WO2010087284A1 - Dispositif de jeu, procédé d'évaluation de manipulation, support d'enregistrement d'informations et programme - Google Patents
Dispositif de jeu, procédé d'évaluation de manipulation, support d'enregistrement d'informations et programme Download PDFInfo
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- WO2010087284A1 WO2010087284A1 PCT/JP2010/050796 JP2010050796W WO2010087284A1 WO 2010087284 A1 WO2010087284 A1 WO 2010087284A1 JP 2010050796 W JP2010050796 W JP 2010050796W WO 2010087284 A1 WO2010087284 A1 WO 2010087284A1
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a game device, an operation evaluation method, an information recording medium, and a program that can appropriately evaluate a player's operation even when the player plays with a plurality of controllers erroneously held.
- music games including dance games and the like
- This music game is a type of game in which a player competes for a high score by performing an operation that matches the rhythm or musical scale of a musical piece to be played with good timing.
- a specific example of a music game using a game mat is described below.
- a plurality of movement lanes are provided on the game screen, and the target object moves and displays on the movement lanes in accordance with the music to be played. Is done. More specifically, a different target object appears for each moving lane, and moves on the moving lane from the start point to the end point according to the music.
- These target objects are images (same symbols) having the same shape as the symbols indicating the areas divided into the game mats, and represent the areas of the game mat that the player should step on.
- a determination area is provided so as to cross each movement lane, and when the target object moving on the movement lane reaches the determination area, the same symbol (game mat area) as the target object is displayed.
- the determination area is represented by a straight line display or an object display. That is, the player is required to step on the same symbol on the game mat in a timely manner while following the target object that moves according to the music.
- Patent Document 1 an invention of a game device capable of changing the degree of difficulty according to the game situation of the player is disclosed (for example, see Patent Document 1).
- One of the controllers used is a main controller (first controller), and the other is an auxiliary controller (second controller).
- first controller main controller
- second controller auxiliary controller
- the player can distinguish and use the first and second controllers due to a difference in the shapes of the first and second controllers.
- the present invention has been made to solve such problems, and a game apparatus and operation evaluation capable of appropriately evaluating a player's operation even when the player plays with a plurality of controllers erroneously held. It is an object to provide a method, an information recording medium, and a program.
- a game device is a game device that evaluates an operation using a plurality of controllers to be held at each predetermined part of a player's body, the image generating unit, An operation information acquisition unit, an evaluation unit, and an evaluation control unit are included.
- the image generation unit displays a display image (for example, a game image including a target object) for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
- the operation information acquisition unit acquires operation information of each controller operated by the player (for example, operation information such as shaking the controller held in the left and right hands).
- the evaluation unit evaluates the player's operation based on the acquired relationship between the operation information and the task information. For example, when the first controller is swung with respect to a task operation in which the first controller to be held in the right hand is swung, or in response to a task operation in which the second controller is to be held in the left hand. If this is the case, evaluate that the correct operation was performed.
- any controller is also swung. If not, it is evaluated that an incorrect operation has been performed.
- the evaluation control unit displays the controller operation information held in the wrong part, and the controller operation information to be held in the wrong part. Let the evaluation part evaluate it. For example, when the number of times that the second controller has been shaken with respect to the task operation that shakes the first controller or the number of times that the first controller has been shaken with respect to the task operation that shakes the second controller is greater than a predetermined ratio.
- each controller is gripped (held) in reverse, and the evaluation control unit determines whether the controller that is not properly held by the left and right hands to be held (the controller held reversely by the left and right hands)
- the evaluation information is evaluated by replacing the operation information with the operation information of the controller to be held by these left and right hands. That is, the evaluation control unit replaces the operation information from the first controller with the operation information of the second controller that should be originally held by the left hand (the left hand in which the first controller is erroneously held). Further, the operation information from the second controller is replaced with the operation information of the first controller that should be originally held by the right hand (the right hand in which the second controller is erroneously held).
- the evaluation unit evaluates that the first controller is shaken by this replacement even when the second controller is shaken in response to the task operation of shaking the first controller. Even when the first controller is shaken in response to a task operation of shaking the second controller, it is evaluated that the second controller is shaken by this replacement. As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
- a game apparatus is a game apparatus in which a set of controllers are individually held at a plurality of parts including left and right hands of a player, and the player's operation using each controller is evaluated.
- the assignment information storage unit, the image generation unit, the operation information acquisition unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
- the task information storage unit stores task information that defines the task operation of each controller imposed on the player. Further, the image generation unit generates a display image for presenting the task content to the player based on the task information.
- the operation information acquisition unit acquires operation information of each controller operated by the player in response to the task content presented in the display image.
- the evaluation unit evaluates the player's operation based on the acquired relationship between the operation information and the task information.
- the history information storage unit generates and stores history information in which operation information and task information are associated with each other. Further, the determination unit determines whether the holding state of each controller corresponding to each part of the player is correct based on the accumulated history information. That is, it is determined whether or not the player correctly holds each controller at each part. Then, when it is determined that the holding state is not correct (when it is determined that the holding state is not held in the correct part), the evaluation control unit determines the controller held in each part, The operation information of the held controller is replaced with the operation information of the controller to be held at each part, and the evaluation unit is made to evaluate.
- the controller when the controller is held with the left and right hands and the controller is further lowered to one neck, all three are held correctly, one is correctly held, the other two are held incorrectly, or 3 It is determined whether they are held by mistake. When it is determined that there is a controller that is erroneously held, the number of times that each controller is held for the task operation of each controller is determined as to which part of the left or right hand or neck is held. Judged from the ratio.
- the evaluation control unit The operation information is replaced with the operation information of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). Also, the operation information of the controller B is replaced with the operation information of the controller C that should be originally held at the neck (the neck where the controller B is erroneously held). Furthermore, the operation information of the controller C is replaced with the operation information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held).
- the evaluation unit evaluates that the controller A is shaken by this replacement. Even when the controller A is shaken in response to a task operation of shaking the controller B, it is evaluated that the controller B is shaken by this replacement. Similarly, even if the controller B is shaken in response to a task operation of shaking the controller C, it is evaluated that the controller C is shaken by this replacement. As a result, even when the player plays while holding a plurality of controllers by mistake, the operation of the player can be evaluated appropriately.
- the determination unit compares the match ratio between the task information and the operation information as it is, and the case where the operation information is replaced for each controller and compared. And determining whether or not the holding state of each controller corresponding to each part is correct based on the relationship between the matching ratios of the two. In this case, it is possible to appropriately determine whether or not the holding state of each controller at the present time is correct.
