WO2009081921A1 - ゲームシステムおよびコンピュータプログラム - Google Patents
ゲームシステムおよびコンピュータプログラム Download PDFInfo
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- WO2009081921A1 WO2009081921A1 PCT/JP2008/073378 JP2008073378W WO2009081921A1 WO 2009081921 A1 WO2009081921 A1 WO 2009081921A1 JP 2008073378 W JP2008073378 W JP 2008073378W WO 2009081921 A1 WO2009081921 A1 WO 2009081921A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B23/00—Exercising apparatus specially adapted for particular parts of the body
- A63B23/02—Exercising apparatus specially adapted for particular parts of the body for the abdomen, the spinal column or the torso muscles related to shoulders (e.g. chest muscles)
- A63B23/0244—Exercising apparatus specially adapted for particular parts of the body for the abdomen, the spinal column or the torso muscles related to shoulders (e.g. chest muscles) with signalling or indicating means, e.g. of incorrect posture, for deep-breathing exercises
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0003—Analysing the course of a movement or motion sequences during an exercise or trainings sequence, e.g. swing for golf or tennis
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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 using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling 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 using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0003—Analysing the course of a movement or motion sequences during an exercise or trainings sequence, e.g. swing for golf or tennis
- A63B24/0006—Computerised comparison for qualitative assessment of motion sequences or the course of a movement
- A63B2024/0012—Comparing movements or motion sequences with a registered reference
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0622—Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
- A63B2071/0625—Emitting sound, noise or music
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B2071/0647—Visualisation of executed movements
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2244/00—Sports without balls
- A63B2244/22—Dancing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0622—Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0686—Timers, rhythm indicators or pacing apparatus using electric or electronic means
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
- A63F2300/207—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for accessing game resources from local storage, e.g. streaming content from DVD
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/632—Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a game system for a computer game and a computer program.
- a music game in which a musical sound is reproduced and an image instructing an action is displayed in play, and a result of the play is determined based on a degree of adaptation of the player's movement to the above action.
- One type of music game is a dance game in which the commanded action is dance.
- Japanese Patent No. 3261110 discloses a game system for a dance game. In this game system, a dance game player can edit a dance (step) instructed.
- Japanese Patent No. 3869175 another connected music suitable for maintaining the player's tension is output in a period that is not suitable as game music such as a start part or an end part of the music.
- a game system for a dance game that allows a user to continue playing a plurality of songs while maintaining a sense of tension.
- the tone of the song fades out and the tone of the connected song is output, and at the beginning of the next song, the tone of the song is put on the tone of the connected song. Fade in.
- a medley in which a plurality of songs are connected can be reproduced.
- the medley played by this game system is a combination of a plurality of songs randomly selected by the processor, and is not a combination of any part of any song over a plurality of songs. That is, in this game system, an arbitrary medley cannot be reproduced.
- a connection music is needed between music.
- the present invention has been made in view of the above-described circumstances, and provides a game system and a computer program for a music game that can reproduce an arbitrary medley without requiring a connection song. It is said.
- the “game” is an activity having some rules related to the result of play (game play), such as a music game or a puzzle.
- “Play” for a game refers to a single action in which a player executes a game. Accordingly, for a single game, a plurality of plays may be repeated by the same player, or a plurality of plays may be performed by a plurality of players at the same time.
- a person who can play is called a “player” of the play or game. Therefore, even if the game has not been played at present or in the past, a person who may potentially play is sometimes called a player.
- a player who actually executes or has executed a game is referred to as a “participant player”.
- the “result” is an evaluation that the participating player wants to obtain.
- the results of play include wins and losses, rankings, and scores.
- a computer game is a game in which game play is realized using a computer.
- a computer used to realize play of a computer game is called a “game terminal”.
- a game terminal having a user interface for operation by a player of the computer game is called a “game terminal”.
- a system having the game terminal is referred to as a “game system”.
- Computer or “computer system” refers to a memory that holds data and a processor that executes a computer program or a part or all of a computer program element held in the memory among devices that process data. It is what has.
- Data represents information in a form that can be recognized by a machine such as a computer. Examples of data include data that electrically represents information, data that magnetically represents information, and data that optically represents information.
- Information is a processing target that can be expressed by data.
- a “memory” is a device that holds written data in a readable manner. Examples of the memory include a semiconductor memory, a magnetic memory, and an optical memory.
- the “computer program” or “computer program element” indicates a processing procedure in a collection of data representing instructions.
- Computer programs or computer program elements include programs that, when executed on a computer, cause a processor to execute computer game procedures.
- a “processor” is a device that executes a program by performing a process of executing an instruction represented by data in the program according to a procedure shown in a computer program that is a collection of data representing the instruction. It is. Examples of the processor include a single CPU (Central Processing Unit) and a collection of a plurality of CPUs.
- CPU Central Processing Unit
- Some computers or computer systems have an external interface.
- Examples of the interface with the outside include an input interface that receives input of information or data from the outside, and an output unit that outputs information or data to the outside.
- Examples of input interfaces include sensors, buttons, and keyboards.
- “Output” of information refers to expressing information represented by data in a form that can be perceived by humans. Forms that can be perceived by humans include light, sound, and vibration. Examples of outputting information in the form of light include image display and light source blinking. Examples of information output in the form of sound include sound emission by a speaker and driving of a sound generation mechanism by a solenoid (for example, ringing of a bell). An example of outputting information in the form of vibration is oscillation of a vibrator.
- the present invention relates to a game system for a music game in which a musical sound is reproduced in play and an image instructing an action is displayed, and a result of the play is determined based on a degree of adaptation of the player's movement to the action instructed in the image.
- the operation unit operated by the player, the musical sound data indicating the musical sound over the entire length of the music, and the operation data indicating the motion to be indicated by the image over the entire length of the music are stored for each of the plurality of music
- a medley data storage unit for storing medley data indicating an order designated using the operation unit for the at least two partial data
- a temporary storage unit for temporarily storing the musical sound data and the operation data
- a load unit that performs a load process of reading out the musical sound data and the operation data related to at least two specified periods indicated by the at least two partial data indicated by the medley data from the individual data storage unit and storing them in the temporary storage unit And by performing a progress process for
- an arbitrary medley designated by the player can be reproduced without requiring a connection song between the songs in the music game play.
- the data amount can be reduced as compared with a mode in which musical tone data for medley is separately prepared.
- the musical sound is cross-faded between the two designated periods that are immediately before and after the connection period, so that it is possible to reduce a sense of discomfort given to the player.
- the temporary storage unit stores connection period operation data indicating an operation to be instructed by the image during the connection period, and the progression unit performs the connection period operation in the connection period. Data may be used. Thereby, it is possible to display an image indicating the action during the connection period, and the player can receive an instruction regarding the action even during the connection period.
- the operation data related to the specified period also serves as the connection period operation data
- the operation data represents a period, and among the operation data stored in the temporary storage unit, the previous specified period
- an operation changing unit may be provided that changes the last period of the designated period so as to represent the period up to the end time of the connection period.
- the operation data is processed so that an image instructing the operation is displayed even during the connection period. Therefore, as compared with the case where the processing is not performed, the player does not need to suddenly stop the operation when entering the connection period, and thus can smoothly shift to the operation of the next designated period. Also, the uncomfortable feeling given to the player can be further reduced.
- the load unit performs the load process related to the operation data by reading the operation data related to at least two extended periods each including the at least two specified periods, and the progression unit includes the
- the operation data for the connection period is generated based on the operation data related to the connection period among the operation data related to the two extension periods each including two specified periods sandwiching the connection period, and the connection period includes the connection period.
- Operation data may be used. According to this aspect, it is possible to display an image instructing an operation suitable for a musical sound even during the crossfade period.
- the progression unit may further fade a musical tone related to the extension period including the head specified period in the head period immediately before the head specified period in the order.
- the advancing unit further fades out the musical sound related to the extended period including the specified end period in the end period immediately after the specified end period in the order. You may do it. According to these aspects, the uncomfortable feeling given to the player can be further reduced.
- the sound source includes a plurality of channels
- the progression unit uses two of the plurality of channels, and uses the music data between the two channels to generate a musical sound.
