WO2015093612A1 - Dispositif de traitement de jeu, procédé de traitement de jeu et programme informatique - Google Patents

Dispositif de traitement de jeu, procédé de traitement de jeu et programme informatique Download PDF

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Publication number
WO2015093612A1
WO2015093612A1 PCT/JP2014/083803 JP2014083803W WO2015093612A1 WO 2015093612 A1 WO2015093612 A1 WO 2015093612A1 JP 2014083803 W JP2014083803 W JP 2014083803W WO 2015093612 A1 WO2015093612 A1 WO 2015093612A1
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WIPO (PCT)
Prior art keywords
game
player
music
unit
display
Prior art date
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PCT/JP2014/083803
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English (en)
Japanese (ja)
Inventor
由尚 牧
稔 渡辺
Original Assignee
フィールズ株式会社
株式会社ネクスエンタテインメント
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Priority claimed from JP2014088628A external-priority patent/JP2015119944A/ja
Application filed by フィールズ株式会社, 株式会社ネクスエンタテインメント filed Critical フィールズ株式会社
Publication of WO2015093612A1 publication Critical patent/WO2015093612A1/fr

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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
    • A63F13/40Processing 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
    • 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
    • A63F13/45Controlling the progress of the video 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Definitions

  • the present invention relates to a game processing device, a game processing method, and a computer program.
  • each player can enjoy a play that matches his skill. Further, in such a music game, by improving the operation skill, a high score can be obtained even in a game with a higher difficulty level, so that the player can obtain a sense of achievement through the game. As a result, many players can enjoy music games.
  • an object of the present invention is to provide an unprecedented and diverse game by pursuing fun from a viewpoint different from the operation method of the music game.
  • the operation screen of the music game according to Patent Document 1 is mainly intended to display instructions, and a straight line fixed at the center is displayed, and the operation instruction mark moves along the straight line. Therefore, the background character image or the like needs to be arranged avoiding the straight line or the like, and the arrangement space or movement of the character or the like is limited. For this reason, it is desired to further enhance the production effect. Therefore, an object of the present invention is to provide a music game with a higher production effect that allows the player to proceed with the game while enjoying the background image more than ever.
  • a game device of one embodiment of the present invention is a game device that executes a shooting game and a music game, and an operation input unit for operation input of the shooting game and the music game, and satisfying a predetermined condition, A game part switching processing unit that switches from one of the music games being executed to the other not being executed, receiving an input signal from the operation input unit, and executing the game being executed among the shooting game and the music game The result is determined based on the game calculation processing method.
  • the game device of one embodiment of the present invention includes an operation input unit that outputs a signal when operated by a player, a shooting game that fires an attacking object against a target displayed on a display screen, and the display screen And a means for switching between a music game that allows a player to input a timing at which two separate objects that are displayed as moving relative to each other in accordance with predetermined music, and the operation input when the shooting game is executed In response to the signal output from the unit, the attack object is displayed, and in the music game, the evaluation result of the match between the two objects is displayed according to the signal output from the operation input unit. Means for performing.
  • the computer program of one embodiment of the present invention is relatively moved along a predetermined music on the display screen and a shooting game unit that fires an attacking object against a target displayed on the display screen.
  • the game processing method of one embodiment of the present invention is a game processing method for executing a shooting game and a music game, and accepts a player's shooting game operation data via an operation input unit and calculates a game result.
  • a shooting game calculation processing step to be processed; a first game part switching step for switching from a shooting game to a music game under a predetermined condition; and a player's music game operation data via the operation input unit is received to calculate a game result
  • It has a music game calculation processing step to be processed and a second game part switching step for switching from a music game to a shooting game under a predetermined condition.
  • the game processing method of one embodiment of the present invention includes a shooting game unit that fires an attacking object against a target displayed on a display screen, and a relative movement along predetermined music on the display screen.
  • a game processing method for executing a game including a music game unit that allows a player to input a timing at which two separate objects that are displayed coincide with each other, according to the progress of the game, A step of switching between the music game unit, a step of performing a display of firing the attacking object according to a signal output from the operation input unit by an operation by a player when the shooting game unit is executed, and the music game unit When the unit is executed, it is output from the operation input unit by an operation by the player.
  • a step for displaying the evaluation results of the matching of the two objects characterized in that a step for displaying the evaluation results of the matching of the two objects.
  • a game processing apparatus is a music-type game processing apparatus that causes a player to take a rhythm along predetermined music, and a predetermined screen of a display screen is displayed in a part of the predetermined music.
  • a reference mark is displayed at a position, a start point extends from the reference mark, the extended start point is stopped at a predetermined position, and an indication mark is inserted between the stopped start point and the reference mark.
  • a game processing method for forming an instruction display of a music game for a player to perform an input operation, wherein a reference mark is placed at a predetermined position on a display unit.
  • the step of erasing the line the step of erasing all the lines when the k-th indication mark reaches the reference mark.
  • an unprecedented and diverse game can be realized by combining a music game and a shooting game.
  • the player since a plurality of different types of games can be continuously advanced in one game, the player can continue the game while maintaining his interest over a long period of time.
  • mode it is good also as a structure which can advance the other game on the condition that one game is cleared. Thereby, the motivation with respect to a game progress of a player can be improved.
  • the path of the instruction mark can be formed avoiding the background image
  • the image of the background character or the like can be moved more dynamically without being restricted by the position of the instruction display. It becomes possible.
  • the player can advance the game while enjoying the effect of the image.
  • FIG. 1 shows an example of the basic configuration of the game according to the present embodiment.
  • the game has two different parts, a gun shooting part (hereinafter referred to as “gun shoe part”) and a dance part.
  • gun shoe part a gun shooting part
  • the stage 1 gun shoe part S21
  • the player advances the shooting game.
  • the game is switched from the gun shoe part to the dance part (S31) of stage 1, and the player starts the music game.
  • the stage 1 dance part ends, the part switches and the stage 2 gun shoe part (S22) begins.
  • the stage 2 is switched to the dance part (S32), followed by the stage 3 gun shoe part (S23) and the dance part (S33).
  • the number of stages is not particularly limited, and may be completed in one stage or may be four or more stages.
  • the game is finished (S5).
  • an offer is generated when a predetermined condition is satisfied in the gun shoe part up to stage 3 (S4).
  • the player can play the second dance part of stage 3 again (S332).
  • the music here may be a special song dedicated to expand.
  • FIG. 2 shows an example of a flowchart of the game of the present embodiment.
  • the gun shoe part starts first (S101).
  • the player fires bullets (in this embodiment, vaccine bullets) toward the subject (enemy) by a gun operation. Points are added and given to the player according to various conditions described later, such as the hit portion of the subject.
  • the life value of the player decreases.
  • the game is thus advanced and a predetermined condition is achieved (YES in (S102)
  • the game is switched from the gun shoe part to the dance part (S103).
  • the screen is switched to the continue screen (S104). In this state, if the game is continued by re-inserting coins (YES in (S104)), the gun shoe part can be continued. On the other hand, if the game is not continued within the time limit (NO in (S104)), the game is over (S105), the points acquired up to that point are displayed, and the game ends.
  • the player is set to face the target location while firing vaccine bullets on the target objects that appear one after another. Then, when it is detected that the vehicle has reached a predetermined place, the gun shoe part of that stage is finished, the points acquired at the gun shoe part are displayed, and then the dance part is switched to.
  • the player presses the operation button in accordance with the movement of the note displayed on the screen together with the music.
  • the operation button is a gun trigger used in the gun shoe part. Points are added to the player according to the degree of coincidence between the player's operation timing and the operation signal input timing, and the player's operation timing is shifted, thereby reducing the life value.
  • it is determined that a predetermined condition has been achieved when it is detected that one piece of music has ended (YES in (S106)).
  • the life is set not to be less than the minimum value so that all players can enjoy one piece of music to the end. Therefore, all the players can advance the game until one music piece is finished and finish the dance part (YES in (S106)).
  • the value of the player's life may be reduced according to the difference between the player's button operation timing and the operation input timing (NO in (S106)).
  • the screen is switched to the continue screen (S107).
  • the dance part can be continued, but when the game is not continued (( In S107), NO), at that time, the game is over (S105).
  • the next stage of the gun shoe part and dance part is repeated, and the game ends.
  • the summation process of the acquisition points of each gun shoe part and the dance part is performed, and the total points are calculated.
  • the players are ranked according to the acquired points, and based on the ranks, character support points (preferred men points), which will be described in detail below, are given.
  • the recommended men point is a point that is given (voted) to the member (character) most recommended by the player, and is a score that each player can particularly give to a favorite character or a character to be supported. is there.
  • a plurality of different types of games can be continuously advanced with one game device.
  • a completely different type of game called a music game can be enjoyed.
  • the player's motivation for the game can be further enhanced by displaying a screen for notifying the music played in the next music game.
  • it can also be set as the structure which correlated the different kind of game, such as reflecting the result of one game on the difficulty of the other game.
  • it is possible to simplify the setting of a dance part for a player with a low score of a gun shoe part, and make it difficult to set a dance part for a player with a high score of a gun shoe part.
  • you may set the difficulty of a dance part according to the amount of damage of a gun shoe part.
  • the game of this embodiment can be applied to a consumer game for home use and an online game, it is particularly preferably applied to an arcade game.
  • an arcade game will be described as an example.
  • FIG. 3 is a perspective view showing an example of the arcade game apparatus 1 of the present embodiment.
  • the player stands in front of the display 2 and operates the gun controller 4 while watching the display 2 to advance the game.
  • the same gun controller as that for a conventional shooting game can be used.
