WO2013011926A1 - ゲーム機、それに用いるコンピュータプログラム及び、制御方法 - Google Patents

ゲーム機、それに用いるコンピュータプログラム及び、制御方法 Download PDF

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Publication number
WO2013011926A1
WO2013011926A1 PCT/JP2012/067859 JP2012067859W WO2013011926A1 WO 2013011926 A1 WO2013011926 A1 WO 2013011926A1 JP 2012067859 W JP2012067859 W JP 2012067859W WO 2013011926 A1 WO2013011926 A1 WO 2013011926A1
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WO
WIPO (PCT)
Prior art keywords
game
time
game machine
route
predetermined
Prior art date
Application number
PCT/JP2012/067859
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English (en)
French (fr)
Japanese (ja)
Inventor
宜隆 西村
和波 林
哲浩 本城
葵 田上
恵理子 本橋
夕季 佐藤
勇馬 宮崎
秀典 小寺
石川 貴之
Original Assignee
株式会社コナミデジタルエンタテインメント
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to CN201280031765.0A priority Critical patent/CN103635239B/zh
Publication of WO2013011926A1 publication Critical patent/WO2013011926A1/ja

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/69Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot

Definitions

  • the present invention relates to a game machine, a computer program used therefor, and a control method.
  • a notes bar corresponding to the rhythm sound is displayed along a predetermined route, and the operation time is moved by moving the notes bar toward the reference line so that the notes bar coincides with the reference line corresponding to the current time.
  • a music game to be guided is known (see, for example, Patent Document 1).
  • the operation time is guided by the coincidence of the notes bar and the reference line. Further, the guided operation time is compared with the actual operation time for the simulated guitar as the operation means, and the actual operation time is evaluated.
  • the movement path of the Notes bar that is, the movement direction and the movement distance are always constant. For this reason, there is a possibility that the player becomes accustomed and the interest of the game is lowered.
  • an object of the present invention is to provide a game machine capable of suppressing the familiarity of the player, a computer program used therefor, and a control method.
  • the game machine of the present invention is a game machine in which a reference sign that moves along a predetermined route from a starting position to an arrival position is displayed on a game screen, and the predetermined route is displayed during a game according to a predetermined condition.
  • Form changing means for changing the form is provided.
  • the form of the predetermined route along which the reference sign moves changes according to the predetermined condition.
  • the display position, display range, moving direction, moving distance, etc. of the reference sign can be changed, so that the player's line of sight, operation, etc. can be changed.
  • the player's familiarity can be suppressed through such changes, so that the fun of the game can be improved.
  • the form of the predetermined route may be changed in any way.
  • the form changing means may change the form of the predetermined route so that the moving direction of the reference sign changes.
  • the form changing means may change the form of the predetermined route so that the moving direction of the reference sign changes at least once in the middle of the predetermined route.
  • the form changing means may change the form of the predetermined route so that the moving direction of the reference sign changes a plurality of times in the middle of the predetermined route. In this case, the length of the predetermined path can be increased with the change of the form. For this reason, the moving distance of the reference sign can be changed.
  • sequence data storage means for storing sequence data describing an operation timing for executing a predetermined operation in the game, and a predetermined time from the current time on the game toward the future
  • the operation time included in the range is determined based on the sequence data
  • the reference sign is displayed corresponding to each determined operation time
  • the reference sign is displayed together with the current time mark corresponding to the current time.
  • the distance between the reference sign and the current time sign decreases as the time difference between each operation time and the current time decreases along the predetermined route.
  • guiding means may further comprise a.
  • the reference sign is used for operation guidance, so that the player is likely to pay attention.
  • the operation requested to the player can be changed through a change in the form of the predetermined route. That is, a new operation can be requested from the player.
  • the operation time to be guided is the time described in the sequence data and does not change.
  • the change in the form is accompanied by a change in the distance of the predetermined route, the distance at which relative displacement should be caused changes. Therefore, in such a case, the speed of relative displacement between the reference sign and the current time sign can be changed by changing the form. Thereby, the difficulty level of a game can be changed.
  • the reference sign may be used for various operation guidance.
  • the game machine further includes an input device having at least one operation unit, and the sequence data describes the operation time in association with information specifying the operation unit.
  • the operation unit is provided with a reference unit that is operated so that the position thereof changes, and the operation guide means intersects the predetermined route according to a change in the position of the reference unit.
  • An operation corresponding sign that moves in the direction of movement may be further displayed. In this case, since the player can recognize the result of his / her operation through the operation corresponding sign, it is possible to prompt a more appropriate operation to the operation unit.
  • the input device has a center line as the operation unit and is configured to be rotatable around the center line, and the position of the outer peripheral portion is rotated with the rotation.
  • a rotating operation member that changes may be provided, and the outer peripheral portion of the rotation operation member may be used as the reference portion.
  • the operation unit is not limited to one.
  • the input device includes a plurality of operation units, and the sequence data corresponds to information specifying one of the plurality of operation units in the operation time.
  • the operation guidance means may display the reference sign in a manner that allows the operation unit corresponding to each operation time to be identified. Further, in this aspect, the operation guide means displays a plurality of predetermined routes respectively corresponding to the plurality of operation units, and a reference sign corresponding to the operation unit on a predetermined route corresponding to each operation unit. By arranging the reference signs, the reference signs may be displayed in such a manner that the operation unit corresponding to each operation time can be discriminated.
  • 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 the time during playback of the music as the operation time. In this case, it is possible to provide a music game that can suppress player's familiarity.