- the game device When the determination unit determines that the holding state is not correct, the game device, based on the history information stored in the history information storage unit, stores the operation information for the past controller held in each part, You may further provide the reevaluation part which re-evaluates by replacing with the operation information of the controller which should be hold
- a game apparatus is a game apparatus in which a set of controllers are individually held at a plurality of parts including left and right hands of a player, and the player's operation using each controller is evaluated.
- the assignment information storage unit, the image generation unit, the operation information acquisition unit, the evaluation unit, the history information storage unit, the determination unit, and the evaluation control unit are configured.
- the game device determines the controller held in each part. Then, the evaluation control unit replaces the task information that specifies the task operation of the controller held in each part with the task information that specifies the task operation of the controller that should be held in each part, and evaluates it to the evaluation unit Let
- the controller when the controller is held with the left and right hands and the controller is further lowered to one neck, all three are held correctly, one is correctly held, the other two are held incorrectly, or 3 It is determined whether they are held by mistake.
- the controller C When the controller C is held in the right hand that should hold the controller A, the controller A is held in the left hand that should hold the controller B, and the controller B is held in the neck that should lower the controller C, the evaluation control unit
- the task information of the controller B that should be originally held is replaced with the left hand (the left hand in which the controller A is erroneously held). Further, the task information of the controller B is replaced with the task information of the controller C that should be originally held at the neck (the neck in which the controller B is erroneously held).
- the task information of the controller C is replaced with the task information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held).
- An operation evaluation method includes a plurality of controllers, an image generation unit, an operation information acquisition unit, an evaluation unit, and evaluation control to be held at each predetermined part of the player's body.
- An operation evaluation method in a game device having a section comprising an image generation step, an operation information acquisition step, an evaluation step, and an evaluation control step.
- a display image for example, a game image including a target object
- the task information that defines the task operation of each controller imposed on the player.
- operation information of each controller operated by the player for example, operation information such as shaking the controller held in the left and right hands
- the evaluation step the player's operation is evaluated based on the acquired relationship between the operation information and the task information.
- the controller operation information held in the wrong part is changed to the controller operation information to be held in the wrong part.
- the evaluation part evaluate it. For example, the number of times the second controller is swung with respect to a task operation that swings the first controller to be held in the right hand, or the first controller is swung with respect to the task operation that swings the second controller to be held in the left hand.
- the number of times the number of times is greater than a predetermined ratio, it is determined that each controller is held in reverse, and in the evaluation control step, the controller held by the wrong hand (reversely held by the left and right hands).
- the operation information of the controller is replaced with the operation information of the controller that should be originally held by the left and right hands, and is evaluated by the evaluation unit. That is, the evaluation control step replaces the operation information from the first controller with the operation information of the second controller that should be originally held by the left hand (the left hand in which the first controller is erroneously held). Further, the operation information from the second controller is replaced with the operation information of the first controller that should be originally held by the right hand (the right hand in which the second controller is erroneously held). For this reason, in the evaluation step, even when the second controller is shaken in response to the task operation of shaking the first controller, it is evaluated that the first controller is shaken by this replacement.
- An information recording medium stores a program that causes a computer (including an electronic device) to function as an image generation unit, an operation information acquisition unit, an evaluation unit, and an evaluation control unit.
- the image generation unit generates a display image for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
- the operation information acquisition unit acquires operation information of each controller operated by the player.
- the evaluation unit evaluates the player's operation based on the relationship between the acquired operation information and the task information. Based on the history information in which the operation information and the task information are associated with each other, the evaluation control unit displays the operation information of the controller held in the wrong part by operating the controller to be held in the wrong part. Replace with information and let the evaluation unit evaluate it.
- a program causes a computer (including an electronic device) to function as an image generation unit, an operation information acquisition unit, an evaluation unit, and an evaluation control unit.
- the image generation unit generates a display image for presenting the task content to the player based on the task information that defines the task operation of each controller imposed on the player.
- the operation information acquisition unit acquires operation information of each controller operated by the player.
- the evaluation unit evaluates the player's operation based on the relationship between the acquired operation information and the task information. Based on the history information in which the operation information and the task information are associated with each other, the evaluation control unit displays the operation information of the controller held in the wrong part by operating the controller to be held in the wrong part. Replace with information and let the evaluation unit evaluate it.
- This program can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information recording medium can be distributed and sold independently of the computer.
- a game device an operation evaluation method, an information recording medium, and a program suitable for appropriately evaluating a player's operation even when the player plays with a plurality of controllers. be able to.
- Embodiments of the present invention will be described below.
- an embodiment in which the present invention is applied to a game device will be described.
- the present invention can be similarly applied to information processing devices such as various computers, PDAs, and mobile phones. it can. That is, the embodiment described below is for explanation, and does not limit the scope of the present invention. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
- a description will be given with reference to FIG. 1
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller unit 105, a game mat 106, and an external memory. 107, a DVD (Digital Versatile Disk) -ROM drive 108, an image processing unit 109, an audio processing unit 110, and a NIC (Network Interface Card) 111.
- a CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
- the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
- the controller unit 105 connected via the interface 104 receives an operation input performed when the user executes the game. More specifically, for example, when a player holding a controller (to be described later) one by one with his / her left and right hands performs an operation of waving the controller (an operation of waving his / her hand), the operation information and the like are received by wireless communication. Details of the controller unit 105 will be described later.
- the game mat 106 connected via the interface 104 is used by being placed on the floor surface, and accepts input by a stepping operation (step operation) by the player.
- the game mat 106 is formed into a square such as a square, for example, and is divided into a plurality of regions. In each area, for example, a symbol imitating an arrow in each of the up, down, left, and right directions is written, and the player can identify each area.
- Each area is provided with a pressure sensor, a switch, and the like. When any area is pressed (pressed) by the player, a stepping operation on the area is accepted.
- the external memory 107 detachably connected via the interface 104, data indicating game progress, chat communication log (record) data, and the like are stored in a rewritable manner. The user can record these data in the external memory 107 as appropriate by inputting an instruction via the controller unit 105.
- the external memory 107 may be an SD card or the like.
- the DVD-ROM drive 108 On the DVD-ROM mounted on the DVD-ROM drive 108, a program for realizing the game and image data and sound data associated with the game are recorded. Under the control of the CPU 101, the DVD-ROM drive 108 performs a reading process on the DVD-ROM mounted thereon, reads necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 109 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 109 and records the processed data in a frame memory (not shown) included in the image processing unit 109. To do. Image information recorded in the frame memory is converted into a video signal (video signal) at a predetermined synchronization timing, and is output to a monitor (display described later) connected to the image processing unit 109. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as ⁇ blending, and various saturation calculations at high speed.
