200938275 六、發明說明: 【發明所屬之技術領域】 本發明係關於資訊處理裝置、資訊處理裝置之控制方 法以及資訊記憶媒體。 【先前技術】 已知的資訊處理裝置,有根據基準記號列與使用者輸 入的記號列的比較結果而執行處理者。此處,「記號」意指 廣義的記號,「記號」包含例如文字、符號類(狹義的記號) 及圖形記號等。另外,「記號列」亦包含由一個記號所構成 ❹ 之記號列(亦即記號單體)。如上所述的資訊處理裝置,為 人所知的有例如:執行根據使用者進行回答而輸入的文字 列(記號列)是否與正解(基準記號列)一致之判定結果而進 行的問答遊戲(quiz game)之遊戲裝置(資訊處理裝置)。在 如上所述的資訊處理裝置,為了實現供使用者輸入記號列 之使用者介面(user interface),而採用所謂的軟體鍵盤 (software keyboard)之技術。亦即,在晝面内設定與記號(或 ◎ 記號組)對應之複數個區域。然後,由使用者藉由指示與所 希望的記號(或所希望的記號所屬於的記號組)對應的區域 而輸入記號。 此外,已知的資訊處理裝置,還有根據基準選項與使 用者從複數個選項中選出的選項之比較結果而執行處理 者。為人所知的有例如:執行根據使用者進行回答而從複 數個選項中選出的選項是否與正解(基準選項)一致之判定 結果而進行的問答遊戲之遊戲裝置(資訊處理裝置)。在如 4 320928 200938275 上所述的資訊處理裝置,為了實現供使用者選取選項之使 用者介面,而採用如下所述之技術。亦即,在畫面内設定 與選項(或選項組)對應之複數個區域。然後,由使用者藉 由指示與所希望的選項(或所希望的選項所屬於的選項組) 對應的區域而選取選項。 (專利文獻1)日本特開2006-55294號公報 【發明内容】 (發明所欲解決之課題) ® 在如上所述的資訊處理裝置,會有使用者進行記號的 輸入或選項的選擇變困難之情況。例如,在不得不將與記 號(或記號組)或選項(或選項組)對應之複數個區域設定在 比較狹窄的晝面内之情況,各區域會變得狹窄,且各區域 會緊緊相接。結果,使用者要指示與所希望的記號(或所希 望的記號所屬於的記號組)對應的區域,或與所希望的選項 (或所希望的選項所屬於的選項組)對應的區域,就會變得 ❿困難。 本發明係鑑於上述課題而完成者,其目的在於提供可 讓使用者進行例如文字、符號類(狹義的記號)及圖形記號 等之記號的輸入,或選項的選擇變得容易之資訊處理裝 置、資訊處理裝置之控制方法以及資訊記憶媒體。 (解決課題之手段) 為了解決上述課題,本發明之資訊處理裝置包含:記 憶包含一個或複數個記號而構成的基準記號列之基準記號 列記憶手段;將與記號或記號組對應之複數個區域設定在 320928 200938275 ^ 晝面内之區域設定手段;取得使用者所指示之晝面内的位 — 置之指示位置取得手段;判定前述指示位置取得手段所取 得之位置是否包含在前述複數個區域的任一個之内之判定 手段;根據前述判定手段所作的判定結果,取得前述使用 者輸入的記號列之記號列取得手段;以及根據前述基準記 號列與前述記號列取得手段所取得的記號列之比較結果而 執行處理之處理執行手段,其中,前述區域設定手段係將 與包含於前述基準記號列内之記號對應之前述區域、或與 包含於前述基準記號列内之記號所屬於的前述記號組對應 ❹ 之前述區域的大小,設定得比與不包含於前述基準記號列 内之記號對應之前述區域、或與包含於前述基準記號列内 之記號所不屬於的記號組對應之前述區域的大小還大。 另外,本發明之資訊處理裝置之控制方法,包含:將 記憶包含一個或複數個記號而構成的基準記號列之基準記 號列記憶手段的記憶内容讀出之步驟;將與記號或記號組 對應之複數個區域設定在晝面内之區域設定步驟;取得使 0 用者所指示之晝面内的位置之指示位置取得步驟;判定在 前述指示位置取得步驟中取得之位置是否包含在前述複數 個區域的任一個之内之判定步驟;根據前述判定步驟的判 定結果,取得前述使用者輸入的記號列之記號列取得步 驟;以及根據前述基準記號列與在前述記號列取得步驟中 取得的記號列之比較結果而執行處理之處理執行步驟,其 中,前述區域設定步驟係將與包含於前述基準記號列内之 記號對應之前述區域、或與包含於前述基準記號列内之記 6 320928 200938275 號所屬於的前述記號組對應之前述區域的大小,設定得比 與不包含於前述基準記號列内之記號對應之前述區域、或 與包含於前述基準記號列内之記號所不屬於的記號組對應 之前述區域的大小還大。 另外,本發明之程式,係使靜置型遊戲機(家庭用遊 戲機)、攜帶式遊戲機、業務用遊戲機、攜帶式電話、攜帶 式資訊終端機(PDA)或個人電腦等之電腦作為以下各手段 而發揮功能者:記憶包含一個或複數個記號而構成的基準 ® 記號列之基準記號列記憶手段;將與記號或記號組對應之 複數個區域設定在晝面内之區域設定手段;取得使用者所 指示之畫面内的位置之指示位置取得手段;判定前述指示 位置取得手段所取得之位置是否包含在前述複數個區域的 任一個之内之判定手段;根據前述判定手段所作的判定結 果,取得前述使用者輸入的記號列之記號列取得手段;以 及根據前述基準記號列與前述記號列取得手段所取得的記 φ 號列之比較結果而執行處理之處理執行手段,且前述區域 設定手段係將與包含於前述基準記號列内之記號對應之前 述區域、或與包含於前述基準記號列内之記號所屬於的前 述記號組對應之前述區域的大小,設定得比與不包含於前 述基準記號列内之記號對應之前述區域、或與包含於前述 基準記號列内之記號所不屬於的記號組對應之前述區域的 大小還大。 另外,本發明之資訊記憶媒體,係記錄有上述程式之 電腦可讀取的資訊記憶媒體。本發明之程式配送裝置,係 7 320928 200938275 具備記錄有上述程式之資訊記憶媒體,從該資訊記憶媒體 將上述程式讀出並配送之程式配送裝置。本發明之程式配 送方法,係從記錄有上述程式之資訊記憶媒體將上述程式 讀出並配送之程式配送方法。 此外,本說明書、申請專利範圍、圖式及摘要中,「記 號J意廣義的s己號,「記號」包含例如文字、符號類(狹 義的記號)及圖形記號等。「記號」可為例如靜止晝像、亦 可為動畫像。另外,「記號列」亦包含由一個記號所構成之 記號列(亦即記號單體)。 在本發明中,係記憶基準記號列。而且,將與記號或 s己號組對應之複數個區域設定在畫面内,並判定使用者所 指示之位置是否包含在複數個區域的任一個之内。然後, 根據該判定結果,取得使用者輸入的記號列,再根據基準 圮號列與使用者輸入的記號列之比較結果而執行處理。在 本發明中’將與包含於基準記號列内之記號對應之區域、 或與包含於基準記號列内之記號所屬於的記號組對應之區 域的大小’設定得比與不包含於基準記號列内之記號對應 之區域、或與包含於基準記號列内之記號所不屬於的記號 組對應之區域的大小還大。根據本發明,即可讓使用者進 灯例如文字、符號類(狹義妁記號)及圖形記號等之記號的 輸入變得容易。 另外’在本發明之—態樣中,前述區域設定手段可包 含·别述使用者輸入第n(n為1以上之整數)個記號時,將 與刖述基準記號列中之第η個記號對應之前述區域、或與 8 320928 200938275 前述基準記號列中之第η個記號所屬於的前述記號組對應 之前述區域的大小,設定得比與其他的記號對應之前述區 域、或與其他的記號組對應之前述區域的大小還大之手段。 在本發明之一態樣中,可包含記憶表示前述使用者的 慣用手的資訊之慣用手記憶手段,且前述區域設定手段可 包含:根據前述使用者的慣用手,將與包含於前述基準記 號列内之記號對應之前述區域、或與包含於前述基準記號 列内之記號所屬於的前述記號組對應之前述區域的大小, ® 設定得比與不包含於前述基準記號列内之記號對應之前述 區域、或與包含於前述基準記號列内之記號所不屬於的記 號組對應之前述區域的大小還大之手段。 在本發明之一態樣中,前述區域設定手段可包含:根 據與包含於前述基準記號列内之記號對應之前述區域、或 與包含於前述基準記號列内之記號所屬於的前述記號組對 應之前述區域,以及前述畫面中的基準位置之關係,將與 φ 包含於前述基準記號列内之記號對應之前述區域、或與包 含於前述基準記號列内之記號所屬於的前述記號組對應之 前述區域的大小,設定得比與不包含於前述基準記號列内 之記號對應之前述區域、·或與包含於前述基準記號列内之 記號所不屬於的記號組對應之前述區域的大小還大之手 段。 在本發明之一態樣中,前述區域設定手段可包含:更 新前述複數個區域的位置之手段;以及根據與包含於前述 基準記號列内之記號對應之前述區域、或與包含於前述基 9 320928 200938275 準記號列内之記號所屬於的前述記號組對應之前述區域的 過去或將來的位置,將與包含於前述基準記號列内之記號 對應之前述區域、或與包含於前述基準記號列内之記號所 屬於的前述記號組對應之前述區域的大小,設定得比與不 包含於前述基準記號列内之記號對應之前述區域、或與包 含於前述基準記號列内之記號所不屬於的記號組對應之前 述區域的大小還大之手段。 本發明之一態樣可設成:前述記號係包含文字,前述 基準記號列係包含一個或複數個文字而構成的基準文字列, 〇 前述區域設定手段係將與文字或文字組對應之前述複數個 區域設定在前述晝面内,前述記號列取得手段係根據前述 判定手段所作的判定結果,取得前述使用者輸入的文字列。 另外,本發明之資訊處理裝置包含:記憶基準選項之 基準選項記憶手段;將與選項或選項組對應之複數個區域 設定在晝面内之區域設定手段;取得使用者所指示之晝面 内的位置之指示位置取得手段;判定前述指示位置取得手 q 段所取得之位置是否包含在前述複數個區域的任一個之内 之判定手段;根據前述判定手段所作的判定結果,判斷前 述使用者選擇的選項之選項判斷手段;以及根據前述基準 選項與前述使用者選擇的選項是否一致之比較結果而執行 處理之處理執行手段,其中,前述區域設定手段係將與是 前述基準選項之選項對應之前述區域、或與是前述基準選 項之選項所屬於的前述選項組對應之前述區域的大小,設 定得比與不是前述基準選項之選項對應之前述區域、或與 10 320928 200938275 '是前述基準選項之選項所不屬於的前述選項组對應之前述 區域的大小還大。 另外,本發明之資訊處理裝置之控制方法,包含:將 記憶基準選項之基準選項記憶手段的記憶内容讀出之步 驟;將與選項或選項組對應之複數個區域設定在晝面内之 區域設定步驟;取得使用者所指示之晝面内的位置之指示 位置取得步驟;判定在前述指示位置取得步驟中取得之位 置是否包含在前述複數個區域的任一個之内之判定步驟; Ο 根據前述判定步驟的判定結果,判斷前述使用者選擇的選 項之選項判斷步驟;以及根據前述基準選項與前述使用者 選擇的選項是否一致之比較結果而執行處理之處理執行步 驟,且前述區域設定步驟包含:將與是前述基準選項之選 項對應之前述區域、或與是前述基準選項之選項所屬於的 前述選項組對應之前述區域的大小,設定得比與不是前述 基準選項之選項對應之前述區域、或與是前述基準選項之 _ 選項所不屬於的前述選項組對應之前述區域的大小還大之 ‘ _ 步驟‘。 另外,本發明之程式,係使擱置型遊戲機(家庭用遊 戲機)、攜帶式遊戲機、業務用遊戲機、攜帶式電話、攜帶 • . 式資訊終端機(PDA)或個人電腦等之電腦作為以下各手段 而發揮功能者:記憶基準選項之基準選項記憶手段;將與 選項或選項組對應之複數個區域設定在晝面内之區域設定 手段;取得使用者所指示之晝面内的位置之指示位置取得 手段;判定前述指示位置取得手段所取得之位置是否包含 11 320928 200938275 在前述複數個區域的任一個之内之判定手段;根據前述判 定手段所作的判定結杲,判斷前述使用者選擇的選項之選 項判斷手段;以及根據前述基準選項與前述使用者選擇的 選項是否一致之比較結果而執行處理之處理執行手段,且 前述區域設定手段係將與是前述基準選項之選項對應之前 述區域、或與是前述基準選項之選項所屬於的前述選項組 對應之前述區域的大小,設定得比與不是前述基準選項之 選項對應之前述區域、或與是前述基準選項之選項所不屬 於的前述選項組對應之前述區域的大小還大。 〇 另外,本發明之資訊記憶媒體,係記錄有上述程式之 電腦可讀取的資訊記憶媒體。本發明之程式配送裝置,係 具備記錄有上述程式之資訊記憶媒體,從該資訊記憶媒體 將上述程式讀出並配送之程式配送裝置。本發明之程式配 送方法,係從記錄有上述程式之資訊記憶媒體將上述程式 讀出並配送之程式配送方法。200938275 VI. Description of the Invention: [Technical Field of the Invention] The present invention relates to an information processing apparatus, a control method of an information processing apparatus, and an information memory medium. [Prior Art] A known information processing apparatus executes a processor based on a comparison result between a reference symbol column and a symbol column input by a user. Here, "mark" means a generalized mark, and "mark" includes, for example, a character, a symbol type (a narrow mark), a graphic mark, and the like. In addition, the "marker column" also includes a symbol column (that is, a symbol cell) composed of a mark. As described above, the information processing device is known as a quiz game (quiz) which performs a determination result as to whether or not the character string (mark column) input by the user is matched with the positive solution (reference symbol column). Game device (information processing device). In the information processing apparatus as described above, a so-called software keyboard technique is employed in order to realize a user interface for a user to input a symbol column. That is, a plurality of areas corresponding to the mark (or ◎ mark group) are set in the face. Then, the user inputs the symbol by instructing an area corresponding to the desired symbol (or the symbol group to which the desired symbol belongs). Further, the known information processing apparatus also executes the processor based on the comparison result of the reference option and the option selected by the user from the plurality of options. For example, a game device (information processing device) that performs a quiz game based on a determination result of whether or not an option selected from a plurality of options is matched with a positive solution (reference option) is performed. In the information processing apparatus as described in 4 320928 200938275, in order to implement a user interface for the user to select an option, the following technique is employed. That is, a plurality of areas corresponding to the options (or option groups) are set in the screen. The option is then selected by the user by indicating the area corresponding to the desired option (or the option group to which the desired option belongs). (Patent Document 1) JP-A-2006-55294 SUMMARY OF THE INVENTION (Problems to be Solved by the Invention) ® In the information processing apparatus described above, it is difficult for a user to input a symbol or select an option. Happening. For example, when a plurality of areas corresponding to a mark (or a mark group) or an option (or an option group) have to be set in a relatively narrow face, each area becomes narrow, and each area is tightly packed. Pick up. As a result, the user has to indicate the area corresponding to the desired symbol (or the token group to which the desired token belongs), or the area corresponding to the desired option (or the option group to which the desired option belongs). It will become difficult. The present invention has been made in view of the above problems, and an object of the present invention is to provide an information processing apparatus that allows a user to input a symbol such as a character, a symbol (a narrow notation), a graphic symbol, or the like, or to select an option. Control method of information processing device and information memory medium. (Means for Solving the Problem) In order to solve the above problems, the information processing device of the present invention includes: a reference symbol column memory means for storing a reference symbol sequence including one or a plurality of symbols; and a plurality of regions corresponding to the symbol or the symbol group Setting the area setting means in 320928 200938275 ^ 昼 face; obtaining the position in the face indicated by the user - the pointing position obtaining means; determining whether the position obtained by the pointing position obtaining means is included in the plurality of areas a means for determining within any one of the following: a symbol sequence obtaining means for obtaining a symbol column input by the user based on the determination result by the determining means; and a comparison of the symbol row obtained by the symbol row obtaining means based on the reference symbol row As a result, the processing means for executing the processing, wherein the area setting means corresponds to the area corresponding to the symbol included in the reference symbol column or the symbol group to which the symbol included in the reference symbol column belongs ❹ The size of the aforementioned area is set to be Not included in the area corresponding to the sign of the reference symbol sequence within, or contained in the region corresponding to the size of the token within the token set of the reference symbol sequence is not larger. Further, the control method of the information processing apparatus of the present invention includes the step of reading the memory content of the reference symbol column memory means of the reference symbol sequence including one or a plurality of symbols; and corresponding to the symbol or the symbol group a plurality of areas are set in an area setting step in the facet; an instruction position obtaining step of obtaining a position in the face indicated by the user; and determining whether the position obtained in the pointed position obtaining step is included in the plurality of areas a determination step within any one of the steps of obtaining the symbol sequence of the symbol sequence input by the user based on the determination result of the determination step; and the symbol sequence obtained by the reference symbol sequence and the symbol column acquisition step a process execution step of performing a process of comparing the results, wherein the region setting step is performed by the region corresponding to the symbol included in the reference symbol column or the symbol included in the reference symbol column 6 320928 200938275 The size of the aforementioned area corresponding to the aforementioned mark group is set to be larger than The area corresponding to the symbol not included in the reference symbol column or the area corresponding to the symbol group not included in the symbol included in the reference symbol column is large. Further, the program of the present invention is such that a computer such as a stationary game machine (home game machine), a portable game machine, a business game machine, a portable telephone, a portable information terminal (PDA), or a personal computer is used as the following The function of each means: a reference symbol column memory means for storing a reference ® mark sequence including one or a plurality of symbols; and a region setting means for setting a plurality of regions corresponding to the mark or the mark group in the face; a pointing position obtaining means for the position in the screen indicated by the user; determining whether the position obtained by the pointing position obtaining means is included in any one of the plurality of areas; and the determination result by the determining means a symbol sequence obtaining means for obtaining a symbol column input by the user; and a processing execution means for performing processing based on a comparison result between the reference symbol sequence and the symbol φ column obtained by the symbol column obtaining means, and the region setting means is The aforementioned area corresponding to the mark included in the aforementioned reference mark column Or the size of the region corresponding to the symbol group to which the symbol included in the reference symbol column belongs is set to be larger than the region corresponding to the symbol not included in the reference symbol column or included in the reference mark The size of the aforementioned area corresponding to the symbol group to which the symbol in the column does not belong is large. Further, the information memory medium of the present invention is a computer readable information memory