WO2011016426A1 - 入力装置及びその入力装置を備えたゲームシステム - Google Patents
入力装置及びその入力装置を備えたゲームシステム Download PDFInfo
- Publication number
- WO2011016426A1 WO2011016426A1 PCT/JP2010/063036 JP2010063036W WO2011016426A1 WO 2011016426 A1 WO2011016426 A1 WO 2011016426A1 JP 2010063036 W JP2010063036 W JP 2010063036W WO 2011016426 A1 WO2011016426 A1 WO 2011016426A1
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- music
- game
- player
- input device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/32—Constructional details
- G10H1/34—Switch arrangements, e.g. keyboards or mechanical switches specially adapted for electrophonic musical instruments
- G10H1/342—Switch arrangements, e.g. keyboards or mechanical switches specially adapted for electrophonic musical instruments for guitar-like instruments with or without strings and with a neck on which switches or string-fret contacts are used to detect the notes being played
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/135—Musical aspects of games or videogames; Musical instrument-shaped game input interfaces
Definitions
- the present invention relates to an input device used for a game system or the like and a game system including the input device.
- Patent Document 1 An input device used in a music game and imitating a guitar is known (for example, see Patent Document 1).
- the simulated guitar input device for a music game as in Patent Document 1 is operated like an actual guitar. Therefore, various guitar playing techniques may be used for the simulated guitar input device. These performance techniques include those for operating a simulated guitar input device.
- the simulated guitar input device of Patent Document 1 cannot input an operation performed by the player. For this reason, in a game system provided with such an input device, the action of the player cannot be sufficiently reflected in the game.
- an object of the present invention is to provide an input device capable of inputting an operation corresponding to a performance technique used for a stringed musical instrument, and a game system including the input device.
- An input device is an input device including a body portion, a neck portion extending from the body portion, and a head portion provided at a tip of the neck portion, imitating a stringed musical instrument. Acceleration detecting means capable of detecting acceleration is provided.
- the motion can be detected by the acceleration detecting means provided in the head portion, it is possible to detect and input the motion corresponding to the performance technique used in the input device imitating the stringed instrument. it can.
- Various performance techniques are used for stringed instruments, and most of the performance techniques operate the head part larger than the body part.
- the acceleration detecting means is provided in the head portion that tends to be operated larger than the body portion, the operation to the input device can be detected with higher sensitivity. Thereby, the operation
- Any instrument can be modeled as a stringed instrument.
- a guitar may be imitated as the stringed instrument.
- a triaxial acceleration detecting means capable of detecting accelerations in three orthogonal directions including a direction along the direction in which the neck portion extends is used. Good. In this case, since motions in three orthogonal directions including a direction along the direction in which the neck portion extends can be detected, motions corresponding to more various performance techniques can be input.
- the game system of the present invention includes the above-described input device provided with at least one operation unit, a display device that displays and outputs a game screen, an audio output device that reproduces and outputs a game sound, and a device for reproducing music.
- Music data storage means for storing music data, music reproduction means for reproducing the music from the audio output device based on the music data, and sequence data describing the operation timing of the operation unit during the game are stored
- Sequence data storage means and operation timings of the operation unit included in a predetermined time range from the current time on the music to the future are determined based on the sequence data, and operation instructions corresponding to the determined operation timings
- a sign and an operation reference sign corresponding to the current time are displayed in an arrangement along the time axis on the game screen,
- the time on the music is advanced between the operation reference sign and the operation instruction sign so that the operation instruction sign coincides with the operation reference sign at the operation time to be indicated by the operation instruction sign.
- Operation guide means for guiding the operation of the operation unit to the player by causing relative displacement according to the player, and the operation guide means causes the player to perform a predetermined operation on the input device.
- the operation instruction sign corresponding to the operation timing indicator is displayed on the game screen in an arrangement along the time axis, and the operation instruction indicator coincides with the operation reference indicator at the operation timing to be indicated by the operation instruction indicator.
- the predetermined action is guided to the player by causing a relative displacement between the operation reference sign and the action reference sign in accordance with the progress of time on the music piece.
- the player can be instructed to perform an operation instruction in accordance with the reproduction of music, so that, for example, the player can be requested to perform a performance technique according to the music.
- a player's presence can be improved.
- the above-described input device since the above-described input device is provided, it is possible to reflect the operation of the player on the input device in the game situation.
- the predetermined operation guided by the operation guide means may include any operation.
- the predetermined operation includes an operation in a direction parallel to a top surface of the body portion and perpendicular to a direction along which the neck portion extends. It may be.
- the predetermined operation includes an operation in a direction orthogonal to the upper surface of the body portion and orthogonal to the direction along which the neck portion extends. It may be included.
- the predetermined operation includes an operation of moving the head unit so that the head unit is positioned in a front position from a side position of the player. It may be included.
- the neck portion in the predetermined action, extends upward in a vertical direction from a state where the neck portion extends toward the side of the player.
- An operation of moving the neck portion so as to be positioned may be included.
