WO2018070081A1 - ゲームシステム、及びそれに用いられるコンピュータプログラム - Google Patents

ゲームシステム、及びそれに用いられるコンピュータプログラム Download PDF

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Publication number
WO2018070081A1
WO2018070081A1 PCT/JP2017/025330 JP2017025330W WO2018070081A1 WO 2018070081 A1 WO2018070081 A1 WO 2018070081A1 JP 2017025330 W JP2017025330 W JP 2017025330W WO 2018070081 A1 WO2018070081 A1 WO 2018070081A1
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WIPO (PCT)
Prior art keywords
action
time
game
executed
actions
Prior art date
Application number
PCT/JP2017/025330
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English (en)
French (fr)
Japanese (ja)
Inventor
潤 脇田
牧野 徹
Original Assignee
株式会社コナミデジタルエンタテインメント
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Priority to KR1020197010305A priority Critical patent/KR102124885B1/ko
Publication of WO2018070081A1 publication Critical patent/WO2018070081A1/ja

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H1/00Details of electrophonic musical instruments
    • G10H1/32Constructional details
    • G10H1/34Switch arrangements, e.g. keyboards or mechanical switches specially adapted for electrophonic musical instruments

Definitions

  • the present invention guides the execution time designated in advance as the time when the play action should be executed, and when the play action is executed, the actual execution time and the execution time when the play action is actually executed are determined.
  • the present invention relates to a game system or the like that provides a timing game for evaluating this play action by comparing.
  • each execution time is guided through a time line that moves toward each instruction sign corresponding to each execution time, and each instruction sign that matches the time line as the time line reaches each instruction sign.
  • a timing game for requesting a touch operation on see, for example, Patent Document 1.
  • the timing game of Patent Document 1 one touch operation is required through one instruction sign. That is, the instruction mark and the touch operation (play action) are associated with each other on a one-to-one basis. For this reason, for example, even when a predetermined action is required to be repeated as a play action, the repetition period (continuation period) cannot be evaluated separately from the number of instruction signs. On the other hand, there is room for various actions including the action of repeating the predetermined action as described above in the play action. For this reason, for example, when such a repetitive action is adopted as a play action, the timing game of Patent Document 1 replaces the repetitive period as described above with the number of predetermined actions, and then increases the number to that number. The corresponding execution time must be specified in advance. As a result, the number of such predetermined actions also falls under the evaluation target, and there is a possibility that the degree of freedom of play action will be narrowed.
  • the present invention has an object to provide a game system or the like that can evaluate a repetitive action separately from the number of predetermined actions when a repetitive action corresponding to the repetition of the predetermined action is executed as a play action.
  • the game system of the present invention guides the execution time designated in advance as the time when the play action should be executed, and when the play action is executed, the actual execution time when the play action is actually executed
  • a game system that provides a timing game that evaluates the play action by comparing the execution time, and includes information on an execution period indicating a period in which a repeat action corresponding to repetition of a predetermined action is to be executed Based on sequence data designating the execution period, when the repetitive action is executed with the guide means for guiding the execution period as the execution time, so that the repetitive action is adopted as the play action,
  • comparing the actual execution period of the repetitive action with the execution period of the sequence data Ri comprises an evaluation means for evaluating the repeated action, a.
  • the computer program of the present invention is configured to cause a computer connected to the data storage means for storing the sequence data to function as each means of the above-described game system.
  • the figure which shows an example of the game screen of a music game typically.
  • Explanatory drawing for demonstrating an example of the content of sequence data The figure which shows an example of the flowchart of a sequence processing routine.
  • FIG. 1 is a diagram showing an outline of the overall configuration of a game system according to an embodiment of the present invention.
  • the game system 1 includes a center server 2 and a game machine GM.
  • the game machine GM is connected to the center server 2 via the network 3.
  • the game machine GM is configured as a business (commercial) game machine.
  • Commercial game machines are game machines that allow a predetermined range of games to be played for a fee or free of charge.
  • the game machine GM provides a music game for a fee.
  • the game machine GM for example, provides a music game in a range corresponding to the price in exchange for consumption of a predetermined price.
  • An appropriate number of game machines GM are installed in a commercial facility such as the store 4.
  • the center server 2 is not limited to an example constituted by a single physical device.
  • one logical center server 2 may be configured by a server group as a plurality of physical devices.
  • the center server 2 may be logically configured using cloud computing.
  • the game machine GM may function as the center server 2.
  • the user terminal 5 is connected to the center server 2 via the network 3.
  • the user terminal 5 is a type of network terminal device that exhibits various functions by executing software distributed from the center server 2.
  • a mobile phone including a smartphone
  • various network terminal devices that can be connected to the network and are used for personal use of the user, such as a personal computer, a portable game machine, and a portable tablet terminal device, are used. Good.
  • the network 3 may be configured to realize network communication using a TCP / IP protocol.
  • the network 3 may be configured by combining the Internet as a WAN and an intranet as a LAN.
  • the center server 2 and the game machine GM are connected to the network 3 via the router 3a, and the user terminal 5 is connected to the network 3 via the access point 3b.
  • the network 3 is not limited to a form using the TCP / IP protocol.
  • various forms using a wired line for communication or a wireless line may be used.
  • the communication between the user terminal 5 and the game machine GM or the like conforms to a predetermined standard so as to include various information such as a two-dimensional code without using a communication line (including wired and wireless), for example. It may be realized using a code (for example, a two-dimensional code) generated in this way. Therefore, the term “network (or communication line)” may include a form of transmitting and receiving information without using a line, such as a communication method using such a code.
  • the center server 2 provides various game machine services to the game machine GM or its user.
  • a service for receiving user identification information from the game machine GM and authenticating the user may be provided as the game machine service.
  • a service may be provided in which the play data of the authenticated user is received from the game machine GM and stored, or the play data to be stored is provided to the game machine GM.
  • the game machine service distributes and updates the game machine GM program or data via the network 3, and matches users when a plurality of users play a common game via the network 3.