medium on which the above program is recorded. The program distribution device of the present invention is a program distribution device that reads and distributes the program from the information memory medium with the information memory medium on which the program is recorded. The program distribution method of the present invention is a program distribution method for reading and distributing the program from an information memory medium on which the program is recorded. In addition, in the specification, the patent application scope, the drawings and the abstract, "the symbol J means a generalized suffix, and the "mark" includes, for example, a character, a symbol type (a narrow mark), a graphic symbol, and the like. The "mark" can be, for example, a still image or a moving image. In addition, the "marker column" also includes a symbol column (i.e., a symbol cell) composed of one mark. In the present invention, the reference symbol column is memorized. Further, a plurality of areas corresponding to the mark or the s-number group are set on the screen, and it is determined whether or not the position indicated by the user is included in any of the plurality of areas. Then, based on the result of the determination, the symbol sequence input by the user is obtained, and the processing is executed based on the comparison result between the reference apostrophe column and the symbol column input by the user. In the present invention, 'the size corresponding to the region corresponding to the symbol included in the reference symbol column or the region corresponding to the symbol group to which the symbol included in the reference symbol column belongs is set to be compared with and not included in the reference symbol column. The area corresponding to the symbol inside or the area corresponding to the symbol group not included in the symbol included in the reference symbol column is large. According to the present invention, it is possible to facilitate the input of a symbol such as a character, a symbol (a narrow mark), and a graphic symbol by a user. In addition, in the aspect of the present invention, the area setting means may include the nth mark in the reference mark column when the user inputs the nth (n is an integer of 1 or more) symbols. The size of the region corresponding to the aforementioned region or the symbol group to which the n-th symbol in the reference symbol column of 8 320928 200938275 belongs is set to be larger than the region corresponding to another symbol or other symbol The size of the aforementioned area corresponding to the group is still large. In one aspect of the present invention, a method of memorizing the hand to memorize the information of the user's dominant hand may be included, and the area setting means may include: including the reference mark according to the user's dominant hand The size of the region corresponding to the region corresponding to the symbol in the column or the symbol group to which the symbol included in the reference symbol column belongs is set to be larger than the symbol not included in the reference symbol column. The area or the size of the area corresponding to the symbol group not included in the symbol included in the reference symbol column is also large. In one aspect of the invention, the region setting means may include: corresponding to the region corresponding to the symbol included in the reference symbol column or the symbol group to which the symbol included in the reference symbol column belongs The relationship between the region and the reference position in the screen corresponds to the region corresponding to the symbol included in the reference symbol column or the symbol group to which the symbol included in the reference symbol column belongs. The size of the region is set larger than the size of the region corresponding to the symbol not included in the reference symbol column, or the region corresponding to the marker group not included in the symbol included in the reference symbol column. Means. In one aspect of the invention, the area setting means may include: means for updating a position of the plurality of regions; and the region corresponding to the symbol included in the reference symbol column or included in the base 9 320928 200938275 The past or future position of the aforementioned region corresponding to the symbol group to which the symbol in the quasi-symbol column belongs, will be in the aforementioned region corresponding to the symbol included in the reference symbol column or included in the aforementioned reference symbol column. The size of the region corresponding to the symbol group to which the symbol belongs is set to be smaller than the region corresponding to the symbol not included in the reference symbol column or the symbol not included in the symbol included in the reference symbol column The size of the aforementioned area corresponding to the group is still large. In one aspect of the present invention, the symbol may include a character, the reference symbol sequence includes a reference character string including one or a plurality of characters, and the region setting means is the plural number corresponding to the character or the character group. The area is set in the facet, and the symbol sequence obtaining means acquires the character string input by the user based on the determination result by the determination means. Further, the information processing apparatus of the present invention includes: a reference option memory means for storing a reference option; a region setting means for setting a plurality of areas corresponding to the option or the option group in the face; and obtaining the inside of the face indicated by the user a position determining means for determining a position; determining whether the position obtained by the hand position acquisition segment is included in any one of the plurality of regions; determining the user-selected result based on the determination result by the determining means And an option determining means for performing an operation, wherein the area setting means is to perform the area corresponding to the option of the reference option based on a comparison result of the comparison between the reference option and the user-selected option Or the size of the area corresponding to the option group to which the option of the reference option belongs is set to be larger than the aforementioned area corresponding to the option other than the reference option, or 10 320928 200938275 'is an option of the aforementioned reference option Corresponding to the aforementioned option group that does not belong The size of said larger area. Further, the control method of the information processing apparatus of the present invention includes: a step of reading the memory content of the reference option memory means of the memory reference option; and setting a plurality of areas corresponding to the option or the option group in the area setting in the facet a step of obtaining an indication position of a position within the face indicated by the user; determining a determination step of whether the position acquired in the instruction position obtaining step is included in any one of the plurality of regions; Ο determining according to the foregoing a determination result of the step, a step of determining an option of the option selected by the user; and a process execution step of performing a process according to whether the reference option is compared with the option selected by the user, and the step of setting the region includes: The size of the region corresponding to the option of the reference option or the region corresponding to the option group to which the option of the reference option belongs is set to be larger than the region corresponding to the option other than the reference option, or Is not the _ option of the aforementioned benchmark option The size of the area corresponding to the options of the group of larger '_ Step'. Further, the program of the present invention is a computer for holding a game machine (home game machine), a portable game machine, a business game machine, a portable telephone, a portable information terminal (PDA), or a personal computer. The function of the following means: the reference option memory means of the memory reference option; the area setting means for setting the plurality of areas corresponding to the option or the option group in the face; and obtaining the position within the face indicated by the user The pointing position obtaining means determines whether the position obtained by the pointing position obtaining means includes a determining means of any of the plurality of areas 11 320928 200938275; and determining the user selection based on the determination result by the determining means And an option determining means for performing an option; and the processing execution means for performing processing according to whether the reference option is compared with the option selected by the user, and the area setting means is to associate the area corresponding to the option of the reference option Or with the aforementioned selection of the option of the aforementioned benchmark option The size of the area corresponding to the item group is set to be larger than the area corresponding to the option that is not the option of the reference option or the area corresponding to the option group to which the option of the reference option does not belong. Further, the information memory medium of the present invention is a computer readable information memory medium on which the above program is recorded. The program distribution device of the present invention is a program distribution device that stores an information memory medium on which the program is recorded, and reads and distributes the program from the information memory medium. The program distribution method of the present invention is a program distribution method for reading and distributing the program from an information memory medium on which the program is recorded.
在本發明中,係記憶基準選項。而且,將與選項或選 Q 項組對應之複數個區域設定在晝面内,並判定使用者所指 示之位置是否包含在複數個區域的任一個之内。然後,根 據該判定結果,取得使用者選擇的選項,再根據基準選項 與使用者選擇的選項之比較結果而執行處理。在本發明 中,將與是基準選項之選項對應之區域、或與是基準選項 之選項所屬於的選項組對應之區域的大小,設定得比與不 是基準選項之選項對應之區域、或與是基準選項之選項所 不屬於的選項組對應之區域的大小還大。根據本發明,即 12 320928 200938275 可讓使用者進行選項的選擇變得容易。 另外,在本發明之一態樣中,可包含記憶表示前述使 用者的慣用手的資訊之慣用手記憶手段,且前述區域設定 手段可包含:根據前述使用者的慣用手,將與是前述基準 選項之選項對應之前述區域、或與是前述基準選項之選項 所屬於的前述選項組對應之前述區域的大小,設定得比與 不是前述基準選項之選項對應之前述區域、或與是前述基 準選項之選項所不屬於的前述選項組對應之前述區域的大 ❹小還大之手段。 在本發明之一態樣中,前述區域設定手段可包含:根 據與是前述基準選項之選項對應之前述區域、或與是前述 基準選項之選項所屬於的前述選項組對應之前述區域的位 置,以及前述畫面中的基準位置之關係,將與是前述基準 選項之選項對應之前述區域、或與是前述基準選項之選項 所屬於的前述選項組對應之前述區域的大小,設定得比與 Φ 不是前述基準還項之選項對應之前述區域、或與是前述基 準選項之選項所不屬於的前述選項組對應之前述區域的大 小還大之手段。.. 又,在本發明之一態樣中,前述區域設定手段可包 含:更新前述複數個區域的位置之手段;以及根據與是前 述基準選項之選項對應之前述區域、或與是前述基準選項 之選項所屬於的前述選項組對應之前述區域的過去或將來 的位置,將與是前述基準選項之選項對應之前述區域、或 與是前述基準選項之選項所屬於的前述選項組對應之前述 13 320928 200938275 區域的大小,設定得比與不是前述基準選項之選項斟應 前述區域、或與是前述基準選項之選項所不屬於的前述耍 項組對應之前述區域的大小還大之手段。 、 【實施方式】 以下’根據圖式詳細說明本發明之實施形態的〜 ^ 1固例In the present invention, the reference option is memorized. Further, a plurality of areas corresponding to the option or the selected Q item group are set in the face, and it is determined whether or not the position indicated by the user is included in any of the plurality of areas. Then, based on the result of the determination, the option selected by the user is obtained, and the processing is executed based on the comparison result between the reference option and the option selected by the user. In the present invention, the area corresponding to the option which is the option of the reference option or the area corresponding to the option group to which the option of the reference option belongs is set to be larger than the area corresponding to the option which is not the reference option, or The area corresponding to the option group to which the option of the benchmark option does not belong is also large. According to the present invention, 12 320928 200938275 allows the user to make selection of options easy. In addition, in one aspect of the present invention, a method of memorizing the hand that memorizes the information of the user's dominant hand may be included, and the area setting means may include: according to the user's dominant hand, the reference is The size of the area corresponding to the option or the area corresponding to the option group to which the option of the reference option belongs is set to be larger than the area corresponding to the option other than the reference option, or the reference option The foregoing option group that does not belong to the option is a large and small means of the aforementioned area. In one aspect of the invention, the area setting means may include: a position corresponding to the area corresponding to the option of the reference option or the area corresponding to the option group to which the option of the reference option belongs; And a relationship between the reference position in the screen and the size of the region corresponding to the option of the reference option or the region corresponding to the option group to which the option of the reference option belongs, and the ratio Φ is not The option of the reference item further corresponds to the aforementioned area or the size of the area corresponding to the option group to which the option of the reference option does not belong. Further, in an aspect of the invention, the area setting means may include: means for updating a position of the plurality of areas; and the area corresponding to the option of the reference option or the reference option The past or future position of the aforementioned area corresponding to the option group to which the option belongs may be the aforementioned area corresponding to the option of the reference option or the aforementioned option group to which the option of the reference option belongs. 320928 200938275 The size of the area is set to be larger than the size of the aforementioned area corresponding to the aforementioned item group that is not the aforementioned reference option, or the aforementioned play item group that does not belong to the option of the aforementioned reference option. [Embodiment] Hereinafter, the <^1 example of the embodiment of the present invention will be described in detail based on the drawings.
