WO2011115018A1 - ゲームシステム、それに用いる制御方法及び、コンピュータプログラム - Google Patents
ゲームシステム、それに用いる制御方法及び、コンピュータプログラム Download PDFInfo
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- WO2011115018A1 WO2011115018A1 PCT/JP2011/055828 JP2011055828W WO2011115018A1 WO 2011115018 A1 WO2011115018 A1 WO 2011115018A1 JP 2011055828 W JP2011055828 W JP 2011055828W WO 2011115018 A1 WO2011115018 A1 WO 2011115018A1
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- game
- sign
- time
- distance
- operation instruction
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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
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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
- A63F13/20—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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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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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- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a game system that instructs a player when to operate an operation unit provided in an input device, a control method used therefor, and a computer program.
- Patent Document 1 There exist game systems that instruct the player to operate the operation unit provided in the input device in accordance with the rhythm of music. There is such a game system that includes an obstructing unit that hides a part of an operation instruction mark that indicates an operation timing while the game is in progress (see, for example, Patent Document 1). In addition, there is Patent Document 2 as a prior art related to the present invention.
- the timing mark as the operation instruction mark moves toward the lower end as the operation reference sign. Further, by changing the difficulty level of the game by executing a hindrance such as hiding a part of the operation instruction sign, the interest of the game is improved. However, the operation instruction mark only moves so as to decrease the distance from the lower end with time. For this reason, it is easy to anticipate the development of the game.
- an object of the present invention is to provide a game system capable of changing the distance between the operation instruction mark and the operation reference mark according to a predetermined condition, a control method used therefor, and a computer program.
- the game system of the present invention includes an input device having at least one operation unit, a display device for displaying and outputting a game screen, and sequence data storage means for storing sequence data describing the operation timing of the operation unit during the game. Based on the sequence data, an operation instruction sign corresponding to the operation time and an operation reference sign corresponding to the current time on the game are displayed on the game screen and should be guided by the operation instruction sign The distance between the operation instruction sign and the operation reference sign decreases with the time difference between the operation time and the current time, and the operation instruction sign is operated at the operation time to be guided by the operation instruction sign.
- Operation guide means for guiding the operation of the operation unit to a player by causing displacement along a route, the operation guide means according to a predetermined condition, the operation reference mark and the operation instruction Distance changing means for changing the distance to the sign is provided.
- the distance between the operation instruction sign and the operation reference sign can be changed under a predetermined condition. For this reason, not only can the distance between the operation instruction mark and the operation reference mark be reduced, but it can also be increased, for example. Therefore, it is difficult to predict the game development as compared to the conventional game development in which the distance between the operation instruction sign and the operation reference sign is reduced. For this reason, the player's consciousness can be further gathered in the change of the operation instruction mark or the like as compared with the conventional game. Thereby, the interest property of a game can be improved.
- the distance changing unit uses a predetermined operation as the predetermined condition, and a distance between the operation reference sign and the operation instruction sign according to the predetermined operation. May be changed.
- the distance between the operation reference sign and the operation instruction sign changes according to the player's operation, the relationship between the change in the distance between the operation reference sign and the operation instruction sign and the predetermined operation is determined. The player can be easily recognized.
- the change in the distance between the operation instruction sign and the operation reference sign may occur in any way.
- the distance changing means reverses the direction of relative displacement along the predetermined path between the operation instruction sign and the operation reference sign to a certain position. It is also possible to change the distance between the operation reference sign and the operation instruction sign by changing to Further, in this aspect, the operation guide means generates the relative displacement from the fixed position so that the operation instruction mark and the operation reference mark coincide with each other at the operation time described in the sequence data. You may further provide the direction change means to produce in the direction of this. In this case, the direction of relative displacement can be changed in the reverse direction to a certain position, that is, the direction in which the distance between the operation instruction mark and the operation reference mark increases.
- the distance between the operation instruction sign and the operation reference sign decreases with time from the certain position, and the operation instruction sign and the operation reference sign are displayed at the operation time so that the operation time can be guided. It is possible to return the direction of relative displacement to the original direction in which. Thereby, a new game development can be provided.