  • a matching service or the like may be included.
  • the center server 2 provides various Web services to the user of the user terminal 5 via the network 3.
  • the web service may include, for example, a game information service that provides various types of information related to a game provided by the game machine GM.
  • the web service may include a distribution service that distributes various data or software to each user terminal 5 (including updates of data and the like).
  • the Web service may include other services such as a community service that provides a place for information exchange, exchange, and sharing by users, and a service that provides a user ID for identifying each user.
  • FIG. 2 is a perspective view showing an example of the appearance of the game machine GM.
  • the game machine GM may include a housing 6, for example.
  • the housing 6 may be provided with a monitor MO, a control panel 7 and a speaker SP.
  • the monitor MO may be attached to the housing 6 so that the display surface is inclined obliquely upward.
  • the control panel 7 and the speaker SP may be disposed on the front side and the back side (upper side) of the monitor MO so as to sandwich the monitor MO, respectively.
  • the control panel 7 may include an input device 8.
  • a keyboard instrument type input device may be used as the input device 8. That is, the input device 8 may be configured in a keyboard shape.
  • the input device 8 is arranged so as to extend from one end portion in the left-right direction of the monitor MO to the other end portion when viewed from the user when the user stands in front of the housing 6 so as to face the monitor MO.
  • the input device 8 may include a plurality of key units 9, for example.
  • Each key portion 9 is formed in a rectangular shape extending from the back side to the near side, and may be configured to receive a pressing operation of pressing from the upper side to the lower side. That is, each key unit 9 may be configured as an operation unit to which a user operation is input.
  • each of these key parts 9 may be arrange
  • the key unit 9 may include, for example, a white key unit and a black key unit corresponding to a white key and a black key (arranged between adjacent white keys shorter than the white key) of the keyboard instrument. .
  • FIG. 3 is a diagram illustrating a configuration of a main part of the control system of the game system 1.
  • the center server 2 includes a control unit 10 and a storage unit 11.
  • the control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.
  • an input device such as a keyboard and an output device such as a monitor can be connected to the control unit 10.
  • those illustrations are omitted.
  • the storage unit 11 is connected to the control unit 10.
  • the storage unit 11 may be configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without supplying power.
  • server data 14 and server program 15 may be stored in the storage unit 11.
  • the server program 15 is a computer program necessary for the center server 2 to provide various services to the game machine GM and the like.
  • a game machine service management unit 16 and a Web service management unit 17 may be provided inside the control unit 20.
  • the game machine service management unit 16 may execute, for example, a process for providing the game machine service described above.
  • the Web service management unit 17 may execute processing necessary for providing the above-described Web service.
  • the game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10. However, those illustrations are omitted.
  • the server data 14 is data that is referred to when the server program 15 is executed.
  • the server data 14 may include play data 14a, for example.
  • the play data 14a is data in which information related to past play results of each user is described.
  • the play data 14a may be used, for example, to take over the previous play results (past results) from the next time onward or to take over the settings specific to each user. Therefore, for example, the play data 14a may be configured such that information such as the results of each user is described for each user ID for identifying each user.
  • the server data 14 may include various types of data for realizing a game.
  • such data may include ID management data.
  • the ID management data is data for managing various IDs such as user IDs. However, those illustrations are omitted.
  • the game machine GM is provided with a control unit 30 as a computer, a storage unit 31, a reader RD, the monitor MO described above, a speaker SP, and an input device 8.
  • the storage unit 31, the reader RD, the monitor MO, the speaker SP, and the input device 8 are all connected to the control unit 30.
  • the control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • various output devices or input devices can be connected to the control unit 30 in the same manner as other known game machines, for example.
  • such an input device may include a known device for collecting a predetermined value such as a coin authentication device. Then, for example, a coin or the like as a predetermined price may be collected through such a device.
  • those illustrations are omitted.
  • the reader RD is a known device that reads various information recorded in a storage medium in a non-contact state using, for example, short-range wireless communication.
  • the reader RD may be used for reading information on a card CD as an example of a storage medium.
  • the reader RD may read information on the card CD possessed by each user and output a signal corresponding to the information to the control unit 30.
  • the card CD may be provided with a non-volatile storage medium (not shown) such as an IC chip or a magnetic stripe.
  • a non-volatile storage medium such as an IC chip or a magnetic stripe.
  • Various types of information may be recorded on the card CD via such a nonvolatile storage medium.
  • such various types of information may include user ID information (including information that can identify the user ID).
  • user ID information including information that can identify the user ID
  • such various types of information may include information on a unique card ID for each card CD in order to manage each card CD.
  • the card ID information may function as information that can identify the user ID. That is, card ID information may be recorded on the card CD as user ID information as described above.
  • card CD may be used for identification of each user as an ID card, for example.
  • the various information includes, for example, information on the amount of value used as a predetermined consideration (information for specifying the amount of value, such as information on a card ID or user ID). Information may function). Then, a predetermined consideration may be collected by consuming the value amount. That is, the card CD may be used for payment of a predetermined price as an example.
  • the card CD is not limited to a form in which various types of information are recorded electronically.
  • the card CD may record various information via various codes such as a two-dimensional code.
  • the reader RD may be configured to be able to read such a code by including a code reader capable of reading such a code. That is, the reader RD may be used for reading such a code.
  • the input device 8 includes, for example, the key unit 9 as described above, and may be used to input a user's play action via the key unit 9. As an example, the input device 8 may output an output signal corresponding to each key unit 9 to the control unit 30 in accordance with a user's pressing operation on each key unit 9.
  • the monitor MO is a known display device for displaying various images and the like based on an output signal from the control unit 30. As an example, the monitor MO may display a game screen for playing a music game in accordance with an output signal from the control unit 30.
  • the speaker SP is a well-known output device (sound reproduction device) for reproducing various sounds based on an output signal from the control unit 30. For example, the speaker SP may reproduce various sounds used in a game such as BGM in accordance with an output signal from the control unit 30.