子。此處’係針對將本發明應用於作為實訊處理裴置的〜 癌樣之遊戲裝置的情況進行說明。而且’此處係斜辦利用 攜帶式遊戲機來實現本發明實施形態之遊戲裝置的情死進 行說明。遊戲裝置可利用擱置型遊戲機(家庭用遊戲機)、 業務用遊戲機、攜帶式電話、攜帶式資訊終端機 個人電腦等來實現。另外,本發明亦可適用於遊戲裝置以 外的資訊處理裝置。 [第一實施形態] 第1及第2圖顯示本實施形態之遊戲裝置10 (攜帶式 遊戲機12)的外觀。第3圖顯示本實施形態之遊戲裴置1〇 的硬體構成。child. Here, the case where the present invention is applied to a cancer-like game device as a real-time processing device will be described. Further, the description herein will be made by using a portable game machine to realize the game device of the embodiment of the present invention. The game device can be realized by a hold type game machine (home game machine), a business game machine, a portable phone, a portable information terminal personal computer, or the like. Further, the present invention is also applicable to an information processing device other than a game device. [First Embodiment] Figs. 1 and 2 show the appearance of the game device 10 (portable game machine 12) of the present embodiment. Fig. 3 is a view showing the hardware configuration of the game device 1 of the present embodiment.
第1圖係顯示從正面前方看遊戲裝置10所見的樣子 之斜視圖。如第1圖所示,遊戲裝置10包含第一框體20 及第二框體30。第一框體20及第二框體30藉由欽鍵部14 而結合。第一框體2〇的表面20a設有觸控榮幕(touch screen)22、十字按鍵 24c、按鍵 24a,24b, 24x,24y。觸控 榮幕22包含第一液晶顯不部22a、及重疊在第一液晶顯示 部22a上之觸控面板(touch panel)22b(參照第3圖)°十字 按鍵24c用於例如方向指示操作。按鍵24a,24b,24x,24乂 14 320928 200938275 用於各種操作。第二框體30的表面30a設有第二液晶顯示 部32。第二框體3〇内設有喇叭%。 第2圖係折疊狀態(第一框體2〇的表面2〇a與第二框 體的表面3〇a對合起來的狀態)之遊戲裝置1〇的背面 圖如第2圖所示,第一框體20的背面侧侧面的左右分別 設^按鍵241,24r。另夕卜,第一_ 2〇的背面側侧面的中 央成有可挿裝作為資訊記憶媒體的遊戲記憶卡參昭第 3 之記憶卡插槽26。遊戲裝置i Q還安裝有電源開關等 〇 之未圖示的其他部件。 如第3圖所示,遊戲裝置10包含觸控螢幕22(第一液 22a及觸控面板22b)、操作按鏠部%、記憶卡插 j 一液晶顯示部%、軌34、匯流排42、微處理 ί立處=憶體46、圖像處理部48、輪出人處理部$ =2、以及通訊介面54。這_娜電池(未 起收讀框體内’由該電池供電驅動^ 〇 微處理器44係根據儲存於未圖 統、及儲細_記憶卡40巾^HRC)财之操作系 置10的各部。主記憶體46包含例^貝料而控制遊戲裝 戲記憶卡40讀出之程式視需要RAM而構成°從遊 憶體46亦作為微處理器44宰^主記憶體46 °主記 排42係為了在遊戲裝置10的各憶體而使用。匯流 料的給予及獲取而設置。微處理^仃位址_reSS)及資 處理部切及輪出入處理部5〇俜:44、主記憶體私、圖像 相互進行資料通訊。 ’、稽由匯流排42而連接成可 320928 15 200938275 第一液晶顯示部22a及第二液晶顯示部32係公知的 液晶顯示面板。圖像處理部48包含VRAM。圖像處理部 48依照來自微處理器44的指示而將圖像描繪至VRAM 上。描繪至VRA1V[上之圖像以預定的時序(timing)顯示於 第一液晶顯示部22a及第二液晶顯示部32。 輸出入處理部50係用來讓微處理器44與觸控面板 22b、操作按鍵部24、記憶卡插槽26、聲音處理部52及通 訊介面54進行資料授受之介面。觸控面板22b、操作按鍵 部24、記憶卡插槽26、聲音處理部52及通訊介面54都連 ❹ 接到輸出入處理部50。 操作按鍵部24係供使用者進行操作輸入之輸入手 段。操作按鍵部24包含十字按鍵24c以及按鍵24a,24b, 24x,24y,241,24r。輸出入處理部5〇係每一定周期(例如每 1/60秒)掃描操作按鍵部24的各部的狀態,並將表示掃描 結果之操作訊號經由匯流排42供給至微處理器44。微處 理器44根據該操作訊號而判斯使用者的操作内容。觸控面 ❹ 板22b亦為供使用者進行操作輸入之輸入手段。觸控面板 22b將對應於使用者所按壓的位置之按壓位置資訊經由輸 出入處理部50供給至微處理器44。微處理器44根據按壓 位置資訊而判斷使用者按壓的位置。 記憶卡插槽26依照來自微處理器44的指示而將記憶 於遊戲記憶卡40中之遊戲程式及遊戲資料讀出。遊戲記憶 卡4〇包含記憶遊戲程式及遊戲資料之ROM、以及記憶例 如儲存資料(save data)等的遊戲資料之EEPROM。此處, 16 320928 200938275 為了將遊戲程式及遊戲資料供給至遊戲裝置1〇,使用的雖 然是遊戲記憶卡40,佳亦可使用光碟等之其他資訊記憶媒 體。此外,亦可經由網際網路等之通訊網路而從遠地將遊 戲程式及遊戲資料供给至遊戲裝置1(^或者,亦可利用紅 外線通訊等之各種資料通職遊齡式及賴資料供給至 遊戲裝置10 〇 聲音處理部52包含聲音緩衝器(s〇und buffer)。聲音 處理部52使從遊戲記憶卡4〇讀出到聲音緩衝器之各種聲 音資料從私34輸出。通訊介面54係用來連接到通訊網 路之介面.。 在具有上述構成之遊戲裝置1〇執行問答遊戲(quiz game)。問答遊戲係藉由執行記憶於遊戲記憶卡4〇之程式 而實現。 此問答遊戲,係使顯示問答的問題之問題晝面顯示於 第二液晶顯不部32。而且,使供使用者輸入問答遊戲的回 ❹答之回答晝面顯示於觸控螢幕22。第4圖顯示回答晝面的 一個例子。如第4圖所示,回答晝面6〇中顯示複數個矩形 形狀的按鍵圖像。亦即,顯示文字按鍵62、删除按鍵64 及OK按鍵66等按鍵圖像。各按鍵圖像顯示於預先決定的 位置。回答晝面60中亦包含回答欄68。此處雖使各按鍵 圖像的形狀形成為矩形,但各按鍵圖像的形狀亦可為矩形 以外的形狀(例如圓形)。另外,按鍵圖像(例如文字按鍵62) 可為靜止畫像、亦可為動晝像。 文字按鍵62對應於各字母文字(記號)。各文字按鍵 320928 17 200938275 62具有相同的大小。使用者以自己的手指或觸控筆指示(指 點)文字按鍵62藉此輸入文字列。回答欄68顯示使用者輸 入的文子列。刪除按鍵64係用來刪除顯示於回答欄68之 文字列的最後一個文字之按鍵。OK按鍵66係用來確定要 將顯示於回答攔68之文字列當作問答遊戲的回答之按 鍵。ΟΚ按鍵66經指點時,顯示於回答攔68之文字列就 會接受是否為正解(正確解答)之判斷。 以下,針對用來讓使用者輸入問答遊戲的回答變得容 易之技術進行說明。 第5圖係顯示利用第一實施形態之遊戲裝置1〇而實 現的功能之中與本發明有關連的功能之功能方塊圖。如第 5圖所示,遊戲裝置1〇包含遊戲資料記憶部7〇、區域設定 部72、指示位置取得部74、判定部%、記號列取得部78 及處理執行部80。這些功能方塊係由遊戲裝置1〇執行程 式來加以實現。 遊戲資料記憶部7 0係以例如遊戲記憶卡4 〇及主記憶 體46為主而實現。遊戲資料記憶部70記憶與問答遊戲有 關之各種資料。遊戲資料記憶部7〇包含基準記號列記憶部 71。基準記號列記憶部71記憶基準記號列。在本實施形態 之匱况’基準記號列記憶部71係記憶複數個問答資料(quiz data)。問答資料包含表示問答遊戲的問題之文字列、以及 表不該問答遊戲的正解之文字列(以下稱為「正解文字 列」)。此時,正解文字列相當於「基準記號列」。 區域設定部72係以例如微處理器44及主記憶體46 320928 18 200938275 為主而實現。區域設定部72將與記號對應之複數個區域設 疋在晝面内。在本實施形態之情況,區域設定部72係將與 各按鍵圖像對應之區域(以下稱為「按鍵區域」)設定在回 答晝面60内。第6圖顯示設定於回答畫面之按鍵區域 的一個例子。如第6圖所示,回答晝面6〇中,譟定有與各 文子按鍵62對應之文字按鍵區域82、與刪除按鍵64對應 之刪除按鍵區域84、以及與〇〖按鍵66對應之〇&按鍵 ❾區域86。按鍵區域係設定成不相重疊。如後所述,在使用 者指示的位置包含在任一個按鍵區域之内之情況,即判定 為指示的是與該按鍵區域對應之按鍵圖像。此處雖使各按 鍵區域的形狀形成為矩形,但各按鍵區域的形狀亦可為矩 形以外的形狀(例如圓形)。 各按鍵區域之間,原則上存在有與任何一個按鍵圖像 都不對應之無效區域88。按鍵區域相接之情況,就有使用 者錯誤指示到所希望的文字的相鄰的文字之虞。此點,本 ❽實施形態藉由使無效區域⑽存在,而讓使用者不會錯誤指 不到所希望的文字的相鄰的文字。 f第6圖所示的狀態中,各文字按鍵區域82係設定 成預定的相同尺寸(以下稱為「基本尺寸」)。以下,將第6 圖所=的狀態記載為r基本狀態」。在基本狀態時,例如, 各文字按鍵區域82係與對應於該文字按鍵區域82之文字 按鍵62的顯示區域一致。亦即,文字按鍵區域以的基本 尺寸係,、文子按鍵62的大小一致。此外,亦可將文字按鍵 區域82的基本尺寸設定得比文字按鍵62的大小還大。 320928 19 200938275 尤其是,本實施形態中之區域設定部72,係將與包含 於正解文字列内之文字對應之文字按鍵區域82的大小,設 定得比與不包含於正解文字列内之文字對應之文字按鍵區 域82的大小還大。例如,按鍵區域為矩形之情況,區域設 定部72係使與包含於正解文字列内之文字對應之文字按 鍵區域82的邊(例如長邊、短邊)的長度較長。又例如,按 鍵區域為圓形之情況,區域設定部72係使與包含於正解文 字列内之文字對應之文字按鍵區域82的半徑的長度較長。 在本實施形態之情況,區域設定部72係在使用者輸 入第1個文字以前的期間,將與正解文字列的第1個文字 對應之文字按鍵區域82的大小設定得比基準尺寸大。結 果,與正解文字列的第1個文字對應之文字按鍵區域82, 就會設定得比與其他文字對應之文字按鍵區域82.大。在 此,假想問答遊戲的正確解答(以簡稱為正解)為 「SOCCER」。此情況,在使用者輸入第1個文字以前的期 間,將與正解文字列的第1個文字(S)對應之文字按鍵區域 82的大小設定得比基準尺寸大。結果,「S」之文字按鍵區 域82就會設定得比其他的文字按鍵區域82大。第7圖係 用來說明此情況之「S」的文字按鍵區域82之圖。如第7 圖所示,在此情況,係將與「S」之文字按鍵區域82鄰接 之無效區域88的至少一部份設定成「S」之文字按鍵區域 82的一部份。在第7圖所示的例子中,「S」之文字按鍵區 域82係向上下左右擴展無效區域88的寬度,將存在於「S」 之文字按鍵區域82與「S」之鄰近的「J」及「T」之文字 20 320928 200938275 按鍵區域82之間的無效區域88也設定成「S」之文字按 鍵區域82的一部份。「S」之文字按鍵62的大小則不變化, 維持原來的尺寸。 同樣的,區域設定部72在使用者輸入第η個文字後, 到輸入第(η+1)個文字以前的期間,將與正解文字列的第 (η+1)個文字對應之文字按鍵區域82的大小設定得比基準 尺寸大。在此,亦假想問答遊戲的正解為「SOCCER」。此 情況,在使用者輸入第2個文字後,到輸入第3個文字以 〇 前的期間,將與正解文字列的第3個文字(C)對應之文字按 鍵區域82的大小設定得比基準尺寸大。亦即,將「C」之 文字按鍵區域82設定得比其他的文字按鍵區域82大。「C」 之文字按鍵62的大小則不變化,維持原來的尺寸。 指示位置取得部74係以微處理器44及觸控面板22b 為主而實現。指示位置取得部74取得使用者指示的位置。 例如,指示位置取得部74根據觸控面板22所輸出之按壓 φ 位置資訊而取得使用者按壓的位置。 判定部76係以微處理器44為主而實現。判定部76 判定指示位置取得部74所取得的位置是否包含在設定於 回答晝面60内之複數個按鍵區域的任一個之内。 記號列取得部78係以微處理器44為主而實現。記號 列取得部78根據判定部76的判定結果而取得使用者輸入 的記號列。在本實施形態之情況,記號列取得部78係根據 判定部76的判定結果而取得使用者輸入的文字列(回答)。 處理執行部80係以微處理器44為主而實現。處理執 21 320928 200938275 行部80比較記憶於基準記號列記憶部71之正解文字列、 與使用者輸入的文字列。然後,處理執行部80根據該比較 結果而執行處理。 接著,說明第一實施形態之遊戲裝置10執行的處理。 第8及第9圖係顯示第一實施形態之遊戲裝置10執行的處 理之流程圖。微處理器44依照記憶於遊戲記憶卡40之程 式,而執行第8及第9圖所示之處理。 如第8圖所示,首先微處理器44使問題晝面顯示於 第二液晶顯示部32,使回答晝面60顯示於觸控螢幕 22(S101)。將記憶於遊戲記憶卡40之複數個問答資料中的 任一個讀出,使問答遊戲的問題顯示於問題晝面。另外, 微處理器44使變數η初始化為0(S102)。變數η用來計數 使用者輸入的文字數。 微處理器44(區域設定部72)將各按鍵區域的大小重 設(reset)為基本尺寸(S103)。更具體言之,係使記憶於主記 億體46之按鍵區域資料初始化。所謂的按鍵區域資料係指 表示各按鍵區域之資料。本實施形態中由於按鍵區域為矩 形,因此係利用左上頂點及右下頂點的座標(X,Y)來表示 各按鍵區域。因此’係記憶例如表不各按鍵區域的左上頂 點及右下頂點的座標之資料,來作為按鍵區域資料。而且, XY座標系,係採用以回答畫面60的左上頂點為原點,以 回答晝面60的橫方向為X軸(以右方向為X轴正方向), 以回答晝面60的縱方向為Y轴(以下方向為Y軸正方向) 之座標系。在此步驟(S103)中,係從遊戲記憶卡40讀出與 22 320928 200938275 •基本狀態(參照第6圖)對應之基本按鍵區域資料,以之作 為按鍵區域資料而記憶於主記憶體46中。此外,因為各按 鍵區域亦可利用一個頂點(例如左上頂點)的座標以及寬度 及高度來表示,所以按鍵區域資料亦可為表示各按鍵區域 的一個頂點(例如左上頂點)的座標以及寬度及高度之資 料。 然後,微處理器44(區域設定部72)將與問答遊戲的正 解文字列的第(n+1)個文字對應之文字按鍵區域82的大小 ❹ 設定得比基準尺寸大(S104)。在此步驟中,係以下面說明 之方式來更新按鍵區域資料。此處,假設與正解文字列的 第(n+1)個文字對應之文字按鍵區域82為基準尺寸的情況 之該文字按鍵區域82的左上頂點的座標為(XI,Y1),右下 頂點的座標為(X2, Y2)。在此步驟中,將與正解文字列的 第(n+1)個文字對應之文字按鍵區域82的左上頂點的座標 變更為(Xl-W,Y1-W),將右下頂點的座標變更為(X2+W, ❹ Y2+W)。其中,W係為比0大,且在無效區域88的寬度 以下之預定值。在本實施形態之情況,W係設定為與無效 區域88的寬度相等之值。 藉由執行此步驟(S104)之處理,在使用者要輸入第 (n+1)個文字之情況,將與正解文字列的第(n+1)個文字對 應之文字按鍵區域82設定得比其他的文字按鍵區域82 大。亦即,形成讓使用者容易進行正解文字列的第(n+1) 個文字的指示之狀態。此處,假想為知道問答遊戲的正解 之使用者要輸入第1個文字之情況。在此情況,將與正解 23 320928 200938275 文字列中的第2個以後的文字對應之文字按鍵區域82設定 得較大之必要性很低。因為將與正解文字列中的第2個以 後的文字對應之文字按鍵區域82設定得較大,就會成為容 易指到該等文字之狀態,有意思要輸入正解文字列的第1 個文字之使用者錯誤指到正解文字列中的第2個以後的文 字之可能性因而變高。針對此點,在遊戲裝置10中,只將 有必要設定得大些之文字按鍵區域82設定得較大。因而, 讓如上述之不良情況不會發生。Fig. 1 is a perspective view showing what the game device 10 sees as seen from the front side. As shown in FIG. 1, the game device 10 includes a first housing 20 and a second housing 30. The first housing 20 and the second housing 30 are coupled by the keying portion 14. The surface 20a of the first frame 2 is provided with a touch screen 22, a cross button 24c, and buttons 24a, 24b, 24x, 24y. The touch screen 22 includes a first liquid crystal display portion 22a and a touch panel 22b (see Fig. 3) superimposed on the first liquid crystal display portion 22a. The cross key button 24c is used for, for example, a direction indicating operation. Buttons 24a, 24b, 24x, 24乂 14 320928 200938275 are used for various operations. The surface 30a of the second frame 30 is provided with a second liquid crystal display portion 32. The second frame body 3 is provided with a horn%. 2 is a folded view (a state in which the surface 2〇a of the first housing 2〇 and the surface 3〇a of the second housing are joined together), and the rear view of the game device 1A is as shown in FIG. 2, The left and right sides of the back side of the casing 20 are provided with buttons 241, 24r, respectively. Further, the center of the back side of the first _ 2 成 has a memory card slot 26 which can be inserted as a game memory card of the information memory medium. The game device i Q is also equipped with other components (not shown) such as a power switch. As shown in FIG. 3, the game device 10 includes a touch screen 22 (first liquid 22a and touch panel 22b), operation button %, memory card insertion, liquid crystal display unit %, rail 34, bus bar 42, Micro processing = memory 46, image processing unit 48, round-off processing unit $=2, and communication interface 54. This _Na battery (not received in the reading frame body) is powered by the battery ^ 〇 microprocessor 44 is based on the operating system 10 stored in the unstructured, and the storage _ memory card 40 towel ^HRC Departments. The main memory 46 includes a sample of the material and controls the game play memory card 40 to read the program as needed. The memory is formed from the memory memory 46 as the microprocessor 44. The main memory 46 ° main memory row 42 It is used for each memory of the game device 10. Set up for the grant and acquisition of confluence materials. The micro-processing address _reSS) and the processing unit cutting and round-in processing unit 5: 44, the main memory private, and the image data communication with each other. The first liquid crystal display unit 22a and the second liquid crystal display unit 32 are well-known liquid crystal display panels. The image processing unit 48 includes a VRAM. The image processing unit 48 draws an image onto the VRAM in accordance with an instruction from the microprocessor 44. The image drawn to VRA1V is displayed on the first liquid crystal display unit 22a and the second liquid crystal display unit 32 at a predetermined timing. The input/output processing unit 50 is configured to allow the microprocessor 44 to interface with the touch panel 22b, the operation button unit 24, the memory card slot 26, the audio processing unit 52, and the communication interface 54. The touch panel 22b, the operation button unit 24, the memory card slot 26, the sound processing unit 52, and the communication interface 54 are connected to the input/output processing unit 50. The operation button portion 24 is an input means for the user to perform an operation input. The operation button portion 24 includes a cross button 24c and buttons 24a, 24b, 24x, 24y, 241, 24r. The input/output processing unit 5 scans the state of each portion of the operation button unit 24 every predetermined period (e.g., every 1/60 second), and supplies an operation signal indicating the scan result to the microprocessor 44 via the bus bar 42. The microprocessor 44 judges the user's operation content based on the operation signal. The touch panel 22b is also an input means for the user to input the operation. The touch panel 22b supplies the pressing position information corresponding to the position pressed by the user to the microprocessor 44 via the input/output processing unit 50. The microprocessor 44 determines the position pressed by the user based on the pressed position information. The memory card slot 26 reads the game program and game material stored in the game memory card 40 in accordance with an instruction from the microprocessor 44. The game memory card 4 includes an ROM for memorizing game programs and game data, and an EEPROM for memorizing game data such as save data. Here, 16 320928 200938275 In order to supply the game program and game data to the game device 1 , although the game memory card 40 is used, other information storage media such as a compact disc can be used. In addition, game programs and game materials can be supplied to the game device 1 from a remote location via a communication network such as the Internet (^ or a variety of information such as infrared communication can be used to