WO2020153268A1 - Game system, computer program to be used therefor, and control method - Google Patents

Game system, computer program to be used therefor, and control method Download PDF

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Publication number
WO2020153268A1
WO2020153268A1 PCT/JP2020/001569 JP2020001569W WO2020153268A1 WO 2020153268 A1 WO2020153268 A1 WO 2020153268A1 JP 2020001569 W JP2020001569 W JP 2020001569W WO 2020153268 A1 WO2020153268 A1 WO 2020153268A1
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WIPO (PCT)
Prior art keywords
game
user
area
individual
users
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PCT/JP2020/001569
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French (fr)
Japanese (ja)
Inventor
藤樹 井川
直信 金磯
秀泰 中野
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株式会社コナミアミューズメント
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Publication of WO2020153268A1 publication Critical patent/WO2020153268A1/en

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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
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • the present invention relates to an input device used for inputting a play action, and a display device for displaying a game screen including an instruction mark corresponding to an execution time at which the play action should be executed and a reference mark corresponding to the current time. , And relative to each other along the predetermined route between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark are matched at each execution period based on the sequence data in which each execution period is described.
  • the present invention relates to a game system and the like provided as a multi-play type game in which the progress is shared among a plurality of users by making a guide area common to a plurality of users.
  • a display device Connected to an input device used for inputting a play action, and a display device for displaying a game screen including an instruction mark corresponding to an execution time at which the play action should be executed and a reference mark corresponding to the current time.
  • a relative displacement along a predetermined path is generated between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark match at each execution time based on the sequence data in which each execution time is described.
  • a game system provided as a multi-play game in which the progress is shared by a plurality of users by making it common to a plurality of users.
  • the operation instruction mark, the timing instruction mark, the position instruction area, the game image, the timing data, and the push button operation are used as the instruction mark, the reference mark, the route, the game screen, the sequence data, and the play action.
  • a music game is known (for example, see Patent Document 1).
  • Patent Document 2 as a prior art document disclosing a multi-play type music game.
  • Patent No. 6380644 Japanese Patent No. 5346850
  • a music game is provided as a cooperative play type game in which a plurality of players (corresponding to users, some of which are computers) play in cooperation. Therefore, although not often mentioned, although the game screen for this music game is provided with an area for each ally character corresponding to each player separately from the position indicating area (which also functions as a guide area), Indicates only the characteristics of each ally character, not the performance of each player, and the total score obtained by each player's play is mainly for the team area (similarly to the position indicating area). It seems to be just displayed in. On the other hand, there are also music games that display the results for each user in the area corresponding to each user.
  • the area corresponding to each user is merely an area for displaying the results for each user, and the execution timing is not guided there, and is common to all users for guiding the execution timing.
  • one guide area is separately provided. Therefore, the user needs to confirm the guidance area for playing the music game and the grade area for confirming his own grade.
  • Such movement of the line of sight is not only troublesome for the user, but also may cause the user to miss the guidance of the execution time when checking the results. As a result, mistakes may be triggered, which may adversely affect the play result. Such a possibility becomes high especially during playing a music game having a high degree of difficulty.
  • the game screen is equally divided into a plurality of guide areas corresponding to a plurality of users, and the timing of the play action for each user and the evaluation result are guided through such a guide area for each user. Has been done.
  • a music game it may be possible to suppress the frequency of the user's line-of-sight movement, as compared with the case where a grade area is prepared for each user.
  • such a game screen is likely to cause confusion between the user's guide area and the guide areas of other users.
  • each guidance area becomes smaller, it may be more difficult to grasp each execution time than when each execution time is guided through one guidance area common to all users. As a result, as compared with the case where each execution time is guided through one guidance area common to all users, there is a high possibility that an adverse effect such as a mistake is caused.
  • an object of the present invention is to provide a game system and the like that can suppress the adverse effects that can occur when a multi-play type game is provided.
  • the game system of the present invention displays a game screen including an input device used for inputting a play action, an instruction mark corresponding to the execution time at which the play action should be executed, and a reference mark corresponding to the current time.
  • a display device is connected to the display device, and a predetermined distance is provided between the instruction mark and the reference mark so that the positions of the instruction mark and the reference mark coincide with each other at each execution time based on the sequence data in which each execution time is described.
  • a game system that provides a game to be evaluated based on execution time as a multi-play type game in which the progress is shared among a plurality of users by sharing the guide region with a plurality of users.
  • a partial range of the guide region including the reference marker is overlapped with the plurality of users so that each execution time to be guided to each of the plurality of users is redundantly guided together with the guide region through the relative displacement for each user.
  • an evaluation presenting means for performing are provided.
  • the computer program of the present invention is configured to cause a computer connected to the input device and the display device to function as each unit of the game system described above.
  • control method of the present invention provides a game screen including an input device used for inputting a play action, an instruction mark corresponding to an execution time at which the play action should be executed, and a reference mark corresponding to the current time.
  • a display device for displaying, and between the instruction mark and the reference mark so that the positions of the instruction mark and the reference mark are matched at each execution time based on the sequence data in which each execution time is described.
  • the guide area for causing relative displacement along a predetermined route is presented on the game screen to guide each execution time, and the time of the actual play action of each user input via the input device.
  • a computer that is incorporated into a game system that provides a game that evaluates based on each execution time as a multi-play type game in which the guide area is shared by a plurality of users so that the progress is shared by the plurality of users, Partial range of the guide area including the reference mark so that the execution times to be respectively guided to the plurality of users in the guide area are redundantly guided together with the guide area through the relative displacement for each user.
  • the evaluation presentation procedure presented for each user is executed.
  • the functional block diagram which shows the principal part of the control system of a game machine.
  • Explanatory drawing for demonstrating the relationship between a common guidance area and an individual guidance area.
  • An explanatory view for explaining a relation between a common guidance field and an individual guidance field when a music game permits selection of different sequence data among users.
  • the flowchart which shows an example of the procedure of a target specific process.
  • the flowchart which shows an example of the procedure of a sequence process.
  • the flowchart which shows an example of the procedure of an individual guidance process.
  • the flowchart which shows an example of the procedure of an individual evaluation process.
  • the game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network NT.
  • the center server 2 is configured as one logical server device by combining a plurality of server units 2A, 2B... As computer devices.
  • the center server 2 may be configured by a single server unit.
  • the center server 2 may be logically configured by using cloud computing.
  • the network NT may be appropriately configured as long as the game machines 3 can be connected to the center server 2.
  • the network NT may include the Internet as a WAN, a LAN that connects each of the server 2 and the game machine 3 to the Internet, or various connection facilities or devices such as an access point AP.
  • game machines 3A, 3B, and 3C are shown as the game machine 3.
  • Each of the game machines 3 is an example of a game device that provides a game.
  • the game machine 3A is installed in a facility such as an amusement store, and is configured as an arcade game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of a predetermined consideration.
  • This type of game machine is sometimes called an arcade game machine.
  • this type of game machine 3A (hereinafter sometimes referred to as an arcade game machine 3A) is installed in a predetermined facility such as a store mainly for the purpose of making many users play the game repeatedly and making a profit. There are many.
  • the game machines 3B and 3C are home-use stationary game machines or portable game machines for personal use by the user.
  • Such game machines 3B and 3C (hereinafter may be referred to as stationary game machines 3B or portable game machines 3C, respectively, and may be referred to as user terminal device type game machines 3 if they are not distinguished from each other. ), a mobile phone such as a smartphone or a personal digital assistant (including a tablet terminal and a personal computer) may function.
  • a plurality of types of game machines 3 are connected to the center server 2, but one type of game machine 3 may be connected to the center server 2.
  • All game machines 3 provide music games.
  • Music games are a type of timing games.
  • the timing game is a type of game in which the timing of executing an appropriate play action is evaluated.
  • the execution timing for performing the appropriate play action is provided together with the music.
  • the time that coincides with the rhythm of the music is used as the execution time. That is, the music game is a type of game in which the user is informed of the time when an appropriate play action should be executed according to the rhythm of the music, and the time when the play action is actually executed is evaluated.
  • a plurality of music pieces are prepared for play in a music game, and a music piece selected from the music pieces is used for actual play.
  • such a music game is provided through a game screen displayed on a display device.
  • a game screen includes an instruction mark corresponding to each execution time and a reference mark that functions as a reference of the current time.
  • the instruction mark at each execution time is included.
  • each execution time is guided by causing a relative displacement between the instruction mark and the reference mark so that the positions of the reference marks match.
  • the game machine 3 is not limited to such a music game, and may provide various timing games (games that guide and evaluate execution timing).
  • the user terminal device 4 may be connected to the game system 1 via the network NT.
  • the user terminal device 4 is a computer device that can be connected to a network and is provided for personal use of the user.
  • a stationary or book-type personal computer 4A, or a mobile terminal device 4B such as a mobile phone (including a smartphone) is used as the user terminal device 4.
  • various computer devices such as a stationary home game machine, a portable game device, and a portable tablet terminal device, which are network-connectable and provided for the user's personal use, are used as the user terminal device 4.
  • You may The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by mounting various computer software.
  • such a user terminal device 4 may function as the game machine 3 through computer software.
  • the center server 2 provides various game console services to the game console 3 or its users.
  • the game machine service includes a distribution service for distributing and updating the program or data of the game machine 3 via the network 5.
  • the center server 2 appropriately distributes various programs or data necessary for providing a music game to each game machine 3 through such a distribution service.
  • the game machine service includes a matching service that matches users when a plurality of users play a common game via the network 5.
  • the game system 1 provides a music game through such a matching service as a multi-play type game in which the game screen is shared by a plurality of users so that the progress is shared by the plurality of users.
  • the game machine service may also include a service that receives user identification information from the game machine 3 and authenticates the user. Further, it may include a service of receiving the play data of the authenticated user from the game machine 3 and storing the play data, or providing the play data to be stored to the game machine 3. Further, it may include a charging service for collecting a charge from the user.
  • the center server 2 may provide various Web services to the user of the user terminal device 4 via the network 5.
  • the Web service is a game information service that provides various kinds of information about games provided by the game machine 3, a distribution service that distributes various data or software to each user terminal device 4 (including an update of data, etc.), and a user service. It may include services such as a community service that provides a place of exchange such as information transmission, exchange, and sharing, and a service that gives a user ID for identifying each user.
  • the center server 2 is provided with a control unit 21 and a storage unit 22 as storage means.
  • the control unit 21 is configured as a computer in which a CPU as an example of a processor that executes various kinds of arithmetic processing and operation control according to a predetermined computer program and an internal memory and other peripheral devices necessary for the operation are combined.
  • the storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array.
  • the storage unit 22 may be configured to hold all data in one storage unit, or may be configured to store data in a plurality of storage units in a distributed manner.
  • a program PG1 is recorded in the storage unit 22 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user.
  • the storage unit 22 stores server data necessary for providing various services.
  • server data includes various data for music games, but in the example of FIG. 2, music data MD and sequence data QD are shown as a kind of such various data.
  • the music data MD is data for reproducing music used in a music game.
  • the sequence data QD is data in which each execution time in which a user should perform a play action in a music game is described.
  • the sequence data QD is used to inform the user of each such execution time.
  • the play action is evaluated based on the execution time of the sequence data QD. That is, guidance of each execution time and its evaluation are executed based on the sequence data QD. Therefore, the sequence data QD is described such that each execution time and information on an appropriate play action to be executed at that execution time are associated with each other.
  • the sequence data QD is prepared for each song or each difficulty level. Details of the sequence data QD will be described later.
  • the server data may include, for example, various types of data for implementing various types of services.
  • data may include play data, ID management data, and the like.
  • the play data is data in which information regarding the past play record of each user is described.
  • the play data is used, for example, to inherit the play result (past performance) up to the previous time onward, or to inherit the setting content unique to each user.
  • the ID management data is data for managing various IDs such as user IDs. However, their illustration is omitted.
  • the control unit 21 is provided with a game machine service management unit 24 as a logical device realized by a combination of the hardware resource of the control unit 21 and the program PG1 as a software resource.
  • the game machine service management unit 24 executes various processes for realizing the above-described game machine service for the game machine 3.
  • An input device such as a keyboard and an output device such as a monitor may be connected to the control unit 21 as necessary. However, their illustration is omitted.
  • the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means.
  • the control unit 31 is configured as a computer in which a CPU as an example of a processor that executes various processes according to a predetermined computer program and an internal memory and other peripheral devices necessary for the operation are combined.
  • the control unit 31 is provided with a game providing unit 33 as a logical device realized by a combination of the hardware resource of the control unit 31 and the program PG2 as a software resource.
  • the game providing unit 33 executes various processes necessary for the progress of the game, and also executes various processes necessary for enjoying the game machine service provided by the game machine service management unit 24 of the center server 2. .. Specifically, the game providing unit 33 executes, for example, a target specifying process, a sequence process, an individual guidance process, and an individual evaluation process as a part of various processes necessary for the progress of such a game. The procedure of these processes will be described later.
  • the storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device.
  • game data necessary for providing a music game is recorded together with the program PG2 described above, and the music data MD and the sequence data QD are shown in the example of FIG. 2 as a part of such game data. Has been done. Both the music data MD and the sequence data QD are provided from the center server 2 through a distribution service.
  • the game data includes image data for displaying various images for games, BGM data for reproducing various BGMs, and the like. However, these illustrations are omitted.
  • the game machine 3 may be appropriately provided with various output devices and input devices according to the type of the arcade game machine 3A, the user terminal device type game machine 3, etc., but in the example of FIG. A monitor 37 as a device and a speaker SP are shown as output devices provided in the game machine 3.
  • the monitor 37 and the speaker SP are a well-known display device for displaying a game screen and a well-known sound reproducing device for reproducing sound, respectively.
  • an input device 36 for inputting a user's play action is shown as an input device provided in the game machine 3.
  • the input device 36 may be appropriately configured according to the type of the game machine 3.
  • a stage with a push button that is pressed like a foot may be used as the input device 36.
  • the user may then play the music game on this stage.
  • the operation of pressing the push button with the foot is used as the play action.
  • a keyboard including a plurality of push buttons is used as an input device, or a dedicated controller (including a mat controller which is mainly laid on the floor or the like for operation by feet) is used. Good. In this case, the operation of pressing those push buttons is used as a play action.
  • a touch panel that outputs a signal corresponding to a user's touch operation (touch operation with a finger) may be used as the input device.
  • the touch operation and its position are used as a play action.
  • a dedicated controller including the above-mentioned mat controller
  • the arcade game machine 3A uses a cash, a substitute coin, a medal, an electronic currency (including points), a credit card function, or the like to collect a predetermined consideration necessary for the game from the user.
  • the value collecting device may be provided as an input device.
  • various kinds of consideration such as electronic currency may be collected through a card for recording the remaining amount of electronic currency, for example.
  • the user terminal device type game machine 3 provides a music game for a fee (including a case where a part of the game is for a fee for playing an additional range). Alternatively, it may be provided free of charge (including the case where software is purchased in advance).
  • the consideration may be collected through various known settlement processes in the user terminal device type game machine 3.
  • the music game may be provided to one user as one-player play, or may be provided to a plurality of users as multiple-play.
  • a game screen when a music game is provided as a multi-play type game when played by a plurality of users will be described.
  • the music game may be provided as a cooperative play type game in which a plurality of users (which may include computers) cooperate with each other, or may be provided as a competitive game in which each user competes with each other.
  • it is played so that the progress is common among a plurality of users.
  • each user for such multiple plays is matched through a matching service.
  • the matching service may be realized by the game machine 3A so that, for example, one game machine 3A matches a peripheral user or a user of another game machine 3A in the same facility. That is, the game machine 3A may function as the center server 2.
  • FIG. 3 is a diagram schematically showing an example of a game screen for providing a music game.
  • the game screen 50 when a music game is provided as a multi-play type game, the game screen 50 includes a common guide area 51 as a guide area and an individual guide area 52.
  • the common guidance area 51 is an area for guiding the execution time to all of the plurality of users who play the same music game through the relative displacement between the instruction mark and the reference mark as described above. That is, the common guidance area 51 is commonly used by a plurality of users who play the music game.
  • four fixed arrow images 53 (white arrow images in FIG. 3) as reference markers and a moving arrow image 54 (FIG. 3 in FIG. 3) as reference markers are provided to guide each execution time.
  • a black arrow image is displayed.
  • the four fixed arrow images 53 are fixedly arranged at predetermined positions. Specifically, these fixed arrow images 53 are arranged at predetermined positions in the common guide area 51 so as to be arranged at equal intervals in the lateral direction on the upper side (near the upper end). Each of these four fixed arrow images 53 functions as a reference marker.
  • the moving arrow image 54 appropriately appears below the common guide area 51 based on the sequence data QD, and follows a predetermined route (not shown because it may not be visually recognized) from the appearance position. Move up. In the common guide area 51, a route is provided for each fixed arrow image 53. Each route extends from the appearance position (the lower end of the common guide area 51) to the upper end while passing any one of the four fixed arrow images 53. Each moving arrow image 54 moves along such a path from the appearance position toward the fixed arrow image 53 (or the upper end beyond that). Further, the four fixed arrow images 53 are displayed so as to face in different directions (four directions of left, bottom, up, and right), but each moving arrow image 54 matches the direction of the destination fixed arrow image 53.
  • the fixed arrow images 53 are arranged on the path corresponding to each fixed arrow image 53. That is, the moving arrow image 54 is classified into four types of orientations similar to the four fixed arrow images 53, and is arranged on each route so as to match the orientation of each fixed arrow image 53 at the position of each fixed arrow image 53. It
  • a plurality of users who play the music game are required to perform appropriate playing actions in accordance with the arrival of each moving arrow image 54 to the fixed arrow image 53.
  • a push button associated with each fixed arrow image 53 among the push buttons an arrow in the same direction as each fixed arrow image 53 is presented as an appropriate play action.
  • the operation of stepping on the foot is required (the same applies to the user terminal device type game machine 3 when the mat controller is used).
  • the continuity thereof (hereinafter, combo Sometimes called) is also evaluated.
  • the higher the continuity of the continuity that is, the more the continuity increases, the higher the evaluation result is given.
  • the evaluation of such continuity is also realized through the score, but it is given separately from the score corresponding to the evaluation result of the deviation time. That is, the score corresponding to the evaluation result of the continuity functions as an additional bonus.
  • a finger slides on the screen in the direction of the arrow as each moving arrow image 54 reaches the fixed arrow image 53.
  • the user may be requested to perform a slide operation or a flick operation.
  • the individual guidance area 52 is an area individually corresponding to each of a plurality of users who play the music game.
  • the game screen 50 is provided with a plurality of individual guidance areas 52 respectively corresponding to a plurality of users who play the music game.
  • a partial range of the common guide area 51 is displayed so as to include the four fixed arrow images 53.
  • a range position within a predetermined time period located before a predetermined time period (for example, a time period corresponding to one bar of a music piece) below (in the time axis direction) along the route from the four fixed arrow images 53
  • a range including each moving arrow image 54 scheduled to reach each fixed arrow image 53 is used.
  • each moving arrow image 54 moves toward each fixed arrow image 53 so as to be synchronized with the common guide area 51. That is, each individual guide area 52 simultaneously guides the same execution time so as to overlap with the common guide area 51 through the movement of each moving arrow image 54 and each fixed arrow image 53 (in other words, relative displacement).
  • each individual guidance region 52 redundantly guides each execution time together with the common guidance region 51 to each user through movement of the movement arrow image 54 similar to the common guidance region 51.
  • the evaluation result of each user is individually displayed in each individual guidance area 52. That is, the evaluation result of the play action executed by each user is displayed in the individual guidance area 52 corresponding to each user. The number of combos is the same.
  • each individual guidance area 52 includes an individual score area 55 for displaying such an obtained score, and a combo information area 56 for displaying the number of combos each user is continuing.
  • a music game is played as a cooperative play type game in which four users play the same music game. Therefore, on the game screen 50, two individual guide areas 52 are arranged on the left and right so as to sandwich the common guide area 51 located at the center. Further, on the left and right sides of the common guide area 51, the two individual guide areas 52 are arranged vertically.
  • the upper left individual guidance area 52, the lower left individual guidance area 52, the upper right individual guidance area 52, and the lower right individual guidance area 52 are the first user, the second user, the third user, and the fourth user in this order. Assigned to each.
  • the upper left individual guidance area 52, the lower left individual guidance area 52, the upper right individual guidance area 52, and the lower right individual guidance area 52 are assigned to the first user, the second user, the third user, and the fourth user. It functions as the corresponding individual guidance area 52.
  • the first user and the like may be set based on appropriate conditions, such as the order in which the matching service is requested or the order based on the information that identifies the user such as the name or the user ID.
  • a music game is commonly provided to a plurality of users as a cooperative play type game
  • the plurality of users use the same sequence data QD (corresponding to the same song having the same difficulty level) to play the music game.
  • the music game may allow the use (selection) of different sequence data QD, including the case where it is provided as a competitive game. That is, music games of different difficulty levels may be played among a plurality of users.
  • each individual guidance area 52 is provided with distinction information in the individual score area 55 in order to distinguish each individual guidance area 52 for each user.
  • information indicating a difference in color arrangement and each user is used. Therefore, as the color difference, a left diagonal line is provided in the individual guide area 52 for the first user, a grid-like diagonal line is provided in the individual guide area 52 for the second user, and an individual guide for the third user is provided. A right diagonal line is added to the area 52, and a dot pattern is added to the individual guidance area 52 for the fourth user, to each individual score area 55.
  • “1P” indicating the first user, “2P” indicating the second user, “3P” indicating the third user, and “4P” indicating the fourth user are individually separated. It is displayed in the score area 55.
  • the individual guidance areas 52 are distinguished by such color difference and information such as "1P".
  • the difference in color arrangement is not limited to the example added to each individual score area 55.
  • the difference in color arrangement may be added to all of the individual guide areas 52.
  • the information indicating each user is not limited to information such as "1P".
  • other appropriate symbols corresponding to each user, names corresponding to each user, or the like may be used as the information indicating each user.
  • the information for discrimination is not limited to such a difference in color arrangement or information indicating a user.
  • the shape of the individual guide area 52 itself for example, parallelogram with different orientations, trapezoid, etc. may function as the information for discrimination.
  • the size difference for example, the individual guide area 52 of the user is large and the others are small, or the individual guide area 52 of the user is different.
  • Other than the above, such as difficult to see due to masking or the like may function as information for discrimination.
  • the individual guide areas 52 for other users may or may not be distinguished from each other.
  • information indicating such a team may include the information for distinguishing.
  • the distinguishing information may be any one of the above-mentioned information, or may be used by combining various kinds of information.
  • the information for distinguishing may not be added to each individual guidance area 52.
  • the correspondence relationship between each individual guidance area 52 and each user may be grasped by the difference in the acquired score or the like.
  • the acquired score for each user may function as the information for discrimination.
  • the game screen 50 may be appropriately provided with, for example, a score area or the like for displaying the total score obtained by a plurality of users.
