WO2011136303A1 - 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
- Publication number
- WO2011136303A1 WO2011136303A1 PCT/JP2011/060327 JP2011060327W WO2011136303A1 WO 2011136303 A1 WO2011136303 A1 WO 2011136303A1 JP 2011060327 W JP2011060327 W JP 2011060327W WO 2011136303 A1 WO2011136303 A1 WO 2011136303A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- time
- sign
- music
- display
- Prior art date
Links
Images
Classifications
-
- 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
-
- 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
-
- 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
-
- 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
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- 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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
-
- 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
-
- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
-
- 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
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game system for instructing a player to operate an operation unit provided in an input device, a control method used therefor, and a computer program.
- the difficulty of the game increases uniformly due to an increase in the number of light bullets that indicate the operation timing of the operation unit, an increase in the tempo of the music rhythm, and the like. For this reason, the difficulty of the game of each player will also rise uniformly.
- the moving speed of the target object to the other player changes according to the position of the target object when one player operates. For this reason, one player can change the game difficulty of the other player.
- the element that changes the difficulty level of the opponent player's game is limited to the speed of the object.
- an object of the present invention is to provide a game system capable of changing the difficulty level of the game in various ways, a control method used therefor, and a computer program.
- a game system includes a display device for displaying and displaying a game screen, an input device having at least one operation unit, and sequence data storage means for storing sequence data in which an operation time for the operation unit is described during the game. And a game area presenting means for displaying on a game screen of the display device a game area in which a plurality of reference parts arranged at intervals are set, and an operation instruction indicator for instructing an operation on the operation part Is displayed while moving within the game area so that the operation instruction mark reaches at least one of the plurality of reference parts at the operation time indicated by the sequence data.
- the sign display control means includes the operation instruction sign so that a movement route of the operation instruction sign changes under a predetermined condition. And it controls the display of the pointer symbol.
- the present invention it is possible to change the movement route of the operation instruction mark that moves so as to reach at least one of the plurality of reference parts in accordance with the operation time according to a predetermined condition. Even when the movement path changes, the time to reach the reference portion does not change from the operation time described in the sequence data. On the other hand, the movement distance of the operation instruction mark to the reference portion varies depending on the movement route. For this reason, the movement speed of the operation instruction mark can be changed according to the movement route. That is, a plurality of factors such as the movement route of the operation instruction sign and the speed can be changed according to a predetermined condition. Thereby, the difficulty level of a game can be variously changed according to predetermined conditions.
- the input device is configured to be able to detect an operation on the operation unit
- the game area presenting means includes an operation in which at least one of the plurality of reference units corresponds to the operation unit.
- the game area set as a reference part is displayed on the game screen of the display device, and the sign display control means uses the detection result of the operation to the operation part as one of the predetermined conditions, You may control the display of the said operation instruction
- the movement route of the operation instruction mark can be changed according to the operation on the operation unit.
- the difficulty of a game can be variously changed according to operation with respect to an operation part.
- the sign display control unit determines whether a specific operation has been performed on the operation unit based on a detection result of the operation on the operation unit.
- the display of the operation instruction sign may be controlled so that the operation instruction sign moves along a route having a movement distance of a predetermined distance or more as the movement route. Good.
- the movement distance of the operation instruction mark can be extended to a predetermined distance or more by a specific operation. Even when the moving distance changes, the time when the operation instruction sign should reach the operation reference portion, that is, the operation time does not change. It can be more than speed.
- the sign display control means controls the display of the operation instruction sign so that the operation instruction sign moves along a route whose movement direction changes at regular intervals as a route longer than the predetermined distance. May be. In this case, it is possible to suppress the movement direction from becoming monotonous when the movement speed of the operation maintenance sign is equal to or higher than a predetermined speed.
- the sign display control means includes, as one of the predetermined conditions, one operation time indicated by the sequence data and a next operation time with respect to the one operation time. It is determined whether or not the time interval between is equal to or greater than a certain value, and when the determination result is equal to or greater than a certain value, a route whose movement distance is equal to or greater than a certain distance as the movement route corresponds to the next operation timing.
- the display of the operation instruction sign may be controlled so that the operation instruction sign moves. If the movement distance of the operation instruction sign increases, the movement speed of the operation instruction sign also increases. In this case, when the interval between the operation timings is equal to or greater than a certain value, that is, when the game tends to monotonously develop.
- the moving speed of the operation instruction mark can be made a certain speed or higher. Thereby, since a change can be given to development of a game, it can control that development of a game becomes monotonous.
- the sign display control means moves when the determination result is a certain value or more.
- the display of the operation instruction mark may be controlled so that the operation instruction mark corresponding to the next operation time moves along a route whose movement direction changes at regular intervals as a route whose distance is equal to or greater than a certain distance.
- the movement direction of the operation instruction mark can be changed at regular intervals, a change can be produced at regular intervals. Thereby, it can suppress more that development of a game becomes monotonous.
- the input device is further configured to be able to detect an operation position of the operation on the operation unit
- the sign display control unit is configured to operate the operation unit.
- the display of the operation instruction sign may be controlled using the operation position so that the movement path changes according to the positional relationship between the operation position and the position of the operation instruction sign.
- the sign display control unit moves the movement route according to the operation of each operation unit so that the movement speed of the operation instruction mark is within a certain range.
- Limiting means for limiting the change may be provided. In this case, the moving speed of the operation instruction mark can be suppressed within a certain range. Thereby, it can suppress that the difficulty of a game changes more than fixed by operation to an operation part.
- the input device includes a plurality of operation units
- the sequence data includes any one of an operation time for each of the plurality of operation units in the game and the plurality of operation units.
- each reference part corresponding to each of the plurality of operation parts among the plurality of reference parts is set as an operation reference part, respectively.
- the game area is displayed on the game screen of the display device, and the sign display control means corresponds to the operation unit in which the operation instruction mark is associated with the operation time indicated by the sequence data.
- the operation instruction mark is displayed while being moved in the game area so as to reach the operation reference portion, and the operation instruction mark is displayed on the next operation group. As the movement path when towards part is changed under a predetermined condition, it may control the display of the operation indication mark.
- the operation path when the operation instruction mark that moves between the operation reference units to instruct the operation moves from one operation reference unit to the next operation reference unit is changed under a predetermined condition.
- a predetermined condition such as a moving route toward the next operation reference unit and a speed according to a predetermined condition.
- the difficulty level of a game can be variously changed according to predetermined conditions.
- all or a part of the plurality of reference parts may be set as the operation reference part.
- any game area may be used.
- the game area presenting means is an area formed in a quadrangle, and two operation reference portions extending in a straight line are opposed to each other on one end of the square. May be displayed on the screen of the display device as the game area.
- two players corresponding to each of the operation reference portions at both ends of the game area are alternately operated while changing the moving path and speed of the operation instruction sign to the other player by the operation of one player.
- any device may be used as the input device.
- a touch panel arranged on the display device so as to cover the game area may be used as the input device.
- Means may further be provided.
- the operation timing for the operation unit can be evaluated based on the operation timing described in the sequence data.
- an audio output device that reproduces and outputs audio
- music data storage means that stores music data for reproducing music
- Music playback means for playing back the music, and the sequence data may describe an operation time of the operation unit during playback of the music.
- the operation instruction mark moves so as to reach at least one reference part at the operation time corresponding to the rhythm of music
- the movement route and the movement speed are changed according to predetermined conditions.
- the operation instruction sign moves along a movement path whose movement direction changes at regular intervals
- a sound output device that reproduces and outputs sound
- a music data storage unit that stores music data for reproducing music
- Music playback means for playing back the music from the audio output device based on the music data
- the sequence data corresponding to the operation timing of the operation unit and the beat of the music during playback of the music The information to be performed is described in association with each other, and the sign display control means may use the beat of the music as the predetermined interval.
- the change in the direction of movement of the operation instruction mark can be matched to the beat of the music. Thereby, the change according to the beat of the music can be produced.
- a control method for a game system includes a display device that displays and displays a game screen, an input device that includes at least one operation unit, and a sequence that stores sequence data that describes the operation timing for the operation unit during a game
- the operation instruction indicator for instructing the operation to the operation unit is set so that the operation instruction indicator reaches at least one of the plurality of reference units at the operation time indicated by the sequence data.
- a computer program for a game system includes a display device that displays and outputs a game screen, an input device that includes at least one operation unit, and sequence data that describes an operation timing for the operation unit during a game.
- a game area for displaying on a game screen of the display device a game area in which a plurality of reference portions arranged at intervals from each other are incorporated in a computer incorporated in a game system comprising: The presenting means and an operation instruction mark for instructing an operation on the operation unit are arranged so that the operation instruction mark reaches at least one of the plurality of reference units at the operation time indicated by the sequence data. And function as a sign display control means for displaying while moving within the game area.
- the sign display control means is configured to function as a means for controlling display of the operation instruction sign so that a movement route of the operation instruction sign changes under a predetermined condition. Is. By executing the control method or the computer program of the present invention, the game system of the present invention can be realized.
- the difficulty level of the game can be changed variously.
- the figure which shows the game machine for business to which the game system which concerns on one form of this invention was applied.
- the figure which showed the game screen typically.
- the figure which shows typically the game screen of the state in which the object increased.
- the figure which shows typically the game screen of the state which the object increased further from the state of the game screen shown in FIG.
- the figure which shows an example of the flowchart of an operation evaluation routine The figure which shows an example of the basic sequence data in which only the operation time was instruct
- the figure which shows an example of the sequence data after each operation time distributes to each operation reference
- the figure which shows an example of the sequence data after the information of a display start time is set.
- the figure which shows the 1st modification of sequence data typically.
- amendment routine The figure which shows an example of the flowchart of a specific path
- the figure which shows an example of the flowchart of a route determination processing routine in the case of determining presence or absence of specific operation The figure which shows typically an example of the specific path
- FIG. 1 is a diagram showing an arcade game machine to which the game system according to the first 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. To play a predetermined sound (including music).
- 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.
- the sound effect data may be prepared for a predetermined number of octaves by changing the pitch for each type.
- 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 operations and the like 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.
- the game machine 1 is a battle type in which two players (including the case where the game machine 1 functions as one player) perform an operation according to music, and the two players are evaluated and competed for the operation time. It is configured as a music game machine. In FIG. 1, only one game machine is shown, but the game may be executed by a plurality of game machines 1 connected so as to be able to share the game situation.
- FIG. 3 is a diagram schematically showing a game screen.
- the game screen 50 includes a game area 52 for guiding the operation time to the player and an information area 53 for displaying the score of each player.
- the game area 52 is formed in a rectangular shape.
- a first operation reference portion 55A and a second operation reference portion 55B as operation reference portions are arranged at both ends in the longitudinal direction of the game area 52 so as to face each other.
- Each of the operation reference portions 55A and 55B extends linearly in a direction orthogonal to the longitudinal direction of the game area 52.
- Each operation reference portion 55A, 55B is used as a reference for the current time on the game by the game player.
- the first operation reference unit 55A is used as a reference for the current time of the first player
- the second operation reference unit 55B is used as a reference for the current time of the second player.