provide game-playing information to the game. The device 10 〇 sound processing unit 52 includes a sound buffer (s〇und buffer), and the sound processing unit 52 outputs various sound data read from the game memory card 4 to the sound buffer from the private 34. The communication interface 54 is used. Connected to the communication network interface. The game device 1 having the above configuration executes a quiz game. The question and answer game is realized by executing a program stored in the game memory card 4. This question and answer game is displayed. The question of the question and answer question is displayed on the second liquid crystal display portion 32. Moreover, the reply answer for the user to input the question and answer game is displayed on the touch screen 22. The fourth figure shows one of the answers. For example, as shown in Fig. 4, a plurality of rectangular button images are displayed in the answer 6〇, that is, button images such as the text button 62, the delete button 64, and the OK button 66 are displayed. Each button image is displayed at a predetermined position. The answer panel 60 also includes an answer column 68. Here, although the shape of each button image is formed into a rectangle, the shape of each button image may be other than a rectangle. The shape of the button (for example, a circle) may be a still image or a moving image. The text button 62 corresponds to each letter (mark). Each text button 320928 17 200938275 62 has The same size is used by the user to indicate (point) the text button 62 with his or her finger or stylus to input the character column. The answer column 68 displays the text column input by the user. The delete button 64 is used to delete the display in the answer column 68. The button of the last character of the character string. The OK button 66 is used to determine the key to be used as the answer to the answering game in the character column displayed in the answer bar 68. When the button 66 is pointed, the text displayed in the answer bar 68 is displayed. The column will accept whether it is a positive solution (correct answer). The following is a description of the technique for making the user's answer to the question and answer game easy. A functional block diagram of a function related to the present invention among the functions realized by the game device 1 of the first embodiment. As shown in FIG. 5, the game device 1 includes a game data storage unit 7 and an area setting unit. 72. The position obtaining unit 74, the determining unit %, the symbol row obtaining unit 78, and the processing executing unit 80. These function blocks are realized by the game device 1 executing the program. The game data storage unit 70 is, for example, a game memory card. The game data storage unit 70 stores various materials related to the quiz game. The game data storage unit 7 includes a reference symbol column storage unit 71. The reference symbol column storage unit 71 stores the reference symbol column. In the case of the present embodiment, the reference symbol column storage unit 71 memorizes a plurality of quiz data. The question and answer data includes a text column indicating the question of the quiz game, and a character string indicating the positive solution of the quiz game (hereinafter referred to as "positive solution text column"). At this time, the positive character string corresponds to the "reference symbol column". The area setting unit 72 is realized by, for example, the microprocessor 44 and the main memory 46 320928 18 200938275. The area setting unit 72 sets a plurality of areas corresponding to the symbols in the plane. In the case of the present embodiment, the area setting unit 72 sets an area corresponding to each button image (hereinafter referred to as "key area") in the reply face 60. Fig. 6 shows an example of a button area set on the answer screen. As shown in Fig. 6, in the answer panel 6, the text button area 82 corresponding to each text button 62, the delete button area 84 corresponding to the delete button 64, and the 〇 & corresponding to the 〇 button 66 are noised. ; button ❾ area 86. The button areas are set so as not to overlap. As will be described later, when the position indicated by the user is included in any of the button areas, it is determined that the button image corresponding to the button area is indicated. Here, although the shape of each of the key areas is formed into a rectangular shape, the shape of each of the key areas may be a shape other than a rectangular shape (for example, a circular shape). In principle, there is an invalid area 88 corresponding to any one of the button images between the button areas. When the button areas are connected, there is a problem that the user incorrectly indicates the adjacent character to the desired text. In this regard, the present embodiment allows the user to erroneously fail to point to the adjacent character of the desired character by having the invalid area (10) present. In the state shown in Fig. 6, each character key area 82 is set to a predetermined same size (hereinafter referred to as "basic size"). Hereinafter, the state of the figure shown in Fig. 6 is described as the "r basic state". In the basic state, for example, each character key area 82 coincides with the display area of the character key 62 corresponding to the character key area 82. That is, the text button area is of a basic size, and the text button 62 has the same size. Further, the basic size of the text button area 82 may be set larger than the size of the text button 62. In particular, the area setting unit 72 in the present embodiment sets the size of the character button area 82 corresponding to the character included in the positive character list to be larger than the character not included in the positive character string. The size of the text button area 82 is also large. For example, when the button area is a rectangle, the area setting unit 72 makes the length of the side (e.g., long side, short side) of the key pressing area 82 corresponding to the character included in the positive character character string long. Further, for example, when the key area is a circle, the area setting unit 72 makes the length of the radius of the character key area 82 corresponding to the character included in the positive sentence line long. In the case of the present embodiment, the area setting unit 72 sets the size of the character key area 82 corresponding to the first character of the positive character string to be larger than the reference size before the user inputs the first character. As a result, the character key area 82 corresponding to the first character of the positive character string is set larger than the character key area 82. corresponding to the other character. Here, the correct answer to the hypothetical question and answer game (referred to as the positive solution for short) is "SOCCER". In this case, the size of the character button area 82 corresponding to the first character (S) of the positive character string is set to be larger than the reference size before the user inputs the first character. As a result, the text button area 82 of "S" is set larger than the other character key areas 82. Fig. 7 is a diagram for explaining the text button area 82 of "S" in this case. As shown in Fig. 7, in this case, at least a portion of the invalid area 88 adjacent to the character key area 82 of "S" is set as a part of the text key area 82 of "S". In the example shown in Fig. 7, the character key area 82 of "S" expands the width of the invalid area 88 up, down, left, and right, and the "J" which is adjacent to the text key area 82 of "S" and "S". And the text of "T" 20 320928 200938275 The invalid area 88 between the button areas 82 is also set to a part of the text button area 82 of "S". The size of the text button 62 of "S" does not change, and the original size is maintained. Similarly, the area setting unit 72 sets a text key area corresponding to the (n+1)th character of the positive character string after the user inputs the nth character and before the input of the (n+1)th character. The size of 82 is set larger than the reference size. Here, the positive solution of the hypothetical question and answer game is "SOCCER". In this case, after the user inputs the second character, the size of the character button region 82 corresponding to the third character (C) of the positive character string is set to be larger than the reference period before the third character is input. Large size. That is, the character button area 82 of "C" is set larger than the other character button areas 82. The size of the text button 62 of "C" does not change and the original size is maintained. The instruction position acquisition unit 74 is realized mainly by the microprocessor 44 and the touch panel 22b. The pointing position acquisition unit 74 acquires the position indicated by the user. For example, the pointing position obtaining unit 74 acquires the position pressed by the user based on the pressing φ position information output from the touch panel 22. The determination unit 76 is realized mainly by the microprocessor 44. The determination unit 76 determines whether or not the position acquired by the instruction position acquisition unit 74 is included in any of a plurality of key areas set in the answer face 60. The symbol sequence acquisition unit 78 is realized mainly by the microprocessor 44. The symbol column acquisition unit 78 acquires the symbol sequence input by the user based on the determination result of the determination unit 76. In the case of the present embodiment, the symbol sequence acquisition unit 78 acquires a character string (answer) input by the user based on the determination result of the determination unit 76. The processing execution unit 80 is realized mainly by the microprocessor 44. The processing unit 21 320928 200938275 The line unit 80 compares the positive character sequence stored in the reference symbol column storage unit 71 with the character string input by the user. Then, the process execution unit 80 executes processing in accordance with the comparison result. Next, the processing executed by the game device 10 of the first embodiment will be described. The eighth and ninth drawings are flowcharts showing the processing executed by the game device 10 of the first embodiment. The microprocessor 44 executes the processing shown in Figs. 8 and 9 in accordance with the program stored in the game memory card 40. As shown in Fig. 8, first, the microprocessor 44 displays the problem face on the second liquid crystal display unit 32, and causes the answer face 60 to be displayed on the touch screen 22 (S101). Any one of the plurality of question and answer materials memorized in the game memory card 40 is read out, so that the question of the question and answer game is displayed on the question. Further, the microprocessor 44 initializes the variable η to 0 (S102). The variable η is used to count the number of characters entered by the user. The microprocessor 44 (area setting unit 72) resets the size of each button area to the basic size (S103). More specifically, the key area data stored in the main body 46 is initialized. The so-called button area data refers to the data indicating each button area. In the present embodiment, since the button area is rectangular, the key areas are indicated by the coordinates (X, Y) of the upper left vertex and the lower right vertex. Therefore, the data of the coordinates of the upper left apex and the lower right vertice of each button area is used as the key area data. Further, the XY coordinate system uses the upper left vertex of the answer screen 60 as the origin, and the horizontal direction of the pupil plane 60 is the X-axis (the right direction is the X-axis positive direction), and the longitudinal direction of the pupil plane 60 is The coordinate system of the Y axis (the following direction is the positive direction of the Y axis). In this step (S103), the basic button area data corresponding to 22 320928 200938275 • basic state (refer to FIG. 6) is read from the game memory card 40, and is stored in the main memory 46 as the button area data. . In addition, since each button area can also be represented by a coordinate of a vertex (for example, an upper left vertex) and a width and a height, the key area data can also be a coordinate indicating a vertex of each key area (for example, an upper left vertex) and a width and a height. Information. Then, the microprocessor 44 (region setting unit 72) sets the size ❹ of the character button region 82 corresponding to the (n+1)th character of the positive character string of the quiz game to be larger than the reference size (S104). In this step, the button area data is updated in the manner described below. Here, it is assumed that the coordinate of the upper left vertex of the character key area 82 is (XI, Y1), and the lower right vertex is the case where the character key area 82 corresponding to the (n+1)th character of the positive character string is the reference size. The coordinates are (X2, Y2). In this step, the coordinates of the upper left vertex of the character key area 82 corresponding to the (n+1)th character of the positive character string are changed to (Xl-W, Y1-W), and the coordinates of the lower right vertex are changed to (X2+W, ❹ Y2+W). Here, W is a predetermined value which is larger than 0 and which is equal to or less than the width of the ineffective area 88. In the case of this embodiment, W is set to a value equal to the width of the invalid area 88. By performing the processing of this step (S104), when the user inputs the (n+1)th character, the text key area 82 corresponding to the (n+1)th character of the positive character string is set to be larger than The other text button areas 82 are large. That is, a state in which the user can easily perform an instruction to the (n+1)th character of the positive character string is formed. Here, it is assumed that the user who knows the correct answer to the question and answer game should input the first character. In this case, it is necessary to set the character key area 82 corresponding to the second and subsequent characters in the character string of the positive solution 23 320928 200938275 to be large. Since the character key area 82 corresponding to the second and subsequent characters in the positive character string is set to be large, it is easy to refer to the state of the characters, and it is interesting to input the first character of the positive character string. The possibility of the error is that the second and subsequent characters in the positive character list are higher. In view of this, in the game device 10, only the character button area 82 which is necessary to be set larger is set to be large. Therefore, the failure as described above does not occur.
