WO2010004908A1 - Game device, digest display method, information recording medium, and program - Google Patents

Game device, digest display method, information recording medium, and program Download PDF

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Publication number
WO2010004908A1
WO2010004908A1 PCT/JP2009/061926 JP2009061926W WO2010004908A1 WO 2010004908 A1 WO2010004908 A1 WO 2010004908A1 JP 2009061926 W JP2009061926 W JP 2009061926W WO 2010004908 A1 WO2010004908 A1 WO 2010004908A1
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WO
WIPO (PCT)
Prior art keywords
player
music
unit
action
reproduction
Prior art date
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PCT/JP2009/061926
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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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 CN200980124819.6A priority Critical patent/CN102076390B/en
Priority to JP2010519747A priority patent/JP4852661B2/en
Priority to KR1020107021600A priority patent/KR101198083B1/en
Publication of WO2010004908A1 publication Critical patent/WO2010004908A1/en

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game device, a digest display method, an information recording medium, and a program that make it easier for a player to select a song to be played.
  • dance game devices in which a player performs a stepping action (stepping action) in accordance with the music to be played are gaining popularity in amusement halls and the like.
  • the dance game apparatus is configured to sequentially present a task action (stepping action as a challenge) 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 a correct stepping motion in time with the music.
  • the player performs a music selection operation to select a desired music from such a large number of music before starting the game. 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.
  • Such a music list includes information indicating the level of difficulty of the game along with the name of the music (title) and artist, and the player selects the music to play with reference to the level of difficulty. become. For example, if it is a beginner player, music with a low difficulty level is often selected. On the other hand, if a player is intermediate or higher, music with a high difficulty level is often selected.
  • the difficulty level of such music is only divided into several stages (for example, low level, medium level, high level, etc.), and is only a rough division. For this reason, even if the difficulty level is the same, it is difficult to know how much difference there is unless you actually select a song and play it.
  • each player since each player has different step performances for the pros and cons, it feels difficult even when playing music with low difficulty, or conversely, it feels easy even when playing music with high difficulty. There was a case. Therefore, it is necessary for the player to grasp and remember his / her own difficulty level for the music actually played.
  • the present invention has been made to solve such problems, and provides a game device, a digest display method, an information recording medium, and a program that can make it easier for a player to select a music to play. With the goal.
  • the game device plays a song determined as a playback target from a plurality of songs by a player, and presents a task action representing an action to be taken by the player according to the playback time of the song
  • the game device evaluates the accuracy of the action performed by the player, and includes a selection unit, a presentation unit, and a determination unit.
  • the selection unit selects one of a plurality of songs as a reproduction candidate. For example, the selection unit causes the player to press a direction key provided in the controller to select a music piece that is a reproduction candidate from a plurality of music pieces presented on a display device (a monitor or the like).
  • the presentation unit sequentially presents feature actions that are actions that the player should take in the feature section.
  • This feature section is a section of the total playback time of the music selected as the playback candidate.
  • a characteristic task action that is a digest of the task action can be set as the feature action.
  • the task action imposed on the player in the portion corresponding to the chorus of the music can be set as the characteristic action.
  • the section in which the rust of the music is played out of the total playback time of the music is the characteristic section described above.
  • the presentation unit displays the content of the characteristic motion on a display device or the like to present a digest of the motion imposed on the music to the player.
  • information necessary for playing back each piece of music and information that defines the content of the task action corresponding to each piece of music (for example, an arrangement of footsteps for a stepping action) is stored in advance in a storage device or the like.
  • the confirmation unit confirms the reproduction candidate song as a reproduction target song in response to a confirmation instruction made by the player.
  • the confirming unit confirms the music selected as the playback candidate music as the music to be played back in response to the player pressing the determination button provided in the controller.
  • the digest of the task operation for example, the stepping operation
  • the player can remember that it is a song that has been played before and its difficulty level.
  • the repertoire can be increased because it becomes easier to play a new song based on the imposed operation content and difficulty level. As a result, it is possible to make it easier for the player to select the music to be played.
  • the determination unit may determine that a determination instruction has been given when the player performs the feature motions presented in order. That is, when the stepping motion according to the digest display is performed by the player, the determination unit determines the music selected as the reproduction candidate as the reproduction target. According to such a configuration, the stepping action according to the digest display made by the player is an action for determining the music to be played. Therefore, the player can practice the characteristic operation of the music to be played before playing, instead of pressing the determination button of the controller.
  • the action to be taken by the player can be an action of operating one of a plurality of light-emitting operators.
  • the presentation unit sequentially emits the operation elements to be operated by the operations represented by the characteristic operations.
  • the presentation unit presents the characteristic motion to the player.
  • a light-emitting element embedded therein and capable of emitting light can be adopted.
  • the presentation unit presents the digest of the task operation by causing the operation elements to emit light in order. According to such a configuration, the player can remember what kind of music is the reproduction candidate music piece by observing how the operation elements to be operated emit light sequentially.
  • the confirmation unit determines that a confirmation instruction has been given when an operation of operating the emitted operation element within a predetermined time from the light emission exceeds a predetermined number of times or a predetermined ratio. May be. For example, if the number of times the operating element emits light for digest display is 8, the predetermined time is 100 msec, and the predetermined number is 5 times, the operation of operating the operating element within 100 msec from the light emission of the operating element is performed 6 times or more. It is determined that a confirmation instruction has been issued.
  • the predetermined time is 100 msec
  • the predetermined ratio is 50%
  • the operation of operating the operation element within 100 msec from the light emission of the operation element is performed 5 times.
  • the player can practice the characteristic motion by repeatedly performing the digest display. As a result, even if the player is not allowed to play a certain piece of music because of poor feature movement, the characteristic action is improved by practicing the characteristic action during the digest display, and the play of the certain piece of music is permitted. Can be done. It should be noted that the level at which the player is allowed to reproduce the music can be adjusted by changing the above-mentioned predetermined number of times or a predetermined ratio.
  • the presentation unit can make the interval for sequentially presenting the feature actions proportional to the interval at which the feature actions should be taken in the feature section.
  • the order of the feature actions and the ratio of the interval between the feature actions presented in the digest display coincide with what the player should do during play. Therefore, the player can grasp what kind of music is the candidate music by looking at the digest display.
  • the interval at which the feature actions are presented in order is matched with the interval at which the feature actions should be taken in the feature section. In this case, the player can accurately grasp the timing at which the characteristic action should be taken.
  • the interval for sequentially displaying the feature actions can be made larger than the interval for taking the feature actions in the feature section.
  • the player can grasp the timing at which the characteristic action should be taken carefully over time.
  • the interval for sequentially presenting the feature actions can be made smaller than the interval for taking the feature actions in the feature section.
  • the player can grasp the timing at which the characteristic action should be taken in a short time. According to such a configuration, the player can accurately grasp the timing at which the characteristic action should be taken.
  • the selection unit can set the music for the motion most accurately performed among the motions performed by all players before the selection instruction is given by the players.
  • Such music is expected to be music selected by many players, music selected by advanced players, or well-known music (famous music). Therefore, such music is considered to be music that is highly likely to be selected by the player. Therefore, it can be expected that the operation burden on the player at the time of music selection is reduced by setting such music as the default music.
  • each of the plurality of music pieces may be divided into a plurality of sections.
  • a section in which the action performed by all the players is most accurate can be set as the feature section.
  • the section in which the movements made by all players are most accurate is considered to be a section in which the rhythm of the music is accurately grasped by the players.
  • Such a section is considered to be a section that best represents the characteristics of the music, such as a section that is repeatedly played or a section corresponding to chorus. Accordingly, such a section is set as the feature section, and the feature motion in the feature section is presented to the player, so that the player understands what kind of music is selected as the reproduction candidate. It becomes easy to do.
  • a digest display method is a digest display method in a game device having a selection unit, a presentation unit, and a confirmation unit, and includes a selection step, a presentation step, and a confirmation step.
  • the game device reproduces a song determined as a reproduction target from a plurality of songs by the player, presents a task action representing an action to be taken by the player according to the reproduction time of the song, It is a game device that evaluates the accuracy of actions performed.
  • the selection unit in response to a selection instruction made by the player, selects one of a plurality of songs as a reproduction candidate. For example, the selection unit causes the player to press a direction key provided in the controller to select a music piece that is a reproduction candidate from a plurality of music pieces presented on a display device (a monitor or the like).
  • the presenting unit sequentially presents feature actions that are actions that the player should take in the feature section. This feature section is a section of the total playback time of the music selected as the playback candidate.
  • a characteristic task action that is a digest of the task action can be set as a feature action.
  • the task action imposed on the player in the portion corresponding to the chorus of the music can be set as the characteristic action.
  • the section in which the rust of the music is played out of the total playback time of the music is the characteristic section described above.
  • the presenting unit presents a digest of the operation imposed on the music to the player, for example, by displaying the content of the characteristic operation on the display device.
  • the confirmation unit confirms the music selected as the reproduction candidate as the music to be reproduced in response to the confirmation instruction given by the player.
  • the confirming unit confirms the music selected as the playback candidate music as the music to be played back in response to the player pressing the determination button provided in the controller.
  • the digest of the task operation for example, the stepping operation
  • the player can remember that it is a song that has been played before and its difficulty level.
  • the repertoire can be increased because it becomes easier to play a new song based on the imposed operation content and difficulty level. As a result, it is possible to make it easier for the player to select the music to be played.
  • An information recording medium stores a program that causes a computer (including an electronic device) to function as the above game device.
  • a program according to another aspect of the present invention causes 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.
  • 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 apparatus presents a stepping action (task action / task operation) as a task to the player according to the music to be played, and evaluates the stepping action actually performed by the player including timing. It is.
  • a stepping action task action / task operation
  • 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 before starting the game, and prompts the player to select a desired music.
  • the monitor 12 displays a game screen as shown in FIG. 2, for example.
  • the step zone SZ is a fixed image for showing the timing of the stepping motion to the player.
  • the footstep AF (AFu, AFd, AF1, AFr) is an image for showing the stepping action (task action / task operation) as a task to the player. Scroll display from below to above.
  • the joystick 13 is operated by the player and receives various information necessary for the dance game.
  • the joystick 13 receives 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 casing 20 is a stepping platform on which two players can simultaneously step on and perform a stepping action, 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 including panels Pu, Pd, Pl, and Pr, respectively. Is arranged.
  • the panels Pu, Pd, Pl, and Pr are drawn with arrows in different directions of up, down, left, and right. These panels Pu to Pr correspond to the above-mentioned footsteps AFu to AFr in FIG.
  • the footstep AFu instructs the player to step on the panel Pu (up arrow)
  • the footstep AFd is the panel Pd (down arrow). It is instructed to step on.
  • the footsteps AF1 left arrow
  • the footsteps AFr right arrow
  • 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.
  • a plurality of cable sensors CS are arranged inside, and a load (pressure) applied when stepped on can be detected.
  • 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 an audio 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 into 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. Specifically, the interface 104 receives instruction information and the like input with the joystick 13. 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 has been 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. Further, when the CPU 101 gives a lighting (light emission) instruction to any (or a plurality of) panels including the panels Pu to Pr, the information of the lighting instruction is supplied 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 calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as ⁇ blending, and various saturation calculations 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 sound processing unit 107 converts the music data read from the hard disk 105 into an analog sound signal and outputs the analog sound signal from the performance speaker 11 described above. In addition, 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. Furthermore, the audio processing unit 107 performs, for example, predetermined signal processing, extracts a rhythm sound (rhythm signal) from the music data, and outputs 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.
  • 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. And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet 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 such as the Internet
  • analog modems for connecting to the Internet using telephone lines
  • ISDN Integrated Services Digital Network
  • ADSL Asymmetric Digital Subscriber Line
  • cable television lines for connecting to the Internet 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 device is a device that presents a part of the content of a task imposed when playing a music piece when the music piece is selected so that the player can easily select the music piece. More specifically, before starting a dance game on this game device, the stepping motion imposed on the candidate music piece is displayed in a digest manner by causing the panel of the step housing 20 to emit light.
  • FIG. 5 is a schematic diagram showing a schematic configuration of the game device according to the embodiment of the present invention.
  • this game device is a device that presents a part of the content of a task imposed when playing a music piece when the music piece is selected so that the player can easily select the music piece. More specifically, before starting a dance game on this game device, the stepping motion imposed on the candidate music piece is displayed in a digest manner by causing the panel of the step housing 20 to emit light.
  • the game apparatus 150 includes a selection unit 151, a presentation unit 152, and a determination unit 153.
  • the selection unit 151 selects any song from a plurality of songs as a reproduction candidate in response to a selection instruction made by the player. For example, the selection unit 151 causes the player to press a direction key provided in the controller to select a music piece that is a reproduction candidate from a plurality of music pieces presented on a display device (a monitor or the like).
  • the presentation unit 152 sequentially presents feature actions that are actions that the player should take in the feature section. This feature section is a section of the total playback time of the music selected as the playback candidate.
  • a characteristic task action that is a digest of the task action can be set as the feature action.
  • the presentation unit 152 presents a digest of the motion imposed on the music to the player, for example, by displaying the content of the characteristic motion on a display device or the like. Then, in response to a confirmation instruction given by the player, the confirmation unit 153 confirms the reproduction candidate music as a music to be reproduced. For example, the confirming unit 153 confirms the music selected as the reproduction candidate music as the music to be reproduced in response to the player pressing the determination button provided in the controller.
