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HK1039907A1 - Game device, information recording medium, game distribution device, game distribution method, and control method of game device - Google Patents

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

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Publication number
HK1039907A1
HK1039907A1 HK02101478.7A HK02101478A HK1039907A1 HK 1039907 A1 HK1039907 A1 HK 1039907A1 HK 02101478 A HK02101478 A HK 02101478A HK 1039907 A1 HK1039907 A1 HK 1039907A1
Authority
HK
Hong Kong
Prior art keywords
foot
image
game
controller
displaying
Prior art date
Application number
HK02101478.7A
Other languages
Chinese (zh)
Inventor
石川裕崇
田村明则
高濑康实
田村明則
西堀隆司
长冈圭
高瀨康實
和田佳子
吉田由美
長岡圭
Original Assignee
科乐美数码娱乐株式会社
科樂美數碼娛樂株式會社
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 科乐美数码娱乐株式会社, 科樂美數碼娛樂株式會社 filed Critical 科乐美数码娱乐株式会社
Publication of HK1039907A1 publication Critical patent/HK1039907A1/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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Electrophonic Musical Instruments (AREA)
  • Electrically Operated Instructional Devices (AREA)
  • Pinball Game Machines (AREA)

Abstract

A music-oriented game device is provided, wherein the player is stepping on the carpet-like controller. The left-foot image 67L and the right-foot image 67R are superimposed to display on the controller image 65. At this time, when the left-foot image 67L or the right-foot image 67R of the instructor is lifted from the controller image 65, the left-foot image 67L or the right-foot image 67R is enlarged to display in a semi-transparent manner. Then, when the left-foot image 67L or the right-foot image 67R of the instructor is put down on the controller image 65, it returns to the opaque display in normal size. The game device is easy for the player to control the gaming method.

Description

Game device, game device control method, information storage medium, game distribution device, and game distribution method
The present invention relates to a game device, an information storage medium, a game distribution device, a game distribution method, and a control method of a game device, and more particularly, to a technique for concisely demonstrating a game method of a game to a player.
Music-oriented game devices in which marks indicating stepping positions are represented on the surface and a dedicated controller provided with a sensor for detecting whether the player steps on these stepping positions is used are popular. For example, "metronomic (trademark)" and "jump (trademark)" manufactured and sold by kolemi corporation are the same. In such games, the player may experience a sensation of dance by stepping on the dedicated controller with the game music.
In such a music-oriented game device, the timing at which each step position is stepped on is digitized according to the rhythm of the music. Then, the stepping time sequence data for each stepping position is displayed on the display. The player steps on the stepping position guided to be displayed on the dedicated controller while referring to the display screen and the rhythm of the music. Then, the game achievement is evaluated based on the magnitude of the deviation between the step timing defined by the step timing data and the step timing actually performed by the player through the dedicated controller. Thus, the player can experience a sense of dance while having unnecessary worry about the game result.
Thus, the game method of the music-oriented game is a simple method of stepping on a dedicated controller, but the game may be difficult for beginners to learn. In this regard, although the method of stepping on the operation manual may be considered, it is troublesome to read the operation manual carefully in order to play the game.
The present invention has been made in view of the above-described problems, and an object thereof is to provide a game device, an information storage medium, a control method for a game device, a game distribution device, and a game distribution method, with which a player can easily grasp a game method.
(1) In order to solve the above problems, a game device according to the present invention is a game device for enjoying stepping with game music, comprising a foot image display means for displaying a foot image showing a foot, a foot image moving means for moving the foot image to present stepping, and a foot image display pattern changing means for displaying the foot image in different patterns before and after a predetermined stepping area is stepped on by the foot, and is characterized in that the game device guides a player to step.
The information storage medium of the present invention is an information storage medium in which a program for making a computer have a function of a game device for enjoying stepping in accordance with game music is recorded, and the information storage medium is an information storage medium in which a program for making the computer have a foot image display means for displaying a foot image showing a foot, a foot image moving means for moving the foot image to present the foot stepping, and a foot image display form changing means for displaying the foot image in different forms before and after the predetermined stepping area is stepped on by the foot is recorded.
The game distribution device of the present invention is a game distribution device for distributing a program for making a computer have a function of a game device for enjoying stepping in accordance with game music, and the game distribution device distributes a program for making the computer have a function of a foot image display means for displaying a foot image showing a foot, a foot image moving means for moving the foot image to prompt the foot stepping, and a foot image display aspect changing means for displaying the foot image in different aspects before and after a predetermined stepping area is stepped on by the foot.
The game distribution method of the present invention is a game distribution method for distributing a program for providing a computer with a function of a game device for enjoying stepping in accordance with game music, and the game distribution method is a program for distributing a function of providing a computer with a foot image display method for displaying a foot image showing a foot, a foot image moving method for moving the foot image to prompt the foot stepping, and a foot image display aspect changing method for displaying the foot image in different aspects before and after a predetermined stepping area is stepped on by the foot.
The control method of a game device according to the present invention is a control method of a game device for enjoying stepping with game music, and is characterized by including a step of displaying a foot image showing a foot, a step of moving the foot image to indicate stepping, and a step of changing a foot image display mode in which the foot image is displayed in different modes before and after a predetermined stepping area is stepped, and by guiding a player to step.
In the present invention, the foot image moves as the foot is stepping. In this case, the display state differs between before and after the predetermined stepping area is stepped on by the foot. That is, a certain display pattern is displayed immediately before the predetermined stepping area is stepped on, but a different display pattern is displayed when the predetermined stepping area is stepped on. Thus, the player can be given a deep impression when the player steps on the predetermined step area, and the player can easily grasp the game method.
In one embodiment of the present invention, the foot image display pattern changing means displays the foot image in an opaque state after the predetermined step area is stepped on by the foot and displays the foot image in a translucent state before the predetermined step area is stepped on by the foot. Thus, the player can be given a more impressive impression that the foot representing the foot image steps on the prescribed stepping area. Also, the image of the foot is displayed in a semi-transparent state before stepping on the stepping area, so that the appearance that the foot is lifted from the prescribed stepping area can be well demonstrated.