  • the storage unit 31 may be configured by, for example, a magnetic recording medium, an optical recording medium, a flash SSD (Solid State Drive), or the like so that the storage can be held without power supply.
  • the storage unit 31 stores a game program 34 and game data 35.
  • the game program 34 is a computer program necessary for the game machine GM to provide a music game.
  • a game providing unit 37 may be provided inside the control unit 30.
  • the game providing unit 37 executes various processes necessary for providing a music game.
  • the game providing unit 37 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 30. However, those illustrations are omitted.
  • the game data 35 is data that is referred to when the game program 34 is executed.
  • the game data 35 may include music data 36 and sequence data 38, for example.
  • the music data 36 is data necessary for causing the speaker SP to reproduce various sounds such as music used in the music game.
  • the sequence data 38 is data necessary for guiding the user when to perform an appropriate play action in the music game.
  • the sequence data 38 may describe in advance an operation time when a push operation should be performed on an appropriate key portion 9 among the plurality of key portions 9. Then, for example, in a music game, each operation time described in the sequence data 38 and an appropriate operation to be executed there (for example, an appropriate pressing operation to the key unit 9) may be guided. Details of the sequence data 38 will be described later.
  • the game data 35 may include various other data for executing the game.
  • such various data may include the above-described play data 14a.
  • at least a part of the play data 14a may be provided from the center server 2 so that a necessary part is included.
  • such various data may include, for example, the ID management data and image data described above.
  • the image data is data for displaying various images necessary for the game. However, those illustrations are omitted.
  • a music game is a type of timing game.
  • the timing game is a type of game that evaluates the execution time of an appropriate play action.
  • the execution time when the appropriate play action is to be executed is provided together with the music.
  • the time coincident with the rhythm of the music is used as the execution time.
  • the music game is a type of game that guides the user when an appropriate play action should be performed in accordance with the rhythm of the music and evaluates the time when the play action is actually executed. Further, for example, a plurality of music pieces may be prepared for play in a music game, and a music piece selected from them may be used for actual play.
  • such a music game may be provided through a game screen displayed on the monitor MO.
  • the game screen may include an instruction sign corresponding to each execution time and a reference sign that functions as a reference for the current time. Then, for example, each execution time may be guided by the movement of the instruction sign that moves so as to coincide with the position of the reference sign at each execution time (or vice versa).
  • a pressing operation with respect to the appropriate key portion 9 in accordance with the coincidence between the instruction sign and the reference sign may be employed.
  • FIG. 4 is a diagram schematically showing an example of a game screen of a music game.
  • the game screen 40 includes, for example, a display of an object 42 that functions as an indicator, a parabola BL that extends along the moving direction of the object 42, and a determination line 43 that functions as a reference marker.
  • the object 42 may move toward the determination line 43 along the movement path 41 with the passage of time.
  • the parabola BL may function as a guide for the moving direction of the object 42. That is, the parabola BL may be displayed so as to correspond to the locus of movement of the object 42.
  • the parabola BL may be displayed so as to draw a locus (route) similar to the movement route 41.
  • the movement path 41 may be arranged so as to correspond to each key unit 9. Then, an appropriate play action, that is, an appropriate key portion 9 may be guided depending on whether or not the object 42 is arranged.
  • the movement path 41 may be set in a parabolic shape in which the vertex is located on the upper side by extending from the back side of the game screen 40 toward the front side. That is, each moving path 41 may be set to produce a virtual three-dimensional space having a depth on the back side.
  • the movement route 41 may be displayed so as to be visually recognized on the game screen 40 or may not be displayed. That is, the display of the movement route 41 may be omitted.
  • the determination line 43 may be displayed, for example, in a straight line that is arranged on the front side of each movement route 41 and extends so as to intersect with each movement route 41.
  • the object 42 may be arranged at an appropriate position on each movement path 41 such that each movement path 41 functions as a time axis. Then, the object 42 moves toward the determination line 43 along each movement path 41 so as to reach the determination line 43 at an operation time (execution time) when the key unit 9 corresponding to each movement path 41 should be pushed. You can do it. That is, the operation time may be guided by the coincidence between the object 42 and the determination line 43, and the appropriate key unit 9 that should perform the pushing operation may be guided by the movement path 41 on which the object 42 is arranged. Then, the user may be requested to push the key unit 9 corresponding to the movement path 41 where the object 42 is arranged in accordance with the coincidence time between the object 42 and the determination line 43.
  • the object 42 may include a plurality of types.
  • the object 42 may include a normal object 42A and a special object 42B of different types.
  • a plurality of types of play actions may be requested through these objects 42.
  • the normal object 42A may be used as the object 42 for instructing a single pushing operation.
  • the special object 42B may be used as the object 42 for instructing an operation different from the single pushing operation.
  • the special object 42B may instruct a repetitive operation for repeatedly performing a push operation to the key unit 9.
  • a repetitive operation a repetitive operation on one key unit 9 may be instructed, or a repetitive operation on a plurality of key units 9 may be instructed.
  • a regular operation such as a predetermined order (for example, an operation of alternately pushing two key portions 9) may be instructed, or a random operation (in particular, no regularity) For example, an operation of randomly pressing two or three key portions 9) may be instructed.
  • the repetitive operation with respect to the plurality of key portions 9 may be executed in various modes as long as the pressing operation with respect to at least one of the plurality of key portions 9 (the target object) is repeated within a predetermined time.
  • the pushing operation to each key part 9 functions as a predetermined action of the present invention.
  • the special object 42B may instruct a toll operation as an example when a repetitive operation for a plurality of key units 9 is instructed.
  • the trill operation is an operation corresponding to a trill, which is one of the playing methods of a keyboard instrument (however, as described above, unlike the actual trill, the trill operation involves pushing in three or more key portions 9 as targets. (This may include repeated execution).
  • the trill operation may correspond to, for example, an operation of repeatedly pressing adjacent two key portions 9 alternately and continuously.
