WO2007105533A1 - Game device having music tempo judging function - Google Patents

Game device having music tempo judging function Download PDF

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Publication number
WO2007105533A1
WO2007105533A1 PCT/JP2007/054276 JP2007054276W WO2007105533A1 WO 2007105533 A1 WO2007105533 A1 WO 2007105533A1 JP 2007054276 W JP2007054276 W JP 2007054276W WO 2007105533 A1 WO2007105533 A1 WO 2007105533A1
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WO
WIPO (PCT)
Prior art keywords
unit
tempo
level
display
game
Prior art date
Application number
PCT/JP2007/054276
Other languages
French (fr)
Japanese (ja)
Inventor
Tetsuro Itami
Yukie Yamazaki
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 WO2007105533A1 publication Critical patent/WO2007105533A1/en

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/424Processing 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 involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • G10H1/36Accompaniment arrangements
    • G10H1/40Rhythm
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • 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
    • 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
    • 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
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • 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
    • G10H2210/00Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
    • G10H2210/031Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal
    • G10H2210/076Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal for extraction of timing, tempo; Beat detection
    • 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 machine having a function of taking in a music playback signal of music played on a music playback device and determining the tempo of the music.
  • Patent Document 1 Japanese Unexamined Patent Publication No. 2001-29649
  • an object of the present invention is to provide a game machine capable of reflecting the tempo of music to be played back by a music playback signal output from a music playback device power in game control.
  • the game machine of the present invention receives an input operation by a user and outputs an operation input unit that generates a pulse signal in response to the input operation, a display unit that displays a predetermined image, and a music playback device.
  • a signal input unit that captures a music playback signal, a signal processing unit that outputs an integrated value of a low-frequency component of the music playback signal captured by the signal input unit, and a signal processing unit based on the output integral value.
  • a tempo discriminating unit that discriminates the tempo of music to be played back by the music playback signal, and an input operation to the operation input unit is evaluated based on the tempo discriminated by the tempo discriminating unit.
  • a game control unit for controlling the game;
  • a storage unit that stores the evaluation and display image information relating to an image to be displayed on the display unit in accordance with the evaluation, and the game control unit includes the tempo determination unit.
  • the evaluation unit Based on the degree of coincidence between the tempo determined in this way and the tempo signal obtained from the pulse signal, the evaluation unit performs the evaluation, and the display image information associated with the evaluation by the evaluation unit.
  • the game machine of the present invention uses such a property, and since the integrated value of the music playback signal taken into the signal input unit is output as a signal processing unit, the integrated value waveform is characterized. By paying attention, it is possible to determine the tempo of music.
  • a game based on the determined tempo is executed as described above.
  • the user operates the operation input unit at the tempo of the music while listening to the music played by the playback device, and the tempo obtained by the input operation and the tempo determined by the tempo determination unit. It is a game that makes an evaluation based on the degree of coincidence.
  • the display control unit of the game control unit displays an image according to the evaluation, thereby enhancing the interest of the game. Therefore, it is possible to provide a game that uses the tempo of the music while listening to the music just by listening to the music output from the music playback device, thereby integrating the music and the game. Play can be provided to users.
  • the music playback device can select and play any music, so that it can play a variety of music compared to the case where the game is controlled according to the music tempo prepared in advance on the game machine. You can enjoy the game as a material.
  • the tempo discriminating unit may output the discriminated tempo as a pulse signal based on the tempo, or may output it as a value indicating the number of beats in a predetermined time.
  • the output of the music for the user to listen to may be output directly from the power of the music playback device, or may be output from the output unit provided with a music playback signal output unit in the game machine.
  • the operation input section may be any form such as a push button, keyboard, or string.
  • the degree of coincidence is determined by the tempo discrimination unit It is only necessary to indicate the consistency of the tempo signal and the tempo signal obtained by the input operation in a predetermined unit.For example, the number of matches or the ratio of matches may be used. But! /
  • the evaluation corresponding to the degree of coincidence can be determined by a predetermined formula, graph, association table or the like in which the degree of coincidence is associated with the evaluation. The correspondence between the evaluation and display image information is the same.
  • the storage unit stores each of the plurality of levels indicating the evaluation in association with the display image information of an image to be displayed at each level, and the evaluation unit stores the in-game
  • the level is determined in accordance with the change in the degree of coincidence, and when the level change occurs, the display control means displays an image displayed on the display unit with an image power corresponding to the level before the change. You may switch to the image corresponding to the level after the change.
  • images corresponding to each level are prepared, and when the level changes as the degree of coincidence changes during the game, the image displayed on the display unit changes from the image corresponding to the level before the change. Switch to the image corresponding to the later level. This allows the user to check the current level and also recognize when the level changes. Since the level is gradual, it is possible to add an impact to level changes by displaying images that are clearly different between each tier. In addition, since an image corresponding to the level may be prepared, it is possible to cope with even a small and simple game machine by setting the number of levels according to the storage capacity of the game machine.
  • the “image corresponding to the level” means “an image based on display image information corresponding to the level”.
  • the degree of coincidence may be the number of coincidence between the determined tempo and the tempo signal obtained by the pulse signal. In this case, the degree of coincidence can be easily obtained by simply counting the number of coincidence between the determined tempo and the tempo signal obtained by the pulse signal.
  • the storage unit further stores insertion image information relating to an insertion image that is instantaneously inserted into the display unit, and the display control unit is configured to switch the insertion image when switching an image corresponding to the level.
  • An image based on information may be instantaneously displayed on the display unit.
  • the inserted image may be an image that fills the display area or may be displayed. It may be an image displayed on a part of the part.
  • the inserted image may be displayed before or after the image is switched according to the display image information.
  • the inserted image differs depending on the level, and is stored in association with the corresponding level, and the display control unit is stored in association with the changed level at the time of the switching.
  • An image based on the inserted image information may be displayed on the display unit. This makes it possible to instantaneously display different insertion screens for each level, and to enhance the feeling of the user's feelings for level up.
  • the storage unit further stores level information indicating the current level of the user, and the evaluation unit counts the number of matches, and the level of the number of matches indicates the level of the level information.
  • the level is determined by updating the level information, and the display control unit controls the display of the display unit by using the level information update by the evaluation unit as a change in the level. Moyo. Since the level information in the storage unit is always updated to the current level by the evaluation unit, the display control unit can recognize the current level by referring to the level information.
  • the display image information may be set to display an image in which a character's motion mode is different for each level.
  • the mode of movement includes all movements such as dance, exercise and movement in daily life. For example, to display a dancing character
  • the evaluation unit performs an evaluation based on the degree of coincidence within a predetermined range in the game, and the display control unit associates with the evaluation of the evaluation unit at the end of the predetermined range.
  • An image based on the displayed display image information may be displayed. Thereby, an image corresponding to an evaluation within a predetermined range during the game can be displayed.
  • the predetermined range in the game includes a song unit range and a time unit range.
  • the evaluation unit counts the number of coincidence between the determined tempo and the tempo signal obtained by the input operation as the degree of coincidence in the predetermined range, A coincidence rate, which is a ratio of the coincidence number to the number of input operations to the operation input unit in a predetermined range, is calculated as the evaluation, and the storage unit calculates the coincidence rate,
  • the image information relating to the image to be displayed on the display unit is stored in association with each other, and the display control unit uses the display image information according to the matching rate calculated by the evaluation unit at the end of the predetermined range. An image may be displayed on the display unit. Thereby, evaluation according to the coincidence rate in a predetermined range can be performed, and an image according to the evaluation can be displayed.
  • the unit of the predetermined range is a song
  • the game control unit includes an end determination unit that determines the end of the song based on the presence or absence of the music playback signal taken in via the signal input unit. It may be.
  • the end of the song can be determined only by the audio reproduction signal, and the degree of coincidence can be evaluated for each song.
  • “based on the presence / absence of an audio reproduction signal” includes determination based on the presence / absence of the audio reproduction signal itself and determination based on the presence / absence of various signals generated from the audio reproduction signal.
  • the display image information may be set to display an image in which the facial expression of the character is different for each level.
  • the facial expressions include “smile” and “cry face”. For example, the higher the level, the greater the degree of smile, which can produce user satisfaction.
  • the tempo determination unit can determine the tempo by extracting a feature correlated with the tempo of the music from the integrated value output from the signal processing unit.
  • the low-frequency component of the music playback signal is strongly influenced by the regular bass rhythm contained in the music, and if this is integrated, the irregular fluctuations contained in the low-frequency component are blunted and the regular bass rhythm Changes appear more clearly. Therefore, it can be considered that the cycle in which the integrated waveform changes has a strong correlation with the music tempo, and if the fluctuation cycle is extracted as a feature, a powerful clue to discriminate the music tempo is obtained. be able to.
  • the fluctuation period can be known, for example, by obtaining the peak value interval of the integrated waveform, in other words, obtaining the time interval of the maximum value.
  • the game machine of the present invention is interposed between a line output terminal of the music playback device and a sound output device for converting the music playback signal output from the line output terminal force, A bypass path for passing the music playback signal output from the line output terminal to the audio output device; and a path for taking the music playback signal into the signal processing unit.
  • the music playback signal output from the line output terminal of the music playback device is passed through the audio output device to play the music, and the user can play a game synchronized with the tempo of the music. Can do.
  • the tempo determined based on the integrated value of the low frequency component of the music reproduction signal is reflected in the control of the game. It is possible to provide a game that uses the tempo of the music while listening to the music just by listening to the output music, thereby providing the user with a novel game that fuses the music and the game. be able to.
  • the music playback device can select and play any music, so that it can be used for various types of music compared to the case where the game is controlled according to the music tempo prepared in advance in the game machine. As you can enjoy the game.
  • FIG. 1 is a diagram showing a state in which a portable game machine according to one embodiment of the present invention is arranged between a portable music player and an earphone.
  • FIG. 2 is a block diagram showing a configuration of a control system of the game machine of FIG.
  • FIG. 3 is a flowchart showing a tempo determination processing routine executed by a tempo determination unit.
  • FIG. 4 is a diagram showing an example of extracting features correlating with tempo from an integrated waveform of low frequency components.
  • FIG. 5 is a diagram showing the appearance of an image displayed in a game executed by the game control unit.
  • FIG. 6 is a diagram showing dance mode information of this embodiment.
  • FIG. 7 is a diagram showing level-up information of this embodiment.
  • FIG. 8 is a diagram showing privilege information of this embodiment.
  • FIG. 9 is a view showing play information of this embodiment.
  • FIG. 10 is a flowchart showing a tempo game processing routine executed by the game control unit.
  • FIG. 11 is a flowchart showing a level-up process noretin that is a subroutine of the tempo game process routine shown in FIG.
  • FIG. 12 is a flowchart showing privilege processing which is a subroutine of the tempo game processing routine shown in FIG.
  • FIG. 1 illustrates a portable game machine according to one embodiment of the present invention.
  • the game machine 1 is used in combination with the portable music player 100, and includes a housing 2 and an LCD 3 as a display device attached to the front surface of the housing 2.
  • the case 2 is provided with a line input terminal 4 and a phone terminal 5.
  • the line input terminal 4 is connected to the line output terminal 101 of the portable music player 100 via the relay cable 102.
  • the phone terminal 5 is connected to the earphone 103. That is, the game machine 1 of this embodiment is used by being interposed between the portable music player 100 and the audio output device to be combined therewith.
  • the audio output device combined with the music player 100 is not limited to the earphone 103.
  • the portable music player 100 is not particularly limited as long as it can output a music reproduction signal for audio conversion to various audio output devices such as speakers and headphones. It doesn't matter. Furthermore, the music player is not limited to a portable player, and may be any device that outputs music in home audio, television, and commercially available portable electronic games.
  • the housing 2 is further provided with an input button 6 as an operation input unit that receives an input operation by the user.
  • the input button 6 is a push button, and the user performs various selections and inputs related to the game performed in the game machine 1 by pressing the input button 6 as an input operation.
  • the game machine 1 functions as a relay that passes the music playback signal output from the line input terminal 4 of the music player 100 to the earphone 103, and also analyzes the music playback signal output from the music player 100, Based on the analysis result and the input of the input button 6, it functions as a game machine that provides the user with a game.
  • FIG. 2 is a block diagram showing a configuration of a control system provided in the game machine 1.
  • Game machine 1 has a bypass path R1 for passing an analog audio reproduction signal from line input terminal 4 to phone terminal 5 as a signal input section, and an audio reproduction signal captured from line input terminal 4 via branch path R2.