  • the score area may display scores that are aggregated separately from the score of each user. Specifically, among the evaluation results of a plurality of users for the same moving arrow image 54, only the highest evaluation result (for example, the evaluation result corresponding to “PERFECT!!” described later) is extracted and independently aggregated. It may be displayed in the score area. That is, only the highest evaluation result of the evaluation results of a plurality of users for one same moving arrow image 54 is separately aggregated as a representative evaluation result of the group, and the accumulated value is displayed in the score area. Good.
  • FIG. 4 is an explanatory diagram for explaining the relationship between the common guide area 51 and the individual guide area 52.
  • each individual guide area 52 is formed such that a partial range PA of the common guide area 51 is cut out. Therefore, in each individual guidance area 52, guidance common to the common guidance area 51 is realized in the partial range PA. That is, each individual guidance area 52 is common to the display of the partial range PA in each moving arrow image 54, each fixed arrow image 53, and the like.
  • each individual guidance area 52 guides each similar execution time so as to be synchronized with the partial range PA through each moving arrow image 54, each fixed arrow image 53 and the like.
  • an individual evaluation result of each user is displayed in each individual guidance area 52, such an evaluation result is not displayed in the common guidance area 51. Therefore, there is a difference between each individual guide area 52 and the common guide area 51 depending on the presence or absence of such an individual evaluation result.
  • the individual guidance area 52 is formed by adding an individual score area 55 to a partial range PA.
  • a combo information area 56 is formed so as to partially overlap the area PA in order to effectively use the space.
  • the combo information area 56 is formed so as not to obstruct the display of the moving arrow image 54 while overwriting the background of the partial range PA.
  • the characters "PERFECT!" are displayed as the individual evaluation result of the first user. This is an evaluation result displayed when the timing of the actual play action falls within a predetermined period before and after the execution time, mainly at the execution time. On the other hand, such a display is not displayed in the common guidance area 51.
  • the cumulative total of the first user's acquired points (“1440”) is also displayed in the individual guidance area 52, such a display is not provided in the common guidance area 51.
  • the information of "3COMBO” is displayed in the individual guidance area 52 as the number of combos that the first user is continuing, the information of "6COMBO” is displayed in the common guidance area 51 instead of the information. .. “6COMBO” is information indicating the total number of combos that all users are continuing.
  • the total sum of the numbers of ongoing combos such as “3COMBO” individually displayed in the four individual guidance areas 52 is displayed in the common guidance area 51.
  • such a relationship is formed between the common guide area 51 and the individual guide area 52.
  • the number of combos displayed in the common guidance area 51 is not limited to the total value of combos continued by all users.
  • the largest combo number among the combo numbers of all users may be displayed in the common guidance area 51.
  • such a combo number may be displayed as long as one of the plurality of users who are playing the same music game continues the combo, or only when all the users are continuing the combo. May be done.
  • information indicating just such continuation for example, simply “OK” or “2 people OK”, etc.) ) May be displayed.
  • the number of combos in the common guidance area 51 may be aggregated independently of the number of combos for each user.
  • the number of times the combo condition is satisfied is displayed based on whether or not any one of the plurality of users satisfies the combo condition (evaluation result of a predetermined criterion or more) for each moving arrow image 54. May be done. That is, a plurality of users may be regarded as one group, and an evaluation result of one or more of the plurality of users that is equal to or higher than a predetermined reference may be aggregated as the number of consecutive combos of the group. More specifically, for example, a user who has three consecutive combos makes a mistake in the fourth, while another user who has one continuous combo obtains an evaluation result that is equal to or greater than a predetermined criterion in the fourth.
  • the continuation of the group combo is taken over by the other user, and the common guidance area 51 shows the number of combos as four. “4” indicating the second success may be presented. Then, such a combo number may be interrupted and reset to zero when all the members belonging to the group do not satisfy the combo condition. In this way, appropriate information regarding the number of combos obtained based on the number of combos of each user playing the same music game may be displayed in the common guidance area 51 as a predetermined evaluation result to be commonly guided.
  • the predetermined evaluation result displayed in the common guidance area 51 is not limited to such a combo number.
  • an appropriate evaluation result based on the individual evaluation result of each user may be displayed as a predetermined evaluation result.
  • information indicating the highest evaluation result among a plurality of users or the number of users who have obtained a predetermined or more evaluation result such as the highest evaluation result is provided in common guidance. It may be displayed in the area 51.
  • a background similar to the partial range PA may be displayed as it is in the individual guidance area 52, and such a background is processed (for example, transparent). The rate may be changed and displayed).
  • the predetermined standard for determining the success or failure of the combo may be set appropriately.
  • "PERFECT!” predetermined range before and after the execution time
  • "GREAT” predetermined range before and after the range of "PERFECT!”
  • "GOOD" When the evaluation result includes the order of highest evaluation in the order of highest evaluation, including the range of GREAT” before and after the range) and "MISS" (outside of the range of "GOOD"), for example, "GOOD” is the predetermined standard. It may be determined that the above is satisfied, or it may be determined that the other appropriate range such as “GREAT” is equal to or more than the predetermined reference.
  • FIGS. 3 and 4 show a case where a music game is played based on common sequence data QD.
  • the music game may allow selection of different sequence data QD among users.
  • FIG. 5 is an explanatory diagram for explaining the relationship between the common guide area 51 and the individual guide area 52 when the music game allows selection of different sequence data QD among users.
  • the display of the moving arrow image 54 also differs between the common guide area 51 and each individual guide area 52.
  • a moving arrow image 54 corresponding to the sequence data QD having the highest degree of difficulty among the plurality of sequence data QD selected by a plurality of users is displayed.
  • the difference in difficulty is mainly the difference in the number of execution times (moving arrow images 54), and the sequence data QD having a high difficulty level is different from the sequence data QD having a low difficulty level It may cover all execution times.
  • the common guidance area 51 uses a plurality of sequence data QD with the highest degree of difficulty for guidance, Each execution time is guided so as to cover all execution times included in the plurality of sequence data QD respectively selected by the user.
  • each individual guidance area 52 a moving arrow image 54 is displayed based on the sequence data QD selected by each user.
  • the common guide area 51 displays all the moving arrow images 54 for all users, while the individual guide area 52 displays the moving arrow images 54 for each user (all moving arrows displayed in the common guiding area 51). Only part of the image 54) is displayed. For this reason, there is a difference between the individual guide areas 52 and the common guide area 51 depending on whether or not the moving arrow images 54 for other users are included.
  • the first user selects the sequence data QD of the same song having a high degree of difficulty (exhaustive type) and the second user selects the sequence data QD of a low degree of difficulty. Therefore, of the individual guidance area 52A for the first user and the individual guidance area 52B for the second user included in the game screen 50, the individual guidance area 52A for the first user is similar to the common guidance area 51.
  • the moving arrow image 54 of is displayed. That is, in the individual guide areas 52 for the first user, the number of the common guide areas 51 and the moving arrow images 54, etc. is the same as the cutout of the partial range PA of the common guide area 51 in the examples of FIGS. 3 and 4. Match.
  • the individual guidance area 52B for the second user a part of the movement arrow image 54 included in the partial range PA of the common guidance area 51 corresponding to the sequence data QD selected by the second user. Only the image 54 is displayed. Specifically, the display of the two moving arrow images 54 indicated by broken lines is omitted in the individual guidance area 52B for the second user.
  • the moving arrow images 54 in the common guide area 51 may be distinguished by color coding or the like. That is, the moving arrow image 54 may be displayed so as to be distinguished by divisions such as 1P, 2P, and common. In this case, such a distinction may function as information for distinction.
  • the sequence data QD used to display the common guidance area 51 when the music game allows selection of different sequence data QD among the users is the sequence data QD that covers all execution times of the different sequence data QD. Not limited to. For example, as such sequence data QD, the sequence data QD having the highest difficulty level (which may not cover all the execution times) or the sequence data QD having the lowest difficulty level may be used. Alternatively, the sequence data QD having the most average difficulty level may be used as such sequence data QD. That is, the predetermined sequence data QD that is appropriately specified based on the sequence data QD selected by each user may be used as such sequence data QD.
  • each individual guidance area 52 is not limited to a form in which a partial range PA of the common guidance area 51 is cut out as it is.
  • the movement arrow image 54 may be different between the common guide area 51 and each individual guide area 52 as described above. That is, a part of the partial range PA (in this case, this part may function as a partial range of the present invention) may be displayed in each individual guidance area 52. Similar differences may occur in additional displays, such as background, for example. That is, the additional display such as the background may be different between the common guidance area 51 and each individual guidance area 52.
  • each individual guide area 52 may be displayed in a smaller size than the other individual guide areas 52 or the common guide area 51, or conversely, each individual guide area 52 may be displayed in the other individual guide area 52.
  • the display may be enlarged compared to the common guidance area 51.
  • Such enlarged display or reduced display is more efficient, for example, when a music game is played such that each user takes charge of different parts as a cooperative play type game. That is, each individual guide area 52 may be displayed in an appropriate form as long as the partial range PA of the common guide area 51 including at least the fixed arrow image 53 (reference mark) is used. The same applies to the forms of the fixed arrow image 53 (reference mark) and the moving arrow image 54 (indication mark).
  • the fixed arrow image 53 and the moving arrow image 54 are not limited to the same form as the common guide area 51.
  • the shapes of the fixed arrow image 53 and the moving arrow image 54 may be different from those of the common guide area 51.
  • the game screen 50 is not limited to the form in which the individual guide areas 52 are arranged on the left and right of the common guide area 51.
  • the game screen 50 may be appropriately divided so as to correspond to an appropriate number of individual guidance areas 52, and the individual guidance areas 52 may be appropriately presented. For example, each individual guidance area 52 may be displayed in the common guidance area 51 as long as it can be displayed in the common guidance area 51.
  • FIG. 6 is a diagram showing an example of the configuration of the sequence data QD.
  • the sequence data QD is prepared for each song and for each difficulty level. That is, the sequence data QD includes a plurality of sequence data QDa, QDb, QDc... Corresponding to a plurality of songs having different degrees of difficulty. Since the degree of difficulty of each sequence data QD depends on the number of execution times, the number of execution times is different among them in many cases.
  • each sequence data QD indicates a path in which the moving arrow image 54 corresponding to the execution time is to be arranged (in other words, an appropriate push button or a touch operation position). It includes a sequence record RS that manages (information).
  • the sequence record RS includes information on "execution time” and "route".
  • the “execution time” is information indicating the execution time to be guided to each user U.
  • the execution time information information in which the bar number, the number of beats, and the value indicating the time of the beat are separated by commas is described as the execution time information.
  • “Route” is information indicating each route. Information for identifying each route is described as "route” information. Specifically, for example, when each route is distinguished from the left by a number such as 1 to 4 so as to correspond to the fixed arrow image 53, a number indicating each such route is described. Further, as described above, each fixed arrow image 53 functions as information indicating an appropriate play action.
  • the “route” information indicating the route corresponding to each fixed arrow image 53 also functions as information indicating an appropriate play action. Further, each fixed arrow image 53 is also related to the type (rightward or the like) of the moving arrow image 54. Therefore, the “route” information also functions as information indicating the type of the moving arrow image 54 to be arranged on each route.
  • the sequence record RS is recorded so that these pieces of information are associated with each other. Note that the "route” information may be replaced with various types of information. For example, the information of the appearance position and the arrival position of the moving arrow image 54 corresponding to each execution time may be used as the information of the “route”.
  • the target specifying process is a sequence data QD to be used for displaying the common guidance area 51 based on the sequence data QD selected by each user when the music game allows selection of different sequence data QD among a plurality of users. Is a process for specifying the.
  • the game providing unit 33 starts the target specifying process of FIG. 7, and first, the sequence data QD for play.
  • the selection result of each user regarding is acquired (step S101).
  • the game providing unit 33 specifies the sequence data QD corresponding to the selection result of each user based on the selection result acquired in step S101 (step S102).
  • the game providing unit 33 specifies the predetermined sequence data QD to be used for displaying the common guidance area 51 based on each sequence data QD specified in step S102 (step S103). For example, the game providing unit 33 specifies, as the predetermined sequence data QD, the sequence data QD having the highest degree of difficulty among the sequence data QD selected by each user as the predetermined sequence data QD. When the sequence data QD having the highest degree of difficulty does not cover all execution times of the sequence data QD selected by another user, the game providing unit 33 determines all execution times based on the sequence data QD of all users. It is also possible to generate a new sequence data QD covering the above-mentioned item for this play and specify the sequence data QD as the predetermined sequence data QD.
  • the game providing unit 33 ends the target identifying process of this time after the identification.
  • the predetermined sequence data QD to be used for displaying the common guidance area 51 based on the sequence data QD selected by each user. Is specified.
  • the target specifying process of FIG. 7 may be omitted.
  • the process for specifying the predetermined sequence data QD may be omitted, or the process for specifying the common sequence data QD as the predetermined sequence data QD may be executed.
  • the common sequence data QD is determined by the selection of any one of the plurality of users, the result selected in step S101 of the target specifying process of FIG. 7 is acquired, and step S102 or This may be realized as a process of identifying the sequence data QD corresponding to the selection result in step S103. That is, such a process may be realized as a process in which one of step S102 and step S103 in the target specifying process of FIG. 7 is omitted.
  • the sequence process is a process for informing all users of the execution timing of the play action through the common guidance area 51.
  • the sequence process is specified by the predetermined sequence data QD (the sequence data QD when the sequence data QD is common between the users, and the process of FIG. 7 when the sequence data QD is different between the users.
  • This is processing for presenting the common guidance area 51 on the game screen 50 by arranging the moving arrow image 54 and the fixed arrow image 53 so as to guide each execution time of the sequence data QD).
  • the game providing unit 33 repeatedly starts the sequence process of FIG. 8 at a predetermined cycle with the start of display of the game screen 50, and first places a reference mark at a predetermined position (step S201). More specifically, the game providing unit 33 arranges the four fixed arrow images 53 at predetermined positions (positions corresponding to fixed positions near the upper end in the common guide area 51).
  • the game providing unit 33 acquires the current time (step S202).
  • the game providing unit 33 specifies the time on the music by, for example, the elapsed time from the start of the reproduction of the music.
  • the game providing unit 33 acquires, from the predetermined sequence data QD, each execution time existing in the time length corresponding to the display range to be presented as the common guidance area 51 (step S203).
  • As the display range for example, a time range corresponding to two measures of the music from the current time to the future is set.
  • the game providing unit 33 specifies the instruction mark corresponding to each execution time acquired in step S203, that is, the movement route of the movement arrow image 54 (step S204).
  • the game providing unit 33 refers to the “route” information of the sequence data QD, and specifies the route corresponding to this information as the movement route of each movement arrow image 54.
  • the game providing unit 33 calculates the coordinates of each instruction mark, that is, the movement arrow image 54 on the movement route specified in step S204 (step S205). For example, the game providing unit 33 executes this calculation as follows. That is, the game providing unit 33 determines the position on the moving route in the time axis direction (that is, the moving direction of the moving arrow image 54) from each fixed arrow image 53 according to the time difference between each execution time and the current time. .. As a result, the coordinates required to arrange the moving arrow image 54 on each moving path from the fixed arrow image 53 along the time axis are acquired.
  • the game providing unit 33 moves to each moving route based on the coordinates of each moving arrow image 54 calculated in step S205 so that each moving arrow image 54 is displayed at the coordinate position on each moving route.
  • the arrow image 54 (instruction mark) is arranged (step S206).
  • the game providing unit 33 moves according to the moving route (in other words, the fixed arrow image 53 of the destination) to be arranged on each moving route so as to match the direction of the fixed arrow image 53 of the destination.
  • the direction of the arrow image 54 is specified, and the moving arrow image 54 having the specified direction is arranged on each moving route. Then, the game providing unit 33 ends the sequence processing of this time after this arrangement.
  • each fixed arrow image 53 is arranged at a predetermined position, and each movement arrow image 54 is displayed at an appropriate position on a predetermined movement route (functioning as a time axis). Further, the position of the moving arrow image 54 gradually moves (displaces) toward each fixed arrow image 53 with the lapse of time (progress of music) so as to match the position of each fixed arrow image 53 at the execution time. .. That is, through such a movement, the common guide area 51 is presented on the game screen 50 so as to guide each execution time for all users.
  • the individual guidance process is a process for presenting the individual guidance area 52 for each user on the game screen 50.
  • the game providing unit 33 performs the individual guidance process of FIG. 9 every time the sequence process of FIG. 8 is executed so that the presentation of the process result of the sequence process of FIG. 8 and the presentation of the process result of FIG. 9 are synchronized.
  • the partial range PA of the common guidance area 51 presented by the sequence processing of FIG. 8 is specified (step S301). This identification is realized, for example, by acquiring the sequence processing result (for example, the processing results of steps S201 to S205 of the processing of FIG. 8).
  • the game providing unit 33 should be arranged on the range of each route included in the partial range PA and each route based on the processing results of steps S201 to S205 of the process of FIG. 8, for example.
  • the coordinates of each moving arrow image 54 are specified.
  • the game providing unit 33 may further specify each moving arrow image 54 to be displayed for each user based on the sequence data QD selected by each user.
  • the game providing unit 33 may specify the same partial range PA by executing the same processing as steps S201 to S205 of the processing of FIG. 8 separately from FIG.
  • the partial range PA is not a fixed range such as one bar, but the form (size) of the fixed arrow image 53 and the moving arrow image 54 in the area excluding the area to be secured as the common guide area 51 on the game screen 50. , And shape) may be set so as to match the common guide area 51.
  • editing such as reduction or enlargement, such editing may be considered in the setting of the partial range PA.
  • the game providing unit 33 determines the arrangement position where each individual guidance area 52 should be arranged on the game screen 50 (step S302). For example, when four users play a music game, two individual guide areas 52 are arranged vertically on the left and right of the common guide area 51 at the center of the game screen 50 as a reference. The four positions on the left, right, top and bottom are specified as the arrangement positions of the four individual guide areas 52, respectively.
  • the game providing unit 33 specifies the information for division for each individual guidance area 52 (step S303). For example, when the difference in color arrangement and the information indicating each user are used as the information for classification, the game providing unit 33 indicates the color arrangement corresponding to each individual guidance area 52 and the information indicating each user such as “1P”. Specify.
  • the game providing unit 33 presents each individual guidance area 52 (step S304). Specifically, the game providing unit 33 adds the individual score area 55 and the combo information area 56 to the partial range PA specified in step S301, and the division information specified in step S303 in the individual score area 55. Each individual guide area 52 is presented by displaying the individual guide area 52 at each of the arrangement positions specified in step S302 while adding. In addition, when the game providing unit 33 performs editing (reduction or enlargement, etc.) of each individual guidance region 52, the game providing unit 33 may present each individual guidance region while adding such editing. Then, the game providing unit 33 finishes this individual guidance process after presenting each individual guidance region 52.
  • the same range as the partial range PA in the common guide area 51 is presented for each user as the individual guide area 52 so as to be synchronized with the guidance by the partial range PA. Then, the same guidance as in the partial range PA is redundantly realized through such an individual guidance area 52.
  • the difference is also reflected in the individual guidance area 52. That is, of the moving arrow images 54 included in the partial range PA, only the moving arrow images 54 in the range corresponding to each user are displayed in each individual guidance area 52.
  • the individual evaluation process is a process for presenting the evaluation result for each user in each individual guidance area 52.
  • the game providing unit 33 starts the individual evaluation process of FIG. 10 every time a predetermined evaluation process (which may be the same as a well-known music game) for evaluating the actual play action of each user is executed.
  • the evaluation result (the result obtained by the well-known evaluation process) is acquired (step S401).
  • the game provision part 33 specifies a common evaluation result (step S402).
  • the common evaluation result is a predetermined evaluation result to be presented in the common guidance area 51 based on the evaluation result of each user.
  • the game providing unit 33 acquires the number of continuations of the combo of each user, and calculates the total value thereof to perform the common evaluation. Identify the results.
  • the game providing unit 33 counts the number of consecutive combos in group units (the number of times the combo conditions are satisfied when at least one person in the group satisfies the combo conditions), and the number of consecutive combos in such group units May be used (specified) as the common evaluation result.
  • the game providing unit 33 may specify such an evaluation result as the common evaluation result.
  • the game providing unit 33 individually evaluates each user in each individual guidance area 52 and common guidance area 51 based on the evaluation result of each user acquired in step S401 and the common evaluation result identified in step S402. The result and the common evaluation result are presented (step S404). Then, after such a presentation, the game providing unit 33 ends the present individual evaluation process. As a result, while the evaluation result corresponding to each user is presented to each individual evaluation process, the common guidance area 51 does not necessarily match such individual evaluation result (some users may agree with each other). ) Common evaluation results are presented. That is, different evaluation results (characteristics) are added to the individual guidance area 52 and the common guidance area 51, respectively, depending on the difference in the use between them.
  • the music game is provided as a multi-play type game to, for example, four users
  • the four individual guidance areas 52 respectively corresponding to the four users are provided. It is presented on the game screen 50, and the evaluation result of each user such as “PERFECT!!” is presented for each user through such an individual guidance area 52.
  • the total score of each user is also provided through the individual score area 55 of the individual guidance area 52.
  • each execution time is redundantly guided through the movement of the movement arrow image 54 similar to the partial range PA of the common guidance area 51 including the four fixed arrow images 53.
  • each user can recognize the same guidance as the partial range PA in the common guidance area 51 not only in the common guidance area 51 but also in the individual guidance area 52.
  • each user can grasp the execution timing and his/her own performance only by using the individual guidance area 52.
  • the frequency of movement of the user's line of sight compared to the case where the guidance for play is executed only in the common guide area 51. Can be suppressed.
  • the range overlappingly displayed in the individual guidance area 52 is limited to the partial range PA including the four fixed arrow images 53.
  • the area around the four fixed arrow images 53 is a highly important range related to the arrival of the execution time even in the common guidance area 51. Therefore, each individual guide area 52 can be suppressed to a relatively small range as compared with the common guide area 51, which is highly important. On the contrary, it is possible to secure a range of the common guide area 51, which is common to all users and which guides each execution time, to be relatively large in the game screen 50 as compared with the individual guide area 52. As a result, compared to a case where the game screen 50 is equally divided into four for four users, at least in the common guidance area 51, each execution time can be guided in an easy-to-see manner.
  • each execution time is guided through the moving arrow image 54 and the fixed arrow image 53 in the same form as the common guidance area 51. That is, the form (for example, at least one of size, shape, etc.) of the moving arrow image 54 and the like is matched between the individual guide region 52 and the common guide region 51. Therefore, even if the line-of-sight movement is executed between the common guide area 51 and the individual guide area 52, there is no difference in the form of these movement arrow images 54 and the like. It is possible to suppress the uncomfortable feeling. As a result, it is possible to further suppress the adverse effect caused by the movement of the line of sight.
  • the game providing unit 33 of the game machine 3 functions as the individual guide unit of the present invention by executing the process of step S304 of FIG. Further, the game providing unit 33 of the game machine 3 functions as the evaluation presenting means of the present invention by executing the process of step S403 of FIG. Further, the game providing unit 33 of the game machine 3 functions as the data specifying unit of the present invention by executing the process of step S103 of FIG.
  • the present invention is not limited to the above-described embodiment, and may be implemented in an appropriately modified or changed form.
  • the individual guidance area 52 guides the same execution time redundantly so as to be synchronized with the common guidance area 51.