- a red straight line is used as the first operation reference unit 55A and a blue straight line is used as the second operation reference unit 55B, and different colors are used for each player to distinguish each player. It has been.
- the information area 53 is arranged around the game area 52, and one end side in the longitudinal direction of the game area 52 is used to display the score of one player, and the other end side displays the score of the other player. Used to do.
- Each of the operation reference portions 55A and 55B includes a plurality of repulsion points arranged at predetermined intervals.
- the plurality of repulsion points R1 included in the first operation reference portion 55A and the repulsion points R2 included in the second operation reference portion are connected to each other by a plurality of paths W. That is, a plurality of paths W are provided from one repulsion point R1 included in the first operation reference portion 55A to a plurality of repulsion points R2 included in the second operation reference portion.
- five paths W1, W2, W3, W4, and W5 extending from the repulsion point R1 are indicated by broken lines as an example of a plurality of paths W that connect the repulsion point R1 and the repulsion point R2.
- each of the routes W1, W2, W3, W4, and W5 is indicated by a broken line, but none of the plurality of routes W is displayed on the actual game screen 50.
- the object 60 appears at the repulsion point R1 or the repulsion point R2 at an appropriate time in the music, and moves toward the repulsion points R1 and R2 located on the opposite side from the rebound points R1 and R2 that appear as the music progresses. And move on a path W extending from the repulsion points R1 and R2.
- the repulsion points R1 and R2 reached by the object 60 become the appearance position of the next object 60, and move toward the repulsion points R1 and R2 located on the opposite side from the appearance position. Therefore, the object 60 repeatedly moves alternately between the operation reference portions 55A and 55B so as to repel each repulsion point R1 and R2.
- the operation reference units 55A and 55B For each player who uses the operation reference units 55A and 55B reached by the object 60 as the current time reference in accordance with the arrival of the object 60 at the operation reference units 55A and 55B, the operation reference units 55A and 55B are used.
- the touch operation of touching the position where the object 60 has reached is requested.
- a time difference between the time when the object 60 coincides with each operation reference portion 55A and 55B and the time when each player performs a touch operation is detected. The smaller the deviation time, the higher the player's operation is evaluated.
- sound effects are reproduced from the speaker 14 in response to the touch operation.
- a well-known method may be applied as a method for reproducing sound effects.
- the object 60 is moving toward the repulsion point R2 of the second operation reference unit 55B on the route W2, and the second operation reference unit 55B is aligned with the arrival at the second operation reference unit 55B.
- the second player using the current time as the reference for the current time may touch the position at which the object 60 of the second operation reference unit 55B arrives.
- the object 60 is displayed in a color corresponding to each of the operation reference portions 55A and 55B ahead. That is, in the example of FIG. 3, the object 60 is displayed in blue until it reaches the repulsion point R2 of the second operation reference portion 55B, and the next object 60 that appears at the reached rebound point R2 is displayed in red.
- a plurality of operation units are formed by a combination of the operation reference units 55A and 55B on the monitor 3 and the touch panel 5 superimposed thereon.
- each operation reference part 55A, 55B may be used as a term representing the operation part.
- FIG. 4 is a diagram for explaining the area of the object 60.
- the broken lines in FIG. 4 indicate the paths W2, W3, and W4, respectively, and the alternate long and short dash line 62 indicates the boundary between the regions.
- the object 60 includes a contact area S in the vicinity of a contact point that first comes into contact with each operation reference portion 55A, 55B, a right area R, a left area L, and other areas with the contact area S as a boundary. It is divided into four areas of O. As a path along which the object 60 moves, when a touch operation is performed on the contact area S and the vicinity of the other area O from the path W from the repulsion point R2 to the repulsion point R1, a straight path that travels to the shortest distance to R1.
- the first right path W4 toward the R1 via the right side wall 52R in the longitudinal direction of the game area 52 is touched near the right area R
- the first left side path W2 toward the R1 via the left side wall 52L in the longitudinal direction of the game area 52 is selected. That is, the movement path when the object 60 heads to the next operation reference portion 55A, 55B is determined according to the positional relationship between the operation position where the touch operation is performed and the position of the object 60. Since the movement distance differs depending on the movement path, a difference occurs in the movement distance for moving the object 60 to the next operation reference portion 55A, 55B according to the positional relationship between the operation position and the position of the object 60.
- the operation time when the object 60 should be touched regardless of the movement path that is, the time when the object 60 should reach the operation reference parts 55A and 55B is constant. For this reason, a difference occurs in the moving speed of the object 60 according to the moving path. That is, the path W and the moving speed of the object 60 moving toward the other player change according to the touch operation of one player. As a result, the difficulty level of the game changes, so that each player executes his own operation while being aware of the influence on the opponent player.
- the case where the second right path W5 and the second left path W1 are selected will be described later.
- the object 60 moves between the operation reference units 55A and 55B, that is, between the players, in order to instruct the operations of the players.
- the interval from the operation of one player to the operation of the other player may be short due to the performance interval.
- a description will be given using “tan” indicating a quarter note and “ta” indicating an eighth note.
- each operation reference section assuming that each operation reference section is B and A
- B (ta) ⁇ A (ta) is indicated in comparison with the moving speed of the object 60 instructing B (tan) ⁇ A (tan).
- the moving speed of the object 60 to be doubled. If such a short interval is guided by only one object 60, inappropriate guidance may occur such that the moving speed of the object 60 between the operation reference portions 55A and 55B becomes too high to be recognized by the player. There is.
- the one interval before the one player in which the short interval occurs At the operation time the number of objects 60 to be displayed is increased to two.
- One object 60 of the two objects 60 moves toward the other player to guide the next operation time, and the other object 60 should be operated by the other player after the next operation by the other player.
- the object 60 moves more slowly toward the other player than the one object 60.
- the movement time from the second operation reference unit 55B (B in the above-mentioned music example) to the first operation reference unit 55A (A in the above-mentioned music example) is shorter than a predetermined value (when “t” is indicated) explain.
- the two objects 60 appear at the second operation reference portion 55B (B in the above-described music example) where the previous movement starts, that is, the movement of the previous two starts.
- one object 60 is directed to the first operation reference unit 55A to indicate the next operation time (A (tan) in the above-described music example), and the other object 60 is instructed next time (A (tan in the above-mentioned music example). )) To the first operation reference portion 55A to indicate the next operation time (A in the above example of music). That is, one object 60 is the next operation time (A (tan) in the above example of music), and if the other object 60 is only one object 60, the operation time is three ahead, which is shorter than the predetermined value. (A (ta) due to the movement of B (ta) to A (ta) in the above example of music) is moved to indicate each.
- the time interval is The time when the object 60 corresponding to the operation time before the one operation time to be shortened (B (tan) in the above music example ⁇ A (tan) in A (tan)) starts to be displayed (B in the above music example) (Tan) ⁇ B (Tan) of A (Tan)), the number of displayed objects 60 is increased to two, and one of them is the latest operation time (the previous operation time with respect to one operation time, that is, the music In the example, A (tan)) is moved so as to indicate the operation time (the next operation time with respect to one operation time, that is, A (ta) in the above-described music example) whose time interval is shortened.
- FIG. 5 schematically shows a game screen in a state where the number of objects 60 is increased.
- the first object 60a and the second object 60b is shown.
- the path W is selected so that the first object 60a and the second object 60b move on different paths W, respectively.
- the right region R of the object 60 is touched by the second operation reference unit 55B.
- one first object 60a reaches the first left path W2 corresponding to the touched right area R, and the other second object 60b reaches the middle while sharing the path with the first left path W2.
- the second left-side route W1 having a different repulsion point R1 is moved.
- one first object 60a has the first right path W4 and the other second object 60b has the first right path W4.
- the second right-side route W5 having a different rebound point R1 is moved while sharing the route to the middle. That is, in the example of FIG. 5, the second left side path W1 and the second right side path W5 are provided as paths for the second object 60b when the number of objects 60 is increased to two.
- the second object 60b moves on the same straight path W3 as the first object 60a.
- the second left-side route W1 and the second right-side route W5 are not limited to the form provided as the route for the second object 60b.
- these paths W1 and W5 may be used with the first object 60a and the object 60.
- one object 60a and the other object 60b move on different paths W based on preset rules, but the movement path of one object 60a and the other object
- the relationship with the movement path of 60b may be anything.
- the other object 60b may move on the first right path W4 opposite to the one object 60a, or may move on the same first left path W2. .
- FIG. 6 schematically shows the game screen after a certain time has elapsed from the state of FIG.
- one first object 60a of the objects 60a and 60b reaches the first operation reference portion 55A, it moves toward the second operation reference portion 55B and moves to the second operation reference portion 55B.
- the other second object 60b is located immediately before reaching the first operation reference portion 55A.
- the distance from the first object 60a repelled by the first operation reference unit 55A to the second operation reference unit 55B is shorter than the distance from the second object 60b to the first operation reference unit 55A.
- the moving speed of the first object 60a is faster than that of the second object 60b.
- the first object 60a first reaches the second operation reference part 55B, and then the second object 60b reaches the first operation reference part 55A immediately thereafter. If these operation timings are instructed by only one object 60, the first operation reference portion 55A located on the opposite side from the second operation reference portion 55B immediately after the object 60 reaches the second operation reference portion 55B. It is necessary to move to a short time. However, in the example of FIG. 6, the second second object 60b is used in advance instead of such movement of the object 60 in a short time, and the second object 60b reaches the first operation reference unit 55A. That is, the operation time instruction to the first player is expected.
- the repulsion points R1 and R2 reached by the objects 60a and 60b are not necessarily used as the appearance positions of the next objects 60a and 60b.
- the first object 60a or the second object 60b may disappear upon reaching the operation reference units 55A and 55B.
- the repulsion points R1 and R2 reached by the objects 60a and 60b are used as the appearance positions of the next objects 60a and 60b, and the state in which two objects 60 are further displayed continues.
- the third and fourth objects 60 may appear at the rebound points R1 and R2 reached by the objects 60a and 60b.
- FIG. 7 is a diagram schematically showing a game screen in a state where the number of objects 60 is further increased.
- the display of the third object 60 c is further added to the reached position, and a total of three objects 60 are displayed in the game area 52. Yes.
- the third object 60c moves toward the second operation reference portion 55B at a slower speed than the first object 60a, and the operation timing when the performance interval is short, like the second object 60b in the example of FIG. Is guided to the second player.
- the first object 60a reaches the second operation reference part 55B and the third object 60c reaches the second operation reference part 55B so that the operation timing is alternately guided to each player. It is not necessary for the two objects 60b to reach the first operation reference portion 55A. That is, the 1st object 60a and the 3rd object 60c may reach the 2nd operation standard part 55B continuously, and the operation time may be continuously instructed to the 2nd player.
- these objects 60a to 60c are not distinguished from each other, they are referred to as objects 60 below.
- the sequence data 28 includes a condition defining 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.
- FIG. 8 is a diagram illustrating an example of the contents of sequence data.
