WO2007060766A1 - ゲームプログラム、ゲーム装置及びゲーム方法 - Google Patents

ゲームプログラム、ゲーム装置及びゲーム方法 Download PDF

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Publication number
WO2007060766A1
WO2007060766A1 PCT/JP2006/314410 JP2006314410W WO2007060766A1 WO 2007060766 A1 WO2007060766 A1 WO 2007060766A1 JP 2006314410 W JP2006314410 W JP 2006314410W WO 2007060766 A1 WO2007060766 A1 WO 2007060766A1
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WIPO (PCT)
Prior art keywords
envelope waveform
music
game
character
volume
Prior art date
Application number
PCT/JP2006/314410
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
Satoru Okubo
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Publication of WO2007060766A1 publication Critical patent/WO2007060766A1/ja

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Classifications

    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H1/00Details of electrophonic musical instruments
    • G10H1/02Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos
    • G10H1/04Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation
    • G10H1/053Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation during execution only
    • G10H1/057Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation during execution only by envelope-forming circuits
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H2220/00Input/output interfacing specifically adapted for electrophonic musical tools or instruments
    • G10H2220/091Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith
    • G10H2220/101Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith for graphical creation, edition or control of musical data or parameters
    • G10H2220/126Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith for graphical creation, edition or control of musical data or parameters for graphical editing of individual notes, parts or phrases represented as variable length segments on a 2D or 3D representation, e.g. graphical edition of musical collage, remix files or pianoroll representations of MIDI-like files
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H2220/00Input/output interfacing specifically adapted for electrophonic musical tools or instruments
    • G10H2220/135Musical aspects of games or videogames; Musical instrument-shaped game input interfaces
    • G10H2220/141Games on or about music, i.e. based on musical knowledge, e.g. musical multimedia quizzes

Definitions

  • the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game for reproducing game sounds.
  • the present invention also relates to a game device and a game method realized by the game program.
  • Various games have been proposed.
  • One of them is a battle video game, for example, a baseball game, in which a player character displayed on a monitor is operated to play a game.
  • the player can select one baseball team to which each player character belongs, and can play against other players or computers that have selected other baseball teams.
  • a cheer song created for the baseball team selected by the player is played (for example, Patent Document 1).
  • a baseball team selected by the opponent is attacking, a cheer song created for the baseball team selected by the opponent is played.
  • This type of support song is a support song dedicated to each baseball team, and is different for each baseball team.
  • Such cheering songs are automatically played when the baseball team selected by the player is attacking, which is stored in memory as a melody in advance or saved by the player after creating a song. It has come to be.
  • the volume of the cheering piece is determined by an envelope waveform representing the change in volume with respect to time.
  • the envelope waveform is determined by the attack time, decay time, sustain level, and release time.
  • the attack time is the rise time when the volume increases, and is the time from the zero level to the top level where the volume rise level reaches the maximum volume. Decay time reaches the top level This is the time during which the volume is attenuated to the position where the position force reaches the sustain level.
  • the sustain level is a volume when a constant volume is maintained, and the volume is maintained only during the sustain time, which is the hold time between the decay time and the release time.
  • the release time is the time during which the volume of the position force at the sustain level is reduced to the zero level.
  • the volume increases from the zero level to the top level, which is the maximum volume during the attack time, decreases to the sustain level from the top level to the sustain level, and remains constant at the sustain time.
  • the sustain level is maintained, and at the release time, it decreases from the sustain level to the zero level.
  • the volume of the cheering song rises from the zero level, the volume decreases at the top level, maintains a constant volume at the sustain level, and then the sound volume decreases to the zero level.
  • Patent Document 1 Japanese Patent Laid-Open No. 11-468
  • the volume of the support music rises from the zero level and decreases at the top level, and the volume at the sustain level is constant. After maintaining, the sound volume further decreases to zero level. For this reason, for example, in the case of a musical instrument power wrapper, a cheering song having a phrase in which a plurality of 16th notes are arranged consecutively in a minute will cause the sound of the first 16th note to reach the top level during the attack time. Since the sound of the second and subsequent 16th notes is played, the sound of the second and subsequent 16th notes may be canceled out by the sound of the first 16th notes, and the cheered music according to the score may not be played. There is.
  • the musical instrument is a percussion instrument such as a tycoon
  • the cheering tune having a phrase in which a plurality of tycoons are continuously arranged
  • the first tyco's sound is the volume near the top level during the decay time. Since the second and subsequent Tyco sounds are played back, the first and second Tyco sounds may be superimposed on the second and subsequent Tyco sounds, resulting in the possibility of playing crisp sounds.
  • An object of the present invention is to eliminate problems related to the reproduction of game sounds in a game program.
  • a game program according to claim 1 is a program for causing a computer capable of realizing a game for operating a game character to realize the following functions.
  • a music creation function capable of creating music having various pieces of music information for generating game sounds.
  • a music condition determination function for determining whether various pieces of music information satisfy a predetermined music condition.
  • a basic envelope waveform creation function for creating a basic envelope waveform for determining basic volume information relating to the volume of a game sound.
  • volume information regarding the volume of the game sound is obtained based on the basic envelope waveform created by the basic envelope waveform creation function. Create envelope waveform to determine Envelope waveform creation function.
  • a song having various pieces of song information for generating game sounds is created by the song creation function.
  • the various pieces of music information are pieces of information necessary for generating game sounds such as pitch, tone length, note interval, tone, melody, and instrument type.
  • the music condition judging function it is judged whether or not various pieces of music information satisfy predetermined music conditions.
  • the predetermined music condition is, for example, a condition that a predetermined sound length is within a predetermined length range among various pieces of music information, or a predetermined musical instrument interval is within a predetermined range. This is a condition determined in accordance with various music information conditions such as the above condition and various information such as game character characteristics.
  • the envelope waveform is a waveform representing a change in volume with respect to time, and is a waveform determined by an attack time, a decay time, a sustain level, and a release time.