In one embodiment of the present invention, the foot image display means displays an image of the foot viewed from the head as the foot image, and the foot image display aspect changing means displays the foot image in an enlarged manner before the foot steps on the predetermined step area as compared with the case after the foot steps on the predetermined step area. In this way, the appearance that the foot is lifted from the prescribed stepping area can be better demonstrated.
In addition, in an embodiment of the present invention, the step area image display means further includes step area image display means for displaying a step area image indicating the predetermined step area. This makes it possible for the player to clearly understand the positional relationship between the prescribed stepping area and the foot.
In one embodiment of the present invention, the step area image display apparatus further includes step area image display mode changing means for displaying a step area image representing the predetermined step area in different modes after the predetermined step area is stepped on by the foot and before the predetermined step area is stepped on by the foot. Thus, the player can be given a more impressive impression that the foot representing the foot image steps on the prescribed stepping area.
In addition, in an embodiment of the present invention, the stepping timing detecting means further includes stepping timing detecting means for detecting a stepping timing of the player, and timing guiding means for comparing the stepping timing detected by the stepping timing detecting means with a timing at which the player should originally step and guiding the relationship of the stepping timing and the timing to the player. This can inform the player whether the step is slower or faster than the original time sequence, and the player can grasp the game method more easily.
(2) The game device according to the present invention is characterized in that the game device enjoying the fun of operating the controller includes controller image display means for displaying a controller image showing the controller, operation element image display means for displaying an operation element image showing an element for operating the controller, operation element image moving means for prompting the element to operate the controller and moving the operation element image, and operation element image display mode changing means for displaying the operation element image in different modes before and after the element operates the controller, and guides the player to operate the controller.
The information storage medium of the present invention is an information storage medium in which a program for providing a computer having a controller with a function of a game device enjoying the enjoyment of operating the controller is recorded, and the information storage medium is a program in which a function of a controller image display means for displaying a controller image showing the controller, an operation element image display means for displaying an operation element image showing an element for operating the controller, an operation element image moving means for moving the operation element image by prompting the element to operate the controller, and an operation element image display aspect changing means for displaying the operation element image in different aspects before and after the element operates the controller are recorded.
In the present invention, a controller image is displayed, and at the same time, an element of the operation controller is displayed as an operation element image. The operation element image is a part of the body such as a finger, palm, foot, or a game object such as a stick, a drumstick, a hammer, or the like. Then, the operation element image is manipulated so that the operation element operates the controller. In this case, the operation element image is displayed in different forms before and after the operation controller. That is, the display state is a certain display state immediately before the operation element operates the controller, but the display state is different from the previous display state when the controller is operated. In this way, the player can be left with an impression that the controller is operated by the operation elements, and can grasp the game method more easily.
(3) The game device according to the present invention is characterized in that the game device enjoying the fun of operating the controller according to the time-series data includes an evaluation history recording means for recording an evaluation history of an operation performed by the controller, and an evaluation history display means for displaying the evaluation history so that each evaluation content included in the evaluation history is displayed in a different display mode when the operation timing performed by the controller is faster or slower than the operation timing indicated by the time-series data.
The information storage medium of the present invention is an information storage medium in which a program for causing a computer having a controller to function as a game device enjoying the enjoyment of operating the controller according to time-series data is recorded, and the information storage medium is an evaluation history recording means for causing the computer to have an evaluation history for recording an operation performed on the controller, and an evaluation history display means for displaying the evaluation history such that each evaluation content included in the evaluation history is displayed in a different display mode when the operation timing performed by the controller is faster or slower than the operation timing indicated by the time-series data.
In the present invention, the evaluation history of the operation performed on the controller is recorded and displayed. The displayed evaluation history includes evaluation contents corresponding to each operation performed on the controller. Each evaluation content includes an evaluation of whether the operation timing by the controller is faster or slower than the operation timing indicated by the timing data. Then, the evaluation contents are displayed in different display forms when the operation sequence is fast and slow. For example, in the case of fast and slow, in different colors. Thus, the player can easily grasp a better game method with the evaluation history.
The drawings are briefly described below.
Fig. 1 is a configuration diagram of a game device according to an embodiment of the present invention.
Fig. 2 is an overview diagram showing an example controller.
Fig. 3 is a diagram showing an example of a game screen.
Fig. 4 is a diagram showing the structure of game music data.
Fig. 5 is a flowchart illustrating an operation of the game device in the "normal mode" according to the embodiment of the present invention.
Fig. 6 is a flowchart illustrating the game evaluation processing.
Fig. 7 is a diagram showing an example of a display screen of the game evaluation history.
Fig. 8 is a diagram showing an example of a game screen in the "learning mode".
Fig. 9 is a diagram showing an example of a game screen in the "learning mode".
Fig. 10 is a diagram showing an example of a game screen in the "learning mode".
Fig. 11 is a flowchart illustrating an operation of the game device in the "learning mode" according to the embodiment of the present invention.
Fig. 12 is a flowchart illustrating the learning process.
Fig. 13 is a diagram showing an overall configuration of a game program distribution system according to another embodiment of the present invention.
In the figure, 10: game device, 11, 64: home game machine, 12: bus, 14: CPU, 16: graphics processor, 18: monitor, 20: acoustic processor, 22: speaker, 24: CD-ROM reading device, 25: CD-ROM,26: RAM,28: ROM, 30: input/output control unit, 32: controller, 33, memory card, 34L, 34U, 34D, 34R: : direction button input area, 34C: central zone, 36A: start button input area, 38A: round button input area, 38B: fork button input area, 40: game screen, 42: score, 44D, 44R, 44L, 44U, 72, 74, 76, 78: timing guide arrow, 46: background image, 48D, 48R, 48L, 48U: reference arrow, 50: jitter table, 52, 69: information, 53: game program distribution system, 54: game database, 56: server, 58: game program distribution device, 60: communication network, 61: head image, 62: microcomputer, 63L, 63U, 63D, 63R: direction button image, 63C: center area image, 65: controller image, 66 PDA, 67L: left foot image, 67R: right foot image, 68: minor number, 70L, 70U, 70D, 70R: the columns are displayed.
Examples of the invention
Examples suitable for the present invention are described in detail below with reference to drawings.