  • the present invention is not limited to such a form.
  • the individual guidance area 52 may perform the same overlapping guidance as the common guidance area 51 at a time when it is deviated from the common guidance area 51.
  • the individual guidance area 52 may execute the same guidance with a slight delay as compared with the common guidance area 51 in consideration of the time required to move the line of sight from the execution of the play action.
  • the individual guidance area 52 may execute similar guidance earlier than the common guidance area 51 depending on an appropriate application. That is, the individual guidance area 52 may perform the same guidance at a time when it deviates from the guidance of the common guidance area 51 for an appropriate purpose.
  • the center server 2 may execute all or part of the role (various processes, etc.) of the game machine 3 of the above-described form. That is, the game system of the present invention may be configured such that the center server 2 and the game machine 3 cooperate appropriately to realize each function of the game machine 3 and the center server 2 of the present embodiment. On the other hand, the center server 2 may be omitted. In this case, one game machine 3 may function as the game system of the present invention.
  • the game system of the present invention includes an input device (36) used for inputting a play action, an instruction mark (54) corresponding to an execution time at which the play action should be executed, and a reference mark (53) corresponding to the current time. ) And a display device (37) for displaying a game screen (50) including, and the position of each of the instruction mark and the reference mark is based on the sequence data (QD) in which each execution time is described.
  • the guide area (51) that causes a relative displacement along the predetermined route between the instruction mark and the reference mark so as to coincide with each other in time is presented on the game screen to guide each execution time.
  • a plurality of individual guidance areas corresponding to a plurality of users are presented on the game screen, and evaluation results of each user are presented through such individual guidance areas. Furthermore, in each individual guidance area, each execution time is redundantly guided through the same relative displacement as a partial range of the guidance area including the reference marker. Therefore, each user can recognize the same guidance as the partial range in the guidance area even in the individual guidance area. As a result, each user can grasp the execution timing and his/her own performance only in the individual guidance area, so that the frequency of the user's eye movement can be determined more than when the guidance for play is executed only in the guidance area. Can be suppressed.
  • the range overlappingly displayed in the individual guide area is limited to a partial range of the guide area including the reference sign.
  • the area around the reference sign is a highly important area related to the arrival of the execution time even in the guidance area. Therefore, each individual guide area can be suppressed to a relatively small area of high importance, and a relatively large area of the guide area for guiding each execution time can be secured for all users.
  • the game screen is equally divided into a plurality of guide areas corresponding to a plurality of users, at least in the guide area, it is possible to guide the execution timings in a more visible manner. As a result, both the movement of the line of sight can be suppressed and the visibility can be ensured at the same time. Therefore, as compared with the case where the area dedicated to the result is provided or the game screen is equally divided into a plurality of individual guide areas, It is possible to suppress an adverse effect that may occur when a play-type game is provided.
  • Appropriate evaluation results may be presented in the guidance area.
  • the evaluation result of each user may not be displayed in the guidance area, or all evaluation results of each user may be displayed so as to overlap with the individual guidance area.
  • a predetermined evaluation result based on a plurality of evaluation results corresponding to a plurality of users may be representatively displayed.
  • the evaluation presenting means may present a predetermined evaluation result based on the evaluation result of each user in the guidance area.
  • a predetermined evaluation result When a predetermined evaluation result is displayed in the guidance area, an appropriate evaluation result may be used as such a predetermined evaluation result.
  • a predetermined evaluation result may be an evaluation result of the top two players when four users play the game, for example. That is, two or more evaluation results may be presented as the predetermined evaluation result.
  • one evaluation result such as the highest evaluation result, the lowest evaluation result, or the average value among the plurality of evaluation results corresponding to the plurality of users may be used.
  • the evaluation result of each user includes the number of times of continuity when the evaluation results of a predetermined standard or more are continuous, the maximum value, the minimum value, the average value, or the total value of the number of times of such continuity is It may be used as a predetermined evaluation result.
  • the evaluation presenting means may evaluate the continuity of the evaluation results of a predetermined criterion or more in the multi-play type game, Aggregating the continuity of the evaluation results of the predetermined reference or more in the group as one group based on whether or not any one of the plurality of users has obtained an evaluation result of a predetermined reference or more, The number of times of continuity in the unit of the group may be used as the predetermined evaluation result.
  • one sequence data common to a plurality of users may be used, or when a plurality of sequence data is prepared, different sequence data may be used between a plurality of users.
  • the guidance area may guide the execution time based on appropriate sequence data. For example, as such sequence data, predetermined sequence data based on two or more sequence data selected by a plurality of users may be used.
  • each individual guidance area may guide the execution time based on appropriate sequence data. For example, as such sequence data, sequence data selected by each user may be used, or predetermined sequence data similar to the guidance area may be used.
  • a plurality of sequence data having different numbers of execution times are prepared for the multi-play type game, and use of different sequence data among the plurality of users is performed by the plurality of play.
  • the individual guidance unit may present the plurality of individual guidance regions such that the individual guidance region corresponding to each user guides each execution time corresponding to the sequence data selected by each user.
  • Appropriate sequence data may be used as the predetermined sequence data based on two or more sequence data selected by a plurality of users. For example, among such two or more sequence data, the one having the lowest difficulty level or the one having the highest difficulty level may be used as the predetermined sequence data. That is, any one of the two or more sequence data may be used as the predetermined sequence data. Alternatively, completely different sequence data may be specified based on such two or more sequence data and used as the predetermined sequence data. For example, if two or more sequence data include sequence data that covers the entire execution time of such two or more sequence data, such sequence data exists, and if such sequence data does not exist, two sequence data exists. Other sequence data that covers all the execution times of the above sequence data may be used as the predetermined sequence data. That is, for example, in a mode in which the guidance area executes guidance based on predetermined sequence data, the data specifying means may include sequence data covering all execution times of two or more sequence data selected by the plurality of users. You may specify as said predetermined sequence data.
  • an appropriate range including the reference sign may be used as a part of the guidance area.
  • the predetermined range before and after including the reference mark may be used as a part of the range, or the range corresponding to a predetermined time before relative displacement with respect to the reference range may be used as a part of the range.
  • the individual guide unit corresponds to the partial range from the reference mark along the predetermined route before a predetermined time in the relative displacement.
  • a range including up to the position may be used, and an individual guidance region corresponding to each user may be presented so as to guide each user at each execution time to be guided through the range.
  • the individual guidance area may be displayed in an appropriate form as long as it corresponds to a part of the guidance area.
  • the individual guidance area may be provided in the same form as the guidance area such that the reference sign and the instruction sign are displayed in the same shape as the guidance area.
  • the individual guide area may be provided smaller than the guide area so that the reference mark and the instruction mark are displayed smaller than the guide area, and conversely, the individual guide area is larger than the guide area so that the reference mark and the like are displayed larger. May be provided in large quantities.
  • the individual guidance area is used according to an appropriate purpose, such as when the execution timing of the guidance target is different among a plurality of users, or when the form of the individual guidance area is used to identify the individual guidance area for each user.
  • the individual guidance unit may present the plurality of individual guidance regions such that the instruction mark and the reference mark are displayed in the same form as the guidance region. Good.
  • the individual guidance unit may present the plurality of individual guidance regions such that the instruction mark and the reference mark are displayed in the same form as the guidance region. Good.
  • the computer program of the present invention is configured to cause the computer (33) connected to the input device and the display device to function as each unit of the game system described above.
  • control method of the present invention provides a game screen including an input device used for inputting a play action, an instruction mark corresponding to an execution time at which the play action should be executed, and a reference mark corresponding to the current time.
  • a display device for displaying, and between the instruction mark and the reference mark so that the positions of the instruction mark and the reference mark are matched at each execution time based on the sequence data in which each execution time is described.
  • the guide area that causes relative displacement along a predetermined route is presented on the game screen to guide each execution time, and the time of the actual play action of each user input via the input device.
  • the evaluation presentation procedure presented for each user is executed.
  • game system 3 game machine 33 game providing section (computer, individual guidance means, evaluation presentation means, data identification means) 36 Input device 37 Monitor (display device) 50 Game screen 51 Common guidance area (guidance area) 52 Individual guidance area 53 Fixed arrow image (reference sign) 54 Moving arrow image (indicator sign) PA Partial range QD Sequence data PG2 program (computer program)

Abstract

This game system (1) provides, as a multiplayer game, a music game wherein notifications of execution timings for play actions are given and also timings of actual play actions are evaluated through a common notification region (51) which is for causing movements toward respective fixed arrow images (53) in a moving arrow image (54). In doing so, in order to redundantly provide notifications of the respective execution timings, at which respective users should be provided with the notifications, in the common notification region (51) through movements similar to those made in the common notification region (51), this game system (1) presents, on a game screen (50), a partial area (PA) of the common notification region (51), inclusive of the respective arrow images (53), in the form of a plurality of individual notification regions (52) that correspond to the respective users. In addition, when actual play actions have taken place, the game system (1) presents, to the respective users, evaluation results of the respective users through the individual notification regions (52).

Description

ゲームシステム、それに用いるコンピュータプログラム、及び制御方法Game system, computer program used therefor, and control method
 本発明は、プレイ行為の入力に使用される入力装置と、そのプレイ行為が実行されるべき実行時期に対応する指示標識と現在時刻に対応する基準標識とを含むゲーム画面を表示する表示装置と、に接続され、各実行時期が記述されたシーケンスデータに基づいて指示標識及び基準標識の位置が各実行時期において一致するように指示標識と基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域をゲーム画面に提示することにより各実行時期を案内するとともに、入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、案内領域を複数のユーザに共通させることにより複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステム等に関する。 The present invention relates to an input device used for inputting a play action, and a display device for displaying a game screen including an instruction mark corresponding to an execution time at which the play action should be executed and a reference mark corresponding to the current time. , And relative to each other along the predetermined route between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark are matched at each execution period based on the sequence data in which each execution period is described. A game that guides each execution time by presenting a guidance area that causes displacement on the game screen and evaluates the time of the actual play action of each user input via the input device based on each execution time The present invention relates to a game system and the like provided as a multi-play type game in which the progress is shared among a plurality of users by making a guide area common to a plurality of users.
 プレイ行為の入力に使用される入力装置と、そのプレイ行為が実行されるべき実行時期に対応する指示標識と現在時刻に対応する基準標識とを含むゲーム画面を表示する表示装置と、に接続され、各実行時期が記述されたシーケンスデータに基づいて指示標識及び基準標識の位置が各実行時期において一致するように指示標識と基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域をゲーム画面に提示することにより各実行時期を案内するとともに、入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、案内領域を複数のユーザに共通させることにより複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステムが存在する。例えば、このような指示標識、基準標識、経路、ゲーム画面、シーケンスデータ及びプレイ行為として、操作指示標識、タイミング指示標識、位置指示領域、ゲーム画像、タイミングデータ、及び押しボタンの操作をそれぞれ利用する音楽ゲームが知られている(例えば特許文献1参照)。その他にも、複数プレイ型の音楽ゲームを開示する先行技術文献として特許文献2も存在する。 Connected to an input device used for inputting a play action, and a display device for displaying a game screen including an instruction mark corresponding to an execution time at which the play action should be executed and a reference mark corresponding to the current time. , A relative displacement along a predetermined path is generated between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark match at each execution time based on the sequence data in which each execution time is described. By presenting the guidance area on the game screen to guide each execution time, the game that evaluates the timing of the actual play action of each user input via the input device based on each execution time is displayed. There is a game system provided as a multi-play game in which the progress is shared by a plurality of users by making it common to a plurality of users. For example, the operation instruction mark, the timing instruction mark, the position instruction area, the game image, the timing data, and the push button operation are used as the instruction mark, the reference mark, the route, the game screen, the sequence data, and the play action. A music game is known (for example, see Patent Document 1). In addition, there is Patent Document 2 as a prior art document disclosing a multi-play type music game.
特許第6380644号公報Patent No. 6380644 特許第5346850号公報Japanese Patent No. 5346850
 特許文献1のゲーム装置では、複数のプレイヤ(ユーザに相当、一部はコンピュータ)が協力してプレイする協力プレイ型のゲームとして音楽ゲームが提供されている。このため、あまり言及されていないが、この音楽ゲーム用のゲーム画面には各プレイヤに対応する味方キャラ毎の領域が位置指示領域(案内領域としても機能)と別に設けられているものの、そこにはプレイヤ毎の成績ではなく各味方キャラの特性等が表示されるに過ぎず、各プレイヤのプレイによって得られる得点は主としてその合計がチーム用の領域(同様に位置指示領域とは別に設けられる)に表示されるに過ぎないようである。一方で、このような各ユーザに対応する領域に、ユーザ毎の成績を表示する音楽ゲームも存在する。ただし、このような音楽ゲームでは、各ユーザに対応する領域はあくまでもユーザ毎の成績を表示する領域に過ぎず、そこで実行時期が案内されるわけではなく、実行時期の案内用に全ユーザに共通の一つの案内領域が別途設けられている場合が多い。このため、ユーザは音楽ゲームのプレイのためには案内領域を、自己の成績を確認するためには成績用の領域をそれぞれ確認する必要がある。このような視線の移動は、ユーザにとって煩わしいだけでなく、成績確認時に実行時期の案内の見逃しを招いてしまう可能性がある。結果として、ミス等の誘発につながってしまい、プレイ結果に悪影響を及ぼす可能性がある。このような可能性は特に難易度の高い音楽ゲームのプレイ中において高くなる。 In the game device of Patent Document 1, a music game is provided as a cooperative play type game in which a plurality of players (corresponding to users, some of which are computers) play in cooperation. Therefore, although not often mentioned, although the game screen for this music game is provided with an area for each ally character corresponding to each player separately from the position indicating area (which also functions as a guide area), Indicates only the characteristics of each ally character, not the performance of each player, and the total score obtained by each player's play is mainly for the team area (similarly to the position indicating area). It seems to be just displayed in. On the other hand, there are also music games that display the results for each user in the area corresponding to each user. However, in such a music game, the area corresponding to each user is merely an area for displaying the results for each user, and the execution timing is not guided there, and is common to all users for guiding the execution timing. In many cases, one guide area is separately provided. Therefore, the user needs to confirm the guidance area for playing the music game and the grade area for confirming his own grade. Such movement of the line of sight is not only troublesome for the user, but also may cause the user to miss the guidance of the execution time when checking the results. As a result, mistakes may be triggered, which may adversely affect the play result. Such a possibility becomes high especially during playing a music game having a high degree of difficulty.
 一方、特許文献2の音楽ゲームでは、複数のユーザにそれぞれ対応する複数の案内領域にゲーム画面が等分割され、ユーザ毎のプレイ行為の時期及び評価結果がそのようなユーザ毎の案内領域を通じて案内されている。このような音楽ゲームでは、成績用の領域がユーザ毎に用意される場合に比べてユーザの視線移動の頻度を抑制することができるかもしれない。しかし、このようなゲーム画面は、自己の案内領域と他のユーザの案内領域との間の混同を引き起こしやすい。さらに、それぞれの案内領域が小さくなってしまうため、全ユーザに共通の一つの案内領域を通じて各実行時期が案内される場合に比べて、各実行時期の把握が難しくなってしまう可能性がある。結果として、全ユーザに共通の一つの案内領域を通じて各実行時期が案内される場合に比べて、やはりミスの誘発等の悪影響が生じる可能性が高い。 On the other hand, in the music game of Patent Document 2, the game screen is equally divided into a plurality of guide areas corresponding to a plurality of users, and the timing of the play action for each user and the evaluation result are guided through such a guide area for each user. Has been done. In such a music game, it may be possible to suppress the frequency of the user's line-of-sight movement, as compared with the case where a grade area is prepared for each user. However, such a game screen is likely to cause confusion between the user's guide area and the guide areas of other users. Further, since each guidance area becomes smaller, it may be more difficult to grasp each execution time than when each execution time is guided through one guidance area common to all users. As a result, as compared with the case where each execution time is guided through one guidance area common to all users, there is a high possibility that an adverse effect such as a mistake is caused.
 そこで、本発明は、複数プレイ型のゲームが提供される場合に生じ得る悪影響を抑制することができるゲームシステム等を提供することを目的とする。 Therefore, an object of the present invention is to provide a game system and the like that can suppress the adverse effects that can occur when a multi-play type game is provided.
 本発明のゲームシステムは、プレイ行為の入力に使用される入力装置と、前記プレイ行為が実行されるべき実行時期に対応する指示標識と現在時刻に対応する基準標識とを含むゲーム画面を表示する表示装置と、に接続され、各実行時期が記述されたシーケンスデータに基づいて前記指示標識及び前記基準標識の位置が各実行時期において一致するように前記指示標識と前記基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域を前記ゲーム画面に提示することにより各実行時期を案内するとともに、前記入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、前記案内領域を複数のユーザに共通させることにより当該複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステムであって、前記案内領域において前記複数のユーザにそれぞれ案内されるべき各実行時期をユーザ毎に前記相対的変位を通じて前記案内領域とともに重複的に案内するように、前記基準標識を含む前記案内領域の一部範囲を前記複数のユーザにそれぞれ対応する複数の個別案内領域として前記ゲーム画面に提示する個別案内手段と、前記実際のプレイ行為が実行された場合に各ユーザの評価結果を前記複数の個別案内領域を通じてユーザ毎に提示する評価提示手段と、を備えるものである。 The game system of the present invention displays a game screen including an input device used for inputting a play action, an instruction mark corresponding to the execution time at which the play action should be executed, and a reference mark corresponding to the current time. A display device is connected to the display device, and a predetermined distance is provided between the instruction mark and the reference mark so that the positions of the instruction mark and the reference mark coincide with each other at each execution time based on the sequence data in which each execution time is described. By presenting on the game screen a guide region that causes a relative displacement along the route, each execution time is guided, and each user's actual play time input via the input device is displayed. A game system that provides a game to be evaluated based on execution time as a multi-play type game in which the progress is shared among a plurality of users by sharing the guide region with a plurality of users. A partial range of the guide region including the reference marker is overlapped with the plurality of users so that each execution time to be guided to each of the plurality of users is redundantly guided together with the guide region through the relative displacement for each user. Individual guidance means for presenting on the game screen as a plurality of individual guidance areas corresponding to each user, and an evaluation result of each user when the actual play action is executed is presented for each user through the plurality of individual guidance areas. And an evaluation presenting means for performing.
 一方、本発明のコンピュータプログラムは、前記入力装置、及び前記表示装置に接続されるコンピュータを、上述のゲームシステムの各手段として機能させるように構成されたものである。 On the other hand, the computer program of the present invention is configured to cause a computer connected to the input device and the display device to function as each unit of the game system described above.
 また、本発明の制御方法は、プレイ行為の入力に使用される入力装置と、前記プレイ行為が実行されるべき実行時期に対応する指示標識と現在時刻に対応する基準標識とを含むゲーム画面を表示する表示装置と、に接続され、各実行時期が記述されたシーケンスデータに基づいて前記指示標識及び前記基準標識の位置が各実行時期において一致するように前記指示標識と前記基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域を前記ゲーム画面に提示することにより各実行時期を案内するとともに、前記入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、前記案内領域を複数のユーザに共通させることにより当該複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステムに組み込まれるコンピュータに、前記案内領域において前記複数のユーザにそれぞれ案内されるべき各実行時期をユーザ毎に前記相対的変位を通じて前記案内領域とともに重複的に案内するように、前記基準標識を含む前記案内領域の一部範囲を前記複数のユーザにそれぞれ対応する複数の個別案内領域として前記ゲーム画面に提示する個別案内手順と、前記実際のプレイ行為が実行された場合に各ユーザの評価結果を前記複数の個別案内領域を通じてユーザ毎に提示する評価提示手順と、を実行させるものである。 Further, the control method of the present invention provides a game screen including an input device used for inputting a play action, an instruction mark corresponding to an execution time at which the play action should be executed, and a reference mark corresponding to the current time. A display device for displaying, and between the instruction mark and the reference mark so that the positions of the instruction mark and the reference mark are matched at each execution time based on the sequence data in which each execution time is described. The guide area for causing relative displacement along a predetermined route is presented on the game screen to guide each execution time, and the time of the actual play action of each user input via the input device. A computer that is incorporated into a game system that provides a game that evaluates based on each execution time as a multi-play type game in which the guide area is shared by a plurality of users so that the progress is shared by the plurality of users, Partial range of the guide area including the reference mark so that the execution times to be respectively guided to the plurality of users in the guide area are redundantly guided together with the guide area through the relative displacement for each user. Is displayed on the game screen as a plurality of individual guidance areas respectively corresponding to the plurality of users, and an evaluation result of each user when the actual play action is executed through the plurality of individual guidance areas. The evaluation presentation procedure presented for each user is executed.
本発明の一形態に係るゲームシステムの概略構成を示す図。The figure which shows the schematic structure of the game system which concerns on one form of this invention. ゲーム機の制御系の要部を示す機能ブロック図。The functional block diagram which shows the principal part of the control system of a game machine. 音楽ゲームを提供するためのゲーム画面の一例を模式的に示す図。The figure which shows typically an example of the game screen for providing a music game. 共通案内領域と個別案内領域との間の関係を説明するための説明図。Explanatory drawing for demonstrating the relationship between a common guidance area and an individual guidance area. 各ユーザ間において異なるシーケンスデータの選択を音楽ゲームが許容する場合の共通案内領域と個別案内領域との間の関係を説明するための説明図。An explanatory view for explaining a relation between a common guidance field and an individual guidance field when a music game permits selection of different sequence data among users. シーケンスデータの構成の一例を示す図。The figure which shows an example of a structure of sequence data. 対象特定処理の手順の一例を示すフローチャート。The flowchart which shows an example of the procedure of a target specific process. シーケンス処理の手順の一例を示すフローチャート。The flowchart which shows an example of the procedure of a sequence process. 個別案内処理の手順の一例を示すフローチャート。The flowchart which shows an example of the procedure of an individual guidance process. 個別評価処理の手順の一例を示すフローチャート。The flowchart which shows an example of the procedure of an individual evaluation process.
 以下、本発明の一形態に係るゲームシステムの一例を説明する。まず、図1を参照して、本発明の一形態に係るゲームシステムの全体構成を説明する。ゲームシステム1は、センターサーバ2と、センターサーバ2に所定のネットワークNTを介して接続可能なクライアント装置としての複数のゲーム機3とを含む。センターサーバ2は、複数のコンピュータ装置としてのサーバユニット2A、2B…が組み合わされることにより一台の論理的なサーバ装置として構成されている。ただし、単一のサーバユニットによりセンターサーバ2が構成されてもよい。あるいは、クラウドコンピューティングを利用して論理的にセンターサーバ2が構成されてもよい。 Hereinafter, an example of a game system according to an aspect of the present invention will be described. First, with reference to FIG. 1, an overall configuration of a game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network NT. The center server 2 is configured as one logical server device by combining a plurality of server units 2A, 2B... As computer devices. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be logically configured by using cloud computing.