  • a computer program for a game machine is a computer program incorporated in a game machine in which a reference sign that moves along a predetermined route from a starting position to an arrival position is displayed on a game screen according to predetermined conditions. It is configured to function as a form changing means for changing the form of the predetermined route.
  • a reference sign that moves along a predetermined route from the departure position to the arrival position is displayed on a game screen in accordance with a predetermined condition.
  • a form changing step for changing the form of the predetermined route during the game is executed.
  • the game machine of the present invention can be realized by executing the computer program or the control method of the present invention.
  • the display position, display range, moving direction, moving distance, etc. of the reference sign can be changed through the change in the form of the predetermined route. Operations can be changed. Thereby, player's familiarity can be suppressed.
  • the figure which shows the external appearance of the game machine which concerns on one form of this invention The front view of the game machine of FIG. The rear view of the game machine of FIG. The side view of the game machine of FIG. The top view which looked at the game machine of FIG. 1 from upper direction.
  • the figure which expands and shows the control panel of FIG. The functional block diagram of a game machine.
  • the figure which shows an example of a game screen typically.
  • the figure which shows an example of the content of sequence data The figure which shows an example of the flowchart of an instruction
  • FIG. 1 is a diagram illustrating an appearance of a game machine according to one embodiment of the present invention.
  • 2 is a front view
  • FIG. 3 is a rear view
  • FIG. 4 is a side view
  • FIG. 5 is a plan view.
  • the game machine 1 includes a monitor 2, a control panel 3 as an input device, and two speakers 4 as sound output devices.
  • Each speaker 4 is configured to be capable of emitting light, and its emission color changes during play.
  • the game machine 1 is provided with various input devices and output devices included in a normal business game machine such as a volume operation switch, a power switch, and a power lamp. 1 to 5 do not show them. Further, a plurality of game machines 1 may be used side by side.
  • FIG. 6 is an enlarged view of the control panel 3 of FIG.
  • the control panel 3 is provided with two volume controllers 9 as rotation operation members and six buttons 13 as operation units.
  • the six buttons 13 are classified into four large buttons 13D and two small buttons 13S smaller than the large buttons 13D.
  • the surface 3S is classified into a first region D1 and a second region D2.
  • a broken line D in FIG. 6 indicates a boundary between the first region D1 and the second region D2.
  • the four large buttons 13D are arranged in the first area D1 above the two small buttons 13S, and the two small buttons are arranged in the second area D2 below the first area D1.
  • the four large buttons 13D are arranged so as to form a line in the horizontal direction.
  • the two small buttons 13S are also arranged so as to form a line in the horizontal direction.
  • buttons 13 are respectively arranged at the left and right target positions with reference to the vertical line JL that bisects the surface 3S of the control panel 3 in the left-right direction LR.
  • the vertical line JL bisects the first region D1 and the second region D2 to the left and right. That is, the control panel 3 is classified into the left region 3A and the right region 3B by the vertical line JL, and each of these regions 3A, 3B includes three buttons 13. Then, the three buttons 13 included in the left region 3A and the three buttons 13 included in the right region 3B are arranged at left and right target positions with reference to the vertical line JL.
  • the small button 13S is arranged on an intermediate line BT formed in the middle of the left and right direction LR between the two large buttons 13D included in each of the areas 3A and 3B. In this way, a predetermined positional relationship is formed between one small button and two large buttons 13D respectively included in the left and right regions 3A and 3B.
  • 6 are imaginary lines, and are not provided on the actual control panel 3.
  • the volume controller 9 is arranged in the second area D2. Further, the two volume controllers 9 are also classified by the vertical disconnection line JL into a left volume controller 9A included in the left area 3A and a right volume controller 9B included in the right area 3B. These volume controllers 9A and 9B are also arranged on the left and right sides with respect to the vertical line JL.
  • the volume controller 9 is formed in a cylindrical shape having a center line CL.
  • the volume controller 9 includes a shaft portion (not shown) extending in a direction intersecting the surface 3S along the center line CL, and a knob portion 9T attached to be fixed to the shaft portion. The shaft portion is provided so as to be able to rotate both left and right around the center line CL.
  • the volume controller 9 is configured to be rotatable both counterclockwise and clockwise around the center line CL.
  • the volume controller 9 is rotated by the player in both the left and right directions via the knob portion 9T. Further, the position of the outer peripheral portion SP of the knob portion 9T changes with the rotation operation.
  • the outer peripheral portion SP of the knob portion 9T functions as a reference portion of the present invention.
  • FIG. 7 is a functional block diagram of the game machine 1.
  • a control unit 15 as a computer is provided inside the game machine 1. Further, the control panel 3, the monitor 2 and the speaker 4 are connected to the control unit 15.
  • the control unit 15 includes a game control unit 16 as a control subject, a display control unit 17 that operates according to an output from the game control unit 16, and an audio output control unit 18.
  • the game control unit 16 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 17 draws an image corresponding to the image data given from the game control unit 16 in the frame buffer, and outputs a video signal corresponding to the drawn image to the monitor 2, whereby a predetermined signal is displayed on the monitor 2.
  • the audio output control unit 18 generates an audio reproduction signal corresponding to the audio reproduction data given from the game control unit 16 and outputs the audio reproduction signal to the speaker 4 to reproduce predetermined audio (including music) from the speaker 4.
  • an external storage device 20 is connected to the game control unit 16.
  • 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 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 according to a predetermined procedure on the game machine 1.
  • the game program 21 includes a sequence control module 23, an evaluation module 24, and a route control module 25 for realizing the functions according to the present invention.
  • the game control unit 16 executes various operations necessary to operate as the game machine 1 by executing the operation program stored in the internal storage device.
  • the game control unit 16 sets an environment for executing the music game according to the game program 21.
