WO2007135791A1 - 音楽ゲーム用データ演算装置、音楽ゲーム用データ演算プログラム及び音楽ゲーム用データ演算方法 - Google Patents

音楽ゲーム用データ演算装置、音楽ゲーム用データ演算プログラム及び音楽ゲーム用データ演算方法 Download PDF

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Publication number
WO2007135791A1
WO2007135791A1 PCT/JP2007/052812 JP2007052812W WO2007135791A1 WO 2007135791 A1 WO2007135791 A1 WO 2007135791A1 JP 2007052812 W JP2007052812 W JP 2007052812W WO 2007135791 A1 WO2007135791 A1 WO 2007135791A1
Authority
WO
WIPO (PCT)
Prior art keywords
change
operation sequence
level
game
pattern
Prior art date
Legal status (The legal status 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 status listed.)
Ceased
Application number
PCT/JP2007/052812
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
Hiroki Ishida
Toyokazu Sakai
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Konami Digital Entertainment Co Ltd
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
Priority to CA2652364A priority Critical patent/CA2652364C/en
Priority to CN2007800175786A priority patent/CN101460228B/zh
Priority to MX2008014519A priority patent/MX2008014519A/es
Priority to EP07714342A priority patent/EP2022549A4/en
Publication of WO2007135791A1 publication Critical patent/WO2007135791A1/ja
Priority to US12/269,475 priority patent/US20090104997A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • 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
    • G10H1/361Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems
    • G10H1/368Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems displaying animated or moving pictures synchronized with the music or audio part
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • 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
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games
    • 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
    • G10H2210/021Background music, e.g. for video sequences or elevator music
    • G10H2210/026Background music, e.g. for video sequences or elevator music for games, e.g. videogames
    • 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
    • G10H2210/091Musical 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 performance evaluation, i.e. judging, grading or scoring the musical qualities or faithfulness of a performance, e.g. with respect to pitch, tempo or other timings of a reference performance
    • 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
    • G10H2220/151Musical difficulty level setting or selection
    • 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
    • G10H2240/00Data organisation or data communication aspects, specifically adapted for electrophonic musical tools or instruments
    • G10H2240/325Synchronizing two or more audio tracks or files according to musical features or musical timings

Definitions

  • the present invention relates to a music game that is operated by a player in relation to the progress of music.
  • a game apparatus that outputs a sound when a performance timing of a performance song stored in the game apparatus is instructed on a monitor and an operation member is operated at a timing that matches the instruction.
  • the performance timing is instructed by, for example, scrolling the indication mark corresponding to each of the plurality of operation members toward the timing line on the monitor screen and matching the indication mark of a certain operation member with the timing line.
  • the operation member include a guitar-shaped controller, a drum-shaped controller, a keyboard-shaped button, and a foot panel.
  • the game result is calculated based on the difference between the timing at which the player operates the operation member instructed and the instruction timing.
  • an operation sequence is created according to each performance music.
  • the operation sequence indicates the operation member and its operation timing. The more difficult the operation members are instructed by the operation sequence and the more complicated the operation timing, the higher the difficulty of the game. Since the operation sequence is made according to the performance song, the operation sequence changes when the performance song changes. Therefore, it is common for the player to select a musical piece for the purpose of selecting an operation sequence.
  • a music game device that gives a player the right to select an operation sequence when a plurality of operation sequences having different levels of difficulty are associated with one performance piece.
  • the player wants to select a performance or operation sequence that has characteristics (including difficulty) suitable for his / her preference.
  • characteristics including difficulty
  • the dynamism during the game depends on how many operation members are used. It is a feature that attracts interest.
  • the creator of a music game device has subjectively determined the characteristics of each operation sequence. Specifically, a plurality of staff members play a game according to each operation sequence and evaluate the characteristics based on the results. In this way, based on the average score of the evaluation values given by each staff member, the balance of the average score of all the operation sequences is adjusted, and a value representing the characteristic of each operation sequence is determined.
  • An object of the present invention is to make the evaluation criteria of the characteristics of the operation sequence constant. Another object of the present invention is to digitize the change of the operation member among the features of the operation sequence. Another object of the present invention is to reduce the labor on the side of the creator required for evaluating the characteristics of the operation sequence.
  • the present invention 1 provides a data arithmetic device for a music game that calculates data used in a music game.
  • This apparatus has the following means. 'An operation sequence tife key stage that stores an operation sequence that associates time information in a performance song with a plurality of predetermined operation members operated in the time information in association with the performance song. 'Change point storage means for storing a predetermined change point for each change pattern of the operation member,
  • 'A change calculation means for storing the change level of the operation member for each operation sequence as a numerical value based on the change pattern specified by the change specifying means and each change point.
  • the change level of the operation member that is, the difficulty level of the change of the operation member is numerically entered and stored in association with the operation sequence.
  • the stored change level value is distributed to the music game device via the network and used for the execution of the music game. Further, this apparatus can be provided in a music game apparatus, and the change level of the operation member can be calculated on the music game apparatus.
  • the change pattern of the operation member is a change in the operation member that is operated simultaneously, that is, a change in the combination of one or more operation members that are operated simultaneously.
  • the change pattern of the operation member combination is ⁇ R ⁇ G '', ⁇ R ⁇ R'G '', ⁇ G ⁇ R'G '', ⁇ G ⁇ R '', ⁇ R'G ⁇ R '', ⁇ R '
  • G ⁇ G There are six ways of “G ⁇ G”.
  • the difficulty level of each change pattern is represented by a change point, and this is stored in association with the change pattern.
  • the digitized change level of the operation member can be displayed on the music game device as a specific index indicating the characteristics of each operation sequence. A music game player can select an operation sequence suitable for his / her skill and preference based on the digitized change level of the operation member.
  • the present invention provides the change point according to the first aspect, wherein the change calculation means assigns each change point corresponding to a change pattern of an operation member included in each operation sequence to the change point.