- the polygon information arranged in the virtual three-dimensional space and added with various kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. High speed execution of the obtained operation is also possible.
- the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on the surface of each polygon according to the font information that defines the character shape. is there.
- the font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
- the audio processing unit 110 converts audio data read from the DVD-ROM into an analog audio signal, supplies the analog audio signal to an external speaker (display speaker described later), and outputs the audio. For example, under the control of the CPU 101, the sound processing unit 110 generates sound effects and music data to be generated while the game is in progress, and outputs sound corresponding to the sound from the speaker.
- the NIC 111 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard Or modems that connect to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cables to connect to the Internet using cable television lines This is an interface (not shown) that mediates between the modem and the CPU 101.
- a computer communication network not shown
- LAN Local Area Network
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk so as to perform the same function as the ROM 102, the RAM 103, the external memory 107, the DVD-ROM attached to the DVD-ROM drive 108, and the like. You may comprise. Further, it is possible to adopt a form in which a keyboard for accepting a character string editing input from a user, a mouse for accepting various position designations and selection inputs, and the like are connected.
- a general computer can be used as a game apparatus.
- a general computer like the information processing apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has a simpler function than the information processing apparatus 100.
- a hard disk as an external storage device
- a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
- a keyboard, a mouse or the like is used as an input device instead of a controller. Then, after the game program is installed, when the program is executed, it functions as a game device.
- FIG. 2 is an external view for explaining an outline of the controller unit 105 described above.
- the controller unit 105 includes a pair of controllers 210 and 220 and a sensor bar 230 as shown. Each controller 210, 220 is connected by a predetermined connection cable.
- the information processing apparatus 100 is connected to the sensor bar 230 and the display 290 via predetermined cables.
- the controller 210 is a main controller, has an appearance similar to a remote control such as a television, and is connected to the information processing apparatus 100 wirelessly (by wireless communication).
- the controller 220 is an auxiliary controller that is used in a state of being connected to the controller 210 in a nunchaku shape, and transmits information to the information processing apparatus 100 via the controller 210.
- the player plays the game by holding the controllers 210 and 220 one by one with his left and right hands. In the information processing apparatus 100, holding the controller 210 with the right hand and holding the controller 220 with the left hand is defined as a correct (standard) way of holding.
- the sensor bar 230 is formed in a rod shape having a predetermined length, and is appropriately fixed on the top of the display 290 along the direction of the screen. In the sensor bar 230, one light emitting element 231 is embedded at each end. Note that the number of light-emitting elements 231 embedded is an example, and may be larger than these numbers.
- the sensor bar 230 receives power from the information processing apparatus 100 and causes the light emitting element 231 to emit light appropriately.
- the controller 210 captures an image including the two light emitting elements 231 (two light emitting points) of the sensor bar 230.
- the controller 210 includes a wireless communication unit therein, and sequentially transmits information of captured images to the information processing apparatus 100 by wireless communication. Then, the information processing apparatus 100 appropriately acquires the position and orientation of the controller 210 based on the positional relationship between the two light emitting points in the image sent from the controller 210.
- the CPU 101, the image processing unit 109, and the like analyze the positional relationship between two light emitting points visible from the controller 210, calculate the spatial position of the controller 210 and the direction of the tip (the direction of the longitudinal axis), Finally, it is obtained where the player is operating the controller 210 on the screen. Note that such measurement of the position of the controller 210 is performed, for example, every vertical synchronization interrupt (1/60 seconds).
- the controller 210 includes a triaxial acceleration sensor inside, and can measure the movement of the controller 210 in the triaxial direction. Note that the movement of the controller 210 may be measured by an angular velocity sensor, an inclination sensor, or the like instead of such an acceleration sensor.
- the controller 210 sequentially transmits such measurement results (for example, acceleration information for each of the three axes) to the information processing apparatus 100.
- the information processing apparatus 100 detects the movement of the controller 210 based on the measurement result sent from the controller 210. For example, a motion such as the player swinging, twisting, or striking the controller 210 and its moving direction are acquired. Note that such movement of the controller 210 is also detected, for example, every vertical synchronization interrupt.
- a cross-shaped key 212 is arranged on the upper surface of the controller 210, and the player can input an instruction specifying an arbitrary direction.
- An A button 213 and various buttons 215 are also arranged on the upper surface, and an instruction input associated with the button can be performed.
- the B button 214 is disposed on the lower surface of the controller 210, and a depression may be formed on the lower surface thereof, so that the player can operate to pull the trigger.
- a plurality of small holes 216 are provided on the upper surface of the controller 210 so that clear sound can be output from a speaker embedded therein.
- the indicator 217 on the upper surface of the controller 210 is appropriately lit so that the player can identify even when a plurality of controllers 210 are used.
- the power button 218 prepared on the top surface of the controller 210 instructs, for example, on / off of the information processing apparatus 100.
- a vibration mechanism such as a vibrator is disposed inside the controller 210 so that vibration can be generated in response to instruction information sent from the information processing apparatus 100.
- the controller 220 includes a similar triaxial acceleration sensor inside, and can measure the movement of the controller 220 in the triaxial direction.
- the motion of the controller 220 may be measured by an angular velocity sensor, an inclination sensor, or the like instead of such an acceleration sensor.
- the controller 220 sequentially transmits such measurement results (for example, acceleration information for each of the three axes) to the information processing apparatus 100 via the controller 210.
- the information processing apparatus 100 similarly detects the movement of the controller 220 based on the measurement result from the controller 220. For example, a motion such as the player swinging, twisting, or striking the controller 220 and its moving direction are acquired. Note that such movement of the controller 220 is also detected, for example, every vertical synchronization interrupt.
- a control stick 221 is arranged on the upper surface of the controller 220, and the player can input an instruction specifying an arbitrary direction.
- a C button 222 is disposed at the tip of the controller 220, and a Z button 223 is disposed on the lower surface of the controller 220 so that the player can perform various operations.
- each controller 210, 220 by combining such a pair of controllers 210, 220 and sensor bar 230.
- the measurement of the position of the controller 210 and the like is not limited to the method in which the CCD camera 211 captures the light emitting point (light emitting element 231) of the sensor bar 230, and other methods can be applied as appropriate.
- the position of the controller 210 or the like may be obtained from the time difference of wireless communication between two points via the sensor bar 230, or the controller 210 or the like based on the principle of triangulation using ultrasonic waves or infrared rays. May be determined.
- FIG. 3 is a schematic diagram showing a schematic configuration viewed from the function of the game device according to the embodiment of the present invention.