- the operation sequence unit 28 b includes an operation time unit 28 c that instructs a time (operation time) when the operation should be performed in the music, and a display on which the display of the object 60 is to be started.
- the operation time and the display start time are 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.
- the operation time section 28c includes an operation time when the time interval between one operation time and the next operation time with respect to the one operation time is less than a predetermined value.
- the next operation time 28cr corresponding to the time is surrounded by a broken line.
- the display start time of the next operation time 28cr is set to a time that coincides with the display start time set to the previous operation time 28cf.
- FIG. 8 the specific operation time 28cs corresponding to such one operation time, the operation time 28cf before the specific operation time 28cs, and the next operation time as the next operation time of the specific operation time 28cs.
- the next operation time 28cr corresponding to the time is surrounded by a broken line.
- the display start time of the next operation time 28cr is set to a time that coincides with the display start
- the operation time corresponding to the first object 60a corresponds to the previous operation time 28cf
- the operation time corresponding to the second object 60b corresponds to the next operation time 28cr
- the operation time corresponding to the first object 60a in the example of FIG. 6 corresponds to the specific operation time 28cs.
- Information indicating another object 60 is associated with the next operation time 28cr, the previous operation time 28cf, and the specific operation time 28cs.
- the instruction of the player to start displaying the object 60 is described as “P1” when instructing the first player and “P2” when instructing the second player. Note that the player's instruction also corresponds to the instruction of the color of the object 60 to be displayed, and the blue object 60 is displayed when “P1” and the red object 60 is displayed when “P2”.
- information indicating the object 60 to be displayed is described in alphabets such as “A”. “A” is the alphabet corresponding to the first object 60 displayed in the game area 52, “B” is the alphabet corresponding to the second object 60, and “C” is the alphabet corresponding to the third object 60. Are used respectively. In other words, alphabets of a type corresponding to the number of objects 60 to be displayed in the game area 52 are used as information indicating the objects 60 to be displayed. In the examples of FIGS. 5 to 7, “A” is designated when the object 60 or the first object 60a is designated, and “B” is designated when the second second object 60b displayed on the screen is designated. When the third object 60c is designated, “C” is described.
- the information indicating the object 60 also indicates the correspondence between the operation times. Specifically, in each operation time period associated with information indicating the common object 60, the position where the object 60 corresponding to a certain operation time arrives is closest to the one operation time ( Alternatively, it has a function as an appearance position of the object 60 corresponding to another operation time for which the display start time is set. If there are a plurality of records that specify the same operation time, the record that specifies the same operation time, such as the earlier display start time or the earlier of the sequence described in the sequence data 28, By specifying any one of them according to a predetermined specifying condition or the like, the appearance position of the object 60 (the next appearing object 60) corresponding to another operation time may be specified. In addition, information relating the arrival position and the appearance position of each object 60, such as information on the object 60 serving as the division source, may be separately described on the sequence data.
- a blue object 60 is displayed on the first operation reference portion 55A used as a reference by the first player at the start time (000) of the fourth beat of the first measure, and from the first operation reference portion 55A.
- the display start time, the operation time, and the like such as moving to reach the second operation reference portion 55B at the time corresponding to “010” from the start time of the fourth beat of the first bar, etc.
- the operation reference part from which the object 60 starts to be displayed is instructed. Further, when the time corresponding to “010” has elapsed since the start of the fourth beat of the first measure, the red object 60 is displayed with the rebound point R2 reached by the object 60 as an appearance position.
- the first operation reference unit 55A is reached at a time equivalent to “016” from the start time of the fourth beat of the first measure. To move. Further, at the time when “024” has elapsed from the start of the second beat of the second measure of the second measure, the rebound point R2 reached by the object 60 immediately before the second operation reference portion 55B used as the reference by the second player is reached. A red first object 60a corresponding to the previous operation time 28cf and a red second object 60b corresponding to the next operation time 28cr appear, and the first object 60a is from the start of the second beat of the second bar.
- the second object 60b passes the path W so as to reach the first operation reference portion 55A at the time corresponding to “036” from the start time of the second beat of the second bar.
- a record instructing the first object 60a to reach the second operation reference unit 55B at a time corresponding to “034” from the start time of the second beat of the joint corresponds to a record of a specific operation time 28cs. .
- 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, and refers to the image data 27 to obtain image data necessary for drawing the game area 52 and the information area 53. Is generated and output to the display control unit 12 to display the game area 52 and the information area 53 on the monitor 3.
- the game control unit 11 performs the sequence processing routine shown in FIG. 9, the route determination processing routine shown in FIG. 10, and the processing shown in FIG. Each of the operation evaluation routines is repeatedly executed at a predetermined cycle. 9 and 10 are handled by the sequence processing unit 15, and the operation evaluation routine of FIG. 11 is handled by the operation evaluation unit 16.
- FIG. 9 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 the data of the display start time and the operation time existing in the time length corresponding to the display range of the game area 52.
- the display range is set to a time range corresponding to two measures of music from the current time to the future.
- FIG. 10 shows an example of a flowchart of a route determination processing routine executed by the sequence processing unit 15.
- the sequence processing unit 15 first determines whether or not it is a game start time in step S11. If a positive determination is made in step S11, the process proceeds to step S20, and if a negative determination is made, the process proceeds to step S12.
- step S20 a preset initial route is selected as a route for displaying the object 60, and the process proceeds to step S19.
- a route W3 that is included in the first operation reference unit 55A as an initial route and extends from the repulsion point R1 that is nth from the left is set in advance.
- step S12 it is determined whether or not the display of the object 60 is a display as a display start time.
- step S12 determines whether or not the display of the object 60 is a display as a display start time.
- step S21 move on.
- step S21 the route already selected as the route to be displayed, that is, the current route is selected, and the process proceeds to step S19.
- step S12 determines whether or not the display of the object 60 is the display start time and the route to be displayed is not selected.
- step S13 with reference to the output signal of the touch panel 5, it is determined whether or not a touch operation has been performed on each of the operation reference units 55A and 55B. If a negative determination is made in step S13, the process proceeds to step S22, and if a positive determination is made, the process proceeds to step S14. In step S22, a predetermined route is selected as a route on which the object 60 is to be displayed, and the process proceeds to step S19.
- the selection of the predetermined route in step S22 is, for example, the object 60 corresponding to the object 60 to be displayed, that is, the object that has just arrived at the repulsion points R1 and R2 used as the appearance position of the object 60 to be displayed. This is realized by setting, as a predetermined route, a route adjacent to the route on which “60” is displayed, or a route with the shortest distance from the appearance position to each of the operation reference units 55A and 55B.
- step S14 based on the signal output from the touch panel 5, the operation reference section where the touch operation is performed and the timing (time on the music) when the touch operation is performed are determined.
- step S15 the latest operation time described in the sequence data 28 with respect to the operation reference portion on which the touch operation has been performed, that is, the time associated with the sequence data 28 with respect to the object 60 on which the touch operation has been performed. The closest operation time is identified, and the time lag time between the operation time and the time when the touch operation is performed is acquired.
- step S16 the sequence processing unit 15 determines whether or not the operation of each player is appropriate by determining whether or not the deviation time is within a certain range.
- the certain range is set within a predetermined time range around the operation time to be compared. If a negative determination is made in step S16, the process proceeds to step S22, and as described above, a predetermined path is selected as a path for displaying the object 60, and the process proceeds to step S19. On the other hand, if a positive determination is made in step S16, the process proceeds to step S17.
- step S17 based on the signal output from the touch panel 5, the positional relationship between the operation position where each operation reference unit 55A, 55B is touched and the position of the object 60 is determined. Specifically, it is determined whether the touched position is near the contact area S, the right area R, the left area L, or any other area of the object 60 that has reached the appearance position most recently.
- a route on which the object 60 is to be arranged is selected according to the positional relationship determined in step S17. This route selection is performed as follows as an example. First, any one of the right region R, the left region L, or the contact region S and the other region O is set to each path W (the second left path W1 and the second right path W5 in the example of FIG.
- the route assigned to the position where the touch operation is performed is selected from among the plurality of routes W extending from the appearance position.
- the straight path W3 is assigned to the contact area S and other areas O
- the first right path W4 is assigned to the left area L
- the first left path W2 is assigned to the right area R. It has been.
- the straight path W3 is displayed.
- the first left path W2 is displayed.
- the first right path W4 is selected.
- the second left path W1 is a case where the vicinity of the right area R of the object 60 is touched, and the second object 60b is displayed as a path when the two objects 60a and 60b are displayed.
- the 2 right path W5 is set in advance to be selected as the path of the second object 60b when the vicinity of the left area L of the object 60 is touched and the two objects 60a and 60b are displayed. Yes.
- the touch area S or the vicinity of the other area O is touched, the same straight path W3 as the first object 60a is selected as the path of the second object 60b.
- step S19 the route selected in each step of step S18, step S20, step S21, and step S22 is determined as a route for displaying the object 60, and the current routine is terminated.
- step S4 the sequence processing unit 15 calculates the coordinates in the game area 52 of all the objects 60 to be displayed on each path W.
- the calculation is performed as follows as an example. First, based on the processing result of step S3, the route W for displaying each object 60 included in the display range is determined. Next, the movement axis corresponding to each object 60 (each operation reference part 55A, 55B to be reached) and the time axis direction from each operation reference part 55A, 55B according to the time difference between each operation time and the current time In other words, the position of each object 60 in the moving direction of the object 60 is determined. Thereby, the path W where each object 60 should be arranged, the coordinates of each object 60 necessary for arranging each object 60 along the time axis from each operation reference unit 55A, 55B on the path W, Can be obtained.
- the sequence processing unit 15 In the next step S5, the sequence processing unit 15 generates image data necessary for drawing the game area 52 based on the coordinates of the object 60 calculated in step S4. Specifically, the image data is generated so that each object 60 is arranged at the calculated coordinates. An image such as the object 60 may be acquired from the image data 27.
- the sequence processing unit 15 outputs image data to the display control unit 12. Thereby, the game area 52 is displayed on the monitor 3.
- the sequence processing unit 15 ends the current sequence processing routine.
- the object 60 By repeatedly executing the above processing, the object 60 is displayed on the operation reference portions 55A and 55B designated at the display start time described in the sequence data 28, and the object 60 is described in the sequence data 28. It moves between the two operation reference parts 55A and 55B so as to reach the operation reference parts 55A and 55B designated at the operation time.
- step S31 the operation evaluation unit 16 first determines whether or not there is a touch operation on the object 60 with reference to the output signal of the touch panel 5 in step S31. At this time, when a position other than the operation reference portions 55A and 55B 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 S32. In step S ⁇ b> 32, the operation evaluation unit 16 determines the timing (time on the music) when the touch operation is performed based on the position signal output from the touch panel 5.
- the operation evaluation unit 16 relates to the operation reference unit for which the touch operation has been performed, the latest operation timing described in the sequence data 28, that is, the operation reference unit for which the touch operation has been performed, the sequence data 28.
- the operation time closest in time is specified, and a 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, 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.