 ネットワークNTは、センターサーバ2に対してゲーム機3をそれぞれ接続させることができる限り、適宜に構成されてよい。一例として、ネットワークNTは、WANとしてのインターネットと、サーバ2及びゲーム機3のそれぞれをインターネットに接続するLAN、あるいはアクセスポイントAPといった各種の接続設備又は機器等を含んでよい。 The network NT may be appropriately configured as long as the game machines 3 can be connected to the center server 2. As an example, the network NT may include the Internet as a WAN, a LAN that connects each of the server 2 and the game machine 3 to the Internet, or various connection facilities or devices such as an access point AP.
 図1の例では、ゲーム機3としてゲーム機3A、3B、3Cが示されている。ゲーム機3はいずれもゲームを提供するゲーム装置の一例である。ゲーム機3Aはアミューズメント店舗等の施設に設置され、所定の対価の支払いと引き換えにそのプレイ料金に対応した範囲でユーザにゲームをプレイさせる業務用ゲーム機として構成されている。この種のゲーム機はアーケードゲーム機と呼ばれることもある。この種のゲーム機3A(以下、アーケードゲーム機3Aと呼ぶ場合がある)は、多数のユーザにゲームを繰り返しプレイさせて収益を上げることを主たる目的として店舗等の所定の施設に設置される場合が多い。一方、ゲーム機3B、3Cは、ユーザの個人的な使用に供される家庭用の据置型ゲーム機、或いは携帯型のゲーム機である。このようなゲーム機3B、3C(以下、据え置き型ゲーム機3B、或いは携帯型ゲーム機3Cとそれぞれ呼ぶ場合があり、これらを区別しない場合にはユーザ端末装置型のゲーム機3と呼ぶ場合がある)として、スマートフォン等の携帯電話機又は携帯情報端末(タブレット端末、及びパーソナルコンピュータを含む)が機能してよい。なお、図1の例では、複数種類のゲーム機3がセンターサーバ2に接続されているが、センターサーバ2に接続されるゲーム機3は一種類であってもよい。 In the example of FIG. 1, game machines 3A, 3B, and 3C are shown as the game machine 3. Each of the game machines 3 is an example of a game device that provides a game. The game machine 3A is installed in a facility such as an amusement store, and is configured as an arcade game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of a predetermined consideration. This type of game machine is sometimes called an arcade game machine. When this type of game machine 3A (hereinafter sometimes referred to as an arcade game machine 3A) is installed in a predetermined facility such as a store mainly for the purpose of making many users play the game repeatedly and making a profit. There are many. On the other hand, the game machines 3B and 3C are home-use stationary game machines or portable game machines for personal use by the user. Such game machines 3B and 3C (hereinafter may be referred to as stationary game machines 3B or portable game machines 3C, respectively, and may be referred to as user terminal device type game machines 3 if they are not distinguished from each other. ), a mobile phone such as a smartphone or a personal digital assistant (including a tablet terminal and a personal computer) may function. In addition, in the example of FIG. 1, a plurality of types of game machines 3 are connected to the center server 2, but one type of game machine 3 may be connected to the center server 2.
 ゲーム機3はいずれも音楽ゲームを提供する。音楽ゲームは、タイミングゲームの一種である。タイミングゲームは、適切なプレイ行為の実行時期を評価するタイプのゲームである。音楽ゲームの場合、その適切なプレイ行為を実行すべき実行時期が楽曲とともに提供される。また、音楽ゲームでは、楽曲のリズムと一致する時期が実行時期として利用される。つまり、音楽ゲームは、適切なプレイ行為を実行すべき時期を楽曲のリズムに合わせてユーザに案内し、実際にプレイ行為が実行された時期を評価するタイプのゲームである。また、例えば、音楽ゲームにはプレイ用に複数の楽曲が用意され、そこから選択された楽曲が実際のプレイに使用される。例えば、そのような音楽ゲームは、表示装置に表示されるゲーム画面を通じて提供される。具体的には、このようなゲーム画面は、各実行時期に対応する指示標識及び現在時刻の基準として機能する基準標識を含み、それらの指示標識及び基準標識を利用し、各実行時期において指示標識及び基準標識の位置が一致するように指示標識と基準標識との間に相対的変位を生じさせることにより各実行時期を案内する。なお、ゲーム機3は、このような音楽ゲームに限定されず、各種のタイミングゲーム(実行時期の案内及び評価を行うゲーム)を提供してよい。 All game machines 3 provide music games. Music games are a type of timing games. The timing game is a type of game in which the timing of executing an appropriate play action is evaluated. In the case of a music game, the execution timing for performing the appropriate play action is provided together with the music. Further, in the music game, the time that coincides with the rhythm of the music is used as the execution time. That is, the music game is a type of game in which the user is informed of the time when an appropriate play action should be executed according to the rhythm of the music, and the time when the play action is actually executed is evaluated. Also, for example, a plurality of music pieces are prepared for play in a music game, and a music piece selected from the music pieces is used for actual play. For example, such a music game is provided through a game screen displayed on a display device. Specifically, such a game screen includes an instruction mark corresponding to each execution time and a reference mark that functions as a reference of the current time. By using these instruction signs and the reference mark, the instruction mark at each execution time is included. And each execution time is guided by causing a relative displacement between the instruction mark and the reference mark so that the positions of the reference marks match. Note that the game machine 3 is not limited to such a music game, and may provide various timing games (games that guide and evaluate execution timing).
 ゲームシステム1には、ネットワークNTを介してユーザ端末装置4が接続される場合もある。ユーザ端末装置4は、ネットワーク接続が可能でかつユーザの個人用途に供されるコンピュータ装置である。例えば、据置型又はブック型のパーソナルコンピュータ4A、あるいは携帯電話(スマートフォンを含む。)のようなモバイル端末装置4Bがユーザ端末装置4として利用される。その他にも、据置型の家庭用ゲーム機、携帯型ゲーム機、携帯型タブレット端末装置といった、ネットワーク接続が可能でかつユーザの個人用途に供される各種のコンピュータ装置がユーザ端末装置4として利用されてよい。ユーザ端末装置4は、各種のコンピュータソフトウエアを実装することにより、センターサーバ2が提供する種々のサービスをユーザに享受させることが可能である。なお、このようなユーザ端末装置4がコンピュータソフトウエアを通じてゲーム機3として機能してもよい。 The user terminal device 4 may be connected to the game system 1 via the network NT. The user terminal device 4 is a computer device that can be connected to a network and is provided for personal use of the user. For example, a stationary or book-type personal computer 4A, or a mobile terminal device 4B such as a mobile phone (including a smartphone) is used as the user terminal device 4. In addition, various computer devices such as a stationary home game machine, a portable game device, and a portable tablet terminal device, which are network-connectable and provided for the user's personal use, are used as the user terminal device 4. You may The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by mounting various computer software. In addition, such a user terminal device 4 may function as the game machine 3 through computer software.
 センターサーバ2は、ゲーム機3又はそのユーザに対して各種のゲーム機用サービスを提供する。ゲーム機用サービスは、ネットワーク5を介してゲーム機3のプログラム或いはデータを配信し、更新する配信サービスを含んでいる。センターサーバ2は、このような配信サービスを通じて各ゲーム機3に音楽ゲームの提供に必要な各種のプログラム或いはデータを適宜に配信等する。また、ゲーム機用サービスは、ネットワーク5を介して複数のユーザが共通のゲームをプレイする際にユーザ同士をマッチングするマッチングサービスを含んでいる。ゲームシステム1は、このようなマッチングサービスを通じて音楽ゲームを、ゲーム画面を複数のユーザに共通させることによりその複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供する。 The center server 2 provides various game console services to the game console 3 or its users. The game machine service includes a distribution service for distributing and updating the program or data of the game machine 3 via the network 5. The center server 2 appropriately distributes various programs or data necessary for providing a music game to each game machine 3 through such a distribution service. In addition, the game machine service includes a matching service that matches users when a plurality of users play a common game via the network 5. The game system 1 provides a music game through such a matching service as a multi-play type game in which the game screen is shared by a plurality of users so that the progress is shared by the plurality of users.
 なお、ゲーム機用サービスは、その他にもゲーム機3からユーザの識別情報を受け取って、そのユーザを認証するサービスを含んでいてよい。また、認証したユーザのプレイデータをゲーム機3から受け取って保存し、或いは保存するプレイデータをゲーム機3に提供するサービスを含んでいてもよい。さらに、ユーザから料金を徴収する課金サービス等を含んでいてもよい。同様に、センターサーバ2は、ネットワーク5を介してユーザ端末装置4のユーザに各種のWebサービスを提供してよい。Webサービスは、ゲーム機3が提供するゲームに関する各種の情報を提供するゲーム用情報サービス、各ユーザ端末装置4に各種データ或いはソフトウエアを配信(データ等のアップデートを含む)する配信サービス、ユーザによる情報発信、交換、共有といった交流の場を提供するコミュニティサービス、及び各ユーザを識別するためのユーザIDを付与するサービス等のサービスを含んでよい。 Note that the game machine service may also include a service that receives user identification information from the game machine 3 and authenticates the user. Further, it may include a service of receiving the play data of the authenticated user from the game machine 3 and storing the play data, or providing the play data to be stored to the game machine 3. Further, it may include a charging service for collecting a charge from the user. Similarly, the center server 2 may provide various Web services to the user of the user terminal device 4 via the network 5. The Web service is a game information service that provides various kinds of information about games provided by the game machine 3, a distribution service that distributes various data or software to each user terminal device 4 (including an update of data, etc.), and a user service. It may include services such as a community service that provides a place of exchange such as information transmission, exchange, and sharing, and a service that gives a user ID for identifying each user.
 次に、図2を参照してゲームシステム1の制御系の要部を説明する。まず、センターサーバ2には、制御ユニット21、及び記憶手段としての記憶部22が設けられる。制御ユニット21は、所定のコンピュータプログラムに従って各種の演算処理及び動作制御を実行するプロセッサの一例としてのCPUと、その動作に必要な内部メモリその他の周辺装置とを組み合わせたコンピュータとして構成されている。 Next, the main part of the control system of the game system 1 will be described with reference to FIG. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as storage means. The control unit 21 is configured as a computer in which a CPU as an example of a processor that executes various kinds of arithmetic processing and operation control according to a predetermined computer program and an internal memory and other peripheral devices necessary for the operation are combined.
 記憶部22は、ハードディスクアレイ等の不揮発性記憶媒体(コンピュータ読み取り可能な記憶媒体)を含んだ記憶ユニットによって実現される外部記憶装置である。記憶部22は、一の記憶ユニット内に全てのデータを保持するように構成されてもよいし、複数の記憶ユニットにデータを分散して記憶するように構成されてもよい。記憶部22には、ユーザに各種のサービスを提供するために必要な各種の処理を制御ユニット21に実行させるコンピュータプログラムの一例として、プログラムPG1が記録される。また、記憶部22には、各種のサービスの提供に必要なサーバ用データが記憶される。そのようなサーバ用データは音楽ゲーム用の各種のデータを含んでいるが、図2の例ではそのような各種のデータの一種として、楽曲データMD及びシーケンスデータQDが示されている。 The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to store data in a plurality of storage units in a distributed manner. A program PG1 is recorded in the storage unit 22 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. Further, the storage unit 22 stores server data necessary for providing various services. Such server data includes various data for music games, but in the example of FIG. 2, music data MD and sequence data QD are shown as a kind of such various data.
 楽曲データMDは、音楽ゲームで使用される楽曲を再生するためのデータである。シーケンスデータQDは、音楽ゲームにおいてユーザによってプレイ行為が実行されるべき各実行時期が記述されたデータである。シーケンスデータQDは、このような各実行時期をユーザに案内するために使用される。また、ユーザによって実際にプレイ行為が実行された場合には、シーケンスデータQDの実行時期に基づいてそのプレイ行為が評価される。つまり、シーケンスデータQDに基づいて各実行時期の案内及びその評価が実行される。このため、シーケンスデータQDには、各実行時期、及びその実行時期に実行されるべき適切なプレイ行為の情報が互いに関連付けられるように記述される。また、音楽ゲームにおいて、複数の楽曲或いは複数の難易度が用意される場合には、シーケンスデータQDは楽曲毎或いは難易度毎に用意される。シーケンスデータQDの詳細は更に後述する。 The music data MD is data for reproducing music used in a music game. The sequence data QD is data in which each execution time in which a user should perform a play action in a music game is described. The sequence data QD is used to inform the user of each such execution time. When the user actually performs the play action, the play action is evaluated based on the execution time of the sequence data QD. That is, guidance of each execution time and its evaluation are executed based on the sequence data QD. Therefore, the sequence data QD is described such that each execution time and information on an appropriate play action to be executed at that execution time are associated with each other. Also, in the music game, when a plurality of songs or a plurality of difficulty levels are prepared, the sequence data QD is prepared for each song or each difficulty level. Details of the sequence data QD will be described later.
 なお、サーバ用データは、例えばその他にも各種のサービスを実現するための各種のデータを含んでよい。例えば、そのようなデータには、プレイデータやID管理データ等が含まれてよい。プレイデータは、各ユーザの過去のプレイ実績に関する情報が記述されたデータである。プレイデータは、例えば、前回までのプレイ結果(過去の実績)を次回以降に引き継ぐため、或いは各ユーザに固有の設定内容を引き継ぐために使用される。ID管理データは、ユーザID等の各種IDを管理するためのデータである。しかし、それらの図示は省略した。 Note that the server data may include, for example, various types of data for implementing various types of services. For example, such data may include play data, ID management data, and the like. The play data is data in which information regarding the past play record of each user is described. The play data is used, for example, to inherit the play result (past performance) up to the previous time onward, or to inherit the setting content unique to each user. The ID management data is data for managing various IDs such as user IDs. However, their illustration is omitted.
 制御ユニット21には、制御ユニット21のハードウエア資源とソフトウエア資源としてのプログラムPG1との組合せによって実現される論理的装置として、ゲーム機サービス管理部24が設けられる。ゲーム機サービス管理部24は、ゲーム機3に対して上述のゲーム機用サービスを実現するための各種処理を実行する。なお、制御ユニット21には、キーボード等の入力装置、モニタ等の出力装置等が必要に応じて接続され得る。しかし、それらの図示は省略した。 The control unit 21 is provided with a game machine service management unit 24 as a logical device realized by a combination of the hardware resource of the control unit 21 and the program PG1 as a software resource. The game machine service management unit 24 executes various processes for realizing the above-described game machine service for the game machine 3. An input device such as a keyboard and an output device such as a monitor may be connected to the control unit 21 as necessary. However, their illustration is omitted.
 一方、ゲーム機3には、コンピュータとしての制御ユニット31と、記憶手段としての記憶部32とが設けられる。制御ユニット31は、所定のコンピュータプログラムに従って各種の処理を実行するプロセッサの一例としてのCPUと、その動作に必要な内部メモリその他の周辺装置とを組み合わせたコンピュータとして構成されている。制御ユニット31には、制御ユニット31のハードウエア資源とソフトウエア資源としてのプログラムPG2との組合せによって実現される論理的装置として、ゲーム提供部33が設けられる。ゲーム提供部33は、ゲームの進行に必要な各種の処理を実行するとともに、センターサーバ2のゲーム機サービス管理部24が提供するゲーム機用サービスを享受するために必要な各種の処理を実行する。具体的には、ゲーム提供部33は、例えば、このようなゲームの進行に必要な各種の処理の一部として、対象特定処理、シーケンス処理、個別案内処理、及び個別評価処理を実行する。これらの処理の手順については後述する。 On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer in which a CPU as an example of a processor that executes various processes according to a predetermined computer program and an internal memory and other peripheral devices necessary for the operation are combined. The control unit 31 is provided with a game providing unit 33 as a logical device realized by a combination of the hardware resource of the control unit 31 and the program PG2 as a software resource. The game providing unit 33 executes various processes necessary for the progress of the game, and also executes various processes necessary for enjoying the game machine service provided by the game machine service management unit 24 of the center server 2. .. Specifically, the game providing unit 33 executes, for example, a target specifying process, a sequence process, an individual guidance process, and an individual evaluation process as a part of various processes necessary for the progress of such a game. The procedure of these processes will be described later.
 記憶部32は、ハードディスク、半導体記憶装置といった不揮発性記憶媒体(コンピュータ読み取り可能な記憶媒体)を含んだ記憶ユニットによって実現される外部記憶装置である。記憶部32には、上述したプログラムPG2とともに、音楽ゲームの提供に必要なゲームデータが記録されるが、そのようなゲームデータの一部として図2の例では楽曲データMD及びシーケンスデータQDが示されている。楽曲データMD及びシーケンスデータQDは、いずれも配信サービスを通じてセンターサーバ2から提供される。なお、ゲームデータは、その他にもゲーム用の各種の画像を表示するための画像データ、及び各種のBGMを再生するためのBGMデータ等を含んでいる。しかし、これらの図示は省略した。 The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. In the storage unit 32, game data necessary for providing a music game is recorded together with the program PG2 described above, and the music data MD and the sequence data QD are shown in the example of FIG. 2 as a part of such game data. Has been done. Both the music data MD and the sequence data QD are provided from the center server 2 through a distribution service. In addition, the game data includes image data for displaying various images for games, BGM data for reproducing various BGMs, and the like. However, these illustrations are omitted.
 また、ゲーム機3にはアーケードゲーム機3A、或いはユーザ端末装置型のゲーム機3等の種類に応じて適宜に各種の出力装置、及び入力装置が設けられてよいが、図2の例では表示装置としてのモニタ37、及びスピーカSPがゲーム機3に設けられる出力装置として示されている。モニタ37、及びスピーカSPは、それぞれゲーム画面等を表示するための周知の表示装置、及び音声を再生するための周知の音声再生装置である。同様に、図2の例では、ゲーム機3に設けられる入力装置として、ユーザのプレイ行為を入力するための入力装置36が示されている。入力装置36は、ゲーム機3の種類に応じて適宜に構成されてよい。例えば、アーケードゲーム機3Aの場合、入力装置36として足で踏むように押す押しボタン付きのステージが利用されてもよい。そして、このステージの上でユーザは音楽ゲームをプレイしてよい。この場合、足で押しボタンを押す操作がプレイ行為として利用される。一方、例えば、据え置き型ゲーム機3Bの場合、入力装置として複数の押しボタンを含むキーボード、或いは専用のコントローラ(主として足で操作するために床等に敷いて用いるマットコントローラを含む)が使用されてよい。この場合、それらの押しボタンを押す操作がプレイ行為として利用される。同様に、例えば、携帯型ゲーム機3Cの場合、入力装置として、例えば、ユーザのタッチ操作(指で触れる操作)に対応した信号を出力するタッチパネルが利用されてよい。この場合、タッチ操作及びその位置がプレイ行為として利用される。また、携帯型ゲーム機3Cに、有線または無線で専用のコントローラ(上述のマットコントローラを含む)が接続され、使用されてもよい。 Further, the game machine 3 may be appropriately provided with various output devices and input devices according to the type of the arcade game machine 3A, the user terminal device type game machine 3, etc., but in the example of FIG. A monitor 37 as a device and a speaker SP are shown as output devices provided in the game machine 3. The monitor 37 and the speaker SP are a well-known display device for displaying a game screen and a well-known sound reproducing device for reproducing sound, respectively. Similarly, in the example of FIG. 2, an input device 36 for inputting a user's play action is shown as an input device provided in the game machine 3. The input device 36 may be appropriately configured according to the type of the game machine 3. For example, in the case of the arcade game machine 3A, as the input device 36, a stage with a push button that is pressed like a foot may be used. The user may then play the music game on this stage. In this case, the operation of pressing the push button with the foot is used as the play action. On the other hand, for example, in the case of the stationary game machine 3B, a keyboard including a plurality of push buttons is used as an input device, or a dedicated controller (including a mat controller which is mainly laid on the floor or the like for operation by feet) is used. Good. In this case, the operation of pressing those push buttons is used as a play action. Similarly, in the case of the portable game machine 3C, for example, a touch panel that outputs a signal corresponding to a user's touch operation (touch operation with a finger) may be used as the input device. In this case, the touch operation and its position are used as a play action. Further, a dedicated controller (including the above-mentioned mat controller) may be connected to the portable game machine 3C in a wired or wireless manner and used.
 なお、その他にも、例えばアーケードゲーム機3Aには、現金、代替硬貨、メダル、電子通貨(ポイントを含む)、クレジットカード機能等を利用してユーザからゲームに必要な所定の対価を徴収するための対価徴収装置が入力装置として設けられてもよい。そして、そのような装置によって、例えば電子通貨の残量を記録するカードを介して電子通貨等の各種の対価が徴収されてよい。また、例えばユーザ端末装置型のゲーム機3の場合、ユーザ端末装置型のゲーム機3は音楽ゲームを有償(追加的範囲のプレイ等のためにゲームの一部が有償の場合を含む)で提供しても、無償(事前にソフトウエアを購入している場合を含む)で提供してもよい。音楽ゲームが有償で提供される場合、ユーザ端末装置型のゲーム機3においてその対価は各種の周知の決算処理を通じて徴収されてよい。 In addition, in addition to the above, for example, the arcade game machine 3A uses a cash, a substitute coin, a medal, an electronic currency (including points), a credit card function, or the like to collect a predetermined consideration necessary for the game from the user. The value collecting device may be provided as an input device. Then, with such a device, various kinds of consideration such as electronic currency may be collected through a card for recording the remaining amount of electronic currency, for example. Further, for example, in the case of the user terminal device type game machine 3, the user terminal device type game machine 3 provides a music game for a fee (including a case where a part of the game is for a fee for playing an additional range). Alternatively, it may be provided free of charge (including the case where software is purchased in advance). When the music game is provided for a fee, the consideration may be collected through various known settlement processes in the user terminal device type game machine 3.
 次に、図3~図5を参照しつつ音楽ゲームの提供するためのゲーム画面について説明する。音楽ゲームは、一人プレイとして一人のユーザに提供されてもよいが、複数プレイとして複数のユーザに提供されてもよい。以下では、複数のユーザによってプレイされる場合の複数プレイ型のゲームとして音楽ゲームが提供される場合のゲーム画面の一例を説明する。このような音楽ゲームの場合、音楽ゲームは複数のユーザ(コンピュータを含んでよい)が互いに協力する協力プレイ型のゲームとして提供されてもよいし、互いに競い合う対戦型のゲームとして提供されてもよいが、いずれにしても複数のユーザ間で進行が共通するようにプレイされる。また、このような複数プレイ用の各ユーザは、マッチングサービスを通じてマッチングされる。なお、マッチングサービスは、例えば一台のゲーム機3Aが周辺のユーザ、あるいは同一施設内の他のゲーム機3Aのユーザをマッチングするようにゲーム機3Aによって実現されてもよい。つまり、センターサーバ2としてゲーム機3Aが機能してもよい。 Next, a game screen for providing a music game will be described with reference to FIGS. 3 to 5. The music game may be provided to one user as one-player play, or may be provided to a plurality of users as multiple-play. Hereinafter, an example of a game screen when a music game is provided as a multi-play type game when played by a plurality of users will be described. In the case of such a music game, the music game may be provided as a cooperative play type game in which a plurality of users (which may include computers) cooperate with each other, or may be provided as a competitive game in which each user competes with each other. However, in any case, it is played so that the progress is common among a plurality of users. In addition, each user for such multiple plays is matched through a matching service. The matching service may be realized by the game machine 3A so that, for example, one game machine 3A matches a peripheral user or a user of another game machine 3A in the same facility. That is, the game machine 3A may function as the center server 2.