- any relative displacement along a predetermined path between the operation instruction sign and the operation reference sign may occur.
- the operation guide means may move the operation instruction mark toward the operation reference sign as a relative displacement along the predetermined route.
- the game system further includes an evaluation unit that evaluates an operation in at least one operation unit based on an operation time for the operation unit and an operation time specified by the sequence data. Also good.
- the operation timing for the operation unit can be evaluated based on the operation timing described in the sequence data.
- the distance changing means uses the evaluation result of the evaluation means as the predetermined condition, and changes the distance between the operation reference sign and the operation instruction sign according to the evaluation result. You may let them. In this case, the evaluation result for the player's operation can be reflected in the change in the distance between the operation instruction sign and the operation reference sign.
- the input device includes a plurality of operation units, and the sequence data is associated with information specifying one of the plurality of operation units in the sequence data.
- the operation guidance means may cause relative displacement along the predetermined path in a manner that the operation unit corresponding to each operation time can be discriminated. In this case, the distance between the operation instruction mark and the operation reference mark can be changed in a manner in which the correspondence relationship with each operation unit can be determined.
- any mode may be used as a mode in which the operation unit corresponding to each operation time can be identified.
- the operation guidance unit is distinguished for each operation unit as the predetermined route, and displays a plurality of routes corresponding to each operation unit on the game screen.
- a relative displacement along the predetermined path may be generated in such a manner that an operation unit corresponding to each operation time can be discriminated.
- any device may be used as the input device.
- a touch panel arranged on the display device so as to cover the game screen may be used as the input device.
- an audio output device that reproduces and outputs game sound
- music data storage means that stores music data for reproducing music
- Music playback means for playing back music, and the sequence data may describe an operation time of the operation unit during playback of the music.
- it is a music game in which the operation instruction sign and the operation reference sign are displaced so as to coincide with each other at the operation time corresponding to the music rhythm, and the distance between the operation instruction sign and the operation reference sign under a predetermined condition It is possible to realize a music game that can change the game.
- the game system control method includes an input device having at least one operation unit, a display device for displaying and outputting a game screen, and sequence data for storing sequence data describing the operation timing of the operation unit during a game. Based on the sequence data, an operation instruction mark corresponding to the operation time and an operation reference mark corresponding to the current time on the game are displayed on the game screen. In addition, the distance between the operation instruction sign and the operation reference sign decreases with the time difference between the operation time to be guided by the operation instruction sign and the current time, and is guided by the operation instruction sign. The operation instruction indicator and the operation reference indicator so that the operation instruction indicator coincides with the operation reference indicator at the operation timing to be performed.
- a relative and a displacement along a predetermined route is generated according to the progress of the game, thereby executing an operation guidance process for guiding the operation of the operation unit to the player.
- a distance changing step is executed in which the distance between the operation reference mark and the operation instruction mark is changed according to a predetermined condition.
- the computer program for the game system of the present invention stores an input device having at least one operation unit, a display device for displaying and outputting a game screen, and sequence data describing the operation timing of the operation unit during the game.
- a game system computer comprising: sequence data storage means, based on the sequence data, an operation instruction indicator corresponding to the operation time and an operation reference indicator corresponding to the current time on the game.
- the distance between the operation instruction sign and the operation reference sign decreases with a time difference between the operation time to be guided by the operation instruction sign and the current time
- the operation instruction sign so that the operation instruction sign coincides with the operation reference sign at the operation time to be guided
- the operation guide means is configured to function as a distance changing means for changing a distance between the operation reference sign and the operation instruction sign according to a predetermined condition. It is.
- the distance between the operation instruction sign and the operation reference sign can be changed according to a predetermined condition.
- the functional block diagram of a game machine The figure which showed the game screen typically.
- the figure which shows typically the game screen after progress for a fixed time from the state of FIG. The figure which shows an example of the content of sequence data.
- FIG. 1 is a diagram illustrating an arcade game machine to which a game system according to one embodiment of the present invention is applied.