- the game system may further include a determination unit that determines the predetermined action based on a detection result of the acceleration detection unit provided in the input device. In this case, since the predetermined action can be determined, the predetermined action performed by the player according to the guidance can be evaluated.
- the input device of the present invention it is possible to input an operation corresponding to a performance technique used for a stringed instrument.
- the functional block diagram of a game device. The expansion perspective view of a guitar controller. Sectional drawing regarding the VV line
- a game screen that includes instructions for moving the head of the guitar controller in the horizontal direction.
- FIG. 1 is a front view of the game apparatus
- FIG. 2 is a plan view of the game apparatus.
- This game device is configured as a commercial music game device installed in a commercial facility.
- the game apparatus 1 includes a main unit 3 and two large speakers 4 simulating an amplifier.
- the main unit 3 includes a housing 6, a monitor 7 disposed on the upper front surface of the housing 6, two small speakers 8 disposed on the left and right of the housing 6 below the monitor 7, and each small speaker 8.
- a foot pedal 9 simulating an effector arranged in front of each other and two guitar controllers 10 arranged on the left and right of the monitor 7 are provided.
- Each of the two guitar controllers 10 functions as an input device according to the present invention.
- the housing 6 is provided with a coin insertion slot 17 and a plurality of push buttons 18 used for the progress of the game.
- a card reader may be provided in the housing 6. Thereby, an effect equivalent to the insertion of a coin into the coin insertion slot 17 can be generated by reading the card data.
- FIG. 3 is a functional block diagram of the game apparatus 1.
- a control unit 11 as a computer is provided inside the housing 6.
- the control unit 11 includes a game control unit 12 as a control subject, and a display control unit 13 and a sound output control unit 14 that operate according to the output from the game control unit 12.
- the game control unit 12 is configured as a unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
- the display control unit 13 draws an image corresponding to the drawing data supplied from the game control unit 12 in the frame buffer, and outputs a video signal corresponding to the drawn image to the monitor 7, whereby a predetermined signal is displayed on the monitor 7. Display an image.
- the sound output control unit 14 generates a sound reproduction signal corresponding to the sound reproduction data given from the game control unit 12 and outputs the sound reproduction signal to the speakers 4 and 8. Play).
- a guitar controller 10 is connected to the control unit 11.
- An external storage device 20 is connected to the game control unit 12.
- a storage medium that can hold the storage without power supply such as an optical storage medium such as a DVDROM or a CDROM, or a nonvolatile semiconductor memory device such as an EEPROM, is used.
- the game control unit 11 can read various programs, various data, and the like stored in the external storage device 20.
- the external storage device 20 stores a game program 21 and game data 22.
- the game program 21 is a computer program necessary for executing a music game according to a predetermined procedure in the game apparatus 1, and includes a sequence control module 23 and an evaluation module 24 for realizing the functions according to the present invention. It is included.
- the game control unit 12 executes various processes necessary to operate as the game apparatus 1 and sets an environment for executing a music game.
- the sequence control module 23 of the game program 21 is executed by the game control unit 12, a sequence processing unit 15 is generated in the game control unit 12.
- the evaluation module 24 of the game program 21 is executed by the game control unit 12, the operation evaluation unit 16 is generated in the game control unit 12.
- the sequence processing unit 15 and the operation evaluation unit 16 are logical devices realized by a combination of computer hardware and a computer program.
- the sequence processing unit 15 performs a music game process in which an operation is instructed to the player in accordance with the reproduction of music (music) selected by the player, or an effect such as a sound effect is generated in accordance with the operation of the player.
- the operation evaluation unit 16 executes a process for evaluating the player's operation and action.
- the game program 21 includes various program modules necessary for executing the music game in addition to the modules 23 and 24 described above, and the game control unit 12 includes logic devices corresponding to these modules. Although they are generated, their illustration is omitted.
- the game data 22 includes various data to be referred to when the music game is executed according to the game program 21.
- the game data 22 includes music data 25, sound effect data 26, and image data 27.
- the music data 25 is data necessary to reproduce and output music to be played from the speaker 6.
- FIG. 1 one type of music data 25 is shown, but actually, a player can select a music to be played from a plurality of music.
- a plurality of pieces of music data 25 are recorded with information for identifying each music piece.
- the sound effect data 26 is data in which a plurality of types of sound effects to be output from the speakers 4 and 8 in response to the player's operation are recorded in association with unique codes for each sound effect. Sound effects include musical instruments and various other types of sounds. For each type of sound effect data, a predetermined number of octaves with different pitches are prepared.
- the image data 27 is data for causing the monitor 7 to display a background image in the game screen, various objects, icons, and the like.
- the game data 22 further includes sequence data 28.
- the sequence data 28 is data defining operations and the like to be instructed to the player. At least one sequence data 28 is prepared for one piece of music data 25. Details of the sequence data 28 will be described later.
- the control unit 11 is not limited to the form in which various data including programs and the like are stored in the external storage device 20, and may be configured to acquire various data by communication means, for example.
- FIG. 4 is an enlarged perspective view of the guitar controller 10.