- the operation evaluation unit 16 ends the current routine, and proceeds to step S35 if it is within the evaluation range.
- step S36 the operation evaluation unit 16 regards the operation position where the touch operation of each operation reference unit 55A, 55B is performed and the operation reference unit where the touch operation is performed on the sequence data 28 most temporally. The approaching operation time is specified, and a position shift from the arrival position of the object 60 that indicates the operation time is acquired.
- the operation evaluation unit 16 determines an evaluation for the touch operation of the player based on the shift time acquired in step S34 and the shift in position acquired in step S35. These evaluations are performed as follows as an example.
- the shift time is realized by determining which of a plurality of levels set in 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.
- the shift position is realized by comparing the center position of the object 60 with the touch operation position. In the evaluation of the displacement position, for example, an area up to twice the diameter of the object 60 is evaluated as “GOOD”, and other areas are evaluated as “MISS”.
- a certain evaluation range is set so that the evaluation is lowered every time a certain distance from the outer periphery, with the inner side of the outer periphery of the object 60 being the highest evaluation, and the determination is made according to which position of the evaluation range the touch operation position belongs to May be. In this case, the difficulty level of the game is improved.
- the operation evaluation unit 16 proceeds to step S37, and controls the output to the display control unit 12 so that the evaluation result is displayed in at least one of the game area 52 and the information area 53.
- the operation evaluation unit 16 ends the current routine. Note that the step of acquiring the shift between the position of the object and the position of the touch operation in the example of FIG.
- the step 11 acquires the shift between the most recent operation timing of the operation reference unit and the time when the touch operation is performed. It may be executed before the step.
- the evaluation of the displacement position is configured to be evaluated as “GOOD” or “MISS” depending on the region. However, if the displacement position is outside a certain range, the step is performed. Similarly to the process of S34, the subsequent process may be skipped and the routine of that time may be terminated. In this case, for example, when an operation with respect to the first operation reference unit 55A is requested, the operation is performed with respect to the second operation reference unit 55B. Can be excluded from evaluation.
- the sequence data 28 is displayed at the next operation time 28cr whose time interval with the specific operation time 28cs is less than a predetermined value, and coincides with the display start time of the previous operation time 28cf.
- the display start information part 28d in which the time is set is included. Therefore, the display of the second object 60b corresponding to the next operation time 28cr can be started simultaneously with the first object 60a corresponding to the previous operation time 28cf. Thereby, when the time interval between each operation time is short, two objects 60a and 60b can be displayed from the display start time of the first object 60a corresponding to the previous operation time 28cf.
- the movement time of the object 60 corresponding to the next operation time 28cr can be extended. Thereby, even when the time interval between each operation time is short, it can suppress that the moving speed of an operation instruction
- 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 a game area presentation unit and a sign display control unit by causing the sequence processing unit 15 to execute the routines of FIGS. 9 and 10.
- the control unit 10 functions as an evaluation unit by causing the operation evaluation unit 16 to execute the routine of FIG.
- a game played by a plurality of players is executed by a plurality of players or game machines themselves functioning as other players.
- the present invention is not limited to such a mode. .
- the description of the configuration common to the first embodiment will be omitted below, and the main differences from the first embodiment will be described.
- a game system according to the second aspect of the present invention for example, a game executed on the game machine 1 is set so that only one of the first operation reference units 55A corresponds to the operation unit, and the second operation The reference part 55B may be realized so as to simply function as a wall for repelling the operation instruction mark.
- the operation instruction mark repels on the wall as the reference portion provided at the boundary of the game area, and at the time described in the sequence data, the first operation reference portion A game that moves so as to reach only the part 55A or a wall (or other wall or the like) arranged at a position facing the first operation reference part 55A and the first operation reference part 55A may be executed. .
- it is a game in which the difficulty level of the game can be variously changed, and a game for one player can be realized.
- the first operation reference portion 55A, a wall or the like disposed at a position facing the first operation reference portion 55A functions as a plurality of reference portions of the present invention.
- the reference time is used instead of the operation time as the time described in the sequence data, and the time of the reference time reaching the first operation reference unit 55A functions as the operation time.
- sequence data 28 in which the display disclosure time, the operation time, and the information indicating the operation reference units 55A and 55B are associated with each other is prepared in advance.
- sequence data 28 is not limited to a form prepared in advance.
- Data generation means for generating the added sequence data may be further provided.
- the additional sequence data may be used in the routines of FIGS.
- FIG. 12 is a diagram showing an example of basic sequence data in which only the operation time is instructed.
- the basic sequence data 80 includes a vertical axis 81 indicating the passage of time (progress of music).
- the vertical axis 81 indicates that the elapsed time increases as it goes upward.
- the vertical axis 81 is provided with a plurality of horizontal lines 83 set at regular intervals.
- a block 85 is arranged at an appropriate time according to the progress of music. Each block 85 indicates the operation time.
- FIG. 13 is a diagram showing an example of a data generation processing routine for generating additional sequence data executed by the control unit 10 when the control unit 10 functions as data generation means.
- the control unit 10 first acquires the operation time included in the display range from the basic sequence data 80 in step S41.
- the operation timings indicated by the basic sequence data 80 are classified into the operation reference units 55A and 55B, and the operation timings alternate between the first operation reference unit 55A and the second operation reference unit 55B.
- FIG. 14 is a diagram illustrating an example of sequence data 80a after distribution in which each operation time is distributed to each operation reference unit 55A and 55B (hereinafter, sometimes referred to as distribution data).
- a horizontal axis 86 is set with respect to a vertical axis 81 indicating the passage of time, and a thick line 88 extending in parallel with the vertical axis 81 is provided at the center of the horizontal axis 86.
- a thick line 88 divides the horizontal axis 86 for each operation reference portion.
- the left side of the thick line 88 is used for the first area indicating the first operation reference part 55A, and the right side is used for the second area indicating the second operation reference part 55B.
- the blocks 85 are alternately arranged in the regions of the operation reference units 55A and 55B as time elapses.
- step S43 information indicating the display start time of the object 60 corresponding to each operation time is set for each operation time.
- the display start time is set based on the operation time immediately before each operation time. Specifically, the operation time immediately before the one operation time is specified as the display start time for the one operation time, and the time corresponding to the operation time immediately before this one is set.
- FIG. 15 is a diagram showing an example of sequence data 80b (hereinafter sometimes referred to as display start time data) after display start time information is set in the distribution data 80a.
- display start time data 80b one end 85a of each block 85 arranged at the operation time of the distribution data 80a corresponds to the other end 85b of the block 85 arranged immediately before each block 85.
- Extended to position That is, in the display start time data 80b, one end 85a of each block 85 is set as information indicating the display start time, and the other end 85b is set as information indicating the operation time.
- step S44 a time interval between each operation time is calculated, and it is determined whether or not the time interval between each operation time is a predetermined value or more. Specifically, a time interval between one operation time and the next operation time is calculated, and it is determined whether or not the time interval is equal to or greater than a predetermined value that can appropriately guide the operation time to each player. . If an affirmative determination is made in step S44, that is, if it is determined that the time interval between all the objects 60 included in the display range is equal to or greater than the predetermined value, the process proceeds to step S45.
- step S44 determines whether an operation time whose time interval is less than the predetermined value is included. If a negative determination is made in step S44, that is, if it is determined that an operation time whose time interval is less than the predetermined value is included, the process proceeds to step S46.
- step S46 one operation time and the next operation time determined that the time interval is less than the predetermined value are specified, and an object 60 different from the object 60 corresponding to the specified one operation time is indicated. The information is added to the specified next operation time.
- step S47 the next display time specified so that the display disclosure time corresponding to the next operation time specified in step S46 coincides with the display start time set in the operation time before the specified one operation time. Change the information about the display start time set in the operation time.
- information indicating the object 60 is added to the display start time data 80b, and the sequence data (hereinafter sometimes referred to as adjustment data) 80c after the set information of the display start time is changed.
- a plurality of lanes R are provided on the horizontal axis 86 of the adjustment data 80c.
- Each lane R is used as information indicating the object 60.
- the plurality of lanes R include a plurality of lanes Ra in the first region included in the region of the first operation reference unit 55A and a plurality of second regions included in the region of the second operation reference unit 55B, with the bold line 88 as a boundary. It is divided into lane Rb.
- each lane Ra in the first area and each lane Rb in the second area there is a correspondence relationship in which the object 60 is a common term.
- the second lane Ra2 from the left of the area of the first player instructs the display of the first object 60
- the fourth lane Ra4 from the left indicates the display of the second object 60.
- the sixth lane Ra6 from the left is used as information for instructing the display of the third object 60, respectively.
- the second lane Ra2 from the left of the first player area and the first lane Rb1 from the left of the second player area are the fourth lane Ra4 from the left of the first player and the left of the second player.
- the third lane Rb3 has a correspondence relationship with the sixth lane Ra6 from the left of the first player and the fifth lane Rb5 from the left of the second player. That is, in the examples of FIGS. 5 to 7, the second lane Ra2 from the left of the first player area and the first lane Rb1 from the left of the second player area display the object 60 or the first object 60a.
- the fourth lane Ra4 from the left of the first player and the third lane R32 from the left of the second player display the second object 60b, and the sixth lane Ra6 from the left of the first player and the left of the second player
- the fifth lane Rb5 instructs the display of the third object 60c.
- 85R is surrounded by a thick line.
- the next blocks 85R1 and 85R2 surrounded by the thick line of the display start time data 80b are in the adjustment data 80c.
- the two next blocks 85R1 and 85SR2 in the first area in FIG. 15 are moved to the sixth lane Ra6 and the fourth lane Ra4 in FIG.
- two next blocks 85R1 and 85R2 in the second region are moved to the third lane Rb3 and the fifth lane Rb5 in FIG. 16 in order from the time series in FIG.
- the position of one end 85Ra of each of the next blocks 85R1 and 85R2 is also changed.
- the position of the one end 85Ra of the next block 85R1 in the first area is the position of the other end 85Fb of the previous block 85F1 positioned in front of the next block 85R1 in the second area. It corresponds to.
- the position of one end 85Ra of the next block 85R1 in the second area is the position of the other end 85Rb of the next block 85R1 in the first area, and the one end 85Ra of the next block 85R2 in the second area is next to the first area.
- the position of one end 85Ra of the next block 85R2 in the first area is in the position of the other end 85Rb of the next block 85R2 in the second area. They correspond to each other (when the respective previous blocks 85F1 and 85F2 are not distinguished from each other, they are hereinafter referred to as the previous block 85F). That is, in the display start time data 80b, the position of one end 85Ra of each next block 85R corresponds to the position of the other end 85b of each block 85 positioned immediately before in time series. For this reason, each next block 85R has a short length from the position indicating the display start timing of the one end 85Ra to the position indicating the operation timing of the other end 85Rb.
- one end 85Ra of each of the next blocks 85R1 and 85R2 is in the same area as each of the next blocks 85R1 and 85R2, and each of the previous blocks 85F1 and 85F2 positioned immediately before, that is, It extends in the direction of going back in time so as to correspond to one end 85Fa of each of the previous blocks 85F1 and 85F2 positioned two previous in the series.