- the game machine 1 includes a housing 2 and a monitor 3 as a display device disposed on the upper surface of the housing 2 so as to be inclined toward the player P side.
- a transparent touch panel 5 as an input device is superimposed on the surface of the monitor 3.
- the touch panel 5 is a known input device that outputs a signal corresponding to the contact position when the player P touches with a finger or the like.
- the game machine 1 is provided with various input devices and output devices that are included in a normal business game machine such as a button for selecting or determining, a power switch, a volume operation switch, and a power lamp. However, these are not shown in FIG.
- FIG. 2 is a functional block diagram of the game machine 1.
- a control unit 10 as a computer is provided inside the housing 2.
- the control unit 10 includes a game control unit 11 as a control subject, a display control unit 12 that operates according to an output from the game control unit 11, and an audio output control unit 13.
- 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 unit 12 draws an image corresponding to the image data supplied from the game control unit 11 in the frame buffer, and outputs a video signal corresponding to the drawn image to the monitor 3, whereby a predetermined signal is displayed on the monitor 3. Display an image.
- the audio output control unit 13 generates an audio reproduction signal corresponding to the audio reproduction data given from the game control unit 11 and outputs the audio reproduction signal to the speaker 14 as an audio output device connected to the control unit 10. 14, a predetermined sound (including musical sound and the like) is reproduced.
- An external storage device 20 is connected to the game control unit 11.
- 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 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 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 stored 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 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 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 for reproducing and outputting music to be played from the speaker 14. In 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 14 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. 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 3 to display a background image, various objects, icons, and the like in the game screen.
- the game data 22 further includes sequence data 28.
- the sequence data 28 is data defining an operation time to be instructed to the player. At least one sequence data 28 is prepared for one piece of music data. Details of the sequence data 28 will be described later.
- FIG. 3 is a diagram schematically showing a game screen.
- the game screen 50 displays a plurality of lanes SR as a predetermined route extending in the vertical direction.
- the plurality of lanes SR are visually divided by means such as a first lane SR1, a second lane SR2, and a third lane SR3 in order from the left by means of a division line SS.
- Operation reference signs 55 are displayed at the lower ends of the three lanes SR so as to cross the lanes SR1, SR2, and SR3. Further, above the three lanes SR, an upper reference line UL is displayed so as to cross the lanes SR1, SR2, SR3 at positions spaced apart from the upper ends of the lanes SR1, SR2, SR3 by a certain distance. ing. While the music game is being executed, that is, while the reproduction of the music is in progress, an object 60 as an operation instruction mark is displayed in accordance with the sequence data 28 in each lane SR1, SR2, SR3.
- the object 60 appears at the upper end of each lane SR1, SR2, SR3 at an appropriate time during the song, and passes through the upper reference line UL as the song progresses as indicated by the arrow A in FIG. It moves toward the operation reference sign 55.
- the player is required to perform a touch operation of touching the operation reference sign 55 on the lane SR on which the object 60 is displayed in accordance with the arrival of the object 60 on the operation reference sign 55.
- a time difference between the time when the object 60 matches the operation reference sign and the time of the player's touch operation is detected. The smaller the deviation time, the higher the player's operation is evaluated.
- sound effects corresponding to each object 60 are reproduced from the speaker 14 in response to the touch operation.
- the object 60 is displayed above the first lane SR ⁇ b> 1 and in the middle of the third lane SR ⁇ b> 3, and is moving toward the operation reference sign 55.
- the player may perform a touch operation on the operation reference mark 55 located on the third lane SR3 in accordance with the arrival of the operation reference mark 55 on the third lane SR3.
- three operation units are formed by a combination of the operation reference mark 55 and the lanes SR1, SR2, SR3 displayed on the monitor 3 and the touch panel 5 superimposed thereon.
- the operation reference mark 55 or each of the lanes SR1, SR2, SR3 may be used as a term representing the operation unit.
- FIG. 4 is a diagram schematically showing a game screen when an appropriate touch operation is performed.
- an operation that is appropriate for the third lane SR ⁇ b> 3, that is, a case where the operation reference sign located on the third lane SR ⁇ b> 3 is touched in response to the arrival of the object 60 on the operation reference sign 55 is shown. ing. As shown in FIG.