  • the game device 200 specifically includes a music information storage unit 201, a footstep information storage unit 202, a music list generation unit 203, an image drawing unit 204, and a selection / confirmation unit 205.
  • the selection unit 151 and the determination unit 153 described above are realized by the selection / confirmation unit 205, for example.
  • the above-described presentation unit 152 is realized by the light emission instruction information generation unit 206, the light emission control unit 207, the step operation unit 208, and the like.
  • 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. When an arbitrary piece of music is selected by the player, the music information is reproduced and the dance game is started.
  • the music information includes related information such as the music ID, the name of the music, the artist name, and the degree of difficulty 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 a stepping motion (task motion / task operation) that is a task 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.
  • the footstep information is information on an array of footstep AFs indicated by arrows (that is, task action sequence / task operation sequence), and corresponds to a musical note OP as an example. is doing.
  • 7A shows a case where the note OP and the footstep AF correspond one-to-one, but more specifically, as shown in FIG. 7B, in synchronization with the beat (time signature).
  • footsteps AFu to AFr indicating the respective directions of up, down, left and right are defined.
  • the footstep AF is not limited to one for the beat, and as shown in FIG. 7C, two footsteps AFu and AFd may be 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 music list generation unit 203 generates a music list for music that can be reproduced.
  • the music list generation unit 203 searches the music information storage unit 201 for music information based on the music genre, difficulty level, and the like, and generates a music list including a music name (title) and an artist name.
  • the CPU 101 and the like described above can function as such a music list generation unit 203.
  • the image drawing unit 204 generates an image of the music list generated by the music list generation unit 203 and displays the image on the monitor 12 described above. For example, the image drawing unit 204 generates an image of a music list as shown in FIG. 8 and displays it so that the player can select a music. Specifically, the cursor CR is moved in accordance with an instruction from the selection / confirmation unit 205 described later, and one of the songs is selected as a reproduction candidate. Note that the music list shown in FIG. 8 displays information of only the music name and artist name as an example, but other information may be added to the music list.
  • the image processing unit 106 described above can function as such an image drawing unit 204.
  • the selection / confirmation unit 205 selects an arbitrary piece of music from the above-described music list displayed in accordance with the operation of the player, and confirms it as the music to be played. For example, after the music specified by the cursor CR of the music list shown in FIG. 8 is selected as a reproduction candidate and a digest display for emitting an operation element of the step operation unit 208 described later is performed, the player's operation is performed. The selected music is confirmed as the music to be played.
  • the joystick 13 described above can function as such a selection / determination unit 205.
  • the light emission instruction information generation unit 206 is an operator corresponding to a footstep in a predetermined section of the footstep information associated with the music that is a reproduction candidate (an operator of the step operation unit 208 described later. More specifically, The light emission instruction information of the panel of the step housing 20 described above is generated. That is, the light emission instruction information generation unit 206 reads the footstep information associated with the music selected as the reproduction candidate by the selection / confirmation unit 205 from the footstep information storage unit 202. Then, the section including the characteristic footsteps in the read footstep information is specified, and the light emission instruction information of the operator corresponding to the footsteps in the section is generated. That is, light emission instruction information (presentation information) for presenting a digest of the stepping action imposed on the music is generated.
  • the light emission instruction information generation unit 206 specifies a section K including a characteristic footstep in the footstep information AF, and emits light from an operator corresponding to each footstep in the section K.
  • Instruction information HS is generated. That is, the light emission instruction information HS is information for causing the operators (more specifically, the panels Pu to Pr of the step housing 20) to emit light along the same time series in the section K.
  • the section K may be determined in advance, for example, as a rust section or a singing section, according to the music (footnote information). Information may be scanned and a characteristic footsteps may be searched and determined. Further, in FIG.
  • the light emission instruction information HS is shown by pulse waves for causing the panels Pu to Pr to emit light, but this is for ease of explanation, and actually the panels Pu to A command including a value defining Pr (for example, an I / O port value) and a value defining ON / OFF of light emission is generated corresponding to each footstep. That is, a command sequence corresponding to each footstep in the section K is generated.
  • the CPU 101 and the like described above can function as such a light emission instruction information generation unit 206.
  • the light emission control unit 207 is an operator (an operator of the step operation unit 208 described later) based on the light emission instruction information (command string) generated by the light emission instruction information generation unit 206.
  • the above-described step casing 20 panel is caused to emit light. That is, based on the generated command sequence, the above-described cold cathode ray tube RK of FIG. 3B on the target panel in the step operation unit 208 is caused to emit light (turn on / off) sequentially.
  • the panels of the step housing 20 are caused to emit light in order.
  • the panels Pl, Pd, and Pu are made to emit light according to each command, and after an interval, the panels Pd, Pl at timings t4, t5, t6, and t7 according to each command. , Pr, Pu are emitted.
  • the digest of the stepping action imposed at the time of reproducing the music is shown in time series by the light emission of the operation element. That is, a digest of the stepping action imposed on the music is presented to the player.
  • the CPU 101 and the like described above can function as such a light emission control unit 207.
  • the step operation unit 208 has a plurality of operation elements each having a light emitting element embedded therein, and a step operation is performed by the player during the game.
  • the operation control unit 207 controls the light emission of the operation element (light emitting element). That is, the target panels Pu to Pr emit light according to the supplied light emission instruction information (command string). Note that the above-described step housing 20 can function as such a stepping operation unit 208.
  • FIG. 11 is a flowchart showing a flow of music selection / confirmation processing executed in the game device 200 having the above-described configuration.
  • the operation of the game apparatus 200 will be described with reference to FIG.
  • the music selection / confirmation process in the game device 200 that executes the dance game, the stepping action imposed on the music selected as a candidate is displayed as a digest by causing the operator (the panel of the step housing 20) to emit light. This is a process in which the player confirms the music while confirming the content of the task motion.
  • This music selection / confirmation process is started while waiting for the start of the dance game.
  • the game device 200 displays a list of songs (step S301). That is, the music list generation unit 203 generates a music list for music that can be reproduced. Then, for example, the image drawing unit 204 generates an image of a music list as shown in FIG. 8, and displays the music so that the player can select the music.
  • the game device 200 determines whether or not a song has been selected (step S302).
  • the selection / confirmation unit 205 determines whether or not an arbitrary piece of music to be played is selected from the music list. For example, when the cursor CR position in the music list of FIG. 8 is moved, the movement destination music is selected. Conversely, if the cursor CR position has not moved, no new music has been selected. And the game device 200 waits for execution of a subsequent process, while the music is not selected (step S302; No).
  • step S302 when the music is selected (step S302; Yes), the game device 200 reads the footstep information associated with the music (step S303). That is, the light emission instruction information generation unit 206 reads out the footstep information associated with the music selected as the reproduction candidate from the footstep information storage unit 202.
  • the game device 200 generates light emission instruction information from a predetermined section of the footstep information (step S304). That is, the light emission instruction information generation unit 206 specifies a section including a characteristic footstep in the read footstep information, and generates light emission instruction information of an operator corresponding to the footstep in the section. For example, as shown in FIG. 9, the section K including the characteristic footsteps is specified, and the light emission instruction information HS (command string) of the operator corresponding to each footstep in the section K is generated.
  • the light emission instruction information HS command string
  • the game device 200 controls the light emission of the operator based on the generated light emission instruction information HS (step S305). That is, the light emission control unit 207 causes the operator (the target panel in the step operation unit 208) to emit light based on the light emission instruction information HS generated by the light emission instruction information generation unit 206. For example, based on the light emission instruction information HS (command string) as shown in FIG. 10A, the panels Pu to Pr of the step housing 20 are caused to emit light in time series as shown in FIG. 10B.
  • the light emission instruction information HS command string
  • the game device 200 determines whether or not there is a confirmation instruction by the player's operation (step S306). That is, the game device 200 determines whether or not the selection / confirmation unit 205 has confirmed the music to be reproduced from the music list in accordance with the operation of the player. Note that the player confirms the content of the stepping action imposed on the music piece by the light emission of the operator (the panel of the stepping operation unit 208), and gives a confirmation instruction when he wants to play the music piece. If it is determined that there is no confirmation instruction (step S306; No), the game device 200 returns the process to step S302, and repeatedly executes the processes of steps S302 to S306 described above.
  • step S306 when it is determined that there is a confirmation instruction (step S306; Yes), the game device 200 confirms the music to be reproduced (step S307).
  • the game apparatus 200 starts a dance game.
  • the light emission control unit 207 sequentially emits the panel of the step housing 20 at the same timing as the footstep sequence (by the same time series) based on the generated light emission instruction information HS.
  • the light emission speed (time series) may be different from that of an actual footstep sequence.
  • the light emission control unit 207 narrows the interval of the light emission instruction information HS (command sequence) to emit light earlier than the actual time sequence of the footstep sequence (stepping action), or conversely, increases the interval of the command sequence.
  • the light may be emitted later than the actual stepping time series.
  • the interval at which the panel of the step housing 20 sequentially emits light is proportional to the interval at which the player should take the stepping action during actual play for the footnote portion corresponding to the digest display.
  • the order of the stepping action and the ratio of the stepping action interval presented in the digest display are consistent with what the player should do during play. Therefore, the player can grasp what kind of music is the candidate music by looking at the digest display.
  • the speed of the digest display can be selected from three levels (fast, normal, slow) as an example. Then, for example, if it is a beginner player, it is easy to grasp the contents of the stepping action, the difficulty level, etc. by selecting the slow speed digest display. Conversely, if the player is an advanced player, the content and difficulty level of the stepping motion can be grasped in a short time by selecting a fast digest display.
  • a stepping action imposed at the time of reproduction is displayed in a digest manner by performing light emission control on the operation element of the step operation unit 208 (panel of the step housing 20).
  • the stepping motion may be displayed in a digest manner by displaying the image of the above, etc., and emitting the image of the operation element.
  • the stepping motion can be displayed in a digest manner.
  • the selection / confirmation unit 205 confirms the music after performing the digest display for causing the operation element (panel of the step housing 20) of the step operation unit 208 to emit light.
  • any player who is aware of the characteristic stepping motion imposed on the music can perform the stepping motion along the digest display, and thus the confirmation operation is omitted and the music is finalized. Also in this case, the music to be played can be selected more easily while omitting the operation.
  • the selection / confirmation unit 205 can appropriately adjust the music. For example, the selection / confirmation unit 205 executes the following process each time a digest is displayed. First, the selection / confirmation unit 205 determines, for each light emission, whether or not an operation element that has emitted light during digest display is stepped on within a predetermined time from the light emission. Then, the selection / confirmation unit 205 obtains the number of times that the lighted operation element is stepped on within a predetermined time from the light emission. Here, the selection / confirmation unit 205 confirms the music when the obtained number of times exceeds a predetermined number. On the other hand, the selection / confirmation unit 205 does not confirm the music when the obtained number of times does not exceed the predetermined number.
  • digest display is performed again.
  • how well the stepping motion is performed can be adjusted by adjusting a predetermined number of times or a predetermined time. For example, in order to make it difficult to determine the music, the predetermined number of times is increased or the predetermined time is shortened. On the other hand, in order to make it easy to confirm the music, the predetermined number of times is reduced or the predetermined time is lengthened. Whether or not to confirm the music based on the ratio of the number of times the lighted operation element was stepped within the predetermined time from the light emission, rather than the number of times the lighted operation element was stepped within the predetermined time from the light emission. May be determined.
  • the selection / confirmation unit 205 determines, for each light emission, whether or not an operation element that has emitted light during digest display is stepped on within a predetermined time from the light emission. Then, the selection / confirmation unit 205 obtains the number of times that the lighted operation element is stepped on within a predetermined time from the light emission.
  • the selection / confirmation unit 205 divides the obtained number of times by the number of times of light emission in one digest display, and obtains the ratio of the number of times that the lighted operation element is stepped on within a predetermined time from the light emission. Then, the selection / confirmation unit 205 confirms the music when the obtained ratio exceeds a predetermined ratio.
  • the selection / confirmation unit 205 does not confirm the music when the obtained ratio does not exceed the predetermined ratio. In this case, digest display is performed again. Note that how well the stepping motion is performed can be adjusted by adjusting a predetermined number of times or a predetermined time. For example, in order to make it difficult to determine the music, the predetermined ratio is increased or the predetermined time is shortened. On the other hand, in order to facilitate the determination of the music, the predetermined ratio is reduced or the predetermined time is lengthened.
  • the digest display of the stepping motion is displayed for the reproduction candidate music selected from the music list
  • other stepping motions may be displayed in a digest manner.
  • the stepping action of a player who has scored the highest score (best player) for example, a characteristic stepping action such as a rust section
  • the stepping motion of the best player is displayed as a digest.
  • the ability of the best player in the amusement hall can be estimated, and if it is an advanced player or the like, it can be expected that he / she can get the highest score, and it will be an opportunity to play a dance game.
  • a stepping operation on the operator may be accepted so that the same music can be played immediately.
  • the default music that is a reproduction candidate is a predetermined music.
  • the default music piece that is a candidate for playback may be a music piece that is the most accurate action among the actions made by all players.