- the channel for reproducing the image may be switched alternately every expansion period. According to this aspect, even if there are two sound source channels, crossfading can be realized.
- the load unit performs the load process by sequentially reading out the musical sound data related to the at least two specified periods from the individual data storage unit for each specified period, and the progress unit May be configured to start the progress process after the musical sound data relating to a predetermined number of designated periods is stored in the temporary storage unit. According to this aspect, even when the access speed to the individual data storage unit is relatively slow, play is not easily interrupted.
- the present invention is also a computer program executed by a processor of a game system, wherein the game system displays an image instructing an operation while playing a musical sound during play, and the result of the play is displayed in the image.
- a game system for a music game that is determined based on a degree of adaptation of a player's movement to an instructed action, the operation unit operated by the player, musical sound data indicating a musical sound over the entire length of a song, and the entire length of the musical piece
- An operation data indicating an operation is stored for each of a plurality of songs, an individual data storage unit, and for each of at least two of the plurality of songs, a specified period specified using the operation unit of the period
- a medley data storage unit for storing medley data indicating at least two partial data of the data and indicating an order of the at least two partial data; and a temporary storage unit for temporarily storing the musical sound data and the operation data.
- the computer program reads the musical sound data and the operation data related to at least two specified periods indicated by the at least two partial data indicated by the medley data from the individual data storage unit to the processor. By performing the load using the load process stored in the temporary storage unit and the musical sound data and the motion data stored in the temporary storage unit exclusively in the order for each specified period, the play is advanced.
- the progress process that connects and plays the musical sounds of the specified period the musical sound data is loaded by reading out the musical sound data relating to at least two extended periods each including the at least two specified periods, and in the proceeding process, the musical sound data is stored in the temporary storage unit. While the musical sound data and the motion data are used for each designated period in the order indicated by the medley data so that a connection period of a predetermined length is interposed between the designated periods, In the connection period, a computer program that fades out a musical sound related to an extended period including a previous specified period and fades in a musical sound related to an extended period including a subsequent specified period, out of two specified periods sandwiching the connection period ( Or computer program product) or recorded this program A computer-readable recording medium is provided.
- an arbitrary medley designated by the player can be reproduced without requiring a connected music in playing a music game. Further, according to this computer program, the amount of data can be reduced as compared with a mode in which musical tone data for medley is separately prepared. Furthermore, when the medley is played back, the musical sound is cross-faded between the two designated periods that are immediately before and after the connection period, so that it is possible to reduce a sense of discomfort given to the player.
- the present invention can also be understood as a program product having a medium that stores data that is loaded into a computer and becomes the computer program.
- the computer program or the computer program element in the present invention can be executed on a computer or a computer system, and when executed on the computer or the computer system, causes the computer or the processor of the computer system to execute the processing according to the present invention. It is possible to make a general-purpose computer or computer system function as the computer or computer system according to the present invention.
- Such a computer program or computer program element may be stored in a recording medium such as a CD-ROM or a diskette in which data (that is, a computer program) that can be loaded into a memory of a computer or a computer system is stored and distributed.
- the data carrier includes a recording medium storing the computer program according to the present invention, and may be a data connection or a transmission medium for transmitting a signal indicating the computer program according to the present invention,
- a recording medium storing the computer program according to the present invention
- it includes a telecommunication line such as a telephone line, a wireless communication line, and the Internet.
- an arbitrary medley can be reproduced without requiring a connecting song between songs when playing a music game. Further, according to the present invention, it is possible to reduce the data amount as compared with a mode in which musical tone data for medley is separately prepared.
- FIG. 1 is a block diagram showing a configuration of a game system 1 according to an embodiment of the present invention. Only the main configuration is shown in this figure.
- the game system 1 is a game system for a specific game.
- the specific game is a kind of computer game, and is a dance game (music game) in which the result of play is determined based on the degree of adaptability of the player's movement (dance) to the action determined by the standard dance.
- the standard dance is a dance that can be a standard in the calculation of the fitness.
- the musical sound is reproduced in the play and an image instructing the reference dance (an image instructing the operation) is displayed.
- the player can select and play either individual dance or medley dance as the standard dance.
- the individual dance is a dance that dances in accordance with a preset dance song prepared in advance
- the medley dance is a dance that dances in accordance with a medley song that the player instructs to generate based on the preset dance song.
- the game system 1 includes a consumer game machine 2, a television 3, and a dedicated operation unit 4.
- the home game machine 2 is a game device for a specific game, and includes a main body 21 and a general-purpose operation unit (operation unit) 22.
- the general-purpose operation unit 22, the television 3, and the dedicated operation unit 4 are each connected to the main body 21.
- the general-purpose operation unit 22 is operated by a player of a specific game, includes a plurality of operation buttons, and outputs operation data specific to the pressed button.
- the operation data output from the general-purpose operation unit 22 is supplied to the main body 2.
- the television 3 includes a screen 31 on which an image is displayed and a plurality of speakers 32 that output sound.
- image data representing an image is supplied from the main body 21
- the image represented by the image data is displayed on the screen 31.
- the sound data is displayed and the sound data representing the sound is supplied from the main body 21, the sound represented by the sound data is output from the speaker 32. That is, the television 3 functions as an image output unit that receives image data and outputs the image represented by the image data to the outside, and the sound that is received by the sound data and indicated by the sound data as an audio output unit.
- the dedicated operation unit 4 has a sheet shape, is laid on the floor, and is stepped on by a player of the specific game.
- the player of the specific game steps the foot forward from the home position HP.
- a front step part F that is stepped on, a rear step part B that is stepped on by stepping backward, a left step part L that is stepped on by stepping left, and a right step part R that is stepped on by stepping right Outputs operation data specific to the tread.
- the operation data output from the dedicated operation unit 4 is supplied to the main body 2.
- FIG. 2 and FIG. 3 are diagrams showing examples of images indicating the standard dance displayed on the screen 31, respectively. These images are images displayed on the screen 31 in one play of the specific game, and the image of FIG. 3 is displayed on the screen 31 after the image of FIG. 2 is displayed. As is clear from these figures, in one play of a specific game, the step 31 indicating marks P1, P2,... The depressed tread period instruction marks T1 to T4 are displayed.
- the tread period instruction marks T1, T2, T3, and T4 indicate the period during which the left step portion L, the rear step portion B, the front step portion F, and the right step portion R should be stepped.
- Each of the stepping instruction marks P1, P2,... Indicates any one of the front stepping part F, the rear stepping part B, the left stepping part L, and the right stepping part R as a stepping part to be stepped on.
- Each step part instruction mark overlaps the step period instruction mark in a period when the step part indicated by the mark should be stepped on when moving upward on the screen 31.
- FIG. 3 shows a state where the tread instruction mark P2 and the period instruction mark T2 overlap each other, and the period in this state is the timing at which the tread instruction mark P2 should be stepped on.
- the player stands on the dedicated operation unit 4 and looks at the image displayed on the screen 31 and steps on the step unit indicated by the image at the timing indicated by the image. To dance. At this time, operation data representing this dance is output from the dedicated operation unit 4. That is, the dedicated operation unit 4 functions as a dance detection unit that detects a player's dance.
- FIG. 4 is a block diagram showing an electrical configuration of the home game machine 2.
- the home game machine 2 is a computer, and a main body 21 includes a DVD-ROM (Read Only Memory) drive 23, a reader / writer 24, a RAM (Random Access Memory (partial data storage unit, medley data storage unit, temporary storage). A storage unit) 25), a ROM (Read Only Memory) 26, and a processor (progression unit) 27.
- the DVD-ROM drive 23 reads and outputs data from the set DVD-ROM (individual data storage unit) 231.
- the DVD-ROM 231 stores a specific game program 5 and default data 6 described later as data.
- An arbitrary nonvolatile memory can be used in place of the DVD-ROM drive 23 and the DVD-ROM 231.
- the reader / writer 24 reads and outputs data from the set memory card 241 and writes data to the set memory card 241.
- the memory card 241 has a nonvolatile memory and serves as a recording destination for partial dance data (partial data) and medley dance data (medley data), which will be described later. Instead of the reader / writer 24 and the memory card 241, any rewritable nonvolatile memory can be adopted.