  • the gun controller 4 as the operation input unit is pointed and the trigger of the gun controller 4 is pulled, so that a bullet (as an attack object) is displayed on the game screen displayed on the display 2.
  • Vaccine bullet is fired. Therefore, it is possible to fire a bullet against the target (enemy) displayed on the display 2.
  • a player takes a rhythm by pulling the trigger at a timing when a flowing note overlaps a marker.
  • the game can be advanced with the same operation for both the shooting game and the music game, so that different types of games can be continuously enjoyed without feeling complicated by changing the operation method for each game.
  • the control unit included in the arcade game device 1 is currently performing a gun shoe part or a dance part. Judging. Then, the player's earned points and the like are calculated based on an algorithm predetermined for each part. When each part is completed, the acquired points and the like so far are added up, and the obtained result (part result) is displayed on the display. In this way, the acquisition points of each part are calculated, and at the end of the game, the result of both parts is added, and the final result (final result) is displayed on the display.
  • both the gun shoe part and the dance part use a gun gimmick as an input unit for game operation.
  • the input unit is not limited to this. Any button can be used as long as game input is possible.
  • FIG. 4 shows an example of a functional block diagram of the game system of the present embodiment.
  • the game system of the present embodiment it is not necessary to include all the components described in the figure, and a configuration in which some of the components are excluded may be employed.
  • the game system 800 of the present embodiment is roughly divided into an operation input unit 810, a storage unit 820, an information storage medium 830, a central processing unit 840, a display unit 850, an output unit 860, and a communication unit 870. .
  • the game system 800 can also be applied to a home game machine or a portable terminal game machine.
  • a program that causes a computer described later to function as the shooting game processing unit 841 and the music game processing unit 842 may be downloaded to the information storage medium 830.
  • the program may be mounted on the game system 800 using an external storage medium (such as a CD or DVD) that stores the program.
  • the operation input unit 810 is a part where the player operates the game and inputs operation data.
  • different types of games such as a music game and a shooting game are continuously advanced.
  • the gun controller 4 (see FIG. 3) is used as the operation input unit 810.
  • a central processing unit 840 to be described later which game input information is determined is determined, and processing corresponding to each game processing program is performed.
  • the operation input unit 810 is not limited to the gun controller 4 and may be any means that can input a game, such as various controllers, operation buttons, and operation levers.
  • the storage unit 820 includes a hard disk, a RAM, and the like, and serves as a work area for the processing unit 840, the communication unit 870, and the like.
  • Examples of the information storage medium 830 include an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, and a memory (ROM).
  • various games according to this embodiment are executed.
  • the storage unit 820 stores a setting data storage unit 821 that stores data for various settings at the start of the game, a shooting game data storage unit 822 that stores data for executing a shooting game, and music. There is a music game data storage unit 823 in which data for a game is stored.
  • Setting data storage unit 821 includes a character information storage unit 8211.
  • the character information storage unit 8211 stores information on a plurality of characters set as navigators in this embodiment.
  • a navigator is selected from a plurality of characters stored in the character information storage unit 8211 in accordance with an instruction from the player via the operation input unit 810.
  • the other characters not selected are stored as enemies in the shooting game data storage unit 822 (enemy information storage unit 8221 described later).
  • predetermined program processing is executed, and the enemy character is called from the enemy information storage unit 8221 and displayed on the display unit 850.
  • Shooting game data storage unit 822 includes enemy information storage unit 8221, background image data storage unit 8222, aiming data storage unit 8223, and damage data storage unit 8224.
  • the enemy data storage unit 8221 stores information on characters not selected as a navigator as described above.
  • the background image data storage unit 8222 stores background image data projected as a background in the shooting game.
  • the aiming data storage unit 8223 stores aiming data for the player to fire bullets in the shooting game. Depending on the difficulty level of the game, a plurality of aiming pattern data may be created and stored for each course up to the target point or for each enemy.
  • the damage data storage unit 8224 stores an image of an enemy character that changes in accordance with the number of shots and the location of the shots by player input. In the present embodiment, as will be described in detail later, in accordance with the number of shots, it is configured to gradually change from a zombie to a human, and stepwise image data at this time is created in advance and stored in the damage data storage unit 8224. Can do.
  • the music game data storage unit 823 includes an instruction display data storage unit 8231, a music data storage unit 8232, an image data storage unit 8233, and a reference timing data storage unit 8234.
  • the instruction display data storage unit 8231 stores instruction display data for instructing an operation performed by the player using the operation input unit 810.
  • the instruction display is an instruction display to the player including a marker serving as a reference mark, a note serving as an instruction mark, a line serving as a note movement path, and the like.
  • a plurality of data having different numbers of notes, appearance frequencies, moving speeds to markers serving as reference marks, and the like can be stored in accordance with the difficulty level of the game.
  • the music data storage unit 8232 stores a plurality of music data used in the music game of this embodiment.
  • the image data storage unit 8233 stores image data such as characters and landscapes displayed on the display unit 850 along with each piece of music.
  • an image displayed on the display unit 850 is determined for each music piece, an image corresponding to the music piece is read from the image data storage unit 8233, and displayed on the display 2 (see FIG. 3) as the display unit 850.
  • a plurality of different images corresponding to the operation result of the player can be stored in the image data storage unit 8233.
  • a corresponding image can be read from the image data storage unit 8233 according to the operation result of the player determined by the evaluation unit 8423 of the central processing unit 840, which will be described later, and displayed on the display unit 850.
  • an instruction display can be created by forming the shape of a route or the like in correspondence with a specific rhythm or lyrics of music or a pose of a character image as a background, and can be stored in the instruction display data storage unit 8231.
  • the program (data) that causes the computer to function may be distributed from the information storage medium of the host device (server) to the information storage medium 830 via the network and the communication unit 870.
  • the central processing unit 840 performs various game processes, image generation processes, and the like based on operation data, programs, and the like from the operation input unit 810. For example, according to the program stored in the information storage medium 830, the central processing unit 840 performs a process for starting a game under a predetermined condition, a process for advancing a gun shoe part, a process for switching from a gun shoe part to a dance part under a predetermined condition, Processing to advance, processing to switch from dance part to gun shoe part under predetermined conditions, processing to display various instructions and objects such as characters, processing to display display objects, processing to calculate game results, and games under predetermined conditions The process etc. which complete
  • the central processing unit 840 performs various processes using the storage unit 820 as a work area. That is, a program that causes the central processing unit 840 as a CPU to function as the shooting game processing unit 841 and the music game processing unit 842 is stored in the information storage medium 830, and the central processing unit 840 reads the program and executes each process.
  • the processing of the central processing unit 840 may be executed by hardware such as an ASIC (gate array or the like) or a circuit. It goes without saying that part of the above processing may be implemented as software and the rest as hardware.
  • the central processing unit 840 includes a shooting game processing unit 841 and a music game processing unit 842.
  • the shooting game processing unit 841 includes a display control unit 8411, a hit determination unit (shooting game calculation processing unit) 8412, an image generation unit 8413, a sound generation unit 8414, a game part switching processing unit 8415, and the like. Note that the above configuration is not necessarily all required, and a part of the configuration can be omitted.
  • the display control unit 8411 calls the enemy character information from the enemy information storage unit 8221, the background image from the background image data storage unit 8222, and the aiming data from the aiming data storage unit 8223, A game screen is displayed on the display unit 850 for the player to hit the enemy in accordance with the aim by performing arithmetic processing.
  • the enemies include those fixed in advance in addition to the characters not selected as the navigator described above.
  • the hit determination unit 8412 receives the player's operation input data via the operation input unit 810, performs arithmetic processing according to a predetermined game program, and performs a hit determination.
  • the image generation unit 8413 causes the display unit 850 to display a game screen based on the result of the hit determination.
  • the sound generation unit 8414 synthesizes an audio signal corresponding to the game development and outputs it to the output unit 860 such as a speaker.
  • the hit determination unit 8412 detects the landing position when the player fires toward the aim with the operation input unit 810 such as a trigger. When the landing position and the aiming position match, it is determined that the bullet has hit.
  • the degree of damage to the enemy degree of recovery
  • a character image corresponding to the damage can be stored in the damage image data storage unit 8224. Then, based on the result determined by the hit determination unit 8412, a damage image can be read from the damage image data storage unit 8224 and displayed on the display unit 850.
  • the player can visually recognize how much damage is given to the character by his operation, that is, how much the character can be recovered, and the interest in the game is further improved.
  • the hit determination unit 8412 receives an operation of the operation input unit of the player and detects a landing position on the display unit 850 will be described.
  • a light receiving unit is provided in a hollow barrel (barrel) such as a trigger that is the operation input unit 810.
  • a lens is provided at the tip of the barrel, a light receiving sensor is installed behind the lens, and light from the barrel direction is detected by the light receiving sensor.
  • the light receiving sensor has a landing position detection area having a diameter of about several centimeters around the point where the extension line of the barrel intersects the display unit 850.
  • the light receiving sensor transmits a detection signal corresponding to the amount of received light to the hit determination unit 8412.
  • the operation input signal is input to the hit determination unit 8412.
  • the hit determination unit 8412 controls the image generation unit 8425 to flash the display unit 850 for position detection at the next inter.
  • the light receiving sensor is configured to output a detection pulse when raster scanning on the display unit 850 is performed with a light amount of a certain amount or more.
  • the hit determination unit 8412 receives the detection pulse and performs position calculation.
  • the hit determination unit 8412 displays X, which represents the landing position on the display 2 based on the horizontal and vertical raster scanning positions when a detection pulse is input from the light receiving sensor.
  • the Y coordinate is detected.
  • the hit determination unit 8412 is configured to determine whether or not the landing position matches the enemy hit area, and perform a hit game effect or a miss game effect.