  • the selection / confirmation unit 205 stores music and scores in association with each play made by any player. Then, the selection / confirmation unit 205 obtains an average score for each song.
  • the selection / confirmation unit 205 sets the music having the highest average score as the default music.
  • Such music is expected to be music selected by many players, music selected by advanced players, or well-known music (famous music). Therefore, such music is considered to be music that is highly likely to be selected by the player. Therefore, it can be expected that the operation burden on the player at the time of music selection is reduced by setting such music as the default music.
  • the feature section may be determined dynamically.
  • the music list generation unit 203 determines, as a feature section, a section in which the action performed by all players is the most accurate among a plurality of sections constituting the music. For example, the music list generation unit 203 obtains the success rate of the stepping motion in each section for each of a plurality of sections constituting the music selected as the reproduction candidate music. And the music list production
  • the section in which the movements made by all players are most accurate is considered to be a section in which the rhythm of the music is accurately grasped by the players.
  • Such a section is considered to be a section that best represents the characteristics of the music, such as a section that is repeatedly played or a section corresponding to chorus. Accordingly, such a section is set as the feature section, and the feature motion in the feature section is presented to the player, so that the player understands what kind of music is selected as the reproduction candidate. It becomes easy to do.
  • the stepping motion has been described as an example, but the present invention can also be applied as appropriate to a game device that evaluates a motion other than such a stepping motion.
  • a game device that evaluates a motion other than such a stepping motion.
  • the game device stores the task information corresponding to the footstep information in association with the music, and, for example, displays an image of an operator on the monitor 12 and shakes the game before starting the game. Digest display of tilting and other actions.
  • the game device stores the task information of the motion imposed on the player in association with the music, and the image of the motion content imposed etc. is digested on the monitor 12, for example, before the game is started. indicate.
  • an operation other than the stepping motion it is possible to make it easier to select the music to be played by displaying the imposed task motion on the display device or the like.

Abstract

A game device (150) comprises a selection unit (151), a presentation unit (152), and a determination unit (153).  The selection unit (151) selects any of a plurality of pieces of music as a reproduction candidate in response to a selection instruction given by the player.  The presentation unit (152) sequentially presents feature motions indicating motions to be taken by the player in a certain interval within the total reproduction time of the music selected as the reproduction candidate.  The determination unit (153) determines the music selected as the reproduction candidate as a reproduction target in response to a determination instruction given by the player.

Description

ゲーム装置、ダイジェスト表示方法、情報記録媒体、および、プログラムGame device, digest display method, information recording medium, and program
 本発明は、プレイする楽曲を、プレイヤがより選び易くすることのできるゲーム装置、ダイジェスト表示方法、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 digest display method, an information recording medium, and a program that make it easier for a player to select a song to be played.
 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。
 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。
 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。
2. Description of the Related Art Dance game devices in which a player performs a stepping action (stepping action) in accordance with the music to be played are gaining popularity in amusement halls and the like.
As an example, the dance game apparatus is configured to sequentially present a task action (stepping action as a challenge) 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.
In other words, the dance game device is such that the player competes for a high score by performing a 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(例えば、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。
 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。
 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。例えば、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。
In the dance game apparatus described above, a plurality of music pieces that can be played are prepared, and the player can select a favorite music piece from the music pieces.
In recent years, the number of songs that can be played on a dance game device has been dramatically increased in order 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.
Therefore, the player performs a music selection operation to select a desired music from such a large number of music before starting the game. 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.
 このような楽曲リストには、楽曲名(タイトル)やアーティスト名と共に、ゲームの難易度を示す情報が含まれており、プレイヤは、このような難易度を参考にして、プレイする楽曲を選ぶことになる。
 例えば、初心者のプレイヤであれば、難易度の低い楽曲を選択することが多くなり、また、中級者以上のプレイヤであれば、逆に、難易度の高い楽曲を選択することが多くなる。
Such a music list includes information indicating the level of difficulty of the game along with the name of the music (title) and artist, and the player selects the music to play with reference to the level of difficulty. become.
For example, if it is a beginner player, music with a low difficulty level is often selected. On the other hand, if a player is intermediate or higher, music with a high difficulty level is often selected.
 それでも、このような楽曲の難易度は、数段階(例えば、低レベル,中レベル,高レベル等)に分けられているだけであり、大雑把な区分けに過ぎなかった。そのため、同じ難易度でも、どれくらいの差があるか等は、実際に楽曲を選択してプレイしてみないと、分からないのが現状であった。
 また、各プレイヤにとって、得手/不得手とするステップ動作が異なるため、難易度の低い楽曲をプレイしても難しく感じたり、逆に、難易度の高い楽曲をプレイしても容易に感じたりする場合があった。
 そのため、プレイヤは、実際にプレイした楽曲について、自分なりの難易度を把握して憶えておく必要があった。
Nevertheless, the difficulty level of such music is only divided into several stages (for example, low level, medium level, high level, etc.), and is only a rough division. For this reason, even if the difficulty level is the same, it is difficult to know how much difference there is unless you actually select a song and play it.
In addition, since each player has different step performances for the pros and cons, it feels difficult even when playing music with low difficulty, or conversely, it feels easy even when playing music with high difficulty. There was a case.
Therefore, it is necessary for the player to grasp and remember his / her own difficulty level for the music actually played.
 しかしながら、以前にプレイしたことのある楽曲であっても、プレイ回数が少なかったり、プレイ間隔が空いていたりすると、把握したはずの自分なりの難易度を忘れてしまう場合も少なくない。その場合、プレイヤは、自分なりの難易度を忘れてしまった楽曲よりも、憶えている他の楽曲を選びがちとなり、プレイできる楽曲のレパートリーを増やすことが難しくなっていた。
 また、以前にプレイした楽曲と勘違いして、プレイしたことのない別の楽曲を選択してしまう場合もある。そして、誤って選んだ楽曲が、プレイヤにとって難しすぎたり、逆に、易しすぎたりすると、プレイヤには、その楽曲のプレイが無駄に思えてしまう。
 更に、新曲(新しい楽曲)がプレイ可能にリリースされても、プレイヤは、そのような未知の楽曲を気軽にプレイできないという実情もあった。
However, even if the music has been played before, if the number of times of play is small or the play interval is vacant, there are many cases where the difficulty level that should have been grasped is forgotten. In this case, the player tends to select other music that he or she remembers rather than the music that has forgotten his or her own difficulty level, and it has become difficult to increase the repertoire of music that can be played.
Moreover, it may be mistaken for the music played before and another music which has not been played may be selected. If the music piece selected by mistake is too difficult for the player, or conversely too easy, the player seems to be wasted playing the music.
Furthermore, even if a new song (new song) is released so as to be playable, there is a situation that the player cannot easily play such an unknown song.
 そのため、楽曲リストからプレイする楽曲を選ぶ際に、プレイヤが、いつも決まった楽曲だけを選ぶようになってしまったり、また、候補となる幾つかの楽曲から1つの楽曲をなかなか決められなかったり、更に、新曲をプレイするかどうかを迷ってしまうといった状況が生じていた。 Therefore, when selecting a song to play from the song list, the player always selects only a fixed song, or it is difficult to decide one song from several candidate songs, In addition, there was a situation where it was wondering whether or not to play a new song.
 このようなことから、ダンスゲーム装置では、プレイする楽曲を選ぶ際に、より有用な情報を提供し、プレイヤが楽曲を選び易くすることのできる技術が求められていた。 For this reason, in the dance game apparatus, there has been a demand for a technique that can provide more useful information when the music to be played is selected, and that allows the player to easily select the music.
 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、プレイヤがより選び易くすることのできるゲーム装置、ダイジェスト表示方法、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 problems, and provides a game device, a digest display method, an information recording medium, and a program that can make it easier for a player to select a music to play. With the goal.
 本発明の第1の観点に係るゲーム装置は、プレイヤにより複数の楽曲から再生対象として確定された楽曲を再生し、当該楽曲の再生時間に応じて当該プレイヤがとるべき動作を表す課題動作を提示し、当該プレイヤにより行われた動作の正確さを評価するゲーム装置であって、選択部、提示部、及び、確定部を含んで構成される。 The game device according to the first aspect of the present invention plays a song determined as a playback target from a plurality of songs by a player, and presents a task action representing an action to be taken by the player according to the playback time of the song The game device evaluates the accuracy of the action performed by the player, and includes a selection unit, a presentation unit, and a determination unit.
 まず、選択部は、プレイヤによりなされる選択指示に応答して、複数の楽曲からいずれかの楽曲を再生候補として選択する。例えば、選択部は、コントローラが備える方向キーをプレイヤに押圧操作させて、表示装置(モニタ等)などに提示された複数の楽曲から再生候補となる楽曲を選択させる。
 一方、提示部は、特徴区間においてプレイヤがとるべき動作である特徴動作を順に提示する。この特徴区間は、再生候補として選択された楽曲の総再生時間のうちのある区間である。ここで、楽曲の再生中に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うち、課題動作のダイジェストとなる特徴的な課題動作を特徴動作とすることができる。例えば、楽曲のサビに相当する部分でプレイヤに課される課題動作を特徴動作とすることができる。このとき、楽曲の総再生時間のうち、楽曲のサビが再生される区間が、上述した特徴区間となる。提示部は、例えば、表示装置などに特徴動作の内容を表示することにより、楽曲に課される動作のダイジェストをプレイヤに提示する。なお、各楽曲を再生するために必要な情報や、各楽曲に対応する課題動作の内容を規定する情報(一例として、踏み動作のための足譜の配列)は、あらかじめ記憶装置などに記憶される。
 そして、確定部は、プレイヤによりなされる確定指示に応答して、再生候補の楽曲を再生対象の楽曲として確定する。例えば、確定部は、コントローラが備える決定ボタンがプレイヤに押圧操作されたことに応答して、再生候補の楽曲として選択されている楽曲を再生対象の楽曲として確定する。
First, in response to a selection instruction made by the player, the selection unit selects one of a plurality of songs as a reproduction candidate. For example, the selection unit causes the player to press a direction key provided in the controller to select a music piece that is a reproduction candidate from a plurality of music pieces presented on a display device (a monitor or the like).
On the other hand, the presentation unit sequentially presents feature actions that are actions that the player should take in the feature section. This feature section is a section of the total playback time of the music selected as the playback candidate. Here, among the task actions such as the stepping action and the swinging action imposed on the player during the reproduction of the music, a characteristic task action that is a digest of the task action can be set as the feature action. For example, the task action imposed on the player in the portion corresponding to the chorus of the music can be set as the characteristic action. At this time, the section in which the rust of the music is played out of the total playback time of the music is the characteristic section described above. For example, the presentation unit displays the content of the characteristic motion on a display device or the like to present a digest of the motion imposed on the music to the player. Note that information necessary for playing back each piece of music and information that defines the content of the task action corresponding to each piece of music (for example, an arrangement of footsteps for a stepping action) is stored in advance in a storage device or the like. The
Then, the confirmation unit confirms the reproduction candidate song as a reproduction target song in response to a confirmation instruction made by the player. For example, the confirming unit confirms the music selected as the playback candidate music as the music to be played back in response to the player pressing the determination button provided in the controller.
 このように、楽曲の課題動作(一例として、踏み動作)のダイジェストが提示されるため、その楽曲に課される動作内容やその難易度等が事前に把握できるようになる。そのため、プレイヤは、以前にプレイしたことのある楽曲であることやその難易度を思い出すことができる。また、プレイしたことのない楽曲や新曲であっても、課される動作内容や難易度等を踏まえて、新たな楽曲をプレイし易くなるため、レパートリーを増やすこともできる。
 この結果、プレイする楽曲を、プレイヤがより選び易くすることができる。
In this way, since the digest of the task operation (for example, the stepping operation) of the music is presented, it becomes possible to grasp in advance the operation content imposed on the music, its difficulty level, and the like. Therefore, the player can remember that it is a song that has been played before and its difficulty level. Further, even if a song or a new song has never been played, the repertoire can be increased because it becomes easier to play a new song based on the imposed operation content and difficulty level.
As a result, it is possible to make it easier for the player to select the music to be played.
 また、本発明において、確定部は、プレイヤが提示された特徴動作を順にとった場合に、確定指示がなされたものと判定してもよい。すなわち、確定部は、ダイジェスト表示に従った踏み動作がプレイヤにより行われた場合に、再生候補として選択されている楽曲を再生対象として確定する。
 このような構成によれば、プレイヤによってなされたダイジェスト表示に従った踏み動作が、再生対象の楽曲を確定させるための動作となる。このため、プレイヤは、コントローラの決定ボタンなどを押圧操作する代わりに、再生対象の楽曲の特徴動作をプレイ前に練習することができる。
In the present invention, the determination unit may determine that a determination instruction has been given when the player performs the feature motions presented in order. That is, when the stepping motion according to the digest display is performed by the player, the determination unit determines the music selected as the reproduction candidate as the reproduction target.
According to such a configuration, the stepping action according to the digest display made by the player is an action for determining the music to be played. Therefore, the player can practice the characteristic operation of the music to be played before playing, instead of pressing the determination button of the controller.