- FIG. 4 is a schematic diagram showing in detail the general configuration viewed from the hardware of the game device according to the embodiment of the present invention.
- the game apparatus 300 includes an assignment information storage unit 330, an image generation unit 320, an operation information acquisition unit 340, an evaluation unit 361, a history information storage unit 350, a determination unit 362, and an evaluation control unit 363.
- the task information storage unit 330 stores task information that defines task operations of the controllers 210 and 220 imposed on the player. For example, in a music game or the like, the type of controller to be operated by the player, the operation timing, and the like are stored in time series.
- the above-described DVD-ROM mounted on the DVD-ROM drive 108, the RAM 103, and the like can function as such a problem information storage unit 330.
- the image generation unit 320 generates a display image for presenting the task content to the player based on the stored task information. Specifically, an object may be generated that displays symbols corresponding to the controllers 210 and 220 and operation timing (such as the duration of the operation of shaking the controllers 210 and 220).
- the image processing unit 109 or the like can function as such an image generation unit 320.
- the operation information acquisition unit 340 acquires operation information of the controllers 210 and 220 operated by the player in response to the task content presented in the display image.
- the controller unit 105, the game mat 106, the interface 104, the CPU 101, and the like can function as such an operation information acquisition unit 340.
- the evaluation unit 361 evaluates the player's operation based on the relationship between the acquired operation information and the stored task information.
- the CPU 101, the RAM 103, and the like can function as such an evaluation unit 361.
- the history information storage unit 350 generates and stores history information in which operation information and task information are associated with each other. Typically, information such as operation timings of the controllers 210 and 220 acquired by the operation information acquisition unit 340 and the task information stored in the task information storage unit 330 are stored in association with each other in time series.
- the RAM 103 or the like can function as such a history information storage unit 350.
- the determination unit 362 determines whether or not the holding state of each of the controllers 210 and 220 corresponding to each part of the player is correct based on the accumulated history information.
- the task information of each controller 210 and 220 may be collated with the operation information, and the determination may be performed based on the matching ratio.
- the CPU 101, the RAM 103, and the like can function as such a determination unit 362.
- the evaluation control unit 363 discriminates the controllers 210 and 220 held in the respective parts, and the operation information of the controllers 210 and 220 held in the wrong parts is obtained.
- the evaluation unit 361 is evaluated by replacing the operation information of the controllers 220 and 210 to be held at the wrong part. Note that there may be three or more controllers.
- the CPU 101 or the like can function as such an evaluation control unit 363.
- the determination unit 362, the history information storage unit 350, and the assignment information storage unit 330 can be omitted as appropriate.
- the configuration outline of the game apparatus 300 will be described in more detail.
- the game apparatus 300 is a game apparatus that executes a music game, and moves and displays an object (a target object described later) on the screen in accordance with the music to be played, and is performed on the object. Evaluate player operations.
- the game apparatus 300 includes an image information storage unit 310, an image generation unit 320, an assignment information storage unit 330, an operation information acquisition unit 340, a history information storage unit 350, a processing control unit 360, and a music information storage unit 370. And a music playback unit 380.
- the image information storage unit 310 stores various image information. For example, a background image to be displayed during the play of a music game, image information such as a target object to be moved in synchronization with the rhythm of the music to be reproduced, and the like are stored.
- the image generation unit 320 is controlled by the processing control unit 360 to generate a display image (game image) of the music game.
- the image generation unit 320 appropriately reads various image information stored in the image information storage unit 310 and task information described later stored in the task information storage unit 330, and generates a game image.
- the image generation unit 320 generates a game image as shown in FIG.
- a plurality of types of target objects OC1, OC2, OM1 to OM4 are sequentially synchronized from the lower side along the movement lane La (lane corresponding to the type of object) in synchronization with the rhythm of the music to be played. It shows how they appear, move up and disappear.
- the target objects OC1 and OC2 represent bell (hand bell) symbols pointing in different directions, and correspond to the controllers 210 and 220 described above. That is, the target object OC1 representing the left-facing bell symbol corresponds to the controller 220 that is normally held by the player with the left hand (should be held with the left hand), and also represents the target object representing the right-facing bell symbol.
- the OC2 corresponds to the controller 210 that is normally held by the player with the right hand (which is determined to be held with the right hand).
- the shapes of the target objects OM1 to OM4 correspond to the symbols (areas) in the game mat 106 described above, with arrow symbols in different directions.
- These target objects OC1, OC2, OM1 to OM4 are controlled by the processing control unit 360, appear from the lower end (starting point) of the moving lane La, move on the moving lane La, and upper end (end point) of the moving lane La. Disappears at Then, when the player reaches any of the target objects OC1, OC2, OM1 to OM4 (which may be plural), the determination area HA (an area in which an object having the same shape as each target object is fixed) is reached. The operation corresponding to the object type is requested. That is, an operation of swinging the controllers 210 and 220 or an operation of stepping on the game mat 106 is required at the timing when the objects completely overlap in the determination area HA.
- the player performs an operation of shaking the controller 220 to be held with the left hand. It has been demanded.
- the target object OC2 moves to the determination area HA
- the player is required to perform an operation of swinging the controller 210 to be held with the right hand.
- the target objects OM1 to OM4 move to the determination area HA
- the player is required to step on the same symbol (arrow symbol in the same direction) of the game mat 106.
- the game image of FIG. 5 shows a case where the target objects (OC1, OC2, OM1 to OM4) move from the bottom to the top of the screen, but the movement direction of the target object is not limited to this and is arbitrary.
- the screen may be moved from the upper side to the lower side, or may be moved in the horizontal direction (from the right side to the left side of the screen or from the left side to the right side of the screen).
- a determination line orthogonal to the moving lane La may be displayed and used as the determination area.
- the moving lane La may be hidden in the game image.
- the shape of the target object is an example and may be another shape.
- the task information storage unit 330 stores task information that defines the content of task operations imposed (required) by the player in accordance with the music to be played. For example, according to the rhythm (tempo) of the music to be played, the scale of the melody, etc., the operation timing of the controllers 210 and 220 that the player should swing or the symbols (areas) of the game mat 106 that the player should step on. Stores the task information defined in time series.
- An example of specific task information is shown in FIG. This figure schematically shows how the operation timing is defined for each of the symbols of the controllers 210 and 220 and the game mat 106. These operation timings are synchronized with the playback time of the music (playback counter or the like) and are defined in time series.
- Such task information is used by the process control unit 360 (more specifically, an evaluation unit 361 described later) to evaluate the operation content of the player. For example, the task information is scanned in time series in synchronization with the reproduction of music, and it is sequentially evaluated whether or not the correct operation has been performed by the player.