  • a control unit 11 for capturing the output signal of the signal processing unit 10.
  • Routes Rl and R2 are both on the right It consists of three lines, a channel, a left channel, and an earth channel.
  • the signal processing unit 10 includes a low-pass filter (LPF) 12 that passes only the low frequency component of the music reproduction signal captured from the line input terminal 4, and an integration circuit 13 that integrates the low frequency component that has passed through the LPF 12. And an AZD converter 14 that converts the output signal of the integration circuit 13 into a digital signal and outputs the digital signal to the control unit 11.
  • LPF low-pass filter
  • AZD converter 14 that converts the output signal of the integration circuit 13 into a digital signal and outputs the digital signal to the control unit 11.
  • the frequency range that LPF12 passes is set to 1000Hz or less, for example.
  • the control unit 11 is configured as a converter unit in which a microprocessing unit (MPU) and peripheral devices necessary for the operation of the MPU, for example, a storage device 25 such as a RAM and a ROM, are joined together.
  • a speaker unit (SP) 20 for generating sound, sound effects, and the like is connected to the control unit 11, and a phone terminal is connected to the connection path to the speaker unit 20. 5 is also connected.
  • the input button 6 is a push button. When the input button 6 is pressed as an input operation, a pulse signal is generated in synchronization with the press operation, and the pulse signal is output to the control unit 11 as an input signal.
  • the storage device 25 holds various programs and data necessary for realizing the present invention.
  • the control unit 11 provides various game functions to the user by executing processing such as displaying a game screen on the LCD 3. As a function attached to the game, the control unit 11 also has a function of analyzing the output signal of the signal processing unit 10 and determining the genre of music. When the control unit 11 reads a predetermined control program from the storage device 25 and executes it, a tempo determination unit 30 and a game control unit 31 are generated as logical devices inside the control unit 11. The tempo discriminating unit 30 discriminates the output signal power music tempo of the signal processing unit 10 and gives the discrimination result to the game control unit 31.
  • the game control unit 31 includes an evaluation unit 31a, a display control unit 3 lb, and an end determination unit 31c, and executes a game according to a predetermined game program (not shown).
  • the game control by the game control unit 31 reflects the tempo discrimination result.
  • the game controlled by the game control unit 31 is referred to as a tempo game.
  • the function of each unit and the tempo game that the game control unit 31 has will be described later.
  • the tempo discrimination unit 30 If the input of the strong tempo discriminating result is not continued for a predetermined time, for example, 2 seconds, it is judged as silent, and if the tempo discriminating result from the tempo discriminating unit 30 is continued, it is judged as silent. to decide.
  • FIG. 3 shows a tempo discrimination processing routine executed by the tempo discrimination unit 30 of the control unit 11.
  • the tempo discriminating unit 30 sequentially processes the signal of the integrated value stored in the internal buffer by repeatedly executing the tempo discriminating routine of FIG. 3 at a predetermined sampling cycle at a predetermined cycle.
  • the tempo discriminating unit 30 takes in the integral value waveform having a time length corresponding to the internal buffer force predetermined sampling period Ts.
  • Figure 4 shows an example of the integrated value waveform captured here.
  • the tempo discrimination unit 30 extracts a feature related to the tempo of the integrated waveform that has been taken in.
  • the low-frequency component of a music playback signal is strongly influenced by the regular base rhythm contained in the music, and the irregular waveform of the low-frequency component is dulled in the integrated waveform, and the rule due to the base rhythm The typical waveform appears more clearly. Therefore, it is considered that the peak interval tp of the integrated value waveform, in other words, the interval tp between the maximum values, has a strong correlation with the music tempo. Therefore, a clue to discriminate the tempo can be obtained by obtaining the peak interval tp in the sampling period Ts as a feature of the integrated waveform. If the peak interval tp is not constant, the average value, median value, mode, etc. may be obtained as the peak interval tp.
  • the tempo discriminating unit 30 discriminates the tempo of the music by using the feature from which the integrated waveform force is also extracted.
  • the tempo can be determined by converting the peak interval tp to BPM (Beat Per Minute).
  • the music tempo may be distinguished into a plurality of stages in advance, and the tempo may be determined according to which stage the peak interval tp belongs to.
  • the tempo discrimination unit 30 outputs the obtained pulse signal indicating the tempo to the game control unit 31 as a tempo signal, thereby ending the tempo discrimination processing routine.
  • the game control unit 31 controls the tempo game in which the tempo discrimination result by the tempo discrimination unit 30 is reflected as described above.
  • the tempo game is started by, for example, selecting and instructing the main menu tempo game displayed on the LCD 3 by the input button 6.
  • the user presses the input button 6 in accordance with the tempo of the music during music playback, a tempo signal (hereinafter simply referred to as “tempo”) obtained by the input operation, and a tempo discrimination unit 30. Evaluation is based on the degree of coincidence with the tempo discriminated in, and the display on the LCD 3 changes according to the evaluation.
  • a case where the tempo obtained by the input operation and the determined tempo match is regarded as a correct answer, and the number of correct answers as a degree of coincidence is counted.
  • multiple tension levels of 0 force 6 are set!
  • the tension level increases as the number of correct answers increases.
  • a character A as shown in FIG. 5 is displayed on the LCD 3 during the tempo game. Character A is displayed in a state of drifting when the game is silent, and is displayed in a state of performing dance according to each tension level after starting music playback.
  • the manner of dance of character A according to each tension level is referred to as a dance mode.
  • character A is in dance mode according to tension level 1 at tension level 1 and dance mode according to tension level 4 at tension level 4.
  • the target number of correct answers is set between each tension level, and when the target number of correct answers is achieved, it can be upgraded to the next tension level. For example, if the target number of correct answers between tension level 0 and tension level 1 is set to 8, when the number of correct answers at the start of the game reaches 8, the level can be increased to tension level 1.
  • a level-up cut UC corresponding to the tension level is instantaneously displayed on the LCD 3 as an inserted image.
  • the level-up cut UC is displayed twice for 0.2 seconds, for example.
  • the level-up cut UC of this embodiment is a character string as shown in FIG. 5, and a character string corresponding to the tension level that has been upgraded is prepared.
  • the level up cut UC may be displayed as long as the displayed character string is visible.
  • the degree of coincidence in units of songs is also evaluated, and depending on the evaluation for the song at the end of the song Privilege cut TC is displayed.
  • the privilege cut TC of this form is “smile”, and a privilege cut TC that expresses a different “smile” according to the evaluation is prepared.
  • the tempo game executed by the game control unit 31 will be specifically described.
  • FIG. 6 is a diagram showing an example of the character's dance mode information 50.
  • a plurality of characters A, B, C-... are prepared as characters displayed on the LCD 3.
  • the character displayed on the LCD 3 may be set by the user's selection, or set so that each character is associated with a predetermined condition, and when the condition is satisfied, the character corresponding to the condition is displayed.
  • Each tension level from 0 to 6 is associated with a dance mode as display image information of each character.
  • the dance mode for character A at tension level 3 is A3. It is desirable that the dance mode for each character is set to become flashy as the tension level increases, for example.
  • FIG. 7 shows level-up information 60 in which the target correct number MS and the level-up cut UC are associated with each of the tension levels 0 to 6.
  • the level-up cut UC of this embodiment is a character string as described above, and is prepared according to the tension level that has been leveled up. In this mode, “Ya!”, “Woo!”, “Yeah!”, “Cool!”, “Hot!”, And “Fever!” Are set as level-up cuts UC1 to 6 corresponding to each tension level 1 to 6, respectively. ing.
  • the target number of correct answers for leveling up from tension level 1 to 2 is 8, and when leveling up, level-up cut UC2, that is, the character string “Woo!” Is displayed.
  • the target number of correct answers to advance from level 2 to 3 is 16, and level up cut UC3, that is, the character string “Yeah!” Is displayed when level up.
  • FIG. 8 shows privilege information 70 in which information related to the privilege cut TC is stored.
  • three types of privilege cuts TC1, 2, and 3 are associated with each other according to the game correct answer rate.
  • the game accuracy rate will be described later.
  • the bonus cut TC is not displayed when the game accuracy rate is 0 to 9%.
  • the privilege cut TC1 is displayed.
  • the privilege cut TC2 is displayed.
  • the privilege cut TC3 is displayed.
  • Bonus cut TC1, 2, 3 The higher the game answer rate, the higher the level of “smile”, for example, from a smiley expression to a big smile!
  • FIG. 9 shows play information 80 indicating the play status during the game. It is created in the control unit 11 at the start of the game and updated according to the play situation.
  • the play information 80 includes character information indicating the type of character displayed on the LCD 3, level information LI indicating the current tension level, correct answer number information SI, and game correct answer information GI.
  • Correct answer information SI indicates the number of correct answers in the game, and is reset when the level is increased.
  • the game accuracy rate is a value obtained by the formula “number of correct answers in one song Z number of input buttons 6 pressed in one song”, and the game accuracy rate information GI is composed of the numerator and denominator values of the formula. Is done. Game accuracy rate information GI is reset each time a song ends.
  • FIG. 10 is a flowchart showing a tempo game processing routine for one song.
  • the tempo game process is performed in parallel with the tempo determination process described above.
  • character A is set as character information and tension level 1 is set, that is, level information LI of play information 80 is set to 1.
  • LCD3 displays character A in dance mode A1.
  • the game control unit 31 determines in step S10 whether or not the song has ended. If the tempo signal is output from the tempo discriminating unit 30, the game control unit 31 proceeds to step S11 and captures the input signal from the input button 6 along with the capture of the tempo signal.
  • the tempo based on the input signal from the input button 6 is compared with the tempo based on the tempo signal output from the tempo determination unit 30 to determine whether or not they match.
  • the determination of whether or not the force is the same can be made, for example, by comparing the pulse of the input signal from the input button 6 and the pulse of the tempo signal from the tempo determination unit 30 from the beginning of music playback, When it is within the predetermined range, it is determined as “correct” as a match, and when the deviation width exceeds the predetermined range, it is determined as “incorrect” as a mismatch.
  • step S13 the game control unit 31 proceeds to step S13 and updates each of the correct answer number information SI and the game correct answer information GI of the play information 80. If the answer is determined to be correct, add 1 to the number of correct answers indicated by the correct answer information SI, and add the correct answer rate information GI to the numerator and denominator. Add 1 for each. If it is determined that the answer is incorrect, the correct answer number information SI is not updated, and only 1 is stored in the denominator of the game correct answer rate information GI.
  • step S14 After the play information 80 is updated, the game control unit 31 proceeds to step S14 and performs a level-up process. The level up process will be described later. The game control unit 31 returns to step S10 after the level-up process, and repeats the above-described process until the music ends. If it is determined in step S10 that the song has ended, the process proceeds to step S15 and privilege processing is performed. In this embodiment, the end of the song is determined when the tempo signal is not detected for 2 seconds. Thus, the game control unit functions as an end determination unit. The privilege process will be described later. After the bonus process ends, the tempo game process for one song ends. When the reproduction of the next song is started, the tempo game process is resumed from step S10.
  • the game control unit 31 determines whether or not a level-up force is present in step S20.
  • the target number of correct answers at tension level 2 is 8
  • the number of correct answers indicated by correct number information SI is greater than or equal to 3 ⁇ 4
  • the number of correct answer information SI is less than 8
  • the current user's tension level can be obtained from the level information LI, and the target number of correct answers for level-up can be obtained by referring to the level-up information 60.
  • the game control unit 31 updates the play information 80 in step S 21. At the time of this update, the correct answer number information SI is reset to 0, and the level information LI is updated to the next tension level (in this embodiment, tension level 2). Subsequently, the game control unit 31 displays a level-up cut UC corresponding to the tension level of the level information LI on the LCD 3 in step S22. In this form, the level up cut UC2 is displayed twice for 0.2 seconds. Level information Level upcut UC corresponding to the tension level of LI is specified by referring to level-up information 60.
  • the game control unit 31 switches the dance mode of the character A to a dance mode corresponding to the tension level of the level information LI.
  • the dance mode of character A displayed on LC D3 is switched from A1 to A2.
  • Level information Refer to Dance Mode Information 50 for the dance mode corresponding to the LI tension level. More specific. After switching the dance mode, the level-up process is terminated. When the level up process reaches tension level 6, loop control is performed after returning to tension level 1.
  • step S30 the game control unit 31 calculates a game correct rate by referring to the numerator and denominator of the game correct rate information GI of the play information 80.
