WO2011030760A1 - テキスト出力が可能な音楽ゲームシステム及びそのコンピュータプログラムが記憶されたコンピュータ読み取り可能な記憶媒体 - Google Patents
テキスト出力が可能な音楽ゲームシステム及びそのコンピュータプログラムが記憶されたコンピュータ読み取り可能な記憶媒体 Download PDFInfo
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- WO2011030760A1 WO2011030760A1 PCT/JP2010/065336 JP2010065336W WO2011030760A1 WO 2011030760 A1 WO2011030760 A1 WO 2011030760A1 JP 2010065336 W JP2010065336 W JP 2010065336W WO 2011030760 A1 WO2011030760 A1 WO 2011030760A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- 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
- G10H1/36—Accompaniment arrangements
- G10H1/361—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems
- G10H1/363—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems using optical disks, e.g. CD, CD-ROM, to store accompaniment information in digital form
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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
- G10H1/36—Accompaniment arrangements
- G10H1/361—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems
- G10H1/368—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems displaying animated or moving pictures synchronized with the music or audio part
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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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
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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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
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld 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
- 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
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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
- G10H2210/00—Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
- G10H2210/031—Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal
- G10H2210/091—Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal for performance evaluation, i.e. judging, grading or scoring the musical qualities or faithfulness of a performance, e.g. with respect to pitch, tempo or other timings of a reference performance
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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
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/091—Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith
- G10H2220/101—Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith for graphical creation, edition or control of musical data or parameters
- G10H2220/106—Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith for graphical creation, edition or control of musical data or parameters using icons, e.g. selecting, moving or linking icons, on-screen symbols, screen regions or segments representing musical elements or parameters
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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
- 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
- G10H2220/151—Musical difficulty level setting or selection
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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
- G10H2230/00—General physical, ergonomic or hardware implementation of electrophonic musical tools or instruments, e.g. shape or architecture
- G10H2230/005—Device type or category
- G10H2230/015—PDA [personal digital assistant] or palmtop computing devices used for musical purposes, e.g. portable music players, tablet computers, e-readers or smart phones in which mobile telephony functions need not be used
Definitions
- the present invention relates to a music game system and the like that can output text such as lyrics in addition to operation guidance for a player.
- the numerical values are obtained by using the numerical table data for each character included in the lyrics.
- a command for specifying the operation unit of the input device is generated in units of one or more characters based on the assigned and numerical values, and the operation instruction sign is scrolled and displayed on the game screen according to the command.
- lyrics text is associated with operation instructions (see, for example, Patent Document 1).
- Patent Document 2 is a prior art document related to the present invention.
- an object of the present invention is to provide a music game system and the like that can increase the degree of freedom regarding the association between text such as lyrics and operation instructions.
- a music game system includes an input device having at least one operation unit, a display device that displays and outputs a game screen, an audio output device that reproduces and outputs game sound, and music data for reproducing music.
- Music data storage means for storing, music reproduction means for reproducing the music from the audio output device based on the music data, and a sequence for storing sequence data describing the operation timing of the operation unit during the reproduction of the music
- a data storage means and an operation instruction indicator corresponding to each determined operation time, wherein the operation time of the operation unit included in a predetermined time range from the current time on the music to the future is determined based on the sequence data
- the operation reference sign corresponding to the current time are displayed in an arrangement along the time axis on the game screen.
- a text assignment judging means for judging the text to be assigned to the text, and the text assigned by the text assignment judging means; And a text output means for outputting in association with the guide of the operation timing of the operation indication mark are those comprising a.
- a computer program for a music game system stored in a computer-readable storage medium includes an input device having at least one operation unit, a display device that displays and outputs a game screen, and a game sound that is reproduced and output.
- Sequence data storage means for storing sequence data describing the operation timing of the operation unit, and text data describing text to be output according to the music in association with time on the music is the sequence data.
- a music game system comprising text data storage means for storing the data as separate data.
- the computer incorporated in the system determines the operation timing of the operation unit included in a predetermined time range from the current time on the music to the future based on the sequence data, and the operation corresponding to each determined operation timing
- the instruction sign and the operation reference sign corresponding to the current time are displayed on the game screen in an arrangement along the time axis, and the operation instruction sign is displayed at the operation time to be indicated by the operation instruction sign.
- Operation guide means for guiding each operation instruction on the basis of each operation time on the sequence data and the time on the music corresponding to the text in the text data
- a text assignment judging means for judging the text to be assigned to the text
- a text output means for outputting the text assigned by the text assignment judging means in association with the guidance of each operation time by the operation instruction sign, It is configured to function.
- the operation guidance means determines the operation timing of the operation unit included in the predetermined time range from the current time on the music based on the sequence data, An operation instruction mark corresponding to each determined operation time and an operation reference mark corresponding to the current time are displayed on the game screen in an arrangement along the time axis. Further, the operation guidance means guides the operation timing of the operation unit to the player by relatively displacing the markers according to the progress of the reproduction of the music so that the operation instruction mark and the operation reference mark coincide with the operation timing. To do. Further, the text assignment determining means determines the text to be assigned to each operation instruction mark based on the operation time on the sequence data and the time on the music in the text data.
- the text output means outputs the text assigned to each operation instruction sign in association with the operation guidance by the operation instruction sign.