- the object 60 on which an appropriate touch operation has been performed moves backward so as to return upward in the movement direction in accordance with the touch operation.
- An arrow B in FIG. 4 indicates a direction in which the object 60 on which an appropriate touch operation has been performed returns.
- the object 60 is again lower, that is, the operation reference mark 55 along the third lane SR3 to indicate a new operation timing.
- the fixed position SL is indicated by a broken line, but the fixed position SL is not displayed on the actual game screen.
- the upper reference line UL is provided as a guide for a certain position SL.
- FIG. 5 is a diagram schematically showing a game screen after a predetermined time has elapsed from the state of FIG.
- the object 60 that has risen above the upper reference line UL in the third lane SR ⁇ b> 3 has moved toward the operation reference mark 55 again immediately before the operation reference sign 55.
- the player is requested to perform an appropriate operation again.
- the object 60 moves upward again. That is, as long as an appropriate touch operation is performed, the backward movement of the object 60 and the downward movement are repeated.
- the object 60 for which an appropriate touch operation has not been executed passes through the operation reference mark 55 and disappears from the game screen 50. Then, a new object 60 appears at the upper end and moves toward the operation reference sign 55.
- a state immediately before the object 60 in the second lane SR ⁇ b> 2 disappears from the game screen 50 as the object 60 for which an appropriate operation has not been executed is shown.
- a case where an appropriate operation has not been executed on the object 60 displayed in the first lane SR ⁇ b> 1 in FIG. 4 is shown.
- a new object 60 appears at the upper end, and moves toward the operation reference sign 55 below. In this way, the player performs an appropriate operation at an appropriate time on the object 60 that moves downward from above, and when the appropriate operation is performed, the player returns the object that has returned upward to a new operation time.
- the game is played so that the object 60 is repeatedly used.
- the sequence data 28 includes a condition definition unit 28a and an operation sequence unit 28b.
- the condition definition unit 28a includes information for specifying different game execution conditions for each music piece, such as music tempo, beat, track, and information for specifying sound effects to be generated when the object 60 is touched. Described.
- 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 allocation of sound effects.
- the operation timing of the lane SR is described in association with information specifying one of the lanes SR1, SR2, SR3.
- the operation sequence unit 28b specifies information (operation time) when the operation should be performed in the music and each lane SR1, SR2, SR3 (corresponding to the operation unit).
- the operation time is described by separating a bar number in the music, the number of beats, and a value indicating the time of the beat with a comma.
- Each lane SR1, SR2, SR3 is described as “lane1” when the first lane SR1 is specified, “lane2” when the second lane SR2 is specified, and “lane3” when the third lane SR3 is specified. Is done.
- the operation reference mark 55 on the third lane SR3 is touched at the start time (000) of the 4th beat of the 1st bar, and “010” is equivalent to the start time of the 4th beat of the 1st bar.
- the operation reference mark 55 on the second lane SR2 is touch-operated at the time when only the time has passed, and the operation reference mark 55 on the third lane SR3 is passed at the time corresponding to “016” from the start time of the fourth beat of the first measure.
- the operation time and the operation unit are designated such as touching the button.
- the sequence processing unit 15 of the game control unit 11 displays each lane SR1, SR2, SR3 so that the operation reference mark 55 and the object 60 coincide with each other at the operation time specified by the sequence data 28 described above. Control.
- 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 game or the like.
- the game control section 11 When the game start is instructed, the game control section 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 section 13 to start the music reproduction from the speaker 14. Thereby, the control unit 10 functions as a music reproducing means.
- the game control unit 11 reads the sequence data 28 corresponding to the player's selection in synchronization with the reproduction of the music, generates image data necessary for the game screen 50 while referring to the image data 27, and performs display control. By outputting to the unit 12, the game screen 50 is displayed on the monitor 3. Further, during execution of the music game, the game control unit 11 performs the sequence processing routine shown in FIG. 7, the object allocation processing routine shown in FIG. 8, and the operation shown in FIG. Each of the evaluation routines is repeatedly executed at a predetermined cycle. 7 and 8 are handled by the sequence processing unit 15, and the operation evaluation routine of FIG. 9 is handled by the operation evaluation unit 16.