 図3は、音楽ゲームを提供するためのゲーム画面の一例を模式的に示す図である。図3に示すように、複数プレイ型のゲームとして音楽ゲームが提供される場合、ゲーム画面50は、案内領域としての共通案内領域51、及び個別案内領域52を含んでいる。共通案内領域51は、上述のような指示標識と基準標識との間の相対的変位を通じて同じ音楽ゲームをプレイする複数のユーザの全員に実行時期を案内するための領域である。つまり、共通案内領域51は、音楽ゲームをプレイする複数のユーザによって共通に使用される。共通案内領域51には、各実行時期を案内するために、基準標識としての4つの固定矢印画像53(図3の白抜きの矢印画像)、及び指示標識としての移動矢印画像54(図3の黒塗りの矢印画像)が表示される。4つの固定矢印画像53は所定の位置に固定的に配置される。具体的には、これらの固定矢印画像53は、所定の位置として共通案内領域51内において上側(上端付近)に横方向に等間隔で並ぶように配置される。また、これらの4つの固定矢印画像53の一つ一つが基準標識として機能する。 FIG. 3 is a diagram schematically showing an example of a game screen for providing a music game. As shown in FIG. 3, when a music game is provided as a multi-play type game, the game screen 50 includes a common guide area 51 as a guide area and an individual guide area 52. The common guidance area 51 is an area for guiding the execution time to all of the plurality of users who play the same music game through the relative displacement between the instruction mark and the reference mark as described above. That is, the common guidance area 51 is commonly used by a plurality of users who play the music game. In the common guidance area 51, four fixed arrow images 53 (white arrow images in FIG. 3) as reference markers and a moving arrow image 54 (FIG. 3 in FIG. 3) as reference markers are provided to guide each execution time. A black arrow image) is displayed. The four fixed arrow images 53 are fixedly arranged at predetermined positions. Specifically, these fixed arrow images 53 are arranged at predetermined positions in the common guide area 51 so as to be arranged at equal intervals in the lateral direction on the upper side (near the upper end). Each of these four fixed arrow images 53 functions as a reference marker.
 一方、移動矢印画像54は、シーケンスデータQDに基づいて適宜に共通案内領域51の下方に出現し、その出現位置から所定の経路(視覚的に認知されなくてもよいため不図示)に沿って上方に移動する。共通案内領域51には、固定矢印画像53毎に経路が設けられる。各経路は、出現位置(共通案内領域51の下端)から4つの固定矢印画像53のいずれか一つを通過しつつ上端まで延びている。各移動矢印画像54は、そのような経路に沿って出現位置から固定矢印画像53(あるいはその先の上端)に向かって移動する。また、4つの固定矢印画像53は別々の方向(左、下、上、右の4方向)を向くように表示されるが、各移動矢印画像54は到達先の固定矢印画像53の向きと一致するように各固定矢印画像53に対応する経路上に配置される。つまり、移動矢印画像54は、4つの固定矢印画像53と同様の4種類の向きに分類され、各固定矢印画像53の位置において各固定矢印画像53の向きと一致するように各経路に配置される。 On the other hand, the moving arrow image 54 appropriately appears below the common guide area 51 based on the sequence data QD, and follows a predetermined route (not shown because it may not be visually recognized) from the appearance position. Move up. In the common guide area 51, a route is provided for each fixed arrow image 53. Each route extends from the appearance position (the lower end of the common guide area 51) to the upper end while passing any one of the four fixed arrow images 53. Each moving arrow image 54 moves along such a path from the appearance position toward the fixed arrow image 53 (or the upper end beyond that). Further, the four fixed arrow images 53 are displayed so as to face in different directions (four directions of left, bottom, up, and right), but each moving arrow image 54 matches the direction of the destination fixed arrow image 53. Thus, the fixed arrow images 53 are arranged on the path corresponding to each fixed arrow image 53. That is, the moving arrow image 54 is classified into four types of orientations similar to the four fixed arrow images 53, and is arranged on each route so as to match the orientation of each fixed arrow image 53 at the position of each fixed arrow image 53. It
 そして、音楽ゲームをプレイする複数のユーザには、いずれにも各移動矢印画像54の固定矢印画像53への到達に合わせて適切なプレイ行為が要求される。具体的には、例えばアーケードゲーム機3Aの場合、適切なプレイ行為として各押しボタンのうち各固定矢印画像53に関連付けられる押しボタン(各固定矢印画像53と同様の向きの矢印が提示されていてもよい)を足で踏む操作が要求される(マットコントローラが使用される場合はユーザ端末装置型のゲーム機3においても同様)。同様に、例えば据え置き型ゲーム機3Bの場合、各固定矢印画像53に関連付けられる押しボタンを押す操作が、携帯型ゲーム機3Cの場合、各固定矢印画像53に対応する位置へのタッチ操作が、それぞれ要求される。そして、そのような適切なプレイ行為が実際に実行された場合にはその実際のプレイ行為の実行時期とシーケンスデータQDに記述された実行時期との間のずれ時間がそのずれが小さければ小さいほど評価が高くなるように評価される。この評価結果は得点(ポイント)として各ユーザに付与される。さらに、そのようなずれ時間の評価が所定基準以上の評価結果(例えばシーケンスデータQDの実行時期を基準にその前後の所定範囲にずれ時間が含まれる結果)の場合、その連続性(以下、コンボと呼ぶ場合がある)も評価される。そして、その連続性が継続すればするほど、つまり連続性の回数が増えれば増えるほど高い評価結果が与えられる。このような連続性の評価も得点を通じて実現されるが、ずれ時間の評価結果に対応する得点とは別に付与される。つまり、このような連続性の評価結果に対応する得点は追加的なボーナスとして機能する。なお、例えば携帯型ゲーム機3C等、入力装置36としてタッチパネルが使用される場合には、各移動矢印画像54の固定矢印画像53への到達に合わせて、矢印の方向に画面上で指をスライドさせるスライド操作、或いはフリック操作がユーザに要求されてもよい。 Then, a plurality of users who play the music game are required to perform appropriate playing actions in accordance with the arrival of each moving arrow image 54 to the fixed arrow image 53. Specifically, for example, in the case of the arcade game machine 3A, a push button associated with each fixed arrow image 53 among the push buttons (an arrow in the same direction as each fixed arrow image 53 is presented as an appropriate play action. The operation of stepping on the foot is required (the same applies to the user terminal device type game machine 3 when the mat controller is used). Similarly, for example, in the case of the stationary game machine 3B, the operation of pressing the push button associated with each fixed arrow image 53, and in the case of the portable game machine 3C, the touch operation to the position corresponding to each fixed arrow image 53, Each is required. When such an appropriate play action is actually executed, the smaller the time difference between the execution time of the actual play action and the execution time described in the sequence data QD, the smaller the difference. It is evaluated so that the evaluation is high. This evaluation result is given to each user as a score. Further, in the case where such an evaluation of the deviation time is an evaluation result of a predetermined reference or more (for example, a result that the deviation time is included in a predetermined range before and after the execution timing of the sequence data QD), the continuity thereof (hereinafter, combo Sometimes called) is also evaluated. The higher the continuity of the continuity, that is, the more the continuity increases, the higher the evaluation result is given. The evaluation of such continuity is also realized through the score, but it is given separately from the score corresponding to the evaluation result of the deviation time. That is, the score corresponding to the evaluation result of the continuity functions as an additional bonus. When a touch panel is used as the input device 36 in the portable game machine 3C or the like, a finger slides on the screen in the direction of the arrow as each moving arrow image 54 reaches the fixed arrow image 53. The user may be requested to perform a slide operation or a flick operation.
 一方、個別案内領域52は、音楽ゲームをプレイする複数のユーザのそれぞれに個別に対応する領域である。このため、ゲーム画面50には、音楽ゲームをプレイする複数のユーザにそれぞれ対応する複数の個別案内領域52が設けられる。各個別案内領域52には、4つの固定矢印画像53を含むように共通案内領域51の一部範囲が表示される。具体的には、一部範囲として4つの固定矢印画像53から経路に沿って下方(時間軸方向)における所定時間(例えば楽曲の一小節に対応する時間)前に位置する範囲(所定時間内に各固定矢印画像53に到達予定の各移動矢印画像54を含む範囲)が使用される。そして、このような範囲では、共通案内領域51と同期するように各移動矢印画像54が各固定矢印画像53に向かって移動する。つまり、各個別案内領域52は、各移動矢印画像54の移動及び各固定矢印画像53(換言すれば相対的変位)を通じて共通案内領域51と重複するように同じ実行時期を同時に案内する。結果として、各個別案内領域52は、共通案内領域51と同様の移動矢印画像54の移動等を通じて各実行時期を共通案内領域51とともに重複的に各ユーザに案内する。さらに、各個別案内領域52には、各ユーザの評価結果が個別に表示される。つまり、各ユーザが実行したプレイ行為の評価結果は、各ユーザに対応する個別案内領域52に表示される。コンボの回数も同様である。つまり、各ユーザが獲得した得点、及びコンボに伴うボーナス等はいずれも個別案内領域52に提示される。このため、各個別案内領域52は、このような獲得得点を表示するための個別得点領域55、及び各ユーザがそれぞれ継続中のコンボ数を表示するためのコンボ情報領域56を含んでいる。 On the other hand, the individual guidance area 52 is an area individually corresponding to each of a plurality of users who play the music game. For this reason, the game screen 50 is provided with a plurality of individual guidance areas 52 respectively corresponding to a plurality of users who play the music game. In each individual guide area 52, a partial range of the common guide area 51 is displayed so as to include the four fixed arrow images 53. Specifically, as a partial range, a range (position within a predetermined time period) located before a predetermined time period (for example, a time period corresponding to one bar of a music piece) below (in the time axis direction) along the route from the four fixed arrow images 53 A range including each moving arrow image 54 scheduled to reach each fixed arrow image 53 is used. Then, in such a range, each moving arrow image 54 moves toward each fixed arrow image 53 so as to be synchronized with the common guide area 51. That is, each individual guide area 52 simultaneously guides the same execution time so as to overlap with the common guide area 51 through the movement of each moving arrow image 54 and each fixed arrow image 53 (in other words, relative displacement). As a result, each individual guidance region 52 redundantly guides each execution time together with the common guidance region 51 to each user through movement of the movement arrow image 54 similar to the common guidance region 51. Further, the evaluation result of each user is individually displayed in each individual guidance area 52. That is, the evaluation result of the play action executed by each user is displayed in the individual guidance area 52 corresponding to each user. The number of combos is the same. In other words, the score obtained by each user, the bonus associated with the combo, and the like are presented in the individual guidance area 52. Therefore, each individual guidance area 52 includes an individual score area 55 for displaying such an obtained score, and a combo information area 56 for displaying the number of combos each user is continuing.
 図3の例では、4名のユーザが同じ音楽ゲームをプレイする協力プレイ型のゲームとして音楽ゲームがプレイされている。このため、ゲーム画面50には、中央に位置する共通案内領域51を挟むように左右に2つずつの個別案内領域52が配置されている。また、共通案内領域51の左右それぞれにおいて、2つの個別案内領域52は、上下に配置されている。そして、左上の個別案内領域52、左下の個別案内領域52、右上の個別案内領域52、及び右下の個別案内領域52が、順に第1ユーザ、第2ユーザ、第3ユーザ、及び第4ユーザにそれぞれ割り当てられる。つまり、左上の個別案内領域52、左下の個別案内領域52、右上の個別案内領域52、及び右下の個別案内領域52が、第1ユーザ、第2ユーザ、第3ユーザ、及び第4ユーザにそれぞれ対応する個別案内領域52として機能する。 In the example of FIG. 3, a music game is played as a cooperative play type game in which four users play the same music game. Therefore, on the game screen 50, two individual guide areas 52 are arranged on the left and right so as to sandwich the common guide area 51 located at the center. Further, on the left and right sides of the common guide area 51, the two individual guide areas 52 are arranged vertically. The upper left individual guidance area 52, the lower left individual guidance area 52, the upper right individual guidance area 52, and the lower right individual guidance area 52 are the first user, the second user, the third user, and the fourth user in this order. Assigned to each. That is, the upper left individual guidance area 52, the lower left individual guidance area 52, the upper right individual guidance area 52, and the lower right individual guidance area 52 are assigned to the first user, the second user, the third user, and the fourth user. It functions as the corresponding individual guidance area 52.
 なお、第1ユーザ等は、例えばマッチングサービスを要求した順、或いは名称やユーザID等のユーザを識別する情報に基づく順等、適宜の条件に基づいて設定されてよい。また、協力プレイ型のゲームとして複数のユーザに共通に音楽ゲームが提供される場合、複数のユーザは共通の同じシーケンスデータQD(同じ難易度の同じ楽曲に対応する)を使用して音楽ゲームをプレイする場合が多いが、対戦型のゲームとして提供される場合等を含め、音楽ゲームは異なるシーケンスデータQDの使用(選択)を許容してよい。つまり、複数のユーザ間において異なる難易度の音楽ゲームがプレイされてもよい。 The first user and the like may be set based on appropriate conditions, such as the order in which the matching service is requested or the order based on the information that identifies the user such as the name or the user ID. When a music game is commonly provided to a plurality of users as a cooperative play type game, the plurality of users use the same sequence data QD (corresponding to the same song having the same difficulty level) to play the music game. Although often played, the music game may allow the use (selection) of different sequence data QD, including the case where it is provided as a competitive game. That is, music games of different difficulty levels may be played among a plurality of users.
 また、図3の例では、各個別案内領域52には、ユーザ毎の個別案内領域52として互いを区別するために区別用の情報が個別得点領域55に付与されている。具体的には、このような情報として配色の相違及び各ユーザを示す情報が利用されている。このため、このような色の相違として、第1ユーザ用の個別案内領域52には左斜線が、第2ユーザ用の個別案内領域52には格子状の斜線が、第3ユーザ用の個別案内領域52には右斜線が、第4ユーザ用の個別案内領域52にはドット柄が、それぞれ各個別得点領域55に付加されている。同様に、各ユーザを示す情報として、第1ユーザを示す“1P”、第2ユーザを示す“2P”、第3ユーザを示す“3P”、及び第4ユーザを示す“4P”がそれぞれ各個別得点領域55に表示されている。そして、このような色の相違、及び“1P”等の情報によって各個別案内領域52が区別されている。 Further, in the example of FIG. 3, each individual guidance area 52 is provided with distinction information in the individual score area 55 in order to distinguish each individual guidance area 52 for each user. Specifically, as such information, information indicating a difference in color arrangement and each user is used. Therefore, as the color difference, a left diagonal line is provided in the individual guide area 52 for the first user, a grid-like diagonal line is provided in the individual guide area 52 for the second user, and an individual guide for the third user is provided. A right diagonal line is added to the area 52, and a dot pattern is added to the individual guidance area 52 for the fourth user, to each individual score area 55. Similarly, as the information indicating each user, “1P” indicating the first user, “2P” indicating the second user, “3P” indicating the third user, and “4P” indicating the fourth user are individually separated. It is displayed in the score area 55. The individual guidance areas 52 are distinguished by such color difference and information such as "1P".
 なお、配色の相違は、各個別得点領域55に付加される例に限定されない。例えば、配色の相違は、各個別案内領域52の全部に付加されてもよい。また、各ユーザを示す情報も“1P”等の情報に限定されない。例えば、その他にも適宜の各ユーザに対応する記号、或いは各ユーザに対応する名称等が各ユーザを示す情報として利用されてよい。同様に、区別用の情報は、このような配色の相違、或いはユーザを示す情報に限定されない。例えば、個別案内領域52自体の形状(例えば向きの異なる平行四辺形、或いは台形等)が区別用の情報として機能してもよい。さらに、例えば別々のゲーム機3を通じて各ユーザが同じ音楽ゲームをプレイしている場合には、大きさの相違(例えば自己の個別案内領域52が大きく、その他が小さい、あるいは自己の個別案内領域52以外がマスキング等により見えづらい等)が区別用の情報として機能してもよい。この場合、自己の個別案内領域52が区別される限り、その他のユーザ用の個別案内領域52は互いに区別されてもよいし、区別されなくてもよい。 Note that the difference in color arrangement is not limited to the example added to each individual score area 55. For example, the difference in color arrangement may be added to all of the individual guide areas 52. Also, the information indicating each user is not limited to information such as "1P". For example, other appropriate symbols corresponding to each user, names corresponding to each user, or the like may be used as the information indicating each user. Similarly, the information for discrimination is not limited to such a difference in color arrangement or information indicating a user. For example, the shape of the individual guide area 52 itself (for example, parallelogram with different orientations, trapezoid, etc.) may function as the information for discrimination. Further, for example, when each user plays the same music game through different game machines 3, the size difference (for example, the individual guide area 52 of the user is large and the others are small, or the individual guide area 52 of the user is different). Other than the above, such as difficult to see due to masking or the like) may function as information for discrimination. In this case, as long as the individual guide area 52 of the user is distinguished, the individual guide areas 52 for other users may or may not be distinguished from each other.
 一方、協力プレイの場合等、複数のユーザ間にチームが形成される場合には、そのようなチームを示す情報を区別用の情報は含んでいてもよい。また、区別用の情報は、上述のような情報のいずれか一つであってもよいし、各種の情報が組み合わされて使用されてもよい。あるいは、各個別案内領域52には区別用の情報が付加されなくてもよい。この場合、各個別案内領域52と各ユーザとの対応関係は獲得得点等の相違等により把握されてもよい。換言すれば、ユーザ毎の獲得得点が区別用の情報として機能してもよい。また、ゲーム画面50は、例えばその他にも複数のユーザの合計獲得得点等を表示するためのスコア領域等が適宜に設けられてよい。このようなスコア領域には、合計獲得得点に限定されず、適宜の得点等の情報が提示されてよい。例えば、スコア領域には、各ユーザの得点とは別に集計される得点が表示されてもよい。具体的には、同じ移動矢印画像54に対する複数のユーザの評価結果のうち、最も高い評価結果(例えば後述の“PERFECT!!”に対応する評価結果)だけが取り出され、独立的に集計され、スコア領域に表示されてもよい。つまり、一つの同じ移動矢印画像54に対する複数のユーザの評価結果のうち最も高い評価結果だけがそのグループの代表的な評価結果として別途独立的に集計され、その累積値がスコア領域に表示されてもよい。 On the other hand, when a team is formed between a plurality of users, such as in the case of cooperative play, information indicating such a team may include the information for distinguishing. Further, the distinguishing information may be any one of the above-mentioned information, or may be used by combining various kinds of information. Alternatively, the information for distinguishing may not be added to each individual guidance area 52. In this case, the correspondence relationship between each individual guidance area 52 and each user may be grasped by the difference in the acquired score or the like. In other words, the acquired score for each user may function as the information for discrimination. In addition, the game screen 50 may be appropriately provided with, for example, a score area or the like for displaying the total score obtained by a plurality of users. Information such as an appropriate score may be presented in such a score area without being limited to the total score. For example, the score area may display scores that are aggregated separately from the score of each user. Specifically, among the evaluation results of a plurality of users for the same moving arrow image 54, only the highest evaluation result (for example, the evaluation result corresponding to “PERFECT!!” described later) is extracted and independently aggregated. It may be displayed in the score area. That is, only the highest evaluation result of the evaluation results of a plurality of users for one same moving arrow image 54 is separately aggregated as a representative evaluation result of the group, and the accumulated value is displayed in the score area. Good.
 図4を参照して、共通案内領域51と個別案内領域52との間の関係について更に説明する。図4は、共通案内領域51と個別案内領域52との間の関係を説明するための説明図である。図4の例では、図3の例の左上の個別案内領域52だけが示されているが、その他の個別案内領域52と共通案内領域51との間の関係も同様である。図4に示すように、各個別案内領域52は、共通案内領域51の一部範囲PAが切り出されるように形成される。このため、各個別案内領域52では、一部範囲PAにおいて共通案内領域51と共通の案内が実現される。つまり、各個別案内領域52は、各移動矢印画像54、各固定矢印画像53等において一部範囲PAの表示と共通する。そして、各個別案内領域52は、このような各移動矢印画像54、及び各固定矢印画像53等を通じて一部範囲PAと同期するように同様の各実行時期を案内する。一方で、各個別案内領域52には各ユーザの個別の評価結果が表示されるものの、このような評価結果は共通案内領域51には表示されない。このため、このような個別の評価結果の有無において各個別案内領域52と共通案内領域51との間には相違がある。 The relationship between the common guidance area 51 and the individual guidance area 52 will be further described with reference to FIG. FIG. 4 is an explanatory diagram for explaining the relationship between the common guide area 51 and the individual guide area 52. In the example of FIG. 4, only the upper left individual guide area 52 of the example of FIG. 3 is shown, but the relationship between the other individual guide areas 52 and the common guide area 51 is similar. As shown in FIG. 4, each individual guide area 52 is formed such that a partial range PA of the common guide area 51 is cut out. Therefore, in each individual guidance area 52, guidance common to the common guidance area 51 is realized in the partial range PA. That is, each individual guidance area 52 is common to the display of the partial range PA in each moving arrow image 54, each fixed arrow image 53, and the like. Then, each individual guidance area 52 guides each similar execution time so as to be synchronized with the partial range PA through each moving arrow image 54, each fixed arrow image 53 and the like. On the other hand, although an individual evaluation result of each user is displayed in each individual guidance area 52, such an evaluation result is not displayed in the common guidance area 51. Therefore, there is a difference between each individual guide area 52 and the common guide area 51 depending on the presence or absence of such an individual evaluation result.
 図4の例では、個別案内領域52は、一部範囲PAに個別得点領域55が付加されて形成されている。一方、個別案内領域52では、スペースの有効活用のために、一部範囲PAと重複するようにコンボ情報領域56が形成されている。具体的には、一部範囲PAの背景を上書きしつつも移動矢印画像54の表示は妨げないようにコンボ情報領域56が形成される。また、個別案内領域52には第1ユーザの個別の評価結果として“PERFECT!!”の文字が表示されている。これは実際のプレイ行為の時期が実行時期を中心にその前後の所定期間内に該当する場合に表示される評価結果である。一方で、このような表示は、共通案内領域51には表示されていない。同様に、個別案内領域52には第1ユーザの獲得得点の累計(“1440”)も表示されているが、そのような表示は共通案内領域51にはない。また、第1ユーザが継続中のコンボ数として“3COMBO”の情報が個別案内領域52に表示されているが、共通案内領域51にはその情報の代わりに“6COMBO”の情報が表示されている。“6COMBO”は、全ユーザが継続中のコンボ数の合計を示す情報である。換言すれば、4つの個別案内領域52にそれぞれ個別に表示される“3COMBO”等の継続中のコンボ数の全合計が共通案内領域51に表示される。一例として、共通案内領域51と個別案内領域52との間には、このような関係が形成される。 In the example of FIG. 4, the individual guidance area 52 is formed by adding an individual score area 55 to a partial range PA. On the other hand, in the individual guidance area 52, a combo information area 56 is formed so as to partially overlap the area PA in order to effectively use the space. Specifically, the combo information area 56 is formed so as not to obstruct the display of the moving arrow image 54 while overwriting the background of the partial range PA. Further, in the individual guidance area 52, the characters "PERFECT!!" are displayed as the individual evaluation result of the first user. This is an evaluation result displayed when the timing of the actual play action falls within a predetermined period before and after the execution time, mainly at the execution time. On the other hand, such a display is not displayed in the common guidance area 51. Similarly, although the cumulative total of the first user's acquired points (“1440”) is also displayed in the individual guidance area 52, such a display is not provided in the common guidance area 51. Further, although the information of "3COMBO" is displayed in the individual guidance area 52 as the number of combos that the first user is continuing, the information of "6COMBO" is displayed in the common guidance area 51 instead of the information. .. “6COMBO” is information indicating the total number of combos that all users are continuing. In other words, the total sum of the numbers of ongoing combos such as “3COMBO” individually displayed in the four individual guidance areas 52 is displayed in the common guidance area 51. As an example, such a relationship is formed between the common guide area 51 and the individual guide area 52.