  • Volume information is volume (level) setting information with respect to time (rate). Specifically, it is numerical information such as attack time, decay time, sustain level, release time, top level, and sustain time. is there.
  • the basic sound Volume information is setting information in the initial state when music is created in volume information.
  • the envelope waveform creation function volume information related to the volume of the game sound based on the basic envelope waveform created by the basic envelope waveform creation function when it is determined by the music condition judgment function that the predetermined music conditions are met. Is determined.
  • the song creation function creates a song with various pieces of song information such as pitch, pitch, note interval, tone, melody, instrument type, etc., for generating a cheer song corresponding to the player character.
  • the music condition determination function determines whether or not each piece of music information satisfies a predetermined music condition.
  • a predetermined music condition For example, it is determined whether or not the power is sufficient to satisfy various music information conditions such as the condition that the note is a 16th note and the condition that a percussion instrument such as a Tyco is continuous without a rest.
  • the envelope waveform creation function determines that the predetermined song condition is satisfied by the song condition determination function
  • the player character is based on the basic envelope waveform created by the basic envelope waveform creation function.
  • Volume information related to the volume of the cheering song corresponding to is determined.
  • a predetermined music condition for example, a condition that a note is a sixteenth note is set, and when the predetermined music condition is satisfied, the envelope waveform is set so that the attack time of the basic envelope waveform is shortened. Created.
  • you set the condition that the notes of percussion instruments such as Tyco are continuous without rest, and the specified music condition is satisfied, the envelope waveform will be shortened so that the decay time of the basic envelope waveform is shortened. Created.
  • the game program when the envelope waveform creation function determines that a predetermined music condition is satisfied by the music condition determination function, the game program is based on the basic envelope waveform created by the basic envelope waveform creation function. Volume information about sound volume is determined.
  • a condition that a note is a sixteenth note is set as a predetermined music condition, for example, and when this predetermined music condition is satisfied Since the envelope waveform is created so that the attack time of the basic envelope waveform is shortened, the sound of the second and subsequent 16th notes after the first 16th note reaches the top level during the attack time. Will be played, and the second and subsequent sixteenth notes will be canceled by the first sixteenth note.
  • the envelope waveform creation function does not play back the cheered music according to the musical score, or the crisp sound is not played back, so it is possible to eliminate problems related to playing the game sound. .
  • the game program according to claim 2 is the game program according to claim 1, wherein the envelope waveform creation function creates an envelope waveform according to various pieces of music information of the music created by the music creation function. To do.
  • an envelope waveform is created according to various pieces of music information such as a pitch for generating a game sound, a pitch, a note interval, a tone, a melody, and a musical instrument type. This makes it possible to create an envelope waveform suitable for the main part of the game, thus making it easier to eliminate problems related to game sound playback.
  • the game program according to claim 3 is the game program according to claim 2, wherein the envelope waveform creation function is configured such that when the length of a note as music information is within a predetermined length range, the volume information The envelope waveform is created so that the attack time, which is the volume information, is shortened while the maximum value of the top level is held.
  • a wind instrument such as a trumpet is set as a predetermined musical condition such as a musical note force S16th note.
  • a basic envelope waveform is set. Since the envelope waveform is created so that the attack time of the first is shortened, the sound of the second and subsequent 16th notes will be played after the first 16th note reaches the top level during the attack time. The first 16th note So the second and subsequent sixteenth notes are canceled out. Therefore, since the envelope waveform creation function reproduces the cheered music according to the score, it is possible to eliminate the problems related to the reproduction of the game sound.
  • the game program according to claim 4 is the game program according to claim 2, wherein the envelope waveform creation function is configured such that the volume information is obtained when the interval between the musical notes of the predetermined musical instrument is within a predetermined range.
  • An envelope waveform is created so that the decay time, which is volume information, is shortened while the maximum decay level is held.
  • a condition is set that notes of a percussion instrument such as a tycoon are continuous without rest, and when this predetermined music condition is satisfied, the decay time of the basic envelope waveform is shortened. Since the envelope waveform is created at the time of the decay, the first and second Tyco sounds will be played after the first Tyco sound reaches the zero level during the decay time. It is possible to reduce the overlapping part with the sound of the Tyco after the th. Therefore, such an envelope waveform creation function prevents the sound of crispness from being played back, so that the problems associated with playing the game sound can be solved.
  • the game device is a game device for realizing a game for reproducing a game sound.
  • the game apparatus includes music creation means, music condition determination means, basic envelope waveform creation means, and envelope waveform creation means.
  • the music creation means a music having various pieces of music information for generating the game sound is created.
  • the music condition determining means it is determined whether or not each piece of music information has a power satisfying a predetermined music condition.
  • the basic envelope waveform creating means basic volume information relating to the volume of the game sound is determined.
  • volume information on the volume of the game sound is determined based on the basic envelope waveform created by the basic envelope waveform creating means. Is done.
  • a game method is a game method for causing a computer to realize a game for reproducing a game sound.
  • This game method includes a music creation step, a music condition determination step, a basic envelope waveform creation step, and an envelope waveform creation step. It is.
  • the song creation step a song having various pieces of song information for generating a game sound is created.
  • the music condition determination step it is determined whether or not various pieces of music information satisfy predetermined music conditions.
  • basic envelope waveform creation step basic volume information related to the volume of the game sound is determined. When it is determined in the envelope waveform creation step that the predetermined music condition is satisfied by the music condition determination step, the volume information related to the volume of the game sound is based on the basic envelope waveform created by the basic envelope waveform creation step. It is determined
  • FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
  • FIG. 2 is a functional block diagram as an example of the video game apparatus.
  • FIG. 3 A diagram showing a sound setting support song creation selection screen in a baseball game.
  • FIG. 4 A diagram showing a cheering song creation screen when a note character is placed in the note input field.
  • FIG. 5 is a diagram showing a basic envelope waveform representing a change in volume with respect to time of the cheering piece (part A) in FIG.