Fig. 1 is a diagram showing a configuration of a game device according to an embodiment of the present invention. A technique for providing the game device 10 shown in the figure with a function of a music-oriented game device that allows a player to enjoy stepping while listening to game music will be described below. In this game device 10, a "learning mode" is provided in addition to a "normal mode". The "learning mode" is a mode in which a method of stepping (walking) which is described in detail in the operation manual is concisely described to the player by a computer graphic. In the arcade game machine, a beginner can grasp the stepping method by approaching the stepping of a senior game player, but it is difficult to expect such a situation in the home game machine 11. According to the "learning mode", the player can learn the game method (stepping) of the music-oriented game relatively easily. In the game device 10, the evaluation history of each operation performed by the controller 32 can be viewed after the game. According to the operation history, the player can know the deficiency of stepping, thereby being beneficial to the progress of stepping technology.
The game device 10 shown in the figure is configured by mounting a CD-ROM25 as an information storage medium on a home game machine 11 connected to a monitor 18 and a speaker 22. Here, the CD-ROM25 may be used to supply the game program and the game data to the home game machine 11, but any other information storage medium such as a DVD and a ROM card may be used. As described later, the game program and the game data may be supplied to the home game machine 11 from a remote place through a communication network.
The home game machine 11 is configured by connecting the CPU14, the GPU16, the SPU20, the CD-ROM reader 24, the RAM26, the ROM28, and the input/output control unit 30 via the bus 12, making data communication between these components possible, and connecting the controller 32 to the input/output control unit 30 via a cord. Each component of the home game machine 11 other than the controller 32 is housed in a predetermined housing. A home television receiver, for example, may be used as the monitor 18 and an incorporated speaker of the home television receiver, for example, may be used as the speaker 22.
The CPU14 is configured to include a microprocessor, and controls each section of the home game machine 11 based on an operating system stored in the ROM28 and a game program read out from the CD-ROM 25. The bus 12 is used for exchanging addresses and data between the respective parts of the home game machine 11. An operating system as a program necessary for controlling the overall operation of the home game machine 11 is stored in the ROM 28. Further, the game program and the game data read from the CD-ROM25 can be written in the RAM26 as needed. The GPU (graphics processor) 16 is configured to include a frame buffer, receive image data sent from the CPU14, draw a game screen on the frame buffer, convert the content thereof into a predetermined video signal, and output the video signal to the monitor 18 at a predetermined timing.
The SPU (sound processor) 20 is configured to include a sound buffer, and reproduce data such as music and game sound effects read out from the CD-ROM25 and stored in the sound buffer, and output the data from the speaker 22. The CD-ROM reading device 24 reads the game program and the game data recorded in the CD-ROM25 in accordance with an instruction from the CPU 14.
The input/output control unit 30 is an interface for connecting one or more external input/output devices to the home game machine 11, and here, the controller 32 and the memory card 33 are detachably attached. An external communication device such as a secondary storage device, a modem, and a terminal adapter other than the memory card 33 may be connected. The controller 32 is an input means for a player to perform a game operation. The input/output control section 30 scans the operation states of various buttons of the controller 32 at a certain cycle (for example, every 1/60 seconds) and transmits an operation signal indicating the scanning result to the CPU14 via the bus 12. The CPU14 determines the game operation of the player based on the signal.
Fig. 2 is a diagram showing an example of the controller 32. The controller 32 shown in the figure is a dedicated controller prepared specifically for the operation of the music-oriented game, and is a carpet-like member having a size corresponding to the game level. When the player steps on this controller 32, operation signals indicating the positions of both feet are sent to the home game machine 11. As shown in the figure, this controller 32 is displayed with a central area 34C in the central section of the surface, and direction button input areas 34U, 34D, 34L, 34R in the upper, lower, left, right sections thereof, respectively. Further, a circle button input area 38A and a cross button input area 38B are displayed in left and right divisions of the direction button input area 34U. Further, a start button input area 36A and a selection button input area 36B are displayed in a partitioned manner above the round button input area 38A and above the fork button input area 38B, respectively. Further, a pattern of right arrows is displayed in the direction button input area 34R, a pattern of left arrows is displayed in the direction button input area 34L, a pattern of upper arrows is displayed in the direction button input area 34U, and a pattern of lower arrows is displayed in the direction button input area 34D. Further, a circle symbol (∘) is shown on the circle button input area 38A, and a cross symbol (×) is shown on the cross button input area 38B. The character "START" is displayed in the START button input area 36A, and the character "SELECT" is displayed in the SELECT button input area 36B.
Sensors are embedded in the lower portions of the direction button input areas 34U, 34D, 34L, 34R, the round button input area 38A, the fork button input area 38B, the start button input area 36A, and the selection button input area 36B, and when a player steps on each area, the intention is sent to the home game machine 11 as an operation signal. The directional button input fields 34U, 34D, 34L, 34R are primarily used for entering dance steps, but may be used for various menu selection purposes in addition thereto. The start button input area 36A is used for start of a game and various decisions and the like. The selection button input area 36B is mainly used to call up various menu screens. The round button input area 38A is mainly used for making various decisions, and the cross button input area 38B is used for various cancellation and forced termination purposes.
Fig. 3 is a diagram showing an example of a game screen generated on the monitor 18 based on the game program and the game data read from the CD-ROM 25. The game screen 40 shown in the figure is a screen in which a "normal mode" is displayed, and a background image 46 is displayed in its entirety, and a jump table 50, reference arrows 48L, 48D, 48U, and 48R, timing guide arrows 44L, 44D, 44U, and 44R, a score 42, and information 52 are displayed superimposed thereon. The score 42 is displayed at the lowermost left portion of the game screen 40, and is displayed as the cumulative score up to now. The information 52 is displayed in the middle of the left side of the screen, and characters of the content corresponding to the degree of superiority and inferiority of the operation by the player are displayed. Such as displaying text such as "GREAT", "PERFECT", "GOOD", "BOO", etc.
The jump meter 50 is displayed at the upper left of the screen and includes a meter bar that expands and contracts in accordance with the degree of step. For example, the strip is elongated to the right when the step is evaluated to be high, and conversely, the strip is shortened to the left when the step is evaluated to be low. When the bar is shorter than the predetermined length, the player can see the jump table 50 to determine whether or not the game is close to the end. Reference arrows 48L, 48D, 48U, 48R are displayed in this order on the lower side of the jump table 50. Reference arrows 48L, 48D, 48U, and 48R are references for determining the stepping timing of the player.