 なお、共通案内領域51に表示されるコンボ数は、全ユーザによって継続されているコンボの合計値に限定されない。例えば、全ユーザのコンボ数のうち、最も大きいコンボ数が共通案内領域51に表示されてもよい。また、このようなコンボ数は、同じ音楽ゲームをプレイ中の複数のユーザのうち、いずれか一人がコンボを継続している限り表示されてもよいし、全員が継続中の場合に限って表示されてもよい。あるいは、共通案内領域51には、複数のいずれか一人、あるいは二人以上によってコンボが継続中の場合に、単にそのような継続を示す情報(例えば単に“OK”、或いは“2名OK”等)が表示されてもよい。もしくは、共通案内領域51のコンボ数は、ユーザ毎のコンボ数とは別に独立的に集計されてもよい。例えば、共通案内領域に51には、移動矢印画像54毎に複数のユーザのいずれか一人がコンボ条件(所定基準以上の評価結果)を満たすか否かを基準にそのコンボ条件を満たす回数が表示されてもよい。つまり、複数のユーザが一つのグループとして捉えられ、複数のユーザのいずれか一人による所定基準以上の評価結果がグループを単位とした場合のグループのコンボの継続数として集計されてよい。より具体的には、例えばコンボの継続数が三回のユーザが四回目にミスしてしまう一方で、コンボの継続数が一回の他のユーザがその四回目において所定基準以上の評価結果を得ている(結果的に、その他のユーザの継続数は今回の成功を含めて二回)場合、その他のユーザによってグループのコンボの継続が引き継がれ、共通案内領域51にはコンボ数としてその四回目の成功を示す“4”が提示されてもよい。そして、このようなコンボ数は、グループに属する全員がコンボ条件を満たさない場合に途切れ、ゼロにリセットされてよい。このように同じ音楽ゲームをプレイ中の各ユーザのコンボ数に基づいて得られるコンボ数に関する適宜の情報が共通に案内されるべき所定の評価結果として共通案内領域51に表示されてよい。 The number of combos displayed in the common guidance area 51 is not limited to the total value of combos continued by all users. For example, the largest combo number among the combo numbers of all users may be displayed in the common guidance area 51. In addition, such a combo number may be displayed as long as one of the plurality of users who are playing the same music game continues the combo, or only when all the users are continuing the combo. May be done. Alternatively, in the common guidance area 51, when the combo is being continued by any one of the plurality of persons, or two or more persons, information indicating just such continuation (for example, simply “OK” or “2 people OK”, etc.) ) May be displayed. Alternatively, the number of combos in the common guidance area 51 may be aggregated independently of the number of combos for each user. For example, in the common guidance area 51, the number of times the combo condition is satisfied is displayed based on whether or not any one of the plurality of users satisfies the combo condition (evaluation result of a predetermined criterion or more) for each moving arrow image 54. May be done. That is, a plurality of users may be regarded as one group, and an evaluation result of one or more of the plurality of users that is equal to or higher than a predetermined reference may be aggregated as the number of consecutive combos of the group. More specifically, for example, a user who has three consecutive combos makes a mistake in the fourth, while another user who has one continuous combo obtains an evaluation result that is equal to or greater than a predetermined criterion in the fourth. If it is obtained (as a result, the number of continuations of other users is twice including the success this time), the continuation of the group combo is taken over by the other user, and the common guidance area 51 shows the number of combos as four. “4” indicating the second success may be presented. Then, such a combo number may be interrupted and reset to zero when all the members belonging to the group do not satisfy the combo condition. In this way, appropriate information regarding the number of combos obtained based on the number of combos of each user playing the same music game may be displayed in the common guidance area 51 as a predetermined evaluation result to be commonly guided.
 また、共通案内領域51に表示される所定の評価結果は、このようなコンボ数に限定されない。例えば、共通案内領域51には、各ユーザの個別の評価結果に基づく適宜の評価結果が所定の評価結果として表示されてよい。例えば、このような評価結果として、コンボ数と同様に、複数のユーザのうちの最も高い評価結果、あるいは最も高い評価結果等の所定以上の評価結果を得たユーザ数を示す情報等が共通案内領域51に表示されてもよい。また、共通案内領域51が背景等の追加的情報を含んでいる場合、一部範囲PAと同様の背景がそのまま個別案内領域52に表示されてもよいし、そのような背景が加工(例えば透過率等が変更されて)されて表示されてもよい。あるいは、そのような背景は省略されてもよい。また、コンボの成否を判別する所定基準は適宜に設定されてよい。例えば、上述の“PERFECT!!”(実行時期を基準にその前後の所定範囲)の他に“GREAT”(“PERFECT!!”の範囲を基準にその前後の所定範囲)、“GOOD”(“GREAT”の範囲を基準にその前後の所定範囲)、及び“MISS”(“GOOD”の範囲を基準にその範囲外)を評価結果が評価の高い順に含む場合、例えば“GOOD”までが所定基準以上と判断されてもよいし、“GREAT”等のその他の適宜の範囲までが所定基準以上と判断されてもよい。 Also, the predetermined evaluation result displayed in the common guidance area 51 is not limited to such a combo number. For example, in the common guidance area 51, an appropriate evaluation result based on the individual evaluation result of each user may be displayed as a predetermined evaluation result. For example, as such an evaluation result, similar to the combo number, information indicating the highest evaluation result among a plurality of users or the number of users who have obtained a predetermined or more evaluation result such as the highest evaluation result is provided in common guidance. It may be displayed in the area 51. When the common guidance area 51 includes additional information such as a background, a background similar to the partial range PA may be displayed as it is in the individual guidance area 52, and such a background is processed (for example, transparent). The rate may be changed and displayed). Alternatively, such background may be omitted. Further, the predetermined standard for determining the success or failure of the combo may be set appropriately. For example, in addition to the above-mentioned "PERFECT!!" (predetermined range before and after the execution time), "GREAT" (predetermined range before and after the range of "PERFECT!!"), "GOOD" (" When the evaluation result includes the order of highest evaluation in the order of highest evaluation, including the range of GREAT" before and after the range) and "MISS" (outside of the range of "GOOD"), for example, "GOOD" is the predetermined standard. It may be determined that the above is satisfied, or it may be determined that the other appropriate range such as “GREAT” is equal to or more than the predetermined reference.
 図3及び図4の例は、共通のシーケンスデータQDに基づいて音楽ゲームがプレイされる場合を示している。一方、音楽ゲームは、各ユーザ間において異なるシーケンスデータQDの選択を許容してもよい。このような場合、上述のような評価結果に関する相違以外にも共通案内領域51と各個別案内領域52との間には相違が生じる。図5は、各ユーザ間において異なるシーケンスデータQDの選択を音楽ゲームが許容する場合の共通案内領域51と個別案内領域52との間の関係を説明するための説明図である。この場合、図5に示すように、共通案内領域51と各個別案内領域52との間には移動矢印画像54の表示に関しても相違が生じる。 The examples of FIGS. 3 and 4 show a case where a music game is played based on common sequence data QD. On the other hand, the music game may allow selection of different sequence data QD among users. In such a case, in addition to the difference regarding the evaluation result as described above, a difference occurs between the common guide area 51 and each individual guide area 52. FIG. 5 is an explanatory diagram for explaining the relationship between the common guide area 51 and the individual guide area 52 when the music game allows selection of different sequence data QD among users. In this case, as shown in FIG. 5, the display of the moving arrow image 54 also differs between the common guide area 51 and each individual guide area 52.
 具体的には、共通案内領域51には、複数のユーザによってそれぞれ選択された複数のシーケンスデータQDのうち最も難易度の高いシーケンスデータQDに対応する移動矢印画像54が表示される。同じ楽曲に対応するシーケンスデータQDの場合、難易度の相違は主に実行時期(移動矢印画像54)の数の相違に過ぎず、難易度の高いシーケンスデータQDは難易度の低いシーケンスデータQDの全実行時期を網羅している場合がある。このため、共通案内領域51は、最も難易度の高いシーケンスデータQDがこのような網羅型のシーケンスデータQDに該当する場合、その最も難易度の高いシーケンスデータQDを案内に使用することにより、複数のユーザによってそれぞれ選択された複数のシーケンスデータQDに含まれる全実行時期を網羅するように各実行時期を案内する。 Specifically, in the common guidance area 51, a moving arrow image 54 corresponding to the sequence data QD having the highest degree of difficulty among the plurality of sequence data QD selected by a plurality of users is displayed. In the case of the sequence data QD corresponding to the same music, the difference in difficulty is mainly the difference in the number of execution times (moving arrow images 54), and the sequence data QD having a high difficulty level is different from the sequence data QD having a low difficulty level It may cover all execution times. Therefore, when the sequence data QD with the highest degree of difficulty corresponds to such an exhaustive sequence data QD, the common guidance area 51 uses a plurality of sequence data QD with the highest degree of difficulty for guidance, Each execution time is guided so as to cover all execution times included in the plurality of sequence data QD respectively selected by the user.
 一方で、各個別案内領域52には、各ユーザによって選択されたシーケンスデータQDに基づいて移動矢印画像54が表示される。つまり、共通案内領域51が全ユーザ用の全移動矢印画像54が表示される一方で、各個別案内領域52には各ユーザ用の移動矢印画像54(共通案内領域51に表示される全移動矢印画像54の一部)だけが表示される。このため、他のユーザ用の移動矢印画像54を含むか否かにおいて各個別案内領域52と共通案内領域51との間には相違が生じる。 On the other hand, in each individual guidance area 52, a moving arrow image 54 is displayed based on the sequence data QD selected by each user. In other words, the common guide area 51 displays all the moving arrow images 54 for all users, while the individual guide area 52 displays the moving arrow images 54 for each user (all moving arrows displayed in the common guiding area 51). Only part of the image 54) is displayed. For this reason, there is a difference between the individual guide areas 52 and the common guide area 51 depending on whether or not the moving arrow images 54 for other users are included.
 図5の例では、同じ楽曲の難易度の高い(網羅型の)シーケンスデータQDを第1ユーザが、難易度の低いシーケンスデータQDを第2ユーザがそれぞれ選択した場合を示している。このため、ゲーム画面50に含まれる第1ユーザ用の個別案内領域52A、及び第2ユーザ用の個別案内領域52Bのうち、第1ユーザ用の個別案内領域52Aには、共通案内領域51と同様の移動矢印画像54が表示される。つまり、第1ユーザ用の各個別案内領域52は、図3及び図4の例における共通案内領域51の一部範囲PAの切り出しと同様に、共通案内領域51と移動矢印画像54の数等が一致している。一方、第2ユーザ用の個別案内領域52Bには、共通案内領域51の一部範囲PAに含まれる移動矢印画像54のうち、第2ユーザが選択したシーケンスデータQDに対応する一部の移動矢印画像54だけが表示されている。具体的には、第2ユーザ用の個別案内領域52Bにおいて破線で示す二つの移動矢印画像54の表示が省略されている。各ユーザ間において異なるシーケンスデータQDが選択される場合には、このような相違が共通案内領域51と個別案内領域52との間に更に生じ得る。この場合、共通案内領域51の各移動矢印画像54は、色分け等で区別されてもよい。つまり、移動矢印画像54は、1P用、2P用、共通、などの区分で区別されるように表示されてもよい。この場合、このような区別は区別用の情報として機能してよい。 In the example of FIG. 5, the first user selects the sequence data QD of the same song having a high degree of difficulty (exhaustive type) and the second user selects the sequence data QD of a low degree of difficulty. Therefore, of the individual guidance area 52A for the first user and the individual guidance area 52B for the second user included in the game screen 50, the individual guidance area 52A for the first user is similar to the common guidance area 51. The moving arrow image 54 of is displayed. That is, in the individual guide areas 52 for the first user, the number of the common guide areas 51 and the moving arrow images 54, etc. is the same as the cutout of the partial range PA of the common guide area 51 in the examples of FIGS. 3 and 4. Match. On the other hand, in the individual guidance area 52B for the second user, a part of the movement arrow image 54 included in the partial range PA of the common guidance area 51 corresponding to the sequence data QD selected by the second user. Only the image 54 is displayed. Specifically, the display of the two moving arrow images 54 indicated by broken lines is omitted in the individual guidance area 52B for the second user. When different sequence data QD is selected for each user, such a difference may further occur between the common guide area 51 and the individual guide area 52. In this case, the moving arrow images 54 in the common guide area 51 may be distinguished by color coding or the like. That is, the moving arrow image 54 may be displayed so as to be distinguished by divisions such as 1P, 2P, and common. In this case, such a distinction may function as information for distinction.
 なお、各ユーザ間において異なるシーケンスデータQDの選択を音楽ゲームが許容する場合において共通案内領域51の表示に使用されるシーケンスデータQDは、異なるシーケンスデータQDの全ての実行時期を網羅するシーケンスデータQDに限定されない。例えば、このようなシーケンスデータQDとして、単に最も難易度が高いシーケンスデータQD(全実行時期を網羅していなくともよい)、若しくは反対に最も難易度が低いシーケンスデータQDが使用されてもよい。あるいは、最も平均的難易度のシーケンスデータQDがそのようなシーケンスデータQDとして使用されてもよい。つまり、各ユーザの選択したシーケンスデータQDに基づいて適宜に特定される所定のシーケンスデータQDがそのようなシーケンスデータQDとして使用されてよい。 The sequence data QD used to display the common guidance area 51 when the music game allows selection of different sequence data QD among the users is the sequence data QD that covers all execution times of the different sequence data QD. Not limited to. For example, as such sequence data QD, the sequence data QD having the highest difficulty level (which may not cover all the execution times) or the sequence data QD having the lowest difficulty level may be used. Alternatively, the sequence data QD having the most average difficulty level may be used as such sequence data QD. That is, the predetermined sequence data QD that is appropriately specified based on the sequence data QD selected by each user may be used as such sequence data QD.
 また、図5の例からも理解されるとおり、各個別案内領域52は、共通案内領域51の一部範囲PAがそのまま切り出される形態に限定されない。例えば、共通案内領域51と各個別案内領域52との間には、上述のとおり移動矢印画像54に差が生じてもよい。つまり、一部範囲PAの一部(この場合、この一部が本発明の一部範囲として機能してよい)が各個別案内領域52に表示されてもよい。同様の相違は、例えばその他にも背景等の付加的な表示に生じてもよい。つまり、共通案内領域51と各個別案内領域52との間では、背景等の付加的な表示が相違していてもよい。あるいは、上述のとおり、各個別案内領域52は他の個別案内領域52或いは共通案内領域51に比べて縮小されて表示されてもよいし、反対に各個別案内領域52は他の個別案内領域52或いは共通案内領域51に比べて拡大されて表示されてもよい。このような拡大表示或いは縮小表示は、例えば協力プレイ型のゲームとして別々のパートを各ユーザが担当するように音楽ゲームがプレイされる場合により効率的である。つまり、各個別案内領域52は、少なくとも固定矢印画像53(基準標識)を含む共通案内領域51の一部範囲PAが使用される限り、適宜の形態で表示されてよい。固定矢印画像53(基準標識)及び移動矢印画像54(指示標識)の形態についても同様である。つまり、固定矢印画像53及び移動矢印画像54は共通案内領域51と同じ形態に限定されない。固定矢印画像53及び移動矢印画像54の形態は共通案内領域51と相違していてもよい。また、ゲーム画面50は、共通案内領域51の左右に各個別案内領域52を配置する形態に限定されない。ゲーム画面50は、適宜の数の各個別案内領域52に対応するように適宜に分割され、適宜に個別案内領域52を提示してよい。例えば、各個別案内領域52は、共通案内領域51に表示可能であれば、共通案内領域51内に表示されてもよい。 Further, as understood from the example of FIG. 5, each individual guidance area 52 is not limited to a form in which a partial range PA of the common guidance area 51 is cut out as it is. For example, the movement arrow image 54 may be different between the common guide area 51 and each individual guide area 52 as described above. That is, a part of the partial range PA (in this case, this part may function as a partial range of the present invention) may be displayed in each individual guidance area 52. Similar differences may occur in additional displays, such as background, for example. That is, the additional display such as the background may be different between the common guidance area 51 and each individual guidance area 52. Alternatively, as described above, each individual guide area 52 may be displayed in a smaller size than the other individual guide areas 52 or the common guide area 51, or conversely, each individual guide area 52 may be displayed in the other individual guide area 52. Alternatively, the display may be enlarged compared to the common guidance area 51. Such enlarged display or reduced display is more efficient, for example, when a music game is played such that each user takes charge of different parts as a cooperative play type game. That is, each individual guide area 52 may be displayed in an appropriate form as long as the partial range PA of the common guide area 51 including at least the fixed arrow image 53 (reference mark) is used. The same applies to the forms of the fixed arrow image 53 (reference mark) and the moving arrow image 54 (indication mark). That is, the fixed arrow image 53 and the moving arrow image 54 are not limited to the same form as the common guide area 51. The shapes of the fixed arrow image 53 and the moving arrow image 54 may be different from those of the common guide area 51. Further, the game screen 50 is not limited to the form in which the individual guide areas 52 are arranged on the left and right of the common guide area 51. The game screen 50 may be appropriately divided so as to correspond to an appropriate number of individual guidance areas 52, and the individual guidance areas 52 may be appropriately presented. For example, each individual guidance area 52 may be displayed in the common guidance area 51 as long as it can be displayed in the common guidance area 51.
 次に、シーケンスデータQDの詳細について説明する。図6は、シーケンスデータQDの構成の一例を示す図である。シーケンスデータQDは、楽曲毎、及び難易度毎に用意される。つまり、シーケンスデータQDは、難易度の相違する複数の楽曲にそれぞれ対応する複数のシーケンスデータQDa、QDb、QDc…を含んでいる。各シーケンスデータQDの難易度は、実行時期の数に依存するため、これらの間では多くの場合、実行時期の数が互いに相違している。図6に示すように、各シーケンスデータQDは、実行時期毎にその実行時期に対応する移動矢印画像54が配置されるべき経路(換言すれば、適切な押しボタン、或いはタッチ操作の位置を示す情報)を管理するシーケンスレコードRSを含んでいる。 Next, the details of the sequence data QD will be described. FIG. 6 is a diagram showing an example of the configuration of the sequence data QD. The sequence data QD is prepared for each song and for each difficulty level. That is, the sequence data QD includes a plurality of sequence data QDa, QDb, QDc... Corresponding to a plurality of songs having different degrees of difficulty. Since the degree of difficulty of each sequence data QD depends on the number of execution times, the number of execution times is different among them in many cases. As shown in FIG. 6, each sequence data QD indicates a path in which the moving arrow image 54 corresponding to the execution time is to be arranged (in other words, an appropriate push button or a touch operation position). It includes a sequence record RS that manages (information).
 具体的には、シーケンスレコードRSは、“実行時期”、及び“経路”の情報を含んでいる。“実行時期”は、各ユーザUに案内されるべき実行時期を示す情報である。例えば、“実行時期”には、楽曲中の小節番号、拍数、及び拍中の時刻を示す値がコンマで区切られた情報が実行時期の情報として記述される。“経路”は、各経路を示す情報である。“経路”の情報として、各経路を識別する情報が記述される。具体的には、例えば各経路が固定矢印画像53に対応するように左から順に1~4等の番号によって区別される場合には、このような各経路を示す番号が記述される。また、上述のとおり各固定矢印画像53は適切なプレイ行為を示す情報として機能する。このため、各固定矢印画像53に対応する経路を示す“経路”の情報は、適切なプレイ行為を示す情報としても機能する。さらに、各固定矢印画像53は、移動矢印画像54の種類(右向き等)にも関連する。このため、“経路”の情報は、各経路に配置されるべき移動矢印画像54の種類を示す情報としても機能する。シーケンスレコードRSには、これらの情報が相互に関連付けられるように記録されている。なお、“経路”の情報は各種の情報によって代替されてもよい。例えば、各実行時期に対応する移動矢印画像54の出現位置及び到達位置の情報が“経路”の情報として使用されてもよい。 Specifically, the sequence record RS includes information on "execution time" and "route". The “execution time” is information indicating the execution time to be guided to each user U. For example, in the "execution time", information in which the bar number, the number of beats, and the value indicating the time of the beat are separated by commas is described as the execution time information. “Route” is information indicating each route. Information for identifying each route is described as "route" information. Specifically, for example, when each route is distinguished from the left by a number such as 1 to 4 so as to correspond to the fixed arrow image 53, a number indicating each such route is described. Further, as described above, each fixed arrow image 53 functions as information indicating an appropriate play action. Therefore, the “route” information indicating the route corresponding to each fixed arrow image 53 also functions as information indicating an appropriate play action. Further, each fixed arrow image 53 is also related to the type (rightward or the like) of the moving arrow image 54. Therefore, the “route” information also functions as information indicating the type of the moving arrow image 54 to be arranged on each route. The sequence record RS is recorded so that these pieces of information are associated with each other. Note that the "route" information may be replaced with various types of information. For example, the information of the appearance position and the arrival position of the moving arrow image 54 corresponding to each execution time may be used as the information of the “route”.
 次に、図7~図10を参照して、ゲーム提供部33が実行する対象特定処理、シーケンス処理、個別案内処理、及び個別評価処理について説明する。対象特定処理は、複数のユーザ間において異なるシーケンスデータQDの選択を音楽ゲームが許容する場合に、各ユーザが選択したシーケンスデータQDに基づいて共通案内領域51の表示に使用されるべきシーケンスデータQDを特定するための処理である。ゲーム提供部33は、音楽ゲームのプレイ用に全ユーザによるシーケンスデータQD(換言すれば楽曲、及び難易度)の選択が終了すると図7の対象特定処理を開始し、まずプレイ用のシーケンスデータQDに関する各ユーザの選択結果を取得する(ステップS101)。続いてゲーム提供部33は、ステップS101で取得した選択結果に基づいて、各ユーザの選択結果に対応するシーケンスデータQDを特定する(ステップS102)。 Next, the target specifying process, the sequence process, the individual guidance process, and the individual evaluation process executed by the game providing unit 33 will be described with reference to FIGS. 7 to 10. The target specifying process is a sequence data QD to be used for displaying the common guidance area 51 based on the sequence data QD selected by each user when the music game allows selection of different sequence data QD among a plurality of users. Is a process for specifying the. When all users finish selecting the sequence data QD (in other words, the music and the difficulty level) for playing the music game, the game providing unit 33 starts the target specifying process of FIG. 7, and first, the sequence data QD for play. The selection result of each user regarding is acquired (step S101). Subsequently, the game providing unit 33 specifies the sequence data QD corresponding to the selection result of each user based on the selection result acquired in step S101 (step S102).