  • the special object 42B may be formed as one object 42 indicating the period of such repeated operation, or may be formed by a plurality of objects 42 arranged to indicate the period of such repeated operation. Also good. In this case, the trill operation functions as a repetitive action of the present invention.
  • FIG. 4 shows an example in which the toll operation is guided through the special object 42B.
  • the special object 42 ⁇ / b> B includes a plurality of objects 42 indicating the period of the repetitive operation.
  • the special object 42B includes two time objects 42B1 and a plurality of continuation objects 42B2.
  • the two time objects 42B1 are arranged before and after the depth direction so as to sandwich the plurality of continuation objects 42B2.
  • the one located on the near side (determination line 43 side) is located on the far side (the opposite side to the judgment line 43) as the object 42 instructing the start time of the trill operation.
  • each continuation object 42B2 is arranged so as to be continuously connected in the depth direction between the two time objects 42B1. That is, the plurality of continuation objects 42B2 are arranged so as to fill in the space between the two time objects 42B1.
  • the plurality of continuation objects 42B2 function as objects 42 that instruct continuation of the toll operation.
  • the special object 42B may be formed by such two time objects 42B1 and a plurality of continuation objects 42B2. That is, the special object 42B has, for example, two execution periods (a period from the start to the end of the toll operation) that are to be executed according to the positions of the two time objects 42B1 in the time axis direction and the interval between them.
  • the timing object 42B1 and the continuation object 42B2 are positioned from the arrival of the timing object 42B1 located on the near side (arrival to the determination line 43) to the arrival of the timing object 42B1 located on the far side. It may be requested to repeat the pushing operation to the key unit 9 corresponding to the moving path 41 to be performed.
  • the duration of the toll operation functions as the execution period of the present invention
  • the start time of the toll operation functions as the execution time of the repetitive action of the present invention.
  • the special object 42B may form various shapes as long as it can guide the period of the toll operation.
  • the special object 42B may be formed in a straight line extending from the back side to the near side.
  • such a special object 42B may be arranged in an oblique direction or the like so as to straddle the movement path 41, or may be arranged so as to extend straight in the time axis direction.
  • such a special object 42B may be arranged so as to include, for example, a portion whose direction is changed midway.
  • the special object 42B may be arranged on each movement path 41 so as to form a parabola whose apex is located in the movement direction (front side) or the opposite direction (back side). That is, the special object 42B may be formed in a curved shape.
  • some of the movement paths 41 (two) among the plurality of movement paths 41 respectively corresponding to the plurality of key units 9 are indicated by broken lines. And the display of these movement paths 41 is abbreviate
  • the position of a part of the movement path 41 coincides with a part of the parabola BL. Specifically, except for the parabolas BL at the left and right ends, the other parabolas BL coincide with the positions of a part of the movement path 41. For this reason, a part of the moving path 41 is recognized through the parabola BL, and the moving direction of the object 42 and an appropriate guide for the key portion 9 are guided.
  • the normal object 42A at the left end is arranged so as to straddle three movement paths 41 (one of which is a parabola BL except for the left end).
  • the normal object 42 ⁇ / b> A at the left end is displayed so as to instruct the pushing operation to the three key portions 9 positioned in order from the left end of the input device 8. That is, the normal object 42A and the key unit 9 are associated with each other in a one-to-many (3) relationship. In this case, as an appropriate play action, pushing operation to all of these may be adopted, or pushing operation to a part may be adopted.
  • the leftmost normal object 42 ⁇ / b> A may guide, for example, a pushing operation to any one or more of the three key portions 9 described above as an appropriate play action. Then, for example, the user may be required to perform an operation of pushing into any one or more of the three key portions 9.
  • the special object 42B is arranged so as to extend straight in the time axis direction.
  • each time object 42B1 and each continuation object 42B2 forming the special object 42B extend in the lateral (left and right) direction so as to straddle the adjacent parabola BL from the parabola BL at the right end.
  • the two time objects 42B1 and the plurality of continuation objects 42B2 are arranged in parallel so as to be continuous in the time axis direction. That is, the position of the movement path 41 in the left-right direction does not change from the time object 42B1 corresponding to the start time to the time object 42B1 corresponding to the end time.
  • the game machine GM may provide a music game that requests a toll operation or the like through the game screen 40 including the display of the special object 42B or the like.
  • FIG. 5 is an explanatory diagram for explaining the toll operation for the special object 42B in the example of FIG.
  • a portion related to the special object 42 ⁇ / b> B of the game screen 40 and a portion related to the toll operation of the key unit 9 of the input device 8 are schematically shown.
  • the special object 42 ⁇ / b> B may be arranged so as to correspond to the three key portions 9. Then, the user may be required to perform a toll operation for repeatedly executing a pushing operation on any one of these three key portions 9 through such a special object 42B.
  • the special object 42B extends in the left-right direction so as to straddle the three movement paths 41 (one of which is a parabola BL except for the right end) from the parabola BL at the right end.
  • these three movement paths 41 correspond to the three key portions 9 located in order from the right end among all the key portions 9.
  • the special object 42B functions as, for example, an instruction for a trill operation to the three key portions 9 (three key portions 9 located in the left oblique line range) sequentially located from the right end among all the key portions 9. Good. That is, the special object 42B may request the user to perform an operation of repeatedly pressing these three key portions 9 as a toll operation.
  • these three key portions 9 function as the predetermined range of the present invention.
  • each of these key portions 9 functions as a separate scope of the present invention.
  • the same kind of pushing operation to these three key portions 9 having different ranges functions as a plurality of kinds of actions of the present invention.
  • any of these three key portions 9 may be operated first. That is, the order of the key portions 9 that are repeatedly operated in the trill operation need not be questioned. Similarly, in the trill operation, as long as the push operation is performed on these key portions 9 within a predetermined time, for example, the number may not be questioned. That is, even when the special object 42B includes the two time objects 42B1 and the plurality of continuation objects 42B2, the individual evaluation on the two time objects 42B1 and the plurality of continuation objects 42B2 may not be executed. If the range of the repeated operation and the period of the repeated operation are appropriate, it may be determined as an appropriate toll operation.