Specifically, reference arrow 48L corresponds to direction button input area 34L, reference arrow 48D corresponds to direction button input area 34D, reference arrow 48U corresponds to direction button input area 34U, and reference arrow 48R corresponds to direction button input area 34R. Then, timing guide arrows 44L, 44D, 44U, and 44R moving upward with the passage of time are displayed on a relatively large screen area below the reference arrows 48L, 48D, 48U, and 48R, and if the timing at which the timing guide arrows 44L, 44D, 44U, and 44R overlap the reference arrows 48L, 48D, 48U, and 48R is stepped on the direction button input areas 34L, 34D, 34U, and 34R corresponding to the reference arrows 48L, 48D, 48U, and 48R, a high evaluation can be obtained and the jump table 50 can be extended. For example, in the figure, timing guide arrow 44U is about to coincide with reference arrow 48U. A high rating can be obtained if the player steps on the directional button input area 34U of the controller 32 at a later time.
The player does not necessarily have to operate the controller 32 at the timing when the timing guide arrows 44L, 44D, 44U, and 44R completely overlap the reference arrows 48L, 48D, 48U, and 48R to obtain a positive evaluation, but gives a corresponding evaluation according to the consistency thereof. The timing guide arrows 44L, 44D, 44U, and 44R are displayed based on the step data described later.
Specifically, timing guide arrows 44L, 44D, 44U, 44R are shown as follows. When the reproduction of the game music is started, the CPU14 reads out the step timing included in the range from the step data, for example, in the case where the step timing of 2 bars from then on is taken as the guidance display range. Then, image data representing the timing guide arrows 44L, 44D, 44U, and 44R is generated from the step data. The display positions of the image data are arranged downward in order from the near to the far according to the stepping timing.
At this time, a timing guide arrow 44L indicating the step timing of stepping on the direction button input area 34L is displayed below the reference arrow 48L, a timing guide arrow 44D indicating the step timing of stepping on the direction button input area 34D is displayed below the reference arrow 48D, a timing guide arrow 44U indicating the step timing of stepping on the direction button input area 34U is displayed below the reference arrow 48U, and a timing guide arrow 44R indicating the step timing of stepping on the direction button input area 34R is displayed below the reference arrow 48R. In the figure, one timing guide arrow 44L, 44D, 44U, 44R is shown in each row, but a plurality of timing guide arrows may be shown depending on the arrival of the step timing. The generated image data is superimposed on the background image 46 to become a part of the game screen 40. The above processing is cyclically repeated at a predetermined cycle.
The top of the guidance display range corresponds to the playing position of the game music at that time, and the guidance display range is shifted by a predetermined amount for each process from the top of the music piece backward. Thus, the timing guide arrows 44L, 44D, 44U, and 44R gradually move upward as the music progresses. If the timing guide arrows 44L, 44D, 44U, and 44R are displayed in this way, the player can easily grasp the arrival situation of the stepping timing by means of the game screen 40.
Data stored on CD-ROM25 will be described herein. The CD-ROM25 stores a game program for playing the home game machine 11 as a music game, various game sound effect data, various game image data, and game music data.
Fig. 4 is a diagram illustrating game music data corresponding to a certain game music stored on the CD-ROM 25. The graph (a) is game music data relating to game music performed in the "normal mode", and the graph (b) is game music data relating to game music performed in the "learning mode". As shown in fig. (a), the game music data relating to the "normal mode" contains original music data, step data, a time schedule, and background image data. On the other hand, the game music data associated with the "learning mode" contains original music data, step data, a time schedule, and a learning mode.
The original music data is stored as original music in the form of PCM stream data, such as general pop music. The CD-ROM reading device 24 can read out the original music data as instructed by the CPU14, and then perform data processing as necessary and supply the data to the SPU20 directly, not through the bus 12. The SPU 20D/a converts the data and supplies it to the speaker 22 after receiving the data directly from the CD-ROM reading device 24.
The step data is data defining steps to be operated by the player when the corresponding game music is reproduced. The step data is created in accordance with the rhythm of the corresponding game music. In addition, plural sets of step data may be prepared for one game music data and may be used in accordance with differences in difficulty level, game mode, and the like. The step data includes a plurality of data pieces corresponding to respective bars of the corresponding game music. Each block is configured to include information specifying which button of the controller 32 should be operated at the second beat when the corresponding bar of the game music is divided into a predetermined number of beats, for example, 4 beats or 8 beats.
The time schedule table is prepared for time-series collation between the corresponding game music and the step data, and the CPU14 may specify the step data corresponding to the current performance position of the corresponding game music with reference to the time schedule table. On the other hand, the background image data is for displaying a background image 46 such as in the game screen 40 shown in fig. 3. The background image data may be either moving image data or still image data. A background image commensurate with the atmosphere of each game music is selected to visually enhance the player's mood.
Also, background image data is not prepared in the "learning mode". This is because the simple image is commonly used as the background image in all the learning courses, so that the player can learn intensively. The background image data for this "learning mode" is additionally stored in the CD-ROM 25. In the "learning mode", data for learning is included in the game music data. The data for learning is for displaying an example of a pace of the corresponding game music to the player. The learning data includes data specifying the position and direction of each of the two legs at the main playing position in the corresponding game music. In the "learning mode", the position and direction of the foot image to be displayed are calculated in real time by interpolating the data for learning, and the foot image is displayed there. This shows the player an example of the pace.
Here, the processing of the game program executed on the home game machine 11 will be described. Fig. 5 is a flowchart illustrating the processing of a game program stored on the CD-ROM 25. When a player loads the CD-ROM25 on the CD-ROM reading device 24 and turns on the power of the home game machine 11, first, the operating system stored on the ROM28 is executed, and then various initialization actions are performed. At this time, a part necessary for the current processing among the game programs stored on the CD-ROM25 is loaded on the RAM 26. The display of a game title or the like is performed through the monitor 18 in accordance with the game program, and then, a main menu is displayed automatically or in accordance with an operation to the controller 32. Here, when the player selects the "normal mode", the game processing of the "normal mode" is started.