- the sequence data describing the operation time of the operation unit and the text data describing the text in association with the time on the music are prepared as different data, and the time of both data is prepared.
- the assignment of the text to the operation instruction mark is determined using the information on the information, that is, the operation time on the sequence data and the time on the music in the text data. Therefore, even when the sequence data related to the same music is changed, or even when there are a plurality of sequence data having different difficulty levels for the same music, the operation instruction and the text Can be associated. Therefore, it is possible to increase the degree of freedom regarding the association between the operation instruction for the player and the text.
- the text assigning means is a period from the specific operation time and before the next operation time, when any operation time on the sequence data is set as the specific operation time.
- the text to be output is specified based on the time on the music associated with the text of the text data, and the specified text is assigned to the operation instruction indicator corresponding to the specific operation time, so that each operation instruction The text to be assigned to the sign may be determined. According to this aspect, even when the same time as the time on the music associated with the text is not specified as the operation time on the sequence data, it is closest to the time on the music to which the text is to be output.
- the text is assigned to the operation instruction mark corresponding to the operation time that goes back in time.
- the output of the text may adopt either a display output on the game screen or an audio output.
- the operation time guide by the operation instruction sign and the output of the text may be associated with the display of the operation instruction sign in terms of time or position, or the operation time guide by the operation instruction sign is mediated. In other words, it may be an indirect form associated with the player's operation.
- the text output means displays at least one of the texts assigned to each operation instruction sign on the game screen in a predetermined positional relationship with the operation instruction sign corresponding to the text, so that the operation timing is displayed.
- the text may be output in association with the guide.
- the text output means displays a part of the text assigned to each operation instruction sign on the game screen in a predetermined positional relationship with the operation instruction sign, and each operation instruction sign, the operation reference sign, The remaining text assigned to each operation instruction indicator is displayed on the game screen in the predetermined positional relationship with the operation instruction indicator on condition that the player has performed an appropriate operation in response to the match. Also good.
- the said text output means is each operation instruction
- All text assigned to the sign may be displayed with a predetermined positional relationship with each operation instruction sign, and when the above condition is not satisfied, display of at least a part of the text may be omitted.
- all the texts assigned to the operation instruction signs when the condition that the player operates the operation unit within a predetermined time range for each operation time guided by the operation guide means is satisfied. Is displayed, and when the condition is not satisfied, the display of at least a part of all the texts displayed with the predetermined positional relationship is omitted.
- the display of part or all of the text is omitted, and the visibility of the operation instruction sign and the like is improved. All the text is displayed if you operate according to. Thereby, it is possible to display the operation instruction and text such as lyrics in a limited space while suppressing the influence on the operation instruction.
- the text output means may display only one character of the text assigned to each operation instruction sign when the condition is not satisfied. According to this, only the minimum text is displayed in the state before the player performs the operation. Further, the one-character text may be a text positioned at the head of the text assigned to each operation instruction sign. According to this, the first text among the texts associated with each operation instruction sign is displayed first, and when the player performs an operation at an appropriate time, the remaining text is displayed in response to the operation. It becomes like this.
- the said text output means displays the text allocated to each operation instruction
- the text output means may display the text so that at least a part of the text assigned to each operation instruction sign is captured as at least a part of the operation instruction sign.
- the operation instruction sign and the text can be displayed in a limited space on the game screen. Further, at least a part of the text can function as a part of the operation instruction sign. Therefore, it is possible to further reduce the influence of the text display on the operation instruction.
- the text output means is assigned to each operation instruction sign on condition that the player has performed an appropriate operation in response to the match between each operation instruction sign and the operation reference sign.
- the output of the text associated with the operation time guidance may be realized by reproducing all text from the voice output device. According to this, when the player performs an appropriate operation in accordance with the operation instruction by the operation instruction sign, the text assigned to the operation instruction sign is reproduced as sound. For this reason, it is possible to realize a game-like element in which the lyrics of music pieces are connected and played when the appropriate operation is continued by the text playback control.
- the input device is provided with a plurality of operation units, and the sequence data is described in association with information specifying any of the plurality of operation units in the sequence data
- the operation guidance means may display the operation instruction sign in a manner that allows an operation unit corresponding to each operation time to be identified. Further, the operation guidance means may display the operation instruction mark and the operation reference mark in an arrangement along the time axis in an operation instruction area divided for each operation unit on the game screen. . According to these forms, it is possible to distinguish and display the operation time of each operation unit on an input device having a plurality of operation units. Further, the operation guide means may cause the relative displacement by moving the operation instruction mark toward the operation reference mark.
- the sequence data describing the operation time of the operation unit and the text data describing the text in association with the time on the music are prepared as separate data, and both data
- the sequence data related to the same music is changed by determining the assignment of the text to the operation instruction sign using the operation time on the sequence data, that is, the operation time on the sequence data and the time on the music in the text data. Even when there are a plurality of sequence data having different difficulty levels for the same music piece, the operation instruction and the text can be associated using the common text data. Therefore, it is possible to increase the degree of freedom regarding the association between the operation instruction for the player and the text.
- 1 is a functional block diagram of a game machine according to one embodiment of the present invention.
- the figure which shows the example which changed the display mode of the text with respect to FIG. The figure which shows an example of the content of sequence data.