  • step S31 it is determined whether or not a privilege cut TC is displayed. When the game accuracy rate is 9% or less, it is determined that the bonus cut TC is not displayed. If the privilege cut TC is not displayed, the process proceeds to step S34. If the privilege cut TC is displayed, the process proceeds to step S32.
  • step S32 the game control unit 31 specifies a privilege cut TC associated with the game correct rate calculated with reference to the special information 70.
  • step S33 the game control unit 31 displays the specified privilege power TC on the LCD 3. Furthermore, for example, by performing the control of moving the privilege cut TC up and down one dot at a time, the motion can be expressed in the smile expression of the privilege cut TC.
  • step S34 the game control unit 31 resets the game correct rate information GI of the play information 80. That is, the numerator and denominator of the game accuracy rate information GI are set to zero.
  • step S22, step S23, and step S33 of the processing described above the game control unit 31 functions as a display control unit 3 lb.
  • step S12, step S13, step S20, step S21, step S30 and step S32 [actually, it functions as an evaluation unit 31a.
  • the present invention can be implemented in various forms without being limited to the above form.
  • the tension level may be 7 levels or more, and the type of privilege cut TC is not limited to the type described above.
  • Level up cut Sound effect may be output along with UC display.
  • information regarding sound effects corresponding to each tension level may be stored in the level-up information 60.
  • the number of input buttons as the operation input unit is not limited to one, and a plurality of input buttons may be provided.
  • the determination of the end of a song is not limited to whether or not a tempo signal is output, but may be determined based on the presence or absence of an output signal based on an audio output signal. The determination may be made based on the presence or absence of the audio output signal itself.
  • the signal processing unit is not limited to a single integration circuit for low-frequency components, and two or more integration circuits are provided for low-frequency components, so that each passing frequency range is different. It is also possible to determine the tempo using the output signals of those integration circuit powers.
  • the signal processing unit may be configured as a hardware device that combines circuit elements such as IC and LSI, or may be configured as a logical device that combines MPU and software. Each of the tempo discrimination unit and the game control unit may also be configured as a hardware device.
  • the signal input unit is not limited to the line input terminal. For example, a device that receives a playback signal transmitted using radio such as FM radio waves and converts it into a music playback signal may be used as the signal input unit.

Abstract

Provided is a game device capable of reflecting tempo of a music to be reproduced by a music reproduction signal outputted from a music reproduction device, in controlling a game. The game device includes: a tempo judging unit (30) for judging the tempo of music to be reproduced according to an integration value of a low-frequency component of a music reproduction signal from the music reproduction device; a reproduction signal output unit (5) for outputting a music reproduction signal to outside; and a game control unit (31) for controlling a game evaluating an input operation to of an input button (6) according to the tempo judged by the tempo judging unit (30). The game control unit (31) includes: a tempo judged by the tempo judging unit (31); an evaluation unit (31a) evaluating coincidence degree with the tempo signal obtained by the input operation of the input button (6); and a display control unit (31b) displaying an image based on the evaluation on a display unit (3).

Description

音楽テンポ判別機能を備えたゲーム機  Game console with music tempo discrimination function
技術分野  Technical field
[0001] 本発明は、音楽再生機器にて再生される音楽の音楽再生信号を取り込んでその音 楽のテンポを判別する機能を備えたゲーム機に関する。  [0001] The present invention relates to a game machine having a function of taking in a music playback signal of music played on a music playback device and determining the tempo of the music.
背景技術  Background art
[0002] 携帯型オーディオプレーヤのような音楽再生機のライン出力端子力 出力される音 楽再生信号はヘッドフォン等の音声出力装置による音声変換を前提として生成され るアナログ信号であり、音楽のテンポを判別するための情報は音楽再生信号に加え られていない。従来、こうした音楽再生信号を取り込んで音楽のテンポを判別する機 能を備えたゲーム機は提供されていない。なお、音声認識機能を備えたゲーム機と しては、マイクカゝら入力された音声信号を解析し、その解析結果をキャラクタの形態 に反映させるゲーム機が提案されている(例えば特許文献 1参照)。  [0002] Line output terminal power of a music player such as a portable audio player The music playback signal that is output is an analog signal generated on the premise of sound conversion by a sound output device such as headphones, and the tempo of the music is reduced. Information for discrimination is not added to the music playback signal. Conventionally, there has not been provided a game machine having a function of taking in a music playback signal and determining a music tempo. As a game machine having a voice recognition function, a game machine that analyzes a voice signal input by a microphone and reflects the analysis result in a character form has been proposed (see, for example, Patent Document 1). ).
特許文献 1:特開 2001— 29649号公報  Patent Document 1: Japanese Unexamined Patent Publication No. 2001-29649
発明の開示  Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0003] そこで、本発明は音楽再生機器力 出力される音楽再生信号にて再生されるべき 音楽のテンポをゲームの制御に反映させることが可能なゲーム機を提供することを目 的とする。 [0003] Accordingly, an object of the present invention is to provide a game machine capable of reflecting the tempo of music to be played back by a music playback signal output from a music playback device power in game control.
課題を解決するための手段  Means for solving the problem
[0004] 本発明のゲーム機は、ユーザによる入力操作を受け付け、入力操作に応じてパル ス信号を発生する操作入力部と、所定の画像を表示する表示部と、音楽再生機器か ら出力される音楽再生信号を取り込む信号入力部と、前記信号入力部に取り込まれ た音楽再生信号の低周波成分の積分値を出力する信号処理部と、前記信号処理部 力 出力される積分値に基づいて前記音楽再生信号にて再生されるべき音楽のテン ポを判別するテンポ判別部と、前記テンポ判別部によって判別されたテンポに基づ V、て、前記操作入力部への入力操作の評価を行うゲームを制御するゲーム制御部と 、前記評価と、前記評価に応じて前記表示部に表示すべき画像に関する表示画像 情報とが対応付けられて記憶される記憶部とを備え、前記ゲーム制御部は、前記テ ンポ判別部にて判別されたテンポと、前記パルス信号により得られるテンポ信号との 一致度に基づ!、て評価を行う評価部と、前記評価部の評価に対応付けられた前記 表示画像情報により、前記評価に応じた画像を前記表示部に表示する表示制御部 とを有することにより、上述した課題を解決する。 [0004] The game machine of the present invention receives an input operation by a user and outputs an operation input unit that generates a pulse signal in response to the input operation, a display unit that displays a predetermined image, and a music playback device. A signal input unit that captures a music playback signal, a signal processing unit that outputs an integrated value of a low-frequency component of the music playback signal captured by the signal input unit, and a signal processing unit based on the output integral value. A tempo discriminating unit that discriminates the tempo of music to be played back by the music playback signal, and an input operation to the operation input unit is evaluated based on the tempo discriminated by the tempo discriminating unit. A game control unit for controlling the game; A storage unit that stores the evaluation and display image information relating to an image to be displayed on the display unit in accordance with the evaluation, and the game control unit includes the tempo determination unit. Based on the degree of coincidence between the tempo determined in this way and the tempo signal obtained from the pulse signal, the evaluation unit performs the evaluation, and the display image information associated with the evaluation by the evaluation unit The above-described problem is solved by including a display control unit that displays an image according to the above on the display unit.
[0005] 発明者らの検討によれば、音楽再生機器力 出力される音楽再生信号の低周波成 分を積分することにより、音楽のテンポと相関する特徴を備えた波形成分を取り出す ことができることが見出された。本発明のゲーム機はこのような性質を利用するもので あって、信号入力部に取り込まれた音楽再生信号の積分値を信号処理部力 出力さ せているので、その積分値波形の特徴に着目することにより、音楽のテンポを判別す ることがでさる。 According to the inventors' investigation, it is possible to extract a waveform component having a feature correlated with the tempo of music by integrating the low frequency component of the music playback signal output by the music playback device. Was found. The game machine of the present invention uses such a property, and since the integrated value of the music playback signal taken into the signal input unit is output as a signal processing unit, the integrated value waveform is characterized. By paying attention, it is possible to determine the tempo of music.
[0006] そして、本発明のゲーム機においては、上述したように判別されたテンポに基づい たゲームが実行される。具体的には、ユーザが再生機器によって再生される音楽を 聞きながら、その音楽のテンポで操作入力部を操作し、その入力操作によって得られ るテンポと、テンポ判別部にて判別されたテンポとの一致度に基づ 、た評価を行うゲ ームである。また、ゲーム制御部の表示制御部によって評価に応じた画像が表示さ れることによりゲームの興趣を高めている。従って、音楽再生機器から出力される音 楽を単に聴力せるだけでなぐ音楽を聴力せながらその音楽のテンポを利用したゲー ムの提供も可能となり、それにより音楽とゲームとを融合させた斬新な遊戯をユーザ に提供することができる。しかも、音楽再生機器では、任意の音楽を選択して再生す ることができるので、ゲーム機に予め用意された音楽のテンポに合わせてゲームを制 御する場合と比較して、様々な音楽を素材としてゲームを楽しむことができる。  [0006] In the game machine of the present invention, a game based on the determined tempo is executed as described above. Specifically, the user operates the operation input unit at the tempo of the music while listening to the music played by the playback device, and the tempo obtained by the input operation and the tempo determined by the tempo determination unit. It is a game that makes an evaluation based on the degree of coincidence. In addition, the display control unit of the game control unit displays an image according to the evaluation, thereby enhancing the interest of the game. Therefore, it is possible to provide a game that uses the tempo of the music while listening to the music just by listening to the music output from the music playback device, thereby integrating the music and the game. Play can be provided to users. Moreover, the music playback device can select and play any music, so that it can play a variety of music compared to the case where the game is controlled according to the music tempo prepared in advance on the game machine. You can enjoy the game as a material.
[0007] テンポ判別部は、判別したテンポをそのテンポに基づ 、たパルス信号として出力し てもよいし、所定時間における拍子数を示す値として出力してもよい。ユーザが聴く ための音楽の出力は、音楽再生機器力 直接出力されてもよいし、ゲーム機に音楽 再生信号の出力部を設け当該出力部から出力されてもよい。操作入力部は、押下げ ボタン、キーボード、弦等、その形態は問わない。一致度は、テンポ判別部によるテ ンポと入力操作によって得られたテンポ信号との一致性を所定の単位で示すもので あればよぐ例えば、一致した数でもよいし、一致した割合でもよし、所定の統計的処 理の結果でもよ!/、。一致度に対応した評価は一致度と評価とを対応付けた所定の式 やグラフ、対応付けテーブル等によって決定できる。評価と表示画像情報との対応付 けも同様である。 [0007] The tempo discriminating unit may output the discriminated tempo as a pulse signal based on the tempo, or may output it as a value indicating the number of beats in a predetermined time. The output of the music for the user to listen to may be output directly from the power of the music playback device, or may be output from the output unit provided with a music playback signal output unit in the game machine. The operation input section may be any form such as a push button, keyboard, or string. The degree of coincidence is determined by the tempo discrimination unit It is only necessary to indicate the consistency of the tempo signal and the tempo signal obtained by the input operation in a predetermined unit.For example, the number of matches or the ratio of matches may be used. But! / The evaluation corresponding to the degree of coincidence can be determined by a predetermined formula, graph, association table or the like in which the degree of coincidence is associated with the evaluation. The correspondence between the evaluation and display image information is the same.
[0008] 前記記憶部は、前記評価を示す複数のレベルのそれぞれと、前記各レベルにおい て表示されるべき画像の前記表示画像情報とを対応付けて記憶し、前記評価部は、 前記ゲーム中の前記一致度の変化に伴って前記レベルを決定し、前記表示制御手 段は、前記レベルの変化があると、前記表示部に表示される画像を、変化前の前記 レベルに対応する画像力 変化後の前記レベルに対応する画像に切替えてもよい。  [0008] The storage unit stores each of the plurality of levels indicating the evaluation in association with the display image information of an image to be displayed at each level, and the evaluation unit stores the in-game The level is determined in accordance with the change in the degree of coincidence, and when the level change occurs, the display control means displays an image displayed on the display unit with an image power corresponding to the level before the change. You may switch to the image corresponding to the level after the change.