- FIG. 7 shows an example of a flowchart of a sequence processing routine executed by the sequence processing unit 15.
- 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 game screen 50.
- the display range is set to a time range corresponding to two measures of music from the current time to the future.
- step S3 the sequence processing unit 15 assigns the object 60 corresponding to each acquired operation time.
- This assignment is realized by executing the routine of FIG. 8 as an example.
- FIG. 8 shows an example of a flowchart of an allocation processing routine executed by the sequence processing unit 15.
- the sequence processing unit 15 executes the routine of FIG. 8 for each acquired operation timing.
- the sequence processing unit 15 determines in step S11 whether or not the object 60 has already been assigned at the target operation time. If this determination is affirmative, that is, if it is determined that the object 60 has already been assigned at the target operation time, the subsequent processing is skipped and the current routine is terminated.
- An example of the determination of the presence / absence of assignment will be described in detail in step S13 described later.
- step S12 the lane SR in which the target operation time is to be displayed is determined based on the description of the sequence data 28, and it is determined whether or not the backward object 60 exists within the predetermined lane SR.
- the backward object 60 refers to the object 60 that moves backward to the upper reference line UL in the third lane SR3 shown in the example of FIG. Details of the processing of the backward object 60 will be described with reference to the routine of FIG.
- a period in which inconvenience does not occur such as the movement speed becoming too high as inappropriate for the operation timing instruction, is set.
- step S12 when the retreating object 60 is located above the upper reference line UL at the stage where the allocation process is being performed, or when the retreating object 60 is located within a certain range from the upper reference line UL. It may be set so as to correspond to the position. Alternatively, the condition for a certain period may be omitted. If a negative determination is made in step S12, that is, if it is determined that the backward object 60 does not exist in the target lane SR within a certain period, the sequence processing unit 15 proceeds to step S13, and a positive determination is made. Proceed to S14.
- step S13 the sequence processing unit 15 assigns a new object 60 to the target operation time, and ends the current routine.
- This assignment is realized, for example, by adding object information for the sequence processing unit 15 to distinguish from the backward object 60 to the operation time.
- object information for example, information “A” may be added.
- the sequence processing unit 15 can determine whether or not the object 60 has already been assigned at the target operation time.
- step S14 the sequence processing unit 15 assigns the backward object 60 to the target operation time, and ends the current routine.
- this assignment can be realized by adding object information to the operation time, for example.
- “S” may be used as the object information corresponding to the backward object 60.
- the assignment processing of the object 60 is not limited to the above-described form.
- the appearance position where the next object 60 appears is corrected to a certain position SL above the upper reference line UL where the backward object 60 rises.
- the retreat object 60 disappears at a certain position SL where it has returned in the moving direction, and a new object 60 that indicates the next operation timing appears at the disappeared position, and moves toward the operation reference sign 55. Therefore, it is possible to produce an effect as if the same object 60 repeatedly raised and lowered repeatedly.
- step S4 the sequence processing unit 15 calculates the coordinates in the game screen 50 for each object 60 assigned in step S3.
- the calculation is performed as follows as an example. Based on the designation of each lane SR1, SR2, SR3 associated with the operation time corresponding to each object 60, that is, in the example of FIG. 6, each object 60 is designated based on any designation of “lane1” to “lane3”. It is determined which of the lanes SR1, SR2, SR3 should be arranged. Next, the position of each object 60 in the time axis direction from the operation reference mark 55 (that is, the moving direction of the object 60) is determined according to the time difference between each operation time and the current time.
- the coordinates of each object 60 required to arrange each object 60 along the time axis from the operation reference mark 55 in each designated lane SR1, SR2, SR3 can be acquired.
- the coordinates of the retreat object 60 are calculated in consideration of a certain position SL above the upper reference line UL where the retreat object 60 ascends as an appearance position.