In this process, first, a game condition setting menu is displayed on the monitor 18, and the player sets and inputs the number of players (one or two players) and the difficulty level (game condition) therein (S100). This game condition is stored in the RAM 26. Next, the CPU14 displays titles of a plurality of pieces of music (music pieces) of a predetermined performance in the "normal mode" and lets the player select. Then, in response to this, when the player selects a music piece through the controller 32, the music piece is determined as a play (S101). Then, data relating to this game music is loaded (S102). Specifically, a set of data shown in fig. 4(a) is loaded. In which the original music data is directly transferred from the CD-ROM reading device 24 to the SPU20 and immediately starts being reproduced and output (S103). Also, other data is loaded into RAM 26.
Next, the CPU14 generates image data for step guide as shown in fig. 3 from the step data among the read game music data, and refreshes the step guide by outputting the image data to the monitor 18 (S104). At this time, the CPU14 judges the relationship between the step data and the original music data in accordance with the timing chart. The step data and the schedule table are used in correspondence with the music selected in S101 and the difficulty level selected in S100.
Then, the game evaluation process is performed (S105). Fig. 6 is a flowchart illustrating this game evaluation process. As shown in the drawing, in this game evaluation process, it is first determined whether or not the current performance position belongs to the evaluation period based on the current performance position and step data (S200). The evaluation period is a period in which the stepping timing of the player is compared with the timing defined in the step data. If a certain moment is defined as a stepping timing in the step data, a period of a predetermined time width before and after the moment is used as an evaluation period.
If the present performance position belongs to the evaluation period, the operation state of the controller 32 is acquired (S201) and the stepping of the player is evaluated based on the operation state (S202). Specifically, it is known from the step data which step is associated with which one of the direction button input areas 34L, 34U, 34D, 34R is now entered into the evaluation period. Therefore, it is determined whether or not the direction button input regions 34L, 34U, 34D, and 34R to be evaluated are actually depressed, and it is examined how much the step timing is deviated from the timing defined in the step data. Then, the smaller the deviation, the higher the evaluation was given. For example, when the deviation is zero, the highest score is obtained, when the deviation is maximum, the zero score is obtained, and the jump table is shortened when the wrong direction button input area 34 is stepped on or when nothing is stepped on. When a plurality of steps related to the direction button input regions 34 are to be evaluated, the evaluation is performed similarly for each direction button input region 34. The evaluation result is stored on the RAM26, and the score of this time is added to the score stored on the RAM26 before that and the addition result is taken as the total score. This total score is displayed as a score 42 (S203). At this time, the display state of the jump table 50 is refreshed. Specifically, the strip elongates rightward in the case where a high evaluation is obtained, and conversely, the strip shortens leftward in the case where a low evaluation is obtained. Also, the corresponding information 52 is displayed on the game screen 40 based on the evaluation obtained in step S202. The step timing is compared with the timing defined in the step data, and whether the result falls within a predetermined error range, whether the result is fast or slow, or the like is stored as an evaluation history in the RAM 26.
Returning to fig. 5, the CPU14 then determines whether the game satisfies an end condition (S106). Specifically, when the player continues to press the fork button input area 38B of the controller 32 for a predetermined time or the play is finished, the game is ended. In the case where the game operation satisfies the end condition, the entire game process is comprehensively evaluated based on the contents of the RAM26 and the evaluation contents are displayed on the monitor 18 as the game operation result (S107). On the other hand, if the game operation does not satisfy the end condition, the process returns to S104.
In this game device 10, after the game is played in the "normal mode", the evaluation history of each step input through the controller 32 can be displayed on the monitor 18. Fig. 7 is a diagram showing an example of a display screen of the evaluation history. In the figure, the number shown by the arrow 68 represents the number of bars of game music that the player steps. On the display screen of the evaluation history, all the time-series guide arrows 72, 74, 76, and 78 based on the time-series data can be displayed by scrolling the game music using the controller 32. The timing guide arrow displayed in the display column 70L corresponds to the timing guide arrow 44L in fig. 3, the timing guide arrow displayed in the display column 70D corresponds to the timing guide arrow 44D in fig. 3, the timing guide arrow displayed in the display column 70U corresponds to the timing guide arrow 44U in fig. 3, and the timing guide arrow displayed in the display column 70R corresponds to the timing guide arrow 44R in fig. 3. Here, the timing guide arrows 72, 74, 76, 78 are displayed in different patterns, respectively. The timing guide arrow 72 is displayed in orange (black in FIG. 7) and indicates "JUST! | A "means that the deviation of the stepping timing is within a predetermined range. The timing guide arrow 74 is displayed in blue (in a grid in fig. 7) to indicate "EARLY", that is, to indicate that the stepping timing of the player is faster than the timing defined in the timing data. The timing guide arrow 76 is displayed in a peach color (diagonal line in fig. 7) to indicate "LATE", that is, to indicate that the stepping timing of the player is slower than the timing defined in the timing data. Timing guide arrow 78 is shown in red (white in fig. 7) to indicate "miss. In this way, on the display screen of the evaluation history, the evaluation content for each operation performed on the controller 32 is displayed in different patterns (colors) when the stepping timing is faster and slower than the original operation timing. Therefore, if the player looks at the evaluation history, the player can clearly recognize whether the stepping timing is slow or fast, and therefore, the player can easily grasp a good pace. Note that, although the step timing guide arrows 72, 74, 76, and 78 are displayed in different colors when the step timing is faster or slower than the original operation timing, the step timing guide arrows may be displayed differently by blinking or the like.
Here, a "learning mode" which is a game mode unique to the game device 10 will be described. Fig. 8 to 10 are diagrams showing an example of a game screen displayed on the monitor 18 in the "learning mode". Fig. 8 shows a game screen at the start of the learning mode. In the game screen of the "learning mode", a timing guidance area is provided on the left side of the screen, and a learning area is provided on the right side. Further, information 69 is displayed on the lower side of the screen. As in the game screen shown in fig. 3, reference arrows 48L, 48D, 48U, and 48R are displayed in this order from left to right above the time-series guidance area. As in the game screen shown in fig. 3, timing guide arrows 44L, 44D, 44U, and 44R are displayed in the screen area on the lower side. This timing guide arrow 44L, 44D, 44U, 44R is displayed based on the step data and the timing chart included in the game music data shown in fig. 4 (b). The display procedure is the same as in the case of the "normal mode". On the other hand, the learning area displayed on the right side of the screen is used for teaching the player how to step on the footwork guided on the left side of the screen, and a controller image 65 is also displayed.