[0009] これにより、各レベルに応じた画像が用意され、ゲーム中の一致度の変化に伴って レベルが変化すると、表示部に表示される画像が変化前のレベルに対応する画像か ら変化後のレベルに対応する画像に切替わる。これにより、ユーザは現在のレベルを 確認することができると共に、レベルの変化時も認識することができる。レベルは段階 的であるため、各段階間で明確に異なる画像を表示すればレベル変化にインパクト を加えることができる。また、レベルに応じた画像を用意しておけばよいので、ゲーム 機の記憶容量の大小に応じてレベル数を設定することにより、小型の簡易なゲーム 機であっても対応することができる。なお、「レベルに対応する画像」とは「レベルに対 応付けられた表示画像情報による画像」を意味する。  [0009] As a result, images corresponding to each level are prepared, and when the level changes as the degree of coincidence changes during the game, the image displayed on the display unit changes from the image corresponding to the level before the change. Switch to the image corresponding to the later level. This allows the user to check the current level and also recognize when the level changes. Since the level is gradual, it is possible to add an impact to level changes by displaying images that are clearly different between each tier. In addition, since an image corresponding to the level may be prepared, it is possible to cope with even a small and simple game machine by setting the number of levels according to the storage capacity of the game machine. The “image corresponding to the level” means “an image based on display image information corresponding to the level”.
[0010] 前記一致度は、判別されたテンポと前記パルス信号によって得られたテンポ信号と がー致した一致数でもよい。この場合、単に判別されたテンポとパルス信号によって 得られたテンポ信号とがー致した数をカウントすればょ 、ので、容易に一致度を得る ことができる。  [0010] The degree of coincidence may be the number of coincidence between the determined tempo and the tempo signal obtained by the pulse signal. In this case, the degree of coincidence can be easily obtained by simply counting the number of coincidence between the determined tempo and the tempo signal obtained by the pulse signal.
[0011] 前記記憶部には、前記表示部に瞬間的に挿入される挿入画像に関する挿入画像 情報が更に記憶され、前記表示制御部は、前記レベルに対応する画像の切替え時 に、前記挿入画像情報による画像を、前記表示部に瞬間的に表示してもよい。これ により、レベルの変化に更にインパクトをカ卩えることができ、ユーザの高揚感を高める ことができる。挿入画像は表示部いっぱいに表示される画像であってもよいし、表示 部の一部に表示される画像であってもよい。また、挿入画像の表示は、表示画像情 報による画像の切替え前であってもよ 、し切替え後であってもよ 、。 [0011] The storage unit further stores insertion image information relating to an insertion image that is instantaneously inserted into the display unit, and the display control unit is configured to switch the insertion image when switching an image corresponding to the level. An image based on information may be instantaneously displayed on the display unit. As a result, the level change can be further impacted, and the user's sense of exaltation can be enhanced. The inserted image may be an image that fills the display area or may be displayed. It may be an image displayed on a part of the part. In addition, the inserted image may be displayed before or after the image is switched according to the display image information.
[0012] また、前記挿入画像は前記レベルによって異なり、対応する前記レベルに対応付 けられて記憶され、前記表示制御部は、前記切替え時に、前記変化後のレベルに対 応付けて記憶された前記挿入画像情報による画像を、前記表示部に表示してもよ 、 。これにより、レベル毎にことなる挿入画面を瞬間的に表示でき、レベルアップに対す るユーザの気持ちの高揚感を演出することができる。  [0012] Further, the inserted image differs depending on the level, and is stored in association with the corresponding level, and the display control unit is stored in association with the changed level at the time of the switching. An image based on the inserted image information may be displayed on the display unit. This makes it possible to instantaneously display different insertion screens for each level, and to enhance the feeling of the user's feelings for level up.
[0013] 前記記憶部には、前記ユーザの現在の前記レベルを示すレベル情報が更に記憶 され、前記評価部は、前記一致数をカウントして、前記一致数のレベルが前記レベル 情報のレベルを超えると、前記レベル情報を更新することにより前記レベルを決定し 、前記表示制御部は、前記評価部による前記レベル情報の更新を、前記レベルの変 ィ匕として前記表示部の表示を制御してもよ 、。記憶部のレベル情報は評価部によつ て常に現在のレベルに更新されるため、レベル情報を参照することにより、表示制御 部は現在のレベルを認識することができる。  [0013] The storage unit further stores level information indicating the current level of the user, and the evaluation unit counts the number of matches, and the level of the number of matches indicates the level of the level information. When the level information is exceeded, the level is determined by updating the level information, and the display control unit controls the display of the display unit by using the level information update by the evaluation unit as a change in the level. Moyo. Since the level information in the storage unit is always updated to the current level by the evaluation unit, the display control unit can recognize the current level by referring to the level information.
[0014] 前記表示画像情報は、キャラクタの動作態様が前記各レベル毎に異なる画像を表 示するように設定されていてもよい。動作の態様には、ダンス、運動、日常生活にお ける動作等あらゆる動作が含まれる。例えば、ダンスするキャラクタを表示する場合は [0014] The display image information may be set to display an image in which a character's motion mode is different for each level. The mode of movement includes all movements such as dance, exercise and movement in daily life. For example, to display a dancing character
、ゲーム中の音楽に合わせてキャラクタと一緒にダンスをしているような感覚を演出す ることがでさる。 This makes it possible to produce the feeling of dancing with the character to the music in the game.
[0015] 前記評価部は、前記ゲームにおける所定の範囲内での前記一致度に基づいて評 価を行い、前記表示制御部は、前記所定の範囲の終了時に、前記評価部の評価に 対応付けられた前記表示画像情報による画像を表示してもよい。これにより、ゲーム 中の所定の範囲内の評価に対応する画像を表示することができる。前記ゲームにお ける所定の範囲には、曲単位の範囲や時間単位の範囲がある。  [0015] The evaluation unit performs an evaluation based on the degree of coincidence within a predetermined range in the game, and the display control unit associates with the evaluation of the evaluation unit at the end of the predetermined range. An image based on the displayed display image information may be displayed. Thereby, an image corresponding to an evaluation within a predetermined range during the game can be displayed. The predetermined range in the game includes a song unit range and a time unit range.
[0016] 前記評価部は、前記評価部は、前記所定の範囲での一致度として、前記判別され たテンポと前記入力操作により得られたテンポ信号とがー致した一致数をカウントし、 前記所定の範囲における前記操作入力部への入力操作回数に対する前記一致数 の割合である一致率を、前記評価として算出し、前記記憶部は前記一致率と、前記 表示部に表示すべき画像に関する前記画像情報とを対応付けて記憶し、前記表示 制御部は、前記所定の範囲の終了時に前記評価部によって算出された一致率に応 じて前記表示画像情報による画像を前記表示部に表示してもよい。これにより、所定 の範囲における一致率に応じた評価を行うことができ、その評価に応じた画像を表示 することができる。 [0016] The evaluation unit counts the number of coincidence between the determined tempo and the tempo signal obtained by the input operation as the degree of coincidence in the predetermined range, A coincidence rate, which is a ratio of the coincidence number to the number of input operations to the operation input unit in a predetermined range, is calculated as the evaluation, and the storage unit calculates the coincidence rate, The image information relating to the image to be displayed on the display unit is stored in association with each other, and the display control unit uses the display image information according to the matching rate calculated by the evaluation unit at the end of the predetermined range. An image may be displayed on the display unit. Thereby, evaluation according to the coincidence rate in a predetermined range can be performed, and an image according to the evaluation can be displayed.
[0017] 前記所定の範囲の単位は曲であり、前記ゲーム制御部は、前記信号入力部を介し て取り込まれる前記音楽再生信号の有無に基づいて曲の終了を判別する終了判別 部を有していてもよい。これにより、曲の終了を音声再生信号のみによって判別する ことができ、曲単位に一致度の評価を行うことができる。なお、「音声再生信号の有無 に基づいて」判別するとは、音声再生信号そのものの有無によって判別する場合と、 音声再生信号から生成される各種信号の有無によって判別する場合とを含む。  [0017] The unit of the predetermined range is a song, and the game control unit includes an end determination unit that determines the end of the song based on the presence or absence of the music playback signal taken in via the signal input unit. It may be. As a result, the end of the song can be determined only by the audio reproduction signal, and the degree of coincidence can be evaluated for each song. Note that “based on the presence / absence of an audio reproduction signal” includes determination based on the presence / absence of the audio reproduction signal itself and determination based on the presence / absence of various signals generated from the audio reproduction signal.
[0018] 前記表示画像情報は、キャラクタの表情の態様が各レベルに毎に異なる画像を表 示するように設定されていてもよい。表情の態様には、「笑顔」や「泣顔」等があり、例 えば、レベルが高い程笑顔の度合い大きくすれば、ユーザの満足度を演出すること ができる。  [0018] The display image information may be set to display an image in which the facial expression of the character is different for each level. The facial expressions include “smile” and “cry face”. For example, the higher the level, the greater the degree of smile, which can produce user satisfaction.
[0019] 更に、前記テンポ判別部は、前記信号処理部から出力される積分値から、前記音 楽のテンポに相関する特徴を抽出することにより前記テンポを判別することができる。 音楽再生信号の低周波成分は、音楽に含まれた規則的なベースリズムの影響を強く 受け、これを積分すれば、低周波成分に含まれる不規則な変動が鈍されてベースリ ズムによる規則的な変化がより明瞭に現れる。従って、積分値波形が変化する周期 は音楽のテンポと強い相関性を有するとみなすことができ、その変動周期を特徴とし て抽出すれば、音楽のテンポを判別する有力な手掛力りを得ることができる。変動周 期は例えば積分値波形のピーク値の間隔、言 、換えれば極大値の時間間隔を求め ること〖こより、これを知ることができる。  [0019] Further, the tempo determination unit can determine the tempo by extracting a feature correlated with the tempo of the music from the integrated value output from the signal processing unit. The low-frequency component of the music playback signal is strongly influenced by the regular bass rhythm contained in the music, and if this is integrated, the irregular fluctuations contained in the low-frequency component are blunted and the regular bass rhythm Changes appear more clearly. Therefore, it can be considered that the cycle in which the integrated waveform changes has a strong correlation with the music tempo, and if the fluctuation cycle is extracted as a feature, a powerful clue to discriminate the music tempo is obtained. be able to. The fluctuation period can be known, for example, by obtaining the peak value interval of the integrated waveform, in other words, obtaining the time interval of the maximum value.
[0020] また、本発明のゲーム機は、前記音楽再生機器のライン出力端子と、当該ライン出 力端子力 出力される音楽再生信号を音声変換する音声出力装置との間に介装さ れ、前記ライン出力端子から出力される音楽再生信号を前記音声出力装置へ通過さ せるバイパス経路と、その音楽再生信号を前記信号処理部に取り込む経路とを備え てもよい。このような形態によれば、音楽再生機器のライン出力端子力 出力される 音楽再生信号を音声出力装置に通過させて音楽を再生しつつ、その音楽のテンポ に同期したゲームをユーザにプレイさせることができる。 [0020] Further, the game machine of the present invention is interposed between a line output terminal of the music playback device and a sound output device for converting the music playback signal output from the line output terminal force, A bypass path for passing the music playback signal output from the line output terminal to the audio output device; and a path for taking the music playback signal into the signal processing unit. May be. According to such an embodiment, the music playback signal output from the line output terminal of the music playback device is passed through the audio output device to play the music, and the user can play a game synchronized with the tempo of the music. Can do.
発明の効果  The invention's effect
[0021] 以上に説明したように、本発明のゲーム機によれば、音楽再生信号の低周波成分 の積分値に基づいて判別したテンポをゲームの制御に反映させることにより、音楽再 生機器から出力される音楽を単に聴力せるだけでなぐ音楽を聴かせながらその音 楽のテンポを利用したゲームの提供も可能となり、それにより音楽とゲームとを融合さ せた斬新な遊戯をユーザに提供することができる。しかも、音楽再生機器では、任意 の音楽を選択して再生することができるので、ゲーム機に予め用意された音楽のテン ポに合わせてゲームを制御する場合と比較して、様々な音楽を素材としてゲームを 楽しむことがでさる。  [0021] As described above, according to the game machine of the present invention, the tempo determined based on the integrated value of the low frequency component of the music reproduction signal is reflected in the control of the game. It is possible to provide a game that uses the tempo of the music while listening to the music just by listening to the output music, thereby providing the user with a novel game that fuses the music and the game. be able to. In addition, the music playback device can select and play any music, so that it can be used for various types of music compared to the case where the game is controlled according to the music tempo prepared in advance in the game machine. As you can enjoy the game.