- step S5 the sequence processing unit 15 generates image data necessary for drawing the game screen 50 based on the coordinates of each object 60 calculated in step S4. Specifically, the image data is generated so that each object 60 is arranged at the calculated coordinates.
- step S ⁇ b> 6 the sequence processing unit 15 outputs image data to the display control unit 12. Thereby, the game screen 50 is displayed on the monitor 3.
- step S6 the sequence processing unit 15 ends the current sequence processing routine.
- the object 60 is moved and displayed in each lane SR1, SR2, SR3 so that the object 60 reaches the operation reference mark 55 at the operation time described in the sequence data 28.
- the retreat object returns to the certain position SL above the upper reference line UL and moves toward the operation reference sign 55 again.
- 60 can be moved and displayed toward the operation reference mark 55 so as to coincide with the operation reference mark 55 at the new operation time.
- step S21 the operation evaluation unit 16 first determines whether or not there is a touch operation on the operation reference mark 55 with reference to the output signal of the touch panel 5 in step S21. At this time, if a position other than the operation reference mark 55 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 S22. In step S ⁇ b> 22, the operation evaluation unit 16 determines the position of the operation reference mark 55 on which the touch operation has been performed based on the position signal output from the touch panel 5, and further determines the determined position of the operation reference mark 55.
- the operation evaluation unit 16 first identifies the lane SR corresponding to the latest operation time described in the sequence data 28, that is, the lane SR corresponding to the operation time closest in time on the sequence data 28. . Then, the operation evaluation unit 16 adopts the position of the operation reference mark 55 on the lane SR corresponding to the operation time specified as an appropriate position. Therefore, the operation evaluation unit 16 compares the position of the operation reference mark 55 on the lane SR corresponding to the operation time closest in time on the sequence data 28 with the position of the operation reference mark 55 on which the touch operation has been performed. Then, the suitability of the position of the touch operation is determined. If an affirmative determination is made in step S22, the operation evaluation unit 16 proceeds to step S23. If a negative determination is made, the subsequent processing is skipped and the current routine is terminated.
- step S23 the operation evaluation unit 16 determines the timing (time on the music) when the touch operation is executed.
- step S24 the operation evaluation unit 16 specifies the latest operation time described in the sequence data 28, that is, the operation time closest in time on the sequence data 28, and the operation time and the touch operation are performed. Get the time difference between the time and the time.
- step S25 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, a plurality of levels are set around the operation time, and a time range in which those levels are set is treated as an evaluation range. If the deviation time is out of the evaluation range in step S25, the operation evaluation unit 16 ends the current routine, and if it is within the evaluation range, the operation proceeds to step S26.
- step S26 the operation evaluation unit 16 starts displaying the backward movement toward the certain position SL above the upper reference line UL for the object 60 that has reached the operation reference mark 55.
- the object 60 starts moving upward in the direction opposite to the traveling direction to a certain position SL above the upper reference line UL.
- This object 60 functions as the backward object 60 in the routines of FIGS.
- step S27 the operation evaluation unit 16 determines an evaluation for the touch operation of the player based on the shift time acquired in step S24. As an example, this evaluation is realized by determining which of the plurality of levels set within the time range the timing of the touch operation belongs to.
- the plurality of levels are set so as to divide the time range at regular intervals, and the higher the level is, the higher the evaluation is in the category closer to the operation time of each category. Thereafter, the operation evaluation unit 16 proceeds to step S28, and controls the output to the display control unit 12 so that the evaluation result is displayed on the game screen 50. When the process of step S28 is completed, the operation evaluation unit 16 ends the current routine.
- the object 60 starts to move backward in the direction opposite to the traveling direction in accordance with an appropriate touch operation. Then, the object 60 that has moved backward starts to move toward the operation reference mark 55 again to indicate a new operation time from a certain position SL. That is, the distance between the object 60 and the operation reference mark 55 can be increased as well as decreased.
- the operation timing is guided using the object 60 that repeatedly advances and retreats with respect to the operation reference sign 55, the player is required to consider the whereabouts of the object 60 after the touch operation. Therefore, a new game element can be added as compared with the case where the object 60 is only moved to decrease the distance toward the operation reference sign 55. Thereby, the interest property of a game can be improved.