The controller image 65 follows the controller 32 and includes a direction button image 63L (step area image) corresponding to the direction button input area 34L, a direction button image 63U (step area image) corresponding to the direction button input area 34U, a direction button image 63D (step area image) corresponding to the direction button input area 34D, a direction button image 63R (step area image) corresponding to the direction button input area 34R, and a center area image 63C corresponding to the center area 34C. In the center area image 63C, a left foot image 67L showing the left foot of the instructor, a right foot image 67R showing the right foot of the instructor, and a head image 61 showing the head of the instructor are displayed in a superimposed manner. These images are generated by attaching a crystal structure to a polygon. When the instructor lands on the ground as shown in the figure, the left foot image 67L is colored opaque green and the letter "L" is displayed in the middle. The right foot image 67R is colored opaque orange and the text "R" is displayed in the middle.
At the time of landing, in the virtual 3-dimensional space (game space), the left foot image 67L and the right foot image 67R are arranged at a landing position (in the direction from the paper surface to the eye) slightly higher than the center area image 63C with the toes facing upward of the screen. On the other hand, the head image 61 shows the face of the person as viewed from the head, and has a translucent color attribute capable of emphasizing the movement of both feet of the instructor. The head image 61 is arranged slightly higher than the left foot image 67L and the right foot image 67R in the virtual 3-dimensional space, and faces upward on the screen. Then, the viewpoint is set on the head of the instructor, and therefore, the left leg image 67L and the right leg image 67R can be seen through the head image 61. The positions and orientations of the left foot image 67L and the right foot image 67R are determined by the learning data shown in fig. 4 (b). The position and orientation of the head image 61 are determined based on the positions and orientations of the left foot image 67L and the right foot image 67R. Specifically, the face of the head image 61 faces a direction bisecting the toe direction of the left foot image 67L and the toe direction of the right foot image 67R, and the height of the head image 61 is set in accordance with the height of the left foot image 67L and the height of the right foot image 67R.
The information 69 is information meaningful for the player to learn, evaluates how well the player steps, based on an operation signal input from the controller 32, and displays the evaluation result in characters or displays characters for conveying the start or end of learning to the player. In this figure, a game screen at the start of learning is displayed, and the characters "start of learning! "is displayed as information 69.
Fig. 9 shows how the user is guided to lift the right foot in the "learning mode". In this figure and fig. 10, the head image 61 is not shown for the sake of simplicity. In fig. 9, a timing guide arrow 44U is displayed in the timing guide area. This timing guide arrow 44U moves upward with time, and prompts the player that the timing guide arrow 44U is about to be superimposed on the timing guide arrow 48U and that the stepping time is about to come. Therefore, the learning region shown on the right side of the figure shows a situation where the right foot of the instructor is about to step on the direction button image 63U. In this case, a translucent property is given to the right foot image 67R, and the image is displayed in enlargement. Then, in this state, the right foot image 67R moves to the direction of the direction button image 63U. Thus, the right foot of the instructor is lifted from the position of the central area image 63C and then dropped to the position of the direction button image 63U. Since the right foot image 67R is close to the viewpoint direction (the direction from the paper surface to the front of the eye) in the state where the foot is lifted, even in the normal 3-dimensional image processing, the right foot image 67R is displayed in a further enlarged manner because the right foot of the instructor is lifted and deformed in the game device 10. Although not shown, in the state of the figure, the instructor steps forward while raising the right foot, and accordingly, the head image 61 is displayed with its face slightly shifted to the left side in the screen and slightly enlarged.
Fig. 10 shows a state in which the instructor steps the right foot on the front in the "learning mode". The game screen shown in this figure is displayed on the monitor 18 immediately after the game screen shown in fig. 9. In the figure, a right foot image 67R is displayed superimposed on the direction button image 63U corresponding to the timing guide arrow 44U. The right foot image 67R is displayed enlarged semi-transparently in relation to the right foot image 67R in fig. 9, and in this figure, the right foot image 67R is again displayed opaque without enlargement. Also, the brightness of the direction button image 63U increases from the time when the right foot image 67R steps on the direction button image 63U. Thus, the display pattern of the left foot image 67L or the right foot image 67R is changed before and after the instructor steps on the direction button image 63 and the display pattern of the direction button image 63 is changed at the same time, whereby the player can strongly recognize that the instructor's foot is actually stepped on the direction button image 63. Thus, the player can easily grasp the tutor's pace. In the game screen image of the figure, since the player actually steps on the controller 32 faster than defined in the step data, a character "slightly faster" is displayed as the information 69.
Here, a specific process of the "learning mode" is described with reference to a flowchart. Fig. 11 is a flowchart for explaining a part relating to the "learning mode" in the process of the game program stored in the CD-ROM 25. When the player selects the "learning mode" through the controller 32 in a state where the main menu is displayed, the game processing of the "learning mode" is started. In this processing, first, a difficulty level setting menu is displayed on the monitor 18 (S300). In the "learning mode", 3 levels from lesson 1 to lesson 3 are prepared, and operations are sequentially performed from lesson 1 to lesson 3, whereby the player's pace is advanced to a music piece that can be played with the usual difficulty in the "normal mode". In this difficulty level setting menu, the player selects a course by means of the controller 32.
Next, the CPU14 displays the branch setting menu on the monitor 18 (S301). Each of lessons 1 to 3 is composed of a plurality of parts, and in S301, the player selects a certain part by the controller 32. Each part has various characteristics such as a treading point exercise and an exercise of a form similar to an actual game operation.
Then, data relating to the game music is loaded in accordance with the settings at S300 and S301 (S302). Specifically, a set of data shown in fig. 4(b) is loaded. Wherein the original music data is directly transferred from the CD-ROM reading device 24 to the SPU20 and immediately starts being reproduced and outputted (S303). Also, other data is loaded into RAM 26. Next, the CPU14 generates image data for step guide as shown in fig. 3 based on the step data among the read game music data and refreshes the step guide by outputting the image data to the monitor 18 (S304).