 次にゲーム提供部33は、ステップS102で特定した各シーケンスデータQDに基づいて共通案内領域51の表示に使用するべき所定のシーケンスデータQDを特定する(ステップS103)。例えば、ゲーム提供部33は、所定のシーケンスデータQDとして、各ユーザが選択したシーケンスデータQDのうち最も難易度の高いシーケンスデータQDを所定のシーケンスデータQDとして特定する。また、ゲーム提供部33は、最も難易度の高いシーケンスデータQDが他のユーザによって選択されたシーケンスデータQDの全実行時期を網羅していない場合、全ユーザのシーケンスデータQDに基づいて全実行時期を網羅する新しいシーケンスデータQDを今回のプレイ用に生成し、そのシーケンスデータQDを所定のシーケンスデータQDとして特定してもよい。そして、ゲーム提供部33はその特定の後に今回の対象特定処理を終了する。これにより、複数のユーザ間において異なるシーケンスデータQDの選択を音楽ゲームが許容する場合において、各ユーザが選択したシーケンスデータQDに基づいて共通案内領域51の表示に使用されるべき所定のシーケンスデータQDが特定される。 Next, the game providing unit 33 specifies the predetermined sequence data QD to be used for displaying the common guidance area 51 based on each sequence data QD specified in step S102 (step S103). For example, the game providing unit 33 specifies, as the predetermined sequence data QD, the sequence data QD having the highest degree of difficulty among the sequence data QD selected by each user as the predetermined sequence data QD. When the sequence data QD having the highest degree of difficulty does not cover all execution times of the sequence data QD selected by another user, the game providing unit 33 determines all execution times based on the sequence data QD of all users. It is also possible to generate a new sequence data QD covering the above-mentioned item for this play and specify the sequence data QD as the predetermined sequence data QD. Then, the game providing unit 33 ends the target identifying process of this time after the identification. Thus, when the music game allows selection of different sequence data QD among a plurality of users, the predetermined sequence data QD to be used for displaying the common guidance area 51 based on the sequence data QD selected by each user. Is specified.
 なお、音楽ゲームにおいて複数のユーザ間に共通のシーケンスデータQDが使用される場合、図7の対象特定処理は省略されてよい。この場合、所定のシーケンスデータQDを特定するための処理は省略されてもよいし、所定のシーケンスデータQDとしてその共通のシーケンスデータQDを特定するための処理が実行されてもよい。このような処理は、例えば共通のシーケンスデータQDが複数のユーザのいずれか一人の選択によって決定される場合に、図7の対象特定処理のステップS101において選択された結果を取得し、ステップS102またはステップS103において選択結果に対応したシーケンスデータQDを特定する処理として実現されてよい。つまり、このような処理は、図7の対象特定処理におけるステップS102及びステップS103のいずれか一方が省略された処理として実現されてもよい。 Note that when the common sequence data QD is used among a plurality of users in the music game, the target specifying process of FIG. 7 may be omitted. In this case, the process for specifying the predetermined sequence data QD may be omitted, or the process for specifying the common sequence data QD as the predetermined sequence data QD may be executed. In such a process, for example, when the common sequence data QD is determined by the selection of any one of the plurality of users, the result selected in step S101 of the target specifying process of FIG. 7 is acquired, and step S102 or This may be realized as a process of identifying the sequence data QD corresponding to the selection result in step S103. That is, such a process may be realized as a process in which one of step S102 and step S103 in the target specifying process of FIG. 7 is omitted.
 シーケンス処理は、共通案内領域51を通じて全ユーザにプレイ行為の実行時期を案内するための処理である。具体的には、シーケンス処理は、所定のシーケンスデータQD(ユーザ間でシーケンスデータQDが共通する場合はそのシーケンスデータQD、ユーザ間でシーケンスデータQDが相違する場合には図7の処理によって特定されたシーケンスデータQD)の各実行時期を案内するように移動矢印画像54、及び固定矢印画像53を配置することにより共通案内領域51をゲーム画面50に提示するための処理である。ゲーム提供部33は、ゲーム画面50の表示開始に伴い所定の周期で繰り返し図8のシーケンス処理を開始し、まず所定の位置に基準標識を配置する(ステップS201)。より具体的には、ゲーム提供部33は、所定の位置(共通案内領域51において上端近くの固定的位置に対応する位置)に4つの固定矢印画像53を配置する。 The sequence process is a process for informing all users of the execution timing of the play action through the common guidance area 51. Specifically, the sequence process is specified by the predetermined sequence data QD (the sequence data QD when the sequence data QD is common between the users, and the process of FIG. 7 when the sequence data QD is different between the users. This is processing for presenting the common guidance area 51 on the game screen 50 by arranging the moving arrow image 54 and the fixed arrow image 53 so as to guide each execution time of the sequence data QD). The game providing unit 33 repeatedly starts the sequence process of FIG. 8 at a predetermined cycle with the start of display of the game screen 50, and first places a reference mark at a predetermined position (step S201). More specifically, the game providing unit 33 arranges the four fixed arrow images 53 at predetermined positions (positions corresponding to fixed positions near the upper end in the common guide area 51).
 続いてゲーム提供部33は、現在時刻を取得する(ステップS202)。ゲーム提供部33は、例えば楽曲の再生開始時点からの経過時間によって楽曲上の時刻を特定する。次に、ゲーム提供部33は、共通案内領域51として提示すべき表示範囲に相当する時間長に存在する各実行時期を所定のシーケンスデータQDから取得する(ステップS203)。表示範囲は、例えば、現在時刻から将来に向かって楽曲の2小節相当の時間範囲が設定される。続いてゲーム提供部33は、ステップS203で取得した各実行時期に対応する指示標識、つまり移動矢印画像54の移動経路を特定する(ステップS204)。具体的には、ゲーム提供部33は、シーケンスデータQDの“経路”の情報を参照し、この情報に対応する経路を各移動矢印画像54の移動経路として特定する。 Subsequently, the game providing unit 33 acquires the current time (step S202). The game providing unit 33 specifies the time on the music by, for example, the elapsed time from the start of the reproduction of the music. Next, the game providing unit 33 acquires, from the predetermined sequence data QD, each execution time existing in the time length corresponding to the display range to be presented as the common guidance area 51 (step S203). As the display range, for example, a time range corresponding to two measures of the music from the current time to the future is set. Subsequently, the game providing unit 33 specifies the instruction mark corresponding to each execution time acquired in step S203, that is, the movement route of the movement arrow image 54 (step S204). Specifically, the game providing unit 33 refers to the “route” information of the sequence data QD, and specifies the route corresponding to this information as the movement route of each movement arrow image 54.
 次にゲーム提供部33は、ステップS204で特定した移動経路上における各指示標識、つまり移動矢印画像54の座標を演算する(ステップS205)。例えば、ゲーム提供部33は、この演算を次のように実行する。すなわち、ゲーム提供部33は、各実行時期と現在時刻との時間差に応じて各固定矢印画像53からの時間軸方向(つまり、移動矢印画像54の移動方向)における移動経路上の位置を判別する。これにより、各移動経路上に移動矢印画像54を固定矢印画像53から時間軸に沿って配置するために必要な座標が取得される。 Next, the game providing unit 33 calculates the coordinates of each instruction mark, that is, the movement arrow image 54 on the movement route specified in step S204 (step S205). For example, the game providing unit 33 executes this calculation as follows. That is, the game providing unit 33 determines the position on the moving route in the time axis direction (that is, the moving direction of the moving arrow image 54) from each fixed arrow image 53 according to the time difference between each execution time and the current time. .. As a result, the coordinates required to arrange the moving arrow image 54 on each moving path from the fixed arrow image 53 along the time axis are acquired.
 続いてゲーム提供部33は、ステップS205で演算された各移動矢印画像54の座標に基づいて、各移動経路上の座標位置に各移動矢印画像54が表示されるように各移動経路に各移動矢印画像54(指示標識)を配置する(ステップS206)。この場合において、ゲーム提供部33は、移動経路(換言すれば到達先の固定矢印画像53)に応じて到達先の固定矢印画像53の向きと一致するように各移動経路に配置されるべき移動矢印画像54の向きを特定し、その特定した向きの移動矢印画像54を各移動経路に配置する。そして、ゲーム提供部33は、この配置の後に今回のシーケンス処理を終了する。これにより、各固定矢印画像53が所定の位置に配置され、かつ各移動矢印画像54が所定の移動経路(時間軸として機能する)上の適切な位置に表示される。また、その移動矢印画像54の位置は、実行時期に各固定矢印画像53の位置と一致するように時間の経過(楽曲の進行)に従って徐々に各固定矢印画像53に向かって移動(変位)する。つまり、このような移動を通じて、全ユーザ用の各実行時期を案内するようにゲーム画面50に共通案内領域51が提示される。 Subsequently, the game providing unit 33 moves to each moving route based on the coordinates of each moving arrow image 54 calculated in step S205 so that each moving arrow image 54 is displayed at the coordinate position on each moving route. The arrow image 54 (instruction mark) is arranged (step S206). In this case, the game providing unit 33 moves according to the moving route (in other words, the fixed arrow image 53 of the destination) to be arranged on each moving route so as to match the direction of the fixed arrow image 53 of the destination. The direction of the arrow image 54 is specified, and the moving arrow image 54 having the specified direction is arranged on each moving route. Then, the game providing unit 33 ends the sequence processing of this time after this arrangement. As a result, each fixed arrow image 53 is arranged at a predetermined position, and each movement arrow image 54 is displayed at an appropriate position on a predetermined movement route (functioning as a time axis). Further, the position of the moving arrow image 54 gradually moves (displaces) toward each fixed arrow image 53 with the lapse of time (progress of music) so as to match the position of each fixed arrow image 53 at the execution time. .. That is, through such a movement, the common guide area 51 is presented on the game screen 50 so as to guide each execution time for all users.
 個別案内処理は、各ユーザ用の個別案内領域52をゲーム画面50に提示するための処理である。この場合、ゲーム提供部33は、図8のシーケンス処理の処理結果の提示と図9の処理結果の提示とを同期させるように図8のシーケンス処理を実行する毎に図9の個別案内処理を開始し、まず図8のシーケンス処理によって提示される共通案内領域51の一部範囲PAを特定する(ステップS301)。この特定は、例えばシーケンス処理結果(例えば図8の処理のステップS201~ステップS205までの処理結果)を取得することにより実現される。具体的には、ゲーム提供部33は、例えば図8の処理のステップS201~ステップS205までの処理結果に基づいて一部範囲PAに含まれる各経路の範囲、及びその各経路に配置されるべき各移動矢印画像54の座標を特定する。ユーザ毎にシーケンスデータQDが相違する場合、ゲーム提供部33は、各ユーザが選択したシーケンスデータQDに基づいて各ユーザ用に表示すべき各移動矢印画像54を更に特定してよい。 The individual guidance process is a process for presenting the individual guidance area 52 for each user on the game screen 50. In this case, the game providing unit 33 performs the individual guidance process of FIG. 9 every time the sequence process of FIG. 8 is executed so that the presentation of the process result of the sequence process of FIG. 8 and the presentation of the process result of FIG. 9 are synchronized. First, the partial range PA of the common guidance area 51 presented by the sequence processing of FIG. 8 is specified (step S301). This identification is realized, for example, by acquiring the sequence processing result (for example, the processing results of steps S201 to S205 of the processing of FIG. 8). Specifically, the game providing unit 33 should be arranged on the range of each route included in the partial range PA and each route based on the processing results of steps S201 to S205 of the process of FIG. 8, for example. The coordinates of each moving arrow image 54 are specified. When the sequence data QD is different for each user, the game providing unit 33 may further specify each moving arrow image 54 to be displayed for each user based on the sequence data QD selected by each user.
 なお、ゲーム提供部33は、図8の処理のステップS201~ステップS205までと同様の処理を図8とは別に実行することにより同様の一部範囲PAを特定してもよい。また、一部範囲PAは、一小節分等の固定的な範囲ではなく、ゲーム画面50において共通案内領域51として確保すべき領域を除く領域において固定矢印画像53及び移動矢印画像54の形態(大きさ、及び形状等)を共通案内領域51と一致させられるように設定されてよい。ただし、各個別案内領域52が縮小、或いは拡大等の編集付きで表示される場合には、このような編集が一部範囲PAの設定に考慮されてもよい。 Note that the game providing unit 33 may specify the same partial range PA by executing the same processing as steps S201 to S205 of the processing of FIG. 8 separately from FIG. In addition, the partial range PA is not a fixed range such as one bar, but the form (size) of the fixed arrow image 53 and the moving arrow image 54 in the area excluding the area to be secured as the common guide area 51 on the game screen 50. , And shape) may be set so as to match the common guide area 51. However, when each individual guidance area 52 is displayed with editing such as reduction or enlargement, such editing may be considered in the setting of the partial range PA.
 続いてゲーム提供部33は、ゲーム画面50において各個別案内領域52が配置されるべき配置位置を判別する(ステップS302)。例えば、四人のユーザが音楽ゲームをプレイする場合には、ゲーム画面50の中央の共通案内領域51を基準にそれを挟む左右にそれぞれ二つの個別案内領域52が上下に並ぶように、それらの左右及び上下の4つの位置をそれぞれ4つの個別案内領域52の配置位置として特定する。次にゲーム提供部33は、個別案内領域52毎に区分用の情報を特定する(ステップS303)。例えば、区分用の情報として配色の相違、及び各ユーザを示す情報が使用される場合、ゲーム提供部33は、各個別案内領域52に対応する配色、及び“1P”等の各ユーザを示す情報を特定する。 Subsequently, the game providing unit 33 determines the arrangement position where each individual guidance area 52 should be arranged on the game screen 50 (step S302). For example, when four users play a music game, two individual guide areas 52 are arranged vertically on the left and right of the common guide area 51 at the center of the game screen 50 as a reference. The four positions on the left, right, top and bottom are specified as the arrangement positions of the four individual guide areas 52, respectively. Next, the game providing unit 33 specifies the information for division for each individual guidance area 52 (step S303). For example, when the difference in color arrangement and the information indicating each user are used as the information for classification, the game providing unit 33 indicates the color arrangement corresponding to each individual guidance area 52 and the information indicating each user such as “1P”. Specify.
 続いてゲーム提供部33は、各個別案内領域52を提示する(ステップS304)。具体的には、ゲーム提供部33は、ステップS301で特定した一部範囲PAに個別得点領域55及びコンボ情報領域56を追加するとともに、その個別得点領域55にステップS303で特定した区分用の情報を付加しつつステップS302で特定した各配置位置に表示することにより各個別案内領域52を提示する。また、ゲーム提供部33は、各個別案内領域52の編集(縮小或いは拡大等)を実行する場合には、そのような編集を追加しつつ各個別案内領域を提示してよい。そして、ゲーム提供部33は、各個別案内領域52を提示した後に今回の個別案内処理を終了する。これにより、共通案内領域51における一部範囲PAと同様の範囲が個別案内領域52として一部範囲PAによる案内と同期するようにユーザ毎に提示される。そして、そのような個別案内領域52を通じて一部範囲PAと同様の案内が重複的に実現される。また、ユーザ毎に異なるシーケンスデータQDが選択されている場合には、個別案内領域52にはその相違も反映される。つまり、一部範囲PAに含まれる移動矢印画像54のうち各ユーザに対応する範囲の移動矢印画像54だけが各個別案内領域52に表示される。 Subsequently, the game providing unit 33 presents each individual guidance area 52 (step S304). Specifically, the game providing unit 33 adds the individual score area 55 and the combo information area 56 to the partial range PA specified in step S301, and the division information specified in step S303 in the individual score area 55. Each individual guide area 52 is presented by displaying the individual guide area 52 at each of the arrangement positions specified in step S302 while adding. In addition, when the game providing unit 33 performs editing (reduction or enlargement, etc.) of each individual guidance region 52, the game providing unit 33 may present each individual guidance region while adding such editing. Then, the game providing unit 33 finishes this individual guidance process after presenting each individual guidance region 52. As a result, the same range as the partial range PA in the common guide area 51 is presented for each user as the individual guide area 52 so as to be synchronized with the guidance by the partial range PA. Then, the same guidance as in the partial range PA is redundantly realized through such an individual guidance area 52. When different sequence data QD is selected for each user, the difference is also reflected in the individual guidance area 52. That is, of the moving arrow images 54 included in the partial range PA, only the moving arrow images 54 in the range corresponding to each user are displayed in each individual guidance area 52.
 個別評価処理は、各個別案内領域52にユーザ毎の評価結果を提示するための処理である。ゲーム提供部33は、各ユーザの実際のプレイ行為を評価するための所定の評価処理(周知の音楽ゲームと同様でよい)を実行する毎に図10の個別評価処理を開始し、まず各ユーザの評価結果(周知の評価処理によって得られる結果)を取得する(ステップS401)。続いてゲーム提供部33は、共通評価結果を特定する(ステップS402)。共通評価結果は、各ユーザの評価結果に基づいて共通案内領域51に提示すべき所定の評価結果である。共通評価結果として、例えば上述のようにコンボの継続数の合計値が利用される場合、ゲーム提供部33は各ユーザのコンボの継続数を取得し、それらの合計値を算出することにより共通評価結果を特定する。あるいは、ゲーム提供部33は、グループ単位のコンボの継続数(グループの少なくとも一名以上がコンボ条件を満たす場合のそのコンボ条件を満たす回数)を集計し、そのようなグループ単位のコンボの継続数を共通評価結果として利用(特定)してもよい。なお、共通評価結果として、最も高い評価等のその他の評価結果が利用される場合、そのような評価結果をゲーム提供部33は共通評価結果として特定してよい。 The individual evaluation process is a process for presenting the evaluation result for each user in each individual guidance area 52. The game providing unit 33 starts the individual evaluation process of FIG. 10 every time a predetermined evaluation process (which may be the same as a well-known music game) for evaluating the actual play action of each user is executed. The evaluation result (the result obtained by the well-known evaluation process) is acquired (step S401). Then, the game provision part 33 specifies a common evaluation result (step S402). The common evaluation result is a predetermined evaluation result to be presented in the common guidance area 51 based on the evaluation result of each user. As the common evaluation result, for example, when the total value of the number of continuations of the combo is used as described above, the game providing unit 33 acquires the number of continuations of the combo of each user, and calculates the total value thereof to perform the common evaluation. Identify the results. Alternatively, the game providing unit 33 counts the number of consecutive combos in group units (the number of times the combo conditions are satisfied when at least one person in the group satisfies the combo conditions), and the number of consecutive combos in such group units May be used (specified) as the common evaluation result. When another evaluation result such as the highest evaluation is used as the common evaluation result, the game providing unit 33 may specify such an evaluation result as the common evaluation result.
 次に、ゲーム提供部33は、ステップS401で取得した各ユーザの評価結果、及びステップS402で特定した共通評価結果に基づいて、各個別案内領域52及び共通案内領域51に各ユーザの個別の評価結果、及び共通評価結果をそれぞれ提示する(ステップS404)。そして、このような提示の後にゲーム提供部33は今回の個別評価処理を終了する。これにより、各個別評価処理に各ユーザに個別に対応する評価結果が提示される一方で、共通案内領域51にはそのような個別の評価結果と必ずしも一致しない(ユーザによっては一致する場合もある)共通評価結果が提示される。つまり、個別案内領域52及び共通案内領域51に、それらの間の用途の相違に応じて別々の評価結果(特性)がそれぞれ付加される。 Next, the game providing unit 33 individually evaluates each user in each individual guidance area 52 and common guidance area 51 based on the evaluation result of each user acquired in step S401 and the common evaluation result identified in step S402. The result and the common evaluation result are presented (step S404). Then, after such a presentation, the game providing unit 33 ends the present individual evaluation process. As a result, while the evaluation result corresponding to each user is presented to each individual evaluation process, the common guidance area 51 does not necessarily match such individual evaluation result (some users may agree with each other). ) Common evaluation results are presented. That is, different evaluation results (characteristics) are added to the individual guidance area 52 and the common guidance area 51, respectively, depending on the difference in the use between them.
 以上に説明したように、この形態によれば、音楽ゲームが複数プレイ型のゲームとして例えば4名のユーザに提供される場合において、その4名のユーザにそれぞれ対応する4つの個別案内領域52がゲーム画面50に提示され、そのような個別案内領域52を通じて“PERFECT!!”等の各ユーザの評価結果がユーザ毎に提示される。同様に、ユーザ毎の得点の累計も個別案内領域52の個別得点領域55を通じて提供される。そして、そのような個別案内領域52では、各実行時期が4つの固定矢印画像53を含む共通案内領域51の一部範囲PAと同様の移動矢印画像54の移動を通じて重複的に案内される。このため、各ユーザは、共通案内領域51だけでなく、個別案内領域52においても共通案内領域51における一部範囲PAと同様の案内を認識することができる。これにより、各ユーザは個別案内領域52だけで実行時期と自己の成績とを把握することができる。結果として、少なくとも成績確認毎にもとの共通案内領域51に毎回視線を戻す必要はなくなるため、プレイ用の案内が共通案内領域51だけで実行される場合に比べて、ユーザの視線移動の頻度を抑制することができる。一方で、個別案内領域52に重複的に表示される範囲は4つの固定矢印画像53を含む一部範囲PAに限定されている。4つの固定矢印画像53(基準標識)の周辺、特に時間軸方向に関する周辺は共通案内領域51においても実行時期の到来に関連する重要性の高い範囲である。このため、各個別案内領域52を重要性の高い、共通案内領域51と比べて比較的小さい範囲に抑制することができる。反対に、全ユーザに共通の各実行時期を案内する共通案内領域51の範囲をゲーム画面50において個別案内領域52に比べて比較的大きく確保することができる。これにより、4名のユーザ用にゲーム画面50が4つに等分される場合に比べて、少なくとも共通案内領域51では各実行時期を見やすく案内することができる。結果として、視線移動の抑制と見やすさの確保とを両立させることができるので、例えば成績専用の領域が設けられる場合、或いはゲーム画面50が4名のユーザ用に等分される場合に比べて、複数プレイ型のゲームとして音楽ゲームが提供される場合に生じ得る悪影響を抑制することができる。 As described above, according to this aspect, when the music game is provided as a multi-play type game to, for example, four users, the four individual guidance areas 52 respectively corresponding to the four users are provided. It is presented on the game screen 50, and the evaluation result of each user such as “PERFECT!!” is presented for each user through such an individual guidance area 52. Similarly, the total score of each user is also provided through the individual score area 55 of the individual guidance area 52. Then, in such an individual guidance area 52, each execution time is redundantly guided through the movement of the movement arrow image 54 similar to the partial range PA of the common guidance area 51 including the four fixed arrow images 53. Therefore, each user can recognize the same guidance as the partial range PA in the common guidance area 51 not only in the common guidance area 51 but also in the individual guidance area 52. As a result, each user can grasp the execution timing and his/her own performance only by using the individual guidance area 52. As a result, since it is not necessary to return the line of sight to the common guide area 51 at each time at least every time the result is confirmed, the frequency of movement of the user's line of sight compared to the case where the guidance for play is executed only in the common guide area 51. Can be suppressed. On the other hand, the range overlappingly displayed in the individual guidance area 52 is limited to the partial range PA including the four fixed arrow images 53. The area around the four fixed arrow images 53 (reference signs), particularly the area around the time axis direction, is a highly important range related to the arrival of the execution time even in the common guidance area 51. Therefore, each individual guide area 52 can be suppressed to a relatively small range as compared with the common guide area 51, which is highly important. On the contrary, it is possible to secure a range of the common guide area 51, which is common to all users and which guides each execution time, to be relatively large in the game screen 50 as compared with the individual guide area 52. As a result, compared to a case where the game screen 50 is equally divided into four for four users, at least in the common guidance area 51, each execution time can be guided in an easy-to-see manner. As a result, it is possible to achieve both the suppression of the movement of the line of sight and the ensuring of the visibility, so that, for example, as compared with the case where a region dedicated to the results is provided or the game screen 50 is equally divided for four users. It is possible to suppress adverse effects that may occur when a music game is provided as a multi-play type game.