  • the method for detecting the landing position is not limited to the above method, and various methods can be applied.
  • a sensor for reading the rotation of the gun is incorporated in the gun seat portion, and the rotation can be calculated from the rotation data.
  • the game part switching processing unit 8415 performs a process of switching the game from the gun shoe part to the dance part when a predetermined condition is satisfied during the progress of the shooting game.
  • the player moves from the start point to a predetermined location while defeating (treating) the enemy according to the guidance of the navigator.
  • the game part switching processing unit 8415 executes a process of switching the game screen from the gun shoe part to the dance part.
  • operation input is performed using the same controller for both the gun shoe part and the dance part. Therefore, when the game screen is switched as described above, the arithmetic processing program is also switched, and arithmetic processing according to the music game arithmetic processing program is started.
  • the music game processing unit 842 includes a display control unit 8421, a timing acquisition unit 8422, an evaluation unit (music game calculation processing unit) 8423, a music reproduction unit 8424, an image generation unit 8425, a sound generation unit 8426, and a game part switching processing unit. 8427 and the like.
  • the display control unit 8421 performs display control of a plurality of display objects including instruction display and a background image. Specifically, a process of arranging a display object, a process of moving the display object, a process of changing an image of the display object, and the like can be given.
  • the timing acquisition unit 8422 acquires the timing at which the player operated the operation input unit 810 according to the instruction mark. Specifically, the operation data input by the operation input unit 810 is acquired every predetermined frame (for example, 1/60 seconds, 1/30 seconds). The acquired operation data is accumulated and stored in a predetermined storage buffer.
  • the evaluation unit 8423 makes a determination by comparing the operation timing acquired by the timing acquisition unit 8422 with the reference timing data stored in the reference timing data storage unit 8234, and evaluates the player's operation based on the determination result. Specifically, the evaluation unit 8423 reads the reference timing data from the reference timing data storage unit 8234, and performs a process of determining the degree of coincidence or deviation between the acquired operation timing and the reference timing.
  • the display control unit 8421 can also perform control to instruct operation of a plurality of operation areas of the operation input unit 810 with one instruction mark.
  • the evaluation unit 8423 performs a comparison determination between the operation timings for the plurality of operation areas and the reference timing, and the player's operation Is evaluated and the score of the player is calculated.
  • the music playback unit 8424 performs playback processing of music data of the music game executed in this embodiment. Specifically, the music data stored in the music data storage unit 8232 is read, a game sound is generated based on the music data, and the output unit 860 performs processing for output.
  • background image data corresponding to each piece of music may be stored in the image data storage unit 8233 of the storage unit 820 in advance. Then, the display control unit 8421 starts displaying the background image corresponding to each piece of music together with the start of reproduction of the music data.
  • One background image or a plurality of background images may be stored for one music piece.
  • the player may be configured to instruct an image to be displayed together with the music via the operation input unit 810, or a specific background is automatically set according to a predetermined condition. It is also possible to adopt a configuration in which an image is determined.
  • instruction display data corresponding to each piece of music data and background image data can be stored in the instruction display data storage unit 8231 of the storage unit 820. In this case, the display control unit 8421 starts the display processing of the background image and the instruction display corresponding to each piece of music together with the start of reproduction of the music data.
  • instruction display in which a movement route or the like is formed in association with the arrangement or movement of the background image can be performed so that the background image is not hidden by the instruction display in each scene.
  • the instruction display data is stored in advance in the instruction display data storage unit 8231 in association with the music data and the background image data, and is read by the display control unit 8421 to perform display processing on the display unit 850.
  • the display control unit 8421 may form a movement path that does not hide the background image in association with the background image data corresponding to the music data to be reproduced, and may be displayed on the display unit 850. it can.
  • the marker is fixed and the note is moved.
  • the note may be fixed and the marker may be moved.
  • both the marker and the note can be moved.
  • any display method can be applied as long as the marker moves relatively and the player inputs an operation.
  • one or a plurality of horizontal straight lines (paths) fixed at the center of the screen are displayed, a note (instruction mark) is moved along the straight line, and a marker (reference reference) is fixed.
  • the controller 4 such as a trigger is operated at the timing when it overlaps with the mark.
  • a plurality of notes may be fixed, and the operation input unit 810 may be operated at a timing when the marker moves and overlaps the instruction mark.
  • a plurality of stages of routes may be displayed, and when one step of the game operation is completed, the route disappears and the lower route moves upward.
  • the shape of the marker is not limited to the circular shape or the star shape as in the above embodiment, and may be, for example, a straight line perpendicular to the path.
  • the display control unit 8421 performs display control of instruction display together with reproduction of music data and display of a background image.
  • the instruction display is a display that is formed from a marker that is a reference mark, a note that is an instruction mark, a line that is a movement path of the note, and the like, and that instructs the player to input an operation using the operation input unit 810.
  • display processing of various instruction displays is started with the start of reproduction of music data, and the display processing is ended with the end of reproduction of music data.
  • the display timing of various instruction displays is associated with the sound reproduction timing of music data.
  • the image generation unit 8425 performs a drawing process based on the result of the game process executed by the music game processing unit 842, thereby generating an image and displaying it on the display unit 850.
  • the evaluation result determined by the evaluation unit 8423 is generated and displayed based on the match or deviation between the operation timing of the player and the reference timing data.
  • the evaluations are PERFECT, GOOD, NORMAL, and DAMAGE in the order of the degree of coincidence of both timings, and one of the evaluations is displayed for each operation.
  • the sound generation unit 8426 performs sound processing based on the result of the game processing executed by the music game processing unit 842, generates game sounds such as BGM, sound effects, or voices, and outputs them to the output unit 860.
  • the game sound may be, for example, a voice that praises or supports the player with a voice of a character or the like appearing in the background according to the game result of the player.
  • the game part switching processing unit 8427 performs a process of switching the game from the dance part to the gun shoe part when a predetermined condition is satisfied during the progress of the music game.
  • the game part switching processing unit 8427 executes a process of switching the game screen from the Dan super to the next gun shoe part.
  • operation input is performed using the same controller for both the gun shoe part and the dance part. Therefore, when the game screen is switched as described above, the arithmetic processing program is also switched, and the arithmetic processing according to the arithmetic processing program of the shooting game is started again.
  • the game system may be a single player mode-dedicated system in which only one player can play, or a system having a multiplayer mode in which a plurality of players can play.
  • a game image or a game sound may be generated using one terminal, or may be generated using a plurality of terminals connected via a network such as a transmission line or a communication line. Also good.
  • the operation input unit 810 which is a device that receives input from the player in the shooting game. That is, the operation input device of the player in the shooting game is the same as the device that receives the input from the player in the music game. Therefore, the central processing unit 840 is an operation input unit that is generated in response to an input from the player according to the type of game that is currently in progress (one of the shooting game and the music game) among the shooting game and the music game.
  • the operation signal from 810 is used in a form suitable for the type of game currently in progress. Therefore, the shooting game and the music game can be played in the same game by the single operation input unit 810.
  • a game is started by inserting a predetermined amount of coins or inserting a card into the arcade game apparatus 1 and pressing a start button. After the fiction display appears, the partner selection screen in FIG. 5 is displayed.
  • a navigator for guiding the player can be set in the gun shoe part.
  • seven characters are set in advance and displayed on the partner selection screen.
  • the central processing unit 840 calls the character information stored in advance in the character information storage unit 8211 of the storage unit 820 and displays it on the display unit 850.
  • the player can select one favorite character (a character he wants to be with or a character he wants to guide) from the displayed characters and set it as a partner (navigator).
  • the navigator's face and voice in the game are set to change according to the selected character. Then, during the game, for example, when a combo is achieved, the player is praised for the voice and the way of speaking of the selected character. That is, the achievement of the combo is notified by voice in the form of praise, and the player can feel happy.
  • the player name may be called and praised or encouraged by the voice of the selected character in accordance with the progress of the game. In this way, by calling the name of a longing character and praising it, the satisfaction of the player increases and the interest in the game further increases.
  • the information of the six characters not selected in FIG. 5 is stored in the enemy information storage unit 8221 of the storage unit 820, and is set to appear as an enemy at the next gun shoe part. This further improves the player's interest in the game.
  • the character selected as the navigator becomes the center in the next dance part, and is set at the most visible position in the predetermined formation. In this way, by playing an image centered on the character selected by the player, the player's interest in the game is further improved.
  • the gun shoe part which is one of the game parts of this embodiment will be described below.
  • This embodiment is a story that an idol group and its fans who have been rehearsing for outdoor performances become zombies due to an accident.
  • the player who has escaped from becoming a zombie administers a vaccine bullet to the character selected on the partner selection screen described above, and temporarily returns the character from the zombie to a human to be a navigator.
  • the bombarded idol group members except for the navigator
  • fans that appear in the process will be fired and attacked (treated).
  • FIG. 6 an example of the flowchart of the gun shoe part of this embodiment is shown.
  • the shooting game processing unit 841 starts a gun shoe part (S200)
  • the operation method of the operation input unit 810 gun controller 4
  • the like of this part is first displayed on the screen.
  • FIG. 7 shows an example of a display image during the demo walkthrough. This is a scene in which the player (front) fires a vaccine bullet into the zombie navigator and the navigator (back) falls down. After that, a navigator that temporarily returned to a human is raised by a vaccine bullet, and the player is guided to advance the game. This part is made up of scripts and proceeds to the battle scene seamlessly, but you can also skip by pressing the start button.
  • the shooting game processing unit 841 shifts to a battle scene (S202).
  • 8A and 8B show examples of battle scene display images.
  • a zombie fan hereinafter referred to as “zombie”
  • the player operates the gun controller 4 to move the aim 10, set the aim 10 at a target portion of the zombie, and pull a trigger.