- the game machine 1 is disposed on a housing 2 that a player (user) can hold, a first monitor 3 disposed on the right side of the housing 2, and a left side of the housing 2.
- a second monitor 4 a plurality of push button switches 5 disposed on the upper side of the first monitor 3, and a cross key 6 disposed on the lower side of the first monitor 3 are provided.
- a transparent touch panel 7 is superimposed on the surface of the first monitor 3.
- the touch panel 7 is a known input device that outputs a signal corresponding to the contact position when the player touches with a touch pen or the like.
- the game machine 1 is provided with various input devices and output devices such as a power switch, a volume operation switch, and a power lamp, which are included in a normal portable game machine. Illustration is omitted.
- a control unit 10 as a computer is provided inside the portable game machine 1.
- the control unit 10 includes a game control unit 11 as a control subject, and a pair of display control units 12 and 13 and an audio output control unit 14 that operate according to an output from the game control unit 11.
- the game control unit 11 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 units 12 and 13 draw an image corresponding to the image data supplied from the game control unit 11 in the frame buffer, and output video signals corresponding to the drawn image to the monitors 3 and 4, respectively. A predetermined image is displayed on 3 and 4.
- the sound output control unit 14 generates a sound reproduction signal corresponding to the sound reproduction data provided from the game control unit 11 and outputs the sound reproduction signal to the speaker 8, thereby reproducing predetermined sound (including musical sounds) from the speaker 8.
- the game control unit 11 is connected with the push button switch 5, the cross key 6 and the touch panel 7 described above as input devices, and in addition to these, a voice input device (microphone) 9 is connected.
- various input devices may be connected to the game control unit 11.
- an external storage device 20 is connected to the game control unit 11.
- the external storage device 20 is a storage medium that can hold the storage even when power is not supplied, such as a nonvolatile semiconductor memory device such as an EEPROM or a magnetic storage device.
- the storage medium of the external storage device 20 is detachable from the game machine 1.
- the game program 21 is a computer program necessary for executing a music game in accordance with a predetermined procedure on the game machine 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 11 executes various operation settings recorded in the internal storage device, thereby executing various initial settings necessary to operate as the game machine 1. Then, by reading the game program 21 from the external storage device 20 and executing it, an environment for executing the music game according to the game program 21 is set.
- the sequence control module 23 of the game program 21 is executed by the game control unit 11, a sequence processing unit 15 is generated in the game control unit 11.
- 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 music game processing in which an operation is instructed to the player in accordance with the reproduction of music (music) selected by the player, or a sound effect is generated in accordance with the operation of the player.
- the operation evaluation unit 16 evaluates the player's operation and executes processing such as game control in accordance with the evaluation result.
- 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 11 includes logical devices corresponding to these modules. Are generated, but 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 8.
- FIG. 2 one type of music data 25 is shown, but actually, the 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 speaker 8 in response to the operation of the player are recorded in association with unique codes for each sound effect. Sound effects include musical instruments and various other types of sounds.
- a vocal sound for outputting text from the speaker 8 is also included as a kind of sound effect.
- the image data 27 is data for causing the monitors 3 and 4 to display a background image, various objects, icons, and the like in the game screen.
- the game data 22 further includes sequence data 28 and lyrics data 29.
- 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.
- the lyrics data 29 is data in which the lyrics of the music are recorded in association with the time on the music. Details of these data 28 and 29 will be described later.
- the game operation instruction screen 100 is displayed on the first monitor 3, and the game information screen 110 is displayed on the second monitor 4.
- the operation instruction screen 100 is visually displayed by means such that the first lane 101, the second lane 102, and the third lane 103 that extend in the vertical direction are divided by the dividing line 104. It is displayed in the state divided into. Operation reference signs 105 are displayed at the lower ends of the lanes 101, 102, and 103, respectively.
- the lanes 101, 102, and 103 display objects 106 as operation instruction signs according to the sequence data 28.
- the object 106 appears at the upper end of the lanes 101, 102, and 103 at an appropriate time in the music and is scrolled downward as the music progresses as indicated by an arrow A in FIG.
- the player is requested to touch the lane 101, 102, or 103 on which the object 106 is displayed with an operation member such as the touch pen 120 as the object 106 reaches the operation reference mark 105.
- an operation member such as the touch pen 120 as the object 106 reaches the operation reference mark 105.
- a time difference between the time when the object 106 matches the operation reference sign 105 and the time of the touch operation of the player is detected. The smaller the deviation time, the higher the player's operation is evaluated.
- sound effects corresponding to each object 106 are reproduced from the speaker 8 in response to the touch operation.
- the player may touch the second lane 102 in accordance with the arrival.
- the touch position may be anywhere within the second lane 102. That is, in this embodiment, three operation units are formed by a combination of the lanes 101, 102, and 103 displayed on the first monitor 3 and the touch panel 7 superimposed on them.
- each of the lanes 101, 102, and 103 may be used as a term representing the operation unit.
- the object 106 is assigned at least one text (character) constituting the lyrics. At least one of the assigned texts (the first text in this embodiment) is displayed so as to be superimposed on the object 106. Thereby, the text is captured as part of the object 106.
- the text assigned to the object 106 is output from the speaker 8 as at least a part of the sound effect.