- the RAM 25 is loaded with the program 5 and default data 6 recorded on the DVD-ROM 231 and the partial dance data and medley dance data recorded on the memory card 241. Instead of the RAM 25, any rewritable memory can be adopted.
- the ROM 26 stores an IPL (Initial Program Loader) and an operating system.
- IPL Initial Program Loader
- the processor 27 reads and executes the IPL from the ROM 26, thereby reading and executing the operating system from the ROM 26, thereby loading and executing the program 5, thereby A game process to be described in detail later is performed.
- the processor 27 executing the operating system also functions as a sound source that outputs acoustic data. This sound source has first and second channels, and for each channel, it is possible to generate musical data by inputting musical sound data indicating musical sounds, and to apply instructed effects (fade in, fade out, etc.). .
- the processor 27 executing the program 5 receives the operation data output from the general-purpose operation unit 22 and the dedicated operation unit 4 and reads the data from the DVD-ROM 231 (data from the DVD-ROM 231 to the DVD-ROM drive 23).
- a process of reading and receiving data output from the DVD-ROM drive 23) a process of reading data from the memory card 241 (reading the reader / writer 24 from the memory card 241 and outputting the data from the reader / writer 24) Processing to receive data), processing to read data from the RAM 25, processing to write data to the memory card 241 (processing to supply data to the reader / writer 24 and write this data to the memory card 241), and write data to the RAM 25
- FIG. 5 is a diagram showing a configuration of the default data 6.
- the predetermined data 6 is data prepared in advance for use in a specific game, and includes a plurality of song data 61, a plurality of step notes data 62, and a plurality of individual dance data 63.
- the song data 61 includes song identification data for identifying a song and musical tone data indicating musical sounds of the full length of the song. This musical sound data may be data generated by sampling or other data.
- the information represented by the song identification data may be a name, a number, or other information, but is preferably information that allows a person to easily specify the content of the song.
- the footstep data 62 includes footstep identification data for identifying footsteps and step sequence data representing a series of steps included in one song. , Including a plurality of step data respectively corresponding to individual steps of the series of steps, each step data including, for each step, tread data indicating a tread and a period of time during which the tread is to be stepped in 4096-note units. And tread period data expressed in beat positions.
- the period represented by the tread period data is represented as a relative period based on the head of the footstep represented by the footstep data 62 including this data.
- the information represented by the footstep identification data may be a name, a number, or other information, but is preferably information that allows a person to easily specify the content of the footsteps.
- Individual dance data (individual data) 63 is a kind of standard dance data representing a standard dance, and represents an individual dance composed of one song and one footstep. As shown in FIG. 8, the individual dance data 63 includes individual dance identification data, song identification data, and footstep identification data for identifying individual dances, and associates one song with one footstep. The beginning and end of this footstep are aligned with the beginning and end of this song.
- the individual dance identification data is also reference dance identification data for identifying a reference dance.
- Partial Dance Data is data representing a partial dance.
- a partial dance is a part of an individual dance, occupies one specified period, and is composed of a part of a song related to this individual dance and a part of a footstep.
- the designated period is a period designated by the player in the total length of the song.
- Partial dance data representing one partial dance includes partial dance identification data for identifying this partial dance, individual dance identification data for identifying individual dances including this partial dance, start time of a specified period occupied by this partial dance, and It includes start time data and end time data representing the end time in beat positions in units of 64th notes. These times are relative times based on the head of the individual dance including this partial dance.
- FIG. 10 is a diagram showing the structure of medley dance data.
- Medley dance data is a type of standard dance data representing a standard dance, and represents a medley dance in which a plurality of partial dances designated by the player are connected.
- the medley dance data includes medley dance identification data for identifying a medley dance, a plurality of partial dances included in the medley dance, a plurality of partial dance identification data indicating the order of these partial dances, Option data.
- Medley dance identification data is also reference dance identification data.
- the information represented by individual dance identification data, partial dance identification data, and medley dance identification data may be a name, number, or other information. It is preferable that the information is easy to specify.
- FIG. 11 is a flowchart showing the flow of game processing.
- the processor 27 first loads all the individual dance data 63 (S1).
- the processor 27 determines whether or not to load from the memory card 241 (S2). This determination result is “YES” only when the memory card 241 on which data is recorded is set in the reader / writer 24.
- step S2 If the determination result in step S2 is “YES”, the processor 27 loads all data from the memory card 241 (S3). When this loading is completed or the determination result in step S2 is “NO”, the processor 27 causes the player to select one from a plurality of processes (S4). Specifically, data representing an image for selecting one of the plurality of processes is output to the television 3 to display the image on the screen 31, and the operation data output from the general-purpose operation unit 22 And the selected process is specified based on the received operation data. Next, the processor 27 executes the selected process (S5). Thereafter, the process returns to step S3.
- the plurality of processes to be selected in step S4 include a partial dance creating process for causing the player to create a partial dance, a medley dance creating process for causing the player to create a medley dance, and a recording process for recording the partial dance and the medley dance. And a play realization process for realizing the play of the specific game.
- FIG. 12 is a flowchart showing the flow of partial dance creation processing.
- the processor 27 first causes the player to select one individual dance including the partial dance to be created by the player from a plurality of individual dances (S51). Specifically, data representing an image for allowing the player to select one of a plurality of individual dances is output to the television 3 to display the image on the screen 31, and the operation output from the general-purpose operation unit 22. The data is received, and the individual dance data 63 representing the selected individual dance is specified based on the received operation data.
- the processor 27 loads the footstep data 62 related to the selected individual dance (S52).
- the processor 27 causes the player to designate one designated period in this individual dance (S53). Specifically, as shown in FIG. 13, data representing the footstep image G1 constituting this individual dance is generated, and the following first to first times are determined until the start time and end time are determined in this individual dance. A fourth process is performed.
- the first process is a process of receiving operation data output from the general-purpose operation unit 22.
- the second process is a process of changing two times in the footsteps constituting the selected individual dance based on the received operation data.
- the third process uses a process for generating data representing an image G2 indicating a section from the earlier time to the later time of the two times, and data representing the image G1 and the image G2.
- image data representing a portion G3 corresponding to the received operation data is generated from the combined image of the image G1 and the image G2, and this image data is output to the television 3.
- the fourth process is a process of determining the earlier time (for example, 8192) as the start time and the later time (for example, 20480) as the end time based on the received operation data.
- the processor 27 generates partial dance data representing a partial dance that occupies a specified period in the selected individual dance, and writes it into the RAM 25 (S54).
- the partial dance data represents partial dance identification data for identifying a partial dance represented by the partial dance data, individual dance identification data related to the selected individual dance, and a determined start time. It includes start time data and end time data representing the determined end time. Note that the information represented by the partial dance identification data may be determined by the processor 27 or may be input by a person.
- the processor 27 determines whether or not the player completes the partial dance creation process (S55). Specifically, data representing an image for allowing the player to select whether or not to end the partial dance creation process (for example, an image in which a button indicating continuation and a button indicating ending are arranged) is output to the television 3. Then, the image is displayed on the screen 31, and the operation data output from the general-purpose operation unit 22 is received. Based on the received operation data, it is determined whether or not to end the partial dance creation process. If this determination result is "NO”, the process returns to step S51, and if "YES", the partial dance creation process ends.
- data representing an image for allowing the player to select whether or not to end the partial dance creation process for example, an image in which a button indicating continuation and a button indicating ending are arranged
- FIG. 14 is a flowchart showing the flow of the medley dance creation process.
- the processor 27 first causes the player to select a plurality of partial dances from the created partial dances, and to specify the order of the plurality of partial dances (S61). Specifically, data representing an image for allowing the player to select a plurality of partial dances from the partial dances represented by the partial dance data stored in the RAM 25 is output to the television 3 and displayed on the screen 31.
- the operation data output from the general-purpose operation unit 22 is received, and based on the received operation data, a plurality of partial dance data respectively representing the selected plurality of partial dances and their order are specified.
- the processor 27 causes the player to specify an option of how to connect adjacent partial dances (S62).
- Options that can be specified include a first option that directly connects adjacent partial dances, a second option that connects sounds by crossfading without changing the content of footsteps, and a sound that changes the content of footsteps.
- the processor 27 specifically specifies one option selected from these first to third options.