- the external storage device 20 of the game machine 1 functions as music data storage means and sequence data storage means.
- the control unit 10 functions as an operation guide unit and a direction change unit by causing the sequence processing unit 15 to execute the routines of FIGS. 7 and 8.
- the control unit 10 causes the operation evaluation unit 16 to execute the routine of FIG. 9 to function as a distance changing unit and an evaluation unit.
- the present invention is not limited to the embodiment described above, and can be implemented in an appropriate form.
- the evaluation result of the player's touch operation is used as the predetermined condition.
- the touch operation is appropriate, the backward movement and the movement to the operation reference sign are repeatedly executed.
- evaluation according to the backward movement of the object 60, the movement to the operation reference sign, and the number of repetitions may be executed.
- an evaluation such as giving a bonus score may be performed at the number of repetitions of 10, 20 times, or the like.
- the evaluation result of the player's touch operation is used as the predetermined condition.
- the present invention is not limited to this form.
- the use of the evaluation result may be omitted, and the presence / absence of a player's touch operation may be used as a predetermined condition.
- various conditions such as game development, game progress options, and the like may be used depending on the progress of the game.
- the intermediate state of the backward movement of the object 60 that moves backward from the operation reference mark 55 to the certain position SL above the upper reference line UL is also displayed. It may be omitted. That is, the object 60 that has started to move backward may be displayed so as to move instantaneously to a certain position SL above the upper reference line UL, which is the target position, without displaying the intermediate state of the backward movement. .
- the object 60 as the operation instruction sign is moving toward the operation reference sign 55, but is not limited to such a form.
- the operation reference sign may be moved toward the operation instruction sign, or both may be displaced.
- the operation unit corresponding to each operation time is made distinguishable by using the lane distinguished for each operation unit, but the present invention is not limited to such a form.
- a configuration may be adopted in which each operation unit can be identified by using an operation instruction mark whose color classification or shape is distinguished for each operation unit.
- the several operation part is provided, it is not limited to such a form.
- the operation unit provided can be applied to one form.
- a touch panel is used as an input device, but the input device is not limited to such a form.
- the input device is not limited to such a form.
- an operation unit such as a controller provided with a plurality of push buttons as an operation unit
- input devices having various configurations can be used.
- the game machine 1 is configured as a music game machine in which music is played and the operation instruction mark moves toward the operation reference sign based on the performance time of the music, but the game machine 1 is limited to such a configuration. It is not something.
