WO2010004884A1 - Game device, music search method, information recording medium, and program - Google Patents

Game device, music search method, information recording medium, and program Download PDF

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Publication number
WO2010004884A1
WO2010004884A1 PCT/JP2009/061708 JP2009061708W WO2010004884A1 WO 2010004884 A1 WO2010004884 A1 WO 2010004884A1 JP 2009061708 W JP2009061708 W JP 2009061708W WO 2010004884 A1 WO2010004884 A1 WO 2010004884A1
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WO
WIPO (PCT)
Prior art keywords
music
information
unit
task
player
Prior art date
Application number
PCT/JP2009/061708
Other languages
French (fr)
Japanese (ja)
Inventor
昌二 森
Original Assignee
株式会社コナミデジタルエンタテインメント
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.)
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Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to KR1020107021719A priority Critical patent/KR101198078B1/en
Priority to CN2009801129093A priority patent/CN102015045A/en
Publication of WO2010004884A1 publication Critical patent/WO2010004884A1/en

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    • 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
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • 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
    • 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
    • A63F2300/1068Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6072Methods for processing data by generating or executing the game program for sound processing of an input signal, e.g. pitch and rhythm extraction, voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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

Definitions

  • the present invention relates to a game device, a music search method, an information recording medium, and a program that can search for music to be played with a simpler operation.
  • a dance game apparatus in which a player performs a stepping action (stepping action) in accordance with a musical piece to be played has gained popularity in amusement halls and the like.
  • the dance game apparatus is configured to sequentially present a task action (stepping action as a task) on a monitor as the music is played.
  • the player inputs the stepping motion required for the task motion by stepping on a panel arranged on the step casing (stepping platform).
  • the dance game apparatus evaluates such a player's stepping action including the timing and reflects it in the score.
  • the dance game device is such that the player competes for a high score by performing the correct stepping motion in time with the music.
  • a plurality of music pieces that can be played are prepared, and the player can select a favorite music piece from them.
  • the player performs a music selection operation to select a desired music from such a large number of music.
  • the player operates the operation unit of the dance game device to display a music list on a monitor and selects a desired music from the list.
  • a dance game apparatus that displays a music list narrowed down by genre classification is also known.
  • management information such as a genre name and a genre ID is added in advance to each song, and when an arbitrary genre is designated by the player, a song list of only songs that match the genre is displayed. Generated and displayed. Then, the player finds and selects the desired music from the music list thus narrowed down.
  • the player can directly input a name (character string) such as a song name or an artist name, and a song list searched based on such a name is displayed. Some songs can be selected.
  • the dance game apparatus displays, for example, a kana character or alphanumeric arrangement screen on the monitor, and the player can select one character at a time and input an arbitrary character string.
  • the present invention has been made to solve such a problem, and provides a game device, a music search method, an information recording medium, and a program capable of searching for music to be played with a simpler operation. For the purpose.
  • a game apparatus is a game apparatus that presents a task action together with music reproduction and evaluates the action content performed by a player, and includes a music storage unit, a problem storage unit, and an action acquisition unit.
  • the music storage unit stores a plurality of music.
  • the assignment storage unit stores assignment operation information corresponding to each piece of music. For example, task action information that defines the contents of task actions such as a stepping action and a swinging action imposed on the player (for example, an arrangement of footsteps for a stepping action) is stored.
  • the action acquisition unit acquires an action performed by the player. For example, a stepping action on a step board (panel), an operation of shaking a controller, or a player action obtained by a camera or the like is acquired.
  • the generation unit generates search operation information (for example, a footstep key) based on the acquired operation.
  • the search unit searches the task storage unit for task operation information including operation information that matches or is similar to the generated search operation information. For example, footstep information including a footstep that matches or resembles a stepping action (footstep key) performed by the player is searched.
  • the music information generation unit generates music information (as an example, a music list) for the music associated with the searched task operation information.
  • a display part displays the produced
  • search operation information is generated, and music including such search operation information in the task operation information is searched (narrowed down). List).
  • the player simply inputs the task operation of the music that he / she remembers, and the user can select the music he / she wants to play from the narrowed-down display of the target music without performing complicated operations as in the past. You can select songs easily.
  • the music to be played can be searched with a simpler operation.
  • a game device is a game device that sequentially presents stepping motions that become a problem as music plays and evaluates the stepping motions performed by a player, and includes a music storage unit and a task storage Unit, an operation reception unit, a generation unit, a search unit, a music list generation unit, and a display unit.
  • the music storage unit stores a plurality of music.
  • the task storage unit stores task operation information corresponding to each song and synchronized with the rhythm of the song.
  • task action information for example, an arrangement of footsteps for a stepping action
  • the motion accepting unit sequentially accepts the stepping motion of the player. For example, a stepping action on a step board (panel), an operation of shaking a controller, or a player action obtained by a camera or the like is accepted.
  • generation part produces
  • movement information for example, a footstep key
  • the search unit searches the task storage unit for task operation information including operation information that matches or is similar to the generated search operation information. For example, footstep information including a footstep that matches or resembles a stepping action (footstep key) performed by the player is searched. Further, the music list generation unit generates a music list for the music associated with the searched task operation information. And a display part displays the produced
  • the music to be played can be searched with a simpler operation.
  • the game apparatus further includes a narrowing unit that narrows down based on other search conditions from a plurality of task motion information searched by the search unit, and the motion accepting unit further accepts and narrows down the auxiliary stepping motion indicating the rhythm of the music
  • the unit may identify a rhythm based on the received auxiliary stepping motion and narrow down the task motion information searched by the search unit based on the identified rhythm.
  • the motion accepting unit accepts the auxiliary stepping motion indicating the rhythm of the music and the main stepping motion to be searched, and the generating unit identifies the rhythm of the music based on the received auxiliary stepping motion and accepts the received book Based on the stepping motion, search motion information along the identified rhythm may be generated.
  • a music search method is a music search method in a game apparatus having a music storage unit, a task storage unit, an action acquisition unit, a calculation unit, and a display unit, and the music storage unit includes a plurality of music storage units.
  • the task storage unit stores task motion information (for example, an arrangement of footsteps for a stepping motion) corresponding to each music, and an operation acquisition step, a generation step, and a search step , A music information generation step and a display step.
  • the motion performed by the player is acquired. For example, a stepping action on a step board (panel), an operation of shaking a controller, or a player action obtained by a camera or the like is acquired.
  • search operation information for example, a footstep key
  • the search step task operation information including operation information that matches or is similar to the generated search operation information is searched from the task storage unit. For example, footstep information including a footstep that matches or resembles a stepping action (footstep key) performed by the player is searched.
  • music information (as an example, a music list) is generated for the music associated with the searched task operation information.
  • the display step the generated music information is displayed so that the player can select the music. For example, a music list is displayed so that it can be selected.
  • search operation information is generated, and music including such search operation information in the task operation information is searched (narrowed down). List).
  • the player simply inputs the task operation of the music that he / she remembers, and the user can select the music he / she wants to play from the narrowed-down display of the target music without performing complicated operations as in the past. You can select songs easily.
  • the music to be played can be searched with a simpler operation.
  • a computer-readable information recording medium is a music storage unit that stores a plurality of music pieces, a computer that presents a task action together with the reproduction of the music piece and evaluates the operation content performed by the player, A task storage unit that stores task motion information corresponding to each piece of music, a motion acquisition unit that acquires motion performed by the player, a generation unit that generates search motion information based on the acquired motion, and A search unit for searching for task motion information including motion information that matches or is similar to the search motion information from the task storage unit, and music information for generating music information about the music associated with the searched task motion information A program that causes the generation unit to display the generated music information as a display unit that allows a player to select a music. To record.
  • a program according to another aspect of the present invention is configured to cause a computer (including an electronic device) to function as the above game device.
  • This program can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
  • the information recording medium can be distributed and sold independently of the computer.
  • the music to be played can be searched with a simpler operation.
  • Embodiments of the present invention will be described below.
  • an embodiment in which the present invention is applied to a commercial dance game device arranged in a game hall or the like will be described, but the same applies to home game machines and various computers.
  • the present invention can be applied to. That is, the embodiment described below is for explanation, and does not limit the scope of the present invention. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
  • FIG. 1 is a schematic diagram showing an external appearance of a business dance game apparatus in which a game apparatus according to an embodiment of the present invention is realized.
  • this dance game device is a device that presents a stepping motion (task motion) as a task to the player in accordance with the music to be played, and evaluates the stepping motion actually performed by the player including timing.
  • stepping motion task motion
  • FIG. 1 an outline of the dance game apparatus will be described with reference to this drawing.
  • the dance game apparatus 1 includes a performance speaker 11, a monitor 12, a joystick 13, a rhythm speaker 14, and a step housing 20, as shown in the figure.
  • the performance speaker 11 outputs the music sound of the dance game selected by the player. That is, the music sound of the music to be played is output. In addition, the performance speaker 11 outputs a sound or the like according to the suitability (evaluation) of the stepping action performed by the player during the game.
  • the monitor 12 displays various information necessary for the dance game.
  • the monitor 12 displays a music list (a music list searched by a stepping action as described later) and the like, and prompts the player to select a desired music.
  • a music list a music list searched by a stepping action as described later
  • the monitor 12 displays a game screen as shown in FIG.
  • the step zone SZ is a fixed image for showing the timing of the stepping motion to the player.
  • the footsteps AF is an image for showing the player the stepping action (task action) that is a task, and, for example, from the bottom to the top of the screen according to the music to be played Scroll to the display.
  • the footstep AF reaches the step zone SZ (when the footstep AF overlaps with the same image in the step zone SZ), when the required stepping action is performed by the player (a panel described later is correctly stepped on). And), you can get a score.
  • the joystick 13 is operated by the player and receives various information necessary for the dance game.
  • the joystick 13 accepts selection information of music to be played and setting information such as the difficulty level of the game before the game starts.
  • the rhythm speaker 14 outputs the rhythm sound of the music being played as a heavy bass. That is, the rhythm sound is emphasized and output so that the player can easily take the rhythm of the music.
  • the step housing 20 is a stepping platform on which two players can simultaneously ride and perform stepping motions, and a plurality of panels (operators) are arranged.
  • the step housing 20 is divided into a left player area LA and a right player area RA, and a plurality of panels each including panels Pu, Pd, Pl, and Pr are provided. Has been placed.
  • the panels Pu, Pd, Pl, and Pr have arrows in different directions, up, down, left, and right. These panels Pu to Pr correspond to the footsteps AFu to AFr of FIG. 2 described above. That is, the footstep AFu (up arrow) instructs the player to step on the panel Pu (up arrow), and the footstep AFd (down arrow) is the panel Pd (down arrow). It is instructed to step on. Similarly, the footsteps AF1 (left arrow) instructs to step on the panel Pl (left arrow), and the footsteps AFr (right arrow) instructs to step on the panel Pr (right arrow).
  • Each panel including these panels Pu to Pr can be detected by an internal sensor that the player has stepped on.
  • an internal sensor that the player has stepped on.
  • a plurality of cable sensors CS are arranged inside, and a load (pressure) applied when stepped on can be detected.
  • each panel including the panels Pu to Pr light-emitting elements that can be turned on / off are stored inside.
  • a plurality of cold cathode ray tubes RK are arranged.
  • the top plate TI is made of, for example, a translucent acrylic plate.
  • the top plate TI can be illuminated with the lighting (light emission) of the cold cathode ray tube RK. Thereby, as will be described later, the stepping action on the music can be displayed as a digest.
  • FIG. 4 is a block diagram showing a schematic configuration of the dance game apparatus according to the embodiment of the present invention.
  • a description will be given with reference to FIG.
  • the dance game apparatus 1 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a hard disk 105, and an image processing unit 106. And a voice processing unit 107 and a NIC (Network Interface Card) 108.
  • CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • NIC Network Interface Card
  • the hard disk 105 stores a dance game program and necessary data, and when the dance game apparatus 1 is turned on, the program is executed to realize the game apparatus of the present embodiment. .
  • the CPU 101 controls the overall operation of the dance game apparatus 1 and is connected to each component to exchange control signals and data.
  • the ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the hard disk 105 is read to the RAM 103 and the CPU 101 starts execution. .
  • the ROM 102 stores an operating system program and various data necessary for controlling the operation of the entire dance game apparatus 1.
  • the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the hard disk 105 and other data necessary for the progress of the game.
  • the interface 104 relays communication with the joystick 13 and the step housing 20 described above.
  • the interface 104 receives instruction information and the like input with the joystick 13.
  • the interface 104 receives a stepping action performed by the player on the step housing 20. That is, when the cable sensor CS detects that any one (or a plurality of panels) including the panels Pu to Pr described above is stepped on by the player, the detection signal is received from the step housing 20. This makes it possible to immediately detect which panel has been stepped on.
  • the interface 104 supplies information on the lighting instruction to the step casing 20.
  • the cold cathode ray tube RK of the target panel is turned on.
  • the hard disk 105 stores a dance game program and accompanying image data and music data (including footnote data described later). These programs and data are read out under the control of the CPU 101 and temporarily stored in the RAM 103 or the like.
  • the hard disk 105 is an example and may be another storage medium.
  • the image processing unit 106 includes an image arithmetic processor (not shown) and a frame memory (not shown), and performs various image processes under the control of the CPU 101. For example, the image processing unit 106 processes the image data read from the hard disk 105, generates image information, and stores it in the frame memory. Then, the image information stored in the frame memory is converted into a video signal at a predetermined synchronization timing, and supplied to the monitor 12 described above. Thereby, various image displays are possible.
  • the image arithmetic processor can execute a two-dimensional image overlay operation, a transparency operation such as ⁇ blending, and various saturation operations at high speed.
  • the polygon information arranged in the virtual three-dimensional space and added with various kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. High speed execution of the obtained operation is also possible.
  • the audio processing unit 107 converts the music data read from the hard disk 105 into an analog audio signal and outputs it from the performance speaker 11 described above. Further, under the control of the CPU 101, sound effects and the like to be generated during the progress of the game are generated, and the corresponding sound is output from the performance speaker 11.