- the task information is also used when the image generation unit 320 generates a display image. That is, each target object is controlled to move so that the target object reaches the determination area HA in accordance with the operation timing of the task information.
- the operation information acquisition unit 340 acquires the operation information when each of the controllers 210 and 220 or the game mat 106 is operated by the player.
- the operation information acquisition unit 340 includes a wireless communication unit 341 and a mat information reception unit 342.
- the player performs operations such as an operation of swinging the controllers 210 and 220 and an operation of stepping on the game mat 106. Get information.
- the wireless communication unit 341 sequentially performs wireless communication with the controller 210 to transmit / receive necessary information. For example, when the player performs an operation such as shaking the controller 210, the wireless communication unit 341 acquires operation information including an identifier (such as an identification number) of the operated controller 210. Note that operation information of the controller 220 is also sent via the controller 210. That is, when the player swings the controller 220, operation information including the identifier of the controller 220 is acquired. For this reason, it is possible to determine which of the controllers 210 and 220 has been operated based on the identifier included in such operation information.
- the controller unit 105 can function as such a wireless communication unit 341.
- the mat information receiving unit 342 receives mat information (operation information) supplied from the game mat 106. That is, when the player steps on the game mat 106, it is possible to acquire which symbol (area) of the game mat 106 is stepped on from the received mat information.
- the interface 104 or the like can function as such a mat information receiving unit 342.
- the history information accumulation unit 350 generates and accumulates history information in which the operation information acquired by the operation information acquisition unit 340 is associated with the corresponding task information stored in the task information storage unit 330. For example, when the operation information acquisition unit 340 acquires operation information from the controllers 210 and 220, the history information accumulation unit 350 reads out the task information about the controllers 210 and 220 corresponding to the timing from the task information storage unit 330. Then, history information in which the operation information and the task information are associated with each other is generated and stored.
- the history information storage unit 350 reads the task information of the controllers 210 and 220 at that timing from the task information storage unit 330, History information as shown in FIG. 7A is generated.
- the controller 220 is shaken and operation information including the identifier of the controller 220 is acquired, the task information of the controllers 210 and 220 at that timing is read, and history information as shown in FIG. 7B is generated.
- the history information storage unit 350 generates history information as shown in FIG. 7C. Then, the history information accumulation unit 350 accumulates and stores the history information generated in this way.
- the RAM 103 can function as such a history information storage unit 350.
- the process control unit 360 controls the entire game apparatus 300.
- the process control unit 360 includes an evaluation unit 361, a determination unit 362, and an evaluation control unit 363.
- the evaluation unit 361 evaluates the player's operation based on the relationship between the operation information acquired by the operation information acquisition unit 340 and the task information stored in the task information storage unit 330. For example, as shown in FIG. 8A, when the controller 210 is swung at the timing T2 with respect to the operation timing T1 of the controller 210 as a problem (when the identifier of the operation information is the controller 210), the evaluation unit 361 Evaluate that the correct operation was performed. As an example, even when the timings T1 and T2 do not completely match, it is evaluated that the correct operation has been performed if there is a period that overlaps both. Also, as shown in FIG.
- the evaluation unit 361 also when the controller 220 is swung at the timing T4 with respect to the operation timing T3 of the controller 220 as a problem (when the identifier of the operation information is the controller 220). Evaluates that the correct operation was performed. Similarly, in the game mat 106, when the same symbol is stepped on at an equivalent timing with respect to the operation timing of the symbol (area) to be a problem, the evaluation unit 361 assumes that the correct operation has been performed. evaluate.
- the evaluation unit 361 Evaluate that an incorrect operation was performed. That is, even if the timing is the same, the operation target is different, so that it is evaluated as an erroneous operation. Further, as shown in FIG. 8D, the evaluation unit 361 also when the controller 210 is swung at the timing T6 with respect to the operation timing T3 of the controller 220 as a problem (when the identifier of the operation information is the controller 210). Evaluates that an operation error occurred.
- the evaluation unit 361 also evaluates that an erroneous operation has been performed when a different symbol is stepped on at an equivalent timing with respect to the operation timing of the symbol that is the subject. In addition to this, the evaluation unit 361 also evaluates that an erroneous operation has been performed, for example, when an operation that does not overlap with the operation timing that is a problem is performed.
- the determination unit 362 determines whether the gripping state (holding state) of each of the controllers 210 and 220 by the player is correct based on the history information stored in the history information storage unit 350. First, the determination unit 362 reads a predetermined number of the latest history information stored in the history information storage unit 350 and verifies the correspondence between the operation information and the task information. For example, the determination unit 362 reads a predetermined number of pieces of history information as illustrated in FIGS. 9A and 9B, and for each piece of history information, the controller 210 or 220 of the operation information (identifier) matches which controller of the assignment information. It is verified whether there is an overlap in timing. That is, in the history information of FIG.
- the controller 210 of the operation information matches the controller 210 of the same task information, and thus has a correspondence as shown in FIG. 9C.
- the controller 220 of the operation information matches the controller 210 of the different task information, and thus has a correspondence as shown in FIG. 9D.
- “ ⁇ ” is entered in any of the areas AR1 shown in FIG. 9E.
- “ ⁇ ” is entered in any of the areas AR2 shown in FIG. 9E.
- the determination unit 362 When the verification for each piece of history information is completed, the determination unit 362 counts the number of “ ⁇ ” in the area AR1 and the number of “ ⁇ ” in the area AR2 shown in FIG. The ratio of both in the number of verified history information) is obtained. Then, the determination unit 362 determines whether or not the gripping state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like. For example, when the ratio of the area AR1 is larger than the ratio of the area AR2 and exceeds a predetermined reference value, the determination unit 362 determines that the gripping state of each of the controllers 210 and 220 is correct (the player determines each It is determined that the controllers 210 and 220 are correctly held.
- the determination unit 362 indicates that the gripping state of each of the controllers 210 and 220 is incorrect (the player is It is determined that the controllers 210 and 220 are erroneously held upside down. In other cases, since the gripping state of the controllers 210 and 220 cannot be determined, the determination unit 362 suspends the determination (does not determine either). Note that such a gripping state determination method is merely an example, and the gripping state of each of the controllers 210 and 220 may be appropriately determined by another method using history information.