  • a sequence processing unit 26 is generated in the game control unit 16.
  • an operation evaluation unit 27 is generated in the game control unit 16.
  • the route control module 25 of the game program 21 is executed by the game control unit 16, whereby a route control unit 28 is generated in the game control unit 16.
  • the sequence processing unit 26, the operation evaluation unit 27, and the route control unit 28 are logical devices realized by a combination of computer hardware and a computer program.
  • the sequence processing unit 26 performs a music game process in which an operation is instructed to the player in accordance with the reproduction of music (music) selected by the player, or an effect such as a sound effect is generated in accordance with the operation of the player.
  • the operation evaluation unit 27 executes a process for evaluating the player's operation.
  • the route control unit 28 executes a process of changing the display mode of a predetermined route displayed during the game.
  • the game program 21 includes various program modules necessary for executing the music game in addition to the modules 23, 24, and 25 described above.
  • the game control unit 16 corresponds to these modules. Although logical devices are generated, they are not shown.
  • 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 29, sound effect data 30, and image data 31.
  • the music data 29 is data necessary to reproduce and output music to be played from the speaker 4. Although one type of music data 29 is shown in FIG. 7, in practice, the player can select music to play from a plurality of music.
  • a plurality of types of music data 29 respectively corresponding to the plurality of types of music are recorded with information for identifying the music.
  • the external storage device 20 functions as music data storage means.
  • the sound effect data 30 is data in which a plurality of types of sound effects to be output from the speaker 4 in response to the operation of the player are recorded in association with unique codes for each sound effect.
  • the sound effects include various kinds of sounds such as music.
  • the sound effect data 30 may be prepared for a predetermined number of octaves by changing the pitch for each type.
  • the image data 31 is data for causing the monitor 2 to display a background image, various objects, icons, and the like in the game screen.
  • the game data 22 further includes sequence data 32.
  • the sequence data 32 is data defining operations and the like to be instructed to the player. At least one sequence data 32 is prepared for one piece of music data 29. Details of the sequence data 32 will be described later.
  • the control panel 3 is provided with a detection device 35 inside.
  • the detection device 35 detects an operation on the button 13 or an operation on the volume controller 9. Specifically, the detection device 35 detects the amount and direction of rotation of the volume controller 9 (or the position of the reference portion in the circumferential direction) or the presence or absence of an operation of pressing the button 13.
  • the detection result of the detection device 35 is output to the game control unit 16 and used for various processes executed by the game control unit 16.
  • a known device may be applied as the detection device 35.
  • the detection device 35 may be provided separately for the volume controller 9 and for the button 13, or may be provided for each of the six buttons 13 and the two volume controllers 9.
  • FIG. 8 is a diagram schematically showing an example of the game screen.
  • the game screen 40 includes a route display area KR.
  • the route display area KR includes four tracks TL as a predetermined route and two spare tracks YT.
  • the four tracks TL extend from the back side (upper side) UP as one end side of the screen toward the front side (lower side) DP as the other end side so as to produce a virtual three-dimensional space.
  • the four tracks TL are arranged between two dividing lines SL extending from the back side UP of the screen toward the near side DP.
  • the depth direction TD in which the track TL extends is used as a time axis direction (first direction).
  • These four tracks TL correspond to the four large buttons 13D, respectively.
  • a spare track YT extending from the back side UP of the screen toward the front side DP is arranged on each side of the two dividing lines SL.
  • a reference line KL as a current time sign is arranged below (front side) the route display area KR.
  • the reference line KL extends linearly so as to cross the four tracks TL in the left-right direction (second direction).
  • Each track TL displays an object OJ as a reference mark at an appropriate time.
  • a large object DJ is also displayed at an appropriate time.
  • the large object DJ is arranged so as to straddle two left sides or two right sides of the four tracks TL.
  • the object OJ and the large object DJ move from the back side UP of the track TL toward the front side DP.
  • the player is required to execute an appropriate operation in accordance with the arrival of the object OJ and the large object DJ to the reference line KL.
  • the player when the object OJ reaches the reference line KL, the player is requested to press the large button 13D corresponding to the track TL on which the object OJ is arranged. Further, in accordance with the arrival of the large object DJ on the reference line KL, the player is requested to press the small button 13S positioned below the large button 13D corresponding to the two tracks TL over which the large object DJ straddles. A deviation between the player operation time and the time when the object OJ or the large object DJ reaches the reference line KL is evaluated. In this embodiment, one end of the rear side UP of the track TL functions as a starting position, and the reference line KL functions as an arrival position.
  • FIG. 9 is a diagram illustrating another example of the game screen.
  • the game screen 40R includes two designated routes R.
  • the two instruction routes R are arranged on the back side UP of the screen so as to cross each other and draw the letter X.
  • one designated route R1 extends from the right spare track YT to the left spare track YT while obliquely intersecting the four tracks TL
  • the other designated route R2 extends from the left spare track YT to the right.
  • the four tracks TL extend while obliquely intersecting the spare track YT.
  • One right instruction path R1 corresponds to the right volume controller 9B
  • the other left instruction path R2 corresponds to the left volume controller 9A.
  • FIG. 10 is a diagram showing a game screen after a predetermined time has elapsed from the game screen 40R of FIG.
  • two cursors KG corresponding to each of the two designated routes R are displayed on the reference line KL as the designated route R reaches the reference line KL.
  • the cursor KG moves left and right on the reference line KL in response to a rotation operation on the volume controller 9.
  • the right cursor KG1 displayed corresponding to the right instruction path R1 is for the right volume controller 9B
  • the left cursor KG2 displayed corresponding to the left instruction path R2 is for the rotation operation of the left volume controller 9A. Move accordingly.