  • the weapon controller 4 operates the gun controller 4 to move the aim 10, set the aim 10 at a target portion of the zombie, and pull a trigger.
  • points are added to the player.
  • the attack from the zombie the player receives damage and the life value decreases.
  • the life is exhausted (YES in S2021 in FIG. 6)
  • the game cannot be continued as it is, and the shooting game processing unit 841 switches to the continue screen (S203).
  • FIG. 8B shows another example of a battle scene display image.
  • a zombie group member except for the navigator, hereinafter referred to as “idol zombie” 11 who has become a zombie appears as an enemy.
  • FIG. 8B is an image when two players are playing.
  • the aim 10a of one player and the aim 10b of the other player are displayed.
  • Each player operates the gun controller, moves each aim, pulls the trigger when the aim is aimed at the target part of the enemy, and fires a vaccine bullet.
  • a target marker 12 is displayed, which indicates a characteristic place or object that the player wants to shoot. For example, it can be configured to display when an enemy boss character appears.
  • a combo (reference numeral 19 in FIG. 10 described later) is generated and displayed on the screen by continuously defeating the enemy, chasing the enemy, or performing an action of destroying the object.
  • a bonus score is added every time a certain number of combos are generated.
  • the difficulty level of the gun shoe part can be automatically adjusted according to the game skill of the player. Thereby, even a player with low game skills can proceed with the game without giving up, while a player with high game skills can proceed with the game without getting bored.
  • the skill of the player can be determined based on the time during which no damage is received due to the attack from the enemy.
  • the shooting game processing unit 841 switches the screen to the continue screen (S203 in the flowchart of FIG. 6).
  • the shooting game processing unit 841 returns to the battle scene and does not continue the game (FIG. 6).
  • NO in S204 in the flowchart of FIG. 6 the shooting game processing unit 841 executes a game end process as a game over at that time (S205 in the flowchart of FIG. 6).
  • the game continues as a one-player game even if the life of one player is lost.
  • a player who has lost his life continues (continues) by inserting coins, the life of the other player is restored to a predetermined value.
  • the life of the player who was playing first is recovered by a predetermined value due to the other players participating in the middle. It is configured to do.
  • FIG. 11 is an image diagram showing step by step the process of change from zombies to humans.
  • the first left is a complete human (A)
  • the first right is a complete zombie state (E).
  • the idol zombie initially appears in a complete zombie state (E), but upon receiving the player's vaccine bullet, the symptoms are gradually alleviated and approaches a human being ((E) ⁇ (D) ⁇ (C) ⁇ (B )).
  • the configuration may be such that when the leg is hit, the mode is relaxed from (E) to (D), and when the head is hit, the mode is relaxed from (E) to (B).
  • the player can obtain a sense of satisfaction that the player is proceeding with the game.
  • FIG. 11 is a diagram illustrating a state in which a 100% human image (A) is turned into a zombie at a predetermined rate from a 100% zombie image (E).
  • a 100% human image (A) and a 100% zombie image (E) are stored in the shooting game data storage unit 822.
  • the image generation unit 8413 transmits each of the image (A) and the image (E) stored in the shooting game data storage unit 822 in accordance with the ratio of the human to the zombie of the image to be generated according to the enemy's shot situation.
  • the images (B) to (D) are generated such that the ratio is changed and the total of the transmittance of the image (A) and the transmittance of the image (E) is 100%.
  • the ratio of human to zombie is 75:25, 50:50, and 25:75 for (B), (C), and (D), respectively.
  • a 100% human image may be an image in which all pixels (dots) are flesh-colored
  • a 100% zombie image may be an image in which all pixels (dots) are blue.
  • in (B) 75% of all pixels are flesh-colored dots, 25% are blue dots
  • in (C) 50% of all pixels are flesh-colored dots and 50% are blue-colored dots.
  • in (D) an image can be generated with 25% of all pixels being skin-colored dots and 75% being blue dots.
  • the blend ratio may be changed according to the landing place of the idle zombie in the gun operation.
  • the degree of damage may be changed depending on the part of the idol zombie as the attack target, and the blend ratio toward humanization may be determined according to the degree of damage. For example, assume that the transition between the stages from (E) to (A) is performed at a damage degree of 1. That is, if the damage of the damage degree 1 is given to the idle zombie in the state (E), the state (D) is obtained, and if the damage of the damage degree 2 is given, the state (C) is obtained. Also, the damage level is 1 for the damage of the leg of the idol zombie, and the damage level is 2 for the head damage.
  • the damage degree is “2”, so the blend ratio of human to zombie is selected as 75:25, and the idle zombie in the state (D) is selected. Since the degree of damage is “1” when the leg is hit, 50:50 is selected as the blend ratio of humans to zombies.
  • the effect is produced using an image at the stage of changing from a zombie to a human by a vaccine bullet, but the production method is not limited to this.
  • the production method is not limited to this.
  • the thrill of the game is further improved, and the player's interest in the game is improved.
  • zombie formation can be advanced by changing the blend ratio of humans and zombies according to the elapsed time.
  • idol members other than the navigator may not return to a human completely or maintain a returning state for a long time even if they approach a human by a vaccine bullet. Always appears as an enemy.
  • the present invention is not limited to such a configuration, and an idle member other than the navigator may return to a human completely by a vaccine bullet and appear as a navigator or be replaced with the original navigator.
  • special idle zombies can be arranged at various points on the stage. And it is good also as a structure which a player can acquire a specific item by hitting a vaccine bullet to this special zombie. Further, by collecting a predetermined number of the specific items, for example, an offer can be generated at the next dance part, and a special event can be enjoyed.
  • the shooting game processing unit 841 can insert a walkthrough (S206) and a selection event (S207) during the battle.
  • the walk-through (S206) is an effect demonstration that enters between battles, and is inserted in order to produce intimacy with the progress of the game story or with the navigator, or to make the player rest. You cannot attack during the walkthrough, and you cannot skip the walkthrough with the start button.
  • FIG. 12 is an image showing an example of a display image of the selected event according to the present embodiment.
  • two cases are placed on the desk, and the player selects one of the cases.
  • the case lid opens.
  • one case contains a drug that restores life, while the other contains nothing.
  • the player can use it to recover a predetermined level of life.
  • the shooting game processing unit 841 When the player reaches the target location of each stage in the battle scene, the shooting game processing unit 841 performs a part clear process (YES in S208 of the flowchart of FIG. 6). It is also possible to clear the part by defeating the boss who has a boss at the destination.
  • the shooting game processing unit 841 displays the part result of the part (S209 in the flowchart of FIG. 6), and then proceeds to the next part (dance part) (S210 of the flowchart in FIG. 6).
  • FIG. 13 is a diagram illustrating an example of a display image of the part result according to the present embodiment. This figure shows the result when two players play.
  • the score (SCORE) is a score obtained by the player in the shooting game of this stage, and the score of each player is displayed on the left and right.
  • Max COMBO is the highest combo achieved in this part.
  • an adjustment coefficient C for example, 40
  • the final judgment value is calculated by adding the values obtained by multiplying the score evaluation score, the maximum combo evaluation score, and the combination rate evaluation score by the adjustment coefficient.
  • Each player is assigned to a predetermined rank according to the final determination value.
  • ranks S, A, B, C, D, and E are set from the upper level to the lower level.
  • one player has an S rank and the other player has an E rank. In this case, the higher rank S rank is the final rank.
  • the recommended men points to be given are set in advance according to the final rank, and the determined recommended men points are displayed (the lowermost stage “GET 10 POINT” in FIG. 13). After the result of the gun shoe part is displayed in this way, the game is switched to the dance part.
  • FIG. 14 is an example of a flowchart of the dance part of this embodiment.
  • the music game processing unit 842 first determines the difficulty level (S301).
  • the configuration that simplifies the setting of the dance part for a player who receives a large amount of damage at the gun shoe part, and makes the setting of the dance part difficult for a player who receives a small amount of damage at the gun shoe part. It is said.
  • the difficulty level of the dance part can be determined according to the score obtained by the gun shoe part. Thereby, even a player who is not good at the game (low game skill) can continue the dance part without giving up, and a player who is good at the game (high game skill) can continue the dance part without getting bored.
  • players of various levels can continuously enjoy different types of games according to their levels.
  • the difficulty level of the dance part is changed by a note pattern or the like as will be described later, and three patterns of EASY, NORMAL, and HARD are set.
  • the music game processing unit 842 determines the difficulty level based on the play result of the immediately preceding gun shoe part (S301), and then starts a dance operation (S302).
  • FIG. 15 is a diagram illustrating an example of a dance part display image according to the present embodiment. This figure shows an image when playing alone.
  • the start point 20 a jumps out from the marker 22 toward the right side, and a line 21 a appears as a movement locus (path) of the start point 20 a. That is, the start point 20a and the marker 22 are connected by the line 21a.
  • the notes 23a move one after another on the line 21a from the start point 20a toward the marker 22.
  • the player pulls the trigger of the operation input unit 810 (gun controller 4) at the timing when each of the notes 23a coincides with the marker 22.
  • a predetermined number of notes 23a move from the start point 20a toward the marker 22 along the line 21a.
  • the start point 20a becomes the last note of the predetermined number of notes 23a and moves to the marker 22.
  • the start point 20a extends from the marker 22 to the stop position, and ten notes 23a move along the line 21a from the stopped start point 20a.
  • nine notes 23a appear at a predetermined interval from the start point 20a having a size different from that of the note 23a, and move to the marker 22 along the line 21a.
  • the start point 20a is converted into a note 23a and moved to the marker 22 along the line 21a as the tenth note 23a.