  • a music game data calculation device is provided that calculates the change level of the operation member of each operation sequence by calculating the sum of the change points read out from the storage means.
  • a change point is determined in advance for each change method.
  • the change point is determined so that the value of the change point becomes larger as the change is more difficult, the change level of the operation member becomes higher as the total value of the change points becomes larger, resulting in an operation sequence.
  • the present invention 3 provides the music game data arithmetic device according to the second invention, further comprising overall coefficient storage means for storing a coefficient corresponding to a time interval of change of the operation member.
  • the change calculation means is a sum of values obtained by multiplying a coefficient corresponding to a change time interval in a change pattern of operation parts included in each operation sequence and a change point of each change pattern. Is weighted to the change level of the operation member in each operation sequence.
  • the change level of the operation member of the operation sequence also depends on the speed of each change other than the change pattern included in the operation sequence. Therefore, the time interval at which the operation member changes is reflected in the change level of the operation member in each operation sequence. For example, the coefficient multiplied by the change point is increased as the time interval of change of the operation member in the change pattern is shorter. As a result, the sum of the weighted change points increases as the time interval of the change of the operation member in the change pattern included in the operation sequence is earlier as a whole or as more difficult change patterns are included. Therefore, an operation sequence having a larger total value can enjoy a higher degree of change in the operation member.
  • the change specifying means is a close-packed period in which the number of changes of the operation member included in a predetermined time is the largest and a period in each operation sequence.
  • a music game data calculation device for further specifying the change pattern of the operation member is provided.
  • the change calculation means reads the change points for each change pattern of the operation member included in the closest period from the change point storage means, and calculates the sum of the read change points, The change level of the operation member for each operation sequence is calculated.
  • the degree of difficulty of the change pattern in the period when the change of the operation member is the most dense in time is quantified. The larger the total change point of the operation member change pattern that occurs during this period, the higher the operation sequence that is more difficult to change the operation member in the part where the operation member changes most drastically in one operation sequence. Become.
  • the present invention 5 provides the data arithmetic device for music game according to the fourth invention, further comprising coefficient storage means for the closest period for storing a coefficient corresponding to a time interval of change of the operation member.
  • the change calculating means calculates a sum of values obtained by multiplying a coefficient corresponding to a change time interval in the change pattern of the operation member in the closest period and a change point of each change pattern.
  • the change level of the operation member in each operation sequence is weighted.
  • the total value of the change points of each change sequence of the operation member included in each operation sequence described in the second aspect and Z or the closest density of each operation sequence described in the fourth aspect Provided is a music game data calculation device further comprising difficulty means for calculating and storing the difficulty of each operation sequence based on the total value of the change points of the change patterns of the operation members included in the period. .
  • the sum of the change points obtained from all change patterns included in the operation sequence and the sum of the change points obtained from the change pattern force included in the densest period are weighted and added to calculate the difficulty level. can do.
  • the degree of difficulty taking into account the difficulty of changing the operation members included in the operation sequence can be obtained by calculation.
  • the degree of difficulty obtained in this way is improved in reliability because the calculation standard is constant.
  • the total value of the weighted change points of each change change of the operation member included in each operation sequence described in the above invention 3, and the closest density of each operation sequence described in the above invention 5 Music game data further comprising difficulty means for calculating and storing the difficulty of each operation sequence based on the sum of the weighted change points of the change patterns of the operation members included in the period An arithmetic device is provided.
  • the invention 8 provides the data arithmetic device for music game according to the invention 1, further comprising a monitor and a change display means.
  • the monitor outputs operation timing instructions for the plurality of operation members based on the operation sequence.
  • the change display means displays the change level of the operating member digitized by the change calculation means on the monitor.
  • the display of the change level by the monitor may be a display of the change level itself, or may be a value indicated within a predetermined range by normalizing the change level. In addition, it may be a level display within a predetermined numerical range such as a graph or chart that does not display any numerical value.
  • Invention 9 provides a music game data calculation program executed by a computer that calculates data used in a music game. This program causes the computer to function as the following means.
  • 'Change point storage means for storing a predetermined change point for each change pattern of the operation member
  • This program causes a computer to function as the music game preparation device of the first invention, and has the same operational effects as the first invention.
  • the invention 10 provides a data calculation method for a music game executed by a computer that calculates data used in a music game.
  • the method includes the following steps.
  • a change calculation step that stores the change level of the operation member for each operation sequence as a numerical value based on the change pattern specified in the change specifying step and each change point.
  • the whole or a part of the change of the operation member included in the operation sequence can be numerically expressed by numerically indicating the change pattern of the operation member included in the operation sequence. .
  • FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment.
  • FIG. 3 is an external perspective view of a music game device which is a specific example of a game terminal device.
  • FIG. 11 Conceptual diagram of operation sequence data stored in the operation sequence data table
  • FIG. 15 is a conceptual explanatory diagram of an extraction pattern table generated for each sequence ID.
  • FIG. 19 An explanatory diagram showing an example of a characteristic chart of the music “White tornadoj level“ ADVANCED ”
  • FIG. 20 An explanatory diagram showing an example of a characteristic chart of the music “White tornadoj level“ EXTREME ”
  • FIG. 21 is an explanatory diagram showing an example of a feature chart of the music “DRY DREAMJ level“ BASIC ”.
  • FIG. 23 is a flowchart showing an example of the flow of main processing performed by the game terminal device
  • FIG. 24 is a flowchart showing an example of the flow of feature data generation processing performed by the game terminal device.
  • FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment of the present invention.
  • This game system includes a center server 100 and a plurality of game terminal devices 200a, b,.
  • the game system may further include mobile phone terminals 150a, b... And converter terminals 160a, b.
  • the game terminal device 200, the mobile phone terminal 150, and the computer terminal 160 are connected to the center server 100 via a network 300 such as the Internet.