  • FIG. 6 A diagram showing an envelope waveform representing a change in volume with respect to time of the cheering piece (part B) of FIG.
  • FIG. 7 A diagram showing a basic envelope waveform representing a change in volume with respect to time of the cheering piece (C portion) in FIG.
  • FIG. 8 is a diagram showing an envelope waveform representing a change in volume with respect to time of the cheering piece (D portion) in FIG.
  • FIG. 9 is a flowchart relating to a series of processes using the support music creation processing power in the baseball game.
  • FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
  • a home video game apparatus will be described as an example of the game apparatus.
  • the home video game apparatus includes a home game machine body and a home television.
  • the home game machine main body can be loaded with the recording medium 10, and the game data is executed by appropriately reading the recording medium 10 game data. The contents of the game executed in this way are displayed on the home television.
  • the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, a game sound output unit 4, and an operation input unit 5, each of which has a bus 6 It is connected via This bus 6 includes an address bus, a data bus, a control bus, etc. It is.
  • the control unit 1, the storage unit 2, the game sound output unit 4 and the operation input unit 5 are included in the home video game machine main body of the home video game apparatus, and the image display unit 3 is used in the home television. Included.
  • the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
  • the control unit 1 includes, for example, a CPU 7 (Central Processing Unit), a signal processor 8, and an image processor 9.
  • the CPU 7, the signal processor 8 and the image processor 9 are connected to each other via the bus 6.
  • the CPU 7 interprets instructions from the game program and performs various data processing and control.
  • the CPU 7 instructs the signal processor 8 to supply image data to the image processor.
  • the signal processor 8 mainly performs calculations in the three-dimensional space, position conversion calculation from the three-dimensional space to the pseudo three-dimensional space, light source calculation processing, and image and sound data generation processing processing. It is carried out.
  • the image processing processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8.
  • the storage unit 2 is provided mainly for storing program data, various data used in the program data, and the like.
  • the storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM 12 (Random Access Memory).
  • An interface circuit 11 is connected to the recording medium 10.
  • the interface circuit 11 and the RAM 12 are connected via the bus 6.
  • the recording medium 10 is for recording operation system program data, image data, sound data, game data having various program data capabilities, and the like.
  • the recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like.
  • the recording medium 10 also includes a card type memory, and this card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
  • the RAM 12 is used for temporarily storing various data read from the recording medium 10 and for temporarily recording the processing result from the control unit 1.
  • This RAM 12 has an address indicating the storage location of various data as well as various data. Data is stored, and it is possible to read and write by specifying an arbitrary address.
  • the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
  • the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter 22 (Digital-To-Analog converter).
  • a DZ A converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
  • the bus 6 is connected to the interface circuit 21.
  • the image data is supplied to the DZA converter 22 via the interface circuit 21 and is converted into an analog image signal here. Then, the analog image signal is output as an image to the television monitor 20.
  • image data includes, for example, polygon data and texture data.
  • Polygon data is the coordinate data of vertices constituting a polygon.
  • the texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data.
  • the texture instruction data is data for associating polygons and textures
  • the texture color data is data for designating the texture color.
  • polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
  • the signal processor 8 uses the movement data and rotation data of the polygon data (3D polygon data) force screen itself (viewpoint) in the 3D space indicated by the polygon address data. No! It is then converted to polygon data (2D polygon data) in 2D space after coordinate conversion and perspective projection conversion.
  • the polygon outline is composed of a plurality of 2D polygon data, and the texture data indicated by the texture address data is written in the internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
  • the game sound output unit 4 is provided mainly for outputting sound data read from the recording medium 10 as a game sound.
  • the game sound output unit 4 includes, for example, a speaker 13 and The amplifier circuit 14, the DZA converter 15, and the interface circuit 16 are included.
  • An amplifier circuit 14 is connected to the speaker 13, a DZA converter 15 is connected to the amplifier circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
  • the bus 6 is connected to the interface circuit 16.
  • the sound data is supplied to the D / A converter 15 via the interface circuit 16, where it is converted into an analog sound signal. This analog sound signal is amplified by the amplifier circuit 14 and output from the speaker 13 as a game sound.
  • Examples of sound data include ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data.
  • ADPCM Adaptive Differential Pulse Code Modulation
  • PCM Pulse Code Modulation
  • the operation input unit 5 mainly includes a controller 17, an operation information interface circuit 18, and an interface circuit 19.
  • An operation information interface circuit 18 is connected to the controller 17, and an interface circuit 19 is connected to the operation information interface circuit 18.
  • the bus 6 is connected to the interface circuit 19.
  • the controller 17 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7.
  • ⁇ 1st button 17a ⁇ 2nd button 17b ⁇ 3rd button 17c ⁇ 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 Button 17 L2, R1 button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR are provided.
  • the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R for example, give the CPU 7 a command for moving a character or cursor up, down, left, or right on the screen of the television monitor 20. Used for.
  • the start button 17e is used when instructing the CPU 7 to load the game program from the recording medium 10.
  • the title screen is displayed on the television monitor 20.
  • a mode select screen for setting various modes is displayed on the television monitor 20! /.
  • the select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
  • the left stick 17SL and the right stick 17SR are stick-type controllers having substantially the same configuration as a so-called joystick.
  • This stick type controller has an upright stick.
  • This stick has a structure in which an upright position force can tilt over 360 degrees including front, back, left and right with a fulcrum as the center.
  • the left stick 17SL and right stick 17SR have the X coordinate and y coordinate values based on the upright position as the operation signal and the operation information interface circuit 18 and interface circuit 19 as the operation signal according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
  • the second button 17b and the third button 17c are used when instructing the CPU 7 to determine a menu item or to move to the next screen
  • the first button 17a and the fourth button 17d are menu items. Used when instructing CPU7 to deselect or cancel the eye or return to the previous screen.