  • the player is required to perform an operation such that each cursor KG does not protrude from the corresponding instruction route R.
  • the player is required to perform a rotation operation in which the right cursor KG1 is placed outside the right instruction route R1 and the left cursor KG2 is placed outside the left instruction route R2.
  • a penalty is given.
  • the cursor KG does not go outside the designated route R until the designated route R passes the reference line KL.
  • a privilege is given.
  • the penalty for example, subtraction of a predetermined gauge at which the game ends when the value becomes zero, or subtraction of the acquired score may be used.
  • there is no penalty only by granting a privilege As an example of a privilege, score acquisition, addition of a predetermined gauge, or the like may be used.
  • FIG. 11 is a diagram illustrating another example of the designated route R.
  • an instruction route RX that extends orthogonally to the four tracks TL may be displayed.
  • the instruction path RX includes a rectilinear portion RXa extending along the spare track YT and an orthogonal portion RXb extending in a direction orthogonal to the track TL.
  • two designated routes RX are displayed.
  • the instruction path RX1 arranged on the far side includes a rectilinear portion RXa extending along the left spare track YT and a rectilinear portion RXa extending along the right spare track YT in order from the back side UP to the near side DP.
  • the instruction path RX2 arranged on the front side is, in order from the back side UP to the front side DP, a straight traveling portion RXa extending along the right spare track YT and a straight traveling portion extending along the left spare track YT.
  • RXa is arranged so as to sandwich the orthogonal part RXb.
  • the direction in which the rectilinear portion RXa located on the back side across the orthogonal portion RXb extends along the right spare track YT corresponds to the right volume controller 9B.
  • the direction in which the rectilinear portion RXa located on the back side across the orthogonal portion RXb extends along the left spare track YT corresponds to the left volume controller 9A. That is, the instruction path RX1 disposed on the back side corresponds to the left volume controller 9A, and the instruction path RX2 disposed on the front side corresponds to the right volume controller 9B.
  • the instruction paths R may be displayed in such a manner that they can be distinguished from each other, such as different color schemes for the instruction paths R corresponding to the volume controllers 9A and 9B.
  • Each element (including each function) for changing the music being played is assigned to each volume controller 9A, 9B.
  • a guitar sound is assigned to the left volume controller 9A of the A region 3A, and a vocal sound is assigned to the right volume controller 9B as elements that change the music. Then, the volume of the guitar sound or vocal sound changes in accordance with the rotation operation on each volume controller 9A, 9B.
  • an effector function may be assigned to the volume controller 9.
  • the degree of the effect on the music may change according to the rotation operation on the volume controller 9.
  • a change that emphasizes a sound in a specific frequency band with respect to the original sound source of the music may be realized.
  • the emphasized band frequency may be increased or decreased according to the rotation operation on the volume controller 9.
  • the volume controller 9 may be assigned a scratch function, that is, a function for increasing or decreasing the playback speed of music. Specifically, in accordance with a rotation operation on the volume controller 9, a scratch effect corresponding to an increase in the reproduction speed and a scratch effect corresponding to a decrease in the reproduction speed may be generated in the music.
  • the button 13 may be assigned a predetermined sound effect. That is, a predetermined sound effect may be added to the music piece by pressing the button 13.
  • FIG. 12 is a diagram illustrating a first modification of the route display area KR. As shown in FIG. 12, the route display area KR1 according to the first modified example is displayed so that the whole is inclined obliquely downward to the right. With such a change in the form of the route display area KR1, the form of the track TL, the spare track YT, and the reference line KL also changes.
  • the reference line KL has a change that is inclined so that the left end moves upward and the reference line KL rises from the right to the left. Has occurred.
  • the track TL and the spare track YT are also inclined so as to correspond to this inclination.
  • the direction in which the track TL and the spare track YT extend that is, the time axis direction TD1
  • the time axis direction TD also changes compared to the time axis direction TD (depth direction) in FIG. That is, as compared with the case of FIG. 8, the time axis is moved upward in the vertical direction of the other end DP so that the drop between the one end UP and the other end DP becomes gentle. .
  • the time axis direction TDx also changes in a direction that gradually falls downward from above along the time axis, as compared to the case of FIG.
  • the change in the form of the route display region KR1 occurs in the track TL and the reference line KL.
  • FIG. 13 is a diagram showing a second modification of the route display area KR.
  • the route display region KR2 according to the second modified example extends so as to meander from the far side (one end UP) toward the near side (the other end DP), and toward the left side. Displayed to form a descending slope.
  • the path display area KR2 there are also changes in the forms of the track TL, the spare track YT, and the reference line KL.
  • the track TL has a change that meanders in a zigzag manner like the route display region KR2. More specifically, in the track TL, the course is changed a plurality of times so that the moving direction of the object OJ and the like changes many times along the way from the one end UP to the other end DP. Further, the moving direction, that is, the time axis direction TD2, changes so that the displacement in the left-right direction is alternately reversed while maintaining the progress from the one end side UP to the other end side DP.
  • the track TL also has a meandering and downward inclination toward the left side. As described above, various types of changes occur in the track TL and the like as the form of the route display region KR2 changes. That is, various types of changes occur in the track TL and the like according to predetermined conditions.
  • a cursor KG as an operation corresponding mark may be displayed on the reference line KL according to such a change. Then, the player may be required to perform an operation for positioning the cursor KG so as not to protrude from the meandering track TL. Such an operation may be executed through the volume controller 9.
  • FIG. 14 is a diagram illustrating an example of the contents of the sequence data 32.