- the processor 27 generates medley dance data representing the medley dance in which the selected plurality of partial dances are connected in the designated order and options, and writes the medley dance data in the RAM 25 (S63).
- the medley dance data includes medley dance identification data for identifying the medley dance data, a plurality of partial dance identification data for a plurality of selected partial dances, and an option representing a specified option. Data.
- a plurality of pieces of partial dance identification data are arranged in a designated order.
- FIG. 15 is a flowchart showing the flow of the recording process.
- the processor 27 first determines whether or not the partial dance data and the medley dance data held in the RAM 25 can be saved in the memory card (S71). This determination result is “YES” only when a memory card 241 having a sufficient free space is set in the reader / writer 24. If the determination result in step S71 is “YES”, the processor 27 saves the generated data (partial dance data and medley dance data) among the data held in the RAM 25 by writing it in the memory card 241. (S72). This writing overwrites data already recorded on the memory card 241 and appends other data.
- step S71 determines whether the determination result of step S71 is “NO”
- the processor 27 notifies the player that saving is impossible (S73). Specifically, a process of outputting data representing an image indicating that saving is impossible to the television 3 and displaying the image on the screen 31 is performed for a predetermined time. The recording process ends when step S72 or S73 ends.
- FIG. 16 is a flowchart showing the flow of the play realization process.
- the processor 27 first performs a standard dance selection process for causing the player to select a standard dance related to the play to be realized from a plurality of standard dances (S81). Specifically, the processor 27 outputs data representing an image for allowing the player to select one of a plurality of reference dances to the television 3 to display the image on the screen 31, and from the general-purpose operation unit 22. The output operation data is received, and reference dance data representing the selected reference dance is specified based on the received operation data.
- the processor 27 performs an execution process (S82).
- the content of the execution process varies depending on the type of the selected reference dance.
- the processor 27 loads musical tone data and step sequence data related to the individual dance in the execution process, and advances the play using these data.
- sound corresponding to the loaded musical sound data and the operation data output from the dedicated operation unit 4 is output from the speaker 32, while the loaded step sequence data and the operation output from the dedicated operation unit 4 are output.
- An image corresponding to the data is displayed on the screen 31.
- the processor 27 notifies the result of the finished play (S83). Specifically, the processor 27 performs processing for outputting data representing the result of the play to the television 3 and displaying the image on the screen 31 for a predetermined time. The play realization process ends when step S83 ends.
- step S82 the processor 27 first starts a load process of sequentially loading musical sound data and step data for each partial dance. As shown in FIG. 17, in the load process, the processor 27 first targets the first partial dance constituting the selected medley dance (S91). Specifically, the first partial dance identification data among the partial dance identification data included in the specified medley dance data is specified.
- the processor 27 performs a partial dance load process for loading data related to the target partial dance (S92).
- the content of the partial dance load process varies depending on the option specified for the selected medley dance (option data included in the specified medley dance data).
- this option is the first option
- the processor 27 uses the start time and end time related to the target partial dance among the musical sound data and step sequence data related to the individual dance including the target partial dance. Data of a portion occupying a fixed designated period is loaded as reproduction musical sound data and reproduction step data related to this partial dance.
- the partial dance load process in the case of the second and third options will be described later.
- the processor 27 determines whether or not the target partial dance is the second partial dance (S93). When the determination result is “NO”, the processor 27 determines whether or not the target partial dance is the last partial dance (S94). When the determination result is “NO”, the processor 27 targets the next partial dance (S95). Thereafter, the process returns to step S92. On the other hand, when the determination result of step S93 is “YES”, the processor 27 starts a progress process described later (S96). Thereafter, the process returns to step S94. The load process ends when the partial dance load process (S92) related to the last partial dance ends and the determination result in step S94 becomes "YES".
- FIG. 18 is a diagram showing an execution image of the load process in the case of the first option.
- This figure shows individual dance (A) including PA as a partial dance, individual dance (B) including PB as a partial dance, individual dance (C) including PC as a partial dance, and PA, PB, and PC as the first.
- An optional medley dance is shown. This medley dance occupies a period from t0 to t3.
- PA occupies a period from t0 to t1
- PB occupies a period from t1 to t2
- PC occupies a period from t2 to t3.
- FIG. 19 is a flowchart showing a flow of partial dance load processing in the case of the second option
- FIG. 20 is a diagram showing an execution image of partial dance load processing in the case of the second and third options.
- the processor 27 first determines whether or not the start time of the target partial dance is the head of the individual dance including this partial dance (S101). When the determination result is “YES”, the processor 27 sets the start time as the start time (L1) of the extension period (S102).
- the extension period is a period including a specified period.
- step S101 determines whether or not the start time of the target partial dance (that is, the period from the beginning of the individual dance including the partial dance to the beginning of the partial dance) is d or more. It is determined whether or not (S103). As shown in FIG. 20, d is the length of each of the start period, the end period, and the connection period (described later).
- the processor 27 sets L1 as a value obtained by subtracting d from the start time (S104).
- the processor 27 sets the top time (that is, 0) of the individual dance including this partial dance to L1 (S104).
- step S106 the processor 27 determines whether or not the end time of the target partial dance is the end of the individual dance including the partial dance.
- the processor 27 sets the end time as the end time (L2) of the extension period (S107).
- the processor 27 determines whether or not the result of subtracting the end time of the partial dance from the end time of the individual dance including the partial dance is equal to or greater than d. (S108). If the determination result is “YES”, the processor 27 sets the value obtained by adding d to the end time as L2 (S109). Conversely, if the determination result is “NO”, the processor 27 sets the time at the end of the individual dance to L2 (S110).
- step S111 the processor 27 includes step data (partial step data) of a portion occupying a specified period determined by the start time and end time of the partial dance among the step sequence data related to the individual dance including the target partial dance.
- step data for reproduction related to the partial dance is loaded and the portion of the musical sound data related to the individual dance that occupies the extended period determined by L1 and L2 is loaded as the musical sound data for reproduction related to the partial dance. .
- the processor 27 determines whether or not the loaded musical sound data for reproduction is insufficient (S112).
- the determination result is “YES” when any of the following cases 1 to 4 is satisfied.
- (Case 1) 0 ⁇ Start time of the target partial dance-L1 ⁇ d
- (Case 2) 0 ⁇ L2-End time of the target partial dance ⁇ d
- the processor 27 adds the musical sound data to the loaded reproduction musical sound data (S113). Specifically, if the case 27 corresponds to Case 1 or 3, the processor 27 sets the musical sound data indicating silence having a length of d- (target partial dance start time-L1) to the head of the loaded musical sound data for reproduction. If the case corresponds to Case 2 or 4, musical tone data indicating silence having a length of d- (L2-end time of the target partial dance) is added to the end of the loaded reproduction musical tone data. The data after addition becomes final musical tone data for reproduction related to the target partial dance.
- the partial dance load process in the case of the second option ends when step S113 ends or when the determination result in step S112 is “NO”.
- FIG. 20 shows a medley dance in which the above-mentioned three partial dances (PA, PB, and PC) are connected by the second or third option.
- This medley dance occupies a period from t0 to t10.
- PA occupies a period from t4 to t5 (designated period)
- PB occupies a period from t6 to t7 (designated period)
- PC occupies a period from t8 to t9 (designated period).
- the expansion period related to PA is a period from t0 to t6,
- the expansion period related to PB is a period from t5 to t8, and the expansion period related to PC is a period from t7 to t10.
- the period from t0 to t4 is a leading period to avoid the first partial dance from starting suddenly.
- the musical tone of A fades in during this head period.
- the period from t9 to t10 is an end period for avoiding the last partial dance from abruptly ending. During this last period, the tone of C fades out.
- the period from t5 to t6 and the period from t7 to t8 are both connection periods for connecting the immediately preceding partial dance and the immediately following partial dance. In these connection periods, the musical tone of the individual dance including the immediately preceding partial dance fades out, and the musical tone of the individual dance including the immediately following partial dance fades in.
- FIG. 21 is a diagram showing a part of a flowchart showing a flow of partial dance load processing in the case of the third option. The portion not shown is the same as the partial dance load processing in the case of the second option.
- step S113 ends or when the determination result in step S112 is “NO”, the process proceeds to step S114.