執行S104的處理後,微處理器44監視使用者是否按 壓觸控面板22b(S105)。使用者按壓觸控面板22b之情況, 微處理器44(指示位置取得部74)取得按壓位置以之作為使 用者的指示位置。而且’取得上述XY座標系之座標以之 作為使用者的指示位置(按壓位置)。然後,微處理器44(判 定部7 6)判定使用者的指示位置(按壓位置)是否包含在任 一個文字按鍵區域82内(si〇6)。After the processing of S104 is performed, the microprocessor 44 monitors whether the user presses the touch panel 22b (S105). When the user presses the touch panel 22b, the microprocessor 44 (instructed position acquisition unit 74) acquires the pressed position as the pointing position of the user. Further, the coordinates of the XY coordinate system are obtained as the instruction position (pressing position) of the user. Then, the microprocessor 44 (determination unit 76) determines whether or not the user's pointed position (pressing position) is included in any of the character key areas 82 (si 〇 6).
使用者的指不位置包含在任一個文字按鍵區域82内 之情泥’微處理器44(記號列取得部⑽將與該文字按鍵區 域82對應之文字追加儲存到文字列緩衝器 字列緩衝器中,使用去共-认 曰不的文字係以指示的順序依序儲The user's finger position is included in any of the character button areas 82. The microprocessor 44 (the symbol column obtaining unit (10) additionally stores the text corresponding to the character button area 82 in the character string buffer word column buffer. , use the text of the common-recognition not to store in the order indicated
:文字列緩衝器中儲存使用者輸入的文字列。 然後微處理器44使轡叙w 子J 加1 (Si〇8) ’並更新回.定書面6〇 的回答欄68(Si〇9)。廿扣杜 尺新U口旦面ου 亦Ρ,使儲存於文字列缓衝哭中之文 字列顯示於回答襴68。缺仫& 于幻鹱W…甲之又 一後’微處理器44( 1¾拔設定部72) 將各按鍵區域的大小曹抓Α ^ ^ } 又两暴本尺寸(Silo)。亦即,與S103 320928 24 200938275 • 之處理一樣,以從遊戲記憶卡40讀出之基本按鍵區域資 改寫記憶於主記憶體46之按鍵區域資料。 ’、 然後,微處理器44參照文字列緩衝器,判定儲存於 文字列緩衝器中之文字列是否與正解文字列之第i個文二 到第η個文字的部份一致(S111)。在儲存於文字列緩衝= 中之文字列與正解文字列之第1個文字到第η個文字的^ 伤一致之情況’微處理器44(區域設定部72)將盘正解文a 列中的第(n+1)個文字對應之文字按鍵區域82的大小設定 © 得比基準尺寸大(S104),並再開始使用者是否按缓觸 板22b之監視(Si〇5)。另一方面,在儲存於文字列緩衝器 中之文字列與正解文字列之第丨個文字到第η個文字的部 份不一致之情況,微處理器44則不執行S104之處理而再 開始使用者是否按壓觸控面板22b之監視(s 1 〇5)。在此情 況,因為未執行Sl〇4之處理’所以所有的文字按鍵區域 82都仍然還是設定在基本尺寸。 〇 藉由執行各個步驟(S104, S105, sill)之處理,做到只 有在健存於文字列緩衝器中之文字列與正解文字列之第1 個文字到第n個文字的部份一致時,才將與正解文字列中 的第(n+1)個文字對應之文字按鍵區域82設定得比其他的 文字按鍵區域82大。儲存於文字列緩衝器中之文字列與正 解文字列之第1個文字到第η個文字的部份不一致之情 况係為使用者輸入與正解文字列不同的文字列之情況。 在此情況’讓使用者指示正解文字列中的第(η+l)個文字變 得容易之必要性很低。因為將與正.解文字列中的第(η+1) 320928 25 200938275 個文字對應之文字按鍵區域82設定得比其他的文字按鍵 區域82大,就可能發生有意思要指示其他文字之使用者錯 誤指示到正解文字列中的第(n+1)個文字之情形。關於此 點,遊戲裝置10能讓如上述之不良情況不會發生。 在判定為使用者的指示位置不包含於任一個文字按 鍵區域82内之情況(S106的結果為“否”),微處理器44判 定使用者的指示位置(按壓位置)是否包含在刪除按鍵區域 84内(S112)。在使用者的指示位置包含在刪除按鍵區域·84 内之情況,微處理器44從文字列緩衝器將最後一個儲存的 文字刪除(S113),並使變數η減1(S114)。然後,執行與執 行S108之處理時一樣之處理。亦即,更新回答晝面60的 回答欄68,使儲存於文字列緩衝器中之文字列顯示於回答 攔68(S109)。將各按鍵區域的大小重設為基本尺寸 (5110) 。以及,判定儲存於文字列缓衝器中之文字列是否 與正解文字列之第1個文字到第η個文字的部份一致 (5111) 。 在判定為使用者的指示位置不包含於刪除按鍵區域 84内時(S112的結果為“否”),微處理器44判定使用者的 指示位置(按壓位置)是否包含在ΟΚ按鍵區域86内 (S115)。使用者的指示位置包含在ΟΚ按鍵區域86内之情 況,微處理器44執行正否判定處理(S116)。亦即,微處理 器44參照文字列緩衝器,判定儲存於文字列緩衝器中之文 字列(使用者輸入的回答)是否與正解文字列一致。在儲存 於文字列缓衝器中之文字列與正解文字列一致時,亦即使 26 320928 200938275 '用者的回答為正解時,則例如:微處理器44(處理執行部 80)給使用者的得分加分。在此情況,亦可根據使用者回答 所花費的時間而變化給使用者的分數。另一方面,在儲存 於文字列缓衝器中之文字列(使用者輸入的回答)與正解文 字列不一致之情況,亦即使用者的回答並非正解之情況, 則微處理器44不給使用者的得分加分。另外,此情況,亦 可扣使用者的得分。或者,在使用者的回答並非正解之次 數達到預定次數的情況使遊戲結束。 ® 另外,使用者的指示位置不包含於OK按鍵區域86 内之情況(S115的結果為“否”),則為使用者的指示位置(按 壓位置)未包含於任何一個按鍵區域内之情況。在此情況, 微處理器44再開始使用者是否按壓觸控面板22b之監視 (S105)。 根據以上說明之第一實施形態之遊戲裝置10,將與包 含於問答遊戲之正解文字列中的文字對應之文字按鍵區域 φ 82設定得比其他的文字按鍵區域82大。結果,知道問答 遊戲的正解之使用者(想要輸入正解的回答之使用者)就能 平順地輸入回答。此外,因為只有使用者的眼睛看不到的 文字按鍵區域82的大小變化,使用者的眼睛看得到的文字 按鍵62(按鍵圖像)的大小並不變化,所以不會讓使用者容 易想到問答遊戲的正解。亦即,不會對問答遊戲的難易度 造成影響。 此外,例如,亦可在使用者完成回答的輪入之前的期 間,將包含於正解文字列内之所有文字的文字按鍵區域82 27 320928 200938275 的大小都設定得比基本尺寸大(不管使用者輸入的是第幾 個文字)。如此,知道問答遊戲的正解之使用者同樣能平順 地輸入回答。 又例如,遊戲資料記憶部70亦可記憶表示使用者的 慣用手之資訊。以及,區域設定部72亦可在將與包含於正 解文字列内的文字對應之文字按鍵區域82設定得比與不 包含於正解文字列内的文字對應之文字按鍵區域82大之 情況,根據使用者的慣用手來設定與包含於正解文字列内 的文字對應之文字按鍵區域82。亦即,區域設定部72亦 © 可用對應於使用者的慣用手之方法,將與包含於正解文字 列内的文字對應之文字按鍵區域82設定得比與不包含於 正解文字列内的文字對應之文字按鍵區域82大。例如,一 般認為慣用右手的使用者比較傾向於指示按鍵區域的右側 部份而非左侧部份。因此,可在使用者的慣用手為右手之 情況,使與包含於正解文字列内的文字對應之文字按鍵區 域82向右方(X轴正方向)擴展。例如,可在第8圖之S104, ❹ 只使與正解文字列的第(n+1)個文字對應之文字按鍵區域 82的右下頂點的X座標變更為(X2+W)。同樣的,一般認 為慣用左手的使用者比較傾向於指示按鍵區域的左側部份 而非右侧部份。因此,可在使用者的慣用手為左手之情況, 使與包含於正解文字列内的文字對應之文字按鍵區域82 向左方(X軸負方向)擴展。例如,可在第8圖之S104,只 使與正解文字列的第(n+1)個文字對應之文字按鍵區域82 的左上頂點的X座標變更為(X1-W)。可如此根據使用者的 28 320928 200938275 '慣用手而變更與包含於正解文字列内的文字對應之文字按 鍵區域82的擴展方式。如此實施,即可考慮使用者的償用 手而實現讓知道問答遊戲的正解之使用者能平順地輸入回 答之目的。 又例如,區域設定部72亦可在將與包含於正解文字 列内的文字對應之文字按鍵區域82設定得比與不包含於 正解文字列内的文字對應之文字按鍵區域82大之情況,根 據晝面内的基準位置(例如中心點)、與該文字按鍵區域82 ❹ 的位置之關係來設定與包含於正解文字列内的文字對應之 文字按鍵區域82。亦即,區域設定部72亦可用對應於與 包含於正解文字列内的文字對應之文字按鍵區域82、與晝 面内的基準位置之關係的方法,將與包含於正解文字列内 的文字對應之文字按鍵區域82設定得比與不包含於正解 文字列内的文字對應之文字按鍵區域82大。換言之,亦可 根據晝面内的基準位置(中心點)、與該文字按鍵區域82的 @ 位置之關係而變更與包含於正解文字列内的文字對應之文 字按鍵區域82的擴展方式。。 第10圖係用來說明按鍵圖像的實際的顯示區域與使 用者的眼睛P所能看到的顯示區域之圖。在本實施形態 中,觸控面板22b係重疊於第一液晶顯示部22a之上。在 使用者並不是從正上方看文字按鍵62時,推測會有將如第 10圖所示之區域92看成是文字按鍵62的顯示區域之虞。 結果,就會有使用者原本打算指示文字按鍵62,卻指示到 該文字按鍵62的實際的顯示區域90之外的區域92a之 29 320928 200938275 虞。此處’假定為使用者從回答畫面60的中央上方看。欠 畫面60之情況。在此情況,回答晝面6〇的令心點相 上述的「基準位置」。在此情況下’因為使用者看顯示^回 答畫面60的左側部份之文字按鍵62(例如「j」之文字按 鍵62) ’ t變成好像從右上方看,所以會有使用者將比該 等文字按鍵62的實際的顯示區域偏右邊之區域看成是該 等文字按鍵62的顯示區域之虞。同樣的,也有使用者將比 顯示於回答畫面60的右側部份之文字按鍵62(例如「r」 之文字按鍵62)的實際的顯示區域偏左邊之區域,看成^ 該等文字按鍵62 _示區域之虞。另外,還有使用者將= 顯示於回答晝面60的下侧部份之文字按鍵62(例如「%」 之文字按鍵62)的實際的顯示區域偏上邊之區域看成是 該等文字按鍵62的顯示區域之虞。另外,在文字按鍵Q 顯=於回答晝面60的上側部份之情況,也有使用者將比該 文字按鍵62的實際的顯示區域偏下邊之區域,看成是該文 字按鍵62的顯示區域之虞。 —因此,例如,可在將包含於正解文字列内的文字之文 字按鍵區域82設定在回答晝面⑼的左卿份之情況由 區域。又疋。卩72使該文字按鍵區域82向右方向(X軸正方向) 擴展。例如’在正解文字列的第(n+Ι)個文字為「S」之情 兄可在第8圖之s 1 〇4 ’只使與r s」對應之文字按鍵區 域82的右下頂點的X座標變更為(X2+W)。同樣的,可在 將包3於正解文字列内的文字之文字按鍵區域82設定在 回“里面60的下侧部份之情況,由區域設定部72使該文 30 320928 200938275 •字按鍵區域82向上方向(Y軸負方向)擴展。例如,在正解 文字列的第0+1)個文字為「V」時,可在第8圖之S104, 只使與「V」對應之文字按鍵區域82的左上頂點的Υ座標 變更為(Y1-W)。如此實施,即可考慮使用者的眼睛(晝面内 的基準點)與文字按鍵區域82(文字按鍵62)的位置關係而 實現讓知道問答遊戲的正解之使用者能平順地輸入回答之 目的。 又例如,按鍵圖像亦可在回答晝面60内移動。如此 ❿設定的話,使用者為了輸入問答遊戲的回答,就必須指示 在回答晝面60内移動之按鍵圖像。結果,可提高對於輸入 問答遊戲的回答之興趣。 在此態樣中,區域設定部72係以讓按鍵區域隨著按 鍵圖像的移動而移動之方式來更新按鍵區域的位置。區域 設定部72係將各文字按鍵區域82(或文字按鍵62)的過去 的位置記錄起來。然後區域設定部72在將與包含於正解文 ^ 字列内的文字對應之文字按鍵區域82設定得比基準尺寸 大之情況,根據該文字按鍵區域82的過去的位置來設定該 文字按鍵區域82。在此,假定為將「Α」的文字按鍵區域 82設定得比基準尺寸大之情況。在此情況,例如,區域設 定部72將在預定時間前到現在為止的期間中曾經設定為 「Α」的文字按鍵區域82之所有領域,都設定為「Α」的 文字按鍵區域82。另外,區域設定部72亦可在將與包含 於正解文字列内的文字對應之文字按鍵區域82設定得比 基準尺寸大之情況,預測該文字按鍵區域82的將來的位 31 320928 200938275 置,再根據該預測位置來設定該文字按鍵區域82。在此, 〆 假定為將「A」的文字按鍵區域82設定得比基準尺寸大之 情況。在此情況,例如,區域設定部72預測從現在到預定 時間後的期間中將被設定為「A」的文字按鍵區域82之區 域,並將該預測區域設定為「A」的文字按鍵區域82。又 例如,根據文字按鍵區域82的過去的位置來預測該文字按 鍵區域82的將來的位置。或者,在文字按鍵區域82(文字 按鍵62)循著預定的軌道而移動之情況,根據該執道來預 測文字按鍵區域82的將來的位置。如以上實施,則即使在 〇 按鍵圖像在回答晝面60内移動之情況下,也可讓知道問答 遊戲的正解之使用者能平順地輸入回答。 又例如,可在回答晝面60顯示與複數個文字所屬於 的文字組對應之按鍵圖像(以下稱為「文字組按鍵」)而不 是顯示文字按鍵62。然後,在使用者選擇任一個文字組按 鍵後,使與該文字組按鍵對應之文字組所包含的文字之文 字按鍵62顯示於回答晝面60。在此態樣中,區域設定部 q 72係設定與各文字組按鍵對應之按鍵區域(以下稱為「文 字組按鍵區域」)。然後,藉由判定使用者的指示位置是否 包含在任何一個文字組按鍵區域内,而判定使用者是否指 示(指點)文字組按鍵。再根據該判定結果而取得使用者的 輸入文字列(回答)。 在此態樣中,區域設定部72在例如使用者輸入第η 個文字的情況,將與正解文字列的第η個文字所屬於的文 字組對應之文字組按鍵區域設定得比基本尺寸大。因為與 32 320928 200938275 正解文字列中的第η個文字所不屬於的文字組對應之文字 組按鍵區域的大小係設定成基本尺寸,所以與正解文字列 中的第η個文字所屬於的文字組對應之文字組按鍵區域, 係設定得比與正解文字列中的第η個文字所不屬於的文字 組對應之文字組按鍵區域大。此外,在使用者指示了正解 文字列中的第η個文字所屬於之文字組的文字組按鍵後之 回答晝面60中,區域設定部72係將正解文字列中的第η 姐文字的文字按鍵區域82設定得基本尺寸大。在此情況’ ® 因為其他文字之文字按鍵區域82的大小係設定成基本尺 .寸,所以正解文字列中的第η個文字的文字按鍵區域82 係設定得比其他的文字按鍵區域82大。如此實施,也可讓 知道問答遊戲的正解之使用者能平順地輸入回答。 以上,以問答遊戲的正解為一個或複數個字母文字所 表示的文字列之情況為例子進行說明。亦即,針對使用者 在回答晝面60中輸入字母文字之情況進行說明。然而,本 @發明亦可適用於問答遊戲的正解為字母以外的文字所表示 的文字列之情況。此外,本發明還可適用於問答遊戲的正 解為文字以外的符號類(狹義的記號)或圖形記號等所表示 的記號列之情況。換言之,使用者在回答晝面60中輸入例 如數字、日文平假名、日文片假名、日文漢字、與日本語 以外的語言(中國語、韓國語等)對應之文字、符號類(狹義 的記號)、圖形記號等之情況,本發明都可適用。 [第二實施形態] 本發明實施形態之遊戲裝置的外觀及硬體構成都與 33 320928 200938275 第一實施形態(第1至第3圖)一樣,所以在此省略其說明。 在本發明實施形態之遊戲裝置1〇中,也是根據記憶於遊戲 記憶卡40之程式而執行問答遊戲。本發明實施形態中之問 答遊戲,係使用者從複數個選項中選擇其認為是正解的選 項這種形式之問答遊戲。 此問答遊戲,也是使顯示問答遊戲的問題之問題晝面 顯示於第二液晶顯示部32,使供使用者進行問答遊戲的回 答之回答晝面顯示於觸控螢幕22。第11圖顯示回答晝面 的一個例子。如第11圖所示,本實施形態之回答晝面60a ❹ 中顯示複數個選項圖像62a。第11圖所示的例子中,係顯 示與選項A至I共九個選項對應之選項圖像62a。在此回 答晝面60a,使用者藉由選擇任一個選項(選項圖像62a)來 回答問答遊戲。此處雖使各選項圖像62a的形狀形成為矩 形,但各選項圖像62a的形狀亦可為矩形以外的形狀(例如 圓形)。另外,各選項圖像62a可為靜止晝像、亦可為動晝 像。 ❹ 以下,針對用來讓使用者進行選項的選擇變得容易之 技術進行說明。 第12圖係顯示利用第二實施形態之遊戲裝置10而實 現的功能之中與本發明有關連的功能之功能方塊圖。第12 圖中具有與第一實施形態一樣的功能之功能方塊係標註相 同符號,並在此省略其說明。如第12圖所示,遊戲裝置 10包含遊戲資料記憶部70、區域設定部72a、指示位置取 得部74、判定部76a、選項判斷部78a及處理執行部80a。 34 320928 200938275 這些功能方塊係由遊戲裝置10執行程式來加以實現。 遊戲資料記憶部70包含基準選項記憶部71a。基準選 項記憶部71a記憶基準選項。在本實施形態之情況,基準 選項記憶部71a係記憶複數個問答資料。問答資料包含表 示問答遊戲的問題之文字列、提示給使用者之複數個選 項、以及哪一個選項為問答遊戲的正解之資訊。此時,為 問答遊戲的正解之那一個選項相當於「基準選項」。 區域設定部72a係以例如微處理器44及主記憶體46 ❹ 為主而實現。區域設定部72a將與選項對應之複數個區域 設定在晝面内。在本實施形態之情況,區域設定部72a係 將與各選項對應之區域(以下稱為「選項區域」)設定在回 答畫面60a内。第13圖顯示設定於回答畫面60a之選項區 域82a的一個例子。如後所述,在使用者指示的位置包含 在任一個選項區域82a之内之情況,即判定為指示的是與 該選項區域82a對應之選項。與第一實施形態中之按鍵區 ^ 域一樣,選項區域82a的形狀可為矩形以外的形狀(例如圓 形)。而且,與第一實施形態一樣,各選項區域82a之間原 則上存在有無效區域88。在第13圖所示的狀態中,各選 項區域82a係設定成預定的相同尺寸(以下稱為「基本尺 寸」)。以下,將第13圖所示的狀態記載為「基本狀態」。 在基本狀態時,例如,各選項區域82a係與對應於該選項 區域82a之選項圖像62a的顯示區域一致。 尤其,本實施形態中之區域設定部72a,係將與是正 解之選項對應之選項區域82a的大小,設定得比與不是正 35 320928 200938275 解之選項對應之選項區域82a的大小還大。將與是正解之 選項對應之選項區域82a的大小,設定得比與不是正解之 選項對應之選項區域82a的大小還大之方法,可使用與第 一實施形態中將與包含於正解文字列内之文字對應之文字 按鍵區域82的大小設定得比與不包含於正解文字列内之 文字對應之文字按鍵區域82的大小還大的方法相同之方 法,例如,假想問答遊戲的正解為選項G之情況。在此情 況,將與選項G對應之選項區域82a的大小設定得比基本 尺寸大。結果,與選項G對應之選項區域82a就會設定得 〇 比其他的選項區域82 a大。在此情況,與第7圖中之「S」 之文字按鍵區域82 —樣,將與選項G之選項區域82a鄰 接之無效區域88的至少一部份設定成選項G之選項區域 82a的一部份。選項G之選項圖像62a的大小則不變化, 維持原來的尺寸。 判定部76a、選項判斷部78a及處理執行部80a係以 微處理器44為主而實現。判定部76a判定指示位置取得部 ❹ 74所取得的位置是否包含在設定於回答晝面60a内之複數 個選項區域82a的任一個之内。選項判斷部78a根據判定 部76a的判定結果而判斷使用者選擇的選項(回答)。處理 執行部80a判定作為問答遊戲的正解之選項、與使用者選 擇的選項是否一致,並根據該判定結果而執行處理。 接著,說明第二實施形態之遊戲裝置10執行的處理。 第14圖係顯示遊戲裝置10執行的處理之流程圖。微處理 器44依照記憶於遊戲記憶卡40之程式,而執行第14圖所 36 320928 200938275 示之處理。 如第14圖所示,首先微處理器44使問題晝面顯示於 第二液晶顯示部32,使回答晝面60a顯示於觸控螢幕 22(S201)。將記憶於遊戲記憶卡40之複數個問答資料中的 任一個讀出,使問答遊戲的問題顯示於問題畫面。再來, 微處理器44(區域設定部72a)將各選項區域82a的大小重 設為基本尺寸(S202)。更具體言之,係使記憶於主記憶體 46之選項區域資料初始化。所謂的選項區域資料係指表示 © 各選項區域82a之資料,係與第一實施形態中之按鍵區域 資料一樣之資料。在本步驟(S202)中,係從遊戲記憶卡40 讀出與基本狀態(參照第13圖)對應之基本選項區域資料, 以之作為選項區域資料而記億於主記憶體46中。 然後,微處理器44(區域設定部72a)將與作為問答遊 戲的正解之選項對應之選項區域82a的大小設定得比基本 尺寸大(S203)。此步驟之處理,係與第一實施形態中將與 @ 問答遊戲的正解文字列的第(n+1)個文字對應之文字按鍵 區域82的大小設定得比基準尺寸大之處理(第8圖之S104) 一樣而執行。 然後,微處理器44監視使用者是否按壓觸控面板 22b(S204)。使用者按壓觸控面板22b之情況,微處理器 44(指示位置取得部74)取得按壓位置以之作為使用者的指 示位置。然後,微處理器44(判定部76a)判定使用者的指 示位置(按壓位置)是否包含在任一個選項區域82a内 (S205)。使用者的指示位置不包含於任何一個選項區域82a 37 320928 200938275 内之情況,微處理器44再開始使用者是否按壓觸控面板 22b之監視(S204)。另一方面,使用者的指示位置包含於 任一個選項區域82a内之情況,微處理器44(選項判斷部 78a)判斷為使用者選擇了與該選項區域82a對應之選項。 然後,微處理器44執行正否判定處理(S206)。亦即,微處 理器44判定使用者選擇的選項是否與正解之選項一致。在 使用者選擇的選項與正解之選項一致之情況,微處理器 44(處理執行部80a)給使用者的得分加分。另一方面,使用 者選擇的選項與正解之選項不一致之情況,則微處理器44 不給使用者的得分加分。 根據以上說明之第二實施形態之遊戲裝置10,將與是 問答遊戲的正解之選項對應之選項區域82a設定得比其他 的選項區域82a大。結果,知道問答遊戲的正解之使用者 (想要選擇正解的選項之使用者)就能平順地選擇回答。此 外,因為只有使用者的眼睛看不到的選項區域82a的大小 變化,使用者的眼睛看得到的選項圖像62a的大小並不變 化,所以不會讓使用者容易想到問答遊戲的正解。亦即, 不會對問答遊戲的難易度造成影響。 此外,與第一實施形態中之按鍵區域一樣,區域設定 部72a亦可根據使用者的慣用手而將與正解的選項對應之 選項區域82a設定得比其他的選項區域82a大。如此實施, 即可考慮使用者的慣用手而實現讓知道問答遊戲的正解之 使用者能平順地輸入回答之目的。 另外,與第一實施形態中之按鍵區域一樣,區域設定 38 320928 200938275 部72a亦可根據與正解的選項對應之選項區域82a、與晝 面内的基準位置(例如中心點)之關係,而將與正解的選項 對應之選項區域82a設定得比其他的選項區域82a大。如 此實施,即可考慮使用者的眼睛(晝面内的基準點)與選項 區域82a(選項圖像62a)的位置關係而實現讓知道問答遊戲 的正解之使用者能平順地輸入回答之目的。 又,與第一實施形態中之按鍵圖像一樣,選項圖像62a 亦可在回答晝面60a内移動。在此情況,與第一實施形態 〇 中之按鍵區域一樣,區域設定部72a係以讓選項區域82a 隨著選項圖像62a的移動而移動之方式來更新選項區域 82a的位置。而且區域設定部72a亦可根據與正解的選項 對應之選項區域82a的過去或將來的位置,而將與正解的 選項對應之選項區域82a設定得比其他的選項區域82a 大。如此實施,則即使在選項圖像62a在回答晝面60a内 移動之情況下,也可讓知道問答遊戲的正解之使.用者能平 ❿順地輸入回答。 又,與第一實施形態中之文字及文字組一樣,可在回 答晝面60a顯示與複數個選項所屬於的選項組對應之圖像 而不是顯示選項圖像62a。然後,在使用者選擇任一個選 項組後,使與該選項組所包含的選項之選項圖像62a顯示 於回答畫面60a。在此態樣中,區域設定部72a係譟定與 各選項組對應之區域。然後,藉由判定使用者的指示位置 是否包含在與任何一個選項組對應之區域内,而判定使用 者是否選擇選項組。.再根據該判定結果而判斷使用者選擇 39 320928 200938275 的選項(回答)。另外,在此態樣中,區域設定部72a係將 與是正解之選項所屬於的選項組對應之區域設定得比基本 尺寸大。結果,與是正解之選項所屬於的選項組對應之區 域,就會設定得比與是正解之選項所不屬於的選項組對應 之區域大。如此實施,也可讓知道問答遊戲的正解之使用 者能平順地輸入回答。 本發明並不限定於以上說明的實施形態。 例如,供使用者用來指示晝面内的位置之操作手段並 不限於觸控面板22b,亦可為例如遊戲控制器或滑鼠等。 ❹ 例如,藉由在回答晝面60, 60a顯示依照十字按鍵24c的操 作而移動之游標,而讓使用者能使用十字按鍵24c而指示 按鍵圖像(按鍵區域)。 又例如,本發明亦可適用於執行問答遊戲以外的遊戲 之遊戲裝置10。而且,本發明可適用於遊戲裝置10以外 之資訊處理裝置。本發明可適用於根據使用者輸入的記號 列(例如文字列)、與基準記號列(例如基準文字列)之比較結 q 果而執行處理之資訊處理裝置。根據本發明,就可讓想要 輸入基準記號列之使用者輸入該基準記號列變得容易。而 且,本發明可適用於根據使用者選擇的選項與基準選項之 比較結果而執行處理之資訊處理裝置。根據本發明,就可 讓想要選擇等於基準選項之選項之使用者進行該選項之選 擇變得容易。 另外,在以上的說明中,雖透過作為資訊記憶媒體之 遊戲記憶卡40將程式供給至遊戲裝置10,但亦可透過通 40 320928 200938275 •訊網路而將程式配送給遊鮮置1G。第ι5_顯示利用 通訊網路之程式配送系統的全體構成之圖。