  • the audio processing unit 107 performs, for example, predetermined signal processing to extract a rhythm sound (rhythm signal) from the music data and output the rhythm sound from the rhythm speaker 14 described above.
  • a rhythm sound based on the rhythm data may be output from the rhythm speaker 14.
  • the NIC 108 is used to connect the dance game apparatus 1 to a computer communication network (not shown) such as the Internet, and is used when configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard To connect to the Internet using an analog modem, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, or cable television line. It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • a computer communication network not shown
  • LAN Local Area Network
  • 10BASE-T / 100BASE-T standard To connect to the Internet using an analog modem, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, or cable television line. It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • the dance game apparatus 1 may include a unit for detecting inserted coins (coins, medals, etc.), a unit for reading prepaid cards, and the like.
  • a general computer general-purpose personal computer or the like
  • a home game machine can be used as the game apparatus according to the embodiment of the present invention.
  • a general computer includes a CPU, a RAM, a ROM, a hard disk, and a NIC as in the dance game apparatus 1, and includes an image processing unit having a simpler function than the dance game apparatus 1.
  • a storage device a flexible disk, a magneto-optical disk, a magnetic tape, or the like can be used.
  • a commercially available game mat (such as a mat for detecting an area stepped on by a player) is used.
  • FIG. 5 is a schematic diagram showing a schematic configuration of the game device according to the embodiment of the present invention.
  • this game apparatus is an apparatus that searches for a desired piece of music based on a stepping action performed by a player.
  • the same or similar footstep information is searched based on the steps taken by the player, so that the music (music list) desired by the player can be obtained. It is a device to present.
  • a description will be given with reference to FIG.
  • the game apparatus 200 includes a music information storage unit 201, a footstep information storage unit 202, a stepping motion reception unit 203, a footstep key generation unit 204, a search unit 205, a music list generation unit 206, and an image drawing unit. 207.
  • the music information storage unit 201 stores a plurality of pieces of music information that can be played in a dance game. That is, the music information of all the music that the player can select is stored.
  • the music information includes related information such as a music ID, a music name, and an artist name in addition to the music data on which the music sound is based.
  • the hard disk 105 described above can function as such a music information storage unit 201.
  • the footstep information storage unit 202 stores footstep information that defines the stepping motion that is the subject, corresponding to each piece of music. That is, the musical score information corresponding to the music information stored in the music information storage unit 201 is stored.
  • this footstep information is information on the arrangement of footstep AFs indicated by arrows, and as an example, corresponds to musical note OP.
  • 6A shows a case where the musical note OP and the footstep AF correspond one-to-one, but more specifically, as shown in FIG. 6B, in synchronization with the beat (time signature).
  • footsteps AFu to AFr indicating the respective directions of up, down, left and right are defined.
  • footstep AF is not limited to one for the beat, and as shown in FIG. 6C, there are cases where two footsteps AFu and AFd are defined for the beat. In some cases, footsteps are not specified.
  • the footstep information storage unit 202 stores footstep information, which is an array of footstep AF synchronized with the beat of such a piece of music, in association with each piece of music.
  • the hard disk 105 described above can function as such a musical score information storage unit 202.
  • the stepping motion accepting unit 203 sequentially accepts the stepping motion by the player.
  • the stepping motion accepting unit 203 accepts a stepping motion performed by the player on the above-described step casing 20. That is, it is acquired from the detection signal that the panel (panels Pu to Pr, etc.) of the step housing 20 has been stepped on, and it is accepted which panel (in some cases) has been stepped on.
  • the footstep key generation unit 204 generates footstep keys along a predetermined rhythm (beat) based on a series of stepping motions received by the stepping motion reception unit 203.
  • the footstep key generation unit 204 generates a footstep key AFK for search from a stepping action obtained by stepping on the panel P.
  • the footstep key generation unit 204 analyzes timings t1 to t7 when the panel P is stepped on, and specifies a rhythm (beat).
  • a rhythm beat
  • the footstep key generating unit 204 specifies a four-beat rhythm for two measures as shown in FIG. In the case of a beat, it is specified as a 4-beat rhythm for one measure as shown in FIG. 7C.
  • the footstep key generation unit 204 generates footstep keys along the specified rhythm. Note that one beat or half beat is discriminated when it can be discriminated from the entire stepping action, and when it cannot be discriminated from these, both of them may be generated as footstep keys, respectively. .
  • the above-described CPU 101 or the like can function as such a musical score key generation unit 204.
  • the search unit 205 searches the footstep information storage unit 202 based on the footstep key generated by the footstep key generation unit 204. That is, the footstep information storage unit 202 is searched for footstep information including a footstep that matches or resembles the footstep key.
  • the search unit 205 compares the footstep information in order from the top with reference to the footstep key, and searches each piece of footstep information for whether there is a matching or similar footstep.
  • the footstep information when searching for the footstep information, instead of comparing with the whole footsteps in the music, it may be compared with the footsteps of a characteristic part (for example, a part that rusts the music).
  • a characteristic part for example, a part that rusts the music.
  • the rusted portion is provided with a footstep characterizing the music, and the player also remembers such a characteristic footstep and often steps for searching. Because. In this case, the amount of footsteps to be searched is reduced, and it can be expected that the search is completed quickly.
  • the music list generation unit 206 generates a music list for the music associated with the footstep information searched by the search unit 205.
  • the music list generation unit 206 reads out the music information associated with each searched piece of score information (in some cases, one) from the music information storage unit 201. Then, for example, a music list including a music name (title) and an artist name is generated. At this time, the music list may be arranged in the order of title, artist name, etc., or may be arranged in the order of high coincidence with the footstep keys.
  • the image drawing unit 207 generates an image of the music list generated by the music list generation unit 206 and displays it on the monitor 12 described above.
  • the image drawing unit 207 generates an image of a music list as shown in FIG. 9 and displays it so that the player can select a music.
  • the music list shown in FIG. 9 displays information of only the music name and artist name as an example, but other information may be added to the music list.
  • image processing unit 106 can function as such an image drawing unit 207.
  • FIG. 10 is a flowchart showing the flow of music search processing executed in the game device 200 having the above-described configuration.
  • This music search process is a process of searching for music for which the same (similar) footsteps are the subject in response to the stepping action by the player in the game device 200 that executes the dance game.
  • the player inputs a stepping action (part) of a piece of music that the player wants to dance to display a music list of such stepping actions.
  • This music search process is started while waiting for the start of the dance game.
  • the game device 200 waits for a stepping action by the player (step S301). That is, the subsequent process is waited while determining whether or not the player has stepped on the panel on the step housing 20.
  • step S301 When the game apparatus 200 detects that the panel on the step housing 20 has been stepped on (step S301; Yes), it sequentially receives a series of stepping actions by the player (step S302).
  • the stepping motion accepting unit 203 acquires from the detection signal that the panel of the step housing 20 has been stepped on, and sequentially receives which panel (or plural cases) has been stepped on.
  • the game device 200 generates a musical score key based on the accepted stepping action (step S303).
  • the footsteps key generation unit 204 generates footsteps keys according to a predetermined rhythm based on a series of stepping motions received by the stepping motion reception unit 203. For example, as shown in FIG. 7A described above, the footstep key generation unit 204 analyzes the timings t1 to t7 when the panel P is stepped and identifies the rhythm (beat), and selects the footstep key AFK for search. Generate.
  • the game device 200 searches for footstep information including the same (similar) footsteps based on the generated footstep key AFK (step S304).
  • the search unit 205 searches the footstep information storage unit 202 for footstep information including a footstep that matches or resembles the footstep key AFK generated by the footstep key generation unit 204.
  • the search unit 205 is similar to the footstep information AF including the footstep AF that matches the footstep key AFK as shown in FIG. 8A and the footstep key AFK as shown in FIGS. 8B and 8C.
  • the footstep information including the footstep AF to be searched is searched.
  • the game device 200 generates and displays a music list for the music associated with the searched footstep information (step S305).
  • the music list generation unit 206 generates a music list for the music associated with the footstep information searched by the search unit 205, and the image drawing unit 207 generates an image of the generated music list. And displayed on the monitor 12.
  • the image drawing unit 207 generates an image of a music list as shown in FIG. 9 and displays it so that the player can select a music.
  • the player operates the joystick 13 to select a desired music from the music list, for example. Choosing a song and starting a dance game.
  • the search unit 205 can sequentially search for footstep information including footsteps that match or are similar to the footstep key AFK generated by the footstep key generation unit 204.
  • the search unit 205 searches for the footstep key AFK generated at the timing t3 shown in FIG. 7A, that is, the footstep information that matches or is similar to the footstep key AFK from timing t1 to t3.
  • the music list generation unit 206 generates a music list for the music associated with the footstep information from the timings t1 to t3 searched by the search unit 205.
  • the image drawing unit 207 generates an image of the generated music list and displays it on the monitor 12.
  • the footstep information that matches or resembles the footstep key AFK from the timing t1 to t4 is retrieved, and the footstep information from the timing t1 to t4 is retrieved. Since the music list associated with is displayed on the monitor 12, the music displayed in the music list is gradually narrowed down.
  • the music list in which the music is sequentially narrowed down is displayed, so that the player can easily search for the desired music.
  • the music to be played can be searched with a simpler operation.
  • the music list can be shortened by allowing the player to separately input an auxiliary stepping action indicating a rhythm and narrowing down the footstep information.
  • the game apparatus 400 has a configuration in which a narrowing unit 301 is added to the game apparatus 200 shown in FIG. That is, the configuration of the music information storage unit 201 to the image drawing unit 207 is the same as that of the game device 200.
  • the narrowing-down unit 301 causes the image drawing unit 207 to draw an image that prompts the user to input an auxiliary stepping action when the number of footstep information that can be searched by the search unit 205 exceeds a predetermined number.
  • the narrowing-down portion 301 determines that an auxiliary stepping motion indicating the rhythm of the music has been input. More specifically, for example, as shown in FIG. 12, when a stepping action on the same panel P is detected at the timing of “one, two, one, two, three, four”, the narrowing unit 301 Specifies a four-beat rhythm. In addition, when a stepping action that can specify a rhythm is detected, the narrowing unit 301 specifies a rhythm based on the stepping action.
  • the search unit 205 narrows down the footstep information searched. For example, among the searched footstep information, the step information that does not match the rhythm is discarded.
  • the footstep information searched by the search unit 205 can be reduced, and the music list can be prevented from becoming long.
  • the music to be played can be searched by a simpler operation.
  • auxiliary stepping motion and the stepping motion to be searched may be input every time.
  • the stepping motion accepting unit 203 accepts an auxiliary stepping motion and a main stepping motion. For example, after accepting the stepping action of the same panel P as shown in FIG. 12 described above, the stepping action for search (main stepping action) as shown in FIG. 7A is accepted.
  • the footstep key generation unit 204 specifies the rhythm of the music by the auxiliary stepping motion received by the stepping motion reception unit 203, and generates the footsteps key according to the specified rhythm based on the main stepping motion. .
  • the narrowing-down unit 301 specifies the tempo (for example, the number of beats per minute) from the input stepping speed, and the footstep information searched by the search unit 205 based on the specified tempo. You can also narrow down. For example, if a tempo of 120 beats per minute is input, the footstep information corresponding to a tempo of 110 beats per minute and 130 beats per minute is discarded, and a tempo from 110 to 130 beats is discarded. You can also search for songs that correspond to.
  • the tempo for example, the number of beats per minute
  • the game is a bodily sensation game in which a player performs a swinging motion or a tilting motion in accordance with a music piece to be played using a controller with a built-in acceleration sensor, it is possible as appropriate.
  • the game device stores the task information corresponding to the footstep information in association with the music, and if a series of shaking motions and the like are acquired by the detection of the acceleration sensor before the game starts, the footstep key A search key corresponding to is generated to search for matching or similar task information. Then, a list of songs associated with the searched task information is displayed, and the player selects a song to be played.
  • the music to be played can be searched by a simpler operation.
  • a game in which a player's motion can be acquired by photographing the player's movement with an image sensor can be applied as appropriate.
  • the game device stores task information corresponding to the footstep information in association with the music, and if acquired by analyzing an image obtained by photographing a series of actions before the game starts, A search key corresponding to the key is generated to search for matching or similar task information. Then, a list of songs associated with the searched task information is displayed, and the player selects a song to be played.
  • the present invention it is possible to provide a game device, a music search method, a computer-readable information recording medium, and a program that search for music to be played with a simpler operation.

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Abstract

A music information storing section (201) stores a plurality of pieces of music information which can be played in a dance game.  A step sequence information storing section (202) respectively stores step sequence information corresponding to each piece of music and regulating step actions to be targeted.  Before starting a game, a step action receiving section (203) receives a series of step actions made by a player.  A step sequence key generating section (204) generates, according to the series of step actions, a step sequence key according to a predetermined rhythm (beat).  A search section (205) searches the step sequence information storing section (202) according to the generated step sequence key.  A music list generating section (206) generates a music list relating to music associated with the searched step sequence information.  An image plotting section (207) generates the image of the music list and displays the image such that the player can select music.

Description

ゲーム装置、楽曲検索方法、情報記録媒体、および、プログラムGAME DEVICE, MUSIC SEARCH METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、プレイする楽曲を、より簡単な操作で検索することのできるゲーム装置、楽曲検索方法、情報記録媒体、および、プログラムに関する。 The present invention relates to a game device, a music search method, an information recording medium, and a program that can search for music to be played with a simpler operation.
 従来より、演奏される楽曲に合わせて、プレイヤが踏み動作(ステップ動作)を行うダンスゲーム装置が、遊技場などで人気を博している。 Conventionally, a dance game apparatus in which a player performs a stepping action (stepping action) in accordance with a musical piece to be played has gained popularity in amusement halls and the like.
 一例として、ダンスゲーム装置は、楽曲の再生に伴って、課題動作(課題となる踏み動作)をモニタにて順次提示するようになっている。プレイヤは、この課題動作にて要求される踏み動作を、ステップ筐体(踏み台)上に配置されたパネルを踏むことにより入力する。そして、ダンスゲーム装置は、このようなプレイヤの踏み動作をタイミングも含めて評価し、得点等に反映させている。 As an example, the dance game apparatus is configured to sequentially present a task action (stepping action as a task) on a monitor as the music is played. The player inputs the stepping motion required for the task motion by stepping on a panel arranged on the step casing (stepping platform). Then, the dance game apparatus evaluates such a player's stepping action including the timing and reflects it in the score.