- step S114 the processor 27 determines whether or not the target partial dance is the last partial dance among a plurality of partial dances included in the medley dance.
- the processor 27 processes the partial step data specified as the reproduction step data (S115).
- the processor 27 sets the step period data of the last step data among the loaded partial step data to a period up to the time when d is added to the end time of this partial dance (that is, until the end period ends). Period).
- the execution image of this processing is as illustrated in FIG.
- This processed data becomes final reproduction step data related to the target partial dance.
- the partial dance load process in the case of the third option ends when step S115 ends or when the determination result in step S114 is “NO”.
- the step period data of the last step data is changed to indicate the period up to the time when d is added to the end time of the partial dance. May be. That is, not only in the last period, but also in the connection period connecting the first and second consecutive partial dances (where the first partial dance is temporally before the second partial dance).
- the step period data of the last step data of one partial dance may be processed so as to indicate a period until the connection period ends.
- the execution image in this case is as illustrated in FIG. Incidentally, the first partial dance and the second partial dance are PA and PB or PB and PC in the example shown in FIG.
- the progressing process executes sound output and image display in synchronization with each other using a plurality of sets of reproduction musical sound data and reproduction step data related to the selected medley dance, and the dedicated operation unit 4 This is a process for determining the result of the play based on the operation data output from.
- the specific content of the progress process may vary depending on the options specified for the selected medley dance.
- the processor 27 uses the musical sound data for reproduction for all the partial dances (PA, PB, PC) as illustrated in FIG.
- the first channel of the sound source is used for the process of generating the sound
- the second channel is used for the process of generating the sound data representing the sound effect such as the “nice step”.
- the processor 27 when the above option is the second or third option, the processor 27 generates acoustic data using the musical sound data for reproduction for each partial dance as illustrated in FIG. 24 in the progress process.
- the channels used for processing are sequentially switched between the first channel and the second channel, and the vacant channels are used for generating acoustic data representing the sound effects.
- the processor 27 sets a fade-in start point (for example, t5) and an end point (for example, t6) and a fade-out start point (for example, t5) and an end point (for example, t6) for each partial dance with respect to the sound source. Instruct.
- the processor 27 reads out musical tone data and step data relating to a plurality of designated periods indicated by a plurality of partial dance data indicated by the medley dance data from the DVD-ROM 231 and stores them in the RAM 25, and stores these data.
- lyrics are used exclusively for each designated period in the order indicated by the medley dance data to advance the play of the specific game. Therefore, in the game system 1, in the play of a specific game, musical sounds of a plurality of designated periods are connected and reproduced.
- a player of a specific game can arbitrarily create a partial dance and a medley dance by operating the general-purpose operation unit 22.
- the game system 1 it is possible to reproduce an arbitrary medley in which an arbitrary part of an arbitrary song is connected over a plurality of songs without requiring a connection song.
- the processor 27 reads out the musical sound data and the step data related to the plurality of designated periods by reading out the musical sound data related to the plurality of extended periods each including a plurality of designated periods.
- the processor 27 uses the musical tone data and the step data stored in the RAM 25 in the order indicated by the medley dance data for each designated period so that a connection period having a length of d is interposed between the designated periods. Advance play of a specific game. Further, the processor 27 can crossfade the musical sounds related to the two designated periods sandwiching the connection period in the connection period. Further, the processor 27 represents the reproduction step data stored in the RAM 25 that represents the period that starts last in the specified period (stepping period data of the last step data) in the connection period immediately after the specified period.
- the processor 27 can fade in the musical sound related to the extended period including the head specified period in the head period immediately before the head specified period in the order indicated by the medley dance data. Further, the processor 27 can fade out the musical sound related to the extended period including the last designated period in the last period immediately after the last designated period in the order indicated by the medley dance data. Therefore, according to the game system 1, it is possible to reduce a sense of discomfort given to the player.
- the processor 27 functions as a sound source of two channels, and a channel for reproducing a musical sound using the musical sound data can be alternately switched between these channels every expansion period. Therefore, according to the game system 1, it is possible to realize crossfading during the connection period.
- musical sound data having a size larger than that of step data is read from the DVD-ROM 231 having a slower access speed than that of the RAM 25, but the processor 27 reads a plurality of specified periods from the RAM 25.
- the musical tone data is sequentially read for each designated period or extended period, and the musical sound data relating to a predetermined number of designated periods is stored in the RAM 25, so that the progression process is started. It becomes difficult to cause a situation where the play is interrupted.
- the embodiment described above may be modified to allow partial dance editing based on Japanese Patent No. 3261110.
- data indicating the editing content is stored in the RAM 25. This data may be recorded in the memory card 241.
- the above-described embodiment may be modified so that the specified unit of the start time and end time of the partial dance is a measure (four quarter notes). In this case, even when the first option is specified, the melody is cut off relatively naturally.
- connection period operation data may be used.
- the last step data (operation data) of the specified period also serves as connection period operation data by changing the stepping period data by the operation changing unit.
- the operation data also serves as the connection period operation data, for example, among the reproduction step data loaded by the above-described loading process, a plurality of steps corresponding to the period d from the beginning of the next song (period d is 1). If it is not a multiple of the period corresponding to the step, step data including a plurality of steps may be used as connection period operation data.
- connection period operation data the operation data of the next song may be read as connection period operation data, and the footsteps at the beginning of the next song may be statically displayed.
- FIG. 26 in this example, three songs of PA, PB, and PC are played in order, and the PA fades out and PB fades in during the connection period D1 (t5 to t6) in which the transition from PA to PB occurs. To do. Further, during the connection period D2 (t7 to t8) during which the PB shifts to the PC, the PB fades out and the PC fades in. As shown in FIGS.
- a screen A that moves (scrolls) upward on the screen 31 is displayed.
- a dotted line E is a boundary line between the PA tread instruction mark group and the PB tread instruction mark group.
- An image displayed and flowing above the dotted line E indicates a PA step
- an image displayed and flowing below the dotted line E indicates a PB step.
- the scrolling of the screen 31 is stopped and the tread instruction mark is displayed statically (screen B).
- the time when the time reaches t5 is when the first step part instruction mark PB1 of PB overlaps the step period instruction mark T2. This stationary state continues until time t6 is reached. Then, when the time t6 is reached, the screen starts moving again, and a state as shown in the screen C is obtained. That is, when the time is t5 or more and less than t6, the screen B is displayed statically, and when the time reaches T6, the screen starts to move to the screen C.
- the screen enters a stationary state when the top tread instruction mark of the PC overlaps any of the tread period indication marks T1 to T4 (that is, when time t7 is reached), When t8 is reached, it starts flowing again.
- the player waits in a stationary state that is not affected by the speed of any song even when the speed of the song or step differs between the previous song and the subsequent song before and after the connection period. It will be possible to prepare for getting into the later song step smoothly. For example, during the connection period, the stepping instruction mark for the back tune is displayed on the screen in a stationary state. Therefore, the player looks at the stepping instruction mark for the back tune during the connection period and performs the step of the back tune in advance. Can be confirmed.
- connection period when displaying an image instructing the reference dance as the image indicated by the connection period operation data, in the connection period, step data relating to the extension period including the immediately preceding designated period, and Either one of the step data related to the extension period including the designated period immediately after is used as the operation data for the connection period, or new step data is generated based on both, and the operation data for the connection period is generated. You may make it do. Further, not only in the connection period but also in at least one of the start period and the end period, an image instructing the reference dance may be displayed using the connection period operation data. / Off may be designated in units of medley data.
- the above-described embodiment is modified so that one of a plurality of predetermined step patterns is selected as a connection period step pattern, and the step pattern data indicating the selected step pattern is used as the connection period operation data. May be loaded into the RAM 25.
- the speed (BPM (beats per minute)) of the selected step pattern is set immediately after this connection period from the speed of the music (first music) related to the specified period immediately before this connection period. It is good also as a form which changes (acceleration or deceleration) at a fixed ratio to the speed of the music (2nd music) concerning the designated period.
- the player will take a step (intermittent step) that becomes gradually faster. Therefore, the player smoothly moves to the next song step. Can be migrated.