- the evaluation control unit 363 replaces the operation information of the controllers 210 and 220 and causes the evaluation unit 361 to evaluate. That is, since the player mistakenly holds the controllers 210 and 220 left and right, when the operation information acquisition unit 340 acquires the operation information from the controllers 210 and 220, the evaluation control unit 363 uses the identifier therein. It replaces with the identifier of the other controller 220,210, and makes the evaluation part 361 evaluate. For example, as illustrated in FIG.
- the evaluation control unit 363 replaces the identifier of the operation information with the identifier of the controller 210. Therefore, the evaluation unit 361 determines that the controller 210 is swung at the timing T2 with respect to the operation timing T1, and evaluates that the correct operation has been performed. Similarly, as illustrated in FIG. 10B, when the controller 210 is swung with respect to the operation timing T ⁇ b> 1 of the controller 220 as a problem, the evaluation control unit 363 replaces the identifier of the operation information with the identifier of the controller 220.
- the evaluation unit 361 determines that the controller 220 is swung at the timing T4 with respect to the operation timing T2, and evaluates that the correct operation has been performed.
- the evaluation control unit 363 may cause the evaluation unit 361 to evaluate the information of the controllers 210 and 220 of the task information instead of replacing the controllers 210 and 220 (identifiers) of the operation information for evaluation.
- the evaluation control unit 363 displays the task information of the controllers 210 and 220 that are not correctly held by the left and right hands to be held (the controllers 210 and 220 held reversely by the left and right hands). Are replaced with the task information of the controllers 220 and 210 to be held by the evaluation unit 361.
- the evaluation control unit 363 replaces the task information of the controller 210 with the task information of the controller 220 that should be originally held by the left hand (the left hand in which the controller 210 is erroneously held). Also, the task information of the controller 220 is replaced with the task information of the controller 210 that should be originally held by the right hand (the right hand in which the controller 220 is erroneously held). Therefore, the evaluation unit 361 evaluates that the controller 210 is shaken by this replacement even when the controller 220 is shaken in response to the task operation of shaking the controller 210. Even when the controller 210 is shaken in response to a task operation of shaking the controller 220, it is evaluated that the controller 220 is shaken by this replacement.
- the CPU 101 or the like can function as such a processing control unit 360.
- the music information storage unit 370 stores a plurality of pieces of music information played as accompaniment to the music game. For example, music information in a predetermined format such as MIDI (Musical Instrument Digital Interface) data is stored. The player can select a favorite music piece and play a music game in accordance with the reproduced sound (musical sound).
- the music information storage unit 370 also stores music related information such as rhythm (tempo) and playback time for each music. Note that the DVD-ROM and the RAM 103 attached to the DVD-ROM drive 108 described above can function as such a music information storage unit 370.
- the music playback unit 380 is controlled by the processing control unit 360 and plays back the music sound of the music game.
- the music playback unit 380 reads the music information selected by the player from the music information storage unit 370 before the game starts (before play), and plays back the music information after the game starts (during play). Output the music sound.
- the music reproduction method is not limited to this, and is arbitrary.
- the music information may be reproduced while being read sequentially during play.
- the audio processing unit 110 described above can function as such a music playback unit 380.
- FIG. 11 is a flowchart showing a flow of operation evaluation processing executed in the music game.
- the operation of the game apparatus 300 will be described with reference to FIG.
- the game device 300 clears the setting for replacing operation information (identifier) (step S401). That is, at the start of the game, the replacement setting is cleared assuming that the player correctly holds the controllers 210 and 220 with the left and right hands.
- the game device 300 starts playing the music and starts generating a game image (step S402). That is, the music playback unit 380 plays music based on the selected music information, supplies an audio signal accompanying the playback to the display 290, and outputs music from the speaker of the display 290. Further, the image generation unit 320 generates a display image as shown in FIG. 5 described above, supplies this video signal to the display 290, and causes the display 290 to display it.
- the game device 300 moves the target object according to the music to be played (step S403). That is, the image generation unit 320 is controlled by the processing control unit 360 to move the target objects OC1, OC2, OM1 to OM4 as shown in FIG. 5 in synchronization with the rhythm of the music. Then, the player performs a corresponding operation at the timing when any of the target objects reaches the determination area HA while following the movement of the target objects (OC1, OC2, OM1 to OM4). become. That is, the player performs an operation of swinging the controllers 210 and 220 or an operation of stepping on the game mat 106 in accordance with the target object that has reached the determination area HA. For this reason, the game apparatus 300 sequentially acquires operation information performed by the player.
- the game device 300 sequentially evaluates the player's operation based on the operation information and the task information (step S404). That is, the evaluation unit 361 compares the operation information acquired by the operation information acquisition unit 340 with the task information stored in the task information storage unit 330, and evaluates the operation content of the player. Specifically, as shown in FIGS. 8A to 8D described above, the task information and the player operation information are compared in time series to evaluate the player operation.
- the game device 300 accumulates history information in which operation information and task information are associated (step S405). That is, the history information accumulation unit 350 generates history information in which the operation information of the controllers 210 and 220 acquired by the operation information acquisition unit 340 is associated with the corresponding task information stored in the task information storage unit 330. That is, history information as shown in FIGS. 7A to 7C is generated and stored.
- the game device 300 determines whether or not accumulation of a predetermined number of history information has been completed (step S406). That is, it is determined whether or not the history information has been accumulated so that the player can determine the gripping state of the controllers 210 and 220. When determining that the accumulation of history information is not completed (step S406; No), the game device 300 advances the process to step S410 to be described later.
- the game device 300 determines the gripping state of the controllers 210 and 220 (step S407). That is, the determination unit 362 reads a predetermined number of the latest history information stored in the history information storage unit 350 and verifies the correspondence between the operation information and the task information. When the verification for each piece of history information is completed, the determination unit 362 determines whether the gripping state of each of the controllers 210 and 220 is correct from the verification result. For example, the determination unit 362 aggregates the number of “ ⁇ ” in the area AR1 and the number of “ ⁇ ” in the area AR2 shown in FIG. 9E from the verification results shown in FIGS. 9C and 9D. The ratio of both in the whole (number of verified history information) is obtained. Then, the determination unit 362 determines whether or not the gripping state of each of the controllers 210 and 220 is correct based on the obtained ratio or the like.
- the game device 300 determines whether or not the gripping state is determined to be correct (step S408). That is, it is determined from the history information whether each controller 210, 220 is correctly held. When determining that the gripping state is correct (step S408; Yes), the game device 300 advances the process to step S410 described later.
- step S408 when it is determined that the gripping state is not correct (step S408; No), the game device 300 replaces the operation information (identifier) (step S409). That is, since the player mistakenly holds the controllers 210 and 220 in the left and right directions, the evaluation control unit 363 uses the identifier in the operation information acquisition unit 340 when the operation information acquisition unit 340 acquires the operation information of the controllers 210 and 220. It replaces with the identifier of the other controller 220,210, and makes the evaluation part 361 evaluate. Note that the identifier of the assignment information may be replaced.