  • the center server 100 receives personal data of each player from the game terminal device 200 and stores it. In response to a request from the game terminal device 200, the center server 100 transmits personal data to the request source.
  • the center server 100 includes the following elements (a) to (e).
  • CPU 101 A plurality of functions to be described later are realized based on a control program stored in ROM 103 or RAM 102.
  • RAM 102 temporarily stores control programs, personal data, and the like.
  • ROM103 Stores control programs and the like.
  • Data storage unit 104 Stores personal data for each player transmitted from the game terminal device 200.
  • Personal data includes player and authentication information including passwords. Details of these personal data will be described later.
  • Network communication unit 105 Sends and receives data to and from game terminal device 200, mobile phone terminal 150, and computer terminal 160 via network 300.
  • FIG. 2 shows an example of the configuration of the game terminal device 200.
  • the game terminal device 200 may be a game-dedicated case equipped with a CPU, or may be a mobile phone terminal 150, a computer terminal 160 connected to a monitor, a notebook PC, or the like.
  • the game terminal device 200 has the following elements (a) to (m)!
  • CPU 201 Control program and game data stored in ROM 203 described later A plurality of functions to be described later are realized based on the data.
  • RAM 202 Temporarily stores various game data such as various variables and parameters.
  • ROM 203 Stores various parameters including control programs and feature parameters, feature data to be described later.
  • Network communication unit 204 Sends and receives data to and from the center server 100 via the network 300.
  • Monitor 206 Displays game images during the game, results for each game parameter in the game, characters before and after the game, and the like.
  • Drawing processing unit 205 Generates image data to be displayed on the monitor 206.
  • Speaker 208 Outputs sound effects such as sound effects when playing games, displaying demo screens, and displaying game results.
  • Audio playback unit 207 Generates sound data to be output to the speaker 208.
  • Input operation unit 211 Accepts player instruction input.
  • the guitar controller has a shape simulating a guitar, but may be a controller simulating any other shape, for example, a drum or a stringed instrument.
  • the input operation unit 211 may include a keyboard, a drum set, a drum, a plurality of operation buttons, a foot panel, and the like.
  • the input operation unit 211 has a plurality of operation members.
  • the operation member is a member to be subjected to an operation such as pressing and stepping by the player.
  • the guitar controller of the present embodiment is provided with three button force operation members R, G, and B (see FIG. 4 described later).
  • the input operation unit 211 is a keyboard
  • the operation member is a keyboard constituting the keyboard.
  • the operation members are each part constituting the drum set, that is, a snare drum, a bass drum, a tom tom, a floor tom, a symbol, a drum pedal, and the like.
  • the input operation unit 211 is a drum
  • the operation member is a drum rim, head, shell, or the like.
  • each operation button is an operation member.
  • each switch is an operation member.
  • Card reader / writer 212 Reads the card ID of the magnetic card force inserted. Necessary If necessary, the player ID and game results can be written.
  • Coin accepting unit 213 Accepts credits from inserted coins.
  • External device control unit 210 Input operation unit, card reader / writer 212 and coin acceptance unit 21
  • External input / output control unit 209 Generates control signals for external devices such as an input operation unit, a card reader / writer 212, and a coin receiving unit 213. It also receives detection signals from external devices and sends them to CPU201.
  • FIG. 3 is an external perspective view of a music game device which is a specific example of the game terminal device 200.
  • a music game is executed.
  • part or all of the characteristic data necessary for executing the music game is calculated and stored in the game terminal device 200.
  • This music game apparatus is provided with a monitor 206 on the front surface of the casing.
  • an input operation unit 21 la such as a start button is provided on the left and right sides of the monitor 206, and two left and right coin receiving units 213 are provided below the input operation unit 21la.
  • a card reader / writer 212 is provided below the coin receiving unit 213.
  • a simulated musical instrument that is, a guitar controller 21 lb
  • a speaker 208 is provided on the top of the housing of the monitor 206 to produce an effect on the performance music. If two guitar controllers 21 lb are arranged side by side, two players can play music games by inputting each guitar controller 211b.
  • FIG. 4 is an enlarged view of a guitar controller 21 lb.
  • the guitar controller 21 lb has three types of neck buttons R, G, and B as operation members for selecting the type of rhythm sound.
  • the guitar controller 211b has picking input means 21 lb-1 for determining the output timing of the rhythm sound selected by at least one neck button. Further, the guitar controller 211b has a change-over switch 21 lb-2 which is arranged below the picking input means 211b-1 and switches the output mode of the rhythm sound.
  • the game terminal device 200 configured as described above performs a game in the following manner in accordance with the control program stored in the ROM 203.
  • the player inserts his / her own magnetic card into the card reader / writer 212 and inserts coins into the coin receiving unit 213.
  • the game terminal device 200 reads a card ID for identifying the card from the magnetic card inserted into the card reader / writer 212 and requests the player to input a password.
  • the entered password is verified against the data of the center server 110 and personal authentication is performed.
  • the CPU 201 executes the control program to start the game. By executing the game, a score of a predetermined game parameter is calculated.
  • FIG. 5 is an example of a song selection screen displayed on the monitor 206.
  • the music selection screen accepts selection of music and level from the player.
  • the song name “NO MO RE CRYING” and the level “BASIC” are selected.
  • “BASIC”, “ADVANCED”, or “EXTREME” can be selected for one song.
  • the difficulty level of the song is displayed together to assist selection of the song and level.
  • the difficulty value indicates the difficulty of the game at the selected music and level as a value in the range of 1 to 99.
  • FIG. 6 is an example of the game screen 223 shown on the monitor 206.
  • a notch 224 indicating the operation timing for each rhythm sound of each musical piece is displayed on the notch display unit 221 for each rhythm sound as shown in FIG.
  • each rhythm sound corresponds to the sound picked by pressing the neck buttons R, G, B on the guitar controller.
  • the note 224 sequentially moves independently for each rhythm sound as the music progresses in the direction of force (eg, upward direction in FIG. 6) with respect to the reference line 222 of the note display unit 221.