- the predetermined step pattern includes, for example, a stepping instruction mark corresponding to the left stepping part L, a stepping instruction mark corresponding to the right stepping part R, a stepping instruction mark corresponding to the left stepping part L, and A step pattern in which the stepping instruction mark corresponding to the right stepping part R appears cyclically in units corresponding to quarter notes, a stepping instruction mark corresponding to the front stepping part F, and a stepping corresponding to the left stepping part L
- the speed of the song is changed from the speed of the first song to the speed of the second song. It is good also as a form changed to (acceleration or deceleration). That is, at the beginning of the connection period, both the first song and the second song are played at the speed of the first song, and then both songs are accelerated or decelerated in the same way.
- the speed of the music that flows during the connection period may be shifted from the speed of the first music to the speed of the second music so as to be the speed of the music. This is shown in FIG.
- the speeds of the PB and PC songs gradually change during the connection period (t7 to t8) of both songs. That is, PB is reproduced at bpm (PB) until reaching time t7, but starts to decelerate when reaching time t7, and when it fades out at time t8, the speed decreases to bpm (PC). is doing.
- the PC fades in at time t7, the PC is reproduced at bpm (PB) but gradually decelerates.
- the time reaches t8 the speed becomes bpm (PC).
- bpm (PA), bpm (PB), and bpm (PC) indicate the speed at which PA, PB, and PC are reproduced, respectively, and bpm (PB)> bpm (PA)> bpm (PC Is satisfied.
- the introduction to the second song becomes smoother, and the step of the second song becomes easier to step.
- the speed of the step pattern is changed from the speed of the first song to the speed of the second song, both the step speed and the song speed are transferred smoothly.
- the step of the second song is easier to step.
- the embodiment described above may be modified to target a game terminal other than the home game machine.
- a so-called arcade game machine can be exemplified.
- the hard disk corresponds to the DVD-ROM 231 and the recording medium carried by the player corresponds to the memory card 241.
- the data recorded in the memory card 241 may be stored in a server device that can communicate with an arcade game machine via a network.
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Abstract
Description
「ゲーム」とは、音楽ゲームやパズル等の、プレイ(ゲームプレイ)の結果に関わる幾つかのルールを有する活動である。ゲームについて「プレイ」とは、プレイヤがあるゲームを実行する1回の行為をいう。従って、ひとつのゲームについては、同じプレイヤによって複数のプレイが繰り返されることもあるし、同時に複数のプレイヤによって複数のプレイが行われることもある。プレイを行い得る人を、そのプレイまたはゲームの「プレイヤ」と呼ぶ。従って、現在または過去にゲームをプレイしていなくても、潜在的にプレイする可能性がある人をプレイヤと呼ぶことがある。ただし、特に、実際にゲームを実行しているまたは実行したプレイヤを、その「参加プレイヤ(participant player)」と呼ぶ。プレイについて、その「結果」とは、その参加プレイヤが得ようとする評価である。プレイの結果としては、勝敗や、順位、得点を含む。
本発明は、プレイにおいて楽音が再生されるとともに動作を指示する画像が表示され、前記プレイの結果が前記画像に指示された動作に対するプレイヤの動きの適合度に基づいて定まる音楽ゲームのゲームシステムにおいて、前記プレイヤに操作される操作部と、曲の全長にわたる楽音を示す楽音データと前記曲の全長にわたる、前記画像によって指示すべき動作を示す動作データとを、複数の曲の各々について記憶した個別データ記憶部と、前記複数の曲のうち少なくとも二つの各々について、前記曲の全長のうち前記操作部を用いて指定された指定期間を示す部分データを記憶する部分データ記憶部と、前記部分データ記憶部に記憶された複数の前記部分データのうち前記操作部を用いて指定された少なくとも二つの部分データを示すとともに前記少なくとも二つの部分データについて前記操作部を用いて指定された順序を示すメドレーデータを記憶するメドレーデータ記憶部と、前記楽音データ及び前記動作データを一時的に記憶する一時記憶部と、前記メドレーデータが示す前記少なくとも二つの部分データで示される少なくとも二つの指定期間に係る前記楽音データ及び前記動作データを前記個別データ記憶部から読み出して前記一時記憶部に記憶させるロード処理を行うロード部と、前記一時記憶部に記憶された前記楽音データ及び前記動作データを、指定期間毎に、前記メドレーデータで示される順序で排他的に用いて前記プレイを進行させる進行処理を行うことによって、前記少なくとも二つの指定期間の楽音を繋げて再生する進行部とを備え、前記ロード部は、前記少なくとも二つの指定期間をそれぞれ含む少なくとも二つの拡張期間に係る前記楽音データを読み出すことによって前記楽音データをロードする前記ロード処理を行い、前記進行部は、前記一時記憶部に記憶された前記楽音データ及び前記動作データを、指定期間毎に、前記メドレーデータで示される順序で、指定期間間に予め定められた長さの接続期間が介在するように用いて前記プレイを進行させることによって、前記進行処理を行う一方、前記接続期間において、前記接続期間を挟む二つの指定期間のうち前の指定期間を含む拡張期間に係る楽音をフェードアウトさせるとともに、後の指定期間を含む拡張期間に係る楽音をフェードインさせる拡張処理を行うことを特徴とするゲームシステムを提供する。
なお、本発明は、コンピュータにロードされて上記コンピュータプログラムとなるデータを保持する媒体を有するプログラム製品としても把握される。