  • each button and each key of the controller 17 except the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by the external pressing force, and neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
  • the CPU 7 receives image data, sound data, and program data from the recording medium 10 based on the operating system stored in the recording medium 10. Is read. Some or all of the read image data, sound data, and program data are stored in the RAM 12. Then, the CPU 7 issues a command to the image data and sound data stored in the RAM 12 based on the program data stored in the RAM 12. In the case of image data, based on the command from the CPU 7, first, the position calculation of the character in the three-dimensional space of the signal processor 8 and the light source calculation are performed.
  • the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8. Then, the image data force written in the RAM 12 is supplied to the DZA converter 22 via the interface circuit 21. Here, the image data is converted into an analog video signal by the DZ A converter 22. Then, the image data is supplied to the television monitor 20 and displayed as an image.
  • the signal processor 8 In the case of sound data, first, the signal processor 8 generates and processes sound data based on commands from the CPU 7. Here, for example, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the sound data. Next, the sound data is output from the signal processor 8 and supplied to the DZ A converter 15 via the interface circuit 16. Here, the sound data is converted into an analog sound signal. Then, the sound data is output through the amplifier circuit 14 as a speaker 13 power game sound.
  • the game executed in this game machine is, for example, a baseball game.
  • This game machine can realize a game in which a character displayed on the television monitor 20 is operated.
  • FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
  • the control unit 1 includes a character display means 50, a character action means 51, a support music creation means 52, a music condition determination means 53, a basic envelope waveform creation means 54, an envelope waveform creation means 55, a support Mainly equipped with music playing means 56.
  • the character display means 50 has a function of displaying the pitcher character, batter character, and note character 33 on the television monitor 20.
  • the character display means 50 displays a pitcher character and a batter character on the television monitor 20 (not shown). Further, in the character display means 50, the note character 33 is displayed on the television monitor 20 on the support song creation screen 30 shown in FIG.
  • pitcher image data corresponding to the pitcher character, batter image data corresponding to the batter character, and note image data corresponding to the note character 33 are stored in the game.
  • the program When the program is loaded, it is supplied from the storage unit 2, for example, the recording medium 10 to the RAM 12 and stored in the RAM 12.
  • the pitcher image data, the pitcher coordinate data, and the note image data are recognized by the control unit 1, for example, the CPU 7.
  • batter coordinate data for displaying batter image data on the television monitor 20 pitcher coordinate data for displaying pitcher image data on the television monitor 20, and note image data on the television monitor 20 are displayed on the television monitor 20.
  • Note coordinate data force for display Storage unit 2 For example, supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12.
  • the batter image data, batter coordinate data, and note image data are recognized by the control unit 1, for example, the CPU 7.
  • the batter image data, pitcher image data, and musical note image data stored in the RAM 12 are supplied to the television monitor 20 via the image processor 9 based on an instruction from the CPU 7.
  • the batter image data, pitcher image data, and note image data are displayed at predetermined positions on the television monitor 20 based on the batter coordinate data, pitcher coordinate data, and note coordinate data.
  • the CPU 7 gives an instruction to display the batter image data, pitcher image data, and musical note coordinate data at a predetermined position on the television monitor 20.
  • the character action means 51 has a function of moving the pitcher character and the batter character. In the character operation means 51, the pitcher character and the batter character are operated.
  • the pitcher character corresponding to the pitcher character is based on an instruction from the CPU 7.
  • the image data force control unit for batter corresponding to the image data and the batter character 1 is processed by, for example, the signal processor 8 and the image processor 9. Then, the processed image data is supplied from the RAM 12 to the television monitor 20, and the pitching motion of the pitcher character and the swing motion of the batter character are displayed on the television monitor 20 as moving images.
  • the support song creation means 52 has a function of creating a song having various pieces of music information for generating a support song for the player character.
  • a melodies such as a chance theme dedicated to the player character or common to the team to which the player character belongs are provided.
  • a predetermined piece of music that is a cheering piece of a trumpet or Tyco having a di or rhythm is created.
  • the cheering song creation means 52 sets the pitch and pitch of the note character 33 on the cheering song creation screen 30 shown in FIG. 4, and generates a melody by arranging a plurality of note characters 33 side by side.
  • the cheering song creation means 52 selects a Thai batting pattern in which the Thai figure character 34b and the blank character 34c are arranged in the sound pattern display field 34a on the cheering song creation screen 30 shown in FIG.
  • the various pieces of music information are music data relating to the music of the supporting music necessary for generating the supporting music such as the pitch, the tone length, the interval of the notes, the tone, the melody, and the type of the instrument.
  • the music data related to the music of the created support music is stored in the RAM 12.
  • the music condition determining means 53 has a function of determining whether or not the music data of the support music created by the support music creating means 52 satisfies a predetermined music condition.
  • the music condition determination means 53 refers to a music condition determination table (not shown) stored in the storage unit 2 to determine whether or not the music condition satisfies a predetermined music condition.
  • the predetermined music condition is that the sound length of the predetermined note character 33 is within the predetermined length range on the support song creation screen 30 shown in FIG. 4, specifically, the note character 33 is a sixteenth note. (Part B in Fig. 4), and the interval between the notes of a given instrument is within a specified range.
  • the Thai figure character 34 b placed in the note character 33 or the sound pattern display field 34a Is continuous without rest (blank character 34c in the sound pattern display field 34a) (part B and part D in Fig. 4).
  • various data such as a music condition judgment table and a judgment result of whether or not the power satisfies a predetermined music condition are stored in RA Ml 2.
  • the basic envelope waveform creating means 54 has a function of determining basic volume information relating to the volume of the musical piece created by the support song creating means 52.
  • a basic envelope waveform representing the change in volume with respect to time shown in FIG. 5 is created for the note character 33 in FIG. 4, and the figure character 34b in FIG.
  • a basic envelope waveform is created that represents the volume change over time.
  • the envelope waveform is a waveform that represents the change in volume (level) with respect to time (rate), and includes an attack time AT, a decay time DT, and a sustain level. This waveform is determined by Nore SL, release time RT, top level TL, sustain time ST, etc.