 つまり、ダンスゲーム装置は、プレイヤが、楽曲に合わせて正しい踏み動作をタイミング良く行うことで、高得点を競うというものである。 In other words, the dance game device is such that the player competes for a high score by performing the correct stepping motion in time with the music.
 このようなダンスゲーム装置の一例として、ゲームを行ったプレイヤのカロリー消費を算出して表示する発明も開示されている(たとえば、特許文献1参照)。 As an example of such a dance game apparatus, an invention for calculating and displaying the calorie consumption of a player who has played a game is also disclosed (see, for example, Patent Document 1).
特開2001-95969号公報 (第3-14頁、第1図)JP 2001-95969 A (page 3-14, FIG. 1)
 上述したダンスゲーム装置では、プレイできる楽曲が複数用意されており、プレイヤがその中から好きな楽曲を選べるようになっている。 In the above-described dance game apparatus, a plurality of music pieces that can be played are prepared, and the player can select a favorite music piece from them.
 近年、幅広いプレイヤからの要望に沿うために、ダンスゲーム装置にてプレイできる楽曲数が飛躍的に増大してきている。つまり、最新の楽曲から懐かしい楽曲まで、また、ポピュラーな楽曲からマイナーな楽曲まで、多種多様なプレイヤの好みに合わせて演奏できるようになっている。 In recent years, the number of songs that can be played on dance game devices has increased dramatically to meet the demands of a wide range of players. In other words, from the latest music to nostalgic music, and from popular music to minor music, it is possible to perform according to the preferences of various players.
 そのため、プレイヤは、ゲームを始める前に、このような多数の楽曲の中から所望の楽曲を選ぶ、選曲操作を行っている。たとえば、プレイヤがダンスゲーム装置の操作部を操作して、楽曲リストをモニタに表示させ、その中から所望の楽曲を選択する等である。 Therefore, before starting the game, the player performs a music selection operation to select a desired music from such a large number of music. For example, the player operates the operation unit of the dance game device to display a music list on a monitor and selects a desired music from the list.
 この際、プレイヤが少しでも選曲し易くするために、たとえば、ジャンル分けによって絞り込んだ楽曲リストを表示するダンスゲーム装置も知られている。このようなダンスゲーム装置では、各楽曲にジャンル名やジャンルID等の管理情報が予め付加されており、プレイヤにより、任意のジャンルが指定されると、そのジャンルに一致した楽曲だけの楽曲リストを生成して表示している。そして、プレイヤは、そのように絞り込まれた楽曲リストの中から所望の楽曲を見つけて選択していた。 At this time, in order to make it easier for the player to select a piece of music, for example, a dance game apparatus that displays a music list narrowed down by genre classification is also known. In such a dance game apparatus, management information such as a genre name and a genre ID is added in advance to each song, and when an arbitrary genre is designated by the player, a song list of only songs that match the genre is displayed. Generated and displayed. Then, the player finds and selects the desired music from the music list thus narrowed down.
 しかしながら、このように絞り込んだ楽曲リストを表示するような場合でも、各ジャンルに属する楽曲数が増えてしまうと、やはり選曲し難くなってしまう。たとえば、絞り込んだ後の楽曲リストが1画面で表示しきれないほど増えてしまうと、プレイヤは、ページ送りやスクロールなどの煩雑な操作を行いつつ、目的の楽曲を見つけ出して選曲する必要があった。 However, even when the narrowed-down music list is displayed, if the number of songs belonging to each genre increases, it becomes difficult to select music. For example, if the music list after narrowing down increases so that it cannot be displayed on one screen, the player has to find the target music and select the music while performing complicated operations such as page turning and scrolling. .
 この他にも、ダンスゲーム装置では、楽曲名やアーティスト名等の名称(文字列)をプレイヤが直接入力することも可能であり、このような名称に基づいて検索された楽曲リストを表示して、その中から選曲できるものもある。この場合、ダンスゲーム装置は、たとえば、かな文字や英数字の配列画面をモニタに表示して、その中からプレイヤが、1文字ずつ選んで、任意の文字列を入力できるようになっている。 In addition, in the dance game apparatus, the player can directly input a name (character string) such as a song name or an artist name, and a song list searched based on such a name is displayed. Some songs can be selected. In this case, the dance game apparatus displays, for example, a kana character or alphanumeric arrangement screen on the monitor, and the player can select one character at a time and input an arbitrary character string.
 しかしながら、このようにして、1文字ずつ入力することは、プレイヤにとって極めて煩雑であり、また、名称を間違えて記憶していたり、入力時に名称を誤って入力してしまうと、所望の楽曲が検索されないという問題があった。さらに、名称自体を全く憶えていないと、入力すらできないという問題もあった。 However, inputting characters one by one in this way is extremely troublesome for the player, and if a name is mistakenly stored or if a name is entered incorrectly at the time of input, a desired song is searched. There was a problem of not being. Furthermore, there was a problem that even if the name itself was not remembered, even the input could not be made.
 このようなことから、ダンスゲーム装置では、より簡単な操作で、所望の楽曲を検索できる技術が求められていた。 For this reason, there has been a demand for a technique that allows a dance game apparatus to search for a desired music piece with a simpler operation.
 本発明は、このような課題を解決するためになされたもので、プレイする楽曲を、より簡単な操作で検索することのできるゲーム装置、楽曲検索方法、情報記録媒体、および、プログラムを提供することを目的とする。 The present invention has been made to solve such a problem, and provides a game device, a music search method, an information recording medium, and a program capable of searching for music to be played with a simpler operation. For the purpose.
 以上の目的を達成するため、本発明の原理にしたがって、下記の発明を開示する。 In order to achieve the above object, the following invention is disclosed in accordance with the principle of the present invention.
 本発明の第1の観点に係るゲーム装置は、楽曲の再生と共に課題動作を提示し、プレイヤにより行われた動作内容を評価するゲーム装置であって、楽曲記憶部、課題記憶部、動作取得部、生成部、検索部、楽曲情報生成部、および、表示部を含んで構成される。 A game apparatus according to a first aspect of the present invention is a game apparatus that presents a task action together with music reproduction and evaluates the action content performed by a player, and includes a music storage unit, a problem storage unit, and an action acquisition unit. A generation unit, a search unit, a music information generation unit, and a display unit.
 まず、楽曲記憶部は、複数の楽曲を記憶する。また、課題記憶部は、各楽曲に対応する課題動作情報をそれぞれ記憶する。たとえば、プレイヤに課される踏み動作や振る動作等の課題動作の内容を規定する課題動作情報(一例として、踏み動作のための足譜の配列)を記憶する。動作取得部は、プレイヤの行った動作を取得する。たとえば、踏み台(パネル)への踏み動作、コントローラを振る操作、或いは、カメラ等にて得たプレイヤの動作を取得する。そして、生成部は、取得された動作に基づいて、検索動作情報(一例として、足譜キー)を生成する。 First, the music storage unit stores a plurality of music. The assignment storage unit stores assignment operation information corresponding to each piece of music. For example, task action information that defines the contents of task actions such as a stepping action and a swinging action imposed on the player (for example, an arrangement of footsteps for a stepping action) is stored. The action acquisition unit acquires an action performed by the player. For example, a stepping action on a step board (panel), an operation of shaking a controller, or a player action obtained by a camera or the like is acquired. Then, the generation unit generates search operation information (for example, a footstep key) based on the acquired operation.
 一方、検索部は、生成された検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、課題記憶部から検索する。たとえば、プレイヤが行った踏み動作(足譜キー)と一致もしくは類似する足譜が含まれる足譜情報を検索する。また、楽曲情報生成部は、検索された課題動作情報に対応付けられた楽曲についての楽曲情報(一例として、楽曲リスト)を生成する。そして、表示部は、生成された楽曲情報を、プレイヤが楽曲を選択可能に表示する。たとえば、楽曲リストを選択可能になるよう表示する。 On the other hand, the search unit searches the task storage unit for task operation information including operation information that matches or is similar to the generated search operation information. For example, footstep information including a footstep that matches or resembles a stepping action (footstep key) performed by the player is searched. The music information generation unit generates music information (as an example, a music list) for the music associated with the searched task operation information. And a display part displays the produced | generated music information so that a player can select a music. For example, a music list is displayed so that it can be selected.
 このように、プレイしたい楽曲の課題動作(一例として、踏み動作)をプレイヤが行うことで、検索動作情報が生成され、課題動作情報にそのような検索動作情報を含む楽曲が検索されて(絞り込まれて)リスト表示される。このため、プレイヤは、自己が憶えている楽曲の課題動作を入力するだけで、従来のような煩雑な操作を行うことなく、目的の楽曲が絞り込まれて表示された中から、プレイしたい楽曲を簡単に選曲することができる。 As described above, when the player performs a task operation (for example, a stepping motion) of a piece of music to be played, search operation information is generated, and music including such search operation information in the task operation information is searched (narrowed down). List). For this reason, the player simply inputs the task operation of the music that he / she remembers, and the user can select the music he / she wants to play from the narrowed-down display of the target music without performing complicated operations as in the past. You can select songs easily.
 この結果、プレイする楽曲を、より簡単な操作で検索することができる。 As a result, the music to be played can be searched with a simpler operation.
 本発明の他の観点に係るゲーム装置は、楽曲の再生に伴って課題となる踏み動作を順次提示し、プレイヤにより行われた踏み動作を評価するゲーム装置であって、楽曲記憶部、課題記憶部、動作受付部、生成部、検索部、楽曲リスト生成部、および、表示部を含んで構成される。 A game device according to another aspect of the present invention is a game device that sequentially presents stepping motions that become a problem as music plays and evaluates the stepping motions performed by a player, and includes a music storage unit and a task storage Unit, an operation reception unit, a generation unit, a search unit, a music list generation unit, and a display unit.
 まず、楽曲記憶部は、複数の楽曲を記憶する。また、課題記憶部は、各楽曲に対応し、楽曲のリズムに同調した課題動作情報をそれぞれ記憶する。たとえば、プレイヤに課される、楽曲のリズムに同調した踏み動作や振る動作等の課題動作の内容を規定する課題動作情報(一例として、踏み動作のための足譜の配列)を記憶する。動作受付部は、プレイヤの踏み動作を順次受け付ける。たとえば、踏み台(パネル)への踏み動作、コントローラを振る操作、或いは、カメラ等にて得たプレイヤの動作を受け付ける。そして、生成部は、受け付けた一連の踏み動作に基づいて、所定のリズムに沿った検索動作情報(一例として、足譜キー)を生成する。 First, the music storage unit stores a plurality of music. The task storage unit stores task operation information corresponding to each song and synchronized with the rhythm of the song. For example, task action information (for example, an arrangement of footsteps for a stepping action) that prescribes the contents of a task action imposed on the player, such as a stepping action or a swinging action synchronized with the rhythm of the music, is stored. The motion accepting unit sequentially accepts the stepping motion of the player. For example, a stepping action on a step board (panel), an operation of shaking a controller, or a player action obtained by a camera or the like is accepted. And a production | generation part produces | generates the search operation | movement information (for example, a footstep key) along a predetermined rhythm based on the received series of stepping motions.
 一方、検索部は、生成された検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、課題記憶部から検索する。たとえば、プレイヤが行った踏み動作(足譜キー)と一致もしくは類似する足譜が含まれる足譜情報を検索する。また、楽曲リスト生成部は、検索された課題動作情報に対応付けられた楽曲についての楽曲リストを生成する。そして、表示部は、生成された楽曲リストを、プレイヤが楽曲を選択可能になるように表示する。 On the other hand, the search unit searches the task storage unit for task operation information including operation information that matches or is similar to the generated search operation information. For example, footstep information including a footstep that matches or resembles a stepping action (footstep key) performed by the player is searched. Further, the music list generation unit generates a music list for the music associated with the searched task operation information. And a display part displays the produced | generated music list so that a player can select a music.
 このように、プレイしたい楽曲の課題動作(一例として、踏み動作)をプレイヤが行うことで、リズムに沿った検索動作情報が生成され、課題動作情報にそのような検索動作情報を含む楽曲が検索されて(絞り込まれて)リスト表示される。このため、プレイヤがリズムを多少乱して踏み動作を行ったとしても、リズムに沿った目的の楽曲が絞り込まれて表示されるため、その中からプレイしたい楽曲を簡単に選曲することができる。 As described above, when the player performs a task operation (for example, a stepping motion) of the music to be played, search operation information along the rhythm is generated, and a music including such search operation information in the task operation information is searched. To be displayed in a list. For this reason, even if the player performs a stepping motion with a somewhat disturbed rhythm, the target music in accordance with the rhythm is narrowed down and displayed, so that the music to be played can be easily selected.
 この結果、プレイする楽曲を、より簡単な操作で検索することができる。 As a result, the music to be played can be searched with a simpler operation.
 上記ゲーム装置は、検索部が検索した複数の課題動作情報から、他の検索条件に基づいて絞り込む、絞り込み部を更に備え、動作受付部は、楽曲のリズムを示す補助踏み動作を更に受け付け、絞り込み部は、受け付けた当該補助踏み動作に基づいてリズムを特定し、特定したリズムに基づいて、検索部が検索した課題動作情報を絞り込んでもよい。 The game apparatus further includes a narrowing unit that narrows down based on other search conditions from a plurality of task motion information searched by the search unit, and the motion accepting unit further accepts and narrows down the auxiliary stepping motion indicating the rhythm of the music The unit may identify a rhythm based on the received auxiliary stepping motion and narrow down the task motion information searched by the search unit based on the identified rhythm.
 この場合、プレイヤが補助踏み動作にてリズムを指定して検索対象を絞り込むため、リズムの異なる楽曲が排除され、プレイしたい楽曲を簡単に選曲することができる。 In this case, since the player specifies the rhythm by the auxiliary stepping action and narrows down the search target, the music with different rhythm is eliminated, and the music to be played can be easily selected.