- each of the next blocks 85R1 and 85R2 has a longer length from the position indicating the display start time of the one end 85Ra to the position indicating the operation time of the other end 85Rb than the display start time data 80b.
- the adjustment data 80c at the display start time of the object 60 corresponding to each of the previous blocks 85F1 and 85F2 positioned immediately before in the same area as the next blocks 85R1 and 85R2, An instruction is given to separately display an object 60 different from the blocks 85F1 and 85F2. That is, in the adjustment data 80c, at the display start time corresponding to the previous block 85F, the two objects 60 of the object 60 corresponding to the previous block 85F and the object 60 corresponding to the next block 85R are displayed. Are made to reach the operation reference units 55A and 55B corresponding to the blocks 85F and 85R at the operation time indicated by the blocks 85F and 85R.
- the operation time corresponding to the next block 85R corresponds to the next operation time 28cr of the sequence data 28, and the operation time corresponding to the previous block 85F corresponds to the operation time 28cf before the sequence data 28.
- the operation time corresponding to the block 85F1 before the next block 85R1 in the second area also functions as the specific operation time 28cs corresponding to the block 85R1 next in the first area.
- the operation time corresponding to the block 85R1 next to the first area is the next block 85R1 of the second area
- the operation time corresponding to the block 85F2 before the next block 85R2 of the first area is the second area 85R1.
- the operation time corresponding to the next block 85R2 in the second area and the next block 85R2 in the second area also functions as the specific operation time 28cs corresponding to the next block 85R2 in the first area.
- step S45 display start time data 80b or adjustment data 80c is generated as additional sequence data based on the result of step S43 and the result of step S47, and this routine is terminated.
- the additional sequence data is generated for each display range.
- the data generation processing routine may be executed for all the basic sequence data 80 in one process.
- control unit 10 functions as data generation means
- a computer other than the game machine 1 may be prepared and function as data generation means by executing the routine of FIG.
- This computer only has to store the basic sequence data 80 and be configured to execute the routine of FIG.
- the display disclosure time, the operation time, and the information indicating the operation reference units 55A and 55B for each object 60 are stored in the external storage device 20 as sequence data 28 described in numerical values or alphabets.
- the sequence data stored in the external storage device 20 is not limited to such a form.
- the above-described adjustment data 80c generated separately may be stored in the external storage device 20.
- the adjustment data 80 c is provided with a special block 87 having a predetermined size set shorter than the normal block 85 in order to produce the disappearance of the second object 60. .
- This special block 87 is provided corresponding to the operation time of the second or third object 60, respectively, and directs the effect of disappearance of the target object 60 at the operation time, but is omitted. Also good.
- sequence data as illustrated in FIG. 17 may be stored in the external storage device 20.
- FIG. 17 is a diagram schematically showing a second modification of the sequence data.
- the vertical axis 91 of the sequence data 90 shown in FIG. 17 indicates the passage of time (progress of music), and the central thick line 93 indicates the boundary between the instructions of the operation reference units 55A and 55B.
- the vertical axis 91 indicates that the elapsed time increases as it goes upward.
- the left side of the thick line 93 is used as an area indicating the first operation reference portion 55A, and the right side is used as an area indicating the second operation reference portion 55B.
- the vertical axis 91 is provided with a plurality of horizontal lines 95 set at regular intervals.
- the sequence data 90 includes a plurality of blocks 97 that indicate operation times.
- Each block 97 is arranged at an appropriate time in the region of each operation instruction unit in accordance with the progress of the music.
- the blocks 97 are connected to each other by a connection line 98.
- the connection line 98 indicates the correspondence of the object 60 for indicating each operation time. Specifically, when only one connection line 98 extends from one block 97 to the next block 97, the next block 97 from each operation reference portion 55 ⁇ / b> A, 55 ⁇ / b> B corresponding to the one block 97. It is instructed to display one object 60 for the movement to each operation reference part 55A, 55B corresponding to.
- connection line 98 extends from the one block 97 toward the next two blocks 97, the next two blocks 97 from the operation reference portions 55 ⁇ / b> A and 55 ⁇ / b> B corresponding to the one block 97.
- the connection line 98 also indicates the continuity of the object 60 corresponding to each object 60.
- the arrival position of the object 60 corresponding to the block 97 that is the starting point of the connection line 98 functions as the starting position of the movement of the object 60 that corresponds to the block 97 that is the end point of the connection line 98 in time series. Yes. For this reason, the object 60 corresponding to the block 97 that is not the starting point of the connection line 98 is shown to disappear from the game screen as the operation time comes. In this modification, the starting point of the connection line 98 functions as information indicating the display start time.
- connection lines 98 extending from one block 97 are not limited to one or two, and a plurality of connection lines 98 may be provided as required.
- the present invention can also be realized by these modified examples.
- connection line 98 extends from one block 97 is surrounded by a thick line 100.
- the example surrounded by the thick line 100 in FIG. 17 shows a case where both the block 97FB preceding the specific block 97SB indicating one operation time and the block 97R following the specific block 97S are shorter than the predetermined value.
- the connection line 98 is provided so that the display start time of the object 60 corresponding to each of these three blocks 97RB, 97SB, and 97FB coincides with the previous block 97FB. Therefore, in the data of FIG.
- the specific block 97SB and the next block are displayed at the position where the object 60 starts to be displayed at the display start time of the object 60 corresponding to the previous block 97FB.
- Two objects 60 respectively corresponding to 97RB are also displayed. That is, three objects 60 are displayed at the same place at the same time, and an instruction is given to move and display the operation time corresponding to each of the next block 97RB, the specific block 97SB, and the previous block 97FB. .
- the display start time of each object 60 is not limited to the above-described forms.
- each of the above embodiments the case where there are five paths W extending from each repulsion point R1, R2 is illustrated, but the number of paths extending from each repulsion point is not limited. Therefore, it is possible to set a large number of routes extending in all directions from each repulsion point.
- a large number of repulsion points R1 and R2 included in the operation reference portions 55A and 55B may be provided. That is, the plurality of paths may be provided so that the operation instruction mark can move in all directions between all positions of each operation reference unit.
- a number of rebound points with both side walls 52R and 52L of the game area 52 and a number of routes from the rebound points may be provided. Thereby, many paths to the rebound point and paths after the rebound can be set.
- the object 60 is divided into four areas, and the movement path is determined by comparing the position of the touch operation with the four areas of the object 60.
- the operation instruction mark may be divided into a number of areas corresponding to the number of paths provided in the game area. Accordingly, the operation instruction mark can be moved along a free route between the operation reference units in accordance with the touch operation.
- the operation instruction sign is not limited to a form in which the operation instruction sign is divided into a plurality of areas. For example, the movement path of the operation instruction sign is determined by comparing the fixed position such as the center position of the operation instruction sign with the touch operation position. May be.
- control unit 10 may be configured to function as a limiting unit.
- the control unit 10 is configured to function as a restricting unit, for example, in step S18 of the route determination processing routine shown in FIG. 10, the movement speed is constant based on the relationship between the operation timing and the movement distance. It may be executed so as to be limited to a predetermined route within the range.
- the control unit 10 may be configured to execute a route correction processing routine that corrects the route determined by the route determination processing.
- FIG. 18 is a diagram illustrating an example of a path correction processing routine executed by the control unit 10 when the control unit 10 functions as a limiting unit.
- the path correction process of FIG. 18 may be executed, for example, between steps S3 and S4 of the sequence process routine of FIG. 9, that is, after the path is determined by the path determination process of step S3.
- the routine of FIG. 18 is started, first, in step S51, the control unit 10 acquires the determined path and the operation time to be instructed by the target object 60, and acquires the distance and operation of the acquired path.
- the moving speed of the object 60 is calculated from the time.
- a succeeding step S52 it is determined whether or not the moving speed calculated in the step S51 is within a certain range.
- step S52 If a positive determination is made in step S52, the subsequent processing is skipped and the current routine is terminated. On the other hand, if a negative determination is made in step S52, the process proceeds to step S53.
- step S53 the determined route is corrected to a route in which the moving speed of the object 60 is within a certain range, and the current routine is terminated. Further, when the route is corrected by the route correction processing, the routine of FIG. 9 may be configured to use the route corrected by the route correction processing after step S4 of FIG.
- the movement path for the object 60 to go to the next operation reference unit is determined according to the positional relationship between the position of the touch operation and the position of the object 60.
- the movement path may be determined according to an operation that designates a direction in which the position of the touch operation changes continuously, and the movement speed is determined according to the change speed of such continuous change. May be.
- the movement path of the object 60 is determined when a specific operation for designating a predetermined movement direction and a predetermined speed is performed on the object together with the touch operation on the operation reference unit.
- the object may be configured to move along a specific movement path according to the operation. As a configuration for moving the object 60 along a specific path when such a specific operation is executed, for example, the sequence processing unit 15 can execute the routine of FIG. 19.
- FIG. 19 is a diagram showing an example of a flowchart of the specific route correction routine.
- the routine of FIG. 19 may be executed between step S3 and step S4 of the sequence processing routine of FIG. 9, that is, after the path is determined by the path determination process of step S3.
- the sequence processing unit 15 determines whether or not a specific operation has been executed in step S61. This determination is performed as follows as an example. First, a continuous change in the position of the touch operation is determined with reference to a signal from the touch panel 5. If the position of the touch operation does not change continuously, it is determined that the specific operation has not been executed. When the position of the touch operation changes continuously, the direction and speed of the continuous change are calculated.
- step S61 by comparing the calculated direction of change with a predetermined direction and the calculated speed with a predetermined speed, it is determined whether or not a specific operation has been executed. If it is determined in step S61 that the specific operation has not been executed, the sequence processing unit 15 skips the subsequent processing and ends the current routine.
- step S61 when it is determined in step S61 that the specific operation has been executed, the sequence processing unit 15 proceeds to step S62.
- step S62 the sequence processing unit 15 corrects the route determined in step S3 to a specific route, and ends the current routine.
- the object 60 can be moved along a specific route when a specific operation is executed.
- FIG. 20 is a diagram illustrating an example of a route determination processing routine in the case where the presence / absence of a specific operation is determined. Comparing the routine of FIG. 10 with the routine of FIG. 20, the process of step S23 is added to the routine of FIG. 20 before step S14 of the routine of FIG. When the routine of FIG. 20 is executed, the sequence processing unit 15 proceeds to step S23 after the process of step S13, and determines whether or not a specific operation has been executed in step S23. This determination may be configured in the same manner as step S61 of the routine shown in FIG.
- step S23 the sequence processing unit 15 proceeds to step S14.
- the subsequent processing may be configured similarly to the case of FIG.
- the sequence processing unit 15 proceeds to step S24.
- step S24 the sequence processing unit 15 selects a specific route as the moving route of the object 60, and proceeds to step S19.
- the processing in the next step S19 may be configured in the same manner as in FIG. Also in this case, the movement path of the object 60 can be determined as a specific path in correspondence with a specific operation.