- the guitar controller 10 imitates a so-called guitar in terms of shape, size, and the like, and includes a body portion 31, a neck portion 32 extending from the body portion 31, and a head portion 33 attached to the tip of the neck portion 32. ing.
- the body portion 31 is placed on the hooks 35 provided on the left and right sides of the housing 6 while the movement of the head portion 33 is limited by the frame 34 provided on the upper left and right sides of the monitor 7. .
- the guitar controller 10 is connected to the control unit 11 in the housing 6 so that information can be transmitted and received.
- the neck portion 32 is provided with five fret buttons 37R, 37G, 37B, 37Y, and 37P that are color-coded as red, green, blue, yellow, and pink in order from the vicinity of the head portion 33 toward the body portion 31. It has been. When the player performs a selection operation to select these fret buttons 37R to 37P, different selection signals are output for the fret buttons 37R to 37P.
- Each fret button 37R to 37P functions as an operation unit according to the present invention.
- a picking lever 38 is provided.
- the picking lever 38 is for simulating the action of playing a guitar string, and is operated like a guitar string by a player. For this reason, the picking lever 38 is configured to be rotatable within a certain range in the Y-axis direction, which will be described later, with the attachment portion to the body portion 31 as a support shaft.
- the attachment portion of the picking lever 38 is provided with an elastic member (not shown) so that the picking lever 38 is held at substantially the center of a certain range in which the picking lever 38 can rotate.
- the picking lever 38 is provided with an operation detection sensor (not shown). Thereby, the guitar controller 10 can detect this operation and output it as a signal when the player performs an operation of rotating the picking lever 38.
- the player holds the guitar controller 10 to hold the guitar, and operates the fret buttons 37R to 37P and the picking lever 38 of the guitar controller 10 to play the guitar.
- FIG. 5 is a cross-sectional view taken along line VV in FIG.
- the head unit 33 is provided with a triaxial acceleration sensor 40 as an acceleration detection unit that detects acceleration inside.
- the triaxial acceleration sensor 40 can detect the acceleration with respect to the three axes of the X axis, the Y axis, and the Z axis shown in FIG.
- the X axis is an axis from the base of the neck portion 32 of the guitar controller 10 toward the tip of the neck portion 32
- the Y axis is an axis parallel to the upper surface 31a of the body portion 31 of the guitar controller 10 and intersecting the X axis at a right angle.
- the Z axis indicates an axis extending in the vertical direction from the upper surface 31a of the body portion 31 of the guitar controller 10, that is, an axis orthogonal to both the X axis and the Y axis.
- a vibration motor 41 is provided inside the neck portion 32 as vibration generating means for generating vibration near the body portion 31. That is, the three-axis acceleration sensor 40 is disposed in the head portion 33 with the fret buttons 37R to 37P interposed therebetween, and the vibration motor 41 is disposed in the vicinity of the body portion 31 of the neck portion 32.
- the guitar controller 10 is configured to be able to output information on acceleration detected by the three-axis acceleration sensor 40.
- the operation of the vibration motor 4 1 is controlled by the control unit 11.
- the guitar controller 10 may be provided with other operation buttons (not shown) for selecting and canceling the progress of the game.
- the two large speakers 4 are arranged on the left and right sides of the main unit 3 as shown in the figure.
- Each large speaker 4 includes an upper speaker 43 and a lower speaker 44.
- the two large speakers 4 are such that the speaker surface 43a of the upper speaker 43 and the speaker surface 44a of the lower speaker 44 face the player, that is, these speaker surfaces 43a and 44a face the center. Is arranged.
- FIGS. 6 to 8 each show a game screen that includes an operation timing instruction to the player in addition to the operation timing instructions of the fret buttons 37R to 37P and the picking lever 38.
- FIG. FIG. 6 shows a game screen 48a including an operation instruction for rotating the neck portion 32 of the guitar controller 10 so as to stand up in the vertical direction, and FIG. 7 rotates the head portion 33 of the guitar controller 10 in the horizontal direction.
- FIG. 8 schematically shows a game screen 48b including an operation instruction
- FIG. 8 schematically shows a game screen 48c including an operation instruction for moving the guitar controller 10 in the Y-axis direction as the player jumps. As shown in FIGS.
- the game screen includes an operation instruction area 50 and an information display area 51 for displaying various information.
- various kinds of information such as evaluation and the number of consecutive evaluations 51a, the score 51b acquired in total, the type of stage 51e being played, and the life 51G that decreases depending on the play situation are displayed.
- the life 51G is formed as a gauge, and the length of the remaining region 51Ga becomes shorter as the life decreases, and conversely, the length of the empty region 51Gb becomes longer.
- the information display area 51 may include other information such as the degree of difficulty and the music being reproduced.
- the lanes 52R to 52P are arranged in the order of R lane 52R, G lane 52G, B lane 52B, Y lane 52Y, and P lane 52P from left to right.