  • the player should operate the picking input means 211b-1.
  • a note 224 for each rhythm sound is displayed based on the operation sequence data.
  • Operation Sequence data is created for at least one set for each song and defines which neck button is operated when. Specifically, the operation sequence data correlates relative time information from the start time of the song with on / off of each neck button R, G, B.
  • a maximum of nine sets of operation sequence data are created for one musical piece. Six sets of these are different operation sequence data created for each of the three levels for the guitar part and the bass part. The remaining three sets are operation sequence data obtained by further adding an open pick operation to the three operation sequence data for the guitar part.
  • the song and level are associated with the operation sequence data (not shown). Therefore, selecting a song and level selects one set of operation sequence data.
  • the number of sets of operation sequence data corresponding to one music is not particularly limited, and may be different for each music. Details of the operation sequence data will be described later.
  • the CPU 201 monitors the deviation between the operation timing of the player and the input timing of the operation signal, and “Perfect”, “Great”, “Good”, “Poor”, “Miss” according to the magnitude of the deviation. Is displayed on the knock display unit 221 and the frequency of occurrence thereof is counted. Based on these occurrence frequencies, the CPU 201 calculates the results of some or all of the predetermined game parameters and determines the game results of the player. In this example, there are the following seven game parameters. However, the types and number of game parameters can be set according to how the game is created, and are not limited to this example.
  • FIG. 7 is an example of a result screen at the end of the music game.
  • CPU201 has skill points 71 (“: BASK”, “86%” in the figure), maximum number of combos 72 (“MAXCO MBO”, “234 [96%]”, rank 73 (“ S ”), score 74 (“ SCORE ”,“ 35468 269 ”in the figure), etc. are displayed on the monitor 206.
  • This example shows the result screen when one player finishes, but the two player finishes In this case, the game results of both players are displayed.
  • the player can proceed to the next stage. Therefore, the player can enjoy a game based on a plurality of music pieces by proceeding to the next stage until the remaining life amount becomes zero. When the remaining life is zero, the game ends even during the song.
  • FIG. 8 is a conceptual explanatory diagram of personal data.
  • the personal data is collected by the CPU 101 of the center server 100 functioning as the personal data transmission / reception means 111 (see FIG. 1) and stored in the data storage unit 104.
  • the personal data includes “player ID”, “player name”, “authentication information”, “card ID”, and “game score” in one record.
  • “Player ID” is identification information for identifying a player.
  • “Player name” is the name of the player.
  • “Authentication information” is a password or personal identification number used for player authentication.
  • “Card ID” is identification information for identifying a card owned by a player. Each card has a card ID recorded.
  • the “game results” are for each game parameter in the game played by the player in the past. Shows the cumulative result.
  • the cumulative value of the game parameters included in the game results may be the cumulative value of the results for each game parameter calculated for one type of music game, or common to different types of music games and different versions of music games. Even if it is the cumulative value of the results for each game parameter.
  • the personal data transmission / reception means 111 receives the personal data described above from each game terminal device 200 and updates the data storage unit 104. For example, when the personal data transmission / reception means 111 receives a game result including the player ID and the value of each game parameter from the game terminal device 200, the personal data transmission / reception means 111 updates the value of each game parameter corresponding to the player ID. In other words, the cumulative value of each game parameter is updated by adding the received value to the cumulative value of each game parameter.
  • the personal data transmission / reception means 111 transmits personal data associated with the player ID included in the request to the request source game terminal device 200.
  • FIG. 9 is an explanatory diagram showing a functional configuration of the game terminal device 200.
  • the game terminal device has a function as a music game device and a function as a music game data calculation device.
  • the CPU 201 of the game terminal device 200 includes a game executing means 211, a change specifying means 212 (corresponding to a change specifying means), a change calculating means 213 (corresponding to a change calculating means), and a change display means 214 (change). Display means) and difficulty level means 215 (equivalent to difficulty level means).
  • the ROM 203 of the game terminal device 200 stores a feature data table 230, an operation sequence data table 231, a change point table 232, an overall coefficient table 233, and a tightest period coefficient table 234. With these means and table, the CPU 201 of the game terminal device 200 calculates the characteristics of the operation sequence data created for each music and displays it on the music selection screen.
  • FIG. 10 is an explanatory diagram of information stored in the feature data table 230.
  • the feature data table stores feature data representing features of each operation sequence data in association with each operation sequence data.
  • the feature data includes at least “sequence”, “overall change level”, and “closest change level”. Furthermore, in this example, “total number of times”, “closest number of times”, “rhythm pattern change”, “Wailing”, and “difficulty” are included.
  • Sequence is an identifier that identifies one set of operation sequence data.
  • the sequence ID may be, for example, a pointer or address indicating the storage address of the operation sequence data.
  • the sequence ID is associated with the music and its level (not shown), and the sequence ID is specified by selecting the music and its level.
  • “Overall change level” indicates the difficulty of changing the neck button in a set of operation sequence data.
  • “Closest change level” indicates the degree of difficulty of changing the neck button in the period when the number of changes of the neck button per unit time ⁇ is the largest (hereinafter, this period is referred to as the closest period Pm). As will be described later, the “overall change level” and the “closest change level” are values obtained by calculation.
  • Total number of times is an index indicating the number of times of operation in one set of operation sequence data. For example, the average number of operations per unit time ATa may be obtained from the operation sequence data for one song. “The most frequent number of times” is an index indicating the number of operations in the period in which the number of operations per unit time is the largest in one set of operation sequence data. For example, a period with the largest number of operations per unit time may be obtained based on the operation sequence data. “Rhythm pattern change” is an index that indicates the degree and difficulty of change in the rhythm pattern indicated by the operation sequence data. “Wailing” indicates whether or not the force includes an instruction to move the guitar controller 21 lb. “Difficulty” indicates the difficulty of the game based on each operation sequence data. In the present embodiment, the difficulty level value is calculated by a predetermined formula based on at least the overall change level and the closest change level.