  • n (n is an integer of 2 or more) notes 23a appearing from the marker 22 and stopping at a predetermined position move to the marker 22 along the line 21a, the first to n ⁇ 1.
  • the th note 23a appears from the start point 20a, and the start point 20a becomes the nth note 23a and moves to the marker 22.
  • the line 21a disappears with the movement of the start point 20a that has become the nth note 23a. That is, the start point 20a that has become the nth note 23a moves as if it is sucked into the marker 22.
  • the evaluation is determined by the coincidence or deviation between the timing at which the notebook 23a overlaps the marker 22 and the timing at which the trigger is pulled.
  • evaluations of PERFECT, GOOD, NORMAL, and DAMAGE are given in the order of the degree of coincidence of both timings. If the trigger is not pulled, DAMAGE is set. This evaluation is added to each note and added up.
  • the start point 20b jumps out as the start point of the next pattern toward the left side of the marker 22, and a line 21b appears as a movement locus of the start point 20b.
  • the starting point 20b stops and displays a notice of how to move the note of the next play pattern.
  • the play by the note 23a is performed in the right play pattern, but the note does not appear in the left play pattern (line 21b).
  • the notice may be made by causing a marker separate from the marker 22 to appear at a position different from the marker 22 where the line 21a extends. With the above notice display, the player can grasp the difficulty level of the next play pattern.
  • the difficulty level of the dance part can be changed according to the complexity of the trajectory of the line or the number and frequency of the appearing notes 23a.
  • FIG. 15 a hemispherical note 23 a in which half color is painted appears.
  • a normal note in which the entire circle is colored
  • the evaluation is determined at that timing.
  • a colored trigger the trigger on the left of the gun controller 4 in the figure
  • the success is achieved, and the evaluation is determined at that timing.
  • the reverse trigger is pulled, the lower rank (NORMAL) is evaluated even if the timing is met.
  • NVMAL the lower rank
  • the long press note is a note (long press note) for causing the player to long press the trigger of the gun controller 4.
  • the long press note 30 includes a traveling direction leading note portion 31, a traveling direction last note portion 32, and a line-shaped note portion 33 between the traveling direction leading note portion 31 and the traveling direction last note portion 32.
  • the simultaneous note in FIG. 16B is a note that appears at a predetermined timing when two players play simultaneously, and the notes 43a and 43b of both players reach the same marker 50 at the same timing. Therefore, two players are required to pull the trigger at the same time. The evaluation at this time is matched with the evaluation of the lower player.
  • a marker 22 is prepared for each player. Accordingly, the marker 22 for one player and the marker 22 for the other player are displayed on the screen, the line 21 extends from each of them, and the note moves on the line 21. However, at a predetermined timing in the dance part, the marker 22 for one player and the marker 22 for the other player overlap, and a simultaneous note as shown in FIG. 16B is displayed.
  • the method for displaying the instruction mark of the dance part is not limited to the above configuration.
  • the marker 22 is fixed and the note is moved.
  • the note may be fixed and the marker 22 may be moved.
  • the marker 22 and the note can also be moved.
  • any display method can be applied as long as it is a music game in which the marker 22 moves relatively and causes the player to input an operation.
  • one or a plurality of horizontal straight lines (paths) fixed at the center of the screen are displayed, a note (instruction mark) is moved along the straight line, and a marker (reference reference) is fixed.
  • a controller such as a trigger may be operated at the timing when it overlaps the mark.
  • a plurality of notes are fixed and the controller is operated at a timing when the marker moves and overlaps the instruction mark.
  • a plurality of stages of routes may be displayed, and when one step of the game operation is completed, the route disappears and the lower route moves upward.
  • the shape of the marker is not limited to the circular shape or the star shape as in the above embodiment, and various shapes such as a character silhouette can be used, for example.
  • the combo is achieved by succeeding continuously, and the bonus score is added by achieving a predetermined combo.
  • the evaluation is DAMAGE
  • the player receives damage and the life value decreases.
  • the life does not disappear with the minimum value. Therefore, there is no continuation or game over in the dance part.
  • it is possible to set the life to disappear and continue or game over.
  • FIG. 17 is a diagram illustrating an example of a display image of a dance part part result according to the present embodiment. This figure shows the result when two players play.
  • the score (SCORE) is a score obtained by the player in the music game at this stage, and the score of each player is displayed on the left and right.
  • the note evaluation ratio (NOTE) is the ratio of the evaluation obtained at the dance part. Among all the notes, the ratios obtained by each evaluation of PERFECT, GOOD, NORMAL, and DAMAGE are calculated, and the ratios of PERFECT, GOOD, and NORMAL are displayed on the screen. Further, the evaluation score of the note evaluation ratio is calculated from the obtained note evaluation ratio according to the following formula.
  • the music game processing unit 842 sets the dance part difficulty level coefficient according to the difficulty levels (EASY, NORMAL, and HARD) determined in S301 in the flowchart of FIG.
  • EASY is 80
  • NORMAL is 100
  • HARD is 120.
  • the combination rate (COMBINATION) is a numerical value indicating how much cooperation between two players is calculated as follows.
  • player 1 and player 2 The sum of the absolute values of the ratios of the ratios of PERFECT, GOOD and NORMAL of two players (hereinafter referred to as player 1 and player 2) is divided by 8.
  • the value A is calculated by subtracting the value obtained from 25. (The value A can take from 0 to 25).
  • the final judgment value is calculated by adding the values obtained by multiplying the evaluation score of the note evaluation ratio, the evaluation score of the max combo, and the evaluation score of the combination rate (equal to the combination rate) by the adjustment coefficient.
  • Each player is assigned to a predetermined rank according to the final determination value.
  • ranks S, A, B, C, D, and E are set from the upper level to the lower level.
  • one player has an S rank and the other player has an E rank. In this case, the higher rank S rank is the final rank.
  • the recommended men points to be given are set in advance according to the final rank, and the determined recommended men points are displayed (the lowermost stage “GET 10 POINT” in FIG. 17).
  • the music game processing unit 842 plays a demo scene at the end of the stage (S304 in the flowchart of FIG. 14) and switches to the next stage (S305 in the flowchart of FIG. 14).
  • FIG. 18 is a diagram illustrating an example of a display image of the final result according to the present embodiment. Here, ranks are determined and displayed from scores and combination rates calculated from the results of the gun shoe parts and dance parts of all stages. Also, the central processing unit 840 determines a final recommended men point from the result, and displays the estimated men point on the display unit 850 (“TOTAL 123 POINT” at the bottom in FIG. 18).
  • FIG. 19 is a diagram illustrating an example of a display image of the recommended men ranking according to the present embodiment.
  • the points acquired by the respective characters are shown as bar graphs.
  • the central processing unit 840 accumulates the points acquired in the current game in the acquired points of the character selected by the player held in the storage unit 820, and displays the accumulated points as shown in FIG. 850 is displayed.
  • the player's own score and ranking are determined and displayed according to the player's score.
  • the player can select a specific character from a plurality of characters, and at the end of the game, a predetermined point can be given to the selected character.
  • the predetermined point is a point according to the play result of the player at the end of the game.
  • the present invention is not limited to this example, and one character may be given to the character selected as the navigator per game (from the start of the game to the end of the game) by selecting the character of the player. it can. Or you may reflect the frequency
  • the points calculated according to the final result of the game of the player are added.
  • the player's voting right is the partner (character) selection, and the game result is reflected in the number of votes.
  • the player's willingness to play is further improved by adopting a configuration in which the number of votes for the selected character increases according to the player's hard work on the game.
  • the recommended men ranking is determined and displayed for each case of the arcade game, but is not limited to this configuration.
  • the game results of a larger number of players in a wider range may be reflected in the recommended men ranking.
  • a game apparatus a game program, and a game processing method in which a music game and a shooting game are merged have been described.
  • a game to be merged with a music game is not limited to a shooting game.
  • sports games such as baseball, soccer, and golf may be used.
  • a shooting game in which an attacking object (for example, a vaccine bullet) is fired against a target displayed on the display unit 850, and the display unit 850
  • a music game that causes the player to take a rhythm by instruction display for example, a note or a marker
  • the operation signal output by the operation of the player by the operation input unit 810 is used to fire the attacking object, and when the music game is executed, the operation input unit
  • the operation signal output by the player's operation in 810 is used to cause the player to take a rhythm.
  • the shooting game processing unit 840 is configured to launch an attacking object on the display unit 850 by an operation signal input from the operation input unit 810
  • the music game processing unit 842 is an operation input unit used also in a shooting game.
  • the display unit 850 is configured to perform a match evaluation between a note and a marker.
  • the operation screen of the music game of the prior art document is intended for instruction display, and a straight line fixed at the center is displayed, and the operation instruction mark moves along the straight line. For this reason, the movement of the background character or the like has been limited. Therefore, it is desired to further improve the fun of the production itself.
  • the movement of the instruction display is linked with the movement of the image flowing in the background of the music game, so that the background character or the like can be moved more dynamically without being restricted by the position and movement of the instruction display.
  • the game processing apparatus of the present embodiment is a music-type game processing apparatus that causes a player to take a rhythm along predetermined music, and a reference mark at a predetermined position on a display screen in a part of the predetermined music. Is displayed, the starting point extends from the reference mark, the extended starting point is stopped at a predetermined position, and the moving path of the instruction mark is established between the stopped starting point and the reference mark. The reference mark, the starting point, and the line are displayed so that a line is formed. Further, the game processing apparatus according to the present embodiment displays a predetermined number of the instruction marks so as to move along the line from the stopped starting point toward the reference mark.
