウトしたり小さくしたりするなど、振り位置指示マーク420A,420Bの色彩・形状・大きさ等を所定の方法で変化させたマークを用いてもよい。 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”. Alternatively, 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.
 第3種の標識が示す時刻には既に課題が対応付けられていないので、CPU 101によるプレイヤの成績判定には何ら影響を与えない。 Since no task is already associated with the time indicated by the third type of sign, there is no effect on the player's score determination by the CPU 101.
 図13は単判定モード(つまり課題の入れ替え後)における画面400の構成例である。CPU 101は、課題時刻が現在時刻にまだ達していない課題が残っていると、残りの課題について、第2種の指示入力に相当する課題内容が対応付けられている課題時刻を検索し、検索結果に従って課題を削除する。つまり、第2種の指示入力に相当する課題内容が対応付けられている課題は消去され、成績判定の対象ではなくなる。ただし、CPU 101は、第2種の標識の代わりに、第3種の標識を表示する。 FIG. 13 is a configuration example of the screen 400 in the single determination mode (that is, after the assignment is replaced). When there is a task that has not yet reached the current time, 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.
 このとき、CPU 101は、図10に示すように既に画面400内に提示していた課題の中に第2種の標識がある場合にも、図13に示すように課題時刻に対応付けられている指示入力の種類が第2種である課題を削除し、削除対象の第2種の標識を第3種の標識に入れ替える。既に画面400内に提示されていた標識が突然消えてしまったり突然変わってしまったりすることがないので、プレイヤに違和感を与えないよう無理なくゲームモードを切り換えることができる。 At this time, as shown in FIG. 13, 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.
 なお、CPU 101は、既に画面400内に提示していた課題については課題内容を変更せず、まだ画面400内に提示していない課題について、第2種の指示入力に相当する課題内容が対応付けられている課題を削除し、削除対象の第2種の標識を第3種の標識に入れ替えてもよい。 Note that 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.
 あるいは、CPU 101は、既に画面400内に提示していた課題であって、現在時刻から所定時間だけ先の時刻までの時刻(例えば今からn秒間、等)の課題については課題内容を変更せず、現在時刻から所定時間以降の時刻(例えば今からn秒後、等)の課題について、第2種の指示入力に相当する課題内容が対応付けられている課題を削除し、削除対象の第2種の標識を第3種の標識に入れ替えてもよい。 Alternatively, 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). First, for a task at a time after a predetermined time from the current time (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.
 本実施形態によっても、プレイヤは画面400を見れば直感的に課題時刻と課題内容を理解することができる。また、ゲームモードの変更に応じて画面400の構成が変わるので、プレイヤはゲームモードを明瞭に認識することができる。また、もし第2のコントローラ105を持ってプレイしていたらどのような課題が与えられることになっていたのかが一目で分かるので、プレイヤはイメージトレーニングをすることもできる。 Also in this embodiment, 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.
 本発明は、上述した実施形態に限定されず、種々の変形及び応用が可能である。また、上述した実施形態の各構成要素を自由に組み合わせることも可能である。 The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the components of the above-described embodiments.
 コンピュータをゲーム装置500の全部又は一部として動作させるためのプログラムを、メモリカード、CD-ROM、DVD、MO(Magneto Optical disk)などのコンピュータ読み取り可能な記録媒体に格納して配布し、これを別のコンピュータにインストールし、上述の手段として動作させ、あるいは、上述の工程を実行させてもよい。 A program for operating 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.
 さらに、インターネット上のサーバ装置が有するディスク装置等にプログラムを格納しておき、例えば、搬送波に重畳させて、コンピュータにダウンロード等するものとしてもよい。 Further, the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
 なお、本願については、日本国特許願 特願2008-138174号を基礎とする優先権を主張し、当該基礎出願の内容をすべて本願にとりこむものとする。 As for the present application, the priority based on Japanese Patent Application No. 2008-138174 is claimed, and all the contents of the basic application are incorporated in the present application.
 以上説明したように、本発明によれば、プレイヤがゲームモードを簡単に切り替えられるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムを提供することができる。 As described above, according to 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.
100 情報処理装置
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 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

Claims (10)

  1.  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:
  2.  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.
  3.  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.
  4.  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.
  5.  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.
  6.  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.
  7.  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.
  8.  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:
  9.  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.
  10.  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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KR101094203B1 (en) 2011-12-14
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