図面の簡単な説明  Brief Description of Drawings
[0022] [図 1]本発明の一形態に係る携帯型ゲーム機を携帯型音楽プレーヤとィャフォンとの 間に配置した状態を示す図。  FIG. 1 is a diagram showing a state in which a portable game machine according to one embodiment of the present invention is arranged between a portable music player and an earphone.
[図 2]図 1のゲーム機の制御系の構成を示すブロック図。  FIG. 2 is a block diagram showing a configuration of a control system of the game machine of FIG.
[図 3]テンポ判別部にて実行されるテンポ判別処理ルーチンを示すフローチャート。  FIG. 3 is a flowchart showing a tempo determination processing routine executed by a tempo determination unit.
[図 4]低周波成分の積分値波形からテンポと相関する特徴を抽出する例を示す図。  FIG. 4 is a diagram showing an example of extracting features correlating with tempo from an integrated waveform of low frequency components.
[図 5]ゲーム制御部にて実行されるゲームにおいて表示される画像のようすを示す図  FIG. 5 is a diagram showing the appearance of an image displayed in a game executed by the game control unit.
[図 6]本形態のダンスモード情報を示す図。 FIG. 6 is a diagram showing dance mode information of this embodiment.
[図 7]本形態のレベルアップ情報を示す図。  FIG. 7 is a diagram showing level-up information of this embodiment.
[図 8]本形態の特典情報を示す図。  FIG. 8 is a diagram showing privilege information of this embodiment.
[図 9]本形態のプレイ情報を示す図。  FIG. 9 is a view showing play information of this embodiment.
[図 10]ゲーム制御部にて実行されるテンポゲーム処理ルーチンを示すフローチャート  FIG. 10 is a flowchart showing a tempo game processing routine executed by the game control unit.
[図 11]図 10に示すテンポゲーム処理ルーチンのサブルーチンであるレベルアップ処 理ノレーチンを示すフローチャート。 [図 12]図 10に示すテンポゲーム処理ルーチンのサブルーチンである特典処理を示 すフローチャート。 FIG. 11 is a flowchart showing a level-up process noretin that is a subroutine of the tempo game process routine shown in FIG. FIG. 12 is a flowchart showing privilege processing which is a subroutine of the tempo game processing routine shown in FIG.
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0023] 図 1は本発明の一形態に係る携帯型のゲーム機を示している。ゲーム機 1は、携帯 型音楽プレーヤ 100と組み合わせて使用されるものであり、筐体 2と、その筐体 2の前 面に取り付けられた表示装置としての LCD3とを備えている。筐体 2にはライン入力 端子 4、フォン端子 5が設けられている。ライン入力端子 4は携帯型音楽プレーヤ 100 のライン出力端子 101と中継ケーブル 102を介して接続される。フォン端子 5はィャ フォン 103と接続される。つまり、本形態のゲーム機 1は、携帯型音楽プレーヤ 100と これに組み合わされるべき音声出力装置との間に介装されて使用される。音楽プレ ーャ 100と組み合わされる音声出力装置はィャフォン 103に限らない。すなわち、携 帯型音楽プレーヤ 100は、スピーカ、ヘッドフォン等の各種の音声出力装置に向け て音声変換用の音楽再生信号を出力できるものであればよぐその記録媒体の形式 、再生方式といった細部は問わない。更に、音楽プレーヤは携帯型に限らず、家庭 用オーディオ、テレビ、市販の携帯電子ゲームにおいて音楽を出力するものであれ ばよい。 FIG. 1 illustrates a portable game machine according to one embodiment of the present invention. The game machine 1 is used in combination with the portable music player 100, and includes a housing 2 and an LCD 3 as a display device attached to the front surface of the housing 2. The case 2 is provided with a line input terminal 4 and a phone terminal 5. The line input terminal 4 is connected to the line output terminal 101 of the portable music player 100 via the relay cable 102. The phone terminal 5 is connected to the earphone 103. That is, the game machine 1 of this embodiment is used by being interposed between the portable music player 100 and the audio output device to be combined therewith. The audio output device combined with the music player 100 is not limited to the earphone 103. That is, the portable music player 100 is not particularly limited as long as it can output a music reproduction signal for audio conversion to various audio output devices such as speakers and headphones. It doesn't matter. Furthermore, the music player is not limited to a portable player, and may be any device that outputs music in home audio, television, and commercially available portable electronic games.
[0024] 筐体 2には、更に、ユーザの入力操作を受け付ける操作入力部としての入力ボタン 6が設けられている。入力ボタン 6は押ボタンであり、ユーザは入力ボタン 6を入力操 作として押すことによって、ゲーム機 1において行われるゲームに関する各種選択や 入力を行う。ゲーム機 1は、音楽プレーヤ 100のライン入力端子 4から出力される音 楽再生信号をィャフォン 103へ通過させる中継器として機能するとともに、音楽プレ ーャ 100から出力される音楽再生信号を解析し、その解析結果及び入力ボタン 6の 入力に基づ 、たゲームをユーザに提供するゲーム機として機能する。  The housing 2 is further provided with an input button 6 as an operation input unit that receives an input operation by the user. The input button 6 is a push button, and the user performs various selections and inputs related to the game performed in the game machine 1 by pressing the input button 6 as an input operation. The game machine 1 functions as a relay that passes the music playback signal output from the line input terminal 4 of the music player 100 to the earphone 103, and also analyzes the music playback signal output from the music player 100, Based on the analysis result and the input of the input button 6, it functions as a game machine that provides the user with a game.
[0025] 図 2は、ゲーム機 1の内部に設けられた制御系の構成を示すブロック図である。ゲ ーム機 1は、信号入力部としてのライン入力端子 4からフォン端子 5へアナログの音声 再生信号を通過させるバイパス経路 R1と、ライン入力端子 4から分岐経路 R2を介し て取り込まれる音声再生信号を処理する信号処理部 10と、その信号処理部 10の出 力信号を取り込む制御ユニット 11とを有している。なお、経路 Rl、 R2はいずれも右 チャンネル、左チャンネル及びアースチャンネルの 3本のラインで構成されるが、図で は 1本で代表して示して 、る。 FIG. 2 is a block diagram showing a configuration of a control system provided in the game machine 1. Game machine 1 has a bypass path R1 for passing an analog audio reproduction signal from line input terminal 4 to phone terminal 5 as a signal input section, and an audio reproduction signal captured from line input terminal 4 via branch path R2. And a control unit 11 for capturing the output signal of the signal processing unit 10. Routes Rl and R2 are both on the right It consists of three lines, a channel, a left channel, and an earth channel.
[0026] 信号処理部 10は、ライン入力端子 4から取り込まれた音楽再生信号の低周波成分 のみを通過させるローパスフィルタ(LPF) 12と、その LPF12を通過した低周波成分 を積分する積分回路 13と、積分回路 13の出力信号をデジタル信号に変換して制御 ユニット 11に出力する AZD変 14とを備えて 、る。 LPF12が通過させる周波数 域は例えば 1000Hz以下に設定される。  [0026] The signal processing unit 10 includes a low-pass filter (LPF) 12 that passes only the low frequency component of the music reproduction signal captured from the line input terminal 4, and an integration circuit 13 that integrates the low frequency component that has passed through the LPF 12. And an AZD converter 14 that converts the output signal of the integration circuit 13 into a digital signal and outputs the digital signal to the control unit 11. The frequency range that LPF12 passes is set to 1000Hz or less, for example.
[0027] 制御ユニット 11は、マイクロプロセッシングユニット(MPU)と、その MPUの動作に 必要な周辺装置、例えば RAM、 ROM等の記憶装置 25、を糸且み合わせたコンビュ ータユニットとして構成されている。制御ユニット 11には、上述した LCD3及び入力ボ タン 6の他、音声、効果音等を発生させるためのスピーカユニット(SP) 20が接続され 、さらに、スピーカユニット 20への接続経路にはフォン端子 5も接続される。なお、入 力ボタン 6は押下ボタンであり、入力操作として押下操作されると、その押下操作に同 期してパルス信号を発生し、そのパルス信号を入力信号として制御ユニット 11へ出 力する。記憶装置 25には、本発明を実現するために必要な各種プログラム及びデー タが保持されている。  [0027] The control unit 11 is configured as a converter unit in which a microprocessing unit (MPU) and peripheral devices necessary for the operation of the MPU, for example, a storage device 25 such as a RAM and a ROM, are joined together. In addition to the LCD 3 and the input button 6 described above, a speaker unit (SP) 20 for generating sound, sound effects, and the like is connected to the control unit 11, and a phone terminal is connected to the connection path to the speaker unit 20. 5 is also connected. The input button 6 is a push button. When the input button 6 is pressed as an input operation, a pulse signal is generated in synchronization with the press operation, and the pulse signal is output to the control unit 11 as an input signal. The storage device 25 holds various programs and data necessary for realizing the present invention.
[0028] 制御ユニット 11は、 LCD3にゲーム画面を表示させる等の処理を実行することによ り、ユーザに対して各種ゲーム機能を提供する。そのゲームに付帯した機能として、 制御ユニット 11は信号処理部 10の出力信号を解析して音楽のジャンルを判別する 機能をも有している。制御ユニット 11が所定の制御プログラムを記憶装置 25から読 み込んで実行することにより、制御ユニット 11の内部には、論理的装置として、テンポ 判別部 30及びゲーム制御部 31が生成される。テンポ判別部 30は信号処理部 10の 出力信号力 音楽のテンポを判別し、その判別結果をゲーム制御部 31に与える。  [0028] The control unit 11 provides various game functions to the user by executing processing such as displaying a game screen on the LCD 3. As a function attached to the game, the control unit 11 also has a function of analyzing the output signal of the signal processing unit 10 and determining the genre of music. When the control unit 11 reads a predetermined control program from the storage device 25 and executes it, a tempo determination unit 30 and a game control unit 31 are generated as logical devices inside the control unit 11. The tempo discriminating unit 30 discriminates the output signal power music tempo of the signal processing unit 10 and gives the discrimination result to the game control unit 31.
[0029] ゲーム制御部 31は、評価部 31a、表示制御部 3 lb及び終了判別部 31cを有し、所 定のゲームプログラム (不図示)に従ってゲームを実行する。ゲーム制御部 31による ゲーム制御にはテンポの判別結果が反映される。以下、ゲーム制御部 31によって制 御されるゲームをテンポゲームという。ゲーム制御部 31が有する各部の機能及びテ ンポゲームについては後述する。なお、ゲーム制御部 31において、テンポ判別部 30 力ものテンポの判別結果の入力が所定時間、例えば 2秒間、継続してない場合に無 音状態と判断し、テンポ判別部 30からのテンポの判別結果が継続してある場合に有 音状態と判断する。 The game control unit 31 includes an evaluation unit 31a, a display control unit 3 lb, and an end determination unit 31c, and executes a game according to a predetermined game program (not shown). The game control by the game control unit 31 reflects the tempo discrimination result. Hereinafter, the game controlled by the game control unit 31 is referred to as a tempo game. The function of each unit and the tempo game that the game control unit 31 has will be described later. In the game control unit 31, the tempo discrimination unit 30 If the input of the strong tempo discriminating result is not continued for a predetermined time, for example, 2 seconds, it is judged as silent, and if the tempo discriminating result from the tempo discriminating unit 30 is continued, it is judged as silent. to decide.
[0030] 次に、図 3及び図 4を参照してゲーム機 1によるテンポ判別に関する処理を説明す る。図 3は制御ユニット 11のテンポ判別部 30が実行するテンポ判別処理ルーチンを 示している。信号処理部 10から積分値の信号が出力されると、その出力信号は制御 ユニット 11の内部バッファに逐次取り込まれて蓄積される。テンポ判別部 30は、所定 の周期で図 3のテンポ判別ルーチンを所定のサンプリング周期で繰り返し実行するこ とにより、内部バッファに蓄えられた積分値の信号を順次処理する。そのテンポ判別 ルーチンの最初のステップ S1において、テンポ判別部 30は内部バッファ力 所定の サンプリング周期 Tsに相当する時間長の積分値波形を取り込む。ここで取り込まれる 積分値波形の一例を図 4に示す。  Next, processing related to tempo discrimination by the game machine 1 will be described with reference to FIG. 3 and FIG. FIG. 3 shows a tempo discrimination processing routine executed by the tempo discrimination unit 30 of the control unit 11. When an integral value signal is output from the signal processing unit 10, the output signal is sequentially captured and stored in the internal buffer of the control unit 11. The tempo discriminating unit 30 sequentially processes the signal of the integrated value stored in the internal buffer by repeatedly executing the tempo discriminating routine of FIG. 3 at a predetermined sampling cycle at a predetermined cycle. In the first step S1 of the tempo discriminating routine, the tempo discriminating unit 30 takes in the integral value waveform having a time length corresponding to the internal buffer force predetermined sampling period Ts. Figure 4 shows an example of the integrated value waveform captured here.