  • a large number of pushing operations may be alternately performed with a quick repetitive operation, or a smaller number of operations may be performed with a slower repetitive operation.
  • the pushing operation may be executed alternately. In either of these cases, it is determined that the operation is appropriate and a similar evaluation result may be obtained.
  • the user moves the leftmost key unit 9 (three from the right in the example of FIG. 5) in accordance with the arrival of the time object 42 ⁇ / b> B ⁇ b> 1 corresponding to the start time to the determination line 43.
  • the push-in operation has started for eye).
  • the user can determine whether the key part 9 or two adjacent to the right side within a predetermined time until the time object 42B1 corresponding to the end time reaches the determination line 43.
  • An operation of randomly pressing the right key part 9 or the same key part 9 may be continuously requested.
  • such a predetermined time may be appropriately set within a category determined to be continuous.
  • such a predetermined time may be guided to the user through the width of the two time objects 42B1 in the time axis direction.
  • such a trill operation may be requested through the special object 42B in the example of FIG.
  • the sequence data 38 is data for guiding the execution time when an appropriate play action should be executed in the music game.
  • the sequence data 38 may include a plurality of types of execution times respectively corresponding to a plurality of types of play actions (for example, a pushing operation and a toll operation).
  • the sequence data 38 may include information on the execution time so as to specify the execution period of the toll operation as the execution time by including information on the execution time at which the toll operation should be executed. .
  • the contents of the sequence data 38 may be prepared for each music piece.
  • FIG. 6 is an explanatory diagram for explaining an example of the contents of the sequence data 38.
  • the sequence data 38 may include information on “operation time”, “movement route”, “type”, and “period”.
  • Each sequence data 38 may be configured as a set of records described so that these pieces of information are associated with each other.
  • “Operation time” is information indicating an execution time when an appropriate play action should be executed.
  • “operation time” information for example, information on the operation time when the push operation or the toll operation should be executed (for example, in the case of the toll operation, the start time of the toll operation may be described) may be described.
  • the “movement route” is information indicating the movement route 41 on which the object 42 corresponding to the “operation time” is to be displayed.
  • the “movement path” also functions as information for instructing the key unit 9 to perform an appropriate pushing operation or the like.
  • the “movement route” information for example, information of numbers indicating each movement route 41 in order from the right may be used.
  • information indicating the plurality of movement paths 41 may be described as “movement path” information.
  • “movement route” information that designates each key unit 9 or the like (range of operation target) functions as range information of the present invention.
  • “Type” is information indicating the type of the object 42 corresponding to the “operation time”. As a result, the “type” also functions as information indicating the type of appropriate play action. As the “type” information, for example, information such as alphabets indicating the normal object 42A or the special object 42B may be used. “Period” is information indicating the period of the toll operation. As a result, the “period” functions as information on a duration for which a toll operation (for example, an operation that alternately repeats pushing operations) should be continued. Therefore, the “period” information may be included only in the “operation time” in which the “type” information indicates the special object 42B, for example.
  • the “period” information for example, information indicating a period or information indicating a time (for example, an elapsed time from the start of a song) may be used.
  • the “type” information indicates the special object 42B, for example, based on the “operation time” and the “period” information, two time objects 42B1 are arranged at the start time and the end time of the toll operation, respectively.
  • an appropriate number of continuation objects 42B2 (an appropriate number may be set in advance according to the period) may be displayed so as to fill in between them. That is, in this case, the “operation time” and “period” information may function as the execution period information of the present invention.
  • the sequence process is a process for arranging the object 42 on each movement path 41 of the game screen 40. Specifically, the sequence process may be executed in order to arrange the normal object 42A and the special object 42B on each movement path 41, for example.
  • the special object 42B includes two time objects 42B1 and a plurality of continuation objects 42B2
  • the sequence process may be configured to appropriately display them.
  • the evaluation process is a process for evaluating each user's play action. Further, for example, the evaluation process may be configured to evaluate a push operation on the normal object 42A and a toll operation on the special object 42B.
  • the sequence process may be realized by the control unit 30 of the game machine GM through the routine of FIG. 7 and the evaluation process through the routine of FIG. More specifically, the routines of FIGS. 7 and 8 may be executed through the game providing unit 37 of the control unit 30 as an example.
  • the control unit 30 of the game machine GM and the control unit 20 of the center server 2 execute various known processes in addition to this process, either alone or in cooperation with each other. However, detailed description thereof will be omitted.
  • FIG. 7 is a diagram showing an example of a flowchart of a sequence processing routine for realizing the sequence processing.
  • the routine of FIG. 7 may be repeatedly executed at a predetermined cycle.
  • the game providing unit 37 first acquires the current time on the music in step S11.
  • the time on the music may be specified by the elapsed time from the playback start time.
  • the game providing unit 37 acquires the operation time existing in the time length corresponding to the display range of each movement path 41 from the sequence data 38 and holds it in the internal storage device.
  • the display range may be set to a time range corresponding to two measures of music from the current time to the future.
  • the game providing unit 37 determines the moving route 41 on which the object 42 corresponding to each operation time included in the display range is to be placed. This determination may be performed based on, for example, “movement route” information in the sequence data 38.
  • the game providing unit 37 for example, when the length of the object 42 to be displayed on the basis of the “movement path” information in step S13 (for example, when the “movement path” information indicates three from the right end). May specify a length that spans those three).
  • step S ⁇ b> 14 the game providing unit 37 determines the type of the object 42 to be placed on each movement route 41 (including a case where the movement route 41 straddles a plurality of movement routes 41). This determination may be performed based on “type” information of the sequence data 38, for example.
  • the game providing unit 37 calculates the coordinates of the object 42 (display target object 42) to be placed on each movement path 41.