  • the basic envelope waveform means the envelope waveform in the initial setting when the music is created. That is, in the initial state setting, the basic envelope waveform of FIG. 5 is created for all the note characters 33 of the A part and B part of FIG. 4, and all the Thai figure characters 34b of the C part and D part of FIG. In Fig. 7, the basic envelope waveform of Fig. 7 is created.
  • the basic envelope waveform of the note character 33 shown in Fig. 5 shows an attack time AT when the volume rises from zero level, a decay time DT where the volume decreases, and a sustain level where a constant volume is maintained at the sustain level SL. It consists of a time ST and a release time RT in which the volume decreases from the sustain level SL.
  • the attack time AT is the rise time when the volume increases, and is the time until the top level TL where the rise level of the volume reaches the zero level force maximum volume.
  • Decay time DT is the time during which the volume of the position force that reaches the top level TL is attenuated to the position that the sustain level SL is reached.
  • the sustain level SL is a volume when a constant volume is maintained, and is maintained only during the sustain time ST, which is the hold time between the decay time DT and the release time RT.
  • the Release time RT is the time during which the volume of the position level at which sustain level SL is reached has decreased to zero.
  • the volume rises from the zero level to the top level TL and then decreases to the sustain level SL. After maintaining a constant volume at the sustain level SL, the volume further decreases to the zero level.
  • Various data relating to the basic volume obtained by the basic envelope waveform creating means 54 is stored in the RAM 12.
  • the basic envelope waveform of the Tyco figure character 34b shown in FIG. 7 is composed of an attack time AT in which the volume rises from the zero level to the top level TL, and a decay time DT in which the volume decreases from the top level TL.
  • the attack time AT is the rise time when the volume increases, and is the time until the top level TL where the rise level of the volume reaches the zero level force maximum volume.
  • Decay time DT is the time during which the volume is attenuated to the position where the top level TL position force is also zero level.
  • the sound volume rises from zero level to the top level TL and then decreases to zero level.
  • the envelope waveform creating means 55 is the basic envelope shown in FIG. 5 or FIG. 7 created by the basic envelope waveform creating means 54 when it is determined by the music condition judging means 53 that the predetermined music conditions are satisfied.
  • a function is provided for determining volume information related to the volume of the music created by the cheering music creation means 52 by creating the envelope waveform shown in FIG. 6 or 8 with reference to the envelope waveform.
  • the envelope waveform creating means 55 creates the envelope waveform shown in FIG. 6 on the basis of the basic envelope waveform shown in FIG. .
  • the envelope waveform creating means 55 creates the envelope waveform shown in FIG. 8 on the basis of the basic envelope waveform shown in FIG. .
  • the envelope waveform generating means 55 uses the basic envelope waveform shown in FIG. 5 or FIG. 7 for the note character 33 in the A part in FIG. 4 and the Thai figure character 34b in the C part in FIG. 4 that do not satisfy the predetermined music conditions. The same envelope waveform is created.
  • the envelope waveform of the note character 33 shown in Fig. 6 shows that the volume rises from zero level Attack time AT, Decay time DT when the volume decreases, and Sustain time that maintains a constant volume at the sustain level SL This is composed of ST and release time RT in which the volume decreases from the sustain level SL level, and is the same as the number of basic envelope waveforms of the note character 33 shown in FIG.
  • the envelope waveform of the note character 33 shown in FIG. 6 is the same as the top level TL and the sustain level SL of the basic envelope waveform of the note character 33 shown in FIG.
  • note B in Figure 4 Since the character 33 satisfies the condition that the note character 33, which is a predetermined music condition, is a sixteenth note, the attack time AT of the envelope waveform of the note character 33 shown in FIG. 6 is the note character 33 shown in FIG.
  • the envelope waveform is created so that the attack time AT is shorter than the basic envelope waveform attack time AT.
  • the note character 33 in part B in FIG. 4 if the note character 33, which is a predetermined musical condition, continuously hits without!
  • the envelope waveform is created so that the decay time DT of the envelope waveform of the note character 33 shown in FIG. 6 is shorter than the decay time DT of the basic envelope waveform of the note character 33 shown in FIG.
  • the envelope waveform of note character 33 shown in Fig. 6 is the total time force of attack time AT, decay time DT, sustain time ST, and release time RT.
  • Attack time of the envelope waveform of note character 33 shown in Fig. 5 It is the same as the total time of AT, decay time DT, sustain time ST, and release time RT. That is, in the note character 33 in the portion B of FIG. 4, the envelope waveform creating means 55 causes the attack time AT and decay time DT of the envelope waveform of the note character 33 shown in FIG. 6 to be the envelope waveform of the note character 33 shown in FIG. Since the attack time AT and decay time DT of the note character 33 shown in FIG. 6 are shorter, the sustain time ST of the envelope waveform of the note character 33 shown in FIG.
  • the envelope waveform of the Tyco figure character 34b shown in Fig. 8 is composed of an attack time AT when the volume rises from the zero level to the top level TL, and a decay time DT where the volume decreases from the top level TL. It is the same as the number of basic envelope waveforms of the Tyco figure character 34b. Also, the envelope waveform of the Tyco figure character 34b shown in FIG. 8 is the same as the top level TL of the basic envelope waveform of the Tyco figure character 34b shown in FIG. Here, in the Tyco figure character 34b in the D part of FIG.
  • the decay of the first and second envelope waveforms of the Tyco figure character 34b shown in Fig. 8 is satisfied.
  • the envelope waveform is created so that the time DT is shorter than the decay time DT of the first and second basic envelope waveforms of the Tyco graphic character 34b shown in FIG.
  • the decay time DT of the third envelope waveform is formed to be the same as the decay time DT of the third basic envelope waveform. Therefore, the waveform in the envelope of the Tyco figure character 34b shown in FIG.