Then, learning processing is performed (S305). Fig. 12 is a flowchart illustrating this learning process. As shown in the drawing, in this learning process, the position of the foot is first calculated (S400). When the reproduction of the game music is started in S303, the CPU14 can grasp the current playing position of the game music and calculate the positions and the directions of the left foot image 67L and the right foot image 67R at the playing position. This is calculated by interpolating the learning data shown in fig. 4 (b). That is, since the learning data includes data specifying the positions and directions of the left-foot image 67L and the right-foot image 67R at the main performance positions, the positions and directions of the left-foot image 67L and the right-foot image 67R at arbitrary performance positions can be calculated by interpolating the data.
Next, the magnification for the left foot image 67L and the right foot image 67R is determined (S401). Specifically, the respective (e.g., proportional) magnifications are determined based on the heights of the left foot image 67L and the right foot image 67R from the central area image 63C calculated in S400. Then, the colors of the left foot image 67L and the right foot image 67R are determined (S402). Specifically, the respective (e.g., proportional) transparencies are determined based on the heights of left foot image 67L and right foot image 67R from central area image 63C calculated in S400. This transparency is assigned to the left-foot image 67L and the right-foot image 67R, respectively, as a display attribute of the crystal structure used. Thus, the higher the foot is lifted, the higher the transparency of the left foot image 67L or the right foot image 67R is.
Then, the position of the head is calculated (S403). This calculation is performed based on the positions and directions of the left foot image 67L and the right foot image 67R calculated in S400. First, the height of the head image 61 is calculated by adding an amount proportional to the average height of the left foot image 67L and the right foot image 67R from the central area image 63C to the height of the original head image 61 (when both feet land). Further, the planar position of the head image 61 (the position on the plane parallel to the central area image 63C) is set at the midpoint of the centers of gravity of the left foot image 67L and the right foot image 67R. Also, the direction of the head image 61 is set in a direction that bisects the toe direction of the left foot image 67L and the toe direction of the right foot image 67R.
Next, the magnification of the head image 61 is determined (S404). Specifically, the respective transparencies (for example, proportional to the average of these heights) are set based on the heights of, for example, left foot image 67L and right foot image 67R from central area image 63C. This transparency is assigned to the left-foot image 67L and the right-foot image 67R, respectively, as a display attribute of the crystal structure used. Also, the color of the controller image 65 is determined (S405). That is, in this game device 10, when the instructor places his or her foot down, the brightness of the direction button image 63 at that position is highlighted. Therefore, in S405, it is determined whether or not the positions of the left foot image 67L and the right foot image 67R calculated in S400 are close to any one of the direction button images 63, and if so, the brightness of the direction button image 63 is increased. This brightness information is assigned to the button image 63 as a display attribute of the crystal structure used. Then, based on the values calculated in S400 to S404, the left foot image 67L, the right foot image 67R, the head image 61, and the controller image 65 are rendered in the frame buffer included in the GPU16 (S406).
Then, the game evaluation process returns to fig. 11 (S306). This game evaluation processing is the same as that shown in fig. 6. Here, particularly in S202, the stepping timing of the player is compared with the timing defined in the step data, whether the comparison result falls within a certain error range, and whether the result is fast or slow is evaluated, and in S203, the corresponding information 69 is formed on the game screen based on the evaluation result. Thus, the player can grasp whether the stepping timing is slower or faster than the original operation timing while looking at the information 69, and thus can learn the pace method more effectively.
Then, the CPU14 determines whether the game satisfies the end condition (S307, fig. 11). Specifically, when the player continues to press the fork button input area 38B of the controller 32 for a predetermined time or the play is finished, the game is ended. In the case where the game operation satisfies the end condition, the entire learning process is comprehensively evaluated based on the contents of the RAM26 and the evaluation contents are displayed on the monitor 18 as the game operation result (S308). On the other hand, if the game operation does not satisfy the end condition, the process returns to S304.
According to the game device 10 described above, since the player can be instructed to step (walk) by computer graphics in the "learning mode", even a beginner can relatively easily grasp the game method of the music game. Further, in the learning region in the game screen of the "learning mode", when the instructor puts down the foot, the left foot image 67L or the right foot image 67R steps on the direction button image 63, the left foot image 67L or the right foot image 67R is changed from the translucent display to the opaque display, and the luminance of the direction button image 63 is also highlighted at that time, so that the instructor can be made to clearly recognize the stepping process. Also, during stepping, the left foot image 67L or the right foot image 67R is displayed in a semi-transparent enlarged manner, and therefore, the stepping can be well demonstrated.
The present invention is not limited to the above-described embodiments.
For example, although the above description is directed to an example in which the home game machine 11 is used, the present invention is also applicable to a game device for business use. In this case, it is preferable to replace the CD-ROM25 with a flash memory device and integrally form the monitor 18 and the speaker 22.
In the above description, the CD-ROM25 storing the game program and the game data is used in the home game machine 11, but any computer may be used as long as it is a computer such as a personal computer that can read an information storage medium in which the game program and the game data are recorded and perform information processing according to the read contents.
In the above description, the present invention is applied to the game device 10 that can experience a feeling of dance, but the present invention is also applicable to all kinds of games in which a controller is operated, such as a drum game in which a controller in a drum shape is struck with a drumstick, and a piano game device in which a controller in a piano keyboard shape is struck with a finger. In this case, the controller image is displayed together with an operation element image indicating an element for operating the controller, such as a finger, palm, or foot. Then, the operation element image is moved as the operation element operation controller. In this case, the display of the operation element image or the controller image is changed before and after the operation of the controller. This gives the player an impression that the controller is operated and gives a good guidance for the operation. In this case, if an image representing a part of the controller is displayed in different forms before and after the operation as in the above-described direction button image 63, the operation guidance can be performed more favorably.
In the above description, the evaluation history is presented to the player in the game device 10 that can experience the sense of dance, but in all kinds of games, it is possible to evaluate whether the operation sequence is faster or slower than the original operation sequence or the deviation thereof falls within a predetermined range for each operation, and to present the history to the player. Thus, the player can easily grasp the operation of the controller.