  • the calculation may be performed as follows as an example. First, based on the processing result of step S ⁇ b> 13, the game providing unit 37 may specify each movement route 41 on which each object 42 included in the display range is to be placed. Then, the game providing unit 37 determines the position of each object 42 in the time axis direction (that is, the moving direction of the object 42) from the determination line 43 according to the time difference between each operation time and the current time. You may acquire the coordinate of the object 42 required in order to arrange
  • the game providing unit 37 determines the coordinates of the two time objects 42B1 and the plurality of continuation objects 42B2 based on such calculation in step S15. You may get. Specifically, for example, the game providing unit 37 may first acquire the coordinates of two time objects 42B1 and a plurality of continuation objects 42B2 corresponding to the start time. Next, the game providing unit 37 may further acquire the coordinates of the time object 42B1 corresponding to the end time based on the “period” information of the sequence data 38. This coordinate may be calculated, for example, by adding “period” to the coordinate of the time object 42B1. And the game provision part 37 may acquire the coordinate of each continuation object 42B2 so that the space between these two time objects 42B1 may be filled.
  • step S16 the game providing unit 37 moves the object 42 to each movement path 41 so that the object 42 is displayed at the coordinate position on each movement path 41 based on the coordinates of the object 42 calculated in step S15. Deploy.
  • the game providing unit 37 may display two time objects 42B1 and an appropriate number of continuation objects 42B2 as the special objects 42B. And after finishing the process of step S16, the game provision part 37 complete
  • the object 42 is displayed at an appropriate position on each movement path 41 so that each movement path 41 functions as a time axis. Further, the position of the object 42 gradually moves (displaces) toward the determination line 43 with the passage of time (progress of music) so as to coincide with the determination line 43 at the operation time. Further, when there are a plurality of operation times corresponding to a plurality of types, objects 42 corresponding to the respective types are displayed as such objects 42. A plurality of play actions are guided through the plurality of types of objects 42. Specifically, for example, a normal object 42A and a special object 42B are displayed as such an object 42. Then, for example, a push-in operation and a trill operation are guided through the normal object 42A and the special object 42B. When the toll operation is guided, for example, the execution period of the toll operation is guided as the operation time for the special object 42B through the width of the two time objects 42B1.
  • the sequence data includes an instruction target (a target to be repeatedly operated over time).
  • information on “movement path” may be described so that the range of the key unit 9 on which the toll operation is to be performed changes.
  • information indicating each time object 42B1 and each continuation object 42B2 may be described as “type” information.
  • each of the time objects 42B1 and the continuation objects 42B2 may be given continuous separate “operation time” information so that the toll operation is continuously executed (in this case, “ The “period” information may be omitted).
  • step S13 in FIG. 7 the game providing unit 37 moves based on the sequence data 38 such that each time object 42B1 and each continuation object 42B2 are arranged (the movement along which the special object 42B lies).
  • the movement path 41 in which each time object 42B1 and each continuation object 42B2 should be arranged may be specified so that the path 41) changes with time.
  • the range of the key portion 9 to be instructed (the object to be repeatedly operated), that is, the key portion 9 to which the toll operation is to be performed, changes with time.
  • the execution period of the toll operation may be guided.
  • FIG. 8 is a diagram illustrating an example of a flowchart of an evaluation processing routine for realizing the evaluation processing.
  • the routine of FIG. 8 may be repeatedly executed at a predetermined cycle during the play of the music game.
  • the game providing unit 37 first determines in step S21 whether or not the execution time (operation time) described in advance in the sequence data 38 has arrived (for example, the current time is the execution time). And whether or not it matches. If this determination result is a negative result, that is, if the execution time of the sequence data 38 has not arrived, the game providing unit 37 skips the subsequent processing and ends the current routine.
  • step S21 determines whether or not the play action is executed within a predetermined period based on the execution time. For example, as such a predetermined period, a certain time (for example, a time range for 5 frames) centering on the operation time may be used. If the determination result is a negative result, that is, if a play act (for example, a push operation) is not executed within a predetermined period, the game providing unit 37 skips the subsequent processes and ends the current process. To do. In this case, the game providing unit 37 may add an effect indicating a misplay (unsuitable play act) in accordance with the arrival of the execution time. That is, the game providing unit 37 may display an effect indicating a miss play on the monitor MO.
  • step S22 determines whether or not the play action corresponds to an appropriate play action. That is, the game providing unit 37 determines whether or not the user's actual play action is appropriate. This determination may be performed based on, for example, “movement route” information associated with the execution time arrived by the sequence data 38.
  • the game providing unit 37 determines whether or not the user's play action is being performed on the corresponding key unit 9 via the “movement route” information at the operation time (execution time) that has arrived. It may be determined. Then, for example, the game providing unit 37 performs an appropriate play action when it is executed on the corresponding key unit 9 via the “movement route” information at the operation time when the user's push-in operation has arrived, When the key part 9 is not executed, it may be determined that the play action is inappropriate.
  • any one of the plurality of key units 9 (or It may be executed based on whether or not a play action (for example, a push-in operation) is being executed in accordance with an appropriate operation.
  • the game providing unit 37 may determine whether or not the toll operation is repeatedly performed within a predetermined time. In these cases, the game providing unit 37 performs an appropriate operation when, for example, a pressing operation is performed on any of the target plurality of key units 9, and when a toll operation is performed within a predetermined time. It may be determined that this is true.
  • the game providing unit 37 may determine whether or not the toll operation is continuously performed over an appropriate period. Specifically, based on the “period” information in the sequence data 38, the game providing unit 37 may determine that the play action is appropriate when the period toll operation is continuously performed. As a result, the game providing unit 37 may evaluate the duration of the toll operation in step S23.
  • the game providing unit 37 skips the subsequent processing and ends the current routine. To do. In this case, the game providing unit 37 may add an effect indicating a misplay in accordance with the arrival of the operation time or in accordance with the execution time of an inappropriate play act as in the process of step S22. .