- the game machine 1 can execute various games as long as the operation time is instructed through the video.
- the game system of the present invention is realized in an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, a portable game machine, or a game system realized using a network. May be.
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Abstract
Description
3 モニタ(表示装置)
5 タッチパネル(入力装置、操作部)
14 スピーカ(音声出力装置)
10 制御ユニット(コンピュータ、操作案内手段、距離変更手段、方向変更手段、評価手段、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)
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
50 ゲーム画面
55 操作基準標識
60 オブジェクト(操作指示標識)
SR1 第1レーン(所定の経路)
SR2 第2レーン(所定の経路)
SR3 第3レーン(所定の経路)
SL 一定の位置
UL 上方基準線
Claims (13)
- 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、
前記シーケンスデータに基づいて、前記操作時期に対応する操作指示標識と前記ゲーム上の現在時刻に対応する操作基準標識とを前記ゲーム画面に表示させるとともに、前記操作指示標識にて案内されるべき操作時期と前記現在時刻との時間差に伴って前記操作指示標識と前記操作基準標識との間の距離が減少し、前記操作指示標識にて案内されるべき操作時期に当該操作指示標識が前記操作基準標識と一致するように前記操作指示標識と前記操作基準標識との間に前記ゲーム上の進行に応じた相対的かつ、所定の経路に沿った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、所定の条件に応じて、前記操作基準標識と前記操作指示標識との間の距離を変化させる距離変更手段を備えるゲームシステム。 - 前記距離変更手段は、前記所定の条件として所定の操作を利用し、前記所定の操作に応じて、前記操作基準標識と前記操作指示標識との間の距離を変化させる請求項1のゲームシステム。
- 前記距離変更手段は、前記操作指示標識と前記操作基準標識との間の前記所定の経路に沿った相対的変位の方向を一定の位置まで逆方向に変化させることにより、前記操作基準標識と前記操作指示標識との間の距離を変化させる請求項1又は2のゲームシステム。
- 前記操作案内手段は、前記シーケンスデータに記述された操作時期にて前記操作指示標識と前記操作基準標識とが一致するように、前記一定の位置から前記相対的変位を元の方向に生じさせる方向変更手段を更に備える請求項3のゲームシステム。
- 前記操作案内手段は、前記所定の経路に沿った相対的変位として、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請求項1~4のいずれか一項のゲームシステム。
- 前記操作部に対する操作の時期と前記シーケンスデータにて指定された操作時期とに基づいて少なくとも一つの操作部における操作を評価する評価手段を、更に備える請求項1~5のいずれか一項のゲームシステム。
- 前記距離変更手段は、前記所定の条件として前記評価手段の評価結果を利用し、前記評価結果に応じて、前記操作基準標識と前記操作指示標識との間の距離を変化させる請求項6のゲームシステム。
- 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所定の経路に沿った相対的変位を生じさせる請求項1~7のいずれか一項のゲームシステム。 - 前記操作案内手段は、前記所定の経路として前記操作部毎に区別され、各操作部にそれぞれ対応する複数の経路を前記ゲーム画面上に表示させることにより、各操作時期に対応する操作部が判別可能な態様で前記所定の経路に沿った相対的変位を生じさせる請求項8のゲームシステム。
- 前記入力装置として前記ゲーム画面を覆うように前記表示装置に配置されるタッチパネルが用いられる請求項1~9のいずれか一項のゲームシステム。
- 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、を更に備え、
前記シーケンスデータには、前記楽曲の再生中における前記操作部の操作時期が記述されている請求項1~10のいずれか一項のゲームシステム。 - 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、を備えたゲームシステムのコンピュータに、
前記シーケンスデータに基づいて、前記操作時期に対応する操作指示標識と前記ゲーム上の現在時刻に対応する操作基準標識とを前記ゲーム画面に表示させるとともに、前記操作指示標識にて案内されるべき操作時期と前記現在時刻との時間差に伴って前記操作指示標識と前記操作基準標識との間の距離が減少し、前記操作指示標識にて案内されるべき操作時期に当該操作指示標識が前記操作基準標識と一致するように前記操作指示標識と前記操作基準標識との間に前記ゲーム上の進行に応じた相対的かつ、所定の経路に沿った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工程を実行させ、
更に、前記操作案内工程にて、所定の条件に応じて、前記操作基準標識と前記操作指示標識との間の距離を変化させる距離変更工程を実行させるゲームシステムの制御方法。 - 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、を備えたゲームシステムのコンピュータを、
前記シーケンスデータに基づいて、前記操作時期に対応する操作指示標識と前記ゲーム上の現在時刻に対応する操作基準標識とを前記ゲーム画面に表示させるとともに、前記操作指示標識にて案内されるべき操作時期と前記現在時刻との時間差に伴って前記操作指示標識と前記操作基準標識との間の距離が減少し、前記操作指示標識にて案内されるべき操作時期に当該操作指示標識が前記操作基準標識と一致するように前記操作指示標識と前記操作基準標識との間に前記ゲーム上の進行に応じた相対的かつ、所定の経路に沿った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して機能させるように構成され、
更に、前記操作案内手段を、所定の条件に応じて、前記操作基準標識と前記操作指示標識との間の距離を変化させる距離変更手段として機能させるように構成されたゲームシステム用のコンピュータプログラム。
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CN102791342A (zh) | 2012-11-21 |
US20130005463A1 (en) | 2013-01-03 |
US8702509B2 (en) | 2014-04-22 |
JP4977223B2 (ja) | 2012-07-18 |
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KR20120130225A (ko) | 2012-11-29 |
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