- Game device 300 determines whether or not the game is over (step S410). That is, it is determined whether or not the music game for one time (one music) is finished. If it is determined that the game has not ended (step S410; No), the game device 300 returns the process to step S403 described above. Then, the processes in steps S403 to S410 are repeatedly executed. On the other hand, when it is determined that the game has ended (step S410; Yes), the game apparatus 300 displays a predetermined end message, a total score, and the like, and then ends the operation evaluation process.
- the gripping state of each controller 210, 220 is determined from the history information, and when it is determined that the gripping state of each controller 210, 220 is not correct, the operation acquired from each controller 210, 220 The information identifier is replaced with the identifier of the other controller 220 or 210 for evaluation.
- the game apparatus 500 includes an image information storage unit 310, an image generation unit 320, an assignment information storage unit 330, an operation information acquisition unit 340, a history information storage unit 350, and a process control unit 560. And a music information storage unit 370 and a music playback unit 380.
- the image information storage unit 310 to the history information storage unit 350, the music information storage unit 370, and the music playback unit 380 have the same configuration as the game device 300 of FIG. 4 described above.
- the process control unit 560 includes an evaluation unit 361, a determination unit 362, an evaluation control unit 363, and a reevaluation unit 561. That is, the process control unit 560 has a configuration in which a re-evaluation unit 561 is added to the configuration of the process control unit 360 in the game apparatus 300 of FIG. 4 described above.
- the re-evaluation unit 561 uses the history information stored in the history information storage unit 350 to determine the operation information identifier for the past operation by the player. Replace and re-evaluate. That is, when each piece of history information is read from the history information storage unit 350 and the operation information is about the controllers 210 and 220, the identifier in the controller is replaced with the identifier of the other controller 220 and 210 and compared with the task information. To evaluate. For example, as illustrated in FIG.
- the re-evaluation unit 561 when the operation information in the history information is an operation of the controller 210, the re-evaluation unit 561 replaces the identifier of the operation information with the identifier of the controller 220, and operates the controller 220 in the task information. Re-evaluate the player's operation compared to the timing.
- the re-evaluation unit 561 replaces the identifier of the operation information with the identifier of the controller 210, and The player's operation is re-evaluated in comparison with the operation timing.
- the re-evaluation unit 561 may re-evaluate the information of the controllers 210 and 220 of the task information instead of re-evaluating the identifier of the operation information in this way.
- the CPU 101 or the like can function as such a reevaluation unit 561.
- the part that holds the controllers 210 and 220 is not limited to such a player's hand. It may be a part of.
- the present invention can be applied as appropriate to the case where each controller 210, 220 is held by the left and right feet (shin, thighs, etc.) of the player and the raising and lowering of the left and right feet is evaluated.
- the present invention can be appropriately applied to the case where two identical controllers 210 are used.
- the identifiers of the controllers 210 are different from each other, and the indicators 217 of the respective controllers 210 are displayed differently according to the identifiers.
- the display of the indicator 217 indicates to the player the controller 210 to be gripped with the left hand and the controller 210 to be gripped with the right hand.
- the operation information acquisition unit 340 wireless communication unit 341 acquires operation information including this identifier from each controller 210.
- the history information accumulation unit 350 generates and accumulates history information in which the operation information of each controller 210 is associated with the task information, and the determination unit 362 stores the history information in the history information accumulation unit 350. Based on the accumulated history information, it is determined whether or not the gripping state (holding state) of each controller 210 by the player is correct. If it is determined that the grip state is not correct, the evaluation control unit 363 performs evaluation by replacing the identifier of the operation information acquired from each controller 210 with the identifier of the other controller 210.
- the re-evaluation unit 561 also replaces the identifier of the operation information of each controller 210 with the identifier of the other controller 210 for past operations by the player based on the history information accumulated in the history information accumulation unit 350. Reassess. As described above, in a situation where two identical controllers 210 are used, even when the player plays while holding each controller 210 by mistake, the player's operation can be appropriately evaluated.
- the present invention can be appropriately applied to a case where a total of three controllers are operated by holding two controllers with the left and right hands and holding the other controller from the neck. Specifically, it is determined that the controller A should be held (gripped) with the right hand, the controller B should be held with the left hand, and the controller C should be held down from the neck. Suppose that it is defined.
- the history information storage unit 350 generates and stores history information in which the operation information of each controller A to C is associated with the task information. Based on the history information stored in the history information storage unit 350, the determination unit 362 determines whether the holding states of the controllers A to C corresponding to the respective parts of the player are correct. That is, the determination unit 362 determines whether one of the three is correctly held, one of which is correctly held and the other two are erroneously held, or one of the three is erroneously held. It will be.
- the determination unit 362 determines that one is correct and the other two are in the wrong part. Is determined to be held. That is, it is determined that the controllers A and B are not correctly held by the left and right hands to be held, and are held by the left and right hands in reverse. If determined in this way, the evaluation control unit 363 replaces the identifiers of the operation information acquired from the controllers B and A with the identifiers of the controllers A and B that should be held by the left and right hands, and causes the evaluation unit 361 to Let me evaluate.
- the evaluation control unit 363 replaces the identifier with the identifier of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). .
- the identifier is replaced with the identifier of the controller A that should be originally held by the right hand.
- the operation information of the controller C is acquired by the identifier, the identifier remains as it is and is not replaced.
- the re-evaluation unit 561 originally holds the operation information identifiers of the controllers B and A with the left and right hands for the past operations by the player based on the history information accumulated in the history information accumulation unit 350. It replaces with the identifiers A and B of the controller to be performed, and evaluates again.
- the determination unit 362 determines that all three are incorrect parts. It is determined that it is held at. That is, it is determined that the controllers A to C are not correctly held by the left and right hands and neck to be held, but are held by mistake in each of these parts.
- the evaluation control unit 363 replaces the identifier of the operation information acquired from the controllers A to C with the identifier of the controller to be held in each part, and causes the evaluation unit 361 to evaluate.
- the evaluation control unit 363 replaces the identifier with the identifier of the controller C that should originally be held at the neck (the neck where the controller A is erroneously held). .
- the identifier is replaced with the identifier of the controller A that should be originally held by the right hand.
- the identifier acquires the operation information of the controller C
- the identifier is replaced with the identifier of the controller B that should be originally held by the left hand.