  • the sequence data 32 includes a condition definition unit 32a and an operation sequence unit 32b.
  • the operation sequence section 32b an operation instruction for the button 13 and the volume controller 9 is described in association with the time in the music.
  • the operation sequence unit 32b is used to place an instruction path information unit 32r used to form the instruction path R and an object OJ or a large object DJ on the track TL.
  • Object information part 32i is used to place an instruction path information unit 32r used to form the instruction path R and an object OJ or a large object DJ on the track TL.
  • the instruction path information unit 32r includes information on the time in the music (reference time) and a reference line KL extending in the left-right direction (second direction) intersecting the time axis direction (depth direction TD) as the position in the cross direction. Information on the position (position information), information on the width of the designated route R, and information on the designated route pattern are included.
  • the designated route information unit 32r is configured as a set of a plurality of records in which these pieces of information are associated with each other. In the example of FIG. 14, each information includes the time in the music at which the designated route R starts, that is, information on the start time, information on the position on the reference line KL at the start time of the designated route R, and the music on which the designated route R ends.
  • Information from the left is described in the order of the middle time, that is, the end time, the position information on the reference line KL at the end time of the designated route R, the width information of the designated route R, and the designated route pattern information.
  • “LINE POINT” is described at the beginning of the designated route information section 32r.
  • the instruction path information unit 32r is distinguished from other information units, for example, the object information unit 32i, by this description.
  • the reference time information such as the start time and the end time is described with a bar number in the music, the number of beats, and a value indicating the time in the beat separated by commas.
  • the information on the position on the reference line KL is described using numerical values indicating the respective positions in the left-right direction in which the reference line KL extends.
  • the horizontal length of the reference line KL is equally divided by a predetermined number, and each position corresponding to the equally divided unit length (unit range) is sequentially from the left end.
  • the number (number of unit length) when numbered is used.
  • 128 is used as the predetermined number.
  • Each position is numbered sequentially from the left end position of the reference line KL to the right end position, such as 0, 1, 2, and so on up to 128 at the right end position.
  • the information on the reference line KL means that the designated route R is arranged at a position on the reference line KL designated by a numerical value when the reference time corresponding to the information arrives. That is, the information on the reference line KL means the position of the portion that overlaps the designated route R on the reference line KL. Further, before the reference time arrives, the position information on the reference line KL functions as designation of each position in the left-right direction of the track TL corresponding to the position in the left-right direction of the reference line KL or the spare track YT. .
  • the information on the position on the reference line KL also functions as information specifying the volume controller 9. Specifically, when the position on the reference line KL associated with the end time corresponds to the right end position, the right volume controller 9B is used. When the position corresponds to the left end position, the left volume controller 9A is used. Each function as information to be designated.
  • the designation of the left and right volume controllers 9A and 9B may be performed using the description at the beginning of the instruction path information unit 32r. For example, when the description at the beginning is “LINE POINT1”, the left side volume controller 9A may function as the left volume controller 9A, and when “LINE POINT2”, the right side volume controller 9B may function as the corresponding instruction path information unit 32r.
  • the width of the instruction route R is specified using a unit length indicating each position on the reference line KL.
  • the width of the designated route R is described as “10”, and in this case, a unit length of 10 pieces is designated.
  • the designated route pattern is designated using alphabets associated with each designated route pattern. For example, “A” is associated with the X-type pattern corresponding to the example of FIG. 9, and “B” is associated with the pattern having the orthogonal part RXb corresponding to the example of FIG. When an X-type pattern corresponding to the example of FIG. 9 is designated, “A” is described as the designated route pattern. Such association between the designated route pattern and the alphabet is realized by a separate table (not shown).
  • the start time (“000”) of the second beat of the first measure is the start time
  • the time when “016” has elapsed from the start time of the second beat of the first measure is the end time, respectively.
  • the left end position (“0”) of the reference line KL as the start time position is specified, and the right end position (“128”) of the reference line KL is specified as the end time position.
  • “10” is designated as the width of the designated route R
  • “A”, that is, the X type is designated as the pattern. Therefore, it starts to reach the position of the left end of the reference line KL at the start time of the second beat of the first measure (“000”), and “016” has elapsed from the start time of the second beat of the first measure.
  • An instruction route R extending so as to draw a character X with a width “10” so as to end at the right end position at the time is displayed.
  • the object information section 32i includes time information in the music, track information for designating any one of the four tracks TL, and object information for designating the object type.
  • the object information part 32i is configured as a set of a plurality of records in which these pieces of information are associated with each other. In the example of FIG. 14, each piece of information is described in the order of time information in the music, track information, and object information from the left. Further, “ITEM POINT” is described at the beginning of the object information part 32i, and this description distinguishes it from other information parts, for example, the instruction route information part 32r.
  • the track information is described using information specifying four tracks TL. For example, numbers 1, 2, 3, and 4 are assigned in order from the leftmost track TL. When the leftmost track TL is designated, the information “track1” is designated. When the adjacent track TL is designated, “ Information “track2” is described respectively.
  • the object information is described using alphabets associated with the object OJ or the large object DJ. For example, “S” is associated with the object OJ. Further, according to the position of the appearing track TL, the large object DJ corresponds to “A” when straddling the left two tracks TL and “B” straddling the right two tracks TL, respectively. It is attached. In addition, other alphabets may be associated with the types of large objects DJ according to the length and the like.
  • the instruction to display is described.
  • an instruction to display a large object DJ moving across the two tracks TL on the left side so as to reach the reference line KL at the time when “0012” has elapsed from the start time of the first beat of the first bar is also described. ing.