- the R lane 52R corresponds to the red fret button 37R of the guitar controller 10
- the G lane 52G corresponds to the green fret button 37G
- the “G” on the top corresponds to the red fret button 37R of the guitar controller 10
- the B lane 52B corresponds to the blue fret button 37B
- the letter “B” corresponds to the upper part
- the Y lane 52Y corresponds to the yellow fret button 37Y
- the letter “Y” corresponds to the P lane 52P.
- the operation instruction lane 60 is formed between the fine division line 54 and the thick division line 55 by being divided by the thick division line 55 on the right side of the P lane 52P.
- an operation reference sign 61 that crosses each of the lanes 52R to 52P, 60 is displayed.
- the object 62 is appropriately displayed as an operation instruction mark in each of the lanes 52R to 52P.
- the object 62 appears at the lower end of each of the lanes 52R to 52P at an appropriate time in the music and is scrolled upward according to the progress of the music as indicated by the arrows in FIG.
- the player selects the fret buttons 37R to 37P of the guitar controller 10 corresponding to the lanes 52R to 52P on which the object 62 is displayed, and then selects the picking lever 38.
- a performance operation to operate is required.
- the player performs a performance operation, a time difference between the time when the object 62 matches the operation reference sign 61 and the time of the performance operation of the player is detected. The smaller the deviation time, the higher the player's operation is evaluated.
- the operation instruction lanes 50 are displayed with the operation instruction indicators 65a to 65c.
- these operation instruction indicators 65a to 65c are hereinafter referred to as operation instruction indicators 65.
- images 65a to 65c in which an image simulating the guitar controller 10 corresponding to the requested operation and an arrow indicating the operation direction given to the guitar controller 10 are used as the operation instruction mark 65.
- the operation instruction mark 65 appears at the lower end of the operation instruction lane 50 at an appropriate time during the music and is scrolled upward as the music progresses. The player is required to perform a predetermined action in accordance with the arrival of the action instruction mark 65 to the operation reference sign 61.
- the predetermined operation includes an operation of rotating the neck portion 32 of the guitar controller 10 so as to stand upward in the vertical direction, an operation of rotating the head portion 33 of the guitar controller 10 in the horizontal direction, and the guitar controller 10 when the player jumps. Movement in the Y-axis direction is included. 6 shows an image 65a of an operation instruction mark 65 corresponding to the operation of rotating the neck portion 32 of the guitar controller 10 so as to stand up in the vertical direction, and FIG. 7 shows the head portion 33 of the guitar controller 10 horizontally. An image 65b of an operation instruction mark 65 corresponding to an action of rotating in the direction is displayed, and an image 65c of an operation instruction mark 65 corresponding to an action of the player jumping is displayed in FIG. In the example of FIG.
- the player moves the neck portion 32 of the guitar controller 10 in the vertical direction from the normal performance posture in which the neck portion 32 faces sideways as the operation instruction mark 65 reaches the operation reference mark 61 of the image 65 a. It is only necessary to perform an operation of rotating to stand above.
- the player moves the head unit 33 to the player in accordance with the arrival of the image 65 b of the operation instruction mark 65 to the operation reference mark 61 so that the head part 33 is positioned in front of the player. It is only necessary to perform an operation of rotating from the horizontal position toward the front of the player in the horizontal direction.
- FIG. 7 the player moves the neck portion 32 of the guitar controller 10 in the vertical direction from the normal performance posture in which the neck portion 32 faces sideways as the operation instruction mark 65 reaches the operation reference mark 61 of the image 65 a. It is only necessary to perform an operation of rotating to stand above.
- the player moves the head unit 33 to the player in accordance with the arrival of the image 65 b of the operation instruction mark 65 to the operation reference mark 61 so that the head part
- the player moves the neck portion 32 downward in the vertical direction, that is, the player places the head portion 33 on the side of the player in accordance with the arrival of the image 65c of the operation instruction mark 65 to the operation reference mark 61.
- the motion instruction indicator 65 scrolls in synchronization with the corresponding object 62 in any of the examples of FIGS.
- the operation instruction indicator 65 is not limited to the configuration of scrolling in synchronization with the corresponding object 62, and may be scrolled independently of the operation instruction indicator 65.
- each game screen in FIGS. 6 to 8 includes instructions for vibrato operation.
- the vibrato operation is a performance technique performed in an actual guitar performance, and refers to an imitation operation of a performance technique in which a string held by the left hand is finely shaken.
- the vibrato operation refers to an operation of swinging the neck portion 32 in the Y-axis direction while maintaining selection of the fret buttons 37R to 37P.
- a long object 67 instructing to maintain the selected state of the fret buttons 37R to 37P is displayed on the lanes 52R to 52P.
- the long object 67 is also used as an operation instruction indicator for instructing an operation corresponding to a vibrato operation.
- the long object 67 is formed of an object 62 positioned at the upper end and a band portion 67b extending downward from the object 62 at the upper end along the lanes 52R to 52P in a band shape. Like the object 62, the long object 67 appears at the lower end of each lane 52R to 52P at an appropriate time in the music, and is scrolled upward as the music progresses as shown by the arrows in FIG.