- the re-evaluation unit 561 also originally retains the identifier of the operation information of the controllers A to C for each operation by the player based on the history information stored in the history information storage unit 350 at each part. Replace with the identifier of the controller to be evaluated and re-evaluate. Also in this case, even when the player plays while holding the controllers A to C by mistake, the operation of the player can be appropriately evaluated.
- the evaluation control unit 363 and the like replace the identifiers in the operation information in order to replace the operation information from the controller.
- the method of replacing the operation information from the controller is not limited to this and is arbitrary. It is.
- the evaluation control unit 363 or the like may regenerate operation information of a controller that should be held at an incorrect part.
- you may replace the subject information of a controller.
- the evaluation control unit 363 The information is replaced with the task information of the controller B that should be originally held by the left hand (the left hand in which the controller A is erroneously held). Further, the task information of the controller B is replaced with the task information of the controller C that should be originally held at the neck (the neck in which the controller B is erroneously held). Furthermore, the task information of the controller C is replaced with the task information of the controller A that should be originally held by the right hand (the right hand in which the controller C is erroneously held). Even when the task information is replaced, even when the player plays while holding the controllers A to C in error, the operation of the player can be evaluated appropriately.
- the evaluation control unit 363 immediately replaces the operation information (identifier or the like) for the controller that is determined to be erroneously held has been described. However, in such a case, after the player is warned once, if the player does not change the holding of the controller, the evaluation control unit 363 may replace the operation information of the controller that is erroneously held. Good. For example, if the determination unit 362 determines that the holding state of the controller is not correct, the processing control unit 360 (560) controls the image generation unit 320 to display a caution message notifying that the controller is not correctly held. , Display on the game screen.
- the determination unit 362 determines again whether or not the holding state of each controller is correct based on history information (relationship between operation information and task information) accumulated after the attention message is displayed.
- history information correlation between operation information and task information
- the evaluation control unit 363 does not replace the operation information (identifier).
- the evaluation control unit 363 can detect the erroneously held part as described above.
- the operation information of the controller is replaced with the operation information of the controller that should be originally held at the site. In addition, you may replace the subject information of a controller.
- the player can be alerted about the holding of the controller, and the player himself can be given an opportunity to change the holding of the controller. Even when the player is still playing with the controller held in error, the player's operation can be evaluated appropriately.
- the re-evaluation unit 561 can re-evaluate the operation before the determination unit 362 displays the caution message in the same manner as described above, but only when the player changes the holding of the controller (takes it back correctly). You may make it reevaluate.
- a game device As described above, according to the present invention, a game device, an operation evaluation method, and an information recording that are suitable for appropriately evaluating a player's operation even when the player plays with a plurality of controllers erroneously held.
- a medium and a program can be provided.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
L'invention porte sur un dispositif de jeu (300), une unité de stockage d'informations de tâche (330) stockant des informations de tâche proscrivant l'exécution d'une tâche pour chaque périphérique qui est imposé à un joueur. Lorsqu'un jeu démarre, une unité d'acquisition d'informations de manipulation (340) acquiert des informations de manipulation de chaque périphérique qui est manipulé par le joueur. Une unité de commande de traitement (360) évalue la manipulation du joueur sur la base de la relation entre les informations de manipulation acquises et les informations de tâche stockées. Une unité d'accumulation d'informations d'historique (350) accumule des informations d'historique associant les informations de manipulation aux informations de tâche. L'unité de commande de traitement (360) remplace les informations de manipulation d'un périphérique maintenu au niveau d'une mauvaise partie par les informations de manipulation d'un périphérique devant être maintenu au niveau de la mauvaise partie, et évalue la manipulation du joueur sur la base des informations d'historique accumulées.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US13/147,027 US20110287839A1 (en) | 2009-01-29 | 2010-01-22 | Game device, operation evaluation method, information recording medium and program |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2009-017578 | 2009-01-29 | ||
| JP2009017578A JP5113775B2 (ja) | 2009-01-29 | 2009-01-29 | ゲーム装置、操作評価方法、および、プログラム |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2010087284A1 true WO2010087284A1 (fr) | 2010-08-05 |
Family
ID=42395546
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2010/050796 Ceased WO2010087284A1 (fr) | 2009-01-29 | 2010-01-22 | Dispositif de jeu, procédé d'évaluation de manipulation, support d'enregistrement d'informations et programme |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US20110287839A1 (fr) |
| JP (1) | JP5113775B2 (fr) |
| TW (1) | TWI403347B (fr) |
| WO (1) | WO2010087284A1 (fr) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2014522258A (ja) * | 2011-05-05 | 2014-09-04 | クアルコム,インコーポレイテッド | モーションキャプチャのための近接センサーメッシュ |
Families Citing this family (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US8795077B1 (en) * | 2008-01-25 | 2014-08-05 | Ailive Inc. | Game controllers with full controlling mechanisms |
| JP5745247B2 (ja) * | 2010-10-05 | 2015-07-08 | 任天堂株式会社 | ゲームプログラム、ゲーム装置、ゲームシステムおよびゲーム制御方法 |
| JP5535168B2 (ja) * | 2011-10-07 | 2014-07-02 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、および、プログラム |
| JP5462851B2 (ja) * | 2011-11-10 | 2014-04-02 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、評価方法、および、プログラム |
| US10453310B2 (en) * | 2017-09-29 | 2019-10-22 | Konami Gaming, Inc. | Gaming system and methods of operating gaming machines to provide skill-based wagering games to players |
| US10824244B2 (en) * | 2018-11-19 | 2020-11-03 | Facebook Technologies, Llc | Systems and methods for transitioning between modes of tracking real-world objects for artificial reality interfaces |
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-
2010
- 2010-01-22 US US13/147,027 patent/US20110287839A1/en not_active Abandoned
- 2010-01-22 WO PCT/JP2010/050796 patent/WO2010087284A1/fr not_active Ceased
- 2010-01-27 TW TW099102319A patent/TWI403347B/zh active
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| JP2002000936A (ja) * | 2000-06-23 | 2002-01-08 | Konami Co Ltd | ゲームシステム及びそれに用いる記憶媒体 |
| JP2003251070A (ja) * | 2002-03-05 | 2003-09-09 | Konami Co Ltd | ゲーム装置、ゲーム装置の制御方法及びプログラム |
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Also Published As
| Publication number | Publication date |
|---|---|
| US20110287839A1 (en) | 2011-11-24 |
| TWI403347B (zh) | 2013-08-01 |
| JP5113775B2 (ja) | 2013-01-09 |
| JP2010172442A (ja) | 2010-08-12 |
| TW201043309A (en) | 2010-12-16 |
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