  • FIG. 11 is a conceptual explanatory diagram of operation sequence data stored in the operation sequence data table 231.
  • the operation sequence data defines which neck button is turned on at which timing. Further, the operation sequence data defines at which timing the “Wailing” operation is performed. Furthermore, the operation sequence data defines the beginning of the bar and the timing of the game start. Specifically, the operation sequence data is associated with the “time”, “R” flag, “G” flag, “B” flag, “Wailing” flag, “bar head” flag, and “game start” flag. I remember. “Time” indicates a relative time with respect to the start of the music. Each flag indicates ON if it is “1” and OFF if it is “0”. If the flag of a certain net button is “1” at a certain time, it is the operation timing of that neck button.
  • an operation instruction is output on the game screen 223 of FIG. 6 as follows, for example.
  • the intro flows from time tO to t3, and the game starts from time t3.
  • the notch 224 of the neck button R coincides with the reference line 222.
  • the notches 224 of the neck buttons G and B coincide with the reference line 222.
  • the notch 224 and the reference line 222 are moved relative to each other, and the player is instructed about the operation timing of the neck button and picking.
  • FIG. 12 is a conceptual explanatory diagram of information stored in the change point table 232.
  • the change point table 232 stores a predetermined change point for each change pattern of the operation of the neck button. There are the following eight operation patterns for the neck buttons R, G, and B.
  • the change point table 232 stores a change point indicating the difficulty of the change pattern for every change pattern to a different operation pattern. In this example, higher change points are set for more difficult change patterns. In addition, change points are set in consideration of the direction of change. For example, the operation pattern “R” force also changes to the operation pattern “G”. The change pattern “R ⁇ G” has a change point “50”, while the opposite change pattern “G ⁇ R” has “55”. is there. This is because if the direction of change is different, the difficulty of the change pattern may change.
  • the number of operation patterns is the same as the number of combinations of one or more neck buttons that the player can operate at a time. For this reason, the number of operation patterns varies depending on the number, arrangement, and size of the neck buttons.
  • FIG. 13 is a conceptual explanatory diagram of information stored in the overall coefficient table 233.
  • the overall coefficient table 233 stores “time interval” and “coefficient” in association with each other.
  • the “time interval” is a time interval at which a change pattern occurs. (For the whole) 233
  • the “factor” is set to be larger as it is shorter.
  • the “coefficient” is stored in the feature data table and used for calculating the total change level.
  • a change pattern A from the operation pattern OPa to the operation pattern OPb is set at intervals of 0.3 seconds in certain operation sequence data.
  • the change point Pa of the change pattern A read from the change point table 232 is multiplied by a coefficient “2” corresponding to 0.3 seconds in the overall coefficient table 233.
  • the overall coefficient table 233 is not essential. It is also possible to calculate the total change level without using a coefficient. However, if the time interval at which the change pattern occurs is weighted by a coefficient, the difficulty due to the speed of change of the operation pattern can be reflected in the calculation of the overall change level. Therefore, it can be expected that the calculated total change level will be more in line with the player's feeling.
  • FIG. 14 is a conceptual explanatory diagram of information stored in the coefficient table 234 for the densest period.
  • the coefficients stored in this table are used to calculate the closest change level.
  • the close-packed period coefficient table 234 stores “time interval” and “coefficient” in association with each other in the same manner as the overall coefficient table 233.
  • the “time interval” is a time interval at which a change pattern occurs. In this example, the shorter the time interval, the larger the “coefficient”. However, the time intervals set in multiple stages are shorter than the densest period Pm. In this example, the closest period Pm is assumed to be 2 seconds.
  • the “coefficient” is used to calculate the closest density change level stored in the feature data table.
  • a change pattern A from the operation pattern OPa to the operation pattern OPb is set at intervals of 0.1 second in the densest period Pm of certain operation sequence data.
  • the change point Pa of the change pattern A read out from the change point table 232 is multiplied by a coefficient “3” corresponding to 0.1 second in the coefficient table 234 for the densest period.
  • the coefficient table 234 for the close-packed period is not essential is due to the same reason that the coefficient table 233 for the entire period is not essential.
  • the time interval at which the change pattern in the densest period Pm occurs is weighted by a coefficient, the difficulty due to the speed of change of the operation pattern in the densest period Pm can be reflected in the calculation of the closeest change level. . Therefore, it can be expected that the closest change level to be calculated will be more in line with the player's feeling.
  • the game execution means 211 downloads personal data from the center server 100 prior to the execution of the game.
  • the personal data to be downloaded includes the player's past game results, which are cumulative values for each game parameter.
  • the game execution means 211 calculates a plurality of game parameters of the player by executing the game.
  • the game execution means 211 may calculate the cumulative value of the game parameter values in each stage after the completion of the plurality of stages.
  • the change specifying means 212 is a change button for the neck button included in the operation sequence data. Extract all All the extracted change patterns are temporarily stored in the working storage area as an extraction pattern table. In addition, the change specifying unit 212 further extracts a change pattern in the densest period Pm among all the extracted change patterns.
  • FIG. 15 is a conceptual explanatory diagram of an extraction pattern table generated for each sequence ID. Although not shown, an extraction pattern table is generated for each sequence ID.
  • the extraction pattern table stores “operation pattern before change”, “operation pattern after change”, and “time interval” in association with each other. “Operation pattern before change” and “Operation pattern after change” are operated at the time t and the next time t in the operation sequence data.
  • n n + 1 is an operation pattern at time t and time t when the work patterns are different.
  • the operation pattern is represented by the on / off (R, G, B) of the neck buttons R, G, B.
  • the “time interval” is the time interval between time t and time t, that is, a change pattern is generated.
  • time t and time t itself are stored. Both times
  • the advantage is that the closest period Pm can be specified based on the extraction pattern table.