[0031] 続くステップ S2にお 、て、テンポ判別部 30は、取り込んだ積分値波形のテンポと相 関する特徴を抽出する。例えば、音楽再生信号の低周波成分は、音楽に含まれてい る規則的なベースリズムの影響を強く受け、その積分値波形では、低周波成分の不 規則な変動が鈍されてベースリズムによる規則的な波形がより明瞭に現れる。従って 、積分値波形のピーク間隔 tp、言い換えれば極大値間の間隔 tpは音楽のテンポと強 い相関性を有すると考えられる。そこで、サンプリング周期 Tsにおけるピーク間隔 tp を積分値波形の特徴として求めることによりテンポを判別する手掛力りを得ることがで きる。なお、ピーク間隔 tpが一定しない場合には、平均値、中央値、最頻値等をピー ク間隔 tpとして求めればよい。  [0031] In subsequent step S2, the tempo discrimination unit 30 extracts a feature related to the tempo of the integrated waveform that has been taken in. For example, the low-frequency component of a music playback signal is strongly influenced by the regular base rhythm contained in the music, and the irregular waveform of the low-frequency component is dulled in the integrated waveform, and the rule due to the base rhythm The typical waveform appears more clearly. Therefore, it is considered that the peak interval tp of the integrated value waveform, in other words, the interval tp between the maximum values, has a strong correlation with the music tempo. Therefore, a clue to discriminate the tempo can be obtained by obtaining the peak interval tp in the sampling period Ts as a feature of the integrated waveform. If the peak interval tp is not constant, the average value, median value, mode, etc. may be obtained as the peak interval tp.
[0032] 続くステップ S3にお 、て、テンポ判別部 30は積分値波形力も抽出した特徴を利用 して音楽のテンポを判別する。例えばピーク間隔 tpを BPM (Beat Per Minute)に 換算することにより、テンポを判別することができる。あるいは、音楽のテンポを複数 段階に予め区別しておき、ピーク間隔 tpがどの段階に属するかによつてテンポを判 別してもよい。そして、次のステップ S4において、テンポ判別部 30は、得られたテン ポを示すパルス信号をテンポ信号としてゲーム制御部 31に出力し、これによりテンポ 判別処理ルーチンを終える。 [0033] ゲーム制御部 31は、上述したようにテンポ判別部 30によるテンポの判別結果が反 映されたテンポゲームを制御する。テンポゲームは、例えば、 LCD3に表示されるメイ ンメニュー力 テンポゲームを入力ボタン 6によって選択指示することにより開始され る。本発明のテンポゲームは、音楽再生中にその音楽のテンポに合わせてユーザに 入力ボタン 6を押させ、その入力操作により得られるテンポ信号 (以下単に「テンポ」と いう)と、テンポ判別部 30にて判別されたテンポとの一致度に基づいた評価を行ない 、評価に応じて LCD3の表示が変化するゲームである。 In the subsequent step S3, the tempo discriminating unit 30 discriminates the tempo of the music by using the feature from which the integrated waveform force is also extracted. For example, the tempo can be determined by converting the peak interval tp to BPM (Beat Per Minute). Alternatively, the music tempo may be distinguished into a plurality of stages in advance, and the tempo may be determined according to which stage the peak interval tp belongs to. In the next step S4, the tempo discrimination unit 30 outputs the obtained pulse signal indicating the tempo to the game control unit 31 as a tempo signal, thereby ending the tempo discrimination processing routine. The game control unit 31 controls the tempo game in which the tempo discrimination result by the tempo discrimination unit 30 is reflected as described above. The tempo game is started by, for example, selecting and instructing the main menu tempo game displayed on the LCD 3 by the input button 6. In the tempo game of the present invention, the user presses the input button 6 in accordance with the tempo of the music during music playback, a tempo signal (hereinafter simply referred to as “tempo”) obtained by the input operation, and a tempo discrimination unit 30. Evaluation is based on the degree of coincidence with the tempo discriminated in, and the display on the LCD 3 changes according to the evaluation.
[0034] 本形態のテンポゲームでは、入力操作により得られたテンポと判別されたテンポと がー致した場合を正解とし、一致度としての正解数をカウントする。正解数に応じて 0 力 6の複数のテンションレベルが設定されて!、る。正解数が増えるほどテンションレ ベルが高くなる。テンポゲーム中の LCD3には、図 5に示すようなキャラクタ Aが表示 される。キャラクタ Aはゲーム開始時の無音時にはただ漂って 、るような状態で表示さ れ、音楽再生の開始後は各テンションレベルに応じたダンスをして 、る状態で表示さ れる。  In the tempo game of this embodiment, a case where the tempo obtained by the input operation and the determined tempo match is regarded as a correct answer, and the number of correct answers as a degree of coincidence is counted. Depending on the number of correct answers, multiple tension levels of 0 force 6 are set! The tension level increases as the number of correct answers increases. A character A as shown in FIG. 5 is displayed on the LCD 3 during the tempo game. Character A is displayed in a state of drifting when the game is silent, and is displayed in a state of performing dance according to each tension level after starting music playback.
[0035] 以下、各テンションレベルに応じたキャラクタ Aのダンスの態様をダンスモードという 。例えば、キャラクタ Aはテンションレベル 1ではテンションレベル 1に応じたダンスモ ードになり、テンションレベル 4ではテンションレベル 4に応じたダンスモードになる。 各テンションレベル間には、 目標正解数が設定され、 目標正解数を達成すると、次の テンションレベルにレベルアップできる。例えば、テンションレベル 0とテンションレべ ル 1との間の目標正解数が 8に設定されている場合、ゲーム開始時力 正解数が 8に 達すると、テンションレベル 1にレベルアップすることができる。  [0035] Hereinafter, the manner of dance of character A according to each tension level is referred to as a dance mode. For example, character A is in dance mode according to tension level 1 at tension level 1 and dance mode according to tension level 4 at tension level 4. The target number of correct answers is set between each tension level, and when the target number of correct answers is achieved, it can be upgraded to the next tension level. For example, if the target number of correct answers between tension level 0 and tension level 1 is set to 8, when the number of correct answers at the start of the game reaches 8, the level can be increased to tension level 1.
[0036] レベルアップ時には、テンションレベルに応じたレベルアップカット UCが挿入画像 として LCD3に瞬間的に表示される。本形態では、レベルアップカット UCは、例えば 0. 2秒間ずつ 2回表示される。本形態のレベルアップカット UCは、図 5に示すように 文字列であり、レベルアップしたテンションレベルに応じた文字列が用意されて 、る。 なお、レベルアップカット UCが表示される時間は、表示される文字列が視認できる程 度であればよい。  [0036] At the time of level-up, a level-up cut UC corresponding to the tension level is instantaneously displayed on the LCD 3 as an inserted image. In this embodiment, the level-up cut UC is displayed twice for 0.2 seconds, for example. The level-up cut UC of this embodiment is a character string as shown in FIG. 5, and a character string corresponding to the tension level that has been upgraded is prepared. The level up cut UC may be displayed as long as the displayed character string is visible.
[0037] また、曲を単位にした一致度も評価され、曲終了時に、その曲に対する評価に応じ た特典カット TCが表示される。本形態の特典カット TCは「笑顔」であり、評価に応じ て異なる「笑顔」を表現する特典カット TCが用意されている。以下、ゲーム制御部 31 によって実行されるテンポゲームについて具体的に説明する。 [0037] In addition, the degree of coincidence in units of songs is also evaluated, and depending on the evaluation for the song at the end of the song Privilege cut TC is displayed. The privilege cut TC of this form is “smile”, and a privilege cut TC that expresses a different “smile” according to the evaluation is prepared. Hereinafter, the tempo game executed by the game control unit 31 will be specifically described.
[0038] まず、テンポゲームを実行するために必要な記憶装置 25に記憶されている図 6〜 図 8に示す各種データについて説明する。図 6はキャラクタのダンスモード情報 50の 一例を示す図である。本形態では、 LCD3に表示されるキャラクタとして複数のキャラ クタ A、 B、 C- · ·が用意されている。 LCD3に表示されるキャラクタは、ユーザの選択 によって設定されてもよいし、各キャラクタに所定の条件を対応付け、当該条件を満 たした時にその条件に対応するキャラクタが表示されるように設定されてもよ!、。 0〜 6の各テンションレベルに対して、各キャラクタの表示画像情報としてのダンスモード が対応付けられている。例えば、テンションレベル 3におけるキャラクタ Aのダンスモー ドは A3である。各キャラクタにおけるダンスモードは、例えばテンションレベルが高く なるほど派手になるように設定されて 、ることが望ま 、。  First, various data shown in FIGS. 6 to 8 stored in the storage device 25 necessary for executing the tempo game will be described. FIG. 6 is a diagram showing an example of the character's dance mode information 50. In this embodiment, a plurality of characters A, B, C-... Are prepared as characters displayed on the LCD 3. The character displayed on the LCD 3 may be set by the user's selection, or set so that each character is associated with a predetermined condition, and when the condition is satisfied, the character corresponding to the condition is displayed. Anyway! Each tension level from 0 to 6 is associated with a dance mode as display image information of each character. For example, the dance mode for character A at tension level 3 is A3. It is desirable that the dance mode for each character is set to become flashy as the tension level increases, for example.
[0039] 図 7は、 0〜6の各テンションレベルに目標正解数 MSとレベルアップカット UCとが 対応付けられたレベルアップ情報 60である。本形態のレベルアップカット UCは、上 述したように文字列であり、レベルアップしたテンションレベルに応じて用意されて!ヽ る。本形態では、各テンションレベル 1〜6に対応するレベルアップカット UC1〜6とし て、 「Ya!」「Woo!」「Yeah!」「Cool!」「Hot!」「Fever!」がそれぞれ設定され ている。例えば、テンションレベル 1から 2にレベルアップするための目標正解数は 8 であり、レベルアップ時にはレベルアップカット UC2、即ち文字列「Woo!」が表示さ れる。また、レベル 2から 3へ進むための目標正解数は 16であり、レベルアップ時に はレベルアップカット UC3、即ち文字列「Yeah!」が表示される。  FIG. 7 shows level-up information 60 in which the target correct number MS and the level-up cut UC are associated with each of the tension levels 0 to 6. The level-up cut UC of this embodiment is a character string as described above, and is prepared according to the tension level that has been leveled up. In this mode, “Ya!”, “Woo!”, “Yeah!”, “Cool!”, “Hot!”, And “Fever!” Are set as level-up cuts UC1 to 6 corresponding to each tension level 1 to 6, respectively. ing. For example, the target number of correct answers for leveling up from tension level 1 to 2 is 8, and when leveling up, level-up cut UC2, that is, the character string “Woo!” Is displayed. The target number of correct answers to advance from level 2 to 3 is 16, and level up cut UC3, that is, the character string “Yeah!” Is displayed when level up.
[0040] 図 8は特典カット TCに関する情報が記憶された特典情報 70である。本形態では、 図 8に示すように、ゲーム正解率に応じて 3種の特典カット TC1、 2、 3のそれぞれが 対応付けられている。ゲーム正解率については後述する。本形態では、ゲーム正解 率 0〜9%の場合は特典カット TCは表示されない。ゲーム正解率 10%〜25%の場 合は特典カット TC1、ゲーム正解率 26〜40%の場合は特典カット TC2、ゲーム正解 率 41%以上の場合は特典カット TC3がそれぞれ表示される。特典カット TC1、 2、 3 は、ゲーム正解率が高いほど「笑顔」の度合いが大きくなるように、例えば薄笑いの表 情から大笑!、の表情まで段階的に設定されて!、る。 FIG. 8 shows privilege information 70 in which information related to the privilege cut TC is stored. In this embodiment, as shown in FIG. 8, three types of privilege cuts TC1, 2, and 3 are associated with each other according to the game correct answer rate. The game accuracy rate will be described later. In this embodiment, the bonus cut TC is not displayed when the game accuracy rate is 0 to 9%. When the game accuracy rate is 10% to 25%, the privilege cut TC1 is displayed. When the game accuracy rate is 26 to 40%, the privilege cut TC2 is displayed. When the game accuracy rate is 41% or more, the privilege cut TC3 is displayed. Bonus cut TC1, 2, 3 The higher the game answer rate, the higher the level of “smile”, for example, from a smiley expression to a big smile!