根據第15圖來 說明本發明之程式配送方法。如第15圖所示,該程式配送 系統100包含程式配送裝置108、通訊網路1〇6及遊戲裝 置10。程式配送裝置108包含資料庫1〇2及伺服器1〇4。 通訊網路100包含例如網際網路及有線電視網路。在此系 統中,資料庫(資訊記憶媒體)102中記憶與遊戲記憶卡40 的記憶内容一樣之程式。而且’由需要者利用遊戲裝置1〇 ®提出程式配送要求’且程式配送要求透過通訊網路106而 傳遞給伺服器104。祠服器104回應程式配送要求而從資 料庫102讀出程式,並將程式傳送給遊戲裝置1〇。此處說 明的雖是回應程式配送要求而傳送程式,但亦可由祠服器 104單向地傳送程式。如此透過通訊網路丨〇6而配送程式, 需要者即可容易地取得程式。 【圖式簡單說明】. U 第1圖係顯示第一、第二實施形態之遊戲裝置的外觀 之斜視圖。 第2圖係顯示第一、第二實施形態之遊戲裝置的外觀 之圖。 第3圖係顯示第一、第二實施形態之遊戲裝置的硬體 構成之圖。 第4圖係顯示第一實施形態中之回答畫面的一個例子 之圖。 第5圖係第一實施形態之遊戲裝置的功能方塊圖。 41 320928 200938275 第6圖係顯示文字按鍵區域的一個例子之圖。 第7圖係用來說明將文字按鍵區域設定得比基本尺寸 大時的設定方法之圖。 第8圖係顯示第一實施形態之遊戲裝置執行的處理之 流程圖。 第9圖係顯示第一實施形態之遊戲裝置執行的處理之 流程圖。 第10圖係用來說明按鍵圖像的顯示區域與使用者的 眼睛所能看到的顯示區域之圖。 第11圖係顯示第上實施形態中之回答晝面的一個例 子之圖。 第12圖係第二實施形態之遊戲裝置的功能方塊圖。 第13圖係顯示選項區域的一個例子之圖。 第14圖係顯示第二實施形態之遊戲裝置執行的處理 之流程圖。 第15圖係顯示本實施形態之程式配送系統的全體構 成之圖。 【主要元件符號說明】 10 遊戲裝置 12 攜帶式遊戲機 14 较鍵部 20 第一框體 20a 表面 22 觸控螢幕 22a 第一液晶顯示部 22b 觸控面板 24 操作按鍵部 24a,24b,241,24r,24x,24y 24c 十字按鍵 26 記憶卡插槽 42 320928 200938275 第二液晶顯示部 34 喇η八 90 實際的顯示區域 92a 顯示區域外的區域 100 程式配送系統 資料庫 104 伺服器 通訊網路 108 程式配送裝置 30 第二框體 32 40 遊戲記憶卡 44 微處理器 48 圖像處理部 52 聲音處理部 60, 60a回答晝面 62a 選項圖像 ©66 OK按鍵 70 遊戲資料記憶部 71a 基準選項記憶部 74 指示位置取得部 78 記號列取得部 80,80a處理執行部 82a 選項區域 _ 86 OK按鍵區域 102 106 30a 表面_ 42 匯流排 46 主記憶體 50 輸出入處理部 54 通訊介面 62 文字按鍵 64 删除按鍵 68 回答欄 71 基準記號列記憶部 72,72a區域設定部 76,76a判定部 78a 選項判斷部 82 文字按鍵區域 84 刪除按鍵區域 88 無效區域 92 區域 43 320928: The text column buffer stores the text column entered by the user. The microprocessor 44 then increments the sub-J by 1 (Si 〇 8) and updates back to the answer column 68 (Si 〇 9) of the written hex.廿 杜 Du New U 旦 面 υ υ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ Ρ The lack of & 鹱 鹱 ... ... ’ ’ ’ ’ 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器That is, as in the processing of S103 320928 24 200938275, the key area data read from the game memory card 40 is used to write the key area data stored in the main memory 46. Then, the microprocessor 44 refers to the character string buffer, and determines whether or not the character string stored in the character string buffer matches the portion from the i-th text to the n-th character of the positive character string (S111). In the case where the character string stored in the character string buffer = 1 coincides with the damage of the first character to the nth character of the positive character string, the microprocessor 44 (area setting unit 72) will be in the column of the positive solution The size setting © of the character key area 82 corresponding to the (n+1)th character is larger than the reference size (S104), and the user is again monitored by the slow touch panel 22b (Si〇5). On the other hand, if the character string stored in the character string buffer does not coincide with the portion of the ninth character of the positive character string, the microprocessor 44 does not perform the processing of S104 and starts using it again. Whether or not the monitoring of the touch panel 22b is pressed (s 1 〇 5). In this case, since the processing of Sl4 is not performed', all the text key areas 82 are still set to the basic size. By performing the processing of each step (S104, S105, sill), only when the character string stored in the character string buffer coincides with the portion of the first character to the nth character of the positive character string The character key area 82 corresponding to the (n+1)th character in the positive character string is set larger than the other character key areas 82. The case where the character string stored in the character string buffer does not match the first character to the nth character of the positive character string is a case where the user inputs a character string different from the positive character string. In this case, the necessity for the user to indicate that the (n + 1)th character in the positive character string is easy is low. Since the character button area 82 corresponding to the (n+1) 320928 25 200938275 characters in the positive character string is set larger than the other character button areas 82, it may occur that the user is interested in indicating other characters. Indicates the case of the (n+1)th character in the positive character string. In this regard, the game device 10 can cause the above-described malfunction to not occur. When it is determined that the user's instruction position is not included in any of the character key regions 82 ("NO" in S106), the microprocessor 44 determines whether or not the user's pointing position (pressing position) is included in the delete button area. Within 84 (S112). When the user's instructed position is included in the delete button area 84, the microprocessor 44 deletes the last stored character from the character string buffer (S113), and decrements the variable n by one (S114). Then, the same processing as when the processing of S108 is performed is performed. That is, the answer field 68 of the answer face 60 is updated, and the character string stored in the character string buffer is displayed on the answer block 68 (S109). Reset the size of each button area to the basic size (5110). And determining whether the character string stored in the character string buffer matches the portion from the first character to the nth character of the positive character string (5111). When it is determined that the user's instruction position is not included in the delete button area 84 (NO in S112), the microprocessor 44 determines whether or not the user's pointed position (pressed position) is included in the ΟΚ button area 86 ( S115). When the user's indicated position is included in the ΟΚ button area 86, the microprocessor 44 performs a positive/negative determination process (S116). That is, the microprocessor 44 refers to the character string buffer to determine whether or not the character string (answer input by the user) stored in the character string buffer matches the positive character string. When the character string stored in the character string buffer coincides with the positive character string, even if the user's answer is a positive solution, for example, the microprocessor 44 (processing execution unit 80) gives the user Score points. In this case, the score given to the user may also be changed according to the time taken by the user to answer. On the other hand, if the character string stored in the character string buffer (the answer input by the user) does not match the positive character string, that is, if the user's answer is not correct, the microprocessor 44 does not use it. The score of the person is added. In addition, in this case, the user's score can also be deducted. Alternatively, the game may be ended if the user's answer is not the correct number of times the predetermined number of times has elapsed. In addition, when the user's pointing position is not included in the OK button area 86 (the result of S115 is "NO"), the user's pointing position (pressing position) is not included in any of the button areas. In this case, the microprocessor 44 restarts the monitoring of whether or not the user presses the touch panel 22b (S105). According to the game device 10 of the first embodiment described above, the character key area φ 82 corresponding to the character included in the positive character string of the quiz game is set larger than the other character key areas 82. As a result, the user who knows the positive solution of the question and answer game (the user who wants to input the answer to the positive solution) can input the answer smoothly. In addition, since only the size of the text button area 82 that is invisible to the user's eyes changes, the size of the text button 62 (key image) seen by the user's eyes does not change, so that the user does not easily think of the question and answer. The correct solution to the game. That is, it does not affect the difficulty of the quiz game. In addition, for example, the size of the text button area 82 27 320928 200938275 of all the characters included in the positive character list may be set larger than the basic size (other than the user input) before the user completes the rounding of the answer. The first few words). In this way, the user who knows the correct answer to the quiz game can also input the answer smoothly. For example, the game data storage unit 70 may also memorize information indicating the user's dominant hand. Further, the area setting unit 72 may set the character key area 82 corresponding to the character included in the positive character character string to be larger than the character key area 82 corresponding to the character not included in the positive character character string, and may be used according to the use. The character's dominant hand sets the text key area 82 corresponding to the text included in the positive character list. In other words, the area setting unit 72 can also set the character key area 82 corresponding to the character included in the positive character list to be larger than the character not included in the positive character string by the method corresponding to the user's dominant hand. The text button area 82 is large. For example, it is generally accepted that a right-handed user tends to indicate the right side of the button area rather than the left side. Therefore, when the user's dominant hand is the right hand, the character key area 82 corresponding to the character included in the positive character character string can be expanded to the right (X-axis positive direction). For example, in S104 of Fig. 8, X only the X coordinate of the lower right vertex of the character key area 82 corresponding to the (n+1)th character of the positive character string is changed to (X2+W). Similarly, users who are left-handed are generally preferred to indicate the left side of the button area rather than the right part. Therefore, when the user's dominant hand is the left hand, the character key area 82 corresponding to the character included in the positive character character string can be expanded to the left (X-axis negative direction). For example, in S104 of Fig. 8, only the X coordinate of the upper left vertex of the character key area 82 corresponding to the (n+1)th character of the positive character string is changed to (X1-W). The manner in which the key area 82 corresponding to the character included in the positive character list is expanded can be changed according to the user's 28 320928 200938275 'domestic hand'. In this way, the user who knows the correct answer to the question and answer game can be smoothly inputted for the purpose of considering the user's reimbursement. Further, for example, the area setting unit 72 may set the character button area 82 corresponding to the character included in the positive character string to be larger than the character key area 82 corresponding to the character not included in the positive character string, depending on The character key area 82 corresponding to the character included in the positive character character string is set in relation to the position of the character key area 82 ❹ in the reference position (for example, the center point) in the face. In other words, the area setting unit 72 may correspond to the characters included in the positive character character string by a method corresponding to the character key region 82 corresponding to the character included in the positive character string and the reference position in the facet. The character button area 82 is set larger than the character key area 82 corresponding to the character not included in the positive character string. In other words, the extension of the character button area 82 corresponding to the character included in the positive character string can be changed based on the relationship between the reference position (center point) in the face and the @ position of the character button area 82. . Fig. 10 is a view for explaining the actual display area of the button image and the display area visible to the user's eye P. In the present embodiment, the touch panel 22b is superposed on the first liquid crystal display portion 22a. When the user does not see the text button 62 from directly above, it is presumed that the area 92 as shown in Fig. 10 is regarded as the display area of the text button 62. As a result, there will be a user intending to indicate the text button 62, but to indicate the area 92a outside the actual display area 90 of the text button 62, 29 320928 200938275 虞. Here, it is assumed that the user sees from above the center of the answer screen 60. The situation of the picture 60 is owed. In this case, answer the above-mentioned "reference position" with the command point of 6昼. In this case, the text button 62 (for example, the text button 62 of the "j") of the left side of the display screen 60 is displayed as if it is viewed from the upper right side, so that the user will compare with the above. The area on the right side of the actual display area of the text button 62 is considered to be the display area of the text button 62. Similarly, the user sees the area of the text button 62 (for example, the text button 62 of "r") displayed on the right side of the answer screen 60 to the left of the actual display area as the text button 62 _ Show the area. In addition, the user sees the area of the upper side of the