 動作受付部は、楽曲のリズムを示す補助踏み動作、および、検索しようとする本踏み動作を受け付け、生成部は、受け付けた当該補助踏み動作に基づいて楽曲のリズムを特定し、受け付けた当該本踏み動作に基づいて、特定したリズムに沿った検索動作情報を生成してもよい。 The motion accepting unit accepts the auxiliary stepping motion indicating the rhythm of the music and the main stepping motion to be searched, and the generating unit identifies the rhythm of the music based on the received auxiliary stepping motion and accepts the received book Based on the stepping motion, search motion information along the identified rhythm may be generated.
 この場合、プレイヤが補助踏み動作にてリズムを指定するため、より適切なリズムに同調した検索動作情報が生成され検索される。このため、より精度を上げて、プレイしたい楽曲を検索することができる。 In this case, since the player designates the rhythm by the auxiliary stepping action, search action information synchronized with a more appropriate rhythm is generated and searched. For this reason, it is possible to search for music to be played with higher accuracy.
 本発明の他の観点に係る楽曲検索方法は、楽曲記憶部、課題記憶部、動作取得部、演算部、および、表示部を有するゲーム装置における楽曲検索方法であって、楽曲記憶部は、複数の楽曲を記憶し、課題記憶部は、当該各楽曲に対応する課題動作情報(一例として、踏み動作のための足譜の配列)をそれぞれ記憶しており、動作取得ステップ、生成ステップ、検索ステップ、楽曲情報生成ステップ、および、表示ステップを含んで構成される。 A music search method according to another aspect of the present invention is a music search method in a game apparatus having a music storage unit, a task storage unit, an action acquisition unit, a calculation unit, and a display unit, and the music storage unit includes a plurality of music storage units. The task storage unit stores task motion information (for example, an arrangement of footsteps for a stepping motion) corresponding to each music, and an operation acquisition step, a generation step, and a search step , A music information generation step and a display step.
 まず、動作取得ステップでは、プレイヤの行った動作を取得する。たとえば、踏み台(パネル)への踏み動作、コントローラを振る操作、或いは、カメラ等にて得たプレイヤの動作を取得する。また、生成ステップで、取得された動作に基づいて、検索動作情報(一例として、足譜キー)を生成する。 First, in the motion acquisition step, the motion performed by the player is acquired. For example, a stepping action on a step board (panel), an operation of shaking a controller, or a player action obtained by a camera or the like is acquired. In the generation step, search operation information (for example, a footstep key) is generated based on the acquired operation.
 一方、検索ステップでは、生成された検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、課題記憶部から検索する。たとえば、プレイヤが行った踏み動作(足譜キー)と一致もしくは類似する足譜が含まれる足譜情報を検索する。また、楽曲情報生成ステップでは、検索された課題動作情報に対応付けられた楽曲についての楽曲情報(一例として、楽曲リスト)を生成する。そして、表示ステップでは、生成された楽曲情報を、プレイヤが楽曲を選択可能に表示する。たとえば、楽曲リストを選択可能になるよう表示する。 On the other hand, in the search step, task operation information including operation information that matches or is similar to the generated search operation information is searched from the task storage unit. For example, footstep information including a footstep that matches or resembles a stepping action (footstep key) performed by the player is searched. Also, in the music information generation step, music information (as an example, a music list) is generated for the music associated with the searched task operation information. In the display step, the generated music information is displayed so that the player can select the music. For example, a music list is displayed so that it can be selected.
 このように、プレイしたい楽曲の課題動作(一例として、踏み動作)をプレイヤが行うことで、検索動作情報が生成され、課題動作情報にそのような検索動作情報を含む楽曲が検索されて(絞り込まれて)リスト表示される。このため、プレイヤは、自己が憶えている楽曲の課題動作を入力するだけで、従来のような煩雑な操作を行うことなく、目的の楽曲が絞り込まれて表示された中から、プレイしたい楽曲を簡単に選曲することができる。 As described above, when the player performs a task operation (for example, a stepping motion) of a piece of music to be played, search operation information is generated, and music including such search operation information in the task operation information is searched (narrowed down). List). For this reason, the player simply inputs the task operation of the music that he / she remembers, and the user can select the music he / she wants to play from the narrowed-down display of the target music without performing complicated operations as in the past. You can select songs easily.
 この結果、プレイする楽曲を、より簡単な操作で検索することができる。 As a result, the music to be played can be searched with a simpler operation.
 本発明の他の観点に係るコンピュータ読み取り可能な情報記録媒体は、楽曲の再生と共に課題動作を提示し、プレイヤにより行われた動作内容を評価するコンピュータを、複数の楽曲を記憶する楽曲記憶部、当該各楽曲に対応する課題動作情報をそれぞれ記憶する課題記憶部、プレイヤの行った動作を取得する動作取得部、取得された当該動作に基づいて、検索動作情報を生成する生成部、生成された当該検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、課題記憶部から検索する検索部、検索された当該課題動作情報に対応付けられた楽曲についての楽曲情報を生成する楽曲情報生成部、生成された当該楽曲情報を、プレイヤが楽曲を選択可能に表示する表示部、として機能させることを特徴とするプログラムを記録する。 A computer-readable information recording medium according to another aspect of the present invention is a music storage unit that stores a plurality of music pieces, a computer that presents a task action together with the reproduction of the music piece and evaluates the operation content performed by the player, A task storage unit that stores task motion information corresponding to each piece of music, a motion acquisition unit that acquires motion performed by the player, a generation unit that generates search motion information based on the acquired motion, and A search unit for searching for task motion information including motion information that matches or is similar to the search motion information from the task storage unit, and music information for generating music information about the music associated with the searched task motion information A program that causes the generation unit to display the generated music information as a display unit that allows a player to select a music. To record.
 本発明の他の観点に係るプログラムは、コンピュータ(電子機器を含む。)を、上記のゲーム装置として機能させるように構成する。 A program according to another aspect of the present invention is configured to cause a computer (including an electronic device) to function as the above game device.
 このプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記録媒体に記録することができる。 This program can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
 上記プログラムは、当該プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記録媒体は、当該コンピュータとは独立して配布・販売することができる。 The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information recording medium can be distributed and sold independently of the computer.
 本発明によれば、プレイする楽曲を、より簡単な操作で検索することができる。 According to the present invention, the music to be played can be searched with a simpler operation.
本発明の実施形態に係るダンスゲーム装置の外観を示す模式図である。It is a mimetic diagram showing appearance of a dance game device concerning an embodiment of the present invention. ダンスゲームのモニタに表示されるゲーム画面の一例を示す模式図である。It is a schematic diagram which shows an example of the game screen displayed on the monitor of a dance game. ステップ筐体に配置されるパネルの一例を示す模式図である。It is a schematic diagram which shows an example of the panel arrange | positioned at a step housing | casing. パネルの内部構造を示す分解斜視図である。It is a disassembled perspective view which shows the internal structure of a panel. ダンスゲーム装置の内部構成を示すブロック図である。It is a block diagram which shows the internal structure of a dance game apparatus. 本発明の実施形態に係るゲーム装置の構成を示すブロック図である。It is a block diagram which shows the structure of the game device which concerns on embodiment of this invention. 音符(拍)と足譜との関係を説明するための模式図である。It is a schematic diagram for demonstrating the relationship between a note (beat) and footsteps. 音符(拍)と足譜との関係を説明するための模式図である。It is a schematic diagram for demonstrating the relationship between a note (beat) and footsteps. 音符(拍)と足譜との関係を説明するための模式図である。It is a schematic diagram for demonstrating the relationship between a note (beat) and footsteps. 踏まれたパネルに基づいて生成される足譜キーを説明するための模式図である。It is a schematic diagram for demonstrating the footsteps key produced | generated based on the stepped panel. 音符(拍)と足譜との関係を説明するための模式図である。It is a schematic diagram for demonstrating the relationship between a note (beat) and footsteps. 音符(拍)と足譜との関係を説明するための模式図である。It is a schematic diagram for demonstrating the relationship between a note (beat) and footsteps. 足譜キーと一致する足譜の一例を示す模式図である。It is a schematic diagram which shows an example of the footsteps which correspond with a footsteps key. 足譜キーと類似する足譜の一例を示す模式図である。It is a schematic diagram which shows an example of the footsteps similar to a footsteps key. 足譜キーと類似する足譜の一例を示す模式図である。It is a schematic diagram which shows an example of the footsteps similar to a footsteps key. 表示される楽曲リストの一例を示す模式図である。It is a schematic diagram which shows an example of the music list displayed. 本発明の実施形態に係る楽曲検索処理の一例を示すフローチャートである。It is a flowchart which shows an example of the music search process which concerns on embodiment of this invention. 本発明の他の実施形態に係るゲーム装置の構成を示すブロック図である。It is a block diagram which shows the structure of the game device which concerns on other embodiment of this invention. リズムを示す補助踏み動作と、音符(拍)との関係を説明するための模式図である。It is a schematic diagram for demonstrating the relationship between the auxiliary stepping motion which shows a rhythm, and a note (beat).
 以下に本発明の実施形態を説明する。以下では、理解を容易にするため、遊技場等に配置される業務用のダンスゲーム装置に本発明が適用される実施形態を説明するが、家庭用のゲーム機や各種のコンピュータなどにおいても同様に本発明を適用することができる。すなわち、以下に説明する実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。 Embodiments of the present invention will be described below. In the following, in order to facilitate understanding, an embodiment in which the present invention is applied to a commercial dance game device arranged in a game hall or the like will be described, but the same applies to home game machines and various computers. The present invention can be applied to. That is, the embodiment described below is for explanation, and does not limit the scope of the present invention. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
 (実施形態1)
 図1は、本発明の実施形態に係るゲーム装置が実現される業務用のダンスゲーム装置の外観を示す模式図である。このダンスゲーム装置は、一例として、演奏する楽曲に合わせて、課題となる踏み動作(課題動作)をプレイヤに提示し、プレイヤが実際に行った踏み動作をタイミングを含めて評価する装置である。以下、本図を参照してダンスゲーム装置の概要を説明する。
(Embodiment 1)
FIG. 1 is a schematic diagram showing an external appearance of a business dance game apparatus in which a game apparatus according to an embodiment of the present invention is realized. As an example, this dance game device is a device that presents a stepping motion (task motion) as a task to the player in accordance with the music to be played, and evaluates the stepping motion actually performed by the player including timing. Hereinafter, an outline of the dance game apparatus will be described with reference to this drawing.
 ダンスゲーム装置1は、図示するように、演奏用スピーカ11と、モニタ12と、ジョイスティック13と、リズム用スピーカ14と、ステップ筐体20とを含んで構成されている。 The dance game apparatus 1 includes a performance speaker 11, a monitor 12, a joystick 13, a rhythm speaker 14, and a step housing 20, as shown in the figure.
 演奏用スピーカ11は、プレイヤに選択されたダンスゲームの楽曲音を出力する。つまり、演奏される楽曲の楽曲音を出力する。この他にも演奏用スピーカ11は、ゲーム中において、プレイヤが行った踏み動作の適否(評価)に応じた音声等を出力する。 The performance speaker 11 outputs the music sound of the dance game selected by the player. That is, the music sound of the music to be played is output. In addition, the performance speaker 11 outputs a sound or the like according to the suitability (evaluation) of the stepping action performed by the player during the game.
 モニタ12は、ダンスゲームに必要な種々の情報を表示する。 The monitor 12 displays various information necessary for the dance game.
 たとえば、モニタ12は、ゲーム開始前に、楽曲リスト(後述するような踏み動作によって検索された楽曲リスト)等を表示し、プレイヤに所望の楽曲を選択するように促す。 For example, before the game starts, the monitor 12 displays a music list (a music list searched by a stepping action as described later) and the like, and prompts the player to select a desired music.
 そして、楽曲が選択されてゲームが開始されると、モニタ12は、たとえば、図2に示すようなゲーム画面を表示する。 When the music is selected and the game is started, the monitor 12 displays a game screen as shown in FIG.
 このゲーム画面において、ステップゾーンSZは、踏み動作のタイミングをプレイヤに示すための固定画像である。一方、足譜AF(AFu,AFd,AFl,AFr)は、課題となる踏み動作(課題動作)をプレイヤに示すための画像であり、演奏される楽曲に合わせて、たとえば、画面の下方から上方へスクロール表示される。そして、足譜AFがステップゾーンSZに到達した際(足譜AFがステップゾーンSZの同じ画像と重なった際)に、要求される踏み動作がプレイヤにより行われると(後述するパネルが正しく踏まれると)、得点が得られる様になっている。 On this game screen, the step zone SZ is a fixed image for showing the timing of the stepping motion to the player. On the other hand, the footsteps AF (AFu, AFd, AF1, AFr) is an image for showing the player the stepping action (task action) that is a task, and, for example, from the bottom to the top of the screen according to the music to be played Scroll to the display. When the footstep AF reaches the step zone SZ (when the footstep AF overlaps with the same image in the step zone SZ), when the required stepping action is performed by the player (a panel described later is correctly stepped on). And), you can get a score.
 図1に戻って、ジョイスティック13は、プレイヤにより操作され、ダンスゲームに必要な種々の情報を受け付ける。 Referring back to FIG. 1, the joystick 13 is operated by the player and receives various information necessary for the dance game.
 たとえば、ジョイスティック13は、ゲーム開始前に、プレイする楽曲の選択情報や、ゲームの難易度等の設定情報を受け付ける。 For example, the joystick 13 accepts selection information of music to be played and setting information such as the difficulty level of the game before the game starts.
 リズム用スピーカ14は、演奏される楽曲のリズム音を重低音で出力する。つまり、プレイヤが楽曲のリズムをとり易いように、リズム音を強調して出力する。 The rhythm speaker 14 outputs the rhythm sound of the music being played as a heavy bass. That is, the rhythm sound is emphasized and output so that the player can easily take the rhythm of the music.
 ステップ筐体20は、一例として、同時に2人のプレイヤが乗って、それぞれ踏み動作を行うことのできる踏み台であり、複数のパネル(操作子)が配置されている。 As an example, the step housing 20 is a stepping platform on which two players can simultaneously ride and perform stepping motions, and a plurality of panels (operators) are arranged.