  • the game processing apparatus of this embodiment acquires the timing at which the player operated the input operation unit. Then, the game processing apparatus according to the present embodiment evaluates whether or not the match between the instruction mark moving along the line and the reference mark and the match between the acquired timing and the acquired timing are within an allowable range. I do. Further, the game device of the present embodiment completes the disappearance of all of the lines on the display screen at the end of the evaluation for all of the predetermined number of instruction marks.
  • An instruction mark (note) start point extends from a reference mark (marker) serving as a match determination position of the music game, and an instruction mark movement path is formed together with this, and an instruction mark having a specific trajectory by stopping the instruction mark start point The travel route is determined. Then, the instruction mark of n ⁇ 1 (n is an integer of 2 or more) advances from the instruction mark start point to the reference mark along the moving path, and the instruction mark start point becomes the nth (last) instruction mark. Advancing toward the mark, the moving path disappears accordingly.
  • an instruction mark moving path is appropriately defined between the reference mark and the instruction mark start point according to a specific trajectory, and the starting path disappears after a predetermined number of instruction mark operation processes.
  • the first movement route does not suffer from the character on the effect screen of the specific scene, but when it is covered with the specific character in another scene, it is a new movement route that does not suffer from the character in the other scene. Since it can be changed, the above effect is realized.
  • the path of the instruction mark can be shaped like a specific symbol mark or the like according to the movement of music or a background image.
  • the instruction mark moving path can be formed along the choreography.
  • the game of the present embodiment can be applied to various games such as an arcade game, a home consumer game, and an online game, but is particularly preferably applied to an arcade game.
  • an arcade game will be described as an example.
  • FIG. 20 is a perspective view illustrating an example of the arcade game apparatus 100 according to the present embodiment.
  • a display 200 is provided almost at the center of the casing of the arcade game apparatus 100.
  • controller buttons 400a and 400b which are input operation units, are installed. The player advances the game by operating the controller buttons 400a and 400b while looking at the operation screen displayed on the display 2 in front of the display 200.
  • circular operation (controller) buttons 400a and 400b are used, but the controller 400 of the present embodiment is not limited to this, and various musical instrument simulations such as a drum-shaped percussion instrument-shaped controller, a guitar-like stringed instrument-shaped controller, and the like.
  • a controller can be used. Further, as described in the first embodiment, the same gun controller used in a conventional shooting game can be used.
  • two controller buttons 400a and 400b are installed on the left and right, and two players can play simultaneously using the respective controller buttons 400a and 400b.
  • a single player can be used, or a configuration in which three or more players can play simultaneously is also possible.
  • buttons 400a and 400b are provided on the left and right sides, and each player has a timing at which the instruction mark (note) overlaps the reference mark (marker) on the operation screen.
  • the corresponding controller buttons 400a and 400b are operated (pressed). For example, if the note is circular and the left half is colored, press the left controller button; if the right half is colored, press the right controller button; if the whole is colored, the left and right controllers A configuration in which the buttons are simultaneously pressed can also be adopted.
  • a configuration in which each player operates one controller button or a musical instrument simulation controller a configuration may be adopted in which the position of the controller button and the musical instrument simulation controller corresponding to the position indicated by the instruction mark is operated. Conversely, there can be more than two controller buttons.
  • start buttons 401a and 401b as input operation units are provided on the left and right, respectively, and coin accepting units 402a and 402b are provided on the left and right, respectively.
  • a card reader / writer 403 is provided below the coin receiving unit.
  • the game can be started by inserting coins into the coin receiving units 402a and 402b, inserting a magnetic card into the card reader / writer 403, and pressing the start buttons 401a and 401b.
  • a speaker 500 is installed at the upper part of the housing, so that the effect of sound can be enhanced.
  • the player advances the game by operating the controller buttons 400a and 400b while watching the instruction display displayed on the display 200 in front of the display 200.
  • FIG. 21 shows an example of a functional block diagram of the game system 500 of the present embodiment.
  • the game system of the present embodiment it is not necessary to include all the components described in the figure, and a configuration in which a part is omitted may be employed.
  • the game system 500 of this embodiment includes an operation input unit 510, a storage unit 520, an information storage medium 530, a central processing unit 540, a display unit 550, an output unit 560, a communication unit 570, and the like.
  • the operation input unit 510 is a part where the player operates the game and inputs operation data.
  • the controller buttons 400a and 400b are used.
  • the controller buttons 400a and 400b are not limited thereto, and any buttons can be used as long as game input is possible, such as controller buttons for home game machines and buttons for arcade game machines. I do not care.
  • a musical instrument simulation controller that imitates a percussion instrument such as a drum or a stringed instrument such as a guitar, or a gun controller that is used in a conventional shooting game as described in the first embodiment can be used.
  • a dance-type music game in which dance is performed according to music, a step or the like can be used.
  • the storage unit 520 is a hard disk, a RAM, or the like, and serves as a work area for the central processing unit 540, the communication unit 570, and the like.
  • Examples of the information storage medium 530 include an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, a memory (ROM), and the like. Is stored.
  • the storage unit 520 includes an instruction display data storage unit 521, a music data storage unit 522, a background image data storage unit 523, and a reference timing data storage unit 524.
  • the instruction display data storage unit 521 stores instruction display data for instructing an operation performed by the player using the operation input unit 510.
  • the instruction display includes a marker, a note, a line, and the like.
  • the music data storage unit 522 stores a plurality of music data used in the music game of the present embodiment.
  • the background image data storage unit 523 stores image data such as a character or a landscape as a background in association with each music piece.
  • an instruction display such as a movement route is formed in association with the arrangement and movement of the background image so that the background image is not hidden by the instruction display in each scene. Then, the number of notes serving as instruction marks, the appearance frequency, the moving speed to the marker serving as a reference mark, and the like are determined according to the length of the travel route, the difficulty level of the game, and the like.
  • the shape of the movement path can be formed in correspondence with a specific rhythm or lyrics of the music or a pose of the character image as the background.
  • the instruction display data created in this way is stored in the instruction display data storage unit 521.
  • the reference timing data storage unit 524 stores reference timing data serving as a reference for comparison with timing data operated by the player.
  • the central processing unit 540 includes various processors such as a CPU and a DSP, and hardware such as an ASIC such as a gate array, and performs various processes based on programs or data stored in the information storage medium 530.
  • Examples of the display unit 550 include a CRT, LCD, touch panel display, HMD (head mounted display), and the like, and the generated image is output here.
  • Examples of the output unit 560 include a speaker, a headphone, etc., and outputs the generated sound.
  • the communication unit 570 is hardware such as various processors and a communication ASIC, a program, and the like, and performs communication with the host device, other game systems, and the like. Note that the program or data that causes the computer to function may be distributed from the information storage medium of the host device (server) to the information storage medium 530 or the storage unit 520 via the network and communication unit 570.
  • the central processing unit 540 performs various game processes, image generation processes, and the like based on operation data, programs, and the like input by the operation input unit 510. Specifically, a process for starting a game when a predetermined condition is satisfied, a process for advancing the game, a process for placing a display object (object) such as an instruction display or a character, a process for displaying a display object, a game A process for calculating a result, a process for ending a game when a predetermined condition is satisfied, and the like are included.
  • the central processing unit 540 performs various processes using the storage unit 520 as a work area.
  • the central processing unit 540 includes a display control unit 541, a timing acquisition unit 542, an evaluation unit 543, a music playback unit 544, an image generation unit 545, a sound generation unit 546, and the like. Note that some of these may be omitted.
  • the display control unit 541 performs display control of a plurality of display objects including instruction display and a background image. Specifically, a process of arranging a display object, a process of moving the display object, a process of changing an image of the display object, and the like can be given.
  • the timing acquisition unit 542 acquires the timing at which the player operates the operation input unit 510 according to the instruction mark. Specifically, the operation data input by the operation input unit 510 is acquired every predetermined frame (for example, 1/60 seconds, 1/30 seconds). The acquired operation data is accumulated and stored in a predetermined storage buffer.
  • the evaluation unit 543 makes a determination by comparing the operation timing acquired by the timing acquisition unit 542 with the reference timing data stored in the reference timing data storage unit 524, and evaluates the player's operation based on the determination result. Specifically, the evaluation unit 543 reads the reference timing data from the reference timing data storage unit 524, and performs a process of determining the degree of coincidence or deviation between the acquired operation timing and the reference timing.
  • the display control unit 541 can perform control to instruct operation of a plurality of operation areas of the operation input unit 510 with one instruction mark.
  • the evaluation unit 543 performs a comparison determination between the operation timings for the plurality of operation areas and the reference timing, and the player's operation Is evaluated and the score of the player is calculated.
  • the music playback unit 544 performs playback processing of music data of the music game executed in the present embodiment. Specifically, the music data stored in the music data storage unit 522 is read out, a game sound is generated based on the music data, and the output unit 560 outputs the game sound.
  • background image data corresponding to each piece of music is stored in the background image data storage unit 523 of the storage unit 520 in advance. Then, the display control unit 541 starts the display of the background image corresponding to each piece of music together with the start of reproduction of the music data.
  • One background image or a plurality of background images may be stored for one music piece.
  • the player can be configured to instruct an image to be displayed together with the music via the operation input unit 510.
  • a specific background is automatically set according to a predetermined condition. It is also possible to adopt a configuration in which an image is determined.
  • instruction display data corresponding to each piece of music data and background image data is stored in the instruction display data storage unit 521 of the storage unit 520.
  • the display control unit 541 starts the display processing of the background image and the instruction display corresponding to each music, together with the start of reproduction of the music data.
  • instruction display in which a movement route or the like is formed in association with the arrangement or movement of the background image is performed so that the background image is not hidden by the instruction display in a scene. Therefore, an instruction display is displayed along with the reproduction of the music without impairing the effect of the background image.