  • step S24 the game providing unit 37 determines whether or not the execution time of the current evaluation object corresponds to the special object 42B, that is, the repetitive action in which the operation of the evaluation object repeats the play action (for example, the three key parts 9 are randomly selected). It is determined whether or not the operation is a repetitive operation that repeats the pushing operation. In other words, the game providing unit 37 may determine in step S24 whether, for example, the operation requested this time corresponds to a toll operation. If the determination result is a negative result, that is, if it does not correspond to a repetitive action (for example, a toll operation), the game providing unit 37 proceeds to step S25.
  • step S25 the game providing unit 37 obtains a deviation time (difference between these times) between the actual execution time when the play act is actually executed and the execution time described in advance in the sequence data 38. To do.
  • the game provision part 37 evaluates a user's play action. Specifically, the game providing unit 37 may evaluate, for example, the timing of an appropriate pressing operation to the key unit 9 as the user's play action. Such an evaluation may be executed, for example, by comparing the operation time of the sequence data 38 (the one corresponding to each object 42) with the actual push operation time. Further, the result of such comparison may be evaluated based on the evaluation criteria.
  • an evaluation range set in a predetermined time range around the operation time to be compared (operation time of the sequence data 38) may be used.
  • a plurality of levels may be set for each predetermined period centering on the operation time.
  • the evaluation result of the user's push operation may be determined according to which of the plurality of levels belongs. That is, in step S25, the game providing unit 37 may evaluate the push-in operation (play action) based on the level of the evaluation range to which the deviation time acquired in step S25 belongs, for example.
  • step S24 if the evaluation result in step S24 is a positive result, that is, if it corresponds to a repetitive action (for example, a toll operation), the game providing unit 37 proceeds to step S27.
  • step S ⁇ b> 27 the game providing unit 37 acquires the time difference between the start times of the repeated actions. Specifically, the game providing unit 37 acquires, for example, each of the shift times between the start time of the toll operation described in the sequence data 38 and the actual start time of the toll operation as such a shift time. It's okay.
  • the game providing unit 37 evaluates the repetitive action based on the shift time acquired in step S27. Specifically, when the game providing unit 37 evaluates the toll operation as a repetitive action, for example, based on the deviation time between the start time of the toll operation and the actual start time of the sequence data 38 acquired in step S27, A thrilling operation may be evaluated. In this case, the game providing unit 37 may use, for example, the same evaluation criteria as in step S26. Specifically, the game providing unit 37 uses the evaluation range used for the evaluation of the normal object 42A as such an evaluation criterion, and based on the level to which the deviation time acquired in step S27 belongs in the evaluation range. Evaluation of the overall operation may be determined.
  • the game providing unit 37 may use an evaluation standard different from the above-described evaluation standard in step S28, for example.
  • a relaxation standard in which the evaluation standard used for the evaluation of the normal object 42A is relaxed may be used as such another evaluation standard.
  • the game providing unit 37 may use, as such a relaxation standard, an enlarged range in which the above-described evaluation range is expanded (for example, a range corresponding to one frame) or a similar evaluation in which the level setting has changed. An overall evaluation of the tolling operation may be determined based on the range.
  • the game providing unit 37 further uses a shift time related to the end time, and when both the shift time related to the start time and the shift time related to the end time belong to an appropriate shift range (for example, an evaluation range or an expanded range). May uniformly give a predetermined evaluation.
  • an appropriate shift range for example, an evaluation range or an expanded range.
  • the deviation time related to the start time is appropriate, the deviation time related to the end time (the time difference between the end time of the trill operation of the sequence data 38 and the actual end time) does not belong to the appropriate deviation range.
  • the play act of the user may be determined as a mistake.
  • step S29 the game providing unit 37 displays the evaluation result of step S26 or step S28 on the monitor MO. That is, the game providing unit 37 notifies the user of the evaluation result of step S26 or step S28 through the display of the game screen 40. And the game provision part 37 complete
  • the actual play action for each execution time is evaluated by the routine of FIG. Specifically, the type and execution time of the actual play action are evaluated based on the type and operation time of the play action specified through the “movement route” and “type” information of the sequence data 38. That is, based on the type of play action requested by the sequence data 38, the presence or absence of an actual pushing operation and a toll operation is evaluated. When such an operation is being performed, the operation timing is evaluated based on the operation timing of the sequence data 38. More specifically, for example, when a toll operation is requested, the presence / absence of the toll operation is determined based on, for example, whether or not the repetitive operation is executed within a predetermined time.
  • the duration of the trill operation is evaluated based on the “period” information in the sequence data 38. That is, in the case of a toll operation, the execution period of the toll operation is evaluated as the execution time of such a play action so that an appropriate toll operation is adopted as an appropriate play action.
  • an execution period in which the toll operation is to be performed is guided. That is, it is possible to guide the execution period of the toll operation regardless of each operation forming the toll operation, that is, the number of pushing operations. And since the toll operation is evaluated based on the execution period of the toll operation rather than the number of each pushing operation, the toll operation can be evaluated separately from the number of each pushing operation. As a result, the degree of freedom (allowability) of the toll operation can be increased as compared with the case where the number of pushing operations to form the toll operation is designated in advance. As a result, it is possible to give room for adding the individuality of each user to the trill operation.
  • the key unit 9 (the actual operation of these plural types of operations is performed). Range).
  • a different type of operation and a toll operation that requires a large number of operations are generally more likely to be more difficult than a push-in operation corresponding to the normal object 42A.
  • an increase in difficulty can be suppressed by evaluating the toll operation based on the relaxation criteria.
  • the fall of the user's motivation accompanying the unnecessary raise of difficulty can also be suppressed.
  • the interest of the game can be improved.
  • control unit 30 of the game machine GM functions as the guiding means of the present invention by executing the routine of FIG. Further, the control unit 30 of the game machine GM functions as the evaluation means of the present invention by executing the routine of FIG.
  • the storage unit 31 of the game machine GM functions as data storage means of the present invention by storing the sequence data 38.
  • the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
  • the evaluation standard for the actual operation timing is relaxed to the relaxation standard by changing the evaluation range.