 具体的にステップ筐体20は、図3Aに示すように、左側プレイヤ用エリアLAと、右側プレイヤ用エリアRAとに分かれており、それぞれ、パネルPu,Pd,Pl,Prを含む複数のパネルが配置されている。 Specifically, as shown in FIG. 3A, the step housing 20 is divided into a left player area LA and a right player area RA, and a plurality of panels each including panels Pu, Pd, Pl, and Pr are provided. Has been placed.
 なお、パネルPu,Pd,Pl,Prには、上,下,左,右の異なる方向の矢印が描かれている。そして、これらパネルPu~Prは、上述した図2の足譜AFu~AFrに対応している。つまり、足譜AFu(上矢印)は、パネルPu(上矢印)を踏むことをプレイヤに指示する(課する)ものであり、また、足譜AFd(下矢印)は、パネルPd(下矢印)を踏むことを指示するものである。同様に、足譜AFl(左矢印)は、パネルPl(左矢印)を、また、足譜AFr(右矢印)は、パネルPr(右矢印)を踏むことを指示するものである。 The panels Pu, Pd, Pl, and Pr have arrows in different directions, up, down, left, and right. These panels Pu to Pr correspond to the footsteps AFu to AFr of FIG. 2 described above. That is, the footstep AFu (up arrow) instructs the player to step on the panel Pu (up arrow), and the footstep AFd (down arrow) is the panel Pd (down arrow). It is instructed to step on. Similarly, the footsteps AF1 (left arrow) instructs to step on the panel Pl (left arrow), and the footsteps AFr (right arrow) instructs to step on the panel Pr (right arrow).
 これらのパネルPu~Prを含む各パネルは、プレイヤによって踏まれたことを、内部のセンサにて検出できるようになっている。たとえば、図3Bに示すように、内部に複数のケーブルセンサCSが配置されており、踏まれた際に加えられる荷重(圧力)を検出できるようになっている。 Each panel including these panels Pu to Pr can be detected by an internal sensor that the player has stepped on. For example, as shown in FIG. 3B, a plurality of cable sensors CS are arranged inside, and a load (pressure) applied when stepped on can be detected.
 また、パネルPu~Prを含む各パネルには、点灯/消灯の制御可能な発光素子が内部に格納されている。たとえば、図3Bに示すように、複数の冷陰極線管RKが配置されている。 In each panel including the panels Pu to Pr, light-emitting elements that can be turned on / off are stored inside. For example, as shown in FIG. 3B, a plurality of cold cathode ray tubes RK are arranged.
 また、天板TIは、たとえば、半透明のアクリル板からなる。そして、冷陰極線管RKの点灯(発光)に伴い、天板TIを光らせることができるようになっている。これにより、後述するように、楽曲についての踏み動作をダイジェスト表示することができる。 The top plate TI is made of, for example, a translucent acrylic plate. The top plate TI can be illuminated with the lighting (light emission) of the cold cathode ray tube RK. Thereby, as will be described later, the stepping action on the music can be displayed as a digest.
 次に、このようなダンスゲーム装置1の内部構成について、図4を参照して説明する。図4は、本発明の実施形態に係るダンスゲーム装置の概要構成を示すブロック図である。以下、本図を参照して説明する。 Next, the internal configuration of such a dance game apparatus 1 will be described with reference to FIG. FIG. 4 is a block diagram showing a schematic configuration of the dance game apparatus according to the embodiment of the present invention. Hereinafter, a description will be given with reference to FIG.
 ダンスゲーム装置1は、図示するように、CPU(Central Processing Unit)101と、ROM(Read Only Memory)102と、RAM(Random Access Memory)103と、インターフェース104と、ハードディスク105と、画像処理部106と、音声処理部107と、NIC(Network Interface Card)108と、を備える。 As shown in the figure, the dance game apparatus 1 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a hard disk 105, and an image processing unit 106. And a voice processing unit 107 and a NIC (Network Interface Card) 108.
 なお、ハードディスク105には、ダンスゲーム用のプログラムおよび必要なデータが記憶されており、ダンスゲーム装置1の電源が投入されると、当該プログラムが実行され、本実施形態のゲーム装置が実現される。 The hard disk 105 stores a dance game program and necessary data, and when the dance game apparatus 1 is turned on, the program is executed to realize the game apparatus of the present embodiment. .
 CPU 101は、ダンスゲーム装置1全体の動作を制御し、各構成要素と接続され制御信号やデータをやりとりする。 The CPU 101 controls the overall operation of the dance game apparatus 1 and is connected to each component to exchange control signals and data.
 ROM 102には、電源投入直後に実行されるIPL(Initial Program Loader)が記録され、これが実行されることにより、ハードディスク105に記録されたプログラムをRAM 103に読み出してCPU 101による実行が開始される。また、ROM 102には、ダンスゲーム装置1全体の動作制御に必要なオペレーティングシステムのプログラムや各種のデータが記録される。 The ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the hard disk 105 is read to the RAM 103 and the CPU 101 starts execution. . The ROM 102 stores an operating system program and various data necessary for controlling the operation of the entire dance game apparatus 1.
 RAM 103は、データやプログラムを一時的に記憶するためのもので、ハードディスク105から読み出したプログラムやデータ、その他ゲームの進行等に必要なデータが保持される。 The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the hard disk 105 and other data necessary for the progress of the game.
 インターフェース104は、上述したジョイスティック13やステップ筐体20との通信を中継する。 The interface 104 relays communication with the joystick 13 and the step housing 20 described above.
 具体的にインターフェース104は、ジョイスティック13にて入力された指示情報等を受け付ける。 Specifically, the interface 104 receives instruction information and the like input with the joystick 13.
 また、インターフェース104は、ステップ筐体20上にてプレイヤにより行われる踏み動作を受け付ける。つまり、上述したパネルPu~Prを含む何れか(複数も可)のパネルが、プレイヤにより踏まれたことを、ケーブルセンサCSにて検出した際に、その検出信号をステップ筐体20から受け付ける。これにより、どのパネルが踏まれたのかが即座に検出できるようになっている。 Further, the interface 104 receives a stepping action performed by the player on the step housing 20. That is, when the cable sensor CS detects that any one (or a plurality of panels) including the panels Pu to Pr described above is stepped on by the player, the detection signal is received from the step housing 20. This makes it possible to immediately detect which panel has been stepped on.
 更に、インターフェース104は、CPU 101からパネルPu~Prを含む何れか(複数も可)のパネルへの点灯(発光)指示がなされると、その点灯指示の情報をステップ筐体20に供給し、対象となるパネルの冷陰極線管RKを点灯させる。 Further, when the CPU 101 gives a lighting (light emission) instruction to any panel (including a plurality of panels) including the panels Pu to Pr, the interface 104 supplies information on the lighting instruction to the step casing 20. The cold cathode ray tube RK of the target panel is turned on.
 ハードディスク105は、ダンスゲームのプログラム、および、付随する画像データや楽曲データ(後述する足譜データ等も含む)を記憶している。これらのプログラムやデータは、CPU 101の制御によって読み出され、RAM 103等に一時的に記憶される。なお、ハードディスク105は、一例であり、他の記憶媒体であってもよい。 The hard disk 105 stores a dance game program and accompanying image data and music data (including footnote data described later). These programs and data are read out under the control of the CPU 101 and temporarily stored in the RAM 103 or the like. The hard disk 105 is an example and may be another storage medium.
 画像処理部106は、画像演算プロセッサ(図示せず)やフレームメモリ(図示せず)を備えており、CPU 101からの制御の下、種々の画像処理を行う。たとえば、画像処理部106は、ハードディスク105から読み出した画像データを加工処理し、画像情報を生成してフレームメモリに格納する。そして、フレームメモリに格納した画像情報を、所定の同期タイミングでビデオ信号に変換し、上述したモニタ12に供給する。これにより、各種の画像表示が可能となる。 The image processing unit 106 includes an image arithmetic processor (not shown) and a frame memory (not shown), and performs various image processes under the control of the CPU 101. For example, the image processing unit 106 processes the image data read from the hard disk 105, generates image information, and stores it in the frame memory. Then, the image information stored in the frame memory is converted into a video signal at a predetermined synchronization timing, and supplied to the monitor 12 described above. Thereby, various image displays are possible.
 なお、画像演算プロセッサは、2次元の画像の重ね合わせ演算やαブレンディング等の透過演算、各種の飽和演算を高速に実行できる。 Note that the image arithmetic processor can execute a two-dimensional image overlay operation, a transparency operation such as α blending, and various saturation operations at high speed.
 また、仮想3次元空間に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法によりレンダリングして、所定の視点位置から仮想3次元空間に配置されたポリゴンを俯瞰したレンダリング画像を得る演算の高速実行も可能である。 In addition, the polygon information arranged in the virtual three-dimensional space and added with various kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. High speed execution of the obtained operation is also possible.
 音声処理部107は、ハードディスク105から読み出した楽曲データをアナログ音声信号に変換し、上述した演奏用スピーカ11から出力させる。また、CPU 101からの制御の下、ゲームの進行中に発生させるべき効果音等を生成し、これに対応した音声を演奏用スピーカ11から出力させる。 The audio processing unit 107 converts the music data read from the hard disk 105 into an analog audio signal and outputs it from the performance speaker 11 described above. Further, under the control of the CPU 101, sound effects and the like to be generated during the progress of the game are generated, and the corresponding sound is output from the performance speaker 11.
 更に、音声処理部107は、たとえば、所定の信号処理を施して、楽曲データからリズム音(リズム信号)を抜き出し、上述したリズム用スピーカ14から出力させる。なお、楽曲データに対応するリズムデータが予めハードディスク105に記憶されている場合には、そのリズムデータに基づいたリズム音を、リズム用スピーカ14から出力させてもよい。 Furthermore, the audio processing unit 107 performs, for example, predetermined signal processing to extract a rhythm sound (rhythm signal) from the music data and output the rhythm sound from the rhythm speaker 14 described above. When rhythm data corresponding to music data is stored in the hard disk 105 in advance, a rhythm sound based on the rhythm data may be output from the rhythm speaker 14.
 NIC 108は、ダンスゲーム装置1をインターネット等のコンピュータ通信網(図示せず)に接続するためのものであり、LAN(Local Area Network)を構成する際に用いられる10BASE-T/100BASE-T規格にしたがうものや、電話回線を用いてインターネットに接続するためのアナログモデム、ISDN(Integrated Services Digital Network)モデム、ADSL(Asymmetric Digital Subscriber Line)モデム、ケーブルテレビジョン回線を用いてインターネットに接続するためのケーブルモデム等と、これらとCPU 101との仲立ちを行うインターフェース(図示せず)により構成される。 The NIC 108 is used to connect the dance game apparatus 1 to a computer communication network (not shown) such as the Internet, and is used when configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard To connect to the Internet using an analog modem, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, or cable television line. It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
 この他に、ダンスゲーム装置1は、投入されるコイン(硬貨やメダル等)を検出するユニットや、プリペイドカード等を読み込むユニット等を含んでいてもよい。 In addition to this, the dance game apparatus 1 may include a unit for detecting inserted coins (coins, medals, etc.), a unit for reading prepaid cards, and the like.
 また、本実施形態のダンスゲーム装置1にかえて、一般的なコンピュータ(汎用のパーソナルコンピュータ等)や家庭用のゲーム機を、本発明の実施形態に係るゲーム装置として利用することもできる。たとえば、一般的なコンピュータは、上記ダンスゲーム装置1と同様に、CPU、RAM、ROM、ハードディスク、および、NICを備え、ダンスゲーム装置1よりも簡易な機能を備えた画像処理部を備え、外部記憶装置として、フレキシブルディスク、光磁気ディスク、磁気テープ等が利用できるようになっている。また、ステップ筐体20の代わりに、市販されているゲーム用マット(プレイヤにより足で踏まれた領域を検出するマット等)を利用する。そして、ゲーム用のプログラムをインストールした後に、そのプログラムを実行させると、本発明の実施形態に係るゲーム装置として機能する。 Further, instead of the dance game apparatus 1 of the present embodiment, a general computer (general-purpose personal computer or the like) or a home game machine can be used as the game apparatus according to the embodiment of the present invention. For example, a general computer includes a CPU, a RAM, a ROM, a hard disk, and a NIC as in the dance game apparatus 1, and includes an image processing unit having a simpler function than the dance game apparatus 1. As a storage device, a flexible disk, a magneto-optical disk, a magnetic tape, or the like can be used. Further, instead of the step housing 20, a commercially available game mat (such as a mat for detecting an area stepped on by a player) is used. When the game program is installed after the game program is installed, it functions as a game device according to the embodiment of the present invention.
 (ゲーム装置の概要構成)
 図5は、本発明の実施形態に係るゲーム装置の概要構成を示す模式図である。このゲーム装置は、一例として、プレイヤが行う踏み動作に基づいて、所望の楽曲を検索する装置である。
(Outline configuration of game device)
FIG. 5 is a schematic diagram showing a schematic configuration of the game device according to the embodiment of the present invention. As an example, this game apparatus is an apparatus that searches for a desired piece of music based on a stepping action performed by a player.
 より具体的には、このゲーム装置にてダンスゲームを開始する前に、プレイヤが踏んだステップに基づいて、同一もしくは類似する足譜情報を検索することにより、プレイヤが望む楽曲(楽曲リスト)を提示する装置である。以下、本図を参照して説明する。 More specifically, before starting the dance game on this game device, the same or similar footstep information is searched based on the steps taken by the player, so that the music (music list) desired by the player can be obtained. It is a device to present. Hereinafter, a description will be given with reference to FIG.
 ゲーム装置200は、楽曲情報記憶部201と、足譜情報記憶部202と、踏み動作受付部203と、足譜キー生成部204と、検索部205と、楽曲リスト生成部206と、画像描画部207とを備える。 The game apparatus 200 includes a music information storage unit 201, a footstep information storage unit 202, a stepping motion reception unit 203, a footstep key generation unit 204, a search unit 205, a music list generation unit 206, and an image drawing unit. 207.