- “mi” is displayed for the object 106 on the first lane 101
- “ko” is displayed for the object 106 on the second lane 102
- “na” is displayed on the object 106 on the third lane 103. Assigned.
- the touch operation is performed on the second lane 102 when the object 106 in the second lane 102 reaches the operation reference mark 105, the text “ko” is reproduced from the speaker 8 as a vocal sound.
- all texts associated with the object 106 are output from the speaker 8 as vocal sounds.
- all the texts assigned to the object 106 are displayed. In this case, all the texts may be displayed at the same time, or each text may be displayed in the order in which it should be output.
- the sequence data 28 includes a condition definition unit 28a and an operation sequence unit 28b.
- the condition definition unit 28a specifies the tempo of music (BPM as an example), information for specifying sound effects to be generated when the lanes 101 to 103 are operated, and the correspondence between the above-described deviation in operation timing and evaluation Information for designating game execution conditions and the like that differ for each music piece is described.
- the operation sequence unit 28b the operation times of the lanes 101 to 103 are described in association with information specifying any of the lanes 101 to 103. That is, as partly illustrated in FIG. 5, the operation sequence unit 28 b has a plurality of times in which the operation (operation time) in the music should be performed and information specifying the operation unit (lane) are associated with each other. It is structured as a set of records. The operation time is described by separating a bar number, the number of beats, and a value indicating the time in the beat with a comma.
- the operation unit is described as “button 1” when the first lane 101 is designated, “button 2” when the second lane 102 is designated, and “button 3” when the third lane 103 is designated. In the example of FIG.
- the first lane 101 is touched at the start time (000) of the first beat of the first bar
- the second lane 102 is touched at the start time (000) of the second beat of the first bar
- the operation time and the operation unit are designated such that the third lane 103 is touched when the time corresponding to “024” has elapsed from the start time of the second beat of the first measure.
- the condition defining unit 28a is provided only at the beginning of the sequence data 28. However, the condition defining unit 28a may be added at an appropriate position in the middle of the operation sequence unit 28b. As a result, it is possible to realize 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.
- the sequence data 28 illustrated in FIG. 6 may be prepared by thinning out some operations from the operation sequence unit 28b of FIG.
- the condition defining unit 28a is not shown.
- the number of operations required by the player is reduced by deleting two of the operation times “01, 2,024” and “01,2,086” in the operation sequence unit 28b of FIG. is doing. Thereby, the difficulty level of the game is also reduced.
- information for determining the difficulty level is added to the sequence data 28.
- the lyric data 29 is data in which each of the texts constituting the lyric is described in association with the time on the music to which each text is to be output.
- the time on the music is described in the same format as the operation time in the operation sequence section 28 b of the sequence data 28.
- Each text is specified by, for example, an ASCII code.
- the time in the lyric data 29 is specified by analyzing at which time in the music each text of the lyric should be pronounced.
- the operation time specified by the operation sequence unit 28 b matches the time on the music associated with any one text in the lyrics data 29. However, it is not necessary to designate the operation time in a one-to-one correspondence with all the texts included in one song.
- the sequence processing unit 15 of the game control unit 11 controls the display of each of the lanes 101 to 103 so that the object 106 matches the operation reference mark 105 at the operation time designated by the sequence data 28 described above. Further, the sequence processing unit 15 determines the assignment of text to each object 106 using the operation time of the sequence data 28 and the time on the music of the lyrics data 29, and superimposes the determined text on the object 106. Display. As an example of assignment, FIG. 8 shows a state in which the text of the lyrics described in the lyrics data 29 in FIG. 7 is assigned to the operation time described in the sequence data 28 in FIG. 5 or FIG. In FIG. 8, “high difficulty level” corresponds to the operation sequence unit 28b in FIG. 5, and “low difficulty level” corresponds to the operation sequence unit 28b in FIG.
- the operation time and the text time correspond one-to-one. Therefore, it is only necessary to assign one character at a time to the object 106 at the same time.
- the sequence data 28 of “low difficulty” shown in FIG. 6 there are no operations at the same time for some texts in the lyrics data 29 because some operations are thinned out.
- the operation sequence portion of FIG. 6 is assigned to “01,2,024”, although “na” is assigned to “01,2,086”. In 28b, the operation at the same time is not designated.
- the game control unit 11 When the game control unit 11 reads the game program 21 and completes the initial settings necessary to execute the music game, the game control unit 11 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 11 When the game start is instructed, the game control unit 11 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, thereby starting the reproduction of the music from the speaker 8. Thereby, the control unit 10 functions as a music reproducing means.
- the game control unit 11 reads the sequence data 28 and the lyrics data 29 corresponding to the player's selection in synchronization with the reproduction of the music, and draws the operation instruction screen 100 and the information screen 110 while referring to the image data 27.
- the operation instruction screen 100 and the information screen 110 are displayed on the monitors 3 and 4 by generating necessary image data and outputting them to the display control units 12 and 13.
- the game control unit 11 performs a sequence processing routine shown in FIG. 9 and an operation evaluation routine shown in FIG. 10 as predetermined processes for displaying the operation instruction screen 100. Repeatedly. 9 is handled by the sequence processing unit 15, and the routine of FIG. 10 is handled by the operation evaluation unit 16.