図1は、本発明の実施の形態に係るゲームシステム1の構成を示すブロック図である。この図には、主要な構成のみが示されている。ゲームシステム1は、特定ゲームのゲームシステムである。特定ゲームは、コンピュータゲームの一種であり、プレイの結果が基準ダンスで定められた動作に対するプレイヤの動き(ダンス)の適合度に基づいて定まるダンスゲーム(音楽ゲーム)である。基準ダンスは、上記適合度の計算において基準となりうるダンスである。特定ゲームでは、プレイにおいて楽音が再生されるとともに基準ダンスを指示する画像(動作を指示する画像)が表示される。本実施形態では、プレイヤは、基準ダンスとして、個別ダンスと、メドレーダンスのいずれかを選択してプレイすることが可能である。個別ダンスは、予め準備された既定のダンス曲に合わせて踊るダンスであり、メドレーダンスは、既定のダンス曲を元にプレイヤが生成を指示したメドレー曲に合わせて踊るダンスである。
図4は、家庭用ゲーム機2の電気的構成を示すブロック図である。家庭用ゲーム機2は、コンピュータであり、その本体21には、DVD-ROM(Read Only Memory)ドライブ23、リーダ・ライタ24、RAM(Random Access Memory(部分データ記憶部、メドレーデータ記憶部、一時記憶部))25、ROM(Read Only Memory)26、及びプロセッサ(進行部)27が内蔵されている。DVD-ROMドライブ23は、セットされたDVD-ROM(個別データ記憶部)231からデータを読み取って出力する。DVD-ROM231には、データとして、特定ゲームのプログラム5と、後述の既定データ6が記録されている。なお、DVD-ROMドライブ23及びDVD-ROM231に代えて、任意の不揮発性メモリを採用可能である。
図5は、既定データ6の構成を示す図である。既定データ6は、特定ゲームで用いられるものとして、予め準備されたデータであり、複数の曲データ61、複数の足譜(step notes)データ62、及び複数の個別ダンスデータ63を含む。曲データ61は、図6に示すように、曲を識別する曲識別データと、曲の全長の楽音(musical sounds)を示す楽音データを含む。この楽音データは、サンプリングによって生成されたデータであってもよいし、他のデータであってもよい。曲識別データが表す情報は、名前であっても番号であっても他の情報であってもよいが、人が曲の内容を特定し易い情報であることが好ましい。
図9は、部分ダンスデータの構造を示す図である。部分ダンスデータ(部分データ)は、部分ダンスを表すデータである。部分ダンスは、個別ダンスの部分であり、一つの指定期間を占め、この個別ダンスに係る曲の一部及び足譜の一部から構成される。指定期間とは、曲の全長のうちプレイヤに指定された期間である。一つの部分ダンスを表す部分ダンスデータは、この部分ダンスを識別する部分ダンス識別データと、この部分ダンスを含む個別ダンスを識別する個別ダンス識別データと、この部分ダンスが占める指定期間の開始時刻及び終了時刻を64分音符単位の拍位置で表す開始時刻データ及び終了時刻データを含む。これらの時刻は、この部分ダンスを含む個別ダンスの先頭を基準とした相対的な時刻である。
図10は、メドレーダンスデータの構造を示す図である。メドレーダンスデータは、基準ダンスを表す基準ダンスデータの一種であり、プレイヤに指定された複数の部分ダンスを繋いだメドレーダンスを表す。メドレーダンスデータは、メドレーダンスを識別するメドレーダンス識別データと、このメドレーダンスに含まれる複数の部分ダンスをそれぞれ識別するとともに、これらの部分ダンスの順序を示す複数の部分ダンス識別データと、後述のオプションデータとを含む。メドレーダンス識別データは、基準ダンス識別データでもある。
なお、個別ダンス識別データ、部分ダンス識別データ、メドレーダンス識別データが表す情報は、名前であっても番号であっても他の情報であってもよいが、人が個別ダンス、部分ダンスの内容を特定し易い情報であることが好ましい。
図11は、ゲーム処理の流れを示すフローチャートである。ゲーム処理では、プロセッサ27は、まず、全ての個別ダンスデータ63をロードする(S1)。次に、プロセッサ27は、メモリカード241からロードすべきか否かを判定する(S2)。この判定結果は、データを記録したメモリカード241がリーダ・ライタ24にセットされている場合にのみ、「YES」となる。
図12は、部分ダンス作成処理の流れを示すフローチャートである。部分ダンス作成処理では、プロセッサ27は、まず、プレイヤに、プレイヤが作成しようとする部分ダンスを含む一つの個別ダンスを複数の個別ダンスから選択させる(S51)。具体的には、複数の個別ダンスから一つをプレイヤに選択させるための画像を表すデータをテレビジョン3へ出力して画面31に当該画像を表示させるとともに、汎用操作部22から出力された操作データを受け取り、受け取った操作データに基づいて、選択された個別ダンスを表す個別ダンスデータ63を特定する。
図14は、メドレーダンス作成処理の流れを示すフローチャートである。メドレーダンス作成処理では、プロセッサ27は、まず、プレイヤに、作成された部分ダンスから複数の部分ダンスを選択させる一方、これら複数の部分ダンスの順序を指定させる(S61)。具体的には、RAM25が記憶している部分ダンスデータが表す部分ダンスから複数の部分ダンスをプレイヤに選択させるための画像を表すデータをテレビジョン3へ出力して画面31に当該画像を表示させるとともに、汎用操作部22から出力された操作データを受け取り、受け取った操作データに基づいて、選択された複数の部分ダンスをそれぞれ表す複数の部分ダンスデータとその順序とを特定する。
図15は、記録処理の流れを示すフローチャートである。記録処理では、プロセッサ27は、まず、RAM25に保持されている部分ダンスデータ及びメドレーダンスデータをメモリカードにセーブ可能か否かを判定する(S71)。この判定結果は、十分な空き容量のメモリカード241がリーダ・ライタ24にセットされている場合にのみ、「YES」となる。ステップS71の判定結果が「YES」の場合、プロセッサ27は、RAM25に保持されているデータのうち、生成されたデータ(部分ダンスデータ及びメドレーダンスデータ)を、メモリカード241に書き込むことによってセーブする(S72)。この書き込みは、既にメモリカード241に記録されているデータについては上書きとなり、他のデータについては追記となる。
図16は、プレイ実現処理の流れを示すフローチャートである。プレイ実現処理では、プロセッサ27は、まず、実現するプレイに係る基準ダンスを複数の基準ダンスからプレイヤに選択させる基準ダンス選択処理を行う(S81)。具体的には、プロセッサ27は、複数の基準ダンスから一つをプレイヤに選択させるための画像を表すデータをテレビジョン3へ出力して画面31に当該画像を表示させるとともに、汎用操作部22から出力された操作データを受け取り、受け取った操作データに基づいて、選択された基準ダンスを表す基準ダンスデータを特定する。
ステップS81で選択された基準ダンスがメドレーダンスの場合、ステップS82の実行処理において、プロセッサ27は、まず、楽音データ及びステップデータを部分ダンス毎に順次ロードするロード処理を開始する。図17に示すように、ロード処理では、プロセッサ27は、まず、選択されたメドレーダンスを構成する最初の部分ダンスを対象化する(S91)。具体的には、特定されたメドレーダンスデータに含まれている部分ダンス識別データのうち、最初の部分ダンス識別データを特定する。
(ケース1)0<対象の部分ダンスの開始時刻-L1<dの場合
(ケース2)0<L2-対象の部分ダンスの終了時刻<dの場合
(ケース3)対象の部分ダンスが最初の部分ダンス(例えば、図20のPA)以外の部分ダンス(例えば、図20のPBあるいはPC)であって、対象の部分ダンスの開始時刻-L1=0の場合
(ケース4)対象の部分ダンスが最後の部分ダンス(例えば、図20のPC)以外の部分ダンス(例えば、図20のPAあるいはPB)であって、L2-対象の部分ダンスの開始時刻=0の場合
進行処理は、選択されたメドレーダンスに係る複数組の再生用楽音データ及び再生用ステップデータを用いて、音響の出力及び画像の表示を、互いに同期させて実行するとともに、専用操作部4から出力された操作データに基づいてプレイの結果を定める処理である。進行処理の具体的な内容は、選択されたメドレーダンスに指定されたオプションに応じて相違し得る。上記のオプションが第1オプションの場合には、プロセッサ27は、進行処理において、図23に例示するように、全ての部分ダンス(PA、PB、PC)について、再生用楽音データを用いて音響データを生成する処理に音源の第1チャンネルを使用し、「ナイスステップ」といった掛け声等の効果音を表す音響データを生成する処理に第2チャンネルを使用する。
以上説明したように、プロセッサ27は、メドレーダンスデータが示す複数の部分ダンスデータで示される複数の指定期間に係る楽音データ及びステップデータをDVD-ROM231から読み出してRAM25に記憶させ、これらのデータを、指定期間毎に、メドレーダンスデータが示す順序で、排他的に用いて、特定ゲームのプレイを進行させる。したがって、ゲームシステム1では、特定ゲームのプレイにおいて、複数の指定期間の楽音が繋げて再生される。また、ゲームシステム1では、特定ゲームのプレイヤが、汎用操作部22を操作して、部分ダンス及びメドレーダンスを任意に作成することができる。よって、ゲームシステム1によれば、接続曲を必要とすることなく、任意の曲の任意の部分を複数の曲にわたって繋げたもの、すなわち任意のメドレーを再生することができる。また、ゲームシステム1によれば、メドレーダンス用の楽音データ及びステップデータを別途用意する形態に比較して、データ量を削減することができる。
上述した実施の形態を変形し、日本国特許第3261110号公報に基づいて、部分ダンスの編集を可能としてもよい。この場合、編集内容を示すデータがRAM25に記憶されることになる。このデータを、メモリカード241に記録可能としてもよい。