- each fret button 37R of the guitar controller 10 corresponding to each lane on which the object 62 that forms the long object 67 is displayed.
- a performance operation is required to operate the picking lever 38 with 37P selected.
- the fret buttons 37R to 37P corresponding to the lanes 52R to 52P on which the long object 67 is displayed are displayed to the player.
- the operation of swinging the neck portion 32 in the Y-axis direction while maintaining the selection of the fret buttons 37R to 37P is required.
- a vibrato operation may be performed together with a performance operation for operating the lever 38. That is, in accordance with the arrival of the object 62 forming the long object 67 to the operation reference sign 61, the player swings the neck portion 32 in the vertical direction along with the performance operation as described above, that is, in the Y-axis direction. The operation may be continued until the lower end 67c of the band portion 67b passes the operation reference mark 61.
- the movement of the player is detected by the three-axis acceleration sensor 40, and it is determined whether or not a predetermined condition is satisfied by comparing with various data such as a swing speed, a swing angle, and a vibration time set in advance.
- a predetermined condition is satisfied, a time difference between the time when the player's action is performed and the time when the action instruction mark 65 matches the operation reference sign 61 is detected. The smaller the deviation time, the higher the action of the player is evaluated. In accordance with the height of this evaluation, bonus points, benefits such as recovery of the life 51G, etc. are given.
- the guitar controller 10 is vibrated so that the vibration motor 41 produces a vibrato performance. Further, the life 51G is recovered according to the duration of the vibrato operation.
- the privilege corresponding to the vibrato operation is not limited to the recovery of the life 51G, and may be a bonus score, for example.
- the sequence data 28 includes a condition definition unit 28a and an operation sequence unit 28b.
- the condition definition unit 28a the music tempo, beat, track, information specifying the sound effect to be generated when each fret button 37R-37P is operated, correspondence between the above-described operation time deviation and evaluation Information for specifying various conditions for executing the game, such as information for specifying the relationship, is described.
- the operation sequence unit 28b determines the time (operation time) when the operation or operation should be performed in the music and the operation unit (each fret button 37R to 37P) or operation. It is configured as a set of a plurality of associated records. The operation time and the operation time are described by separating the value of the bar portion, the number of beats, and the time during the beat with a comma.
- the time during a beat is the elapsed time from the beginning of one beat, and is expressed by the number of units from the beginning by equally dividing the time length of one beat into n unit times. For example, if the second beat of the first measure of the music and a time that has passed by 1 ⁇ 4 from the beginning of the beat is specified as the operation time or the operation time, “01, 2, n / 4” is described. Is done.
- each fret button 37R to 37P is described by adding “button 1” to “button 5” and a unique number corresponding to each fret button 37R to 37P to “button”. That is, the fret button 37R is described as “button 1”, the fret button 37G as “button 2”, the fret button 37B as “button 3”, the fret button 37Y as “button 4”, and the fret button 37P as “button 5”.
- the designation of the fret buttons 37R to 37P corresponds to the designation of the lanes 52R to 52P corresponding to the fret buttons 37R to 37P.
- buttons 1 is the designation of the R lane 52R
- the description of “button 2” is the designation of the G lane 57G
- the description of “button 3” is the designation of the B lane 57B
- the description of “button 4” is the Y lane 57Y.
- the description of “button 5” corresponds to the designation of the P lane 57P.
- the fret button 37R is selected and operated at the start time (000) of the 4th beat of the 1st bar
- the picking lever 38 is operated to correspond to “0012” from the start time of the 4th beat of the 1st bar.
- the fret button 37G is selected and the picking lever 38 is operated. Further, at the start time (000) of the first beat of the second measure, the fret button 37B and the fret button 37G are simultaneously selected and operated, and the picking lever 38 is operated.
- the operation sequence unit 28b includes an operation instruction unit 28c in which a time when a predetermined operation should be performed is described in association with the time in the music. For example, when instructing an operation of rotating the neck portion 32 of the guitar controller 10 so as to stand up in the vertical direction, “up” and an operation of rotating the head portion 33 of the guitar controller 10 in the horizontal direction are instructed. In this case, when “side” is instructed to the player to perform a jumping action, a description such as “jump” is included in the action instructing unit 28c. Further, the operation instruction unit 28c includes a description for designating the operation timing of the vibrato operation.
- buttons4 long10 so as to include designation of each fret button 37R to 37P and designation of the duration of the vibrato operation, for example.
- “button 4” designates the fret button 37Y
- “long” designates the vibrato operation
- “10” designates the duration of the vibrato operation.
- the player performs an operation of rotating the neck portion 32 of the guitar controller 10 so as to stand upward in the vertical direction at a time corresponding to “0024” from the start time of the fourth beat of the third measure.
- the player operates the picking lever 38 with the fret button 37Y selected and starts the vibrato operation at the time when “0025” has elapsed from the start of the fourth beat of the third measure.
- the vibrato operation is continued until the time equivalent to “10” has elapsed since the start of the operation.