[0041] 図 9はゲーム中のプレイ状況を示すプレイ情報 80である。ゲーム開始時に制御ュ ニット 11内に作成され、プレイ状況に応じて更新される。プレイ情報 80は、 LCD3〖こ 表示されるキャラクタの種類を示すキャラクタ情報と、現在のテンションレベルを示す レベル情報 LIと正解数情報 SIと、ゲーム正解率情報 GIとで構成される。正解数情報 SIはゲーム中の正解数を示し、レベルアップされるとリセットされる。ゲーム正解率は 「1曲中の正解数 Z1曲中の入力ボタン 6が押下された数」の式により得られる値であ り、ゲーム正解率情報 GIは当該式の分子及び分母の値で構成される。ゲーム正解 率情報 GIは 1曲終了する毎にリセットされる。  FIG. 9 shows play information 80 indicating the play status during the game. It is created in the control unit 11 at the start of the game and updated according to the play situation. The play information 80 includes character information indicating the type of character displayed on the LCD 3, level information LI indicating the current tension level, correct answer number information SI, and game correct answer information GI. Correct answer information SI indicates the number of correct answers in the game, and is reset when the level is increased. The game accuracy rate is a value obtained by the formula “number of correct answers in one song Z number of input buttons 6 pressed in one song”, and the game accuracy rate information GI is composed of the numerator and denominator values of the formula. Is done. Game accuracy rate information GI is reset each time a song ends.
[0042] 以下、ゲーム制御部 31が実行するテンポゲーム処理について説明する。図 10は、 1曲分のテンポゲーム処理ルーチンを示すフローチャートである。テンポゲーム処理 は上述したテンポ判別処理と並行して行われる。本形態では、キャラクタ情報にキヤ ラクタ Aが設定され、テンションレベル 1の状態、即ちプレイ情報 80のレベル情報 LI に 1が設定されている状態の場合を例にして説明する。 LCD3には、ダンスモード A1 のキャラクタ Aが表示されている。まず、ゲーム制御部 31はステップ S10にて曲終了 か否かを判断する。テンポ判別部 30からテンポ信号が出力されていれば、ゲーム制 御部 31はステップ S 11へ進み、テンポ信号の取り込みと共に入力ボタン 6からの入 力信号を取り込む。  [0042] Hereinafter, the tempo game process executed by the game control unit 31 will be described. FIG. 10 is a flowchart showing a tempo game processing routine for one song. The tempo game process is performed in parallel with the tempo determination process described above. In this embodiment, an example will be described in which character A is set as character information and tension level 1 is set, that is, level information LI of play information 80 is set to 1. LCD3 displays character A in dance mode A1. First, the game control unit 31 determines in step S10 whether or not the song has ended. If the tempo signal is output from the tempo discriminating unit 30, the game control unit 31 proceeds to step S11 and captures the input signal from the input button 6 along with the capture of the tempo signal.
[0043] 次のステップ S12において、入力ボタン 6からの入力信号によるテンポと、テンポ判 別部 30から出力されたテンポ信号によるテンポとを比較して、一致しているか否かを 判定する。一致している力否かの判定は、例えば、入力ボタン 6からの入力信号のパ ルスとテンポ判別部 30からのテンポ信号のパルスとを、音楽の再生開始時から比較 して、ずれ幅が所定範囲内である場合は一致として「正解」と判定し、ずれ幅が所定 範囲を超える場合は不一致として「不正解」と判定する。  In the next step S 12, the tempo based on the input signal from the input button 6 is compared with the tempo based on the tempo signal output from the tempo determination unit 30 to determine whether or not they match. The determination of whether or not the force is the same can be made, for example, by comparing the pulse of the input signal from the input button 6 and the pulse of the tempo signal from the tempo determination unit 30 from the beginning of music playback, When it is within the predetermined range, it is determined as “correct” as a match, and when the deviation width exceeds the predetermined range, it is determined as “incorrect” as a mismatch.
[0044] 一致に関する判定後、ゲーム制御部 31はステップ S 13に進み、プレイ情報 80の正 解数情報 SI及びゲーム正解率情報 GIのそれぞれを更新する。正解と判定された場 合は正解数情報 SIの示す正解数に 1を加え、ゲーム正解率情報 GIの分子と分母に それぞれ 1を加える。不正解と判定された場合は正解数情報 SIの更新は行わず、ゲ ーム正解率情報 GIの分母のみに 1をカ卩える。 [0044] After determining the match, the game control unit 31 proceeds to step S13 and updates each of the correct answer number information SI and the game correct answer information GI of the play information 80. If the answer is determined to be correct, add 1 to the number of correct answers indicated by the correct answer information SI, and add the correct answer rate information GI to the numerator and denominator. Add 1 for each. If it is determined that the answer is incorrect, the correct answer number information SI is not updated, and only 1 is stored in the denominator of the game correct answer rate information GI.
[0045] プレイ情報 80の更新後、ゲーム制御部 31はステップ S 14へ進みレベルアップ処理 を行う。レベルアップ処理については後述する。ゲーム制御部 31は、レベルアップ処 理後ステップ S 10へ戻り、曲が終了するまで上述した処理を繰り返す。ステップ S 10 にて曲の終了を判断された場合は、ステップ S 15へ進み特典処理を行う。本形態で は、テンポ信号が 2秒間検知されない場合に曲の終了と判断する。これによりゲーム 制御部は終了判定部として機能する。特典処理については後述する。特典処理の 終了後、 1曲分のテンポゲーム処理が終了する。なお、次の曲の再生が開始されると 、ステップ S 10からテンポゲーム処理が再開される。  [0045] After the play information 80 is updated, the game control unit 31 proceeds to step S14 and performs a level-up process. The level up process will be described later. The game control unit 31 returns to step S10 after the level-up process, and repeats the above-described process until the music ends. If it is determined in step S10 that the song has ended, the process proceeds to step S15 and privilege processing is performed. In this embodiment, the end of the song is determined when the tempo signal is not detected for 2 seconds. Thus, the game control unit functions as an end determination unit. The privilege process will be described later. After the bonus process ends, the tempo game process for one song ends. When the reproduction of the next song is started, the tempo game process is resumed from step S10.
[0046] レベルアップ処理について図 11に示すフローチャートに従って説明する。まず、ゲ ーム制御部 31は、ステップ S20にてレベルアップ力否かを判断する。本形態の場合 、テンションレベル 2の目標正解数は 8であることから、正解数情報 SIが示す正解数 力 ¾以上である場合はレベルアップであると判断する。正解数情報 SIが 8未満の場合 は、レベルアップではないと判断し、レベルアップ処理を終了する。現在のユーザの テンションレベルはレベル情報 LIから得ることができ、レベルアップするための目標 正解数はレベルアップ情報 60を参照することにより得ることができる。  The level-up process will be described according to the flowchart shown in FIG. First, the game control unit 31 determines whether or not a level-up force is present in step S20. In this embodiment, since the target number of correct answers at tension level 2 is 8, if the number of correct answers indicated by correct number information SI is greater than or equal to ¾, it is determined that the level is up. If the number of correct answer information SI is less than 8, it is determined that the level is not up and the level up process is terminated. The current user's tension level can be obtained from the level information LI, and the target number of correct answers for level-up can be obtained by referring to the level-up information 60.
[0047] レベルアップであると判断した場合、ゲーム制御部 31は、ステップ S 21にてプレイ 情報 80を更新する。この更新時においては、正解数情報 SIを 0にリセットし、レベル 情報 LIを次のテンションレベル (本形態の場合はテンションレベル 2)に更新する。続 いて、ゲーム制御部 31はステップ S22にて、レベル情報 LIのテンションレベルに応じ たレベルアップカット UCを LCD3に表示する。本形態では、レベルアップカット UC2 が 0. 2秒間ずつ 2回表示される。レベル情報 LIのテンションレベルに応じたレベルァ ップカット UCは、レベルアップ情報 60を参照することにより特定される。  If it is determined that the level is up, the game control unit 31 updates the play information 80 in step S 21. At the time of this update, the correct answer number information SI is reset to 0, and the level information LI is updated to the next tension level (in this embodiment, tension level 2). Subsequently, the game control unit 31 displays a level-up cut UC corresponding to the tension level of the level information LI on the LCD 3 in step S22. In this form, the level up cut UC2 is displayed twice for 0.2 seconds. Level information Level upcut UC corresponding to the tension level of LI is specified by referring to level-up information 60.
[0048] 続いてステップ S23に進み、ゲーム制御部 31は、キャラクタ Aのダンスモードをレべ ル情報 LIのテンションレベルに応じたダンスモードに切り替える。本形態の場合、 LC D3に表示されるキャラクタ Aのダンスモードが A1から A2へ切り替わる。レベル情報 L Iのテンションレベルに応じたダンスモードは、ダンスモード情報 50を参照することに より特定される。ダンスモードの切り替え後、レベルアップ処理を終了する。なお、レ ベルアップ処理はテンションレベル 6まで到達した場合は、テンションレベル 1に戻つ てループ制御される。 Subsequently, proceeding to step S23, the game control unit 31 switches the dance mode of the character A to a dance mode corresponding to the tension level of the level information LI. In this mode, the dance mode of character A displayed on LC D3 is switched from A1 to A2. Level information Refer to Dance Mode Information 50 for the dance mode corresponding to the LI tension level. More specific. After switching the dance mode, the level-up process is terminated. When the level up process reaches tension level 6, loop control is performed after returning to tension level 1.
[0049] 特典処理について図 12に示すフローチャートに従って説明する。まず、ステップ S 30にて、ゲーム制御部 31はプレイ情報 80のゲーム正解率情報 GIの分子及び分母 を参照してゲーム正解率を算出する。次に、ステップ S31に進み、特典カット TCを表 示するか否かを判断する。ゲーム正解率が 9%以下の時は特典カット TCを表示しな いと判断する。特典カット TCを表示しない場合は、ステップ S34へ進み、特典カット T Cを表示する場合はステップ S32へ進む。ステップ S32ではゲーム制御部 31は、特 典情報 70を参照して算出されたゲーム正解率に対応付けられた特典カット TCを特 定する。  The privilege process will be described with reference to the flowchart shown in FIG. First, in step S30, the game control unit 31 calculates a game correct rate by referring to the numerator and denominator of the game correct rate information GI of the play information 80. Next, the process proceeds to step S31, and it is determined whether or not a privilege cut TC is displayed. When the game accuracy rate is 9% or less, it is determined that the bonus cut TC is not displayed. If the privilege cut TC is not displayed, the process proceeds to step S34. If the privilege cut TC is displayed, the process proceeds to step S32. In step S32, the game control unit 31 specifies a privilege cut TC associated with the game correct rate calculated with reference to the special information 70.
[0050] 特典カット TCの特定後ステップ S33へ進み、ゲーム制御部 31は特定された特典力 ット TCを LCD3に表示する。更に、例えば、特典カット TCを 1ドットずつ上下させる制 御を 2回行うことにより、特典カット TCの笑顔の表情に動きを表現することができる。 最後に、ステップ S34において、ゲーム制御部 31はプレイ情報 80のゲーム正解率情 報 GIをリセットする。即ち、ゲーム正解率情報 GIの分子及び分母を 0にする。  [0050] After specifying the privilege cut TC, the process proceeds to step S33, and the game control unit 31 displays the specified privilege power TC on the LCD 3. Furthermore, for example, by performing the control of moving the privilege cut TC up and down one dot at a time, the motion can be expressed in the smile expression of the privilege cut TC. Finally, in step S34, the game control unit 31 resets the game correct rate information GI of the play information 80. That is, the numerator and denominator of the game accuracy rate information GI are set to zero.
[0051] 上述した処理のステップ S22、ステップ S23及びステップ S33において、ゲーム制 御部 31は表示制御部 3 lbとして機能する。また、ステップ S 12、ステップ S 13、ステツ プ S20、ステップ S21、ステップ S30及びステップ S32【こお!ヽて、ゲーム帘 U御咅 31ίま 評価部 31aとして機能する。  [0051] In step S22, step S23, and step S33 of the processing described above, the game control unit 31 functions as a display control unit 3 lb. In addition, step S12, step S13, step S20, step S21, step S30 and step S32 [actually, it functions as an evaluation unit 31a.