- the sequence processing unit 15 of the game control unit 11 first acquires the current time on the music in step S1. For example, timing is started with the internal clock of the game control unit 11 with the music reproduction start time as a reference, and the current time is acquired from the value of the internal clock.
- the sequence processing unit 15 acquires, from the sequence data 28, operation timing data existing for a time length corresponding to the display range of the operation instruction screen 100.
- the display range is set to a time range corresponding to two measures of music from the current time to the future.
- the sequence processing unit 15 calculates the coordinates in the operation instruction screen 100 of all the objects 106 to be displayed on the lanes 101 to 103.
- the calculation is performed as follows as an example. Based on the designation of the lanes 101 to 103 associated with the operation time included in the display range, that is, the designation of “button 1” to “button 3” in the example of FIG. 5 or FIG. It is determined which of 101 to 103 should be arranged. Further, the position of each object 106 in the time axis direction from the operation reference mark 105 (that is, the moving direction of the object 106) is determined according to the time difference between each operation time and the current time. As a result, the coordinates of each object 106 necessary for arranging each object 106 along the time axis from the operation reference mark 105 in the designated lanes 101 to 103 can be acquired.
- step S4 the sequence processing unit 15 proceeds to step S4 and acquires a record included in the display range of the lyrics data 29. For example, when the display range is set to a time length equivalent to two bars, the lyrics text in the range of two bars from the current time and the time on the music associated with those texts are acquired. Thereafter, the sequence processing unit 15 proceeds to step S5, and determines the assignment of text to the object 106. As described with reference to FIG. 8, the assignment is performed using the operation time and the time on the music of each text. In subsequent step S ⁇ b> 6, the sequence processing unit 15 determines the first text from the text assigned to each object 106. For an object 106 to which only one character text is assigned, that text is determined as the first text, and for an object 106 to which a plurality of character texts are assigned, the first character is determined as the first text.
- the sequence processing unit 15 is necessary for rendering the operation instruction screen 100 based on the coordinates of the object 106 calculated in step S3 and the first text of each object 106 determined in step S6.
- Generate image data Specifically, the image data is generated so that the object 106 is arranged at the calculated coordinates and the head text is captured and displayed on each object 106.
- the object 106 and the first text image may be acquired from the image data 27.
- a font file may be prepared in advance, and a font corresponding to the first text may be embedded in a part of the object 106.
- step S8 the sequence processing unit 15 outputs the image data to the display control unit 12. Thereby, the operation instruction screen 100 is displayed on the first monitor 3.
- step S8 the sequence processing unit 15 ends the current sequence processing routine.
- the object 106 is scrolled and displayed in the lanes 101 to 103 so that the object 106 reaches the operation reference mark 105 at the operation time described in the sequence data 28.
- the head text is captured and displayed as a part thereof.
- step S11 the operation evaluation unit 16 determines whether or not there is a touch operation on the lanes 101 to 103 with reference to the output signal of the touch panel 7 in step S11. At this time, if a position other than the lanes 101 to 103 is touched, it is determined that there is no touch operation. If there is no touch operation, the operation evaluation unit 16 ends the current routine, and if there is a touch operation, the operation evaluation unit 16 proceeds to step S12. In step S12, the operation evaluation unit 16 determines which of the lanes 101 to 103 is touched based on the position signal output from the touch panel 7, and the timing at which the touch operation is performed (on the music) Time).
- the operation evaluation unit 16 performs the most recent operation time described in the sequence data 28, that is, the touch operation, regarding the lane on which the touch operation has been performed (sometimes referred to as a corresponding lane). For the lane, the operation time closest in time on the sequence data 28 is specified, and the time difference between the operation time and the time when the touch operation is performed is acquired.
- the operation evaluation unit 16 determines whether or not the player's operation is appropriate by determining whether or not the deviation time is within the evaluation range.
- the evaluation range is set within a predetermined time range before and after the operation time to be compared. As an example, as shown in FIG. 11, a plurality of levels (levels A to C in the figure) are set around the operation time, and a time range in which these levels are set is treated as an evaluation range. If the deviation time is outside the evaluation range in step S14, the operation evaluation unit 16 ends the current routine, and if it is within the evaluation range, the operation proceeds to step S15.
- step S15 the operation evaluation unit 16 determines that the object 106 corresponding to the operation time to be compared, that is, the object closest to the operation reference sign 105 in the lane in which the touch operation is performed (hereinafter, this is referred to as the object 106).
- the object 106 all text assigned to it is displayed as shown in FIG. In that case, all the texts assigned to the specific object 106 may be displayed simultaneously, or may be displayed shifted in time. Since the time on the music is associated with all the texts on the lyrics data 29, each text may be displayed at the time on the corresponding music.
- the operation evaluation unit 16 reproduces all the texts assigned to the specific object 106 from the speaker 8. In this case, by controlling the output timing of the audio data to the audio output control unit 14 so that each text is reproduced at the time on the music assigned to each text on the lyrics data 29, the lyrics are converted into the music data. Playback and output can be performed correctly in synchronization with playback.
- the operation evaluation unit 16 determines the evaluation for the touch operation of the player by determining which level A to C in FIG. 11 belongs to the shift time acquired in step S13. Level A is the highest evaluation, and the evaluation decreases in the order of levels B and C.
- step S18 controls output to the display control units 12 and 13 so that the evaluation result is displayed on at least one of the operation instruction screen 100 and the information screen 110.