 まず、楽曲情報記憶部201は、ダンスゲームにて演奏可能な複数の楽曲情報を記憶する。つまり、プレイヤが選曲できる全楽曲の楽曲情報を記憶する。 First, the music information storage unit 201 stores a plurality of pieces of music information that can be played in a dance game. That is, the music information of all the music that the player can select is stored.
 そして、プレイヤにより任意の楽曲が選曲されると、その楽曲情報が再生されて、ダンスゲームが開始することになる。 When an arbitrary piece of music is selected by the player, the music information is reproduced and the dance game is started.
 なお、楽曲情報には、楽曲音の基になる楽曲データの他に、楽曲ID、楽曲の名称、および、アーティスト名等の関連情報も含まれている。 Note that the music information includes related information such as a music ID, a music name, and an artist name in addition to the music data on which the music sound is based.
 そして、上述したハードディスク105が、このような楽曲情報記憶部201として機能しうる。 The hard disk 105 described above can function as such a music information storage unit 201.
 足譜情報記憶部202は、各楽曲に対応し、課題となる踏み動作を規定する足譜情報をそれぞれ記憶する。つまり、楽曲情報記憶部201に記憶される楽曲情報にそれぞれ対応する足譜情報を記憶する。 The footstep information storage unit 202 stores footstep information that defines the stepping motion that is the subject, corresponding to each piece of music. That is, the musical score information corresponding to the music information stored in the music information storage unit 201 is stored.
 この足譜情報は、たとえば、図6Aに示すように、矢印にて示される足譜AFの配列の情報であり、一例として、楽曲の音符OPに対応している。なお、図6Aでは、音符OPと足譜AFとが1対1にて対応している場合を表しているが、より詳細には、図6Bに示すように、拍(拍子)に同調しており、上下左右の各方向を示す足譜AFu~AFrが規定されている。 For example, as shown in FIG. 6A, this footstep information is information on the arrangement of footstep AFs indicated by arrows, and as an example, corresponds to musical note OP. 6A shows a case where the musical note OP and the footstep AF correspond one-to-one, but more specifically, as shown in FIG. 6B, in synchronization with the beat (time signature). In addition, footsteps AFu to AFr indicating the respective directions of up, down, left and right are defined.
 なお、足譜AFは、拍に対して1つに限られず、図6Cに示すように、拍に対して2つの足譜AFu,AFdが規定されている場合もあり、また、拍に対して、足譜が規定されていない場合もある。 Note that the footstep AF is not limited to one for the beat, and as shown in FIG. 6C, there are cases where two footsteps AFu and AFd are defined for the beat. In some cases, footsteps are not specified.
 足譜情報記憶部202は、このような楽曲の拍に同調した足譜AFの配列である足譜情報を、各楽曲に対応付けて記憶している。 The footstep information storage unit 202 stores footstep information, which is an array of footstep AF synchronized with the beat of such a piece of music, in association with each piece of music.
 そして、上述したハードディスク105が、このような足譜情報記憶部202として機能しうる。 The hard disk 105 described above can function as such a musical score information storage unit 202.
 図5に戻って、踏み動作受付部203は、プレイヤによる踏み動作を順次受け付ける。 Referring back to FIG. 5, the stepping motion accepting unit 203 sequentially accepts the stepping motion by the player.
 すなわち、踏み動作受付部203は、上述したステップ筐体20上にてプレイヤにより行われる踏み動作を受け付ける。つまり、ステップ筐体20のパネル(パネルPu~Pr等)が踏まれたことを検出信号により取得し、どのパネル(複数の場合もあり)が踏まれたのかを受け付ける。 That is, the stepping motion accepting unit 203 accepts a stepping motion performed by the player on the above-described step casing 20. That is, it is acquired from the detection signal that the panel (panels Pu to Pr, etc.) of the step housing 20 has been stepped on, and it is accepted which panel (in some cases) has been stepped on.
 なお、上述したインターフェース104等が、このような踏み動作受付部203として機能しうる。 Note that the above-described interface 104 or the like can function as such a stepping motion reception unit 203.
 足譜キー生成部204は、踏み動作受付部203が受け付けた一連の踏み動作に基づいて、所定のリズム(拍)に沿った足譜キーを生成する。 The footstep key generation unit 204 generates footstep keys along a predetermined rhythm (beat) based on a series of stepping motions received by the stepping motion reception unit 203.
 たとえば、足譜キー生成部204は、図7Aに示すように、パネルPが踏まれることにより得られた踏み動作から、検索用の足譜キーAFKを生成する。その際、足譜キー生成部204は、パネルPが踏まれたタイミングt1~t7を解析し、リズム(拍)を特定する。この図7Aの場合では、タイミングt3-t4の間に間隔があるため、その間に空きの拍があることが推測でき、一例として、合計8つの拍が特定できる。 For example, as shown in FIG. 7A, the footstep key generation unit 204 generates a footstep key AFK for search from a stepping action obtained by stepping on the panel P. At that time, the footstep key generation unit 204 analyzes timings t1 to t7 when the panel P is stepped on, and specifies a rhythm (beat). In the case of FIG. 7A, since there is an interval between timings t3 and t4, it can be estimated that there are empty beats between them, and as an example, a total of 8 beats can be specified.
 そして、足譜キー生成部204は、たとえば、8つの拍をそれぞれ1拍とした場合に、図7Bに示すような2小節分の4拍子のリズムとして特定し、また、8つの拍をそれぞれ半拍とした場合に、図7Cに示すような1小節分の4拍子のリズムとして特定する。 Then, for example, when the eight beats are set to one beat, the footstep key generating unit 204 specifies a four-beat rhythm for two measures as shown in FIG. In the case of a beat, it is specified as a 4-beat rhythm for one measure as shown in FIG. 7C.
 そして、足譜キー生成部204は、特定したリズムに沿った足譜キーを生成する。なお、1拍や半拍の判別は、踏み動作の全体から判別できる場合に判別するものとし、これらが何れであるか判別できない場合は、両者をそれぞれ足譜キーとして生成するようにしてもよい。 Then, the footstep key generation unit 204 generates footstep keys along the specified rhythm. Note that one beat or half beat is discriminated when it can be discriminated from the entire stepping action, and when it cannot be discriminated from these, both of them may be generated as footstep keys, respectively. .
 そして、上述したCPU 101等が、このような足譜キー生成部204として機能しうる。 The above-described CPU 101 or the like can function as such a musical score key generation unit 204.
 図5に戻って、検索部205は、足譜キー生成部204によって生成された足譜キーに基づいて、足譜情報記憶部202を検索する。つまり、足譜キーと一致もしくは類似する足譜が含まれる足譜情報を足譜情報記憶部202から検索する。 Referring back to FIG. 5, the search unit 205 searches the footstep information storage unit 202 based on the footstep key generated by the footstep key generation unit 204. That is, the footstep information storage unit 202 is searched for footstep information including a footstep that matches or resembles the footstep key.
 たとえば、検索部205は、足譜キーを基準に、足譜情報を先頭から順番にずらしながら比較し、一致もしくは類似する足譜があるかどうかを、各足譜情報について検索する。 For example, the search unit 205 compares the footstep information in order from the top with reference to the footstep key, and searches each piece of footstep information for whether there is a matching or similar footstep.
 そして、足譜キーAFKと足譜AF(部分)が、図8Aに示すように一致する場合や、図8B,8Cに示すように類似する場合に、その足譜情報をヒットした(検索できた)足譜情報として得る。 Then, when the footstep key AFK and the footstep AF (part) match as shown in FIG. 8A or similar as shown in FIGS. 8B and 8C, the footstep information is hit (searched). ) Obtain as footstep information.
 この場合、図8Bでは、点線で囲んで示すように、場所(拍)のずれが1カ所生じているだけであるため、類似すると判断しており、また、図8Cでは、点線で囲んで示すように、足譜の相違が1カ所生じているだけであるため、類似すると判断している。なお、このような類似の判断は、一例であり、他の観点から類似を判断するようにしてもよい。 In this case, as shown by the dotted line in FIG. 8B, only one place (beat) shift occurs, so it is determined that they are similar, and in FIG. 8C, the dotted line is shown. Thus, since there is only one difference in footsteps, it is determined that they are similar. Such similarity determination is merely an example, and similarity may be determined from another viewpoint.
 また、足譜情報を検索する際に、楽曲中の足譜全体と比較する代わりに、特徴となる部分(たとえば、楽曲のさびとなる部分)の足譜と比較するようにしてもよい。これは、さびとなる部分には、その楽曲を特徴付ける足譜が配置されている場合が多く、また、プレイヤもそのような特徴的な足譜を覚えており、検索のために踏むことが多いためである。そして、この場合、検索対象の足譜の量が減ることになり、迅速に検索を終えることが期待できる。 Further, when searching for the footstep information, instead of comparing with the whole footsteps in the music, it may be compared with the footsteps of a characteristic part (for example, a part that rusts the music). In many cases, the rusted portion is provided with a footstep characterizing the music, and the player also remembers such a characteristic footstep and often steps for searching. Because. In this case, the amount of footsteps to be searched is reduced, and it can be expected that the search is completed quickly.
 なお、上述したCPU 101等が、このような検索部205として機能しうる。 Note that the above-described CPU 101 or the like can function as such a search unit 205.
 図5に戻って、楽曲リスト生成部206は、検索部205によって検索された足譜情報に対応付けられた楽曲についての楽曲リストを生成する。 Referring back to FIG. 5, the music list generation unit 206 generates a music list for the music associated with the footstep information searched by the search unit 205.
 つまり、楽曲リスト生成部206は、検索された各足譜情報(1つの場合もあり)にそれぞれ対応付けられた楽曲情報を、楽曲情報記憶部201から読み出す。そして、たとえば、楽曲名(タイトル)と、アーティスト名を含んだ楽曲リストを生成する。この際、楽曲リストを、タイトルやアーティスト名等の順番に並べてもよく、また、足譜キーとの一致度が高い等の順番に並べてもよい。 That is, the music list generation unit 206 reads out the music information associated with each searched piece of score information (in some cases, one) from the music information storage unit 201. Then, for example, a music list including a music name (title) and an artist name is generated. At this time, the music list may be arranged in the order of title, artist name, etc., or may be arranged in the order of high coincidence with the footstep keys.
 なお、上述したCPU 101等が、このような検索部205として機能しうる。 Note that the above-described CPU 101 or the like can function as such a search unit 205.
 画像描画部207は、楽曲リスト生成部206によって生成された楽曲リストの画像を生成し、上述したモニタ12に表示する。 The image drawing unit 207 generates an image of the music list generated by the music list generation unit 206 and displays it on the monitor 12 described above.
 たとえば、画像描画部207は、図9に示すような楽曲リストの画像を生成して、プレイヤが楽曲を選択可能になるよう表示する。 For example, the image drawing unit 207 generates an image of a music list as shown in FIG. 9 and displays it so that the player can select a music.
 なお、図9に示す楽曲リストは、一例として、楽曲名とアーティスト名だけの情報を表示しているが、他の情報を楽曲リストに付加してもよい。 Note that the music list shown in FIG. 9 displays information of only the music name and artist name as an example, but other information may be added to the music list.
 なお、上述した画像処理部106が、このような画像描画部207として機能しうる。 Note that the above-described image processing unit 106 can function as such an image drawing unit 207.
 (ゲーム装置の動作の概要)
 図10は、上述した構成のゲーム装置200において実行される楽曲検索処理の流れを示すフローチャートである。以下、本図を参照してゲーム装置200の動作について説明する。この楽曲検索処理は、ダンスゲームを実行するゲーム装置200において、プレイヤによる踏み動作を受け、同じ(類似する)足譜が課題となっている楽曲を検索する処理である。つまり、ダンスゲームを開始する前に、プレイヤが踊りたい楽曲の踏み動作(一部)を入力することで、そのような踏み動作の楽曲リストを表示する処理である。なお、この楽曲検索処理は、ダンスゲームの開始を待機している状態で開始される。
(Overview of game device operation)
FIG. 10 is a flowchart showing the flow of music search processing executed in the game device 200 having the above-described configuration. Hereinafter, the operation of the game apparatus 200 will be described with reference to FIG. This music search process is a process of searching for music for which the same (similar) footsteps are the subject in response to the stepping action by the player in the game device 200 that executes the dance game. In other words, before starting the dance game, the player inputs a stepping action (part) of a piece of music that the player wants to dance to display a music list of such stepping actions. This music search process is started while waiting for the start of the dance game.
 まず、ゲーム装置200は、プレイヤによる踏み動作を待機する(ステップS301)。つまり、プレイヤによってステップ筐体20上のパネルが踏まれたかどうかを判別しながら、後続処理を待機する。 First, the game device 200 waits for a stepping action by the player (step S301). That is, the subsequent process is waited while determining whether or not the player has stepped on the panel on the step housing 20.
 ゲーム装置200は、ステップ筐体20上のパネルが踏まれたことを検出すると(ステップS301;Yes)、プレイヤによる一連の踏み動作を順次受け付ける(ステップS302)。 When the game apparatus 200 detects that the panel on the step housing 20 has been stepped on (step S301; Yes), it sequentially receives a series of stepping actions by the player (step S302).
 すなわち、踏み動作受付部203は、ステップ筐体20のパネルが踏まれたことを検出信号により取得し、どのパネル(複数の場合もあり)が踏まれたのかを順次受け付ける。 That is, the stepping motion accepting unit 203 acquires from the detection signal that the panel of the step housing 20 has been stepped on, and sequentially receives which panel (or plural cases) has been stepped on.
 ゲーム装置200は、受け付けた踏み動作に基づいて、足譜キーを生成する(ステップS303)。 The game device 200 generates a musical score key based on the accepted stepping action (step S303).
 すなわち、足譜キー生成部204は、踏み動作受付部203が受け付けた一連の踏み動作に基づいて、所定のリズムに沿った足譜キーを生成する。たとえば、足譜キー生成部204は、上述した図7Aに示すように、パネルPが踏まれたタイミングt1~t7を解析してリズム(拍)を特定しつつ、検索用の足譜キーAFKを生成する。 That is, the footsteps key generation unit 204 generates footsteps keys according to a predetermined rhythm based on a series of stepping motions received by the stepping motion reception unit 203. For example, as shown in FIG. 7A described above, the footstep key generation unit 204 analyzes the timings t1 to t7 when the panel P is stepped and identifies the rhythm (beat), and selects the footstep key AFK for search. Generate.