また、上述した実施の形態を変形し、部分ダンスの開始時刻及び終了時刻の指定単位を小節(四つの4分音符)単位としてもよい。この場合、第1オプションが指定された場合であってもメロディーの切れ方が比較的に自然となる。
上述の実施形態においては、指定期間の最後のステップデータ(動作データ)は、その踏み期間データが動作変更部によって変更されることにより、接続期間用動作データを兼ねているが、指定期間に係る動作データが接続期間用動作データを兼ねる別の態様として、例えば、上述のロード処理によってロードされる再生用ステップデータのうち、次曲の先頭から期間d相当分の複数のステップ(期間dが1ステップに相当する期間の倍数でない場合には、複数のステップは非整数)を含むステップデータを接続期間用動作データとして用いてもよい。そして、接続期間においては、次曲の動作データを接続期間用動作データとして読み出し、次曲の先頭部分の足譜を静止表示させるようにしてもよい。
この変形例を、図26および図27を参照して、具体的に説明する。図26に示されるように、この例においては、PA、PB、PCの3曲が順に再生され、PAからPBに移行する接続期間D1(t5~t6)においてPAはフェードアウトするとともにPBはフェードインする。また、PBからPCに移行する接続期間D2(t7~t8)においてPBはフェードアウトするとともにPCはフェードインする。図26および図27に示されるように、時刻t5の直前のある時点(時刻<t5)においては、例えば、画面31の上方に向けて移動(スクロール)する画面Aが表示される。画面Aにおいて、点線Eは、PAの踏み部指示マーク群とPBの踏み部指示マーク群との境界線である。点線Eよりも上に表示されて流れる画像はPAのステップを指示し、点線Eよりも下に表示されて流れる画像はPBのステップを指示する。
上述した実施の形態を変形し、家庭用ゲーム機以外のゲーム端末を対象としてもよい。そのようなゲーム端末としては、いわゆるアーケードゲーム機を例示可能である。アーケードゲーム機の場合、例えば、ハードディスクがDVD-ROM231に相当し、プレイヤに携行される記録媒体がメモリカード241に相当する。さらに、上述した実施の形態ではメモリカード241に記録されるデータを、アーケードゲーム機とネットワーク経由で通信可能なサーバ装置に記憶させる形態としてもよい。
Claims (9)
- プレイにおいて楽音が再生されるとともに動作を指示する画像が表示され、前記プレイの結果が前記画像に指示された動作に対するプレイヤの動きの適合度に基づいて定まる音楽ゲームのゲームシステムにおいて、
前記プレイヤに操作される操作部と、
曲の全長にわたる楽音を示す楽音データと、前記曲の全長にわたる、前記画像によって指示すべき動作を示す動作データとを、複数の曲の各々について記憶した個別データ記憶部と、
前記複数の曲のうち少なくとも二つの各々について、前記曲の全長のうち前記操作部を用いて指定された指定期間を示す部分データを記憶する部分データ記憶部と、
前記部分データ記憶部に記憶された複数の前記部分データのうち前記操作部を用いて指定された少なくとも二つの部分データを示すとともに前記少なくとも二つの部分データについて前記操作部を用いて指定された順序を示すメドレーデータを記憶するメドレーデータ記憶部と、
前記楽音データ及び前記動作データを一時的に記憶する一時記憶部と、
前記メドレーデータが示す前記少なくとも二つの部分データで示される少なくとも二つの指定期間に係る前記楽音データ及び前記動作データを前記個別データ記憶部から読み出して前記一時記憶部に記憶させるロード処理を行うロード部と、
前記一時記憶部に記憶された前記楽音データ及び前記動作データを、指定期間毎に、前記メドレーデータで示される順序で排他的に用いて前記プレイを進行させる進行処理を行うことによって、前記少なくとも二つの指定期間の楽音を繋げて再生する進行部と
を備え、
前記ロード部は、前記少なくとも二つの指定期間をそれぞれ含む少なくとも二つの拡張期間に係る前記楽音データを読み出すことによって前記楽音データをロードする前記ロード処理を行い、
前記進行部は、前記一時記憶部に記憶された前記楽音データ及び前記動作データを、指定期間毎に、前記メドレーデータで示される順序で、指定期間間に予め定められた長さの接続期間が介在するように用いて前記プレイを進行させることによって、前記進行処理を行う一方、前記接続期間において、前記接続期間を挟む二つの指定期間のうち前の指定期間を含む拡張期間に係る楽音をフェードアウトさせるとともに、後の指定期間を含む拡張期間に係る楽音をフェードインさせる拡張処理を行う、
ことを特徴とするゲームシステム。 - 前記一時記憶部は、前記接続期間中に前記画像によって指示すべき動作を示す接続期間用動作データを記憶し、
前記進行部は、前記接続期間においては前記接続期間用動作データを用いる、
ことを特徴とする請求項1に記載のゲームシステム。 - 前記指定期間に係る動作データが、前記接続期間用動作データを兼ねる場合に、
前記一時記憶部に記憶された前記動作データのうち、前記前の指定期間に係るものであって、当該指定期間の最後の期間を表すものを、前記接続期間の終了時刻までの期間を表すように変更する動作変更部を備える
ことを特徴とする請求項1または2に記載のゲームシステム。 - 前記ロード部は、前記少なくとも二つの指定期間をそれぞれ含む少なくとも二つの拡張期間に係る前記動作データを読み出すことによって前記動作データに係る前記ロード処理を行い、
前記進行部は、前記接続期間を挟む二つの指定期間をそれぞれ含む二つの拡張期間に係る動作データのうち前記接続期間に係る動作データに基づいて、前記接続期間用動作データを生成し、前記接続期間においては前記接続期間用動作データを用いる、
ことを特徴とする請求項1から3のいずれか一項に記載のゲームシステム。 - 前記進行部は、前記拡張処理では、更に、前記順序において先頭の指定期間の直前の先頭期間において、前記先頭の指定期間を含む拡張期間に係る楽音をフェードインさせる、
ことを特徴とする請求項1から4のいずれか一項に記載のゲームシステム。 - 前記進行部は、前記拡張処理では、更に、前記順序において末尾の指定期間の直後の末尾期間において、前記末尾の指定期間を含む拡張期間に係る楽音をフェードアウトさせる、
ことを特徴とする請求項1から5のいずれか一項に記載のゲームシステム。 - 複数のチャンネルの音源を備え、
前記進行部は、前記複数のチャンネルのうちの二つのチャンネルを使用し、前記二つのチャンネルの間で、前記楽音データを用いて楽音を再生するためのチャンネルを拡張期間毎に交互に切り替える、
ことを特徴とする請求項1から6のいずれか一項に記載のゲームシステム。 - 前記ロード部は、前記個別データ記憶部から、前記少なくとも二つの指定期間に係る楽音データを、指定期間毎に順次読み出すことによって、前記ロード処理を行い、
前記進行部は、前記一時記憶部に予め定められた数の指定期間に係る前記楽音データが記憶されてから、前記進行処理を開始する、
ことを特徴とする請求項1から7のいずれか一項に記載のゲームシステム。 - ゲームシステムのプロセッサに実行されるコンピュータプログラムであって、前記ゲームシステムは、プレイにおいて楽音が再生されるとともに動作を指示する画像が表示され、前記プレイの結果が前記画像に指示された動作に対するプレイヤの動きの適合度に基づいて定まる音楽ゲームのゲームシステムであって、前記プレイヤに操作される操作部と、曲の全長にわたる楽音を示す楽音データと前記曲の全長にわたる前記動作を示す動作データとを、複数の曲の各々について記憶した個別データ記憶部と、前記複数の曲のうち少なくとも二つの各々について、前記期間のうち前記操作部を用いて指定された指定期間を示す部分データを記憶する部分データ記憶部と、前記部分データ記憶部に記憶された複数の前記部分データのうち前記操作部を用いて指定された少なくとも二つの部分データを示すとともに前記少なくとも二つの部分データについて前記操作部を用いて指定された順序を示すメドレーデータを記憶するメドレーデータ記憶部と、前記楽音データ及び前記動作データを一時的に記憶する一時記憶部とを有し、
前記コンピュータプログラムは、前記プロセッサに、
前記メドレーデータが示す前記少なくとも二つの部分データで示される少なくとも二つの指定期間に係る前記楽音データ及び前記動作データを前記個別データ記憶部から読み出して前記一時記憶部に記憶させるロード処理と、
前記一時記憶部に記憶された前記楽音データ及び前記動作データを、指定期間毎に、前記メドレーデータで示される順序で排他的に用いて前記プレイを進行させることによって、前記少なくとも二つの指定期間の楽音を繋げて再生する進行処理と、
を実行させ、
前記ロード処理においては、前記少なくとも二つの指定期間をそれぞれ含む少なくとも二つの拡張期間に係る前記楽音データを読み出すことによって前記楽音データをロードさせ、
前記進行処理においては、前記一時記憶部に記憶された前記楽音データ及び前記動作データを、指定期間毎に、前記メドレーデータで示される順序で、指定期間間に予め定められた長さの接続期間が介在するように用いて前記プレイを進行させる一方、前記接続期間において、前記接続期間を挟む二つの指定期間のうち前の指定期間を含む拡張期間に係る楽音をフェードアウトさせるとともに、後の指定期間を含む拡張期間に係る楽音をフェードインさせる、
コンピュータプログラム。
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