  • the extraction pattern table in FIG. 15 is generated based on the operation sequence data shown in FIG. It occurs first change pattern in the operation sequence data in FIG. 11, the operation pattern when time t 4 (1, 0, 0) from the time t5 operation pattern (0, 1, 1) is the change patterns to. Therefore, this change pattern is described in the first entry of the extraction pattern table. Thereafter, all change patterns are similarly written to the extraction pattern table based on the operation sequence data.
  • FIG. 16 shows a method for specifying the closest period Pm by the change specifying means 212.
  • the change specifying unit 212 determines a period in which the number of entries included in the predetermined time interval ⁇ m among the entries described in the extraction pattern table is the largest, that is, the most dense period Pm based on the extraction pattern table. To do.
  • the circle on the straight line in FIG. 16 is one of the operation timings before and after the change of the operation pattern, for example, the time of occurrence of the change pattern of tO force at the music start time.
  • Change identification means 212 A period in which the start time is deviated by a certain time width ATg PI, P2, ⁇ 3 ⁇ Specify entries based on time information in the extraction pattern table. In this example, time information before and after the operation pattern change is included in the extraction pattern table. For example, the entries included in each period PI, P2, ⁇ 3 ⁇ are determined based on the time information after the change. To do. Each period PI, P2, ⁇ 3... Has the same time interval ⁇ as the densest period Pm. Further, the change specifying means 212 counts the number of entries Nl, N2, ⁇ 3... In the periods ⁇ 1, ⁇ 2, ⁇ 3. The period with the largest number of entries counted in this way is determined as the closest period ⁇ m.
  • the change calculation means 213 digitizes the change level of the neck button for each operation sequence data. That is, the change calculation means 213 is based on the extraction pattern table (FIG. 15), the change point table 232, the overall coefficient table 233, and the most dense period coefficient table 234, and based on the overall change level of each operation sequence data. And calculate the closest change level. The calculated value is written in the “overall change level” and “closest change level” fields of the entry specified by the sequence ID of each operation sequence data among the entries of the feature data table 230.
  • FIG. 17 is an explanatory diagram showing a method of calculating the overall change level.
  • the straight line in the figure is the time axis with the starting point of the music as to. Circles on the time axis indicate operation timings with different operation patterns at adjacent operation timings.
  • each change pattern occurs in the order of change patterns A ⁇ B ⁇ C ⁇ A ⁇ D ⁇ E ⁇ A ⁇ B.
  • the time interval of the first change pattern A is ⁇ 1, and its change point is Pa.
  • the time interval of the next change pattern B is ⁇ 2, and the change point is Pb.
  • the change calculation means 213 calculates the overall change level based on the following equation based on the time interval and change point of each change pattern and the coefficients in the overall coefficient table 233.
  • the change calculation means 213 reads the change point of each change pattern included in the extraction pattern table from the change point table 232. Further, the change calculation means 213 reads a coefficient corresponding to the time interval of each change pattern included in the extraction pattern table from the overall coefficient table 233. The change calculation means 213 calculates a value obtained by multiplying the read change point and the coefficient for each change pattern, and calculates the sum of the calculated values. As a result, it is possible to calculate the total change level weighted according to the time interval of the change pattern to the change point of the change pattern included in each operation sequence data. Weighting by time interval is not necessarily required, but usually the difficulty felt by the player varies depending on the time interval even with the same change pattern. Therefore, if the overall change level is weighted according to the time interval, it can be expected that the calculation result will be closer to the difficulty of changing the operation pattern felt by the player.
  • the change calculation means 213 calculates the closest change level in the same manner as the calculation of the overall change level. That is, the change calculation means 213 reads out the change points of each change pattern that occur in the densest period from the change point table 232. Further, the change calculation means 213 reads out the coefficient corresponding to the time interval of each change pattern included in the extraction pattern table from the coefficient table 234 for the closest density period. The change calculation means 213 calculates a value obtained by multiplying the read change point and the coefficient of the change point for each change pattern, and calculates the sum of the calculated values. As a result, it is possible to calculate the density change level weighted according to the time interval of the change pattern to the change point of the change pattern included in the density period Pm.
  • weighting by the time interval is not essential, but if the weighting is performed, it can be expected that the calculation result will be closer to the difficulty of changing the operation pattern felt by the player.
  • the change display means 214 displays the overall change level and the closest change level calculated by the change calculation means 213 on the monitor 206 in association with the operation sequence data.
  • Display form May be a display of the value itself, or a value obtained by normalizing the calculated value and converting it within a predetermined range. Further, the level itself within a predetermined range may be displayed as a chart, for example, a chart or various graphs without displaying the value itself.
  • 18 to 22 show display examples of the overall change level and the closest change level.
  • “total change level”, “closest change level”, “total number of times”, “closest number of times”, “rhythm pattern change” and A feature chart CH is displayed based on “Wailing”.
  • the feature chart CH displays the feature data of the operation sequence data corresponding to the song and level currently selected on the song selection screen.
  • FIG. 18 shows a characteristic chart CH of level “: BASK”
  • FIG. 19 shows a level “ADVANCED”
  • FIG. 20 shows a level “EXT REME”.
  • 18, 19, and 20 show that even if the operation sequence data for the same music “White tornadoj” has different levels, the characteristic data, especially the overall change level and the closest change level, are different.
  • FIG. 21 shows the characteristic chart CH of the music “DAY DREAM”
  • FIG. 22 shows the characteristic chart CH of the music “Contcertino in Blue”.
  • FIGS. 21 and 22 show that even if the operation sequence data is for the same level “BASIC”, if the music is different, the characteristic data, especially the overall change level and the closest change level, are different.
  • the difficulty level means 215 calculates a game difficulty value based on each operation sequence data based on the values of the overall change level and the closest change level calculated by the change calculation means 213, and associates them with the sequence ID.