- step S18 the operation evaluation unit 16 ends the current routine.
- the operation evaluation routine when the player touches the corresponding lane in accordance with the arrival of the object 106 at the operation reference sign 105, the operation associated with the specific object 106 by the touch operation and the sequence data 28. A time difference from the time is detected, and the player's operation is evaluated based on the time difference. If the deviation time is within the evaluation range, all the texts assigned to the specific object 106 are displayed and those texts are reproduced from the speaker 8. Accordingly, when the player continues the touch operation at an appropriate timing in accordance with the display of the object 106, the lyrics are sequentially displayed on the operation instruction screen 100 and the lyrics are sequentially reproduced from the speaker 8.
- the sequence data 28 for designating the operation time of each operation unit and the lyrics data 29 for designating the lyrics are prepared separately, and the operation time And the time on the music described in the lyrics data 29 are compared, and the text of the lyrics to be assigned to each object 106 is determined. Therefore, even if a plurality of sequence data 28 having different operation time settings are prepared for the same song, each object 106 can be associated with the text of the lyrics using the common lyrics data 29. Therefore, the association between the object 106 for guiding the operation time and the text of the lyrics can be changed relatively easily, and the degree of freedom regarding the association can be increased.
- the external storage device 20 of the game machine 1 functions as music data storage means, sequence data storage means, and text data storage means.
- the control unit 10 functions as an operation guidance unit by causing the sequence processing unit 15 to execute the processes of steps S1 to S3, S7, and S8 in FIG. 9, and causes the sequence processing unit 15 to perform steps S1, S4, and By executing S5, it functions as a text assignment determination unit, causes the sequence processing unit 15 to execute steps S6 to S8 in FIG. 9, and causes the operation evaluation unit 16 to perform steps S6 and S7 in FIG. By executing steps S15 and S16, it functions as a text output means.
- the present invention is not limited to the embodiment described above, and can be implemented in an appropriate form. Hereinafter, other forms that can be included in the present invention will be described.
- the operation guidance means the relative displacement between the two signs may be realized by moving the operation reference sign without moving the operation instruction sign.
- the operation instruction mark is updated in batches for each predetermined display range (for example, a time length corresponding to two bars), and the operation reference mark moves from the departure position to the arrival position every time the display range is updated. It is sufficient to control their display as described above.
- the present invention is also applicable when only a single operation unit is provided.
- the operation guide means operates in each operation instruction area divided for each operation unit as long as the operation instruction indicator can be displayed in a manner that the operation unit can discriminate.
- the operation may be guided in a form different from the form in which the sign is displayed. For example, if different symbols are assigned to each of the plurality of operation units, and the operation instruction indicators are changed for each operation unit corresponding to those symbols, the operation instruction indicators of the operation units are placed in the same operation instruction area. Even with the arrangement, the player can determine which one of the plurality of operation units should be operated.
- the text may be used as all of the operation instruction signs.
- the head text assigned to each object 106 is displayed and output on the operation instruction screen 100, and the player's touch operation is within a predetermined time range (evaluation range shown in FIG. 11) with respect to the operation timing.
- all the texts assigned to the specific object 106 are displayed and output on the operation instruction screen 100, and these texts are output as voice from the speaker 8.
- the output of the text can be changed as appropriate as long as it is associated with the guidance of each operation time by the operation instruction sign.
- text output may be only one of display on the operation instruction screen 100 and reproduction from the speaker 8. Regardless of the player's operation, all text assigned to each object 106 may be displayed or reproduced.
- the display of the head text for the object 106 may be omitted, and only the text assigned to each object 106 may be displayed or reproduced only when the player's operation is included in the evaluation range.
- the text is not limited to the lyrics of the music, and an appropriate text may be output in association with the guidance for each operation time.
- the text to be displayed before the player operates within a predetermined time range is not limited to the head text, and an appropriate text assigned to each operation instruction sign may be selected. Further, the display of all text may be omitted until the player performs an operation within a predetermined time range, and all the text may be displayed when the operation is performed within the time range.
- the music game system of the present invention is not limited to being realized by a portable game machine, but is realized by using a stationary game machine for home use, an arcade game machine installed in a commercial facility, and a network. It may be realized in an appropriate form such as a game system.
- the input device is not limited to an example using a touch panel, and input devices having various configurations such as a push button, a lever, and a trackball can be used.