- condition definition 28a is provided only at the beginning of the sequence data 28, but the condition definition unit 28a may be provided at an appropriate position in the middle of the operation sequence unit 28b.
- processing such as changing the tempo in a song and changing the assignment of sound effects.
- a plurality of sequence data 28 having different difficulty levels may be prepared in advance for the same music piece. In this case, information for determining the difficulty level is added to each of the plurality of sequence data 28.
- the sequence processing unit 15 of the game control unit 12 includes the objects 62 and 67 at the operation time specified by the sequence data 28 described above, and the operation instruction mark 65 at the operation time specified by the sequence data 28 described above.
- the display is controlled so as to match the operation reference sign 61 respectively.
- the game apparatus 1 is played by one to two players by inserting predetermined coins from the coin insertion slot 17. Each player uses each guitar controller 10.
- the game control unit 12 reads the game program 21 and completes the initial setting necessary for executing the music game, the game control unit 12 stands by in preparation for a game start instruction from the player.
- the instruction to start the game includes, for example, an operation for specifying data used in the game such as selection of music to be played in the game or difficulty level.
- the procedure for receiving these instructions may be the same as that of a known music game or the like.
- the game control unit 12 When the game start is instructed, the game control unit 12 reads the music data 25 corresponding to the music selected by the player and outputs the music data 25 to the audio output control unit 14 to start playback of the music from the speakers 4 and 8. . Thereby, the control unit 10 functions as a music reproducing means. Furthermore, the game control unit 12 needs to include the operation instruction area 50 and the information display area 51 while reading the sequence data 28 corresponding to the player's selection in synchronization with the reproduction of the music and referring to the image data 27. By generating the image data 27 and outputting it to the display control unit 13, necessary images including the operation instruction area 50 and the information display area 51 are displayed on the monitor 7. During execution of the music game, the game control unit 12 repeatedly executes the sequence process routine shown in FIG.
- sequence processing unit 15 is in charge of the routine of FIG. 10
- operation evaluation unit 16 is in charge of the routine of FIG.
- the sequence processing unit 15 of the game control unit 12 first acquires the current time on the music in step S1.
- the current time may be measured by the internal clock of the game control unit 12 with reference to the playback start time of the music.
- the sequence processing unit 15 acquires data of the length of time (display range) to be displayed in the operation instruction area 60 from the sequence data 28.
- the display range is set to a time length corresponding to two measures of the music from the current time.
- step S3 the sequence processing unit 15 calculates the coordinates in the operation instruction area 50 of all the objects 62 to be displayed in the lanes 52R to 52P, 60 and the operation instruction indicators 65, 67.
- the calculation is performed as follows as an example. Designation of each lane 52R to 52P, 60 associated with the operation time included in the display range, that is, designation of “button 1” to “button 5” in the example of FIG. 9, designation of operation such as “up”, Based on the designation of the vibrato operation designation such as “button4 long10”, it is determined which of the lanes 52R to 52P, 60 should be placed with each object 62 and the motion instruction indicators 65, 67.
- each operation time and the current time on each lane 52R to 52P, 60 in the time axis direction from the operation reference sign 61 (that is, the moving direction of each object 62 and the operation instruction signs 65, 67).
- the positions of the respective objects 62 and the operation instruction signs 65 and 67 are determined.
- the objects 62 and the operation instruction signs 65 and 67 necessary for arranging the objects 62 and the operation instruction signs 65 and 67 on the designated lanes 52R to 52P and 60 from the operation reference sign 61 along the time axis. 65 and 67 coordinates can be acquired.
- step S4 the sequence processing unit 15 generates image data necessary for drawing the operation instruction area 50 based on the coordinates of each object 62 and the operation instruction markers 65 and 67 calculated in step S3. Specifically, the image data is generated so that each object 62 and the operation instruction markers 65 and 67 are arranged at the calculated coordinates. Images of the lanes 52R to 52P, 60, the objects 62, and the operation instruction markers 65, 67 may be acquired from the image data 27.
- step S5 the sequence processing unit 15 outputs the image data to the display control unit 13. As a result, the operation instruction area 50 is displayed on the monitor 7.
- step S5 the sequence processing unit 15 ends the current sequence processing routine.
- the object 62 is moved to the operation reference mark 61 at the operation time described in the sequence data 28, and the operation instruction marks 65 and 67 are moved to the operation reference mark 61 at the operation time described in the sequence data 28, respectively.
- the objects 62 and the operation instruction indicators 65 and 67 are moved and displayed on the lanes 52R to 52P and 60 so as to arrive.
- the operation evaluation unit 16 first refers to the output signal of the triaxial acceleration sensor 40 in step S11 and acquires information on the motion given to the guitar controller 10.
- step S12 it is determined whether or not the operation information acquired in step S11 satisfies a predetermined condition.
- the latest acceleration information in the Y-axis direction is compared with the acceleration information of a past certain time, and if the difference within this certain time exceeds a predetermined positive value, it is shaken vertically. It is determined that the predetermined condition corresponding to the operation instruction to rotate the neck portion 32 of the guitar controller 10 so as to stand up in the vertical direction is satisfied.