  • the total time when the tico is struck three times is the same as the total time when the basic envelope waveform tiko of the Thai figure character 34b shown in FIG. 7 is struck three times.
  • Various data relating to the volume obtained by the envelope waveform creating means 55 is stored in the RAM 12.
  • the support music playing means 56 has a function of playing the music created by the support music creation means 52 at a volume corresponding to the envelope waveform obtained by the envelope waveform creation means 55.
  • the support music playing means 56 reads the music data related to the music created by the support music creation means 52 and various data related to the sound volume obtained by the envelope waveform creation means 55 from the RAM 12, and the game sound output section 4 Via the face circuit 16, D / A converter 15, and amplifier circuit 14, the cheering song of the selected character is output to the outside by the speaker 13 at a volume determined at a 128-step ratio according to the envelope waveform.
  • the envelope waveform creating means 55 determines that the predetermined music condition is satisfied by the music condition judging means 53
  • the basic envelope waveform created by the basic envelope waveform creating means 54 is used as a reference. Volume information about the volume of the support song for the player character is determined. Specifically, in the note character 33 in part B of FIG. 4, the condition that the note character 33 that is a predetermined music condition is a sixteenth note is satisfied, so the envelope waveform of the note character 33 shown in FIG.
  • the envelope waveform is created so that the attack time AT is shorter than the attack time AT of the basic envelope waveform of the note character 33 shown in FIG. For this reason, the second and subsequent 16th notes after the first 16th note reaches the top level TL at the attack time AT.
  • the figure figure character 34b arranged in the sound pattern display field 34a which is a predetermined music condition, continues without rest (blank character 34c). Therefore, the decay time DT of the first and second envelope waveforms of the Tyco figure character 34b shown in FIG. 8 is 1 of the Tyco figure character 34b shown in FIG.
  • the envelope waveform is created so that it is shorter than the decay time DT of the 2nd basic envelope waveform.
  • the second and subsequent Tyco sounds are played after the first Tyco sound has attenuated to near zero level at the decay time DT, and the first and second Tyco sounds are played.
  • the overlapping portion with can be reduced. Therefore, the envelope waveform creation means 55 does not play back the cheering music according to the musical score, or the sound is not crisp and no sound is played back. can do.
  • the sound setting support song creation selection screen 25 has a sound setting screen selection item 26 arranged on the left side and a support song creation screen selection item 27 arranged on the right side of the sound setting screen selection item 26.
  • the characters for sound setting and support song creation are arranged in the upper part of the substantially rectangular frame, and are different in the lower part of the substantially rectangular frame. Character figures are arranged.
  • a selection cursor 2 8 indicating that either the sound setting screen selection item 26 or the support song creation screen selection item 27 has been selected.
  • the selection cursor 28 is arranged to be movable left and right by the operation of the left arrow key 17L and the right arrow key 17R.
  • the selection cursor 28 is placed around the selection piece selection screen 27 of the cheering music, and when the second button 17b or the third button 17c is pressed in this state, The screen shifts to the support song creation screen 30 shown in FIG.
  • the support song creation screen 30 has a piano keyboard 31 arranged so as to extend in the vertical direction on the left side, and the piano keyboard 31 has a pitch on the right side of the pitch of the piano keyboard 31.
  • Note input field 32 arranged in such a way, multiple note characters 33 arranged at each pitch position of note input field 32, and sound pattern selection arranged above and below note input field 32 Item 34 and voice pattern selection item 35, and various mode setting selection items 36 in which a plurality of selection items are arranged on the left and right above the note input field 32.
  • the various mode setting selection items 36 are arranged side by side with the left end force directed in the right direction, and the selection item 36a for returning to the previous screen where the graphic power of the return symbol is also displayed.
  • a tone setting display item 36g and a tempo setting display item 36h for displaying the current tone and tempo are arranged vertically. As shown in FIG.
  • each of these selection items is selected by moving the selection cursor 36i arranged around each selection item to the composition selection item 36j.
  • select cursor 3 by operating left arrow key 17L and right arrow key 17R. 6i is moved to the left and right, and the selection cursor 36i is pushed and the second button 17b or the third button 17c is pressed down in accordance with the composition selection item 36j, each setting item is selected.
  • the piano keyboard 31 is composed of graphic characters resembling an actual piano keyboard, and includes a black key 31a and a white key 31b arranged vertically at predetermined pitch positions.
  • the piano keyboard 31 has the normal color tone of the black key 31a and the white key 31b when the note character 33 of the pitch corresponding to the black key 31a and the white key 31b is selected (the so-called pitch position in FIG. 4). Further, it has a different selection key 31c (in FIG. 4, Seo's white key position). By providing such a selection key 31c, it is possible to immediately recognize which note character 33 the player has selected.
  • the note input field 32 is arranged side by side so that the pitch reference line 32a also has a linear force in the horizontal direction and is arranged side by side so as to be orthogonal to the pitch reference line 32a. It has a sound length reference line 32b that also has a vertical linear force.
  • the pitch reference line 32a is formed to have the same interval as the white key 31b of the piano keyboard 31, and is connected to the upper and lower lines of the white key 31b.
  • the sound length reference line 32b is provided so that the thickness is different from the other lines every four lines, and the thickness and color tone of the other lines are one bar every 16 lines. It is provided differently.
  • the current and next measure number 32c is arranged at the upper left position and the upper right position of the note input field 3 2 (second and third measures in FIG. 4).
  • the bar position can be moved to the previous bar and the next bar by operating the L1 button 17L1 and the R1 button 17R1 of the controller 17, respectively.
  • the note character 33 can be placed at any position of the pitch reference line 32a and the pitch length reference line 32b of the note input field 32.
  • the pitch is set according to the height position of the note character 33 in the vertical direction
  • the pitch is set according to the length of the note character 33 in the horizontal direction
  • a melody is set by combining these.
  • the note character 33 includes a rectangular character 33a having a rectangular shape that is slightly smaller than the length between the pitch reference lines 32a and has a short side and the length of the long side can be changed.