 ゲーム装置200は、生成された足譜キーAFKに基づいて、同じ(類似する)足譜を含む足譜情報を検索する(ステップS304)。 The game device 200 searches for footstep information including the same (similar) footsteps based on the generated footstep key AFK (step S304).
 すなわち、検索部205は、足譜キー生成部204によって生成された足譜キーAFKと一致もしくは類似する足譜が含まれる足譜情報を、足譜情報記憶部202から検索する。 That is, the search unit 205 searches the footstep information storage unit 202 for footstep information including a footstep that matches or resembles the footstep key AFK generated by the footstep key generation unit 204.
 たとえば、検索部205は、上述した図8Aに示すような足譜キーAFKに一致する足譜AFが含まれる足譜情報、および、上述した図8B,8Cに示すような足譜キーAFKに類似する足譜AFが含まれる足譜情報を検索する。 For example, the search unit 205 is similar to the footstep information AF including the footstep AF that matches the footstep key AFK as shown in FIG. 8A and the footstep key AFK as shown in FIGS. 8B and 8C. The footstep information including the footstep AF to be searched is searched.
 ゲーム装置200は、検索された足譜情報に対応付けられた楽曲についての楽曲リストを生成して表示する(ステップS305)。 The game device 200 generates and displays a music list for the music associated with the searched footstep information (step S305).
 すなわち、楽曲リスト生成部206は、検索部205によって検索された足譜情報に対応付けられた楽曲についての楽曲リストを生成し、そして、画像描画部207は、生成された楽曲リストの画像を生成してモニタ12に表示する。 That is, the music list generation unit 206 generates a music list for the music associated with the footstep information searched by the search unit 205, and the image drawing unit 207 generates an image of the generated music list. And displayed on the monitor 12.
 たとえば、画像描画部207は、図9に示すような楽曲リストの画像を生成して、プレイヤが楽曲を選択可能になるよう表示する。 For example, the image drawing unit 207 generates an image of a music list as shown in FIG. 9 and displays it so that the player can select a music.
 こうして足譜キーに基づいて足譜情報が検索され、対応付けられた楽曲の楽曲リストが表示されると、プレイヤは、たとえば、ジョイスティック13を操作して、その楽曲リストの中から所望の楽曲を選曲し、ダンスゲームを開始することになる。 Thus, when the footstep information is retrieved based on the footstep key and the music list of the associated music is displayed, the player operates the joystick 13 to select a desired music from the music list, for example. Choosing a song and starting a dance game.
 なお、楽曲リストの中に所望の楽曲がなかった場合、踏み動作が不正確であったこと等が考えられるため、プレイヤは、再度踏み動作を行って、新たな検索を要求してもよい。 Note that if there is no desired music in the music list, it is possible that the stepping motion was incorrect, so the player may perform the stepping motion again to request a new search.
 また、検索部205は、足譜キー生成部204によって生成された足譜キーAFKと一致もしくは類似する足譜が含まれる足譜情報を、逐次的に検索することもできる。たとえば、検索部205は、図7Aに示される、タイミングt3の時点において生成された足譜キーAFK、すなわち、タイミングt1~t3までの足譜キーAFKと一致もしくは類似する足譜情報を検索する。楽曲リスト生成部206は、検索部205によって検索されたタイミングt1~t3までの足譜情報に対応付けられた楽曲についての楽曲リストを生成する。そして、画像描画部207は、生成された楽曲リストの画像を生成してモニタ12に表示する。 Also, the search unit 205 can sequentially search for footstep information including footsteps that match or are similar to the footstep key AFK generated by the footstep key generation unit 204. For example, the search unit 205 searches for the footstep key AFK generated at the timing t3 shown in FIG. 7A, that is, the footstep information that matches or is similar to the footstep key AFK from timing t1 to t3. The music list generation unit 206 generates a music list for the music associated with the footstep information from the timings t1 to t3 searched by the search unit 205. Then, the image drawing unit 207 generates an image of the generated music list and displays it on the monitor 12.
 次に、タイミングt4の時点においてプレイヤが踏み動作を行うことにより、タイミングt1~t4までの足譜キーAFKと一致もしくは類似する足譜情報が検索されて、当該タイミングt1~t4までの足譜情報に対応付けられる楽曲リストがモニタ12に表示されるため、楽曲リストに表示される楽曲が徐々に絞り込まれていく。 Next, when the player performs a stepping motion at the timing t4, the footstep information that matches or resembles the footstep key AFK from the timing t1 to t4 is retrieved, and the footstep information from the timing t1 to t4 is retrieved. Since the music list associated with is displayed on the monitor 12, the music displayed in the music list is gradually narrowed down.
 このように、プレイヤが踏み動作を行うたびに、楽曲が逐次的に絞り込まれた楽曲リストが表示されるため、プレイヤは所望の楽曲を簡単に検索することもできる。 Thus, each time the player performs a stepping motion, the music list in which the music is sequentially narrowed down is displayed, so that the player can easily search for the desired music.
 このような楽曲検索処理により、プレイヤが踊りたい楽曲の踏み動作(一部)を入力することで、そのような踏み動作が含まれる楽曲が検索されてリスト表示される。このため、プレイヤは、自己が憶えている一連の踏み動作を正確に入力するだけで、従来のような煩雑な操作を行うことなく、目的の楽曲が絞り込まれて表示された中から、踊りたい楽曲を簡単に選曲することができる。 In such a music search process, by inputting the stepping motion (part) of the music that the player wants to dance, the music including such a stepping motion is searched and displayed in a list. For this reason, the player wants to dance while the target music is narrowed down and displayed by simply inputting a series of stepping motions that he or she remembers without performing complicated operations as in the past. You can easily select songs.
 また、入力する踏み動作の一部が不正確であったとしても、類似する踏み動作が含まれる楽曲も検索されるため、リスト表示された中から所望の楽曲を選ぶことのできる割合も高くなる。 Even if a part of the stepping motion to be input is inaccurate, music containing similar stepping motions is also searched, so that the ratio of selecting a desired music from the list displayed is increased. .
 この結果、プレイする楽曲をより簡単な操作で検索することができる。 As a result, the music to be played can be searched with a simpler operation.
 (他の実施形態)
 上記の実施形態では、プレイヤが足譜キーの元となる踏み動作だけを入力する場合について説明したが、更に、楽曲のリズムを示す別の踏み動作を入力できるようにしてもよい。
(Other embodiments)
In the above embodiment, the case where the player inputs only the stepping motion that is the basis of the footstep key has been described. However, another stepping motion indicating the rhythm of the music may be input.
 たとえば、楽曲のリズムが正確に特定できないために、数多くの足譜情報が検索されてしまい、その結果、楽曲リストが長大となって選曲し難くなる場合も起こり得る。その場合に、リズムを示す補助踏み動作をプレイヤが別途入力できるようにし、足譜情報を絞り込むことで、楽曲リストを短くすることができる。 For example, since the rhythm of the music cannot be accurately specified, a lot of footstep information is searched, and as a result, the music list may become very long and it may be difficult to select the music. In this case, the music list can be shortened by allowing the player to separately input an auxiliary stepping action indicating a rhythm and narrowing down the footstep information.
 以下、本発明の他の実施形態に係るゲーム装置400について、図11を参照して説明する。 Hereinafter, a game apparatus 400 according to another embodiment of the present invention will be described with reference to FIG.
 ゲーム装置400は、上述した図5に示すゲーム装置200に絞り込み部301を付加した構成となっている。つまり、楽曲情報記憶部201~画像描画部207の構成は、ゲーム装置200と同様である。 The game apparatus 400 has a configuration in which a narrowing unit 301 is added to the game apparatus 200 shown in FIG. That is, the configuration of the music information storage unit 201 to the image drawing unit 207 is the same as that of the game device 200.
 絞り込み部301は、検索部205が検索できた足譜情報が所定数を超えている場合に、補助踏み動作の入力を促す画像を画像描画部207に描画させる。 The narrowing-down unit 301 causes the image drawing unit 207 to draw an image that prompts the user to input an auxiliary stepping action when the number of footstep information that can be searched by the search unit 205 exceeds a predetermined number.
 そして、踏み動作受付部203から楽曲のリズムを示す補助踏み動作が入力されると、その補助踏み動作からリズムを特定し、特定したリズムに基づいて、検索部205が検索した足譜情報を絞り込む。 When an auxiliary stepping motion indicating the rhythm of the music is input from the stepping motion reception unit 203, the rhythm is identified from the auxiliary stepping motion, and the footstep information searched by the search unit 205 is narrowed down based on the identified rhythm. .
 たとえば、踏み動作受付部203から、同じ踏み動作を連続して所定回数以上受け付けた場合に、絞り込み部301は、楽曲のリズムを示す補助踏み動作が入力されたと判別する。具体的に説明すると、たとえば、図12に示すように、「ワン,,ツー,,ワン,ツー,スリー,フォー」というタイミングで、同一のパネルPの踏み動作が検出されると、絞り込み部301は、4拍子のリズムを特定する。なお、これ以外にもリズムを特定できる踏み動作が検出されると、絞り込み部301は、その踏み動作に基づいてリズムを特定する。 For example, when the same stepping motion is continuously received a predetermined number of times or more from the stepping motion reception portion 203, the narrowing-down portion 301 determines that an auxiliary stepping motion indicating the rhythm of the music has been input. More specifically, for example, as shown in FIG. 12, when a stepping action on the same panel P is detected at the timing of “one, two, one, two, three, four”, the narrowing unit 301 Specifies a four-beat rhythm. In addition, when a stepping action that can specify a rhythm is detected, the narrowing unit 301 specifies a rhythm based on the stepping action.
 そして、特定したリズムに基づいて、検索部205が検索した足譜情報を絞り込む。たとえば、検索された足譜情報のうち、リズムに合致しない足譜情報を破棄する。 Then, based on the identified rhythm, the search unit 205 narrows down the footstep information searched. For example, among the searched footstep information, the step information that does not match the rhythm is discarded.
 これにより、検索部205が検索した足譜情報を減らすことができ、楽曲リストが長大となることを防止することができる。 Thereby, the footstep information searched by the search unit 205 can be reduced, and the music list can be prevented from becoming long.
 また、これとは逆に、補助踏み動作を先に入力し、そのリズムの楽曲を検索しておき、その後に入力された踏み動作に基づく足譜によって、足譜情報を絞り込むようにしてもよい。 On the contrary, it is also possible to input the auxiliary stepping action first, search for the music of the rhythm, and narrow down the footstep information by the footsteps based on the inputted stepping action after that. .
 この場合も、プレイする楽曲をより簡単な操作で検索することができる。 Also in this case, the music to be played can be searched by a simpler operation.
 上記のゲーム装置400では、検索された足譜情報が所定数を超えている場合に、楽曲のリズムを示す補助踏み動作を更に入力する場合について説明した。 In the game apparatus 400 described above, the case where the auxiliary stepping action indicating the rhythm of the music is further input when the searched musical score information exceeds a predetermined number has been described.
 しかしながら、この補助踏み動作と、検索しようとする踏み動作(本踏み動作)とを、毎回入力するようにしてもよい。 However, the auxiliary stepping motion and the stepping motion to be searched (main stepping motion) may be input every time.
 すなわち、踏み動作受付部203は、補助踏み動作、および、本踏み動作をそれぞれ受け付ける。たとえば、上述した図12に示すような同一のパネルPの踏み動作を受け付けた後に、上述した図7Aに示すような検索用の踏み動作(本踏み動作)を受け付ける。 That is, the stepping motion accepting unit 203 accepts an auxiliary stepping motion and a main stepping motion. For example, after accepting the stepping action of the same panel P as shown in FIG. 12 described above, the stepping action for search (main stepping action) as shown in FIG. 7A is accepted.
 そして、足譜キー生成部204は、踏み動作受付部203が受け付けた補助踏み動作により楽曲のリズムを特定し、また、本踏み動作に基づいて、特定したリズムに沿った足譜キーを生成する。 Then, the footstep key generation unit 204 specifies the rhythm of the music by the auxiliary stepping motion received by the stepping motion reception unit 203, and generates the footsteps key according to the specified rhythm based on the main stepping motion. .
 この場合、楽曲のリズムが正確に特定されることにより、不要な足譜情報が検索されることがなくなり、その結果、楽曲リストが短くなり、プレイヤの選曲が容易となる。そして、この場合も、プレイする楽曲をより簡単な操作で検索することができる。 In this case, since the rhythm of the music is accurately specified, unnecessary footstep information is not searched, and as a result, the music list is shortened, and the player can easily select music. In this case as well, the music to be played can be searched with a simpler operation.
 また、絞り込み部301は、入力される踏み動作の速度から、テンポ(たとえば、1分間における拍の数)を特定して、当該特定したテンポに基づいて、検索部205が検索した足譜情報を絞り込むこともできる。たとえば、1分間に120拍のテンポで入力されている場合、1分間に110拍以下および1分間に130拍以上のテンポに該当する足譜情報を破棄して、110拍~130拍までのテンポに対応する楽曲を検索することもできる。 Further, the narrowing-down unit 301 specifies the tempo (for example, the number of beats per minute) from the input stepping speed, and the footstep information searched by the search unit 205 based on the specified tempo. You can also narrow down. For example, if a tempo of 120 beats per minute is input, the footstep information corresponding to a tempo of 110 beats per minute and 130 beats per minute is discarded, and a tempo from 110 to 130 beats is discarded. You can also search for songs that correspond to.
 上記の実施形態では、プレイヤがステップ筐体20のパネルを踏むことで、踏み動作を入力する場合について説明したが、このような踏み動作以外の動作を評価するゲーム装置についても適宜適用可能である。 In the above-described embodiment, the case where the player inputs a stepping motion by stepping on the panel of the step housing 20 has been described. .