  • the instruction display data is stored in advance in the instruction display data storage unit 521 in association with the music data and the background image data, and is read out by the display control unit 541 and displayed on the display unit 550.
  • the display method of the instruction display is not limited to this.
  • the display control unit 541 forms a movement path that does not hide the background image in conjunction with the background image data corresponding to the music data to be reproduced.
  • the display unit 550 may be configured to display the image.
  • the display control unit 541 performs display control of the instruction display in conjunction with the reproduction of the music data and the display of the background image. Specifically, display processing of various instruction displays is started with the start of reproduction of music data, and the display processing is ended with the end of reproduction of music data.
  • the display timing of various instruction displays is associated with the sound reproduction timing of music data.
  • the image generation unit 545 performs a drawing process based on the result of the game process executed by the central processing unit 540, thereby generating an image and displaying it on the display unit 550.
  • an image of the evaluation result determined by the evaluation unit 543 is generated and displayed when the player's operation timing matches or shifts from the reference timing data.
  • the evaluations are PERFECT, GOOD, NORMAL, and DAMAGE in the order of the degree of coincidence of both timings, and one of the evaluations is displayed for each operation.
  • the sound generation unit 546 performs sound processing based on the result of the game processing executed by the central processing unit 540, generates game sound such as BGM, sound effect, or voice, and outputs the game sound to the output unit 560.
  • the game sound may be, for example, a voice that praises or supports the player with a voice of a character or the like appearing in the background according to the game result of the player.
  • the game system according to the present embodiment may be a single player mode-dedicated system in which only one player can play, or a system having a multiplayer mode in which a plurality of players can play.
  • a game image or a game sound may be generated using one terminal, or may be generated using a plurality of terminals connected via a network such as a transmission line or a communication line. Also good.
  • Game operation instruction display Hereinafter, the operation instruction display, which is a feature of the music game of the present embodiment, will be described in detail with reference to the drawings.
  • FIG. 15 is a diagram illustrating an example of a display image of the music game of the present embodiment. This figure shows an image when playing alone.
  • an instruction mark (note) start point (hereinafter simply referred to as “start point”) 20a jumps out from the marker 22 as a reference mark to the right, and a line 21a appears as a movement locus of the start point 20a. . That is, the start point 20a and the marker 22 are connected by the line 21a to form a note movement path.
  • the start point 20a stops at a predetermined position the notes 23a move one after another on the line 21a from the start point 20a toward the marker 22.
  • a predetermined number of notes 23a move from the start point 20a toward the marker 22 along the line 21a, but the start point 20a becomes the last note of the movement of the predetermined number of notes 23a.
  • the start point 20a extends from the marker 22 to the stop position, and ten notes 23a move along the line 21a from the stopped start point 20a.
  • nine notes 23a appear at a predetermined interval from the start point 20a having a size different from that of the note 23a, and move to the marker 22 along the line 21a.
  • the start point 20a When nine notes 23a are output from the start point 20a, the start point 20a is converted into a note 23a and moved to the marker 22 along the line 21a as the tenth note 23a.
  • n n is an integer of 2 or more
  • notes 23a appearing from the marker 22 and stopping at a predetermined position move to the marker 22 along the line 21a, the first to n ⁇ 1.
  • the th note 23a appears from the start point 20a, and the start point 20a becomes the nth note 23a and moves to the marker 22.
  • the line 21a disappears with the movement of the start point 20a that has become the nth note 23a. That is, the start point 20a that has become the nth note 23a moves as if it is sucked into the marker 22.
  • the evaluation is determined by the coincidence or deviation between the timing at which the notebook 23a overlaps the marker 22 and the timing at which the controller button 400 is pressed.
  • evaluations of PERFECT, GOOD, NORMAL, and DAMAGE are given in the order of the degree of coincidence of both timings. Also, if the controller button 400 is not pressed, DAMAGE is displayed. This evaluation is added to each note and added up.
  • the start point 20b jumps out as the start point of the next pattern toward the left side of the marker 22, and a line 21b appears as a movement locus of the start point 20b.
  • the starting point 20b stops and displays a notice of how to move the note of the next play pattern.
  • the play by the note 23a is performed in the right play pattern, but the note does not appear in the left play pattern (line 21b).
  • the notice may be made by causing a marker separate from the marker 22 to appear at a position different from the marker 22 where the line 21a extends.
  • the player can grasp the difficulty level of the next play pattern.
  • the next play pattern is difficult, a feeling of throb and tension are increased, and when it is easy, a sense of security can be obtained and the player can be enthusiastic about the play while raising his / her feelings.
  • the disclosed point 20a is converted to the nth note 23 and then moved toward the marker.
  • the present invention is not limited to this configuration. For example, after the n ⁇ 1th note appears, after a predetermined time, the start point moves toward the marker, and the line disappears as the start point moves.
  • the start point 20a protrudes from the marker 22, and the start point 20a and the marker 22 are connected by a line 21a to form a note movement path.
  • the start point 20a stops at a predetermined position, the start point 20a is converted into a note and moves on the line 21a toward the marker 22. That is, in a configuration in which k (k is an integer of 1 or more) instruction marks appear sequentially from the start point, when k is 1, only the start point moves as a note toward the marker 22 on the line 21a. .
  • the movement path of the note is formed so as not to hide the member image.
  • the player can advance the operation of the music game while enjoying an image in which the members of the idol group are dancing in a dynamic motion according to the music.
  • the shape of the movement path can be changed to various shapes such as a heart shape, a bird shape, and a fish shape according to the pose and formation of the member.
  • FIG. 15 a hemispherical note 23 a in which half color is painted appears.
  • the left and right controller buttons 400 are pressed simultaneously when the note overlaps the marker 22, the evaluation is determined at that timing.
  • the controller button 400 the left controller button in the figure
  • the success is achieved, and the evaluation is determined at that timing.
  • the reverse controller button is pressed, the lower rank (NORMAL) is evaluated even if the timing matches.
  • FIG. 16 (A) a simultaneous note shown in FIG. 16 (B).
  • the long press note is a note (long press note) for causing the player to press the controller button 400 for a long time.
  • the long press note 30 includes a traveling direction leading note portion 31, a traveling direction last note portion 32, and a line-shaped note portion 33 between the traveling direction leading note portion 31 and the traveling direction last note portion 32.
  • the simultaneous note in FIG. 16B is a note that appears at a predetermined timing when two players play simultaneously, and the notes of both players reach the same marker 50 at the same timing.
  • a human player is required to press the controller button 400 at the same time.
  • different markers 50 and notes are displayed on the display 200 for each player, and each player is operated and input according to each instruction display, but the above-mentioned notes appear at a predetermined timing. Can do.
  • the evaluation at this time is matched with the evaluation of the lower player.
  • a marker 50 is prepared for each player during two-player play. Accordingly, the marker 50 for one player and the marker 50 for the other player are displayed on the screen, the lines 42a and 42b extend from each of them, and the note moves on the lines 42a and 42b. However, at a predetermined timing, the marker 50 for one player and the marker 50 for the other player overlap, and a simultaneous note as shown in FIG. 16B is displayed.
  • FIG. 22 is an image diagram showing another example of the note pattern of the present embodiment.
  • a start point 41a jumps out from the marker 40a for one player (first player) toward the right side, and a line 42a appears as a movement locus of the start point 41a.
  • the start point 41b jumps out from the marker 40b for the other player (second player) toward the left side, and a line 42b appears as a movement locus of the start point 41b.
  • the start points 41a and 41b stop at predetermined positions, the notes 43a and 43b move one after another on the lines 42a and 42b from the start points 41a and 41b toward the markers 40a and 40b.
  • the first player and the second player press their controller buttons 400, respectively.
  • the markers 40a and 40b are basically prepared for each player as described above. Accordingly, the marker 40a for one player and the marker 40b for the other player are displayed on the screen, lines 42a and 42b extend from each of them, and the note moves on these lines. However, at a predetermined timing, the marker 40a for the first player and the marker 40b for the second player overlap, and a simultaneous note version as shown in FIG. 16B is displayed. That is, the lines 42 a and 42 b extend from the same marker 50, and the notes 43 a and 43 b pass therethrough, and the first and second players press the respective controller buttons 400 at the timing when their notes reach the same marker 50. Manipulate.
  • FIG. 23 is an image diagram showing another example of the note pattern of the dance part of the present embodiment. This is an example of a note pattern that appears when two people play simultaneously. Each player advances the dance part according to each note pattern (left side, right side).
  • the simultaneous note version is displayed, and the left and right lines (straight lines) 62a and 62b are connected to one marker 60 in the center.
  • the left and right hemispherical notes 63a and 63b that move on the lines 62a and 62b are both directed toward the center and reach the marker 60 at the same time. Therefore, the two players are required to press the controller button 400 at the same timing.
  • FIG. 24 is a flowchart showing an example of the flow of game processing of the present embodiment.
  • the central processing unit 540 first determines a song for play (S401).
  • a song for play it is good also as a structure which a player selects the music which a player wants to play from the music previously stored in the music data memory
  • the central processing unit 540 performs a process of calling a music from the music data storage unit 522 and displaying it on the display unit 550. Then, based on the instruction input by the player via the operation input unit 510, the music is determined (S401).
  • the central processing unit 540 determines a background image to be played along with the music (S402).
  • the central processing unit 540 calls a background screen corresponding to the determined music from the background image storage unit 523 of the storage unit 520.
  • the background image is determined.
  • the player may select a background image that the player wants to flow, or the background image may be automatically selected according to a predetermined condition. It is also possible to adopt a configuration determined automatically.