  • the game control unit 16 executes a process for displaying the designated route R and a process for displaying the object OJ or the large object DJ.
  • the game control unit 16 sets the instruction path R, the object OJ, and the large object DJ so that the instruction path R, the object OJ, and the large object DJ coincide with the reference line KL at the reference time specified by the sequence data 32. Control the display.
  • the game control unit 16 When the game control unit 16 reads the game program 21 and completes the initial setting necessary for executing the music game, the game control unit 16 stands by in preparation for an instruction to start the game 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.
  • the procedure for receiving these instructions may be the same as that of a known music game or the like.
  • the game control section 16 reads the music data 29 corresponding to the music selected by the player and outputs the music data 29 to the audio output control section 18 to start the reproduction of the music from the speaker 4.
  • the control unit 15 functions as a music reproducing means.
  • the game control unit 16 reads the sequence data 32 corresponding to the player's selection in synchronization with the reproduction of the music, and generates and displays the image data necessary for drawing the game screen while referring to the image data 31. Output to the control unit 17. As a result, the game control unit 16 displays a game screen on the monitor 2. In addition, during the execution of the music game, the game control unit 16 performs, as processing necessary for displaying the game screen, the instruction route display processing routine shown in FIG. 15, the cursor display processing routine shown in FIG. 16, and the cursor shown in FIG. Each of the position control processing routine and the operation evaluation routine shown in FIG. 18 is repeatedly executed at a predetermined cycle. The routine shown in FIG. 15, the routine shown in FIG. 16, and the routine shown in FIG.
  • the game control unit 16 executes processing for controlling the display of the object OJ or the large object DJ, etc., but since it may be realized by well-known processing, a detailed description of these processing will be given. Omitted.
  • the sequence processing unit 26 of the game control unit 16 first acquires the current time on the music in step S1.
  • the current time is obtained from the value of the internal clock, for example, with the internal clock of the game control unit 16 being started with the music reproduction start time as a reference.
  • the sequence processing unit 26, from the sequence data 32 includes a reference time (start time, end time) included in the time length (predetermined time range) to be displayed on the game screen included in the instruction path information unit 32r.
  • Each information such as the position, width, and pattern on the reference line KL is acquired.
  • the predetermined time range is set to a time length corresponding to two measures of the music from the current time.
  • the sequence processing unit 26 calculates each coordinate in the game screen corresponding to each reference time (start time and end time) included in the display range acquired in step S2.
  • the calculation is performed as follows as an example.
  • the sequence processing unit 26 determines which volume controller 9 is associated with the designated route R included in the display range. This determination is made based on the position on the reference line KL designated as the end time of the designated route R. For example, when the right end position on the reference line KL is designated as the end time, it corresponds to the right volume controller 9B, and when the left end position is designated, it corresponds to the left volume controller 9A. Determined.
  • the position of each reference time in the time axis direction (that is, the depth direction TD) is determined from the position of the reference line KL according to the time difference between each reference time and the current time. Further, the position in the left-right direction at each reference time is determined based on the position information on the reference line KL associated with each reference time. Thus, it is possible to acquire the coordinates of each designated position in the left-right direction corresponding to each designated reference time in a time sequence along the time axis from the position of the reference line KL.
  • step S4 the sequence processing unit 26 generates image data necessary for drawing the designated route R based on the coordinates of the reference time calculated in step S3 and each information acquired in step S2.
  • the generation of the image data is performed as follows as an example.
  • the image data of the designated route R is generated based on the coordinates of each reference time (start time, end time), the width information of the designated route R, and the designated route pattern information included in the designated route information unit 32r. .
  • the coordinates of the start time and the coordinates of the end time are connected according to the designated route pattern so as to have the width of the designated designated route R.
  • the image data of the instruction route R extending in the time axis direction according to the designated instruction route pattern is generated while passing through the positions in the left and right directions designated in the order of time of each reference time, that is, the start time and the end time. .
  • step S5 the sequence processing unit 26 outputs the image data generated in step S4 to the display control unit 17, and ends the current routine.
  • an instruction route R extending in the depth direction TD is displayed on the game screen at a reference time described in the sequence data 32 while passing through a predetermined horizontal position.
  • the instruction route R is moved and displayed in the depth direction TD so that the position corresponding to each reference time of the instruction route R matches the position of the reference line KL at the current time.
  • the routine of FIG. 16 is a process for controlling the display of the cursor KG on the reference line KL.
  • the sequence processing unit 26 acquires information on the start time and end time of the designated route R included in the display range from the designated route information unit 32r of the sequence data 32.
  • the sequence processing unit 26 determines whether or not the cursor KG is already displayed on the game screen, that is, whether or not the cursor KG is displayed.
  • step S12 determines whether or not the current time is the start time, that is, whether or not the start time of the designated route R has arrived, based on the information acquired in step S11. If this determination is negative, that is, if the start time has not arrived, the subsequent processing is skipped and the current routine is terminated.
  • step S13 determines whether the start time has arrived. If the determination result of step S13 is affirmative determination, that is, if the start time has arrived, the sequence processing unit 26 proceeds to step S14.
  • step S14 the sequence processing unit 26 starts displaying the cursor KG at a predetermined position, and proceeds to step S15. Further, as the predetermined position, a portion overlapping with the instruction route R on the reference line KL is used.
  • step S15 the sequence processing unit executes a subroutine for cursor position control processing. Details of this subroutine will be described later. When the process of step S15 is completed, the sequence processing unit 26 ends the current routine.
  • step S12 determines whether or not the current time is the end time, that is, whether or not the end time of the designated route R has arrived, based on the information acquired in step S11. If this determination is a negative result, that is, if the end time has not come, the sequence processing unit 26 proceeds to step S15.