 たとえば、加速度センサを内蔵したコントローラを用いて、演奏される楽曲に合わせて、振る動作や傾ける動作等をプレイヤが行う体感ゲームであっても、同様に適宜可能である。 For example, even if the game is a bodily sensation game in which a player performs a swinging motion or a tilting motion in accordance with a music piece to be played using a controller with a built-in acceleration sensor, it is possible as appropriate.
 この場合では、ゲーム装置は、足譜情報に相当する課題情報を楽曲に対応付けて記憶しており、ゲームの開始前に、一連の振る動作等を加速度センサの検出により取得すると、足譜キーに相当する検索キーを生成して、一致または類似する課題情報を検索する。そして、検索した課題情報に対応付けられた楽曲のリストを表示し、プレイする楽曲をプレイヤに選曲させることになる。 In this case, the game device stores the task information corresponding to the footstep information in association with the music, and if a series of shaking motions and the like are acquired by the detection of the acceleration sensor before the game starts, the footstep key A search key corresponding to is generated to search for matching or similar task information. Then, a list of songs associated with the searched task information is displayed, and the player selects a song to be played.
 この場合も、プレイする楽曲をより簡単な操作で検索することができる。 Also in this case, the music to be played can be searched by a simpler operation.
 また、プレイヤの動きを撮像素子(カメラ等)にて撮影して、プレイヤの動作を取得できるようなゲームであっても、同様に適宜適用可能である。 Also, a game in which a player's motion can be acquired by photographing the player's movement with an image sensor (camera or the like) can be applied as appropriate.
 たとえば、コントローラ等を用いずに、演奏される楽曲に合わせて、手や足を動かす動作をプレイヤが行う体感ゲームであっても、同様に適宜可能である。 For example, even if it is a bodily sensation game in which a player moves a hand or a leg in accordance with the music to be played without using a controller or the like, it is possible as appropriate.
 この場合も、ゲーム装置は、足譜情報に相当する課題情報を楽曲に対応付けて記憶しており、ゲームの開始前に、一連の動作を撮影した画像を解析することにより取得すると、足譜キーに相当する検索キーを生成して、一致または類似する課題情報を検索する。そして、検索した課題情報に対応付けられた楽曲のリストを表示し、プレイする楽曲をプレイヤに選曲させることになる。 Also in this case, the game device stores task information corresponding to the footstep information in association with the music, and if acquired by analyzing an image obtained by photographing a series of actions before the game starts, A search key corresponding to the key is generated to search for matching or similar task information. Then, a list of songs associated with the searched task information is displayed, and the player selects a song to be played.
 この場合でも、プレイする楽曲をより簡単な操作で検索することができる。 Even in this case, the music to be played can be searched with a simpler operation.
 なお、本願については、日本国特許願 特願2008-178674号 を基礎とする優先権を主張し、当該基礎出願の内容をすべて本願にとりこむものとする。 As for the present application, the priority based on Japanese Patent Application No. 2008-178664 is claimed and all the contents of the basic application are incorporated in the present application.
 本発明によれば、プレイする楽曲をより簡単な操作で検索するゲーム装置、楽曲検索方法、コンピュータ読取可能な情報記録媒体、ならびに、プログラムを提供することができる。 According to the present invention, it is possible to provide a game device, a music search method, a computer-readable information recording medium, and a program that search for music to be played with a simpler operation.
  1   ダンスゲーム装置
  11  演奏用スピーカ
  12  モニタ
  13  ジョイスティック
  14  リズム用スピーカ
  20  ステップ筐体
  101 CPU
  102 ROM
  103 RAM
  104 インターフェース
  105 ハードディスク
  106 画像処理部
  107 音声処理部
  108 NIC
  200 ゲーム装置
  201 楽曲情報記憶部
  202 足譜情報記憶部
  203 踏み動作受付部
  204 足譜キー生成部
  205 検索部
  206 楽曲リスト生成部
  207 画像描画部
  301 絞り込み部
  400 ゲーム装置
DESCRIPTION OF SYMBOLS 1 Dance game apparatus 11 Speaker for performance 12 Monitor 13 Joystick 14 Speaker for rhythm 20 Step housing | casing 101 CPU
102 ROM
103 RAM
104 Interface 105 Hard Disk 106 Image Processing Unit 107 Audio Processing Unit 108 NIC
DESCRIPTION OF SYMBOLS 200 Game apparatus 201 Music information storage part 202 Footstep information storage part 203 Stepping movement reception part 204 Footstep key generation part 205 Search part 206 Music list generation part 207 Image drawing part 301 Narrowing part 400 Game apparatus

Claims (7)

  1.  楽曲の再生と共に課題動作を提示し、プレイヤにより行われた動作内容を評価するゲーム装置(200)であって、
     複数の楽曲を記憶する楽曲記憶部(201)と、
     当該各楽曲に対応する課題動作情報をそれぞれ記憶する課題記憶部(202)と、
     プレイヤの行った動作を取得する動作取得部(203)と、
     取得された当該動作に基づいて、検索動作情報を生成する生成部(204)と、
     生成された当該検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、前記課題記憶部(202)から検索する検索部(205)と、
     検索された当該課題動作情報に対応付けられた楽曲についての楽曲情報を生成する楽曲情報生成部(206)と、
     生成された当該楽曲情報を、プレイヤが楽曲を選択可能に表示する表示部(207)と、を備える、
     ことを特徴とするゲーム装置(200)。
    A game device (200) that presents a task action together with the reproduction of music and evaluates the action content performed by the player,
    A music storage unit (201) for storing a plurality of music;
    A task storage unit (202) for storing task operation information corresponding to each music piece;
    An action acquisition unit (203) for acquiring an action performed by the player;
    A generation unit (204) that generates search operation information based on the acquired operation;
    A search unit (205) that searches the task storage unit (202) for task motion information including motion information that matches or is similar to the generated search motion information;
    A music information generation unit (206) that generates music information about the music associated with the searched task operation information;
    A display unit (207) for displaying the generated music information so that the player can select a music;
    A game device (200) characterized by the above.
  2.  楽曲の再生に伴って課題となる踏み動作を順次提示し、プレイヤにより行われた踏み動作を評価するゲーム装置(200)であって、
     複数の楽曲を記憶する楽曲記憶部(201)と、
     当該各楽曲に対応し、楽曲のリズムに同調した課題動作情報をそれぞれ記憶する課題記憶部(202)と、
     プレイヤの踏み動作を順次受け付ける動作受付部(203)と、
     受け付けた一連の当該踏み動作に基づいて、所定のリズムに沿った検索動作情報を生成する生成部(204)と、
     生成された当該検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、前記課題記憶部(202)から検索する検索部(205)と、
     検索された当該課題動作情報に対応付けられた楽曲についての楽曲リストを生成する楽曲リスト生成部(206)と、
     生成された当該楽曲リストを、プレイヤが楽曲を選択可能に表示する表示部(207)と、を備える、
     ことを特徴とするゲーム装置(200)。
    A game device (200) for sequentially presenting stepping motions that become a problem along with the reproduction of music and evaluating the stepping motions performed by a player,
    A music storage unit (201) for storing a plurality of music;
    A task storage unit (202) for storing task operation information corresponding to each music piece and synchronized with the rhythm of the music piece;
    An operation accepting unit (203) for sequentially accepting the stepping motion of the player;
    A generation unit (204) that generates search operation information in accordance with a predetermined rhythm based on the received series of the stepping operations;
    A search unit (205) that searches the task storage unit (202) for task motion information including motion information that matches or is similar to the generated search motion information;
    A music list generation unit (206) that generates a music list for the music associated with the searched task operation information;
    A display unit (207) for displaying the generated music list so that the player can select music;
    A game device (200) characterized by the above.
  3.  請求項2に記載のゲーム装置(200)であって、
     前記検索部(205)が検索した複数の課題動作情報から、他の検索条件に基づいて絞り込む、絞り込み部(301)を更に備え、
     前記動作受付部(203)は、楽曲のリズムを示す補助踏み動作を更に受け付け、
     前記絞り込み部(301)は、受け付けた当該補助踏み動作に基づいてリズムを特定し、特定したリズムに基づいて、前記検索部(205)が検索した課題動作情報を絞り込む、
     ことを特徴とするゲーム装置(200)。
    A game device (200) according to claim 2,
    A narrowing-down unit (301) for narrowing down a plurality of task operation information searched by the search unit (205) based on other search conditions;
    The motion accepting unit (203) further accepts an auxiliary stepping motion indicating the rhythm of the music,
    The narrowing-down unit (301) identifies a rhythm based on the received auxiliary stepping motion, and narrows down the task motion information searched by the search unit (205) based on the identified rhythm.
    A game device (200) characterized by the above.
  4.  請求項2に記載のゲーム装置(200)であって、
     前記動作受付部(203)は、楽曲のリズムを示す補助踏み動作、および、検索しようとする本踏み動作を受け付け、
     前記生成部(204)は、受け付けた当該補助踏み動作に基づいて楽曲のリズムを特定し、受け付けた当該本踏み動作に基づいて、特定したリズムに沿った検索動作情報を生成する、
     ことを特徴とするゲーム装置(200)。
    A game device (200) according to claim 2,
    The motion accepting unit (203) accepts an auxiliary stepping motion indicating the rhythm of the music and a main stepping motion to be searched,
    The generation unit (204) specifies a rhythm of the music based on the received auxiliary stepping motion, and generates search operation information along the specified rhythm based on the received main stepping motion.
    A game device (200) characterized by the above.
  5.  楽曲記憶部(201)、課題記憶部(202)、動作取得部(203)、演算部(204,205,206)、および、表示部(207)を有するゲーム装置(200)における楽曲検索方法であって、
     前記楽曲記憶部(201)は、複数の楽曲を記憶し、前記課題記憶部(202)は、当該各楽曲に対応する課題動作情報をそれぞれ記憶しており、
     前記動作取得部(203)が行う、プレイヤの行った動作を取得する動作取得ステップと、
     前記演算部(204,205,206)が、取得された当該動作に基づいて、検索動作情報を生成する生成ステップと、
     前記演算部(204,205,206)が、生成された当該検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、前記課題記憶部から検索する検索ステップと、
     前記演算部(204,205,206)が、検索された当該課題動作情報に対応付けられた楽曲についての楽曲情報を生成する楽曲情報生成ステップと、
     前記表示部(207)が、生成された当該楽曲情報を、プレイヤが楽曲を選択可能に表示する表示ステップと、を含む、
     ことを特徴とする楽曲検索方法。
    A music search method in a game device (200) having a music storage unit (201), an assignment storage unit (202), an action acquisition unit (203), a calculation unit (204, 205, 206), and a display unit (207). There,
    The song storage unit (201) stores a plurality of songs, and the task storage unit (202) stores task operation information corresponding to each song,
    An action acquisition step of acquiring an action performed by the player, performed by the action acquisition unit (203);
    The calculation unit (204, 205, 206) generates search operation information based on the acquired operation,
    A search step in which the calculation unit (204, 205, 206) searches the task storage unit for task operation information including operation information that matches or is similar to the generated search operation information;
    A music information generation step in which the arithmetic unit (204, 205, 206) generates music information about the music associated with the searched task motion information;
    A display step in which the display unit (207) displays the generated music information so that a player can select a music;
    The music search method characterized by this.
  6.  楽曲の再生と共に課題動作を提示し、プレイヤにより行われた動作内容を評価するコンピュータを、
     複数の楽曲を記憶する楽曲記憶部(201)、
     当該各楽曲に対応する課題動作情報をそれぞれ記憶する課題記憶部(202)、
     プレイヤの行った動作を取得する動作取得部(203)、
     取得された当該動作に基づいて、検索動作情報を生成する生成部(204)、
     生成された当該検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、前記課題記憶部(202)から検索する検索部(205)、
     検索された当該課題動作情報に対応付けられた楽曲についての楽曲情報を生成する楽曲情報生成部(206)、
     生成された当該楽曲情報を、プレイヤが楽曲を選択可能に表示する表示部(207)、
     として機能させることを特徴とするプログラムを記録したコンピュータ読み取り可能な情報記録媒体。
    A computer that presents a task action along with music playback and evaluates the action performed by the player,
    A music storage unit (201) for storing a plurality of music;
    A task storage unit (202) for storing task operation information corresponding to each music piece;
    An action acquisition unit (203) for acquiring an action performed by the player;
    A generation unit (204) that generates search operation information based on the acquired operation,
    A search unit (205) that searches the task storage unit (202) for task motion information including motion information that matches or is similar to the generated search motion information;
    A music information generation unit (206) that generates music information about the music associated with the searched task operation information;
    A display unit (207) for displaying the generated music information so that the player can select music;
    A computer-readable information recording medium having a program recorded thereon, which is made to function as:
  7.  楽曲の再生と共に課題動作を提示し、プレイヤにより行われた動作内容を評価するコンピュータを、
     複数の楽曲を記憶する楽曲記憶部(201)、
     当該各楽曲に対応する課題動作情報をそれぞれ記憶する課題記憶部(202)、
     プレイヤの行った動作を取得する動作取得部(203)、
     取得された当該動作に基づいて、検索動作情報を生成する生成部(204)、
     生成された当該検索動作情報と一致もしくは類似する動作情報が含まれる課題動作情報を、前記課題記憶部(202)から検索する検索部(205)、
     検索された当該課題動作情報に対応付けられた楽曲についての楽曲情報を生成する楽曲情報生成部(206)、
     生成された当該楽曲情報を、プレイヤが楽曲を選択可能に表示する表示部(207)、
     として機能させることを特徴とするプログラム。
    A computer that presents a task action along with music playback and evaluates the action performed by the player,
    A music storage unit (201) for storing a plurality of music;
    A task storage unit (202) for storing task operation information corresponding to each music piece;
    An action acquisition unit (203) for acquiring an action performed by the player;
    A generation unit (204) that generates search operation information based on the acquired operation,
    A search unit (205) that searches the task storage unit (202) for task motion information including motion information that matches or is similar to the generated search motion information;
    A music information generation unit (206) that generates music information about the music associated with the searched task operation information;
    A display unit (207) for displaying the generated music information so that the player can select music;
    A program characterized by functioning as
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