  • the central processing unit 540 performs a process of calling a plurality of background images corresponding to the music determined from the background image data storage unit 523 and displaying them on the display unit 550. Then, a background image is determined based on an instruction input by the player via the operation input unit 510 (S402).
  • the central processing unit 540 performs reproduction processing of the determined music (step S403). At the same time, or shifted by a predetermined interval, the central processing unit 540 starts displaying the background image on the display unit 550 (step S404).
  • the central processing unit 540 performs display processing for displaying operation instructions such as the above-described notes, lines, markers, and the like (step S405).
  • the instruction display corresponding to the music and the background image is read from the instruction display data storage unit 521 of the storage unit 510 and displayed in conformity with the reproduction of the music and the display of the background image.
  • the instruction display is displayed on the display unit 550 by the display method shown in FIGS.
  • the instruction display used in the central processing unit 540 can be determined based on the player instruction input via the operation input unit 510 and displayed on the display unit 550. Moreover, it is good also as a structure which determines a difficulty level automatically in the central processing part 540 according to predetermined conditions, such as a player's level.
  • FIG. 25 shows an example of a method for displaying an instruction display such as a movement route in the present embodiment.
  • the horizontal axis of FIG. 25 (A) is a time axis, and 0 (S) is the start time of music playback.
  • FIG. 25 illustrates an example in which three note movement paths, that is, the first path 80, the second path 81, and the third path 82 are displayed on the display unit 550.
  • the first path 80 forms the left half of the heart shape
  • the second path 81 forms the right half of the heart shape
  • the third path 82 includes the first path 80 and This is a zigzag line that vertically penetrates the heart shape formed by the second path 81.
  • time shows the elapsed time (second) on the basis of the music start time (0).
  • the formation of the first path 80 starts 1 second after the start of the music (a1), and the formation of the first path 80 is completed after 3 seconds (b1). That is, the start point 91a protrudes from the marker 90a toward the left side, the start point 91a stops at approximately the center point of the upper part of the heart shape, and the first path 80 is formed between the marker 90a and the start point 91a along this locus.
  • the FIG. 25C is an example of an instruction display image displayed on the display portion 550 between a1 and b1. This figure shows a middle stage in which the start point 91a protrudes from the marker 90a and the first path 80 is formed.
  • n 1 ⁇ 1 (n 1 is an integer of 2 or more) notes 93a appear from the start point 91a, and move on the first path 80 toward the marker 90a.
  • the start point 91a is converted into the note 93a after a predetermined time, and the first path 80 is formed as the n first note 93a.
  • the first path 80 disappears.
  • the formation of the second path 81 starts after 8 seconds (a2), and the formation of the second path 81 is completed after 10 seconds (b2). That is, the start point 91b protrudes from the marker 90a toward the right side, and the start point 91b stops at the substantially central point of the upper part of the heart shape. A second path 81 is formed between the marker 90a and the start point 91b along this locus.
  • FIG. 25D is an example of an instruction display image displayed on the display unit 550 between a2 and b2.
  • a note 93a appears from the start point 91a of the first path 80 that forms the left half of the heart shape, and moves toward the marker 90a.
  • the second path 81 forming the right half of the heart shape is in the middle of formation.
  • the formation of the second path 81 is completed after 10 seconds (B2 and C1). At this time, in the first path 80, the start point 91a becomes the n 1st note 93a and starts moving toward the marker 90a. . Therefore, the second path 81 is in a standby state until the n first note 91a coincides with the marker 90a and the first path 80 disappears (d1 and c2).
  • FIG. 25E is an example of an instruction display image displayed on the display unit 550 between b2 and c2.
  • the starting point 91a of the first path 80 forming the left half of the heart shape becomes the note 93a and moves toward the marker 90a.
  • the formation of the second path 81 that forms the right half of the heart shape is completed.
  • n 2 ⁇ 1 (n 2 is an integer of 2 or more) notes 93b appear from the start point 91b of the second route, and move on the second route 81 toward the marker 90a.
  • the start point 91b is converted into the note 93b after a predetermined time, and the second path 81 is formed as the n second note 93b.
  • the second path 81 is formed as the n second note 93b.
  • the second path 81 disappears.
  • FIG. 25F is an example of an instruction display image displayed on the display portion 550 between c2 and d2.
  • the first path 80 that forms the left half of the heart shape has already disappeared.
  • a note 93b appears from the start point 91b of the second path 81 that forms the right half of the heart shape, and moves toward the marker 90a.
  • the formation of the third path 82 starts 2 seconds after the disappearance of the second path 81 (a3).
  • the marker 90b appears at approximately the center position above the heart shape, the start point 91c protrudes downward, and stops with a zigzag trajectory extending vertically through the heart shape.
  • a third path 82 is formed between the marker 90b and the start point 91c along this locus.
  • n 3 ⁇ 1 notes (n 3 is an integer of 2 or more) appear from the start point 91c, and move on the third path 82 toward the marker 90b.
  • the player presses the controller button 400 at a timing when each note coincides with the marker 90b.
  • information such as the created travel route is stored in advance in the instruction display data storage unit 521 of the storage unit 510 in conjunction with the music and background screen, and the central processing unit 540 reads this information and reads the Display in correspondence with playback and display of the background image.
  • the central processing unit 540 performs processing for acquiring operation timing (step S406).
  • the operation timing data input by the player operating the operation input unit 510 in accordance with the instruction display displayed by the instruction display display process in step S405 is sampled and stored in the operation data storage buffer.
  • the central processing unit 540 performs a comparison determination process between the acquired operation timing and the reference timing (S407).
  • a comparison determination process of the operation timing data held in the storage buffer and the reference timing data stored in the reference timing data storage unit 521 of the storage unit 520 is performed.
  • the smaller the difference between the operation timing and the reference timing that is, the higher the degree of coincidence of both timings, the higher the player's evaluation is.
  • the evaluations are divided into PERFECT, GOOD, NORMAL, and DAMAGE in ascending order of time deviating from the reference timing, and one of the evaluations is determined for each operation of each note.
  • Each evaluation result is generated by the image generation unit 545 and displayed on the display unit 550.
  • the comparison determination process may be performed based on the operation timing that is most deviated from the reference timing among the plurality of operations. .
  • the central processing unit 540 performs addition processing of the player's earned points (step S408). Specifically, in step S407, points corresponding to the evaluation obtained by the player operation comparison determination process for each note are added to the player points. Furthermore, the central processing unit 540 determines whether or not the music has ended (step S409), and if it has not ended (in the case of No in step S409), returns to step S403. When it is finished (Yes in step S409), the final game result of the player is determined and displayed on the display unit 550 (step S410). Here, the central processing unit 540 ends the game (S411). Below, an example of the final result determination process of this embodiment is demonstrated.
  • the evaluation ratio of the notes obtained by the comparison determination in step S407 is calculated.
  • the ratios obtained by evaluating each of PERFECT, GOOD, NORMAL, and DAMAGE among all the notes are calculated.
  • the evaluation score of the note evaluation ratio is calculated from the obtained note evaluation ratio according to the following formula.
  • the final judgment value is calculated by adding the value obtained by multiplying the evaluation score of the obtained notebook evaluation ratio by the adjustment coefficient.
  • Each player is assigned to a predetermined rank according to the final determination value.
  • ranks S, A, B, C, D, and E are set from the upper level to the lower level.
  • the number of times of continuous operation processing (max combo) without making a mistake during the game can be reflected in the final result.
  • the determined difficulty levels can be reflected in the final result.
  • the game difficulty level can be selected by the player, or can be automatically set according to a predetermined condition such as the player level.

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Abstract

L'invention concerne un jeu musical ayant une plus grande incidence et permettant à un joueur de progresser dans un jeu tout en profitant plus que jamais d'images de fond. Ce dispositif de traitement de jeu de type musical encourage un joueur à suivre le rythme d'une musique prédéterminée. Pendant une section de musique prédéterminée, ledit dispositif de traitement de jeu affiche une marque de référence, un point de départ et une ligne de sorte que la marque de référence soit affichée à une position prédéterminée sur un écran d'affichage, que le point de départ s'étende à partir de la marque de référence, que le point de départ étendu soit interrompu à une position prédéterminée, et que la ligne servant de trajectoire de mouvement pour les marques d'instruction soit formée entre le point de départ interrompu et la marque de référence. Un nombre prédéterminé de marques d'instruction est affiché afin de se déplacer le long de la ligne depuis le point de départ interrompu vers la marque de référence. Une évaluation est ensuite effectuée pour déterminer si un instant acquis coïncide ou non, dans une plage admissible, avec l'instant auquel la marque de référence et une marque d'instruction se déplaçant le long de la ligne coïncident. Une fois l'évaluation terminée pour toutes les marques du nombre prédéterminé de marques d'instruction, la ligne disparaît complètement de l'écran d'affichage.
PCT/JP2014/083803 2013-12-20 2014-12-19 Dispositif de traitement de jeu, procédé de traitement de jeu et programme informatique WO2015093612A1 (fr)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11226264A (ja) * 1997-12-11 1999-08-24 Konami Co Ltd ゲーム装置
JP2009082696A (ja) * 2007-09-12 2009-04-23 Namco Bandai Games Inc プログラム、情報記憶媒体、ゲームシステム
JP2013240452A (ja) * 2012-05-18 2013-12-05 Bandai Co Ltd ゲームシステム、制御方法、及びプログラム

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11226264A (ja) * 1997-12-11 1999-08-24 Konami Co Ltd ゲーム装置
JP2009082696A (ja) * 2007-09-12 2009-04-23 Namco Bandai Games Inc プログラム、情報記憶媒体、ゲームシステム
JP2013240452A (ja) * 2012-05-18 2013-12-05 Bandai Co Ltd ゲームシステム、制御方法、及びプログラム

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