  • step S15 the sequence processing unit 26 executes a subroutine for cursor position control processing and ends the current routine.
  • the determination result in step S16 is a positive result, that is, if the end time has come, the sequence processing unit 26 proceeds to step S17.
  • step S17 the sequence processing unit 26 erases the display of the cursor KG from the game screen, that is, ends the display of the cursor KG, and ends the current routine.
  • FIG. 17 is a diagram illustrating an example of a flowchart of a cursor position control processing routine. This routine is called and executed in step S15 of the routine of FIG. 16 as a subroutine of the routine of FIG.
  • the sequence processing unit 26 obtains an operation result for the volume controller 9 of the player. Specifically, the rotation direction and the rotation amount of each volume controller 9 are acquired with reference to the output signal of the detection device 35 as the operation result of the player.
  • the sequence processing unit 26 calculates the coordinates of the cursor KG to be displayed as the movement destination based on each operation result acquired in step S21.
  • the calculation of the coordinates is executed as follows as an example.
  • the sequence processing unit 26 determines the direction in which the cursor KG is moved based on the acquired rotation direction. Specifically, the right direction is determined as the direction to be moved when the volume controller 9 is operated to rotate right, and the left direction is determined as the direction to be moved when operation is performed to the left. .
  • the movement amount is determined based on the rotation amount. This determination is realized by setting the determination range to a part of the range in which the volume controller 9 can be rotated (for example, 360 °).
  • an angle set as the discrimination range is equally divided by a predetermined number (a number common to the position information of the reference line KL), and a unit angle is calculated.
  • the rotation amount that is, the rotation angle is replaced with the unit angle quantity.
  • the unit length for this quantity is calculated as the movement amount.
  • the sequence processing unit 26 In the next step S23, the sequence processing unit 26 generates image data necessary for drawing the cursor KG based on the coordinates calculated in step S22. Specifically, the image data is generated so that the cursor KG is displayed at the coordinates of the movement destination calculated in step S22. In subsequent step S24, the sequence processing unit 26 outputs the image data to the display control unit 17, and ends the current routine.
  • the cursor KG is displayed on the reference line KL, and the cursor KG moves on the reference line KL in response to an operation on the volume controller 9.
  • the routine of FIG. 18 is a process for evaluating a player's operation on the volume controller 9. Further, the routine of FIG. 18 is executed for each designated route R, that is, for each volume controller 9.
  • the operation evaluating unit 27 first determines in step S31 whether or not the indicated route R has reached the reference line KL. This determination is realized, for example, by comparing the current time with the start time and end time of the instruction route R. Specifically, if the current time is between the start time and the end time, it is determined that the instruction route R has reached the reference line KL, and if they are different, the instruction route R has reached the reference line KL. It is judged that it is not. If this determination result is a negative result, the subsequent processing is skipped and the current routine is terminated.
  • step S31 determines whether the determination result in step S31 is a positive result, that is, if the designated route R has reached the reference line KL.
  • the operation evaluation unit 27 proceeds to step S32.
  • step S ⁇ b> 32 the operation evaluation unit 27 acquires the coordinates of the cursor KG on the reference line KL.
  • the coordinates may be acquired using the processing result of FIG. 17 or may be acquired by the same process as step S22 of FIG.
  • the operation evaluation unit 27 specifies the range of the designated route R on the reference line KL corresponding to the current time.
  • This specification is performed as follows as an example. First, the elapsed time from the start time is calculated by comparing the start time of the instruction route R with the current time. Next, based on the information on the width of the designated route R and the information on the connection pattern, the left end coordinate and the right end coordinate on the reference line KL of the designated route R at the elapsed time are calculated. Thus, by calculating the coordinates of both ends of the designated route R on the reference line KL, the range of the designated route R on the reference line KL, that is, the overlapping range where the reference line KL and the designated route R overlap is specified.
  • the operation evaluation unit 27 determines the evaluation. This determination is performed as follows as an example. First, it is determined whether or not the coordinates of the cursor KG acquired in step S32 are included in an overlapping range where the reference line KL and the designated route R specified in step S33 overlap. When the coordinates of the cursor KG are included in the overlapping range, the operation evaluation unit 27 determines the evaluation as a result of giving a privilege (or exempting a penalty). On the other hand, when the coordinates of the cursor KG are not included in the overlapping range, that is, when the position of the cursor KG is out of the designated route R, the result is determined that a penalty is given (or no privilege is given). In this way, the operation evaluation unit 27 determines the evaluation in step S34.
  • step S35 the operation evaluation unit 27 controls the output to the display control unit 17 so that the evaluation result of step S34 is reflected in the display of the game screen. Specifically, in accordance with the evaluation result of granting a privilege, score addition, gauge increase, and the like are reflected in the game screen display. On the other hand, in accordance with the evaluation result of penalty, a decrease in gauge or the like is reflected on the display of the game screen.
  • the operation evaluation unit 27 ends the current routine.
  • the game control unit 16 draws the game screen according to a so-called computer graphics processing procedure in order to display a game screen that produces a virtual three-dimensional space.
  • the game control unit 16 first constructs a virtual three-dimensional game space, sets a virtual camera in the virtual three-dimensional game space, and generates a two-dimensional image of the space photographed by the virtual camera. Realize simple drawing. Such drawing may be realized using a known technique. As an example, it is realized as follows.