- the object 60 that has moved toward the operation reference unit is touch-operated at the operation reference unit (momentarily enters the hold state), and the object 60 is pushed out in a predetermined direction in that state (touch operation is performed).
- the operation of continuously changing the position of the touch operation may be employed.
- a touch operation is performed in front of the operation reference unit, and the touch operation position and the object 60 are coincident with each other when the operation reference unit and the object 60 coincide with each other toward the object 60 in the operation reference unit.
- a smash operation that slides the position of the touch operation so that the ball overlaps may be adopted.
- a time from the start to the end of the touch operation is calculated, and a predetermined direction is determined.
- Instructed information is a positional relationship between the position of the touch operation and the position of the object 60 (for example, which of the four areas S, L, R, and O is touched), and a predetermined speed.
- the touch operation time calculated as the information to be used may be used.
- FIG. 21 is a diagram schematically illustrating an example of a specific route when a specific operation is performed.
- An arrow A in FIG. 21 indicates an operation direction.
- the arrival position of the object 60 is touch-operated in accordance with the arrival of the object 60 at the first operation reference portion 55A, and the operation position changes at a predetermined speed in the arrow A direction while being touched. Shows the case.
- the second operation on the opposite side is bounced a plurality of times on both side walls 52L and 52R extending in the longitudinal direction of the game area 52 as a specific path.
- the object 60 moves along a route WS that is a predetermined distance or more toward the reference portion 55B.
- a smash operation that pushes out the object 60 at a high speed can be determined, and the moving speed of the object 60 can be set to a predetermined value or more according to the operation.
- an option for intentionally moving the object toward the opponent player at high speed can be prepared, so that the choices of the game can be expanded and the interest of the game can be improved.
- the movement path of the object 60 changes according to the touch operation.
- the configuration is not limited to such a configuration that the movement path changes according to the player's operation.
- it may be configured such that the movement route changes depending on the development of the game or the production.
- it is only necessary that the moving path of the object be changed under a predetermined condition such as an operation to the operation unit, a game development or a production.
- the movement path of the object 60 is determined according to the time interval between one operation time and the next operation time. Also good.
- the specific operation instead of determining whether or not there is a specific operation described above, it is determined whether or not the time interval between one operation time and the next operation time is a certain value or more, and the specific operation is performed. Instead of the specific route selected in this case, it is only necessary to select a route whose moving distance is a certain distance or more as the moving route. For example, by applying a constant value such that the time interval between one operation time and the next operation time gives a monotonous impression as a certain value or more, the object 60 is set to a constant value in such a time interval. It can be moved at the above speed. Thereby, it can suppress that development of a game becomes monotonous because an operation interval becomes long.
- FIG. 22 is a diagram schematically illustrating an example of a route in which the moving distance of the object 60 is a certain distance or more.
- WR is used.
- FIG. 22 is a diagram schematically illustrating an example of a route in which the moving distance of the object 60 is a certain distance or more.
- the number of beats of music is used as the rhythm of the music, and it rebounds to the second beat, the fourth beat on the right side wall 52R of the game area 52, and the third beat on the left side wall 52L. After that, the second operation reference portion 55B is reached.
- the number of rebounds is calculated based on the number of beats existing between one operation time and the next operation time, while ensuring a certain distance or more. A point that can be bounced the calculated number of times is calculated and determined. Then, a route connecting the calculated rebound points is selected as a route longer than a certain distance.
- the effect of rebounding at the side walls 52L and 52R at the time corresponding to the rhythm of music is not limited to a case where the distance is longer than a certain distance.
- such an effect may be executed on a route longer than a predetermined distance that is adopted when the above-described specific operation is executed.
- a route in which the direction of movement of the operation instruction sign changes at a time corresponding to the rhythm of the music may be used as a route longer than a predetermined distance of the operation instruction sign accompanying a specific operation.
- the operation instruction mark can be moved at a speed equal to or higher than a certain value while changing the direction according to the beat of the music in accordance with a specific operation.
- each route along which the operation instruction mark moves is provided between the operation reference units, but is not limited to such a form.
- each route may extend to both ends of the game area beyond each operation reference portion.
- each operation instruction mark moves so as to reach each operation reference unit at the operation timing described in the sequence data, and when the operation reference unit is reached, an appropriate operation to the operation unit is not performed
- the operation instruction mark can be moved until it hits the end of the game area beyond the operation reference portion.
- a repulsion point is also provided at the end of the game area, and the position at which the operation instruction mark arrives at the end of the game area may function as the position where the next operation instruction mark moves.
- the object 60 disappears at the reached arrival position, and the arrival position functions as an appearance position of the object 60 corresponding to the operation time when the common object 60 is instructed.
- the object 60 is moving so as to be repelled between the operation reference units 55A and 55B, the movement of the object 60 is not limited to such a form.
- the operation instruction mark is not extinguished every time it arrives at the rebound point that has arrived, but may be configured to actually repel at the rebound point using the common object 60 as it is.
- the operation reference portion to which the operation instruction mark is directed can be guided by changing the color to the color corresponding to the operation reference portion to be reached next.
- a rectangular area is used as the game area 52, but the game area 52 is not limited to such a form.
- Various shapes such as a polygon or a circle may be used as the game area.
- two operation reference portions 55A and 55B corresponding to both ends of the game area 52 in the longitudinal direction are provided, but the number of operation reference portions is not limited to two.
- an area in which three or more operation reference parts are set around may be used as a game area so that three or more players can play.
- control unit 10 functioning as an evaluation unit evaluates the operation timing of the touch operation by comparing it with the operation timing described in the sequence data, but the function as the evaluation unit is omitted. May be. In this case, it can be used as a battle-type game machine that induces a mistake of the opponent player while operating with a music rhythm.
- a touch panel is used as an input device, but the input device is not limited to such a form.
- the input device has a plurality of operation units such as a controller provided with a plurality of push buttons as an operation unit and a plurality of controllers including one button as an operation unit, input devices having various configurations are used. be able to.
- the operation determination button is set so as to correspond to the operation reference unit, and the direction selection button is used to It may be configured such that the movement route of the operation instruction mark when moving to the operation reference section is selected.
- next operation time 28cr is associated with display start time information that matches the previous operation time 28cf, but the present invention is not limited to such a form.
- the next operation time 28cr may be set to a time earlier than the specific operation time 28cs as the display start time. Thereby, the display period of the operation instruction
- a plurality of objects 60 are displayed. Although configured to be displayed, such a configuration may be omitted.
- the sequence data in which the operation time for each operation unit and the operation unit corresponding to the operation time are described in association with each other may be used.
- display start time data 80b as shown in FIG. 15 described above may be used.
- information in which the information indicating the object of the sequence data 28 is omitted may be used as the sequence data.
- the operation time is described in each of the above-described forms, but the display duration time may be described instead of the operation time.
- the operation time can be instructed by moving the object 60 so as to reach one of the operation reference portions at the time when the display continuation time has elapsed from the display start time.
- FIG. 23 is a diagram illustrating an example of a state where two game machines 1A and 1B are connected so as to be able to share game contents.
- a case is shown in which two game machines 1 having a shallow slope formed on the monitor 3 are arranged in parallel in the horizontal direction.
- the first operation reference portion 55A is arranged on the first player P1 side
- the monitor 3B used by the other second player P2 the second operation is performed.
- the reference part 55B is arranged on the second player P2 side.
- the game screen 50A played by the first player P1 and the game screen 50B played by the second player P2 are arranged upside down.
- the first player P1 uses the first operation reference unit 55A through the touch panel 5A superimposed on the monitor 3A
- the second player uses the second operation reference unit 55B as the operation unit through the touch panel 5B superimposed on the monitor 3B.
- each of the first operation reference unit 55A of the first game machine 1A and the second operation reference unit 55B of the second game machine 1B functions as a plurality of operation units.
- the two game machines 1 may be arranged so that the backs are aligned, that is, the two game machines 1 are back to back.
- the monitor 3 is disposed to be inclined toward the player P side, but the present invention is not limited to such a form.
- the monitor may be arranged so as to be substantially horizontal.
- one monitor is used by two players, and the first operation reference unit and the second operation reference unit are respectively used as a plurality of operation units by the two players through a common monitor and touch panel. Can do.
- FIG. 24 is a diagram illustrating an example of a game screen including a display in which the moving direction of an object changes due to a collision.
- a game screen when played by one player is used.
- the second operation reference portion 55B is not provided.
- the object as the operation instruction mark moves so as to reach the first operation reference portion 55A at the operation time described in the sequence data while repelling the wall around the game area 52.
- two objects 60a and 60b are displayed in the game area 52.
- the two broken lines in FIG. 24 indicate the planned route FP1 where the first object 60a is scheduled to move and the planned route FP2 where the second object 60b is scheduled to move.
- the first object 60a repels along the planned route FP1 on the wall at a position facing the first operation reference portion 55A, further repels on the left side wall 52L, and then reaches the position immediately before the first operation reference portion 55A. Has moved.
- the second object 60b moves along the planned route FP2 from the first operation reference portion 55A toward the wall at a position facing the first operation reference portion 55A.
- the two objects 60a and 60b collide in front of the first operation reference unit 55A.
- Two alternate long and short dash lines indicate the post-collision paths CP1 and CP2 after the planned paths FP1 and FP2 change due to the collision.
- the path of the first object 60a is changed from the planned path FP1 to the post-collision path CP1 due to the collision, and the arrival position at the first operation reference unit 55A is changed. Further, since the moving distance of the post-collision route CP1 is longer than the planned route FP1, the moving speed also changes.
- the route of the second object 60b also changes from the planned route FP2 to the post-collision route CP2 due to a collision, and the movement distance also changes.
- the movement direction of the operation instruction mark changes during the movement, it becomes difficult to predict the movement path and the arrival position of the operation instruction mark. For this reason, the difficulty level of a game can be changed further variously.
- 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 unit based on the performance time of the music.
- the game machine 1 is limited to such a configuration. It is not done.