[0052] 本発明は以上の形態に限定されることなぐ種々の形態で実施することができる。  The present invention can be implemented in various forms without being limited to the above form.
例えば、テンションレベルは 7段階以上あってもよいし、特典カット TCの種類も上述し た種類に限らない。レベルアップカット UCの表示と共に、効果音を出力してもよい。 この場合は、各テンションレベルに対応する効果音に関する情報をレベルアップ情 報 60に記憶させておけばよい。操作入力部としての入力ボタンは 1つに限らず、複 数備えられていてもよい。また、曲の終了の判断は、テンポ信号の出力の有無に限ら ず、音声出力信号に基づいた出力信号の有無によって判断してもよい。また、音声 出力信号そのものの有無によって判断してもよい。 更に、例えば、信号処理部は低周波成分に対して単一の積分回路を備えるものに 限定されず、低周波成分に対して二以上の積分回路を設けてそれぞれの通過周波 数域に相違を与え、それらの積分回路力もの出力信号を利用してテンポを判別して もよい。信号処理部は IC、 LSIといった回路素子を組み合わせたハードウェア装置と して構成してもよ 、し、 MPUとソフトウェアとを組み合わせた論理的装置として構成さ れてもよい。テンポ判別部及びゲーム制御部のそれぞれについても、ハードウェア装 置として構成されてもよい。信号入力部はライン入力端子に限らない。例えば音楽再 生機器力 FM電波等の無線を利用して送信される再生信号を受信して音楽再生信 号に変換する装置を信号入力部として利用してもよい。 For example, the tension level may be 7 levels or more, and the type of privilege cut TC is not limited to the type described above. Level up cut Sound effect may be output along with UC display. In this case, information regarding sound effects corresponding to each tension level may be stored in the level-up information 60. The number of input buttons as the operation input unit is not limited to one, and a plurality of input buttons may be provided. The determination of the end of a song is not limited to whether or not a tempo signal is output, but may be determined based on the presence or absence of an output signal based on an audio output signal. The determination may be made based on the presence or absence of the audio output signal itself. Furthermore, for example, the signal processing unit is not limited to a single integration circuit for low-frequency components, and two or more integration circuits are provided for low-frequency components, so that each passing frequency range is different. It is also possible to determine the tempo using the output signals of those integration circuit powers. The signal processing unit may be configured as a hardware device that combines circuit elements such as IC and LSI, or may be configured as a logical device that combines MPU and software. Each of the tempo discrimination unit and the game control unit may also be configured as a hardware device. The signal input unit is not limited to the line input terminal. For example, a device that receives a playback signal transmitted using radio such as FM radio waves and converts it into a music playback signal may be used as the signal input unit.

Claims

請求の範囲 The scope of the claims
[1] ユーザによる入力操作を受け付け、入力操作に応じてパルス信号を発生する操作 入力部と、  [1] An operation input unit that accepts an input operation by a user and generates a pulse signal according to the input operation;
所定の画像を表示する表示部と、  A display unit for displaying a predetermined image;
音楽再生機器から出力される音楽再生信号を取り込む信号入力部と、  A signal input unit for capturing a music playback signal output from a music playback device;
前記信号入力部に取り込まれた音楽再生信号の低周波成分の積分値を出力する 信号処理部と、  A signal processing unit that outputs an integrated value of a low-frequency component of the music reproduction signal captured by the signal input unit;
前記信号処理部から出力される積分値に基づいて前記音楽再生信号にて再生さ れるべき音楽のテンポを判別するテンポ判別部と、  A tempo discriminating unit for discriminating a tempo of music to be played back by the music playback signal based on an integrated value output from the signal processing unit;
前記テンポ判別部によって判別されたテンポに基づ 、て、前記操作入力部への入 力操作の評価を行うゲームを制御するゲーム制御部と、  A game control unit that controls a game for evaluating an input operation to the operation input unit based on the tempo determined by the tempo determination unit;
前記評価と、前記評価に応じて前記表示部に表示すべき画像に関する表示画像 情報とが対応付けられて記憶される記憶部とを備え、  A storage unit that stores the evaluation and display image information related to an image to be displayed on the display unit in accordance with the evaluation;
前記ゲーム制御部は、  The game control unit
前記テンポ判別部にて判別されたテンポと、前記パルス信号により得られるテンポ 信号との一致度に基づいて評価を行う評価部と、  An evaluation unit that performs evaluation based on the degree of coincidence between the tempo determined by the tempo determination unit and the tempo signal obtained by the pulse signal;
前記評価部の評価に対応付けられた前記表示画像情報により、前記評価に応じた 画像を前記表示部に表示する表示制御部とを有する、音楽テンポ判別機能を備えた ゲーム機。  A game machine having a music tempo discrimination function, comprising: a display control unit configured to display an image corresponding to the evaluation on the display unit based on the display image information associated with the evaluation of the evaluation unit.
[2] 前記記憶部は、前記評価を示す複数のレベルのそれぞれと、前記各レベルにぉ 、 て表示されるべき画像の前記表示画像情報とを対応付けて記憶し、  [2] The storage unit stores each of the plurality of levels indicating the evaluation in association with the display image information of an image to be displayed for each level,
前記評価部は、前記ゲーム中の前記一致度の変化に伴って前記レベルを決定し、 前記表示制御手段は、前記レベルの変化があると、前記表示部に表示される画像 を、変化前の前記レベルに対応する画像カゝら変化後の前記レベルに対応する画像 に切替える請求の範囲第 1項に記載のゲーム機。  The evaluation unit determines the level according to the change in the degree of coincidence during the game, and the display control unit displays an image displayed on the display unit before the change when the level changes. 2. The game machine according to claim 1, wherein the image corresponding to the level is switched to an image corresponding to the level after the change.
[3] 前記一致度は、判別されたテンポと前記パルス信号によって得られたテンポ信号と がー致した一致数である請求の範囲第 2項に記載のゲーム機 3. The game machine according to claim 2, wherein the degree of coincidence is the number of coincidence between the determined tempo and the tempo signal obtained by the pulse signal.
[4] 前記記憶部には、前記表示部に瞬間的に挿入される挿入画像に関する挿入画像 情報が更に記憶され、 [4] The storage unit includes an insertion image related to an insertion image that is instantaneously inserted into the display unit. More information is stored,
前記表示制御部は、前記レベルに対応する画像の切替え時に、前記挿入画像情 報による画像を、前記表示部に瞬間的に表示する請求の範囲第 2項又は第 3項に記 載のゲーム機。  The game machine according to claim 2 or 3, wherein the display control unit instantaneously displays an image based on the inserted image information on the display unit when the image corresponding to the level is switched. .
[5] 前記挿入画像は前記レベルによって異なり、対応する前記レベルに対応付けられ て記憶され、  [5] The inserted image varies depending on the level and is stored in association with the corresponding level.
前記表示制御部は、前記切替え時に、前記変化後のレベルに対応付けて記憶さ れた前記挿入画像情報による画像を、前記表示部に表示する請求の範囲第 4項に 記載のゲーム機。  5. The game machine according to claim 4, wherein the display control unit displays an image based on the inserted image information stored in association with the level after the change on the display unit at the time of the switching.
[6] 前記記憶部には、前記ユーザの現在の前記レベルを示すレベル情報が更に記憶 され、  [6] The storage unit further stores level information indicating the current level of the user,
前記評価部は、前記一致数をカウントして、前記一致数のレベルが前記レベル情 報のレベルを超えると、前記レベル情報を更新することにより前記レベルを決定し、 前記表示制御部は、前記評価部による前記レベル情報の更新を、前記レベルの変 ィ匕として前記表示部の表示を制御する請求の範囲第 2項〜第 5項のいずれか 1項に 記載のゲーム機。  The evaluation unit counts the number of matches, and when the level of the number of matches exceeds the level of the level information, determines the level by updating the level information, and the display control unit 6. The game machine according to claim 2, wherein display of the display unit is controlled by updating the level information by the evaluation unit as a change in the level.
[7] 前記表示画像情報は、キャラクタの動作態様が前記各レベル毎に異なる画像を表 示するように設定されて!、る請求の範囲第 2項〜第 5項の 、ずれか 1項に記載のゲ ーム機。  [7] The display image information is set to any one of claims 2 to 5, wherein the character movement mode is set to display an image different for each level! The listed gaming machine.
[8] 前記評価部は、前記ゲームにおける所定の範囲内での前記一致度に基づいて評 価を行い、  [8] The evaluation unit performs an evaluation based on the degree of coincidence within a predetermined range in the game,
前記表示制御部は、前記所定の範囲の終了時に、前記評価部の評価に対応付け られた前記表示画像情報による画像を表示する請求の範囲第 1項に記載のゲーム 機。  2. The game machine according to claim 1, wherein the display control unit displays an image based on the display image information associated with the evaluation of the evaluation unit at the end of the predetermined range.
[9] 前記評価部は、前記所定の範囲での一致度として、前記判別されたテンポと前記 入力操作により得られたテンポ信号とがー致した一致数をカウントし、前記所定の範 囲における前記操作入力部への入力操作回数に対する前記一致数の割合である一 致率を、前記評価として算出し、 前記記憶部は前記一致率と、前記表示部に表示すべき画像に関する前記画像情 報とを対応付けて記憶し、 [9] The evaluation unit counts the number of coincidence between the determined tempo and the tempo signal obtained by the input operation as the degree of coincidence in the predetermined range, and in the predetermined range A matching rate, which is a ratio of the number of matches to the number of input operations to the operation input unit, is calculated as the evaluation; The storage unit stores the matching rate and the image information related to the image to be displayed on the display unit in association with each other,
前記表示制御部は、前記所定の範囲の終了時に前記評価部によって算出された 一致率に応じて前記表示画像情報による画像を前記表示部に表示する請求の範囲 第 8項に記載のゲーム機。  The game machine according to claim 8, wherein the display control unit displays an image based on the display image information on the display unit in accordance with a coincidence rate calculated by the evaluation unit at the end of the predetermined range.
[10] 前記所定の範囲の単位は曲であり、 [10] The unit of the predetermined range is a song,
前記ゲーム制御部は、前記信号入力部を介して取り込まれる前記音楽再生信号の 有無に基づいて曲の終了を判別する終了判別部を更に有する請求の範囲第 8項又 は第 9項に記載のゲーム機。  10. The game control unit according to claim 8, further comprising an end determination unit that determines the end of a song based on the presence or absence of the music playback signal captured via the signal input unit. game machine.
[11] 前記表示画像情報は、キャラクタの表情の態様が前記各レベルに毎に異なる画像 を表示するように設定されて 、る請求の範囲第 8項〜第 10項の 、ずれか 1項に記載 のゲーム機。 [11] The display image information according to any one of claims 8 to 10, wherein the display image information is set so as to display an image having a different facial expression for each level. The game machine described.
[12] 前記テンポ判別部は、前記信号処理部から出力される積分値から、前記音楽のテ ンポに相関する特徴を抽出することにより前記テンポを判別する請求の範囲第 1項〜 第 11項のいずれか 1項に記載のゲーム機。  12. The tempo discriminating unit discriminates the tempo by extracting a feature correlated with the music tempo from the integrated value output from the signal processing unit. The game machine according to any one of the items.
[13] 前記音楽再生機器のライン出力端子と、当該ライン出力端子力 出力される音楽 再生信号を音声変換する音声出力装置との間に介装され、前記ライン出力端子力 出力される音楽再生信号を前記音声出力装置へ通過させるバイパス経路と、その音 楽再生信号を前記信号処理部に取り込む経路とを備えている請求の範囲第 1項〜 第 12項のいずれか 1項に記載のゲーム機。  [13] A music playback signal output between the line output terminal of the music playback device and an audio output device that converts the music playback signal output from the line output terminal power to the line output terminal power. The game machine according to any one of claims 1 to 12, further comprising: a bypass path through which the sound is output to the audio output device; and a path through which the music reproduction signal is taken into the signal processing unit. .
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CN110652731A (en) * 2019-09-29 2020-01-07 北京金山安全软件有限公司 Beat application scoring method and device, electronic equipment and storage medium
CN110652731B (en) * 2019-09-29 2023-09-29 北京金山安全软件有限公司 Beat class application scoring method, device, electronic equipment and storage medium
CN117351120A (en) * 2023-12-06 2024-01-05 青岛蓝飞互娱科技股份有限公司 3D game animation generation method
CN117351120B (en) * 2023-12-06 2024-03-19 青岛蓝飞互娱科技股份有限公司 3D game animation generation method

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