  • the present invention is not limited to such a form.
  • the evaluation criteria may be relaxed so as to allow an appropriate operation up to the next to the key unit 9 designated as the target of the toll operation. That is, not the evaluation standard for evaluating the execution period but the evaluation standard for evaluating an appropriate toll operation may be relaxed to the relaxation standard.
  • a keyboard instrument type input device is employed as an input device for inputting a play action.
  • the present invention is not limited to such a form.
  • a guitar-type input device having a string-like operation unit (simulating a guitar) may be employed, or a drum type having an operation unit for accepting a user's tapping operation
  • the input device (for example, imitating a drum) may be employed. That is, for example, various input devices simulating stringed instruments and percussion instruments may be used as appropriate.
  • various input devices for a normal game having an operation unit such as a push button or a stick type may be adopted.
  • the play action and the predetermined action are not limited to operations and may be actions. In this case, for example, a camera may be used as the input device.
  • control unit 30 and the storage unit 31 are provided in the game machine GM.
  • the game machine GM of the present invention is not limited to such a form.
  • the control unit 30 and the storage unit 31 may be logically provided on the network using cloud computing. That is, the game machine GM may be configured as a terminal that provides the processing result of the control unit 30 through the network 3.
  • the game machine GM functions as the guiding means and the evaluation means of the present invention.
  • the present invention is not limited to such a form.
  • the control unit 10 of the center server 2 may function as guidance means and evaluation means.
  • the game machine GM and the center server 2 may function so as to share these.
  • the game system of the present invention guides the execution time designated in advance as the time when the play action should be executed, and when the play action is executed, the actual execution time when the play action is actually executed
  • a period during which the repetitive action is to be executed is guided. That is, the execution period of the repetitive action can be guided regardless of the number of predetermined actions. Furthermore, since the repeated action is evaluated based on the period of the repeated action rather than the number of the predetermined actions, the repeated action can be evaluated separately from the number of the predetermined actions. As a result, the degree of freedom (allowability) of the play action can be increased as compared with the case where the number of repeat actions is designated in advance. As a result, it is possible to give room for adding the individuality of each user to the play act. Thereby, the interest property of a game can also be improved.
  • the evaluation means adopts a plurality of types of actions as the predetermined action, and when at least one of the plurality of types of actions is repeatedly executed, the plurality of types of actions May be evaluated as the repetitive action.
  • the plurality of types of actions may be appropriately executed.
  • the plurality of types of actions may be executed regularly or randomly, for example.
  • a plurality of types of actions may be appropriately executed within a free range.
  • the plurality of types of actions may be executed so as to be limited to a predetermined range.
  • the sequence data includes the plurality of types of actions such that the plurality of types of actions are executed within a predetermined range (9a, 9b).
  • Range information for designating the predetermined range to be executed may be included, and the guiding means may further guide the predetermined range based on the range information. In this case, since a predetermined range in which a plurality of types of actions are to be executed is guided, an actual range in which the plurality of types of actions are executed can be evaluated.
  • the plurality of types of actions may be appropriately executed within a predetermined range.
  • a plurality of types of actions may be executed in the same range of a predetermined range.
  • a plurality of types of actions differ depending on the action itself (for example, a long press operation and a short press operation in which the length of the pressing operation to the key unit 9 is different), and the different actions are the same. It may be performed on a range.
  • the plurality of types of actions may be executed in different ranges of the predetermined range. In this case, for example, the plurality of types of actions may be the same or different.
  • the evaluation unit may perform the predetermined actions in which the plurality of types of actions are executed in different ranges (41S, 41T) of the predetermined range.
  • the predetermined action for the different ranges is adopted as the plurality of types of actions so as to be different from each other, and when the predetermined action is repeated in at least a part of the different ranges, You may evaluate the action which repeats the said predetermined action in part as said several types of action.
  • the predetermined range may be set appropriately.
  • the predetermined range may be set fixedly or may be set variably.
  • the sequence data describes the range information so that the predetermined range changes with the passage of time, and the guiding means You may guide the said predetermined range so that the said predetermined range may change with progress of time based on range information.
  • repeated actions may be evaluated as appropriate.
  • the repetitive action may be evaluated based on the same evaluation standard as when the predetermined action is executed alone as the play action, or may be evaluated based on a standard different from such evaluation standard.
  • a criterion stricter than the evaluation criterion may be adopted, or a mild (sweet) criterion may be adopted.
  • an evaluation criterion used for evaluating a comparison result between the execution time and the actual execution time is A relaxed relaxation criterion may be used to evaluate the comparison results between the actual execution period and the execution period.
  • Repetitive actions generally tend to be more difficult than when a predetermined action is executed alone. In this case, an increase in the difficulty level of the repetitive action can be suppressed. Thereby, the fall of the user's willingness accompanying the unnecessary raise of difficulty can be suppressed.
  • the play action and the predetermined action may be input through various input devices.
  • a guitar-type input device having a string-like operation unit (simulating a guitar) may be employed, or a drum type having an operation unit for accepting a user's tapping operation
  • the input device (for example, imitating a drum) may be employed. That is, for example, various input devices simulating stringed instruments and percussion instruments may be used as appropriate.
  • various input devices for normal games such as an input device having an operation unit such as a push button or a stick type, or an input device such as a touch panel or a touch pad may be adopted.
  • the play action and the predetermined action are not limited to operations and may be actions.
  • a camera may be used as the input device.
  • a keyboard instrument type input device (8) having a plurality of key portions (9) operated by each user is provided, and each key is used as the play action and the predetermined action. Operations on the part may be used.
  • various performance methods used for keyboard instruments can be adopted as a play act.
  • the computer program of the present invention is configured to cause a computer connected to the data storage means (31) for storing the sequence data to function as each means of the above-described game system.
  • the game system of the present invention can be realized.

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PCT/JP2017/025330 2016-10-14 2017-07-12 ゲームシステム、及びそれに用いられるコンピュータプログラム WO2018070081A1 (ja)

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