- the latest acceleration information in the Z-axis direction is compared with acceleration information for a past certain time, and if the difference within this certain time exceeds a predetermined value (regardless of positive or negative), it swings horizontally.
- the predetermined condition corresponding to the instruction of the operation of rotating the head unit 33 of the guitar controller 10 in the horizontal direction is satisfied.
- the latest acceleration information in the Y-axis direction is compared with acceleration information of a past fixed time shorter than other predetermined conditions, and a difference within a predetermined time shorter than the predetermined condition is a predetermined negative value. If it exceeds, it is determined that it has been swung vertically (lowered), and it is determined that a predetermined condition corresponding to a jump operation instruction has been satisfied.
- the latest acceleration information in the Y-axis direction is compared with the acceleration information for the past certain time within the time when the instruction for the vibrato operation is given, and the difference within the certain time exceeds a predetermined positive value. If so, it is determined that a predetermined condition corresponding to the instruction of the vibrato operation is satisfied. On the other hand, when a negative determination is made in step S12, the subsequent processing is skipped and the current routine is terminated. In step S13, the operation evaluation unit 16 outputs an evaluation result indicating that various operation instructions are satisfied based on the result of step S12, and ends the current routine.
- the operation evaluation unit 16 also executes an evaluation process for each of the lanes 52R to 52P, but details of the evaluation process are omitted. A well-known routine may be applied as this evaluation process.
- the triaxial acceleration sensor 40 is built in the guitar controller 10, it is possible to detect an action given to the guitar controller 10 by the player. Further, since the guitar controller 10 has a built-in vibration motor 41, the guitar controller 10 can be vibrated in accordance with the operation detected by the triaxial acceleration sensor 40. Thereby, the vibrato operation can be detected and the guitar controller 10 can be vibrated so as to produce the vibrato performance, so that the vibrato performance can be enhanced. Since the guitar controller 10 is operated to play an actual guitar, the player's left hand is placed on the fret buttons 37R to 37P during the game play.
- the triaxial acceleration sensor 40 and the vibration motor 41 are arranged with the fret buttons 37R to 37P interposed therebetween, the vibration generated by the vibration motor 41 is attenuated by the player's hand placed in front of the triaxial acceleration sensor 40. Can be made. As a result, it is possible to prevent the triaxial acceleration sensor 40 from erroneously detecting the vibration caused by the vibration motor 41 as an action given by the player.
- various guitar playing techniques are used to operate the guitar controller 10, and most of the playing techniques operate the head part 33 larger than the body part 31.
- the triaxial acceleration sensor 40 is provided inside the head portion 33, the operation given to the guitar controller 10 can be detected with higher sensitivity. Thereby, the operation given to the guitar controller 10 can be grasped more accurately.
- the vibration generating means is provided in the body part 31 having a large contact range with the player, the vibration can be effectively transmitted to the player.
- the external storage device 20 of the game apparatus 1 functions as a music data storage means and a sequence data storage means. Further, the control unit 10 functions as an operation guide unit and an operation guide unit by causing the sequence processing unit 15 to execute the routine processing of FIG.
- the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
- the vibration generating means is provided in the body part, but it is not limited to such a form.
- the vibration generating means may be omitted.
- the predetermined operation the operation corresponding to the vibrato operation, the operation of rotating the neck portion so as to stand up in the vertical direction, the operation of rotating the head portion in the horizontal direction, and the guitar controller as the player jumps
- the operation of moving 10 in the Y-axis direction is guided, but is not limited to such an operation.
- the long object is used as a motion instruction indicator for the vibrato operation, but the present invention is not limited to such a form.
- an operation instruction sign different from the long object may be displayed on the operation instruction lane.
- a guitar controller imitating a guitar is used as the input device, but the present invention is not limited to such a form.
- the input device according to the present invention may be realized as a model of the base of the same stringed instrument including a body part, a neck part, and a head part.
- the present invention is not limited to an input device used for an arcade game device arranged in a commercial facility, and may be realized by, for example, a home-use game device.