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Abstract
Description
3 第1モニタ(表示装置)
7 タッチパネル(入力装置)
8 スピーカ(音声出力装置)
10 制御ユニット(コンピュータ)
11 ゲーム制御部
12、13 表示制御部
14 音声出力制御部
15 シーケンス処理部
16 操作評価部
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、テキストデータ記憶手段)
21 ゲームプログラム
22 ゲームデータ
25 楽曲データ
28 シーケンスデータ
28a 条件定義部
28b 操作シーケンス部
29 歌詞データ(テキストデータ)
100 操作指示画面(ゲーム画面)
101 第1レーン(操作指示領域)
102 第2レーン(操作指示領域)
103 第3レーン(操作指示領域)
105 操作基準標識
106 オブジェクト(操作指示標識)
Claims (14)
- 少なくとも一つの操作部を有する入力装置と、
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、
前記楽曲の再生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、
前記楽曲に合わせて出力されるべきテキストを当該楽曲上の時刻と対応付けて記述したテキストデータを前記シーケンスデータとは別のデータとして記憶するテキストデータ記憶手段と、
前記シーケンスデータ上の各操作時期と前記テキストデータ内のテキストに対応する楽曲上の時刻とに基づいて、各操作指示標識に対して割り当てられるべきテキストを判別するテキスト割り当て判別手段と、
前記テキスト割り当て判別手段にて割り当てられたテキストを、前記操作指示標識による各操作時期の案内と関連付けて出力するテキスト出力手段と、
を備えたテキスト出力が可能な音楽ゲームシステム。 - 前記テキスト割り当て手段は、前記シーケンスデータ上のいずれかの操作時期を特定操作時期としたときに、当該特定操作時期からで、かつ次の操作時期よりも前の期間に出力されるべきテキストを、前記テキストデータのテキストに対応付けられた楽曲上の時刻に基づいて特定し、特定したテキストを前記特定操作時期に対応する操作指示標識に割り当てるようにして、各操作指示標識に割り当てられるべきテキストを判別する請求項1に記載の音楽ゲームシステム。
- 前記テキスト出力手段は、各操作指示標識に割り当てられたテキストの少なくとも一つを、当該テキストに対応する操作指示標識と所定の位置関係で前記ゲーム画面上に表示させることにより、前記操作時期の案内と関連付けた前記テキストの出力を実現する請求項1又は2に記載の音楽ゲームシステム。
- 前記テキスト出力手段は、各操作指示標識に割り当てられたテキストの一部を前記操作指示標識と所定の位置関係で前記ゲーム画面上に表示させるとともに、各操作指示標識と前記操作基準標識との一致に対応してプレイヤが適切な操作をしたことを条件として、各操作指示標識に割り当てられている残りのテキストを前記操作指示標識と前記所定の位置関係で前記ゲーム画面上に表示させる請求項3に記載の音楽ゲームシステム。
- 前記テキスト出力手段は、前記操作案内手段にて案内される各操作時期に対してプレイヤが所定の時間範囲内に前記操作部を操作したことを条件として、各操作指示標識に割り当てられている全てのテキストを、各操作指示標識と所定の位置関係をもって表示させ、前記条件が満たされない場合には、前記所定の位置関係をもって表示される全てのテキストの少なくとも一部のテキストの表示を省略する、請求項1又は2に記載の音楽ゲームシステム。
- 前記テキスト出力手段は、前記条件が満たされない場合には、各操作指示標識に割り当てられたテキストのうち一文字のテキストのみを表示させる請求項5に記載の音楽ゲームシステム。
- 前記一文字のテキストが、各操作指示標識に割り当てられたテキストのうち先頭に位置するテキストである請求項6に記載の音楽ゲームシステム。
- 前記テキスト出力手段は、前記条件が満たされた場合、各操作指示標識に割り当てられたテキストを、前記テキストデータにて対応付けられている楽曲上の時刻に表示させる請求項5~7のいずれか一項に記載の音楽ゲームシステム。
- 前記テキスト出力手段は、各操作指示標識に割り当てられたテキストの少なくとも一部が前記操作指示標識の少なくとも一部として取り込まれるようにして前記テキストを表示させる請求項3~8のいずれか一項に記載の音楽ゲームシステム。
- 前記テキスト出力手段は、各操作指示標識と前記操作基準標識との一致に対応してプレイヤが適切な操作をしたことを条件として、各操作指示標識に割り当てられている全てのテキストを前記音声出力装置から再生させることにより、前記操作時期の案内と関連付けた前記テキストの出力を実現する請求項1~9のいずれか一項に記載の音楽ゲームシステム。
- 前記入力装置には複数の操作部が設けられ、
前記シーケンスデータには、前記操作時期が、前記複数の操作部のいずれかを指定する情報と対応付けて記述され、
前記操作案内手段は、各操作時期に対応する操作部が判別可能な態様で前記操作指示標識を表示させる請求項1~10のいずれか一項に記載の音楽ゲームシステム。 - 前記操作案内手段は、前記ゲーム画面上で前記操作部毎に区分された操作指示領域内にて前記操作指示標識及び前記操作基準標識を前記時間軸に沿った配置で表示させる請求項11に記載の音楽ゲームシステム。
- 前記操作案内手段は、前記操作指示標識を前記操作基準標識に向かって移動させることにより前記相対的な変位を生じさせる請求項1~12のいずれか一項に記載の音楽ゲームシステム。
- 少なくとも一つの操作部を有する入力装置と、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、前記楽曲の再生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、前記楽曲に合わせて出力されるべきテキストを当該楽曲上の時刻と対応付けて記述したテキストデータを前記シーケンスデータとは別のデータとして記憶するテキストデータ記憶手段と、を備えた音楽ゲームシステムに組み込まれるコンピュータを、
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、
前記シーケンスデータ上の各操作時期と前記テキストデータ内のテキストに対応する楽曲上の時刻とに基づいて、各操作指示標識に対して割り当てられるべきテキストを判別するテキスト割り当て判別手段、及び
前記テキスト割り当て判別手段にて割り当てられたテキストを、前記操作指示標識による各操作時期の案内と関連付けて出力するテキスト出力手段、
として機能させるように構成された音楽ゲームシステム用のコンピュータプログラムが記憶されたコンピュータ読み取り可能な記憶媒体。
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US13/395,043 US20120172121A1 (en) | 2009-09-11 | 2010-09-07 | Music Game System Capable Of Text Output And Computer-Readable Storage Medium Storing Computer Program Of Same |
JP2011530838A JP5806936B2 (ja) | 2009-09-11 | 2010-09-07 | テキスト出力が可能な音楽ゲームシステム及びそのコンピュータプログラムが記憶されたコンピュータ読み取り可能な記憶媒体 |
CN201080040268.8A CN102481489B (zh) | 2009-09-11 | 2010-09-07 | 可输出文本的音乐游戏系统 |