  • the difficulty level means 215 may read the difficulty level value of the operation sequence data corresponding to the music and level selected on the music selection screen from the feature data table 230 and display it on the monitor 206 during the game.
  • . 18 to 22 show examples in which difficulty level values are displayed for each operation sequence data. In the level window LW of each figure, the difficulty value of the operation sequence data for each level is displayed in association with the levels “: BASK”, “A DVANCED”, and “EXTREME”.
  • the difficulty value calculation method is based on the overall change level and the most dense change level! Come on! If you speak Yes. For example, the sum of the overall change level and the closest change level may be used as the difficulty value, or the sum of the weighted values obtained by multiplying both by the coefficient may be used as the difficulty value.
  • the difficulty level By calculating the difficulty level based on both the global change level and the dense change level, the difficulty of changing the operation pattern can be reflected in the difficulty level based on a certain standard. The degree of difficulty required in this way is improved in reliability because the calculation standard is constant.
  • FIG. 23 is a flowchart showing an example of the flow of main processing performed by the game terminal device 200. When the game terminal device 200 is powered on, the following processing is started.
  • Steps 31-32 Ji? 11201 waits for a game execution instruction while displaying the demo screen (Sl). For example, when a coin is inserted and a magnetic card is inserted into the card reader / writer 212 (S2), the process proceeds to step S3.
  • Step S3 The CPU 201 acquires the card ID read by the card reader / writer 212.
  • Step S4 The CPU 201 transmits the read card ID to the center server 100, and downloads personal data corresponding to the force ID.
  • the downloaded personal data includes authentication information.
  • the CPU 201 requests the player to input authentication information such as a password.
  • the CPU 201 confirms whether or not the player himself / herself is associated with the card ID by comparing the input authentication information with the authentication information included in the personal data.
  • Steps S5 to S6 The CPU 201 displays a song selection screen and accepts selection of any song and level.
  • the level and the difficulty value of the operation sequence data of each level and the feature chart CH of each operation sequence data are displayed for each song name. Are displayed in association with each other.
  • Steps S7 to S8 The CPU 201 executes the game based on the selected operation sequence data until the game ends, and calculates the game parameters of the player.
  • Step S9 The CPU 201 displays a result screen.
  • the result screen displays the values of the game parameters calculated by running the game.
  • Step S10 The CPU 201 inquires of the player whether or not to continue the game. If the game is continued, the process returns to Step S5, and again accepts selection of music and level, that is, selection of operation sequence data. . If not, return to step S1 to display the demo screen.
  • the change level that is at least a part of the characteristics of the operation sequence data is displayed. Since the change level is calculated according to a certain standard as described above, the reliability of the displayed feature data can be improved by displaying the change level.
  • FIG. 24 is a flowchart showing an example of the flow of feature data generation processing performed by the game terminal device 200.
  • This process is preferably executed according to a special command or the like input by the producer before the game terminal device 200 is shipped. This process is basically executed only once. Before the execution of this process, the entire change level, the closest change level, and the difficulty value of the feature data table 230 are not yet stored.
  • Step S21 The CPU 201 reads one sequence ID in the feature data table 230.
  • Step S22 The CPU 201 executes a change pattern specifying subroutine based on the operation sequence data corresponding to the sequence ID read in step S21. As a result, an extraction data table in which the change pattern is written is generated. Details of each processing will be described later with reference to FIG.
  • Step S23 The CPU 201 executes a change level calculation subroutine based on the extracted data table. As a result, the overall change level indicating the characteristics of the operation sequence data is displayed. The value of the bell and the closest change level is written in the feature data table in association with the sequence ID read in step S21. Details of each processing will be described later with reference to FIG.
  • Step S24 The CPU 201 determines whether or not processing has been performed for all sequence IDs, and ends the processing when determining “Yes”. If "No" is determined, the process returns to step S21 again, and the above process is repeated for the next sequence ID.
  • the overall change level, the most dense change level, and the difficulty level value are calculated based on certain criteria and written to the feature data table 230. Therefore, the difficulty of changing the neck button of the operation sequence data that has not been numerically input so far can be numerically displayed and displayed as a feature of the operation sequence data.
  • the displayed overall change level is the closest change level, and the difficulty value is calculated according to a certain standard, so the reliability of these values is improved. In addition, since the reliability of these numerical values is improved for the player, it becomes easier to select operation sequence data suitable for his skill and preference.
  • FIG. 25 is a flowchart showing an exemplary flow of a change pattern specifying subroutine performed by the game terminal device 200. This process is executed in step S22 of the feature data generation process. By executing this processing, the extracted pattern table is generated in the working memory area such as the RAM 202 illustrated in FIG.
  • Step S221 The CPU 201 reads the first two entries by referring to the operation sequence data table 231 corresponding to the sequence ID read in step S21. Taking the operation sequence data table 231 shown in FIG. 11 as an example, the entries at time tO and tl are read. In addition, the CPU 201 generates a storage area for the extraction pattern table in the working memory area.
  • Step S222 The CPU 201 sets the entry at time tO as the current entry and the entry at time tl as the next entry.
  • Step S223 The CPU 201 determines whether or not the values of the R, G, and B flags all match between the current entry and the next entry. If all match, the operation pattern indicated by the current entry and the next entry match, so the operation pattern of the neck button has changed. It has not occurred. In this case, the process proceeds to step S227 described later. When the current entry and the next entry have different values for at least one of the R, G, and B flags, the operation pattern indicated by the current entry and the next entry is different. In this case, the process proceeds to step S224.
  • Step S224 The CPU 201 extracts the values of the R, G, and B flags from the data stored in the current entry and the next entry, and writes them in the extraction pattern table.
  • Step S225 The CPU 201 reads the time included in the current entry and the next entry, and writes each time in the extraction pattern table in association with the data written in step S224.