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Abstract
Description
10 ギターコントローラ(入力装置)
11 制御ユニット(操作案内手段、動作案内手段、楽曲再生手段)
20 外部記憶装置(楽曲データ記憶手段、シーケンスデータ記憶手段)
31 ボティ部
32 ネック部
33 ヘッド部
40 3軸加速度センサ(加速度検知手段)
41 振動モータ(振動発生手段)
52R レッドフレットボタン(操作部)
52G グリーンフレットボタン(操作部)
52B ブルーフレットボタン(操作部)
52Y イエローフレットボタン(操作部)
52P ピンクフレットボタン(操作部)
Claims (9)
- 弦楽器を模して、ボディ部と、前記ボティ部から延びるネック部と、前記ネック部の先端に設けられたヘッド部と、を備えた入力装置において、
前記ヘッド部に、加速度を検知可能な加速度検知手段が設けられている入力装置。 - 前記弦楽器として、ギターを模している請求項1に記載の入力装置。
- 前記加速度検知手段として、前記ネック部が延びる方向に沿う方向を含む互いに直交する3軸方向の加速度を検知可能な3軸加速度検知手段が用いられている請求項1又は2に入力装置。
- 少なくとも一つの操作部が設けられている請求項1~3のいずれか一項に記載の入力装置と、
ゲーム画面を表示出力する表示装置と、
ゲーム音を再生出力する音声出力装置と、
楽曲を再生させるための楽曲データを記憶する楽曲データ記憶手段と、
前記楽曲データに基づいて前記音声出力装置から前記楽曲を再生させる楽曲再生手段と、
前記ゲーム中における前記操作部の操作時期を記述したシーケンスデータを記憶するシーケンスデータ記憶手段と、
前記楽曲上の現在時刻から将来に向かって所定の時間範囲に含まれる前記操作部の操作時期を前記シーケンスデータに基づいて判別し、判別した各操作時期に対応する操作指示標識と前記現在時刻に対応する操作基準標識とを、前記ゲーム画面上にて時間軸に沿った配置で表示させるとともに、前記操作指示標識が該操作指示標識にて示されるべき操作時期に前記操作基準標識と一致するようにして、前記操作基準標識と前記操作指示標識との間に前記楽曲上の時間の進行に応じた相対的な変位を生じさせることにより、前記操作部の操作をプレイヤに案内する操作案内手段と、を備え、
前記操作案内手段は、プレイヤが前記入力装置に対して所定の動作を行うべき動作時期に対応する動作指示標識を前記ゲーム画面上にて時間軸に沿った配置で表示させるとともに、前記動作指示標識が該動作指示標識にて示されるべき動作時期に前記操作基準標識と一致するようにして、前記操作基準標識と前記動作基準標識との間に前記楽曲上の時間の進行に応じた相対的な変位を生じさせることにより、前記所定の動作をプレイヤに案内する動作案内手段を備えている音楽ゲームシステム。 - 前記所定の動作には、前記ボディ部が有する上面と平行し、かつ、前記ネック部が延びる方向に沿う方向と直交するY軸方向への動作が含まれている請求項4に記載の音楽ゲームシステム。
- 前記所定の動作には、前記ボディ部が有する上面と直交し、かつ、前記ネック部が延びる方向に沿う方向と直交するZ軸方向への動作が含まれている請求項4又は5に記載の音楽ゲームシステム。
- 前記所定の動作には、前記ヘッド部がプレイヤの横に位置する状態から正面に位置する状態となるように前記ヘッド部を移動させる動作が含まれている請求項4~6のいずれか一項に記載の音楽ゲームシステム。
- 前記所定の動作には、前記ネック部がプレイヤの横に向かって延びるように位置する状態から前記ネック部が鉛直方向の上方に向かって延びるように位置する状態となるように前記ネック部を移動させる動作が含まれている請求項4~7のいずれか一項に記載のゲームシステム。
- 前記入力装置に設けられた前記加速度検知手段の検知結果に基づいて前記所定の動作を判定する判定手段を更に備える請求項4~7のいずれか一項に記載のゲームシステム。
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CN2010800348414A CN102470276A (zh) | 2009-08-06 | 2010-08-02 | 输入装置和具有该输入装置的游戏系统 |
US13/388,933 US8409005B2 (en) | 2009-08-06 | 2010-08-02 | Input device and game system including the input device |
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JP4885290B2 (ja) * | 2010-04-28 | 2012-02-29 | 株式会社コナミデジタルエンタテインメント | ゲームシステム及び、それに用いる制御方法 |
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WO2013084742A1 (ja) * | 2011-12-06 | 2013-06-13 | ソニー株式会社 | 情報処理装置及び方法 |
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JP5792131B2 (ja) * | 2012-08-21 | 2015-10-07 | 株式会社コナミデジタルエンタテインメント | ゲーム機、それに用いる制御方法及びコンピュータプログラム |
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USD723098S1 (en) | 2014-03-14 | 2015-02-24 | FretLabs LLC | Handheld musical practice device |
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JPH10214155A (ja) * | 1997-01-30 | 1998-08-11 | Sega Enterp Ltd | 入力装置およびゲーム処理装置、その方法および記録媒体 |
JP2001009152A (ja) * | 1999-06-30 | 2001-01-16 | Konami Co Ltd | ゲームシステムおよびコンピュータ読み取り可能な記憶媒体 |
JP2005046422A (ja) * | 2003-07-30 | 2005-02-24 | Samii Kk | ゲーム機用コントローラ |
JP2007054114A (ja) * | 2005-08-22 | 2007-03-08 | Nintendo Co Ltd | ゲーム用操作装置 |
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US20120135806A1 (en) | 2012-05-31 |
TW201113071A (en) | 2011-04-16 |
US8409005B2 (en) | 2013-04-02 |
JP2011036293A (ja) | 2011-02-24 |
CN102470276A (zh) | 2012-05-23 |
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