 また、本発明において、プレイヤがとるべき動作を、複数の発光可能な操作子のいずれかを操作する動作とすることができる。この場合において、提示部は、特徴動作のそれぞれが表す動作によって操作されるべき操作子を順に発光させる。これにより、提示部は、プレイヤに特徴動作を提示する。ここで、各操作子として、内部に発光素子が埋設され、発光可能であるものを採用することができる。そして、提示部は、操作子を順に発光させることにより、課題動作のダイジェストを提示する。
 このような構成によれば、プレイヤは、操作すべき操作子が順に発光する様子を観察することで、再生候補の楽曲がどのような楽曲であるかを思い出すことができる。
Further, in the present invention, the action to be taken by the player can be an action of operating one of a plurality of light-emitting operators. In this case, the presentation unit sequentially emits the operation elements to be operated by the operations represented by the characteristic operations. Thereby, the presentation unit presents the characteristic motion to the player. Here, as each operation element, a light-emitting element embedded therein and capable of emitting light can be adopted. Then, the presentation unit presents the digest of the task operation by causing the operation elements to emit light in order.
According to such a configuration, the player can remember what kind of music is the reproduction candidate music piece by observing how the operation elements to be operated emit light sequentially.
 また、本発明において、確定部は、発光した操作子を当該発光から所定時間内に操作する動作が所定の回数もしくは所定の割合を超えてなされた場合に、確定指示がなされたものと判定してもよい。例えば、ダイジェスト表示のために操作子が発光する回数を8回、所定時間を100msec、所定の回数を5回とすると、操作子の発光から100msec以内に操作子を操作する動作が6回以上なされた場合に確定指示がなされたと判別される。また、例えば、ダイジェスト表示のために操作子が発光する回数を8回、所定時間を100msec、所定の割合を50%とすると、操作子の発光から100msec以内に操作子を操作する動作が5回以上なされた場合に確定指示がなされたと判別される。なお、ダイジェスト表示が繰り返して行われる場合は、ダイジェスト表示の度に確定指示がなされたか否かが判定されるようにする。
 このような構成によれば、再生候補の楽曲を再生対象として確定することが許容されるか否かが、プレイヤのレベルによって判定される。例えば、難易度の高い楽曲のプレイが、特徴動作が上手なプレイヤにのみ許可され、特徴動作が下手なプレイヤには許可されないようにすることができる。なお、ダイジェスト表示が繰り返し行われるようにすることにより、プレイヤに特徴動作を練習させることができる。これにより、特徴動作が下手なためにある楽曲のプレイが許可されていなかったプレイヤであっても、ダイジェスト表示中に特徴動作を練習することによって特徴動作が上達し、当該ある楽曲のプレイが許可されうる。なお、楽曲の再生をどの程度のレベルのプレイヤにまで許可するかは、上述した所定の回数や所定の割合を変化させることにより調整することができる。
In the present invention, the confirmation unit determines that a confirmation instruction has been given when an operation of operating the emitted operation element within a predetermined time from the light emission exceeds a predetermined number of times or a predetermined ratio. May be. For example, if the number of times the operating element emits light for digest display is 8, the predetermined time is 100 msec, and the predetermined number is 5 times, the operation of operating the operating element within 100 msec from the light emission of the operating element is performed 6 times or more. It is determined that a confirmation instruction has been issued. Further, for example, if the number of times the operation element emits light for digest display is 8 times, the predetermined time is 100 msec, and the predetermined ratio is 50%, the operation of operating the operation element within 100 msec from the light emission of the operation element is performed 5 times. When the above is done, it is determined that a confirmation instruction has been given. When the digest display is repeatedly performed, it is determined whether or not a confirmation instruction has been issued every time the digest display is performed.
According to such a configuration, it is determined by the player's level whether or not it is allowed to determine a reproduction candidate song as a reproduction target. For example, it is possible to allow a player who has a good feature motion to play a musical piece with a high degree of difficulty and not to a player who has a bad feature motion. It should be noted that the player can practice the characteristic motion by repeatedly performing the digest display. As a result, even if the player is not allowed to play a certain piece of music because of poor feature movement, the characteristic action is improved by practicing the characteristic action during the digest display, and the play of the certain piece of music is permitted. Can be done. It should be noted that the level at which the player is allowed to reproduce the music can be adjusted by changing the above-mentioned predetermined number of times or a predetermined ratio.
 本発明において、提示部は、特徴動作を順に提示する間隔を、特徴区間において特徴動作をとるべき間隔に比例させることができる。これにより、ダイジェスト表示において提示される、特徴動作の順序ならびに特徴動作の間隔の割合は、プレイ中にプレイヤがなすべきものと一致する。従って、プレイヤはダイジェスト表示をみることにより、候補とされている楽曲がどのような楽曲であるかを把握することができる。典型的には、特徴動作を順に提示する間隔を、特徴区間において特徴動作をとるべき間隔と一致させる。この場合、プレイヤは、特徴動作をとるべきタイミングを、正確に把握することができる。一方、特徴動作を順に提示する間隔を、特徴区間において特徴動作をとるべき間隔よりも大きくすることができる。この場合、プレイヤは、特徴動作をとるべきタイミングを、時間をかけてじっくりと把握することができる。また、特徴動作を順に提示する間隔を、特徴区間において特徴動作をとるべき間隔よりも小さくすることができる。この場合、プレイヤは、特徴動作をとるべきタイミングを、短時間で把握することができる。
 このような構成によれば、プレイヤは、特徴動作をとるべきタイミングを、正確に把握することができる。
In the present invention, the presentation unit can make the interval for sequentially presenting the feature actions proportional to the interval at which the feature actions should be taken in the feature section. As a result, the order of the feature actions and the ratio of the interval between the feature actions presented in the digest display coincide with what the player should do during play. Therefore, the player can grasp what kind of music is the candidate music by looking at the digest display. Typically, the interval at which the feature actions are presented in order is matched with the interval at which the feature actions should be taken in the feature section. In this case, the player can accurately grasp the timing at which the characteristic action should be taken. On the other hand, the interval for sequentially displaying the feature actions can be made larger than the interval for taking the feature actions in the feature section. In this case, the player can grasp the timing at which the characteristic action should be taken carefully over time. In addition, the interval for sequentially presenting the feature actions can be made smaller than the interval for taking the feature actions in the feature section. In this case, the player can grasp the timing at which the characteristic action should be taken in a short time.
According to such a configuration, the player can accurately grasp the timing at which the characteristic action should be taken.
 また、本発明において、選択部は、プレイヤにより選択指示がなされる前は、全てのプレイヤによりなされた動作のうち最も正確になされた動作に対する楽曲とすることできる。このような楽曲は、多くのプレイヤにより選択されている楽曲、上級プレイヤにより選択されている楽曲、あるいは、良く知られている楽曲(有名な楽曲)などであることが期待される。従って、このような楽曲は、プレイヤが選択する可能性の高い楽曲であると考えられる。そこで、このような楽曲をデフォルトの楽曲とすることにより、楽曲選択の際のプレイヤの操作負担が軽減されることが期待できる。 Further, in the present invention, the selection unit can set the music for the motion most accurately performed among the motions performed by all players before the selection instruction is given by the players. Such music is expected to be music selected by many players, music selected by advanced players, or well-known music (famous music). Therefore, such music is considered to be music that is highly likely to be selected by the player. Therefore, it can be expected that the operation burden on the player at the time of music selection is reduced by setting such music as the default music.
 また、本発明において、複数の楽曲のそれぞれは、複数の区間に分割されているものであってもよい。この場合、当該複数の区間のうち、全てのプレイヤによりなされた動作が最も正確である区間を、特徴区間とすることができる。全てのプレイヤによりなされた動作が最も正確である区間は、楽曲のリズムがプレイヤによって正確に把握されている区間であると考えられる。そして、このような区間は、繰り返し演奏される区間あるいはサビに相当する区間など、楽曲の特徴を最もよく表している区間であると考えられる。従って、このような区間が特徴区間に設定されて、当該特徴区間における特徴動作がプレイヤに提示されることで、プレイヤは、再生候補として選択されている楽曲がどのような楽曲であるかを把握しやすくなる。 Further, in the present invention, each of the plurality of music pieces may be divided into a plurality of sections. In this case, of the plurality of sections, a section in which the action performed by all the players is most accurate can be set as the feature section. The section in which the movements made by all players are most accurate is considered to be a section in which the rhythm of the music is accurately grasped by the players. Such a section is considered to be a section that best represents the characteristics of the music, such as a section that is repeatedly played or a section corresponding to chorus. Accordingly, such a section is set as the feature section, and the feature motion in the feature section is presented to the player, so that the player understands what kind of music is selected as the reproduction candidate. It becomes easy to do.
 本発明のその他の観点に係るダイジェスト表示方法は、選択部、提示部、及び、確定部を有するゲーム装置におけるダイジェスト表示方法であって、選択ステップ、提示ステップ、及び、確定ステップを含んで構成される。ここで、当該ゲーム装置は、プレイヤにより複数の楽曲から再生対象として確定された楽曲を再生し、当該楽曲の再生時間に応じて当該プレイヤがとるべき動作を表す課題動作を提示し、当該プレイヤにより行われた動作の正確さを評価するゲーム装置である。 A digest display method according to another aspect of the present invention is a digest display method in a game device having a selection unit, a presentation unit, and a confirmation unit, and includes a selection step, a presentation step, and a confirmation step. The Here, the game device reproduces a song determined as a reproduction target from a plurality of songs by the player, presents a task action representing an action to be taken by the player according to the reproduction time of the song, It is a game device that evaluates the accuracy of actions performed.
 まず、選択ステップでは、選択部は、プレイヤによりなされる選択指示に応答して、複数の楽曲からいずれかの楽曲を再生候補として選択する。例えば、選択部は、コントローラが備える方向キーをプレイヤに押圧操作させて、表示装置(モニタ等)などに提示された複数の楽曲から再生候補となる楽曲を選択させる。
 一方、提示ステップでは、提示部は、特徴区間においてプレイヤがとるべき動作である特徴動作を順に提示する。この特徴区間は、再生候補として選択された楽曲の総再生時間のうちのある区間である。また、楽曲の再生中に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うち、課題動作のダイジェストとなる特徴的な課題動作を特徴動作とすることができる。例えば、楽曲のサビに相当する部分でプレイヤに課される課題動作を特徴動作とすることができる。このとき、楽曲の総再生時間のうち、楽曲のサビが再生される区間が、上述した特徴区間となる。提示部は、例えば、表示装置に特徴動作の内容を表示することにより、楽曲に課される動作のダイジェストをプレイヤに提示する。なお、各楽曲を再生するために必要な情報や、各楽曲に対応する課題動作の内容を規定する情報(一例として、踏み動作のための足譜の配列)は、あらかじめ記憶装置などに記憶される。
 そして、確定ステップでは、確定部は、プレイヤによりなされる確定指示に応答して、再生候補として選択された楽曲を再生対象の楽曲として確定する。例えば、確定部は、コントローラが備える決定ボタンがプレイヤに押圧操作されたことに応答して、再生候補の楽曲として選択されている楽曲を再生対象の楽曲として確定する。
First, in the selection step, in response to a selection instruction made by the player, the selection unit selects one of a plurality of songs as a reproduction candidate. For example, the selection unit causes the player to press a direction key provided in the controller to select a music piece that is a reproduction candidate from a plurality of music pieces presented on a display device (a monitor or the like).
On the other hand, in the presenting step, the presenting unit sequentially presents feature actions that are actions that the player should take in the feature section. This feature section is a section of the total playback time of the music selected as the playback candidate. In addition, among task actions such as a stepping action and a swinging action imposed on the player during the reproduction of music, a characteristic task action that is a digest of the task action can be set as a feature action. For example, the task action imposed on the player in the portion corresponding to the chorus of the music can be set as the characteristic action. At this time, the section in which the rust of the music is played out of the total playback time of the music is the characteristic section described above. The presenting unit presents a digest of the operation imposed on the music to the player, for example, by displaying the content of the characteristic operation on the display device. Note that information necessary for playing back each piece of music and information that defines the content of the task action corresponding to each piece of music (for example, an arrangement of footsteps for a stepping action) is stored in advance in a storage device or the like. The
In the confirmation step, the confirmation unit confirms the music selected as the reproduction candidate as the music to be reproduced in response to the confirmation instruction given by the player. For example, the confirming unit confirms the music selected as the playback candidate music as the music to be played back in response to the player pressing the determination button provided in the controller.
 このように、楽曲の課題動作(一例として、踏み動作)のダイジェストが提示されるため、その楽曲に課される動作内容やその難易度等が事前に把握できるようになる。そのため、プレイヤは、以前にプレイしたことのある楽曲であることやその難易度を思い出すことができる。また、プレイしたことのない楽曲や新曲であっても、課される動作内容や難易度等を踏まえて、新たな楽曲をプレイし易くなるため、レパートリーを増やすこともできる。
 この結果、プレイする楽曲を、プレイヤがより選び易くすることができる。
In this way, since the digest of the task operation (for example, the stepping operation) of the music is presented, it becomes possible to grasp in advance the operation content imposed on the music, its difficulty level, and the like. Therefore, the player can remember that it is a song that has been played before and its difficulty level. Further, even if a song or a new song has never been played, the repertoire can be increased because it becomes easier to play a new song based on the imposed operation content and difficulty level.
As a result, it is possible to make it easier for the player to select the music to be played.