- 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.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Optics & Photonics (AREA)
- General Engineering & Computer Science (AREA)
- General Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
以下、本発明に係るゲームシステムの第1の形態について説明する。図1は、本発明の第1の形態に係るゲームシステムが適用された業務用のゲーム機を示す図である。図1に示すように、ゲーム機1は、筐体2と、筐体2の上面にプレイヤP側に傾けられて配置される表示装置としてのモニタ3と、を備えている。モニタ3の表面には、入力装置としての透明なタッチパネル5が重ね合わされている。タッチパネル5は、プレイヤPが指等で触れると、その接触位置に応じた信号を出力する公知の入力装置である。その他にも、ゲーム機1には、選択或いは決定をするためのボタン、電源スイッチ、ボリューム操作スイッチ、電源ランプといった通常の業務用のゲーム機が備えている各種の入力装置及び出力装置が設けられているが、図1ではそれらの図示を省略している。
第1の形態では、複数のプレイヤ若しくはゲーム機自体が他のプレイヤとして機能することにより、複数のプレイヤにてプレイされるゲームが実行されているが、このような形態に限定されるものではない。本発明の第2の形態を例示して、以下にて、第1の形態と共通の構成については説明を省略し、第1の形態との主な相違点を説明する。本発明の第2の形態に係るゲームシステムとして、例えば、ゲーム機1にて実行されるゲームは、第1操作基準部55Aの一つのみが操作部と対応するように設定され、第2操作基準部55Bは単に操作指示標識を反発させるための壁として機能するように配置されているものが実現されてもよい。そして、ゲーム画面には第1操作基準部55Aのみ設けられ、操作指示標識がゲーム領域の境界に設けられた基準部としての壁で反発しつつ、シーケンスデータに記述された時期に第1操作基準部55Aのみに、或いは、第1操作基準部55A及び第1操作基準部55Aと対向する位置に配置された壁(又はその他の壁等)に到達するように移動するゲームが実行されてもよい。この場合、ゲームの難易度を多様に変化させることができるゲームであって、一人プレイ用のゲームを実現することができる。また、この場合、第1操作基準部55A及び、第1操作基準部55Aと対向する位置に配置された壁等が本発明の複数の基準部として機能する。また、シーケンスデータに記述される時期として操作時期に替えて基準時期が用いられ、この基準時期のうち第1操作基準部55Aに到達する時期が操作時期として機能する。
Claims (16)
- ゲーム画面を表示出力する表示装置と、
少なくとも一つの操作部を有する入力装置と、
ゲーム中における前記操作部に対する操作時期が記述され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、
互いに間隔をあけて配置された複数の基準部が設定されたゲーム領域を前記表示装置のゲーム画面上に表示させるゲーム領域提示手段と、
前記操作部に対する操作を指示するための操作指示標識を、当該操作指示標識が前記シーケンスデータにて指示された操作時期に前記複数の基準部のうちの少なくとも一つに到達するようにして、前記ゲーム領域内で移動させつつ表示する標識表示制御手段と、を備え、
前記標識表示制御手段は、前記操作指示標識の移動経路が所定の条件で変化するように、前記操作指示標識の表示を制御するゲームシステム。 - 前記入力装置は、前記操作部に対する操作を検出可能に構成され、
前記ゲーム領域提示手段は、前記複数の基準部の少なくとも一つが前記操作部に対応する操作基準部として設定されたゲーム領域を前記表示装置のゲーム画面上に表示させ、
前記標識表示制御手段は、前記所定の条件の一つとして、前記操作部への操作の検出結果を用いて、前記操作部に対する操作に応じて前記操作部に対応する前記操作基準部から移動するときの前記移動経路が変化するように、前記操作指示標識の表示を制御する請求項1のゲームシステム。 - 前記標識表示制御手段は、前記操作部への操作の検出結果に基づいて前記操作部に対して特定の操作が行われたか否かを判別し、前記特定の操作が行われた場合には、前記移動経路として移動距離が所定距離以上となる経路を前記操作指示標識が移動するように、前記操作指示標識の表示を制御する請求項2のゲームシステム。
- 前記標識表示制御手段は、前記所定距離以上となる経路として、一定間隔毎に移動方向が変化する経路を前記操作指示標識が移動するように、前記操作指示標識の表示を制御する請求項3のゲームシステム。
- 前記標識表示制御手段は、前記所定の条件の一つとして、前記シーケンスデータにて指示された一の操作時期と前記一の操作時期に対する次の操作時期との間の時間の間隔が一定値以上か否かを判別し、当該判別結果が一定値以上の場合に、前記移動経路として移動距離が一定距離以上となる経路を前記次の操作時期に対応する操作指示標識が移動するように、前記操作指示標識の表示を制御する請求項1~4のいずれか一項のゲームシステム。
- 前記標識表示制御手段は、前記判定結果が一定以上の場合の移動距離が一定距離以上となる経路として一定間隔毎に移動方向が変化する経路を前記次の操作時期に対応する操作指示標識が移動するように、前記操作指示標識の表示を制御する請求項5のゲームシステム。
- 前記入力装置は、更に前記操作部に対する操作の操作位置を検出可能に構成され、
前記標識表示制御手段は、前記操作部に対する操作として前記操作位置を用いて、前記操作位置と前記操作指示標識の位置との間の位置関係に応じて前記移動経路が変化するように、前記操作指示標識の表示を制御する請求項2~6のいずれか一項のゲームシステム。 - 前記標識表示制御手段は、前記操作指示標識の移動速度が一定範囲内に収まるように、前記操作部の操作に応じた移動経路の変化を制限する制限手段を備える請求項2~7のいずれか一項のゲームシステム。
- 前記入力装置は、複数の操作部を有し、
前記シーケンスデータには、ゲーム中における前記複数の操作部のそれぞれに対する操作時期と前記複数の操作部のいずれかを指示する情報とが対応付けて記述されており、
前記ゲーム領域提示手段は、前記複数の基準部のうち前記複数の操作部にそれぞれ対応する各基準部がそれぞれ操作基準部として設定されたゲーム領域を前記表示装置のゲーム画面上に表示させ、
前記標識表示制御手段は、前記操作指示標識が前記シーケンスデータにて指示された操作時期に当該操作時期に対応付けられた操作部に対応する操作基準部に到達するようにして、前記操作指示標識を前記ゲーム領域内で移動させつつ表示するとともに、前記操作指示標識が次の操作基準部へ向かうときの移動経路が所定の条件で変化するように、前記操作指示標識の表示を制御する請求項1~8のいずれか一項のゲームシステム。 - 前記ゲーム領域提示手段は、四角形に形成された領域であって、直線状に延びる2つの操作基準部が前記四角形の一の両端に互いに対向するように設定されている領域を前記ゲーム領域として前記表示装置の画面上に表示させる請求項9のゲームシステム。
- 前記入力装置として前記ゲーム領域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1~10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前記複数の基準部のうち少なくとも一つの基準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1~11のいずれか一項のゲームシステム。
- 音声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1~12のいずれか一項のゲームシステム。 - 音声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と前記楽曲の拍に対応する情報とが対応付けて記述され、
前記標識表示制御手段は、前記一定間隔として前記楽曲の拍を用いる請求項4又は6のゲームシステム。 - ゲーム画面を表示出力する表示装置と、少なくとも一つの操作部を有する入力装置と、ゲーム中における前記操作部に対する操作時期が記述され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に組み込まれるコンピュータに、
互いに間隔をあけて配置された複数の基準部が設定されたゲーム領域を前記表示装置のゲーム画面上に表示させるゲーム領域提示工程と、
前記操作部に対する操作を指示するための操作指示標識を、当該操作指示標識が前記シーケンスデータにて指示された操作時期に前記複数の基準部のうちの少なくとも一つに到達するようにして、前記ゲーム領域内で移動させつつ表示する標識表示制御工程と、を実行させ、
更に、前記標識表示制御工程にて、前記操作指示標識の移動経路が所定の条件で変化するように、前記操作指示標識の表示を制御する工程を実行させるゲームシステムの制御方法。 - ゲーム画面を表示出力する表示装置と、少なくとも一つの操作部を有する入力装置と、
ゲーム中における前記操作部に対する操作時期が記述され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に組み込まれるコンピュータを、
互いに間隔をあけて配置された複数の基準部が設定されたゲーム領域を前記表示装置のゲーム画面上に表示させるゲーム領域提示手段及び、前記操作部に対する操作を指示するための操作指示標識を、当該操作指示標識が前記シーケンスデータにて指示された操作時期に前記複数の基準部のうちの少なくとも一つに到達するようにして、前記ゲーム領域内で移動させつつ表示する標識表示制御手段として機能させるように構成され、
更に、前記標識表示制御手段を、前記操作指示標識の移動経路が所定の条件で変化するように、前記操作指示標識の表示を制御する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。
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020127027881A KR101408555B1 (ko) | 2010-04-28 | 2011-04-27 | 게임 시스템, 그것에 이용하는 제어 방법 및 컴퓨터 프로그램이 기억된 기억 매체 |
US13/643,277 US8771068B2 (en) | 2010-04-28 | 2011-04-27 | Game system, control method of controlling computer, and a storage medium storing a computer program |
JP2012506239A JP4971533B2 (ja) | 2010-04-28 | 2011-04-27 | 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 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2010-104538 | 2010-04-28 | ||
JP2010104538 | 2010-04-28 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2011136303A1 true WO2011136303A1 (ja) | 2011-11-03 |
Family
ID=43619133
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2011/060327 WO2011136303A1 (ja) | 2010-04-28 | 2011-04-27 | 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 |
Country Status (6)
Country | Link |
---|---|
US (1) | US8771068B2 (ja) |
JP (3) | JP4971533B2 (ja) |
KR (1) | KR101408555B1 (ja) |
CN (2) | CN102940966B (ja) |
TW (1) | TW201212982A (ja) |
WO (1) | WO2011136303A1 (ja) |
Cited By (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2012117848A1 (ja) * | 2011-03-01 | 2012-09-07 | 株式会社コナミデジタルエンタテインメント | ゲーム機、並びに、それに用いる制御方法及びコンピュータプログラムを記憶した記憶媒体 |
CN102760205A (zh) * | 2012-06-12 | 2012-10-31 | 北京像素软件科技股份有限公司 | 一种传送游戏对象的方法 |
WO2013069648A1 (ja) * | 2011-11-09 | 2013-05-16 | 株式会社コナミデジタルエンタテインメント | ゲーム機、それに用いる制御方法及び、コンピュータプログラム |
WO2013069647A1 (ja) * | 2011-11-09 | 2013-05-16 | 株式会社コナミデジタルエンタテインメント | ゲーム機、それに用いる制御方法及び、コンピュータプログラム |
WO2014007204A1 (ja) * | 2012-07-06 | 2014-01-09 | 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、それに用いられる制御方法、及びコンピュータプログラム |
KR101574046B1 (ko) * | 2012-06-18 | 2015-12-02 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | 데이터 생성 시스템, 그에 이용되는 데이터 생성 방법 및 기억 매체 |
CN111729291A (zh) * | 2020-06-12 | 2020-10-02 | 网易(杭州)网络有限公司 | 一种交互方法、装置、电子设备和存储介质 |
Families Citing this family (11)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN102940966B (zh) * | 2010-04-28 | 2015-08-26 | 科乐美数码娱乐株式会社 | 游戏系统 |
JP5237325B2 (ja) * | 2010-04-28 | 2013-07-17 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、ビデオゲーム処理方法、およびビデオゲーム処理プログラム |
JP5161328B2 (ja) * | 2011-03-04 | 2013-03-13 | 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のコンピュータプログラム |
WO2012132770A1 (ja) * | 2011-03-30 | 2012-10-04 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、プログラム、及び情報記憶媒体 |
JP5890968B2 (ja) * | 2011-05-31 | 2016-03-22 | 株式会社タイトー | ゲーム装置、ゲームプログラム |
JP5372212B2 (ja) | 2012-05-25 | 2013-12-18 | 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、それに用いられる制御方法及びコンピュータプログラム |
JP5890302B2 (ja) | 2012-12-25 | 2016-03-22 | 株式会社コナミデジタルエンタテインメント | ゲーム機、それに用いられる制御方法及びコンピュータプログラム |
JP6195092B2 (ja) * | 2016-02-17 | 2017-09-13 | 株式会社コナミデジタルエンタテインメント | ゲーム機、及びそれに用いられるコンピュータプログラム |
CN109718551B (zh) * | 2018-12-29 | 2022-05-24 | 北京金山安全软件有限公司 | 一种音乐文件处理方法和装置 |
CN112957712B (zh) * | 2021-02-05 | 2021-11-30 | 北京深蓝长盛科技有限公司 | 排球运动中主攻队员扣球数据的统计方法和装置及设备 |
JP7482303B1 (ja) | 2023-09-01 | 2024-05-13 | 株式会社Cygames | 情報処理プログラム、ゲーム装置および情報処理方法 |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH0398422U (ja) * | 1990-01-26 | 1991-10-14 | ||