  • Character character 33b which is located approximately in the center of character 33a and expresses the pitch
  • graphic character 33c which is located in the approximate center of rectangular character 33a and has graphic power such as a trumpet
  • a selection cursor 33d indicating that the rectangular character 33a is selected.
  • the rectangular character 33a is a substantially rectangular character with four corners chamfered, and has a height position on the pitch reference line 32a (black key 3 la position) or a height position between the pitch reference line 32a ( White key 31b position) can be placed, and the pitch is set by this. Further, the rectangular character 33a can arbitrarily change the length in the horizontal direction, and the sound length is set accordingly.
  • the up cursor 17U, the down keyboard 17D, the left keyboard 17L, and the right keyboard 17R are operated to move the selection cursor 33d. Move to the position of the rectangular character 33a at the pitch position. Then, if the left direction key 17L and the right direction key 17R are operated while pressing the second button 17b or the third button 17c, the right position of the rectangular character 33a can be moved in the horizontal direction (see FIG. 4).
  • the horizontal length of the rectangular character 33a is determined at that position.
  • the horizontal length of the rectangular character 33a is determined by the operation of releasing the pressing operation of the second button 17b or the third button 17c, the pressing operation of the second button 17b or the third button 17c is performed again. Compared to the case, the operation of the player becomes easier.
  • the up direction key 17U, the down direction key 17D, the left direction key 17L and the right direction key 17R are operated to select the selection cursor 33d. Is moved to the position of the rectangular character 33a at So's pitch position.
  • the up key 17U or the down key 17D is operated while the second button 17b or the third button 17c is pressed, the rectangular character 33a can be moved in the vertical direction (see FIG. 4).
  • the second button 17b When the vertical key 17U or the down key 17D is operated while pressing the second button 17b or the third button 17c, and the vertical height of the rectangular character 33a reaches a desired position, the second button 17b Alternatively, when the pressing operation of the third button 17c is released, the vertical height of the rectangular character 33a is determined at that position.
  • the vertical height of the rectangular character 33a is determined by the operation of releasing the pressing operation of the second button 17b or the third button 17c, the second button 17b or the third button 17c is pressed again. Compared to, the player's operation becomes easier.
  • note character 33 of quarter note is placed side by side without rest in the second measure (Part A in Fig. 4).
  • a note character 33 of 16th note (1 cell) and a note character 33 of 16th note (1 cell) and 16th note (1 cell) are placed side by side without rest (part B in Fig. 4).
  • a note character 33 of 8th note (2 squares) and a pitch character 33 of So and 8th note (2 squares) are arranged side by side without rest.
  • note characters 33 of sixteenth notes are arranged side by side without rest, so that the predetermined music conditions described above are satisfied.
  • the music created by the player in this manner is given a batter by naming the storage unit 2 by selecting and operating the selection cursor 36i with the selection item 36b for saving in the various mode setting selection items 36. It can be saved as data associated with the character. Thus, when the batter character enters the batter box, the music created by the player is automatically played. The music created by the player can be arbitrarily read and re-edited, deleted, or converted into a random hiragana password and exchanged with other players.
  • a sound pattern selection screen (not shown) is displayed.
  • the sound pattern selection screen has a melody and can be used to select a Thai strike pattern.
  • the selected Thai blow pattern means the Thai figure character 34b, which means a Thai blow, and a rest. This is displayed in the sound pattern display field 34a as a blank character 34c.
  • a Tyco graphic character 34b, a blank character 34c, and a Thai graphic character 34b are arranged side by side in the noise pattern display field 34a (C portion in FIG. 4), and three more Tyco graphic characters 34b are resting. They are placed side by side without a mark (blank character 34c) (part D in Figure 4).
  • the three Tyco figure characters 34b are arranged side by side without rests (blank characters 34c), and therefore satisfy the above-mentioned predetermined musical condition.
  • a calling pattern selection screen (not shown) is displayed.
  • the call pattern selection screen is a screen that allows selection of call patterns such as “Katsutobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”, Etc.
  • the selected shout pattern is displayed in the shout pattern display field 35a as a character character such as “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”
  • buttons 17e and 38 are arranged at the lower right of the support song creation screen 30.
  • the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
  • the selection power one sol 28 is arranged around the support song creation screen selection item 27 by operating the left direction key 17L and the right direction key 17R.
  • the screen shifts to the support song creation screen 30 shown in FIG. 4, and the support song creation process shown in FIG. 9 is started (Sl).
  • the support music creation process of step SI is performed by setting the pitch and pitch of the note character 33 on the support music creation screen 30 shown in FIG. 4, or by setting the Thai figure character 34b and the blank character 34c. By selecting a striking pattern, a trumpet or a Tyco song having a melody or rhythm such as a chance theme common to the player character or the team to which the player character belongs is created.
  • a basic envelope waveform creation process is performed (S2).
  • step S2 basic volume information related to the volume of the support song created in the support song creation process in step S1 is determined.
  • the basic envelope waveform shown in FIG. 5 is created for all the note characters 33 in the A part and B part of the support song creation screen 30 shown in FIG. 4, and the C portion and the support song creation screen 30 shown in FIG.
  • the basic envelope waveform shown in Fig. 7 is created for all D-shaped Tyco graphic characters 34b.
  • step S3 it is determined whether or not the support music created in the support music creation process of step S1 satisfies a predetermined music condition (S3).
  • a predetermined music condition S3
  • the cheering music satisfies the predetermined music conditions (B and D in Fig.
  • the process proceeds to the envelope waveform creation process (S4), and when the cheering music does not satisfy the predetermined music conditions (Fig. In A part and C part of 4), the same envelope waveform as the basic envelope waveform shown in Fig. 5 or 7 is created, and the process proceeds to the cheering music performance process (S5).