 本発明のその他の観点に係る情報記録媒体は、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プログラムを記憶する。 An information recording medium according to another aspect of the present invention stores a program that causes a computer (including an electronic device) to function as the above game device.
 本発明のそ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。 A program according to another aspect of the present invention causes 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、プレイヤがより選び易くすることができる。 According to the present invention, it is possible to make it easier for the player to select the music to be played.
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基本的な機能を説明するためのブロック図である。It is a block diagram for demonstrating the basic function of the game device which concerns on embodiment of this invention. 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 and a musical score. 音符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 and a musical score. 音符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 and a musical score. 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. 特定された区間の足譜から生成される発光指示情報一例を示す模式図である。It is a schematic diagram which shows an example of the light emission instruction | indication information produced | generated from the footsteps of the identified area. 発光指示情報一例を示す模式図である。It is a schematic diagram which shows an example of light emission instruction information. ステップ筐体におけるパネルの発光の様子を示す模式図である。It is a schematic diagram which shows the mode of light emission of the panel in a step housing | casing. 本発明の実施形態に係る楽曲選択・確定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 selection / confirmation process which concerns on embodiment of this invention.
 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/課題操作)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 apparatus presents a stepping action (task action / task operation) as a task to the player according to the music to be played, and evaluates the stepping action actually performed by the player including timing. It is. 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。
 例えば、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。
 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、例えば、図2に示すようなゲーム画面を表示する。
 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/課題操作)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、例えば、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。
The monitor 12 displays various information necessary for the dance game.
For example, the monitor 12 displays a music list (a music list searched by a stepping action as described later) and the like before starting the game, and prompts the player to select a desired music.
When the music is selected and the game is started, the monitor 12 displays a game screen as shown in FIG. 2, for example.
In 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 footstep AF (AFu, AFd, AF1, AFr) is an image for showing the stepping action (task action / task operation) as a task to the player. Scroll display from below to above. 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。
 例えば、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。
Returning to FIG. 1, the joystick 13 is operated by the player and receives various information necessary for the dance game.
For example, the joystick 13 receives 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。
 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。
 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。
As an example, the step casing 20 is a stepping platform on which two players can simultaneously step on and perform a stepping action, and a plurality of panels (operators) are arranged.
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 including panels Pu, Pd, Pl, and Pr, respectively. Is arranged.
The panels Pu, Pd, Pl, and Pr are drawn with arrows in different directions of up, down, left, and right. These panels Pu to Pr correspond to the above-mentioned footsteps AFu to AFr in FIG. 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。例えば、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。
 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。例えば、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。
 また、天板TIは、例えば、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。
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.
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.
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 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 drawing, 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 an audio 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 into 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。
 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。
 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。
 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。
The interface 104 relays communication with the joystick 13 and the step housing 20 described above.
Specifically, the interface 104 receives instruction information and the like input with the joystick 13.
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 has been 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.
Further, when the CPU 101 gives a lighting (light emission) instruction to any (or a plurality of) panels including the panels Pu to Pr, the information of the lighting instruction is supplied 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、及び、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。例えば、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。
 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。
The image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as α blending, and various saturation calculations at high speed.
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。
 更に、音声処理部107は、例えば、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。
The sound processing unit 107 converts the music data read from the hard disk 105 into an analog sound signal and outputs the analog sound signal from the performance speaker 11 described above. In addition, 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.
Furthermore, the audio processing unit 107 performs, for example, predetermined signal processing, extracts a rhythm sound (rhythm signal) from the music data, and outputs 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. And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet 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、楽曲を選ぶ際に、その楽曲の再生時に課される課題内容の一部を提示して、プレイヤが楽曲をより選び易くする装置である。
 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、候補となる楽曲に課される踏み動作を、ステップ筐体20のパネルを発光させることにより、ダイジェスト表示する装置である。以下、本図を参照して説明する。
(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 device is a device that presents a part of the content of a task imposed when playing a music piece when the music piece is selected so that the player can easily select the music piece.
More specifically, before starting a dance game on this game device, the stepping motion imposed on the candidate music piece is displayed in a digest manner by causing the panel of the step housing 20 to emit light. Hereinafter, a description will be given with reference to FIG.
 図5に示すように、ゲーム装置150は、選択部151と、提示部152と、確定部153と、を備える。 As shown in FIG. 5, the game apparatus 150 includes a selection unit 151, a presentation unit 152, and a determination unit 153.
 まず、選択部151は、プレイヤによりなされる選択指示に応答して、複数の楽曲からいずれかの楽曲を再生候補として選択させる。例えば、選択部151は、コントローラが備える方向キーをプレイヤに押圧操作させて、表示装置(モニタ等)などに提示された複数の楽曲から再生候補となる楽曲を選択させる。
 一方、提示部152は、特徴区間においてプレイヤがとるべき動作である特徴動作を順に提示する。この特徴区間は、再生候補として選択された楽曲の総再生時間のうちのある区間である。ここで、楽曲の再生中に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うち、課題動作のダイジェストとなる特徴的な課題動作を特徴動作とすることができる。提示部152は、例えば、表示装置などに特徴動作の内容を表示することにより、楽曲に課される動作のダイジェストをプレイヤに提示する。
 そして、確定部153は、プレイヤによりなされる確定指示に応答して、再生候補の楽曲を再生対象の楽曲として確定する。例えば、確定部153は、コントローラが備える決定ボタンがプレイヤに押圧操作されたことに応答して、再生候補の楽曲として選択されている楽曲を再生対象の楽曲として確定する。
First, the selection unit 151 selects any song from a plurality of songs as a reproduction candidate in response to a selection instruction made by the player. For example, the selection unit 151 causes the player to press a direction key provided in the controller to select a music piece that is a reproduction candidate from a plurality of music pieces presented on a display device (a monitor or the like).
On the other hand, the presentation unit 152 sequentially presents feature actions that are actions that the player should take in the feature section. This feature section is a section of the total playback time of the music selected as the playback candidate. Here, among the task actions such as the stepping action and the swinging action imposed on the player during the reproduction of the music, a characteristic task action that is a digest of the task action can be set as the feature action. The presentation unit 152 presents a digest of the motion imposed on the music to the player, for example, by displaying the content of the characteristic motion on a display device or the like.
Then, in response to a confirmation instruction given by the player, the confirmation unit 153 confirms the reproduction candidate music as a music to be reproduced. For example, the confirming unit 153 confirms the music selected as the reproduction candidate music as the music to be reproduced in response to the player pressing the determination button provided in the controller.
 次に、図6を参照して、上述した機能を実現するための具体的な構成を説明する。 Next, a specific configuration for realizing the above-described functions will be described with reference to FIG.
 図6に示すように、ゲーム装置200は、具体的には、楽曲情報記憶部201と、足譜情報記憶部202と、楽曲リスト生成部203と、画像描画部204と、選択・確定部205と、発光指示情報生成部206と、発光制御部207と、踏み操作部208と、を備える。なお、上述した選択部151ならびに確定部153は、例えば、選択・確定部205により実現される。また、上述した提示部152は、発光指示情報生成部206、発光制御部207ならびに踏み操作部208などにより実現される。 As shown in FIG. 6, the game device 200 specifically includes a music information storage unit 201, a footstep information storage unit 202, a music list generation unit 203, an image drawing unit 204, and a selection / confirmation unit 205. A light emission instruction information generation unit 206, a light emission control unit 207, and a stepping operation unit 208. The selection unit 151 and the determination unit 153 described above are realized by the selection / confirmation unit 205, for example. The above-described presentation unit 152 is realized by the light emission instruction information generation unit 206, the light emission control unit 207, the step operation unit 208, and the like.
 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。
 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。
 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、アーチスト名、及び、難易度等の関連情報も含まれている。
 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。
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.
When an arbitrary piece of music is selected by the player, the music information is reproduced and the dance game is started.
The music information includes related information such as the music ID, the name of the music, the artist name, and the degree of difficulty 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.
 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(課題動作/課題操作)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。
 この足譜情報は、例えば、図7Aに示すように、矢印にて示される足譜AFの配列(つまり、課題動作列/課題操作列)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7A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7B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。
 なお、足譜AFは、拍に対して1つに限られず、図7C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。
 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。
 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 footstep information storage unit 202 stores footstep information that defines a stepping motion (task motion / task operation) that is a task 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.
For example, as shown in FIG. 7A, the footstep information is information on an array of footstep AFs indicated by arrows (that is, task action sequence / task operation sequence), and corresponds to a musical note OP as an example. is doing. 7A shows a case where the note OP and the footstep AF correspond one-to-one, but more specifically, as shown in FIG. 7B, 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.
Note that the footstep AF is not limited to one for the beat, and as shown in FIG. 7C, two footsteps AFu and AFd may be 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.
 図6に戻って、楽曲リスト生成部203は、再生対象となり得る楽曲についての楽曲リストを生成する。
 例えば、楽曲リスト生成部203は、楽曲のジャンルや難易度等に基づいて、楽曲情報記憶部201から楽曲情報を検索し、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。
 なお、上述したCPU 101等が、このような楽曲リスト生成部203として機能しうる。
Returning to FIG. 6, the music list generation unit 203 generates a music list for music that can be reproduced.
For example, the music list generation unit 203 searches the music information storage unit 201 for music information based on the music genre, difficulty level, and the like, and generates a music list including a music name (title) and an artist name.
Note that the CPU 101 and the like described above can function as such a music list generation unit 203.
 画像描画部204は、楽曲リスト生成部203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。
 例えば、画像描画部204は、図8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。具体的には、後述する選択・確定部205の指示に応じてカーソルCRを移動させ、何れかの楽曲を再生候補として選択する。
 なお、図8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。
 そして、上述した画像処理部106が、このような画像描画部204として機能しうる。
The image drawing unit 204 generates an image of the music list generated by the music list generation unit 203 and displays the image on the monitor 12 described above.
For example, the image drawing unit 204 generates an image of a music list as shown in FIG. 8 and displays it so that the player can select a music. Specifically, the cursor CR is moved in accordance with an instruction from the selection / confirmation unit 205 described later, and one of the songs is selected as a reproduction candidate.
Note that the music list shown in FIG. 8 displays information of only the music name and artist name as an example, but other information may be added to the music list.
The image processing unit 106 described above can function as such an image drawing unit 204.
 図6に戻って、選択・確定部205は、プレイヤの操作に応じて、表示される上述した楽曲リストから任意の楽曲を選択し、そして、再生する楽曲として確定する。
 例えば、上述した図8に示す楽曲リストのカーソルCRにて指定した楽曲を再生候補として選択し、そして、後述する踏み操作部208の操作子を発光させるダイジェスト表示が行われた後、プレイヤの操作に応じて、選択していた楽曲を、再生する楽曲として確定する。
 そして、上述したジョイスティック13が、このような選択・確定部205として機能しうる。
Returning to FIG. 6, the selection / confirmation unit 205 selects an arbitrary piece of music from the above-described music list displayed in accordance with the operation of the player, and confirms it as the music to be played.
For example, after the music specified by the cursor CR of the music list shown in FIG. 8 is selected as a reproduction candidate and a digest display for emitting an operation element of the step operation unit 208 described later is performed, the player's operation is performed. The selected music is confirmed as the music to be played.
The joystick 13 described above can function as such a selection / determination unit 205.
 発光指示情報生成部206は、再生候補となる楽曲に対応付けられた足譜情報の所定区間における足譜に対応した操作子(後述する踏み操作部208の操作子であり、より詳細には、上述したステップ筐体20のパネル)の発光指示情報を生成する。
 すなわち、発光指示情報生成部206は、選択・確定部205により再生候補として選択された楽曲に対応付けられた足譜情報を足譜情報記憶部202から読み出す。そして、読み出した足譜情報において特徴的な足譜の含まれる区間を特定し、その区間における足譜に対応した操作子の発光指示情報を生成する。つまり、楽曲に課される踏み動作のダイジェストを提示するための発光指示情報(提示情報)を生成する。
The light emission instruction information generation unit 206 is an operator corresponding to a footstep in a predetermined section of the footstep information associated with the music that is a reproduction candidate (an operator of the step operation unit 208 described later. More specifically, The light emission instruction information of the panel of the step housing 20 described above is generated.
That is, the light emission instruction information generation unit 206 reads the footstep information associated with the music selected as the reproduction candidate by the selection / confirmation unit 205 from the footstep information storage unit 202. Then, the section including the characteristic footsteps in the read footstep information is specified, and the light emission instruction information of the operator corresponding to the footsteps in the section is generated. That is, light emission instruction information (presentation information) for presenting a digest of the stepping action imposed on the music is generated.