  • the game control unit 16 first shoots a virtual three-dimensional space with the virtual camera while controlling the viewpoint position and shooting direction of the virtual camera. Next, the game control unit 16 calculates a two-dimensional image obtained by projecting the photographed virtual three-dimensional game space on a virtual screen. The game control unit 16 draws the obtained two-dimensional image on the frame memory, and outputs an image signal corresponding to the drawn image data to the monitor 2 at a predetermined cycle. Thereby, a game screen that produces a virtual three-dimensional space is displayed on the monitor 2.
  • the inclination shown in the example of FIG. 12 and the meandering shown in the example of FIG. 13 may also be realized by a known technique.
  • the effect of tilting the space shown in the example of FIG. 12 may be realized by tilting the shooting direction of the virtual camera when shooting a virtual three-dimensional space.
  • the meandering change shown in the example of FIG. 13 may be realized by using a two-dimensional image calculated based on the imaging result of the virtual camera. For example, based on the calculated two-dimensional image, a case where a predetermined twist, distortion, or the like occurs in the two-dimensional image so as to form a meander is recalculated. Then, the two-dimensional image obtained by the recalculation is drawn on the frame memory, and an image signal corresponding to the drawn image data is output to the monitor 2 at a predetermined cycle. In this case, the drawn two-dimensional image is a two-dimensional image obtained as a result of photographing, with a predetermined twist or distortion. That is, meandering is generated in the track TL or the like included in the two-dimensional image due to twisting or the like. In this way, the change of the meandering form shown in the example of FIG. 13 may be realized.
  • each data of the route display area KR corresponding to each form after the change may be prepared in advance.
  • Such data may be stored in the external storage device 20 as one of the game data 22.
  • data corresponding to a predetermined condition may be selected from each data corresponding to each form prepared in advance.
  • the route control unit 28 executes processing for changing the form of the track TL and the like.
  • conditions according to various operations such as a case where a predetermined operation is executed or a selection by a player is executed, may be employed as the predetermined condition.
  • conditions according to game development or the like may be employed when a predetermined score is reached or when a predetermined time has elapsed.
  • Some conventional music games do not display a predetermined route. However, when a predetermined route is not displayed, it is difficult to measure the timing at which the operation should be executed. Therefore, it is easier for the player to play the predetermined route.
  • the form of the track TL on which the object OJ or the like moves changes according to a predetermined condition.
  • factors related to the player's operation such as the display position, traveling direction, and length of the track TL change.
  • the player can be requested to perform a new operation such as an operation not to protrude from the track TL by the volume controller 9 in the same manner as the operation from the button 13 to the instruction route R. Therefore, the interest of a game can be improved by these.
  • the time when the object OJ should reach the reference line KL is constant at the time described in the sequence data 32. Therefore, the speed at which the object OJ moves can be changed by changing the length of the track TL. For this reason, the difficulty level of the game can be changed by changing the length of the track TL.
  • control unit 15 functions as a form changing means by changing the form of the route display area KR and the track TL included in the route control unit 28. Further, the control unit 15 displays the track TL, the reference line KL, and the object OJ through the sequence processing unit 26, and executes a known process for moving the object OJ toward the reference line KL along the track TL. It functions as an operation guide means.
  • the external storage device 20 functions as sequence data storage means by storing the sequence data 32.
  • the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
  • information on the reference time and the position of the reference part is guided through the display of the reference sign and the current time sign.
  • the guided information is not limited to such a form.
  • the operation timing for the operation unit such as the button 13 may be simply guided.
  • the sequence data 32 describes the position information in the direction orthogonal to the time axis as the reference position information, but the reference position information is not limited to such a form.
  • the information on the reference position may be information on any position as long as it is not arranged on the time axis, that is, the position in the direction crossing the time axis.
  • the operation unit is not limited to the volume controller as described above.
  • the outer peripheral portion of the volume controller may be provided with a distinguishing means such as a mark or a groove for making a part of the volume controller distinguishable from other portions.
  • information specifying the position of the part distinguished by the distinguishing means may be described as information on the reference position. That is, not only the relative displacement position from the current position, that is, the change direction and the change amount, but also the absolute displacement position where the part distinguished by the distinguishing means should be located may be used as the information regarding the reference position.
  • the part distinguished by the distinction means functions as a reference part.
  • the entire operation unit may be configured to be movable. In this case, the entire operation unit functions as a reference unit.
  • the change in the position of the reference portion is not limited to rotational movement. Various changes in position, such as up and down and left and right, may be employed.
  • the reference sign moves toward the current time sign so that a relative displacement occurs between them.
  • the relative displacement is not limited to such a form.
  • the current sign may move toward the reference sign.
  • a time-axis direction is not limited to such a form.
  • the left-right direction and the up-down direction may be used.
  • the time axis is not limited to a straight line.
  • a curve may be used as the time axis. Therefore, the time axis direction may be changed as appropriate along the time axis extending in a curved line, for example.
  • the form of the predetermined route changes so that the moving direction of the reference sign changes, but is not limited to such a change.
  • a change in form a change in which a part of the moving direction is not changed and a part thereof is enlarged or reversely displayed may be employed.
  • the change in the moving direction is not limited to the change in the left-right direction.
  • the form may be changed so that up / down occurs in a predetermined route.
  • the form of the predetermined route is not limited to display that produces a virtual three-dimensional space.
  • a form extending in a two-dimensional direction such as a vertical direction or a horizontal direction may be used. That is, the form may change in the track extending in such a two-dimensional direction.
  • a music game is adopted as a game executed on the game machine, but the game executed on the game machine is not limited to the music game.
  • various games such as a role playing game and an action game may be executed on the game machine.
  • the game system of the present invention is realized in an appropriate form such as a commercial game machine installed in a commercial facility, a home-use game machine, a portable game machine, or a game system realized using a network. May be.

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