  • the basic process in step S2 is performed. Create the envelope waveform shown in Fig. 6 or 8 based on the basic envelope waveform shown in Fig. 5 or Fig. 7 created in the envelope waveform creation process, and create it in the cheering song creation process in step S1 The volume information related to the volume of the played music is determined.
  • the note character 33 in part B of Fig. 4 satisfies the condition that the note character 33 that is a predetermined music condition is a sixteenth note.
  • the envelope waveform is created so that the attack time AT of the envelope waveform of the note character 33 shown in FIG. 6 is shorter than the attack time AT of the basic envelope waveform of the note character 33 shown in FIG.
  • the note character 33 in part B in FIG. 4 if the note character 33, which is a predetermined musical condition, continuously hits without!
  • the envelope waveform is created so that the decay time DT of the envelope waveform of the note character 33 shown in FIG. 6 is shorter than the decay time DT of the basic envelope waveform of the note character 33 shown in FIG.
  • the Tyco figure character 34b placed in the sound pattern display field 34a which is a predetermined musical condition, is rested in the Tyco figure character 34b in part D of FIG. Since the condition of! /, Continuously without blank character 34c) is satisfied, the decay time DT of the first and second envelope waveforms of the Tyco figure character 34b shown in Fig. 8 is the Tyco figure shown in Fig. 7.
  • the envelope waveform is created so that it is shorter than the decay time DT of the first and second basic envelope waveforms of character 34b.
  • step S5 the cheering music performance processing is performed by the speaker 13 supporting the player character according to the envelope waveform via the interface circuit 16, the D / A converter 15, and the amplification circuit 14 of the game sound output unit 4. The sound is output externally.
  • the Tyco figure character 34b in part D of FIG. 4 is continuous without rest (blank character 34c). Since the condition is satisfied, the decay time DT of the first and second envelope waveforms of the Tyco figure character 34b shown in Fig. 8 is the same as that of the first and second basic envelope waveforms of the Tyco figure character 34b shown in Fig. 7. The envelope waveform is created so that it is shorter than the decay time DT.
  • the first Tyco sound is attenuated to near zero level, the second and subsequent Tyco sounds will be played, the first Tyco sound and the second and subsequent Tyco sounds. Can be reduced. Therefore, by performing the envelope waveform creation process in step S4, the cheered music according to the musical score is not played back, or the crisp sound is not played back, so the problem related to the playing of the cheered music for the player character is solved. be able to.
  • the power game device showing an example in which a home video game device as an example of a computer to which the game program can be applied is used is not limited to the above embodiment, and a monitor is separately Game devices configured on the body, game devices with an integrated monitor, personal computers that function as game devices by executing game programs, portable game devices, mobile phones, PDAs, or The same can be applied to arcade game devices.
  • the present invention includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded.
  • a computer-readable recording medium in addition to force cartridge, for example, a computer-readable flexible disk, a semiconductor Body memory, CD-ROM, DVD, BD-ROM (Blu-ray Disk-ROM), UMD, ROM cassette, and others.
  • a baseball game has been described as an example of a game to be executed on a game machine.
  • the game to be executed is not limited to this and is applied to various games. be able to.
  • the present invention can be similarly applied to various sports games such as soccer and martial arts, simulation games, shooting games, and role playing games.
  • the predetermined music condition is that if the note character 33 is a sixteenth note, the song condition or the Thai figure character 34b is continuous without a rest (blank character 34c).
  • the conditions that are necessary for other music information such as pitch, pitch, note interval, tone, melody, instrument type, etc. It may be.
  • the attack time AT start time of the nth (n is a natural number) basic envelope waveform and the attack time AT start of the (n + 1) th basic envelope waveform
  • the time interval is less than 200 milliseconds, the prescribed music conditions must be met! /.
  • the envelope waveform creating function is used.
  • the volume information related to the volume of the game sound is determined based on the basic envelope waveform created by the basic envelope waveform creation function. Problems related to playback can be resolved.

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  • Acoustics & Sound (AREA)
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  • Electrophonic Musical Instruments (AREA)
PCT/JP2006/314410 2005-11-24 2006-07-20 ゲームプログラム、ゲーム装置及びゲーム方法 WO2007060766A1 (ja)

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JP2009251261A (ja) * 2008-04-07 2009-10-29 Roland Corp 電子楽器

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JP4828489B2 (ja) * 2007-08-24 2011-11-30 株式会社河合楽器製作所 楽譜入力装置及びプログラム
JP6070010B2 (ja) * 2011-11-04 2017-02-01 ヤマハ株式会社 音楽データ表示装置および音楽データ表示方法

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JPS59197089A (ja) * 1983-04-23 1984-11-08 ヤマハ株式会社 自動演奏装置
JPH011468A (ja) * 1987-06-23 1989-01-05 三菱電機株式会社 磁性流体式アクチュエ−タ
JP2001184066A (ja) * 1999-10-14 2001-07-06 Sony Computer Entertainment Inc エンタテインメントシステム、エンタテインメント装置、記録媒体及びプログラム
JP2002032083A (ja) * 2000-07-17 2002-01-31 Kawai Musical Instr Mfg Co Ltd 電子楽器
JP2002239252A (ja) * 2001-02-14 2002-08-27 Square Co Ltd ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。

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JPS59197089A (ja) * 1983-04-23 1984-11-08 ヤマハ株式会社 自動演奏装置
JPH011468A (ja) * 1987-06-23 1989-01-05 三菱電機株式会社 磁性流体式アクチュエ−タ
JP2001184066A (ja) * 1999-10-14 2001-07-06 Sony Computer Entertainment Inc エンタテインメントシステム、エンタテインメント装置、記録媒体及びプログラム
JP2002032083A (ja) * 2000-07-17 2002-01-31 Kawai Musical Instr Mfg Co Ltd 電子楽器
JP2002239252A (ja) * 2001-02-14 2002-08-27 Square Co Ltd ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。

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JP2009251261A (ja) * 2008-04-07 2009-10-29 Roland Corp 電子楽器

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