 例えば、発光指示情報生成部206は、図9に示すように、足譜情報AFにおいて特徴的な足譜の含まれる区間Kを特定し、その区間Kの各足譜に対応する操作子の発光指示情報HSを生成する。すなわち、発光指示情報HSは、区間Kにおける各足譜に対応した操作子(より詳細には、ステップ筐体20のパネルPu~Pr)を同じ時系列に沿って発光させるための情報である。
 なお、この区間Kは、楽曲(足譜情報)に応じて、例えば、さびの区間や歌い出し区間等のように、予め定められていてもよく、また、発光指示情報生成部206が足譜情報を走査し、特徴的な足譜を探して決めるようにしてもよい。
 また、図9にて、発光指示情報HSは、パネルPu~Prを発光させるためのパルス波にて示しているが、これは、説明を容易にするためであり、実際には、パネルPu~Prを規定する値(例えば、I/Oポートの値等)と、発光のオン/オフを規定する値とからなるコマンドが、各足譜に対応して生成される。つまり、区間Kの各足譜に対応したコマンド列が生成されることになる。
 そして、上述したCPU 101等が、このような発光指示情報生成部206として機能しうる。
For example, as shown in FIG. 9, the light emission instruction information generation unit 206 specifies a section K including a characteristic footstep in the footstep information AF, and emits light from an operator corresponding to each footstep in the section K. Instruction information HS is generated. That is, the light emission instruction information HS is information for causing the operators (more specifically, the panels Pu to Pr of the step housing 20) to emit light along the same time series in the section K.
The section K may be determined in advance, for example, as a rust section or a singing section, according to the music (footnote information). Information may be scanned and a characteristic footsteps may be searched and determined.
Further, in FIG. 9, the light emission instruction information HS is shown by pulse waves for causing the panels Pu to Pr to emit light, but this is for ease of explanation, and actually the panels Pu to A command including a value defining Pr (for example, an I / O port value) and a value defining ON / OFF of light emission is generated corresponding to each footstep. That is, a command sequence corresponding to each footstep in the section K is generated.
The CPU 101 and the like described above can function as such a light emission instruction information generation unit 206.
 図6に戻って、発光制御部207は、発光指示情報生成部206によって生成された発光指示情報(コマンド列)に基づいて、操作子(後述する踏み操作部208の操作子であり、より詳細には、上述したステップ筐体20のパネル)を発光させる。
 すなわち、生成されたコマンド列に基づいて、踏み操作部208における対象パネルの上述した図3Bの冷陰極線管RKを順次発光(点灯/消灯)させる。
 具体的には、図10Aに示すような発光指示情報HS(コマンド列)に基づいて、図10Bに示すように、ステップ筐体20のパネルを順番に発光させる。つまり、タイミングt1,t2,t3に、各コマンドに応じてパネルPl,Pd,Puを発光させ、間隔を空けた後、タイミングt4,t5,t6,t7に、各コマンドに応じてパネルPd,Pl,Pr,Puを発光させる。これにより、楽曲の再生時に課される踏み動作のダイジェストが、操作子の発光にて時系列に示される。つまり、楽曲に課される踏み動作のダイジェストがプレイヤに提示されることになる。
 そして、上述したCPU 101等が、このような発光制御部207として機能しうる。
Returning to FIG. 6, the light emission control unit 207 is an operator (an operator of the step operation unit 208 described later) based on the light emission instruction information (command string) generated by the light emission instruction information generation unit 206. In this case, the above-described step casing 20 panel) is caused to emit light.
That is, based on the generated command sequence, the above-described cold cathode ray tube RK of FIG. 3B on the target panel in the step operation unit 208 is caused to emit light (turn on / off) sequentially.
Specifically, based on the light emission instruction information HS (command string) as shown in FIG. 10A, as shown in FIG. 10B, the panels of the step housing 20 are caused to emit light in order. That is, at timings t1, t2, and t3, the panels Pl, Pd, and Pu are made to emit light according to each command, and after an interval, the panels Pd, Pl at timings t4, t5, t6, and t7 according to each command. , Pr, Pu are emitted. Thereby, the digest of the stepping action imposed at the time of reproducing the music is shown in time series by the light emission of the operation element. That is, a digest of the stepping action imposed on the music is presented to the player.
The CPU 101 and the like described above can function as such a light emission control unit 207.
 図6に戻って、踏み操作部208は、内部に発光素子がそれぞれ埋設された複数の操作子を有しており、ゲーム中にプレイヤにより踏み動作が行われる。また、上述した発光制御部207に制御され、操作子(発光素子)が発光制御される。つまり、供給される発光指示情報(コマンド列)に応じて、対象のパネルPu~Prが発光することになる。
 なお、上述したステップ筐体20が、このような踏み操作部208として機能しうる。
Returning to FIG. 6, the step operation unit 208 has a plurality of operation elements each having a light emitting element embedded therein, and a step operation is performed by the player during the game. In addition, the operation control unit 207 controls the light emission of the operation element (light emitting element). That is, the target panels Pu to Pr emit light according to the supplied light emission instruction information (command string).
Note that the above-described step housing 20 can function as such a stepping operation unit 208.
 (ゲーム装置の動作の概要)
 図11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選択・確定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。この楽曲選択・確定処理は、ダンスゲームを実行するゲーム装置200において、候補として選択した楽曲に課される踏み動作を、操作子(ステップ筐体20のパネル)を発光させることによりダイジェスト表示し、プレイヤが課題動作の内容を確認しつつ楽曲を確定する処理である。なお、この楽曲選択・確定処理は、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. 11 is a flowchart showing a flow of music selection / confirmation 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. In the music selection / confirmation process, in the game device 200 that executes the dance game, the stepping action imposed on the music selected as a candidate is displayed as a digest by causing the operator (the panel of the step housing 20) to emit light. This is a process in which the player confirms the music while confirming the content of the task motion. This music selection / confirmation process is started while waiting for the start of the dance game.
 まず、ゲーム装置200は、楽曲のリストを表示する(ステップS301)。
 すなわち、楽曲リスト生成部203は、再生対象となり得る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204は、例えば、図8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表示する。
First, the game device 200 displays a list of songs (step S301).
That is, the music list generation unit 203 generates a music list for music that can be reproduced. Then, for example, the image drawing unit 204 generates an image of a music list as shown in FIG. 8, and displays the music so that the player can select the music.
 ゲーム装置200は、楽曲の選択があったか否かを判別する(ステップS302)。つまり、プレイヤの操作に応じた選択・確定部205が、再生候補となる任意の楽曲を楽曲リストから選択したかどうかを判別する。例えば、図8の楽曲リストにおけるカーソルCR位置が移動されると、移動先の楽曲が選択されたことになる。逆に、カーソルCR位置が移動していない場合には、新たな楽曲は選択されていないことになる。
 そして、ゲーム装置200は、楽曲が選択されていない間(ステップS302;No)、後続処理の実行を待機する。
The game device 200 determines whether or not a song has been selected (step S302). In other words, the selection / confirmation unit 205 according to the player's operation determines whether or not an arbitrary piece of music to be played is selected from the music list. For example, when the cursor CR position in the music list of FIG. 8 is moved, the movement destination music is selected. Conversely, if the cursor CR position has not moved, no new music has been selected.
And the game device 200 waits for execution of a subsequent process, while the music is not selected (step S302; No).
 一方、楽曲が選択されると(ステップS302;Yes)、ゲーム装置200は、その楽曲に対応付けられた足譜情報を読み出す(ステップS303)。
 すなわち、発光指示情報生成部206は、再生候補として選択された楽曲に対応付けられた足譜情報を足譜情報記憶部202から読み出す。
On the other hand, when the music is selected (step S302; Yes), the game device 200 reads the footstep information associated with the music (step S303).
That is, the light emission instruction information generation unit 206 reads out the footstep information associated with the music selected as the reproduction candidate from the footstep information storage unit 202.
 ゲーム装置200は、足譜情報の所定区間から発光指示情報を生成する(ステップS304)。
 すなわち、発光指示情報生成部206は、読み出した足譜情報において特徴的な足譜の含まれる区間を特定し、その区間における足譜に対応した操作子の発光指示情報を生成する。
 例えば、図9に示すように、特徴的な足譜の含まれる区間Kを特定し、その区間Kの各足譜に対応する操作子の発光指示情報HS(コマンド列)を生成する。
The game device 200 generates light emission instruction information from a predetermined section of the footstep information (step S304).
That is, the light emission instruction information generation unit 206 specifies a section including a characteristic footstep in the read footstep information, and generates light emission instruction information of an operator corresponding to the footstep in the section.
For example, as shown in FIG. 9, the section K including the characteristic footsteps is specified, and the light emission instruction information HS (command string) of the operator corresponding to each footstep in the section K is generated.
 ゲーム装置200は、生成した発光指示情報HSに基づいて、操作子の発光を制御する(ステップS305)。
 すなわち、発光制御部207は、発光指示情報生成部206によって生成された発光指示情報HSに基づいて、操作子(踏み操作部208における対象パネル)を発光させる。
 例えば、図10Aに示すような発光指示情報HS(コマンド列)に基づいて、図10Bに示すように、ステップ筐体20のパネルPu~Prを時系列に発光させる。
The game device 200 controls the light emission of the operator based on the generated light emission instruction information HS (step S305).
That is, the light emission control unit 207 causes the operator (the target panel in the step operation unit 208) to emit light based on the light emission instruction information HS generated by the light emission instruction information generation unit 206.
For example, based on the light emission instruction information HS (command string) as shown in FIG. 10A, the panels Pu to Pr of the step housing 20 are caused to emit light in time series as shown in FIG. 10B.
 ゲーム装置200は、プレイヤの操作による確定指示があったか否かを判別する(ステップS306)。
 つまり、ゲーム装置200は、選択・確定部205がプレイヤの操作に応じて、再生する楽曲を楽曲リストから確定したかどうかを判別する。なお、プレイヤは、操作子(踏み操作部208のパネル)の発光により、楽曲に課される踏み動作の内容を確認し、その楽曲をプレイしたい場合に、確定指示することになる。
 ゲーム装置200は、確定指示がないと判別すると(ステップS306;No)、ステップS302に処理を戻し、上述したステップS302~S306の処理を繰り返し実行する。
The game device 200 determines whether or not there is a confirmation instruction by the player's operation (step S306).
That is, the game device 200 determines whether or not the selection / confirmation unit 205 has confirmed the music to be reproduced from the music list in accordance with the operation of the player. Note that the player confirms the content of the stepping action imposed on the music piece by the light emission of the operator (the panel of the stepping operation unit 208), and gives a confirmation instruction when he wants to play the music piece.
If it is determined that there is no confirmation instruction (step S306; No), the game device 200 returns the process to step S302, and repeatedly executes the processes of steps S302 to S306 described above.
 一方、確定指示があったと判別した場合に(ステップS306;Yes)、ゲーム装置200は、再生する楽曲を確定する(ステップS307)。
 こうして再生する楽曲が確定されると、ゲーム装置200は、ダンスゲームを開始することになる。
On the other hand, when it is determined that there is a confirmation instruction (step S306; Yes), the game device 200 confirms the music to be reproduced (step S307).
When the music to be played is determined in this way, the game apparatus 200 starts a dance game.
 このような楽曲選択・確定処理により、再生候補となる楽曲の課題動作(足譜の内容)を確認しつつ、再生する楽曲(プレイする楽曲)を確定することができる。
 つまり、再生候補の楽曲に課される踏み動作のダイジェストが、操作子(踏み操作部208のパネル)の発光にて提示されるため、その楽曲に課される踏み動作の内容やその難易度等が事前に把握できるようになる。そのため、プレイヤは、以前にプレイしたことのある楽曲であることやその難易度を思い出すことができる。また、プレイしたことのない楽曲や新曲であっても、課される動作内容や難易度等を踏まえて、新たな楽曲をプレイし易くなるため、レパートリーを増やすこともできる。
 この結果、プレイする楽曲を、より選び易くすることができる。
By such music selection / confirmation processing, it is possible to confirm the music to be reproduced (music to play) while confirming the task operation (contents of the footsteps) of the music that is a reproduction candidate.
In other words, since the digest of the stepping action imposed on the music that is a candidate for reproduction is presented by the light emission of the operator (the panel of the stepping operation unit 208), the content of the stepping action imposed on the music and its difficulty level, etc. Can be grasped in advance. Therefore, the player can remember that it is a song that has been played before and its difficulty level. Further, even if a song or a new song has never been played, the repertoire can be increased because it becomes easier to play a new song based on the imposed operation content and difficulty level.
As a result, the music to be played can be selected more easily.
(他の実施形態)
 本発明は、上述した実施形態に限定されず、種々の変形及び応用が可能である。
 上記の実施形態では、発光制御部207が、生成された発光指示情報HSに基づいて、足譜列と同じタイミングにて(同じ時系列により)、ステップ筐体20のパネルを順次発光させる場合について説明したが、発光させるスピード(時系列)は、実際の足譜列のものと異なっていてもよい。
 すなわち、発光制御部207は、発光指示情報HS(コマンド列)の間隔を狭めて、実際の足譜列(踏み動作)の時系列よりも早く発光させたり、逆に、コマンド列の間隔を広げて、実際の踏み動作の時系列よりも遅く発光させるようにしてもよい。
 つまり、ダイジェスト表示においてステップ筐体20のパネルが順に発光する間隔を、当該ダイジェスト表示に相当する足譜部分について実際のプレイ中にプレイヤが順に踏み動作をとるべき間隔に比例させる。これにより、ダイジェスト表示において提示される、踏み動作の順序ならびに踏み動作の間隔の割合は、プレイ中にプレイヤがなすべきものと一致する。従って、プレイヤはダイジェスト表示をみることにより、候補とされている楽曲がどのような楽曲であるかを把握することができる。
 具体的には、ダイジェスト表示のスピードを、一例として、3段階(早い、普通、遅い)から選べる様にする。そして、例えば、初心者のプレイヤであれば、遅いスピードのダイジェスト表示を選ぶことで、踏み動作の内容や難易度等を把握し易くする。逆に、上級者のプレイヤであれば、早いスピードのダイジェスト表示を選ぶことで、短時間で踏み動作の内容や難易度を把握できるようにする。
(Other embodiments)
The present invention is not limited to the above-described embodiments, and various modifications and applications are possible.