  • Step S226 The CPU 201 determines whether or not the power has been read up to the last entry in the operation sequence data table 231, and if it has read up to the last entry, returns to the feature data generation process. If the last entry has not been read, go to step S227
  • Step S227 The CPU 201 sets the next entry as the current entry (current entry next entry). Further, the CPU 201 reads the next entry from the operation sequence data table 231 and sets it as the next entry. Thereafter, the process returns to step S223, and the occurrence of the change pattern is searched again by comparing the current entry with the next entry, and the process of writing the generated change pattern in the extraction pattern table is repeated.
  • FIG. 26 is a flowchart showing an exemplary flow of a change level calculation subroutine performed by the game terminal device 200. This process is executed in step S23 of the feature data generation process.
  • Step S231 The CPU 201 searches for the closest period Pm based on the extracted data table generated in step S22.
  • Step S232 The CPU 201 refers to the change point table 232 and determines a change point of each change pattern written in the extraction pattern table.
  • Step S233 The CPU 201 refers to the overall coefficient table 233 and determines a coefficient corresponding to the time interval of each change pattern written in the extracted pattern table.
  • Step S234 The CPU 201 refers to the most dense period table 234 and determines a coefficient corresponding to the time interval of each change pattern in the most dense period Pm among the change patterns written in the extracted pattern table.
  • Step S235 The CPU 201 calculates the overall change level based on the change point obtained in step S232 and the coefficient corresponding to the time interval obtained in step S233.
  • the CPU 201 calculates the most dense change level based on the change point obtained in step S232 and the coefficient corresponding to the time interval in the most dense period Pm obtained in step S234. Further, the CPU 201 writes the calculated overall change level and the closest change level in the feature data table 230 in association with the sequence ID specified in step S21.
  • Step S236 The CPU 201 calculates a difficulty value based on the overall change level and the closest change level calculated in step S235.
  • the calculated difficulty value is written in the feature data table 230 in association with the sequence ID specified in step S21.
  • the overall change level and the closest change level included in the feature data are calculated based on a certain standard and written to the feature data table.
  • the difficulty level is calculated based on the overall change level and the closest change level calculated according to a certain standard.
  • the difficulty of each change pattern of the neck buttons R, G, B is represented by a change point, and this is stored in association with the change pattern.
  • the change level of the operation pattern of the neck button in the operation sequence data is numerically entered.
  • the digitized operation pattern change level is displayed on the song selection screen as a feature of each operation sequence data. Since it is possible to give an absolute index indicating the characteristics of the operation sequence data, the player can trust the displayed index and suit his skill and preference. It becomes easy to select the operation sequence data.
  • the standard of the difficulty value becomes constant, and the absolute value for the player to select music It becomes one of the typical indicators.
  • the overall coefficient table 233 and the closest period coefficient table 234 store the coefficients set by the producer in advance in association with the time intervals.
  • the coefficients may be obtained by calculation without using these coefficient tables 233 and 234.
  • the reciprocal of the time interval at which each change pattern occurs can be used as the coefficient.
  • a program for executing the above method on a computer and a computer-readable recording medium recording the program are included in the scope of the present invention.
  • the program may be downloadable.
  • the recording medium include a flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, magneto-optical disk (MO), and the like that can be read and written by a computer.
  • the music game data calculation device may not be integrated with the game terminal device 200.
  • a computer connected to the center server 100 via the network 300
  • Any one of the terminals 160 can also function as a data arithmetic device for music games.
  • the change specifying means 212, the change calculation means 213, the calculation function of the difficulty level means 215, the change point table 232, the overall coefficient table 233, and the coefficient table for the closest period 234 is provided in the computer terminal 160.
  • the overall change level, the most dense change level, and the difficulty value are calculated for each set of operation sequence data.
  • These calculated values are uploaded from the computer terminal 160 to the center server 100 and distributed from the center server 100 to the game terminal device 200 which is a music game device.
  • Each game terminal device 200 stores the received value in the feature data table 230, and can display the above-described feature chart CH based on this value.
  • the present invention can be applied to any game that outputs instructions according to music, for example, a music game that operates a drum or a drum 'keyboard, and a dance game that dances by stepping on the foot panel according to the music. Applicable.
  • the music game data computation device method method program according to the present invention is applicable to any game that gives instructions to the player in accordance with the music.

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PCT/JP2007/052812 2006-05-19 2007-02-16 音楽ゲーム用データ演算装置、音楽ゲーム用データ演算プログラム及び音楽ゲーム用データ演算方法 Ceased WO2007135791A1 (ja)

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CA2652364A CA2652364C (en) 2006-05-19 2007-02-16 Data computation unit for music game, data computation program for music game, and data computation method for music game
CN2007800175786A CN101460228B (zh) 2006-05-19 2007-02-16 音乐游戏用数据运算装置以及音乐游戏用数据运算方法
MX2008014519A MX2008014519A (es) 2006-05-19 2007-02-16 Unidad de calculo de datos para juego musical, programa de calculo de datos para juego musical y metodo de calculo de datos para juego musical.
EP07714342A EP2022549A4 (en) 2006-05-19 2007-02-16 DATA BOOK UNIT FOR A MUSIC GAME, DATA PROGRAM FOR A MUSIC GAME AND DATA PROCEDURE FOR A MUSIC GAME
US12/269,475 US20090104997A1 (en) 2006-05-19 2008-11-12 Data computation unit for music game, data computation program for music game, and data computation method for music game

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JP2006139864A JP4000335B1 (ja) 2006-05-19 2006-05-19 音楽ゲーム用データ演算装置、音楽ゲーム用データ演算プログラム及び音楽ゲーム用データ演算方法
JP2006-139864 2006-05-19

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CA2652364C (en) 2012-08-28
MX2008014519A (es) 2008-11-27
US20090104997A1 (en) 2009-04-23
JP2007307189A (ja) 2007-11-29
KR101075370B1 (ko) 2011-10-24
CA2652364A1 (en) 2007-11-29
CN101460228A (zh) 2009-06-17
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