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JP2009210573 | 2009-09-11 | ||
JP2009-210573 | 2009-09-11 | ||
JP2009210565 | 2009-09-11 | ||
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PCT/JP2010/065336 WO2011030760A1 (ja) | 2009-09-11 | 2010-09-07 | テキスト出力が可能な音楽ゲームシステム及びそのコンピュータプログラムが記憶されたコンピュータ読み取り可能な記憶媒体 |
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US (1) | US20120172121A1 (ja) |
JP (1) | JP5806936B2 (ja) |
CN (1) | CN102481489B (ja) |
WO (1) | WO2011030760A1 (ja) |
Families Citing this family (5)
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JP6360280B2 (ja) * | 2012-10-17 | 2018-07-18 | 任天堂株式会社 | ゲームプログラム、ゲーム装置、ゲームシステム、およびゲーム処理方法 |
JP6030715B1 (ja) * | 2015-06-18 | 2016-11-24 | 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、及びそれに用いられるコンピュータプログラム |
JP6145624B2 (ja) * | 2015-06-18 | 2017-06-14 | 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、及びそれに用いられるコンピュータプログラム |
JP7035486B2 (ja) * | 2017-11-30 | 2022-03-15 | カシオ計算機株式会社 | 情報処理装置、情報処理方法、情報処理プログラム、及び、電子楽器 |
JP7129352B2 (ja) * | 2019-01-30 | 2022-09-01 | シャープ株式会社 | 操作範囲設定装置、ゲーム装置、操作範囲設定方法、及びプログラム |
Citations (5)
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JP2001232058A (ja) * | 2000-02-21 | 2001-08-28 | Namco Ltd | ゲーム装置および情報記憶媒体 |
JP2001324984A (ja) * | 2000-05-15 | 2001-11-22 | Nanaon-Sha Co Ltd | 時間的固定情報に対する補助データ配信システム |
JP2005046446A (ja) * | 2003-07-30 | 2005-02-24 | Konami Co Ltd | ゲームソフトウエア、及びゲーム装置 |
JP2006223831A (ja) * | 2005-01-24 | 2006-08-31 | Aruze Corp | タイピングゲーム装置 |
JP2007020659A (ja) * | 2005-07-12 | 2007-02-01 | Sony Computer Entertainment Inc | ゲームの制御方法およびゲーム装置 |
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USRE37131E1 (en) * | 1991-02-19 | 2001-04-10 | Roy J. Mankovitz | Apparatus and methods for music and lyrics broadcasting |
JP3831695B2 (ja) * | 2002-09-11 | 2006-10-11 | 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サーバ装置 |
US20060112812A1 (en) * | 2004-11-30 | 2006-06-01 | Anand Venkataraman | Method and apparatus for adapting original musical tracks for karaoke use |
US20060183092A1 (en) * | 2005-01-24 | 2006-08-17 | Aruze Corp. | Typing game machine |
US20070166683A1 (en) * | 2006-01-05 | 2007-07-19 | Apple Computer, Inc. | Dynamic lyrics display for portable media devices |
-
2010
- 2010-09-07 US US13/395,043 patent/US20120172121A1/en not_active Abandoned
- 2010-09-07 CN CN201080040268.8A patent/CN102481489B/zh active Active
- 2010-09-07 JP JP2011530838A patent/JP5806936B2/ja active Active
- 2010-09-07 WO PCT/JP2010/065336 patent/WO2011030760A1/ja active Application Filing
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2001232058A (ja) * | 2000-02-21 | 2001-08-28 | Namco Ltd | ゲーム装置および情報記憶媒体 |
JP2001324984A (ja) * | 2000-05-15 | 2001-11-22 | Nanaon-Sha Co Ltd | 時間的固定情報に対する補助データ配信システム |
JP2005046446A (ja) * | 2003-07-30 | 2005-02-24 | Konami Co Ltd | ゲームソフトウエア、及びゲーム装置 |
JP2006223831A (ja) * | 2005-01-24 | 2006-08-31 | Aruze Corp | タイピングゲーム装置 |
JP2007020659A (ja) * | 2005-07-12 | 2007-02-01 | Sony Computer Entertainment Inc | ゲームの制御方法およびゲーム装置 |
Also Published As
Publication number | Publication date |
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JP5806936B2 (ja) | 2015-11-10 |
CN102481489B (zh) | 2014-08-20 |
US20120172121A1 (en) | 2012-07-05 |
JPWO2011030760A1 (ja) | 2013-02-07 |
CN102481489A (zh) | 2012-05-30 |
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