In the above embodiment, the light emission control unit 207 sequentially emits the panel of the step housing 20 at the same timing as the footstep sequence (by the same time series) based on the generated light emission instruction information HS. As described above, the light emission speed (time series) may be different from that of an actual footstep sequence.
In other words, the light emission control unit 207 narrows the interval of the light emission instruction information HS (command sequence) to emit light earlier than the actual time sequence of the footstep sequence (stepping action), or conversely, increases the interval of the command sequence. Thus, the light may be emitted later than the actual stepping time series.
That is, in the digest display, the interval at which the panel of the step housing 20 sequentially emits light is proportional to the interval at which the player should take the stepping action during actual play for the footnote portion corresponding to the digest display. As a result, the order of the stepping action and the ratio of the stepping action interval presented in the digest display are consistent with what the player should do during play. Therefore, the player can grasp what kind of music is the candidate music by looking at the digest display.
Specifically, the speed of the digest display can be selected from three levels (fast, normal, slow) as an example. Then, for example, if it is a beginner player, it is easy to grasp the contents of the stepping action, the difficulty level, etc. by selecting the slow speed digest display. Conversely, if the player is an advanced player, the content and difficulty level of the stepping motion can be grasped in a short time by selecting a fast digest display.
 上記の実施形態では、踏み操作部208の操作子(ステップ筐体20のパネル)を発光制御することにより、再生時に課される踏み動作をダイジェスト表示する場合について説明したが、モニタ12に操作子の画像等を表示して、その操作子の画像を発光等させることにより、踏み動作をダイジェスト表示するようにしてもよい。
 この場合、例えば、市販のゲーム用マット(発光等ができないマット)を用いた家庭用のゲーム装置でも、踏み動作をダイジェスト表示することができる。
In the above-described embodiment, a case has been described in which a stepping action imposed at the time of reproduction is displayed in a digest manner by performing light emission control on the operation element of the step operation unit 208 (panel of the step housing 20). The stepping motion may be displayed in a digest manner by displaying the image of the above, etc., and emitting the image of the operation element.
In this case, for example, even in a home game device using a commercially available game mat (mat that cannot emit light), the stepping motion can be displayed in a digest manner.
 上記の実施形態では、踏み操作部208の操作子(ステップ筐体20のパネル)を発光させるダイジェスト表示を行った後に、選択・確定部205により、楽曲の確定を行う場合について説明したが、踏み操作部208(ステップ筐体20)から、楽曲の確定を行えるようにしてもよい。
 例えば、再生候補として任意の楽曲が選択された場合に、踏み動作のダイジェスト表示を繰り返し行い、その間に、操作子(ステップ筐体20のパネル)への踏み動作を受け付けるようにする。そして、発光させた各操作子がある程度の割合で正確に踏まれた場合に、その楽曲を再生対象として確定するようにしてもよい。
 つまり、楽曲に課される特徴的な踏み動作を会得しているプレイヤであれば、ダイジェスト表示に沿って踏み動作を行うことができるため、確定操作を省略して、その楽曲を確定する。
 この場合も、操作を省略しつつ、プレイする楽曲をより選び易くすることができる。
In the above embodiment, a case has been described in which the selection / confirmation unit 205 confirms the music after performing the digest display for causing the operation element (panel of the step housing 20) of the step operation unit 208 to emit light. You may enable it to confirm a music from the operation part 208 (step housing | casing 20).
For example, when an arbitrary piece of music is selected as a playback candidate, the digest display of the stepping action is repeatedly performed, and the stepping action on the operator (the panel of the step housing 20) is accepted during that time. Then, when each of the emitted operating elements is correctly stepped at a certain rate, the music may be determined as a reproduction target.
In other words, any player who is aware of the characteristic stepping motion imposed on the music can perform the stepping motion along the digest display, and thus the confirmation operation is omitted and the music is finalized.
Also in this case, the music to be played can be selected more easily while omitting the operation.
 なお、どのような場合に、選択・確定部205が楽曲を確定するかは適宜調整が可能である。例えば、選択・確定部205は、ダイジェスト表示がなされる度に、以下に示す処理を実行する。まず、選択・確定部205は、ダイジェスト表示中に発光した操作子が当該発光から所定時間内に踏まれたか否かを発光毎に判定する。そして、選択・確定部205は、発光した操作子が当該発光から所定時間内に踏まれた回数を求める。ここで、選択・確定部205は、求めた回数が所定の回数を超えている場合に楽曲を確定する。一方、選択・確定部205は、求めた回数が所定の回数を超えていない場合には楽曲を確定しない。この場合、再度ダイジェスト表示がなされる。なお、どの程度上手に踏み動作がされた場合に楽曲を確定するかは、所定の回数や所定時間を調整することにより調整可能である。例えば、楽曲の確定がされにくくするためには、所定の回数を多くしたり、所定時間を短くしたりする。一方、楽曲の確定がされやすくするためには、所定の回数を少なくしたり、所定時間を長くしたりする。
 なお、発光した操作子が当該発光から所定時間内に踏まれた回数ではなく、発光した操作子が当該発光から所定時間内に踏まれた回数の割合に基づいて、楽曲を確定するか否かが判定されるようにしてもよい。例えば、選択・確定部205は、ダイジェスト表示中に発光した操作子が当該発光から所定時間内に踏まれたか否かを発光毎に判定する。そして、選択・確定部205は、発光した操作子が当該発光から所定時間内に踏まれた回数を求める。ここで、選択・確定部205は、求めた回数を1回のダイジェスト表示における発光回数で除算して、発光した操作子が当該発光から所定時間内に踏まれた回数の割合を求める。そして、選択・確定部205は、求めた割合が所定の割合を超えている場合に楽曲を確定する。一方、選択・確定部205は、求めた割合が所定の割合を超えていない場合に楽曲を確定しない。この場合、再度ダイジェスト表示がなされる。なお、どの程度上手に踏み動作がされた場合に楽曲を確定するかは、所定回数や所定時間を調整することにより調整可能である。例えば、楽曲の確定がされにくくするためには、所定の割合を大きくしたり、所定時間を短くしたりする。一方、楽曲の確定がされやすくするためには、所定の割合を小さくしたり、所定時間を長くしたりする。
Note that in any case, the selection / confirmation unit 205 can appropriately adjust the music. For example, the selection / confirmation unit 205 executes the following process each time a digest is displayed. First, the selection / confirmation unit 205 determines, for each light emission, whether or not an operation element that has emitted light during digest display is stepped on within a predetermined time from the light emission. Then, the selection / confirmation unit 205 obtains the number of times that the lighted operation element is stepped on within a predetermined time from the light emission. Here, the selection / confirmation unit 205 confirms the music when the obtained number of times exceeds a predetermined number. On the other hand, the selection / confirmation unit 205 does not confirm the music when the obtained number of times does not exceed the predetermined number. In this case, digest display is performed again. Note that how well the stepping motion is performed can be adjusted by adjusting a predetermined number of times or a predetermined time. For example, in order to make it difficult to determine the music, the predetermined number of times is increased or the predetermined time is shortened. On the other hand, in order to make it easy to confirm the music, the predetermined number of times is reduced or the predetermined time is lengthened.
Whether or not to confirm the music based on the ratio of the number of times the lighted operation element was stepped within the predetermined time from the light emission, rather than the number of times the lighted operation element was stepped within the predetermined time from the light emission. May be determined. For example, the selection / confirmation unit 205 determines, for each light emission, whether or not an operation element that has emitted light during digest display is stepped on within a predetermined time from the light emission. Then, the selection / confirmation unit 205 obtains the number of times that the lighted operation element is stepped on within a predetermined time from the light emission. Here, the selection / confirmation unit 205 divides the obtained number of times by the number of times of light emission in one digest display, and obtains the ratio of the number of times that the lighted operation element is stepped on within a predetermined time from the light emission. Then, the selection / confirmation unit 205 confirms the music when the obtained ratio exceeds a predetermined ratio. On the other hand, the selection / confirmation unit 205 does not confirm the music when the obtained ratio does not exceed the predetermined ratio. In this case, digest display is performed again. Note that how well the stepping motion is performed can be adjusted by adjusting a predetermined number of times or a predetermined time. For example, in order to make it difficult to determine the music, the predetermined ratio is increased or the predetermined time is shortened. On the other hand, in order to facilitate the determination of the music, the predetermined ratio is reduced or the predetermined time is lengthened.
 上記の実施形態では、楽曲リストから選択された再生候補の楽曲について、踏み動作のダイジェスト表示を行う場合について説明したが、他の踏み動作をダイジェスト表示してもよい。
 例えば、最高得点を出したプレイヤ(ベストプレイヤ)の踏み動作(一例として、さび区間等の特徴的な踏み動作)を記憶するようにしておき、何れのプレイヤもプレイしていないとき(プレイ待ち状態)に、そのベストプレイヤの踏み動作をダイジェスト表示する。
 この場合、その遊技場におけるベストプレイヤの力量を推し量ることができ、上級者等であれば、自分の方が最高得点を出せると考えて、ダンスゲームをプレイするきっかけとなることが予想される。
 また、上記と同様に、ダイジェスト表示中に、操作子(ステップ筐体20のパネル)への踏み動作を受け付けるようにし、同じ楽曲で直ぐにプレイができるようにしてもよい。
In the above-described embodiment, the case where the digest display of the stepping motion is displayed for the reproduction candidate music selected from the music list has been described, but other stepping motions may be displayed in a digest manner.
For example, the stepping action of a player who has scored the highest score (best player) (for example, a characteristic stepping action such as a rust section) is stored, and when no player is playing (waiting to play) ), The stepping motion of the best player is displayed as a digest.
In this case, the ability of the best player in the amusement hall can be estimated, and if it is an advanced player or the like, it can be expected that he / she can get the highest score, and it will be an opportunity to play a dance game.
Similarly to the above, during the digest display, a stepping operation on the operator (the panel of the step housing 20) may be accepted so that the same music can be played immediately.
 上記の実施形態では、再生候補とされるデフォルトの楽曲を、あらかじめ定められた楽曲とする例を示した。しかし、再生候補とされるデフォルトの楽曲を、全てのプレイヤによりなされた動作のうち最も正確になされた動作に対する楽曲とすることもできる。例えば、選択・確定部205は、いずれかのプレイヤによってなされた全てのプレイについて、楽曲と得点とを対応づけて記憶する。そして、選択・確定部205は、楽曲毎に得点の平均点を求める。ここで、選択・確定部205は、得点の平均点が最も高い楽曲をデフォルトの楽曲とする。
 このような楽曲は、多くのプレイヤにより選択されている楽曲、上級プレイヤにより選択されている楽曲、あるいは、良く知られている楽曲(有名な楽曲)などであることが期待される。従って、このような楽曲は、プレイヤが選択する可能性の高い楽曲であると考えられる。そこで、このような楽曲をデフォルトの楽曲とすることにより、楽曲選択の際のプレイヤの操作負担が軽減されることが期待できる。
In the above embodiment, an example has been shown in which the default music that is a reproduction candidate is a predetermined music. However, the default music piece that is a candidate for playback may be a music piece that is the most accurate action among the actions made by all players. For example, the selection / confirmation unit 205 stores music and scores in association with each play made by any player. Then, the selection / confirmation unit 205 obtains an average score for each song. Here, the selection / confirmation unit 205 sets the music having the highest average score as the default music.
Such music is expected to be music selected by many players, music selected by advanced players, or well-known music (famous music). Therefore, such music is considered to be music that is highly likely to be selected by the player. Therefore, it can be expected that the operation burden on the player at the time of music selection is reduced by setting such music as the default music.
 上記実施の形態では、ダイジェスト表示によってプレイヤがなすべき動作が示される区間(以下「特徴区間」という。)があらかじめ定められている例について説明した。しかし、本発明において、特徴区間が動的に決定されるようにしてもよい。
 この場合、楽曲リスト生成部203は、楽曲を構成する複数の区間のうち、全てのプレイヤによりなされた動作が最も正確である区間を特徴区間に決定する。例えば、楽曲リスト生成部203は、再生候補の楽曲として選択されている楽曲を構成する複数の区間のそれぞれについて、当該区間における踏み動作の成功率を求める。そして、楽曲リスト生成部203は、踏み動作の成功率が最も高い区間を当該楽曲の特徴区間に決定する。
 全てのプレイヤによりなされた動作が最も正確である区間は、楽曲のリズムがプレイヤによって正確に把握されている区間であると考えられる。そして、このような区間は、繰り返し演奏される区間あるいはサビに相当する区間など、楽曲の特徴を最もよく表している区間であると考えられる。従って、このような区間が特徴区間に設定されて、当該特徴区間における特徴動作がプレイヤに提示されることで、プレイヤは、再生候補として選択されている楽曲がどのような楽曲であるかを把握しやすくなる。
In the above embodiment, an example has been described in which a section (hereinafter referred to as “characteristic section”) in which an action to be performed by the player is displayed by the digest display is predetermined. However, in the present invention, the feature section may be determined dynamically.