actual display area of the text button 62 (for example, the text button 62 of "%") displayed on the lower side of the answer face 60 as the text button 62. The top of the display area. Further, in the case where the character button Q is displayed on the upper portion of the face 60, the user may see the region below the actual display region of the character button 62 as the display region of the character button 62. Hey. - Therefore, for example, the text button area 82 of the character included in the positive character list can be set to the area of the left part of the answer (9). Hey. The 卩 72 expands the character key area 82 in the right direction (the positive X-axis direction). For example, 'the (n+Ι) characters in the positive character list are "S", and the s 1 〇4 ' in the 8th figure only makes the X of the lower right vertex of the text button area 82 corresponding to rs". The coordinates are changed to (X2+W). Similarly, the character key area 82 of the character in the positive character list can be set back to the "lower part of the inner side 60, and the area setting unit 72 makes the text 30 320928 200938275 • the word key area 82. In the upward direction (Y-axis negative direction), for example, when the 0+1)th character of the positive character string is "V", only the text button area 82 corresponding to "V" can be made in S104 of Fig. 8. The Υ coordinate of the upper left vertex is changed to (Y1-W). By doing so, it is possible to realize the purpose of allowing the user who knows the positive solution of the quiz game to input the answer smoothly by considering the positional relationship between the user's eyes (the reference point in the face) and the character button area 82 (the text button 62). For another example, the button image can also be moved within the answer face 60. In this case, in order to input the answer to the quiz game, the user must instruct the button image to be moved within the answer face 60. As a result, interest in the answer to the input quiz game can be improved. In this aspect, the area setting unit 72 updates the position of the button area such that the button area moves in accordance with the movement of the button image. The area setting unit 72 records the past positions of the character key areas 82 (or the character keys 62). Then, the area setting unit 72 sets the character key area 82 corresponding to the character included in the positive character sentence column to be larger than the reference size, and sets the text key area 82 based on the past position of the character key area 82. . Here, it is assumed that the character key area 82 of "Α" is set to be larger than the reference size. In this case, for example, the area setting unit 72 sets the character key area 82 of the character key area 82 which has been set to "Α" in the period up to the present time before the predetermined time to the character key area 82 of "Α". Further, the area setting unit 72 may predict the future position 31 320928 200938275 of the character key area 82 when the character key area 82 corresponding to the character included in the positive character list is set to be larger than the reference size. The character key area 82 is set based on the predicted position. Here, 〆 assumes that the character key area 82 of "A" is set to be larger than the reference size. In this case, for example, the area setting unit 72 predicts an area of the character button area 82 to be set to "A" from the current time to the predetermined time, and sets the prediction area to the character key area 82 of "A". . Further, for example, the future position of the character key area 82 is predicted based on the past position of the character key area 82. Alternatively, when the character key area 82 (the text key 62) moves following a predetermined track, the future position of the character key area 82 is predicted based on the execution path. As described above, even if the 按键 button image is moved within the answer face 60, the user who knows the positive solution of the question and answer game can smoothly input the answer. Further, for example, a button image (hereinafter referred to as "character group button") corresponding to a character group to which a plurality of characters belong may be displayed on the answer face 60 instead of the display character button 62. Then, after the user selects any of the character group buttons, the character key 62 of the character included in the character group corresponding to the character group button is displayed on the answer face 60. In this aspect, the area setting unit q 72 sets a key area (hereinafter referred to as a "literature group key area") corresponding to each character group button. Then, it is determined whether the user indicates (pointing) the character group button by determining whether the user's indicated position is included in any of the character group button areas. Further, based on the result of the determination, the input character string (answer) of the user is obtained. In this case, for example, when the user inputs the nth character, the region setting unit 72 sets the character group button region corresponding to the character group to which the nth character of the positive character string belongs, to be larger than the basic size. Because the size of the text group button area corresponding to the character group that the nth character does not belong to in the 32 320928 200938275 positive character string is set to the basic size, the character group to which the nth character in the positive character string belongs is The corresponding character group button area is set to be larger than the character group button area corresponding to the character group not belonging to the nth character in the positive character string. Further, in the answer face 60 after the user has instructed the character group button of the character group to which the n-th character in the positive character string belongs, the region setting unit 72 sets the character of the nth sister character in the positive character string. The button area 82 is set to have a large basic size. In this case, the character key area 82 of the n-th character in the positive character string is set larger than the other character key area 82 because the size of the character key area 82 of the other character is set to the basic size. In this way, the user who knows the correct answer to the quiz game can also input the answer smoothly. In the above, the case where the positive solution of the quiz game is a character string indicated by one or a plurality of alphabetic characters will be described as an example. That is, the case where the user inputs the alphabetic characters in the answer face 60 will be described. However, the @invention can also be applied to the case where the positive solution of the quiz game is a character string represented by a character other than a letter. Further, the present invention is also applicable to the case where the correct answer of the quiz game is a symbol class (a narrow notation) other than a character, or a symbol column represented by a graphic symbol or the like. In other words, the user inputs, for example, a number, a Japanese hiragana, a Japanese katakana, a Japanese kanji, a character or a symbol (a narrow notation) corresponding to a language other than Japanese (Chinese, Korean, etc.). The present invention is applicable to the case of graphic symbols and the like. [Second Embodiment] The appearance and the hardware configuration of the game device according to the embodiment of the present invention are the same as those of the first embodiment (first to third figures) of 33 320928 200938275, and thus the description thereof is omitted here. In the game device 1 of the embodiment of the present invention, the question and answer game is also executed based on the program stored in the game memory card 40. The question and answer game in the embodiment of the present invention is a quiz game in which the user selects an option which is considered to be a positive solution from among a plurality of options. This question and answer game is also displayed on the second liquid crystal display unit 32 to cause the problem of displaying the question and answer game, and the answer to the user's answer to the question and answer game is displayed on the touch screen 22. Figure 11 shows an example of the answer. As shown in Fig. 11, a plurality of option images 62a are displayed in the answer face 60a of the present embodiment. In the example shown in Fig. 11, an option image 62a corresponding to nine options of options A to I is displayed. In response to the face 60a, the user answers the question and answer game by selecting either option (option image 62a). Here, although the shape of each option image 62a is formed into a rectangular shape, the shape of each option image 62a may be a shape other than a rectangle (for example, a circular shape). Further, each of the option images 62a may be a still image or a moving image. ❹ The following is a description of the technique for making it easy for the user to select options. Fig. 12 is a functional block diagram showing functions related to the present invention among the functions realized by the game device 10 of the second embodiment. Functional blocks having the same functions as those of the first embodiment in Fig. 12 are denoted by the same reference numerals, and the description thereof will be omitted. As shown in Fig. 12, the game device 10 includes a game material storage unit 70, an area setting unit 72a, an instruction position obtaining unit 74, a determination unit 76a, an option determination unit 78a, and a process execution unit 80a. 34 320928 200938275 These functional blocks are implemented by the game device 10 executing a program. The game material storage unit 70 includes a reference option storage unit 71a. The reference option storage unit 71a memorizes the reference option. In the case of this embodiment, the reference option storage unit 71a memorizes a plurality of question and answer materials. The Q&A profile contains a text column indicating the question and answer game, a list of options for the user, and which option is the correct answer to the quiz game. At this point, the option for the correct answer to the question and answer game is equivalent to the "baseline option." The area setting unit 72a is realized by, for example, the microprocessor 44 and the main memory 46 为主. The area setting unit 72a sets a plurality of areas corresponding to the options in the face. In the case of the present embodiment, the area setting unit 72a sets an area corresponding to each option (hereinafter referred to as "option area") in the reply screen 60a. Fig. 13 shows an example of the option area 82a set on the answer screen 60a. As will be described later, when the position indicated by the user is included in any of the option areas 82a, it is determined that the option corresponding to the option area 82a is indicated. Like the button area ^ field in the first embodiment, the shape of the option area 82a may be a shape other than a rectangle (e.g., a circle). Further, as in the first embodiment, there is originally an invalid area 88 between the option areas 82a. In the state shown in Fig. 13, each of the option areas 82a is set to a predetermined same size (hereinafter referred to as "basic size"). Hereinafter, the state shown in FIG. 13 is described as "basic state". In the basic state, for example, each of the option areas 82a coincides with the display area of the option image 62a corresponding to the option area 82a. In particular, the area setting unit 72a in the present embodiment sets the size of the option area 82a corresponding to the option that is a positive solution to be larger than the size of the option area 82a corresponding to the option that is not the solution of 35 320928 200938275. The method of setting the size of the option area 82a corresponding to the option of the positive solution to be larger than the size of the option area 82a corresponding to the option that is not the positive solution can be used in the first embodiment to be included in the positive character sequence. The size of the character button area 82 corresponding to the character is set to be the same as the method of the size of the character button area 82 corresponding to the character not included in the positive character string. For example, the positive solution of the virtual question and answer game is the option G. Happening. In this case, the size of the option area 82a corresponding to the option G is set larger than the basic size. As a result, the option area 82a corresponding to the option G is set larger than the other option areas 82a. In this case, as with the character button area 82 of "S" in Fig. 7, at least a portion of the invalid area 88 adjacent to the option area 82a of the option G is set as a part of the option area 82a of the option G. Share. The size of the option image 62a of the option G does not change, and the original size is maintained. The determination unit 76a, the option determination unit 78a, and the processing execution unit 80a are realized mainly by the microprocessor 44. The determination