JP2922509B2 (ja) * | 1997-09-17 | 1999-07-26 | コナミ株式会社 | 音楽演出ゲーム機、音楽演出ゲーム用の演出操作指示システムおよびゲーム用のプログラムが記録されたコンピュータ読み取り可能な記憶媒体 |
JP4039776B2 (ja) * | 1999-10-04 | 2008-01-30 | 新世代株式会社 | ボールパドルゲーム装置 |
Family Cites Families (21)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR100542858B1 (ko) | 1998-07-14 | 2006-01-20 | 고나미 가부시키가이샤 | 게임 시스템 및 컴퓨터 판독 가능한 기억매체 |
JP3031676B1 (ja) | 1998-07-14 | 2000-04-10 | コナミ株式会社 | ゲ―ムシステムおよびコンピュ―タ読み取り可能な記憶媒体 |
JP2000155543A (ja) * | 1998-11-20 | 2000-06-06 | Sega Enterp Ltd | 遊戯装置および発光装置 |
US7052392B2 (en) * | 2001-12-31 | 2006-05-30 | Igt | Method and apparatus for providing an advantage to a player in a bonus game |
JP3916965B2 (ja) * | 2002-02-20 | 2007-05-23 | アルゼ株式会社 | ゲーム機 |
JP3098422U (ja) | 2003-06-09 | 2004-03-04 | 新世代株式会社 | 音楽ゲーム装置及び音楽ゲームシステム |
US7682237B2 (en) | 2003-09-22 | 2010-03-23 | Ssd Company Limited | Music game with strike sounds changing in quality in the progress of music and entertainment music system |
US7309287B2 (en) * | 2003-12-10 | 2007-12-18 | Nintendo Co., Ltd. | Game machine having display screen with touch panel |
AU2005201050A1 (en) | 2004-03-11 | 2005-09-29 | Aruze Corp. | Gaming machine and program thereof |
US7578742B2 (en) * | 2004-03-26 | 2009-08-25 | Nintendo Co., Ltd. | Recording medium storing video game program and video game device |
JP3962059B2 (ja) * | 2005-01-14 | 2007-08-22 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム制御方法及びプログラム |
US8003872B2 (en) * | 2006-03-29 | 2011-08-23 | Harmonix Music Systems, Inc. | Facilitating interaction with a music-based video game |
US8907193B2 (en) * | 2007-02-20 | 2014-12-09 | Ubisoft Entertainment | Instrument game system and method |
US20080200224A1 (en) * | 2007-02-20 | 2008-08-21 | Gametank Inc. | Instrument Game System and Method |
US7625284B2 (en) * | 2007-06-14 | 2009-12-01 | Harmonix Music Systems, Inc. | Systems and methods for indicating input actions in a rhythm-action game |
JP5282315B2 (ja) * | 2007-06-19 | 2013-09-04 | エヌエイチエヌ コーポレーション | オブジェクト表示同期制御方法及びオンラインシステム |
US8317614B2 (en) * | 2008-04-15 | 2012-11-27 | Activision Publishing, Inc. | System and method for playing a music video game with a drum system game controller |
TWM370425U (en) * | 2009-06-04 | 2009-12-11 | wei-xuan Wu | Game machine for training response |
US8292733B2 (en) * | 2009-08-31 | 2012-10-23 | Disney Enterprises, Inc. | Entertainment system providing dynamically augmented game surfaces for interactive fun and learning |
US8282457B1 (en) * | 2009-11-27 | 2012-10-09 | Brandon Edwards | Electronic table game |
CN102940966B (zh) * | 2010-04-28 | 2015-08-26 | 科乐美数码娱乐株式会社 | 游戏系统 |
-
2010
- 2010-11-02 CN CN201210443738.6A patent/CN102940966B/zh active Active
- 2010-11-02 CN CN2010105341292A patent/CN101982211B/zh active Active
-
2011
- 2011-04-27 KR KR1020127027881A patent/KR101408555B1/ko active IP Right Grant
- 2011-04-27 WO PCT/JP2011/060327 patent/WO2011136303A1/ja active Application Filing
- 2011-04-27 JP JP2012506239A patent/JP4971533B2/ja active Active
- 2011-04-27 US US13/643,277 patent/US8771068B2/en active Active
- 2011-04-28 TW TW100114882A patent/TW201212982A/zh unknown
-
2012
- 2012-04-05 JP JP2012086531A patent/JP5865765B2/ja active Active
-
2015
- 2015-12-28 JP JP2015256493A patent/JP6156660B2/ja active Active
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH0398422U (ja) * | 1990-01-26 | 1991-10-14 | ||
JP2922509B2 (ja) * | 1997-09-17 | 1999-07-26 | コナミ株式会社 | 音楽演出ゲーム機、音楽演出ゲーム用の演出操作指示システムおよびゲーム用のプログラムが記録されたコンピュータ読み取り可能な記憶媒体 |
JP4039776B2 (ja) * | 1999-10-04 | 2008-01-30 | 新世代株式会社 | ボールパドルゲーム装置 |
Cited By (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2012117848A1 (ja) * | 2011-03-01 | 2012-09-07 | 株式会社コナミデジタルエンタテインメント | ゲーム機、並びに、それに用いる制御方法及びコンピュータプログラムを記憶した記憶媒体 |
US8876602B2 (en) | 2011-03-01 | 2014-11-04 | Konami Digital Entertainment Co., Ltd. | Game machine, and control method and storage medium storing computer program used therefor |
US20140309034A1 (en) * | 2011-11-09 | 2014-10-16 | Konami Digital Entertainment Co., Ltd. | Game machine, control method used therefor, and a non-transitory computer readable storage medium storing a computer program |
WO2013069648A1 (ja) * | 2011-11-09 | 2013-05-16 | 株式会社コナミデジタルエンタテインメント | ゲーム機、それに用いる制御方法及び、コンピュータプログラム |
JP2013099482A (ja) * | 2011-11-09 | 2013-05-23 | Konami Digital Entertainment Co Ltd | ゲーム機、それに用いる制御方法及び、コンピュータプログラム |
JP2013099481A (ja) * | 2011-11-09 | 2013-05-23 | Konami Digital Entertainment Co Ltd | ゲーム機、それに用いる制御方法及び、コンピュータプログラム |
US10118094B2 (en) | 2011-11-09 | 2018-11-06 | Konami Digital Entertainment Co., Ltd. | Game machine, control method used therefor, and a non-transitory computer readable storage medium storing a computer program |
WO2013069647A1 (ja) * | 2011-11-09 | 2013-05-16 | 株式会社コナミデジタルエンタテインメント | ゲーム機、それに用いる制御方法及び、コンピュータプログラム |
CN102760205A (zh) * | 2012-06-12 | 2012-10-31 | 北京像素软件科技股份有限公司 | 一种传送游戏对象的方法 |
KR101574046B1 (ko) * | 2012-06-18 | 2015-12-02 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | 데이터 생성 시스템, 그에 이용되는 데이터 생성 방법 및 기억 매체 |
JP2014014459A (ja) * | 2012-07-06 | 2014-01-30 | Konami Digital Entertainment Co Ltd | ゲームシステム、それに用いられる制御方法、及びコンピュータプログラム |
KR101541683B1 (ko) | 2012-07-06 | 2015-08-03 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | 게임기, 그것에 사용되는 제어 방법 및 컴퓨터 프로그램이 기억된 기억 매체 |
WO2014007204A1 (ja) * | 2012-07-06 | 2014-01-09 | 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、それに用いられる制御方法、及びコンピュータプログラム |
US10195527B2 (en) | 2012-07-06 | 2019-02-05 | Konami Digital Entertainment Co., Ltd. | Game system, control method used therein, and non-transitory computer readable storage medium |
CN111729291A (zh) * | 2020-06-12 | 2020-10-02 | 网易(杭州)网络有限公司 | 一种交互方法、装置、电子设备和存储介质 |
CN111729291B (zh) * | 2020-06-12 | 2024-02-09 | 网易(杭州)网络有限公司 | 一种交互方法、装置、电子设备和存储介质 |
Also Published As
Publication number | Publication date |
---|---|
JP2012152567A (ja) | 2012-08-16 |
US8771068B2 (en) | 2014-07-08 |
CN101982211B (zh) | 2013-09-11 |
CN101982211A (zh) | 2011-03-02 |
JP6156660B2 (ja) | 2017-07-05 |
CN102940966B (zh) | 2015-08-26 |
KR101408555B1 (ko) | 2014-06-18 |
JP5865765B2 (ja) | 2016-02-17 |
TW201212982A (en) | 2012-04-01 |
US20130040733A1 (en) | 2013-02-14 |
JPWO2011136303A1 (ja) | 2013-07-22 |
JP2016105764A (ja) | 2016-06-16 |
JP4971533B2 (ja) | 2012-07-11 |
CN102940966A (zh) | 2013-02-27 |
KR20130018794A (ko) | 2013-02-25 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP6156660B2 (ja) | ゲームシステム、及びコンピュータプログラム | |
JP4885290B2 (ja) | ゲームシステム及び、それに用いる制御方法 | |
JP4827982B1 (ja) | 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 | |
JP4885291B2 (ja) | ゲームシステム、データ生成システム、それに用いるデータ生成方法及び、コンピュータプログラム | |
JP5214752B2 (ja) | 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 | |
JP4890629B2 (ja) | 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 | |
JP4827978B2 (ja) | ゲームシステム及び、それに用いる制御方法 | |
JP5792339B2 (ja) | ゲームシステム、それに用いるデータ生成方法及び、コンピュータプログラム | |
JP2012050893A (ja) | 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 | |
JP5536020B2 (ja) | 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 | |
JP5437356B2 (ja) | ゲームシステム及び、それに用いる制御方法 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 11775084 Country of ref document: EP Kind code of ref document: A1 |
|
WWE | Wipo information: entry into national phase |
Ref document number: 2012506239 Country of ref document: JP |
|
WWE | Wipo information: entry into national phase |
Ref document number: 13643277 Country of ref document: US |
|
ENP | Entry into the national phase |
Ref document number: 20127027881 Country of ref document: KR Kind code of ref document: A |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 11775084 Country of ref document: EP Kind code of ref document: A1 |