In this case, the music list generation unit 203 determines, as a feature section, a section in which the action performed by all players is the most accurate among a plurality of sections constituting the music. For example, the music list generation unit 203 obtains the success rate of the stepping motion in each section for each of a plurality of sections constituting the music selected as the reproduction candidate music. And the music list production | generation part 203 determines the area where the success rate of stepping action is the highest as the characteristic area of the said music.
The section in which the movements made by all players are most accurate is considered to be a section in which the rhythm of the music is accurately grasped by the players. Such a section is considered to be a section that best represents the characteristics of the music, such as a section that is repeatedly played or a section corresponding to chorus. Accordingly, such a section is set as the feature section, and the feature motion in the feature section is presented to the player, so that the player understands what kind of music is selected as the reproduction candidate. It becomes easy to do.
 上記の実施形態では、踏み動作を一例として説明したが、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。
 例えば、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。
 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、例えば、モニタ12に操作子の画像等を表示して、振る動作や傾ける動作等をダイジェスト表示する。
 更に、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。
 この場合も、ゲーム装置は、プレイヤに課される動作の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、課される動作内容の画像等を、例えば、モニタ12にダイジェスト表示する。
 このように、踏み動作以外の動作を評価する場合でも、課される課題動作を表示装置等にダイジェスト表示することにより、プレイする楽曲を、より選び易くすることができる。
In the above embodiment, the stepping motion has been described as an example, but the present invention can also be applied as appropriate to a game device that evaluates a motion other than such a stepping motion.
For example, even if it is a bodily sensation game in which a player performs a swinging motion or a tilting motion in accordance with the music to be played using a controller with a built-in acceleration sensor, it can be appropriately performed in the same manner.
In this case, the game device stores the task information corresponding to the footstep information in association with the music, and, for example, displays an image of an operator on the monitor 12 and shakes the game before starting the game. Digest display of tilting and other actions.
Furthermore, even a game in which a player's motion can be acquired by photographing a player's movement with an imaging device (camera or the like) can be applied as appropriate.
In this case as well, the game device stores the task information of the motion imposed on the player in association with the music, and the image of the motion content imposed etc. is digested on the monitor 12, for example, before the game is started. indicate.
As described above, even when an operation other than the stepping motion is evaluated, it is possible to make it easier to select the music to be played by displaying the imposed task motion on the display device or the like.
 なお、本願については、日本国特許願 特願2008-178673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. 2008-178673 is claimed and all the contents of the basic application are incorporated in the present application.
 以上説明したように、本発明によれば、プレイする楽曲を、プレイヤがより選び易くすることができる。 As described above, according to the present invention, it is possible to make it easier for the player to select the music to be played.
 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
 150,200,400 ゲーム装置
 151 選択部
 152 提示部
 153 確定部
 201 楽曲情報記憶部
 202 足譜情報記憶部
 203 楽曲リスト生成部
 204 画像描画部
 205 選択・確定部
 206 発光指示情報生成部
 207 発光制御部
 208 踏み操作部
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
150, 200, 400 Game device 151 Selection unit 152 Presentation unit 153 Determination unit 201 Music information storage unit 202 Footnote information storage unit 203 Music list generation unit 204 Image drawing unit 205 Selection / determination unit 206 Light emission instruction information generation unit 207 Light emission control Part 208 Stepping operation part

Claims (10)

  1.  プレイヤにより複数の楽曲から再生対象として確定された楽曲を再生し、当該楽曲の再生時間に応じて当該プレイヤがとるべき動作を表す課題動作を提示し、当該プレイヤにより行われた動作の正確さを評価するゲーム装置(150)であって、
     前記プレイヤによりなされる選択指示に応答して、前記複数の楽曲からいずれかの楽曲を再生候補として選択する選択部(151)、
     前記再生候補として選択された楽曲の総再生時間のうちのある区間(以下「特徴区間」という。)において当該プレイヤがとるべき動作を表す特徴動作を順に提示する提示部(152)、
     前記プレイヤによりなされる確定指示に応答して、前記再生候補として選択された楽曲を再生対象として確定する確定部(153)、を備える、
     ことを特徴とするゲーム装置(150)。
    A player reproduces a song determined as a reproduction target from a plurality of songs, presents a task action representing an action to be taken by the player according to the playing time of the song, and determines the accuracy of the action performed by the player. A game device (150) to be evaluated,
    In response to a selection instruction made by the player, a selection unit (151) that selects one of the plurality of songs as a reproduction candidate;
    A presentation unit (152) for sequentially presenting characteristic actions representing actions to be taken by the player in a certain section (hereinafter referred to as “characteristic section”) of the total reproduction time of the music selected as the reproduction candidate;
    A confirmation unit (153) for confirming the music selected as the reproduction candidate as a reproduction target in response to a confirmation instruction made by the player;
    A game device (150) characterized by the above.
  2.  請求項1に記載のゲーム装置(150)であって、
     前記確定部(153)は、前記プレイヤが前記提示された特徴動作を順にとると前記確定指示がなされたものとする
     ことを特徴とするゲーム装置(150)。
    A gaming device (150) according to claim 1, comprising:
    The game device (150), wherein the confirmation unit (153) is configured to give the confirmation instruction when the player sequentially takes the presented characteristic actions.
  3.  請求項1に記載のゲーム装置(150)であって、
     前記プレイヤがとるべき動作は、複数の発光可能な操作子のいずれかを操作する動作であって、
     前記提示部(152)は、前記特徴動作のそれぞれが表す動作によって操作されるべき操作子を順に発光させることにより前記特徴動作を提示する
     ことを特徴とするゲーム装置(150)。
    A gaming device (150) according to claim 1, comprising:
    The action to be taken by the player is an action of operating one of a plurality of light-emitting operators,
    The game device (150), wherein the presenting unit (152) presents the characteristic action by sequentially emitting an operation element to be operated by the action represented by each of the characteristic actions.
  4.  請求項3に記載のゲーム装置(150)であって、
     前記確定部(153)は、前記発光した操作子を当該発光から所定時間内に操作する動作が所定の回数もしくは所定の割合を超えてなされると、前記確定指示がなされたものとする
     ことを特徴とするゲーム装置(150)。
    A gaming device (150) according to claim 3,
    The confirmation unit (153) is configured to provide the confirmation instruction when an operation of operating the emitted operation element within a predetermined time from the light emission exceeds a predetermined number of times or a predetermined ratio. Characteristic game device (150).
  5.  請求項1に記載のゲーム装置(150)であって、
     前記提示部(152)は、前記特徴動作を順に提示する間隔を、前記特徴区間において前記特徴動作をとるべき間隔に比例させる
     ことを特徴とするゲーム装置(150)。
    A gaming device (150) according to claim 1, comprising:
    The game device (150), wherein the presenting unit (152) causes an interval for sequentially presenting the feature actions to be proportional to an interval at which the feature actions are to be taken in the feature section.
  6.  請求項1に記載のゲーム装置(150)であって、
     前記選択部(151)は、前記プレイヤにより選択指示がなされる前は、前記プレイヤを含む全てのプレイヤによりなされた動作のうち最も正確になされた動作に対する楽曲を選択する
     ことを特徴とするゲーム装置(150)。
    A gaming device (150) according to claim 1, comprising:
    The selection unit (151) selects a music piece for the motion most accurately performed among the motions performed by all players including the player before the selection instruction is made by the player. (150).
  7.  請求項1に記載のゲーム装置(150)であって、
     前記複数の楽曲のそれぞれは、複数の区間に分割され、当該複数の区間のうち、前記プレイヤを含む全てのプレイヤによりなされた動作が最も正確である区間を、前記特徴区間とする
     ことを特徴とするゲーム装置(150)。
    A gaming device (150) according to claim 1, comprising:
    Each of the plurality of pieces of music is divided into a plurality of sections, and the section in which the action performed by all the players including the player is most accurate among the plurality of sections is defined as the feature section. Game device (150) to play.
  8.  プレイヤにより複数の楽曲から再生対象として確定された楽曲を再生し、当該楽曲の再生時間に応じて当該プレイヤがとるべき動作を表す課題動作を提示し、当該プレイヤにより行われた動作の正確さを評価するゲーム装置(150)が実行するダイジェスト表示方法であって、
     前記ゲーム装置(150)は、選択部(151)、提示部(152)、確定部(153)を備え、
     前記選択部(151)が、前記プレイヤによりなされる選択指示に応答して、前記複数の楽曲からいずれかの楽曲を再生候補として選択する選択ステップ、
     前記提示部(152)が、前記再生候補として選択された楽曲の総再生時間のうちのある区間(以下「特徴区間」という。)において当該プレイヤがとるべき動作を表す特徴動作を順に提示する提示ステップ、
     前記確定部(153)が、前記プレイヤによりなされる確定指示に応答して、前記再生候補として選択された楽曲を再生対象として確定する確定ステップ、を備える、
     ことを特徴とするダイジェスト表示方法。
    A player reproduces a song determined as a reproduction target from a plurality of songs, presents a task action representing an action to be taken by the player according to the playing time of the song, and determines the accuracy of the action performed by the player. A digest display method executed by the game device (150) to be evaluated,
    The game device (150) includes a selection unit (151), a presentation unit (152), and a confirmation unit (153).
    A selection step in which the selection unit (151) selects one of the plurality of songs as a reproduction candidate in response to a selection instruction made by the player;
    Presentation in which the presenting unit (152) sequentially presents characteristic actions representing actions to be taken by the player in a certain section (hereinafter referred to as “characteristic section”) of the total reproduction time of the music selected as the reproduction candidate. Step,
    The confirmation unit (153) includes a confirmation step of confirming a song selected as the reproduction candidate as a reproduction target in response to a confirmation instruction made by the player.
    A digest display method characterized by the above.
  9.  コンピュータを、
     プレイヤにより複数の楽曲から再生対象として確定された楽曲を再生し、当該楽曲の再生時間に応じて当該プレイヤがとるべき動作を表す課題動作を提示し、当該プレイヤにより行われた動作の正確さを評価するゲーム装置(150)として機能させるプログラムを記憶する情報記録媒体であって、
     前記プログラムは、前記コンピュータを、
     前記プレイヤによりなされる選択指示に応答して、前記複数の楽曲からいずれかの楽曲を再生候補として選択する選択部(151)、
     前記再生候補として選択された楽曲の総再生時間のうちのある区間(以下「特徴区間」という。)において当該プレイヤがとるべき動作を表す特徴動作を順に提示する提示部(152)、
     前記プレイヤによりなされる確定指示に応答して、前記再生候補として選択された楽曲を再生対象として確定する確定部(153)、
     として機能させることを特徴とする情報記録媒体。
    Computer
    A player reproduces a song determined as a reproduction target from a plurality of songs, presents a task action representing an action to be taken by the player according to the playing time of the song, and determines the accuracy of the action performed by the player. An information recording medium for storing a program that functions as a game device (150) to be evaluated,
    The program causes the computer to
    In response to a selection instruction made by the player, a selection unit (151) that selects one of the plurality of songs as a reproduction candidate;
    A presentation unit (152) for sequentially presenting characteristic actions representing actions to be taken by the player in a certain section (hereinafter referred to as “characteristic section”) of the total reproduction time of the music selected as the reproduction candidate;
    A confirmation unit (153) for confirming the music selected as the reproduction candidate as a reproduction target in response to a confirmation instruction made by the player;
    Functioning as an information recording medium.
  10.  コンピュータを、
     プレイヤにより複数の楽曲から再生対象として確定された楽曲を再生し、当該楽曲の再生時間に応じて当該プレイヤがとるべき動作を表す課題動作を提示し、当該プレイヤにより行われた動作の正確さを評価するゲーム装置(150)として機能させるプログラムであって、
     前記コンピュータを、
     前記プレイヤによりなされる選択指示に応答して、前記複数の楽曲からいずれかの楽曲を再生候補として選択する選択部(151)、
     前記再生候補として選択された楽曲の総再生時間のうちのある区間(以下「特徴区間」という。)において当該プレイヤがとるべき動作を表す特徴動作を順に提示する提示部(152)、
     前記プレイヤによりなされる確定指示に応答して、前記再生候補として選択された楽曲を再生対象として確定する確定部(153)、
     として機能させることを特徴とするプログラム。
    Computer
    A player reproduces a song determined as a reproduction target from a plurality of songs, presents a task action representing an action to be taken by the player according to the playing time of the song, and determines the accuracy of the action performed by the player. A program that functions as a game device (150) to be evaluated,
    The computer,
    In response to a selection instruction made by the player, a selection unit (151) that selects one of the plurality of songs as a reproduction candidate;
    A presentation unit (152) for sequentially presenting characteristic actions representing actions to be taken by the player in a certain section (hereinafter referred to as “characteristic section”) of the total reproduction time of the music selected as the reproduction candidate;
    A confirmation unit (153) for confirming the music selected as the reproduction candidate as a reproduction target in response to a confirmation instruction made by the player;
    A program characterized by functioning as
PCT/JP2009/061926 2008-07-09 2009-06-30 Game device, digest display method, information recording medium, and program WO2010004908A1 (en)

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