unit 76a determines whether or not the position acquired by the instruction position acquisition unit 包含 74 is included in any one of the plurality of option areas 82a set in the answer face 60a. The option judging unit 78a judges the option (answer) selected by the user based on the determination result of the judging unit 76a. The processing execution unit 80a determines whether or not the option of the positive solution of the question and answer game matches the option selected by the user, and executes the processing based on the determination result. Next, the processing executed by the game device 10 of the second embodiment will be described. Fig. 14 is a flow chart showing the processing executed by the game device 10. The microprocessor 44 executes the processing shown in Fig. 14 of FIG. 36 320928 200938275 in accordance with the program stored in the game memory card 40. As shown in Fig. 14, first, the microprocessor 44 displays the problem face on the second liquid crystal display unit 32, and causes the answer face 60a to be displayed on the touch screen 22 (S201). Any one of the plurality of question and answer materials stored in the game memory card 40 is read out, so that the question of the question and answer game is displayed on the question screen. Further, the microprocessor 44 (area setting unit 72a) resets the size of each option area 82a to the basic size (S202). More specifically, the data of the option area stored in the main memory 46 is initialized. The so-called option area data refers to the data indicating the respective option areas 82a, and is the same as the key area data in the first embodiment. In this step (S202), the basic option area data corresponding to the basic state (refer to Fig. 13) is read from the game memory card 40, and is recorded as the option area data in the main memory 46. Then, the microprocessor 44 (area setting unit 72a) sets the size of the option area 82a corresponding to the option of the positive solution of the question and answer game to be larger than the basic size (S203). In the first embodiment, the size of the character button area 82 corresponding to the (n+1)th character of the positive character string of the @Q&A game is set to be larger than the reference size (Fig. 8). S104) is executed in the same way. Then, the microprocessor 44 monitors whether the user presses the touch panel 22b (S204). When the user presses the touch panel 22b, the microprocessor 44 (instructed position acquisition unit 74) acquires the pressed position as the pointing position of the user. Then, the microprocessor 44 (determination unit 76a) determines whether or not the user's pointing position (pressing position) is included in any of the option areas 82a (S205). If the user's indicated position is not included in any of the option areas 82a 37 320928 200938275, the microprocessor 44 restarts the user's monitoring of the touch panel 22b (S204). On the other hand, if the user's instruction position is included in any of the option areas 82a, the microprocessor 44 (option determining unit 78a) determines that the user has selected an option corresponding to the option area 82a. Then, the microprocessor 44 performs a positive/negative determination process (S206). That is, the microprocessor 44 determines if the option selected by the user is consistent with the option of the positive solution. In the case where the option selected by the user coincides with the option of the positive solution, the microprocessor 44 (processing execution unit 80a) adds a score to the user's score. On the other hand, if the option selected by the user does not match the option of the positive solution, the microprocessor 44 does not add points to the user's score. According to the game device 10 of the second embodiment described above, the option area 82a corresponding to the option of the positive solution of the question and answer game is set larger than the other option areas 82a. As a result, the user who knows the positive solution of the quiz game (the user who wants to select the option of the positive solution) can smoothly select the answer. Further, since only the size of the option area 82a which is invisible to the user's eyes changes, the size of the option image 62a seen by the user's eyes does not change, so that the user does not easily think of the positive solution of the quiz game. That is, it will not affect the difficulty of the quiz game. Further, similarly to the button area in the first embodiment, the area setting unit 72a can set the option area 82a corresponding to the option of the positive solution to be larger than the other option areas 82a in accordance with the user's dominant hand. In this way, the user's dominant hand can be considered to enable the user who knows the positive solution of the quiz game to input the answer smoothly. Further, similarly to the button region in the first embodiment, the region setting 38 320928 200938275 portion 72a may be based on the relationship between the option region 82a corresponding to the option of the positive solution and the reference position (for example, the center point) in the facet. The option area 82a corresponding to the option of the positive solution is set larger than the other option areas 82a. By doing so, it is possible to realize the purpose of allowing the user who knows the positive solution of the quiz game to input the answer smoothly by considering the positional relationship between the user's eyes (the reference point in the face) and the option area 82a (the option image 62a). Further, similarly to the button image in the first embodiment, the option image 62a can also be moved within the answer face 60a. In this case, like the button area in the first embodiment, the area setting unit 72a updates the position of the option area 82a so that the option area 82a moves in accordance with the movement of the option image 62a. Further, the area setting unit 72a may set the option area 82a corresponding to the option of the positive solution to be larger than the other option areas 82a based on the past or future position of the option area 82a corresponding to the option of the positive solution. By doing so, even if the option image 62a is moved within the answer face 60a, the positive solution of the question and answer game can be known. The user can input the answer smoothly. Further, similarly to the character and the character group in the first embodiment, an image corresponding to the option group to which the plurality of options belong can be displayed on the reply face 60a instead of the option image 62a. Then, after the user selects any one of the option groups, the option image 62a of the option included in the option group is displayed on the answer screen 60a. In this aspect, the area setting unit 72a sets the area corresponding to each option group. Then, it is determined whether the user selects the option group by determining whether the user's indicated position is included in the area corresponding to any one of the option groups. Based on the result of the determination, the user is selected to select the option (answer) of 39 320928 200938275. Further, in this aspect, the area setting unit 72a sets the area corresponding to the option group to which the option of the positive solution belongs to be larger than the basic size. As a result, the area corresponding to the option group to which the option of the positive solution belongs is set larger than the area corresponding to the option group to which the option of the positive solution does not belong. In this way, the user who knows the correct answer to the question and answer game can input the answer smoothly. The present invention is not limited to the embodiments described above. For example, the operation means for the user to indicate the position in the face is not limited to the touch panel 22b, and may be, for example, a game controller or a mouse. For example, by displaying the cursor moved in accordance with the operation of the cross button 24c on the answer face 60, 60a, the user can instruct the button image (button area) using the cross button 24c. Further, for example, the present invention is also applicable to a game device 10 that executes a game other than a quiz game. Moreover, the present invention is applicable to an information processing device other than the game device 10. The present invention is applicable to an information processing apparatus that performs processing in accordance with a comparison of a symbol sequence (e.g., a character string) input by a user and a reference symbol column (e.g., a reference character string). According to the present invention, it is easy for a user who wants to input a reference mark column to input the reference mark column. Moreover, the present invention is applicable to an information processing apparatus that performs processing in accordance with a comparison result between a user-selected option and a reference option. According to the present invention, it is easy to select a user who wants to select an option equal to the reference option. Further, in the above description, the program is supplied to the game device 10 via the game memory card 40 as the information memory medium, but the program can be distributed to the game 1G via the 40 320928 200938275. Figure 1b shows a diagram showing the overall composition of a distribution system using a communication network. The program distribution method of the present invention will be described based on Fig. 15. As shown in Fig. 15, the program delivery system 100 includes a program distribution device 108, a communication network 1-6, and a game device 10. The program delivery device 108 includes a database 1〇2 and a server 1〇4. Communication network 100 includes, for example, the Internet and a cable television network. In this system, the database (information memory medium) 102 stores the same program as the memory content of the game memory card 40. Further, the program delivery request is requested by the game device 1 〇 ® and the program delivery request is transmitted to the server 104 via the communication network 106. The server 104 reads the program from the repository 102 in response to the program distribution request, and transmits the program to the game device 1 . Although the program is described here in response to the program distribution request, the program may be transmitted by the server 104 in one direction. By distributing the program through the communication network 丨〇6, the program can be easily obtained by the user. BRIEF DESCRIPTION OF THE DRAWINGS U Fig. 1 is a perspective view showing the appearance of the game device of the first and second embodiments. Fig. 2 is a view showing the appearance of the game device of the first and second embodiments. Fig. 3 is a view showing the hardware configuration of the game device of the first and second embodiments. Fig. 4 is a view showing an example of an answer screen in the first embodiment. Fig. 5 is a functional block diagram of the game device of the first embodiment. 41 320928 200938275 Figure 6 is a diagram showing an example of a text button area. Fig. 7 is a view for explaining a setting method when the character key area is set larger than the basic size. Fig. 8 is a flow chart showing the processing executed by the game device of the first embodiment. Fig. 9 is a flow chart showing the processing executed by the game device of the first embodiment. Fig. 10 is a view for explaining a display area of a button image and a display area which can be seen by a user's eyes. Fig. 11 is a view showing an example of the answer face in the first embodiment. Fig. 12 is a functional block diagram of the game device of the second embodiment. Figure 13 is a diagram showing an example of an option area. Fig. 14 is a flow chart showing the processing executed by the game device of the second embodiment. Fig. 15 is a view showing the overall configuration of the program distribution system of the embodiment. [Description of main component symbols] 10 Game device 12 Portable game machine 14 Key portion 20 First frame 20a Surface 22 Touch screen 22a First liquid crystal display portion 22b Touch panel 24 Operation button portions 24a, 24b, 241, 24r , 24x, 24y 24c cross button 26 memory card slot 42 320928 200938275 second liquid crystal display unit 34 η η eight 90 actual display area 92a display area outside the area 100 program distribution system database 104 server communication network 108 program distribution device 30 Second frame 32 40 Game memory card 44 Microprocessor 48 Image processing unit 52 Sound processing unit 60, 60a answer face 62a Option image ©66 OK button 70 Game data storage unit 71a Reference option memory unit 74 Indicates position Acquisition unit 78 symbol sequence acquisition unit 80, 80a processing execution unit 82a Option area _ 86 OK button area 102 106 30a Surface _ 42 Bus bar 46 Main memory 50 Output processing unit 54 Communication interface 62 Text button 64 Delete button 68 Answer column 71 reference symbol column storage unit 72, 72a area setting unit 76, 76a determination unit 78a option determination unit 82 text button area 84 deletion button Invalid region 88 region 92 region 43 320 928