In the above description, the game program and the game data are supplied from the CD-ROM25 as the information storage medium to the home game machine 11, but the game program and the game data may be distributed to a home or the like through a communication network. Fig. 13 is a diagram showing the overall configuration of a game program distribution system using a communication network. As shown in the drawing, the game program distribution system 53 includes a game database 54, a server 56, a communication network 60, a microcomputer 62, a home game machine 64, and a PDA (portable information terminal) 66. The game database 54 and the server 56 constitute a game program distribution device 58. The communication network 60 may be, for example, the internet or a cable television network. In this system, the game program and the game data as the storage content of the CD-ROM25 are stored in the game database 54. Then, the demander issues a game distribution request by using the microcomputer 62, the home game machine 64, the PDA66, or the like, and the request is transmitted to the server 56 through the communication network 60. Then, the server 56 reads out the game program and the game data from the game database 54 in accordance with the game distribution request, and transmits the read-out information to the game distribution requesting party such as the microcomputer 62, the home game machine 64, and the PDA 66. Here, the game distribution is performed in response to the game distribution request, but may be transmitted in one direction from the server 56. In addition, it is not necessary to transmit all game programs and game data necessary for completing the game at once, and necessary parts may be transmitted according to the situation of the game. If the game distribution is performed as such via the communication network 60, the demander can easily obtain the game program and the game data for playing the music game.

Claims (14)

1. A game device for enjoying stepping in accordance with game music, characterized by comprising a foot image display means for displaying a foot image showing a foot, a foot image moving means for moving the foot image to prompt the user to step on the foot, and a foot image display mode changing means for displaying the foot image in different modes before and after a predetermined stepping area on the foot, and guiding the user to step on the foot.
2. The game device according to claim 1, wherein said foot image display pattern changing means displays said foot image in an opaque state after said predetermined step area is stepped on by said foot, and displays said foot image in a translucent state before said predetermined step area is stepped on by said foot.
3. The game device according to claim 1 or 2, wherein the foot image display means displays an image of the foot viewed from the head as the foot image, and the foot image display pattern changing means enlarges and displays the foot image before the foot steps on the predetermined step area as compared with after the foot steps on the predetermined step area.
4. A game apparatus according to any one of claims 1 to 3, further comprising tread area image display means for displaying a tread area image representing said predetermined tread area.
5. The game apparatus according to claim 4, further comprising a step area image display pattern changing means for displaying a step area image representing the predetermined step area in different patterns after the predetermined step area is stepped on by the foot and before the predetermined step area is stepped on by the foot.
6. The game apparatus according to any one of claims 1 to 5, further comprising a step timing detecting mechanism for detecting a step timing of the player and a timing guiding mechanism for comparing the step timing detected by the step timing detecting mechanism with a timing at which the player should originally step and guiding the relationship of the step timing to the player.
7. An information storage medium having recorded thereon a program for making a computer function as a game device for enjoying stepping in accordance with game music, characterized in that the program for making the computer function as a foot image display means for displaying a foot image showing a foot, a foot image moving means for moving the foot image to present the stepping on, and a foot image display mode changing means for displaying the foot image in different modes before and after a predetermined stepping area is stepped on.
8. A game distribution device for distributing a program for making a computer have a function of a game device for enjoying stepping in accordance with game music, characterized by distributing a program for making the computer have a function of a foot image display means for displaying a foot image showing a foot, a foot image moving means for moving the foot image to present the stepping, and a foot image display mode changing means for displaying the foot image in different modes before and after a predetermined stepping area is stepped on by the foot.
9. A game distribution method for distributing a program for making a computer have a function of a game device for enjoying stepping in accordance with game music, characterized by distributing a program for making the computer have a function of a foot image display means for displaying a foot image showing a foot, a foot image moving means for moving the foot image to prompt the foot to step, and a foot image display mode changing means for displaying the foot image in different modes before and after a predetermined stepping area is stepped on by the foot.
10. A control method of a game device for enjoying stepping fun in accordance with game music, characterized by comprising a step of displaying a foot image showing a foot, a step of moving the foot image to prompt stepping on the foot, and a step of changing the foot image display mode in which the foot image is displayed in different modes before and after a predetermined stepping area is stepped on by the foot, and guiding a player to step.
11. A game device enjoying the enjoyment of operating a controller, comprising a controller image display means for displaying a controller image showing the controller, an operation element image display means for displaying an operation element image showing an element for operating the controller, an operation element image moving means for prompting the element to operate the controller and moving the operation element image, and an operation element image display pattern changing means for displaying the operation element image in different patterns before and after the element operates the controller, and for guiding a player to operate the controller.
12. An information storage medium having a program recorded thereon for providing a computer having a controller with a function of a game apparatus enjoying the enjoyment of operating the controller, wherein the program has a function of providing the computer with a controller image display means for displaying a controller image showing the controller, an operation element image display means for displaying an operation element image showing an element for operating the controller, an operation element image moving means for moving the operation element image by prompting the element to operate the controller, and an operation element image display mode changing means for displaying the operation element image in different modes before and after the element operates the controller.
13. A game device enjoying the enjoyment of operating a controller according to time series data, characterized by comprising an evaluation history recording means for recording an evaluation history of an operation performed by the controller, and an evaluation history display means for displaying the evaluation history so that each evaluation content included in the evaluation history is displayed in a different display mode when the operation timing performed by the controller is faster or slower than the operation timing indicated by the time series data.
14. An information storage medium having a program recorded thereon for causing a computer having a controller to function as a game apparatus enjoying the enjoyment of operating the controller in accordance with time-series data, wherein the information storage medium has recorded therein evaluation history recording means for causing the computer to have evaluation history recording an operation performed on the controller, and evaluation history display means for displaying the evaluation history such that each of evaluation contents included in the evaluation history is displayed in a different display mode when the operation timing performed by the controller is faster or slower than the operation timing indicated by the time-series data.
HK02101478.7A 2000-03-02 2002-02-26 Game device, information recording medium, game distribution device, game distribution method, and control method of game device HK1039907A1 (en)

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JP3496137B2 (en) 2004-02-09
TW474830B (en) 2002-02-01

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