 また、個別案内領域52では共通案内領域51と同様の形態の移動矢印画像54及び固定矢印画像53を通じて各実行時期が案内される。つまり、個別案内領域52と共通案内領域51との間で移動矢印画像54等の形態(例えば大きさ、及び形状等の少なくともいずれか一つ)が一致している。このため、共通案内領域51と個別案内領域52との間で仮に視線移動が実行されたとしても、これらの移動矢印画像54等の形態に相違がないことから、そのような視線移動に伴うユーザの違和感を抑制することができる。これにより、視線移動に伴う悪影響を更に抑制することができる。 Also, in the individual guidance area 52, each execution time is guided through the moving arrow image 54 and the fixed arrow image 53 in the same form as the common guidance area 51. That is, the form (for example, at least one of size, shape, etc.) of the moving arrow image 54 and the like is matched between the individual guide region 52 and the common guide region 51. Therefore, even if the line-of-sight movement is executed between the common guide area 51 and the individual guide area 52, there is no difference in the form of these movement arrow images 54 and the like. It is possible to suppress the uncomfortable feeling. As a result, it is possible to further suppress the adverse effect caused by the movement of the line of sight.
 さらに、例えば、イベント等においてゲーム画面50が多くの視聴者に公開される場合でも、共通案内領域51及び個別案内領域52を通じてそのような視聴者に全ユーザのプレイ状況を共有することができる。このようなイベントにおいては、ゲームをプレイするユーザ間の一体感だけでなく、そのようなユーザとゲームを視聴する視聴者との一体感も醸成できることが最大の利点になる場合も多い。このため、例えば、ユーザ毎のゲーム画面、或いは複数のユーザ用に小さく等分された案内領域を通じて各実行時期が案内される場合に比べて、このようなゲーム画面50を通じてそのような一体感の醸成に寄与することができる。結果として、イベント等のための視聴者の収集にも寄与し、そのようなイベントを盛り上げる効果も期待できる。 Further, even when the game screen 50 is open to many viewers at an event, for example, the play statuses of all users can be shared with such viewers through the common guide area 51 and the individual guide area 52. In such an event, it is often the greatest advantage that not only a sense of unity between the users who play the game but also a sense of unity between such users and the viewers who watch the game can be fostered. For this reason, such a sense of unity can be provided through such a game screen 50 as compared with the case where each execution time is provided through a game screen for each user or a guide region equally divided for a plurality of users. Can contribute to fostering. As a result, it contributes to the collection of viewers for events and the like, and the effect of enlivening such events can be expected.
 以上の形態において、ゲーム機3のゲーム提供部33が、図9のステップS304の処理を実行することにより本発明の個別案内手段として機能する。また、ゲーム機3のゲーム提供部33が、図10のステップS403の処理を実行することにより本発明の評価提示手段として機能する。さらに、ゲーム機3のゲーム提供部33が、図7のステップS103の処理を実行することにより本発明のデータ特定手段として機能する。 In the above embodiment, the game providing unit 33 of the game machine 3 functions as the individual guide unit of the present invention by executing the process of step S304 of FIG. Further, the game providing unit 33 of the game machine 3 functions as the evaluation presenting means of the present invention by executing the process of step S403 of FIG. Further, the game providing unit 33 of the game machine 3 functions as the data specifying unit of the present invention by executing the process of step S103 of FIG.
 本発明は上述した形態に限定されず、適宜の変形又は変更が施された形態にて実施されてよい。例えば、上述の形態では、個別案内領域52は共通案内領域51と同期するように同様の各実行時期を重複的に案内している。しかし、本発明は、このような形態に限定されない。例えば、個別案内領域52は、共通案内領域51と同様の重複的な案内を共通案内領域51とずれた時期に実行してもよい。例えば、個別案内領域52は、プレイ行為の実行から視線移動に要する時間等を考慮し、共通案内領域51と比べて同様の案内を少し遅れて実行してもよい。同様に適宜の用途に応じて、個別案内領域52は共通案内領域51と比べて同様の案内を早く実行してもよい。つまり、個別案内領域52は適宜の目的のために共通案内領域51の案内とずれた時期に同様の案内を実行してもよい。 The present invention is not limited to the above-described embodiment, and may be implemented in an appropriately modified or changed form. For example, in the above-described embodiment, the individual guidance area 52 guides the same execution time redundantly so as to be synchronized with the common guidance area 51. However, the present invention is not limited to such a form. For example, the individual guidance area 52 may perform the same overlapping guidance as the common guidance area 51 at a time when it is deviated from the common guidance area 51. For example, the individual guidance area 52 may execute the same guidance with a slight delay as compared with the common guidance area 51 in consideration of the time required to move the line of sight from the execution of the play action. Similarly, the individual guidance area 52 may execute similar guidance earlier than the common guidance area 51 depending on an appropriate application. That is, the individual guidance area 52 may perform the same guidance at a time when it deviates from the guidance of the common guidance area 51 for an appropriate purpose.
 また、上述の形態のゲーム機3の役割(各種処理等)の全部或いは一部をセンターサーバ2が実行してもよい。つまり、本発明のゲームシステムは、センターサーバ2及びゲーム機3が適宜に協働して本実施形態のゲーム機3及びセンターサーバ2が有する各機能を実現するように構成されてもよい。一方で、センターサーバ2は省略されてもよい。この場合、一台のゲーム機3が本発明のゲームシステムとして機能してもよい。 The center server 2 may execute all or part of the role (various processes, etc.) of the game machine 3 of the above-described form. That is, the game system of the present invention may be configured such that the center server 2 and the game machine 3 cooperate appropriately to realize each function of the game machine 3 and the center server 2 of the present embodiment. On the other hand, the center server 2 may be omitted. In this case, one game machine 3 may function as the game system of the present invention.
 上述した実施の形態及び変形例のそれぞれから導き出される本発明の各種の態様を以下に記載する。なお、以下の説明では、本発明の各態様の理解を容易にするために添付図面に図示された対応する部材を括弧書きにて付記するが、それにより本発明が図示の形態に限定されるものではない。 Various aspects of the present invention derived from each of the above-described embodiments and modifications will be described below. In the following description, in order to facilitate understanding of each aspect of the present invention, corresponding members illustrated in the accompanying drawings are additionally shown in parentheses, but the present invention is thereby limited to the illustrated forms. Not a thing.
 本発明のゲームシステムは、プレイ行為の入力に使用される入力装置(36)と、前記プレイ行為が実行されるべき実行時期に対応する指示標識(54)と現在時刻に対応する基準標識(53)とを含むゲーム画面(50)を表示する表示装置(37)と、に接続され、各実行時期が記述されたシーケンスデータ(QD)に基づいて前記指示標識及び前記基準標識の位置が各実行時期において一致するように前記指示標識と前記基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域(51)を前記ゲーム画面に提示することにより各実行時期を案内するとともに、前記入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、前記案内領域を複数のユーザに共通させることにより当該複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステム(1)であって、前記案内領域において前記複数のユーザにそれぞれ案内されるべき各実行時期をユーザ毎に前記相対的変位を通じて前記案内領域とともに重複的に案内するように、前記基準標識を含む前記案内領域の一部範囲(PA)を前記複数のユーザにそれぞれ対応する複数の個別案内領域(52)として前記ゲーム画面に提示する個別案内手段(33)と、前記実際のプレイ行為が実行された場合に各ユーザの評価結果を前記複数の個別案内領域を通じてユーザ毎に提示する評価提示手段(33)と、を備えるものである。 The game system of the present invention includes an input device (36) used for inputting a play action, an instruction mark (54) corresponding to an execution time at which the play action should be executed, and a reference mark (53) corresponding to the current time. ) And a display device (37) for displaying a game screen (50) including, and the position of each of the instruction mark and the reference mark is based on the sequence data (QD) in which each execution time is described. The guide area (51) that causes a relative displacement along the predetermined route between the instruction mark and the reference mark so as to coincide with each other in time is presented on the game screen to guide each execution time. , Progressing among a plurality of users by making the guide area common to a plurality of users, a game in which the timing of the actual play action of each user inputted through the input device is evaluated based on each execution timing Is a game system (1) for providing a multi-play type game in which the execution time to be guided to each of the plurality of users in the guide area is provided for each user together with the guide area through the relative displacement. Individual guidance means for presenting a partial range (PA) of the guidance area including the reference sign on the game screen as a plurality of individual guidance areas (52) respectively corresponding to the plurality of users so as to provide redundant guidance. (33), and evaluation presenting means (33) for presenting the evaluation result of each user for each user through the plurality of individual guidance areas when the actual play action is executed.
 本発明によれば、複数のユーザにそれぞれ対応する複数の個別案内領域がゲーム画面に提示され、そのような個別案内領域を通じて各ユーザの評価結果が提示される。さらに、各個別案内領域では、各実行時期が基準標識を含む案内領域の一部範囲と同様の相対的変位を通じて重複的に案内される。このため、各ユーザは個別案内領域においても案内領域における一部範囲と同様の案内を認識することができる。これにより、各ユーザは個別案内領域だけで実行時期と自己の成績とを把握することができるので、プレイ用の案内が案内領域だけで実行される場合に比べて、ユーザの視線移動の頻度を抑制することができる。一方で、個別案内領域に重複的に表示される範囲は基準標識を含む案内領域の一部範囲に限定されている。基準標識の周辺は案内領域においても実行時期の到来に関連する重要性の高い範囲である。このため、各個別案内領域を重要性の高い比較的小さい範囲に抑制することができるとともに、全ユーザに共通に各実行時期を案内する案内領域の範囲を比較的大きく確保することができる。これにより、複数のユーザにそれぞれ対応する複数の案内領域にゲーム画面が等分割される場合に比べて、少なくとも案内領域では各実行時期を見やすく案内することができる。結果として、視線移動の抑制と見やすさの確保とを両立することができるので、成績専用の領域が設けられる場合、或いはゲーム画面が複数の個別案内領域に等分される場合に比べて、複数プレイ型のゲームが提供される場合に生じ得る悪影響を抑制することができる。 According to the present invention, a plurality of individual guidance areas corresponding to a plurality of users are presented on the game screen, and evaluation results of each user are presented through such individual guidance areas. Furthermore, in each individual guidance area, each execution time is redundantly guided through the same relative displacement as a partial range of the guidance area including the reference marker. Therefore, each user can recognize the same guidance as the partial range in the guidance area even in the individual guidance area. As a result, each user can grasp the execution timing and his/her own performance only in the individual guidance area, so that the frequency of the user's eye movement can be determined more than when the guidance for play is executed only in the guidance area. Can be suppressed. On the other hand, the range overlappingly displayed in the individual guide area is limited to a partial range of the guide area including the reference sign. The area around the reference sign is a highly important area related to the arrival of the execution time even in the guidance area. Therefore, each individual guide area can be suppressed to a relatively small area of high importance, and a relatively large area of the guide area for guiding each execution time can be secured for all users. As a result, compared to the case where the game screen is equally divided into a plurality of guide areas corresponding to a plurality of users, at least in the guide area, it is possible to guide the execution timings in a more visible manner. As a result, both the movement of the line of sight can be suppressed and the visibility can be ensured at the same time. Therefore, as compared with the case where the area dedicated to the result is provided or the game screen is equally divided into a plurality of individual guide areas, It is possible to suppress an adverse effect that may occur when a play-type game is provided.
 案内領域には適宜の評価結果が提示されてよい。例えば、案内領域には、各ユーザの評価結果は表示されなくてもよいし、各ユーザの評価結果が個別案内領域と重複するように全部表示されてもよい。あるいは、複数のユーザにそれぞれ対応する複数の評価結果に基づく所定の評価結果が代表的に表示されてもよい。具体的には、本発明のゲームシステムの一態様において、前記評価提示手段は、各ユーザの評価結果に基づく所定の評価結果を前記案内領域に提示してもよい。 Appropriate evaluation results may be presented in the guidance area. For example, the evaluation result of each user may not be displayed in the guidance area, or all evaluation results of each user may be displayed so as to overlap with the individual guidance area. Alternatively, a predetermined evaluation result based on a plurality of evaluation results corresponding to a plurality of users may be representatively displayed. Specifically, in one aspect of the game system of the present invention, the evaluation presenting means may present a predetermined evaluation result based on the evaluation result of each user in the guidance area.
 案内領域に所定の評価結果が表示される場合において、そのような所定の評価結果として適宜の評価結果が利用されてよい。このような所定の評価結果は、例えば4名のユーザがゲームをプレイする場合における上位2名の評価結果であってもよい。つまり、所定の評価結果として二以上の評価結果が提示されてもよい。あるいは、所定の評価結果として、複数のユーザにそれぞれ対応する複数の評価結果のうち、最も高い評価結果、最も低い評価結果、若しくは平均値等の一つの評価結果が利用されてもよい。さらに、所定基準以上の評価結果が連続する場合におけるその連続性の回数を各ユーザの評価結果が含む場合において、そのような連続性の回数の最大値、最小値、平均値、或いは合計値が所定の評価結果として利用されてもよい。具体的には、例えば、所定の評価結果が案内領域に提示される態様において、前記評価提示手段は、前記複数プレイ型のゲームにおいて所定基準以上の評価結果の連続性が評価される場合に、前記複数のユーザのいずれか一人が所定基準以上の評価結果を得ているか否かを基準に前記複数のユーザを一つのグループとして当該グループにおける前記所定基準以上の評価結果の連続性を集計し、前記グループの単位における前記連続性の回数を前記所定の評価結果として利用してもよい。 When a predetermined evaluation result is displayed in the guidance area, an appropriate evaluation result may be used as such a predetermined evaluation result. Such a predetermined evaluation result may be an evaluation result of the top two players when four users play the game, for example. That is, two or more evaluation results may be presented as the predetermined evaluation result. Alternatively, as the predetermined evaluation result, one evaluation result such as the highest evaluation result, the lowest evaluation result, or the average value among the plurality of evaluation results corresponding to the plurality of users may be used. Furthermore, when the evaluation result of each user includes the number of times of continuity when the evaluation results of a predetermined standard or more are continuous, the maximum value, the minimum value, the average value, or the total value of the number of times of such continuity is It may be used as a predetermined evaluation result. Specifically, for example, in a mode in which a predetermined evaluation result is presented in the guidance area, the evaluation presenting means may evaluate the continuity of the evaluation results of a predetermined criterion or more in the multi-play type game, Aggregating the continuity of the evaluation results of the predetermined reference or more in the group as one group based on whether or not any one of the plurality of users has obtained an evaluation result of a predetermined reference or more, The number of times of continuity in the unit of the group may be used as the predetermined evaluation result.
 複数プレイ型のゲームでは、複数のユーザ間で共通の一つのシーケンスデータが使用されてもよいし、複数のシーケンスデータが用意されている場合には複数のユーザ間で異なるシーケンスデータが使用されてもよい。この場合、案内領域は、適宜のシーケンスデータに基づいて実行時期を案内してよい。例えば、そのようなシーケンスデータとして、複数のユーザによって選択された二以上のシーケンスデータに基づく所定のシーケンスデータが使用されてもよい。同様に、複数のユーザ間で異なるシーケンスデータが使用される場合において、各個別案内領域は適宜のシーケンスデータに基づいて実行時期を案内してよい。例えば、そのようなシーケンスデータとして、各ユーザが選択したシーケンスデータが利用されてもよいし、案内領域と同様の所定のシーケンスデータが使用されてもよい。例えば、本発明のゲームシステムの一態様において、前記複数プレイ型のゲームに前記実行時期の数が相違する複数のシーケンスデータが用意され、前記複数のユーザ間において異なるシーケンスデータの使用を前記複数プレイ型のゲームが許容する場合に、前記案内領域において各実行時期の案内に使用されるべき所定のシーケンスデータを各ユーザによって選択されたシーケンスデータに基づいて特定するデータ特定手段(33)を備え、前記個別案内手段は、各ユーザによって選択されたシーケンスデータに対応する各実行時期を各ユーザに対応する個別案内領域が案内するように前記複数の個別案内領域を提示してもよい。 In a multi-play type game, one sequence data common to a plurality of users may be used, or when a plurality of sequence data is prepared, different sequence data may be used between a plurality of users. Good. In this case, the guidance area may guide the execution time based on appropriate sequence data. For example, as such sequence data, predetermined sequence data based on two or more sequence data selected by a plurality of users may be used. Similarly, when different sequence data is used among a plurality of users, each individual guidance area may guide the execution time based on appropriate sequence data. For example, as such sequence data, sequence data selected by each user may be used, or predetermined sequence data similar to the guidance area may be used. For example, in one aspect of the game system of the present invention, a plurality of sequence data having different numbers of execution times are prepared for the multi-play type game, and use of different sequence data among the plurality of users is performed by the plurality of play. A data specifying means (33) for specifying predetermined sequence data to be used for guidance of each execution time in the guidance area based on the sequence data selected by each user when the type game permits. The individual guidance unit may present the plurality of individual guidance regions such that the individual guidance region corresponding to each user guides each execution time corresponding to the sequence data selected by each user.
 複数のユーザによって選択された二以上のシーケンスデータに基づく所定のシーケンスデータとして、適宜のシーケンスデータが利用されてよい。例えば、そのような二以上のシーケンスデータのうち最も難易度が低いもの、若しくは最も難易度が高いものが所定のシーケンスデータとして利用されてもよい。つまり、二以上のシーケンスデータのいずれか一つが所定のシーケンスデータとして利用されてもよい。あるいは、そのような二以上のシーケンスデータに基づいて全く別のシーケンスデータが特定され、所定のシーケンスデータとして使用されてもよい。例えば、二以上のシーケンスデータにそのような二以上のシーケンスデータの全実行時期を網羅するシーケンスデータが存在する場合にはそのようなシーケンスデータが、そのようなシーケンスデータが存在しない場合には二以上のシーケンスデータの全実行時期を網羅する別のシーケンスデータが、それぞれ所定のシーケンスデータとして利用されてもよい。つまり、例えば、所定のシーケンスデータに基づく案内を案内領域が実行する態様において、前記データ特定手段は、前記複数のユーザによって選択された二以上のシーケンスデータの全ての実行時期を網羅するシーケンスデータを前記所定のシーケンスデータとして特定してもよい。 Appropriate sequence data may be used as the predetermined sequence data based on two or more sequence data selected by a plurality of users. For example, among such two or more sequence data, the one having the lowest difficulty level or the one having the highest difficulty level may be used as the predetermined sequence data. That is, any one of the two or more sequence data may be used as the predetermined sequence data. Alternatively, completely different sequence data may be specified based on such two or more sequence data and used as the predetermined sequence data. For example, if two or more sequence data include sequence data that covers the entire execution time of such two or more sequence data, such sequence data exists, and if such sequence data does not exist, two sequence data exists. Other sequence data that covers all the execution times of the above sequence data may be used as the predetermined sequence data. That is, for example, in a mode in which the guidance area executes guidance based on predetermined sequence data, the data specifying means may include sequence data covering all execution times of two or more sequence data selected by the plurality of users. You may specify as said predetermined sequence data.
 個別案内領域が案内領域と重複的に実行時期を案内できる限り、案内領域において基準標識を含む適宜の範囲が一部範囲として利用されてよい。例えば、基準標識を含む前後の所定範囲が一部範囲として利用されてもよいし、基準範囲を基準にそれよりも相対的変位における所定時間前に相当する範囲が一部範囲として利用されてもよい。具体的には、例えば、本発明のゲームシステムの一態様において、前記個別案内手段は、前記一部範囲として前記基準標識から前記所定の経路に沿って前記相対的変位における所定時間前に対応する位置までを含む範囲を利用し、当該範囲を通じて各ユーザに案内されるべき各実行時期を案内するように各ユーザに対応する個別案内領域を提示してもよい。 As long as the individual guidance area can guide the execution time overlapping with the guidance area, an appropriate range including the reference sign may be used as a part of the guidance area. For example, the predetermined range before and after including the reference mark may be used as a part of the range, or the range corresponding to a predetermined time before relative displacement with respect to the reference range may be used as a part of the range. Good. Specifically, for example, in one aspect of the game system of the present invention, the individual guide unit corresponds to the partial range from the reference mark along the predetermined route before a predetermined time in the relative displacement. A range including up to the position may be used, and an individual guidance region corresponding to each user may be presented so as to guide each user at each execution time to be guided through the range.
 個別案内領域は、案内領域の一部範囲に対応する限り、適宜の形態で表示されてよい。例えば、個別案内領域は、基準標識及び指示標識が案内領域と同じ形態で表示されるように案内領域と同じ形態で提供されてもよい。あるいは、個別案内領域は、基準標識及び指示標識が案内領域よりも小さく表示されるように案内領域よりも小さく提供されてもよいし、反対に基準標識等が大きく表示されるように案内領域よりも大きく提供されてもよい。また、個別案内領域は、複数のユーザ間で案内対象の実行時期が相違する場合、或いは個別案内領域の形態がユーザ毎の個別案内領域の識別に使用される場合等、適宜の目的に応じて案内領域と相違する、更には各個別案内領域間で相違する、適宜の形態で提供されてよい。個別案内領域に提示される指示標識、及び基準標識も同様である。例えば、本発明のゲームシステムの一態様において、前記個別案内手段は、前記指示標識及び前記基準標識が前記案内領域と同じ形態で表示されるように、前記複数の個別案内領域を提示してもよい。この場合、案内領域と個別案内領域との間で仮に視線移動が実行されたとしても、指示標識及び基準標識の形態に相違がないため、そのような視線移動に伴うユーザの違和感を抑制することができる。これにより、視線移動に伴う悪影響を更に抑制することができる。 The individual guidance area may be displayed in an appropriate form as long as it corresponds to a part of the guidance area. For example, the individual guidance area may be provided in the same form as the guidance area such that the reference sign and the instruction sign are displayed in the same shape as the guidance area. Alternatively, the individual guide area may be provided smaller than the guide area so that the reference mark and the instruction mark are displayed smaller than the guide area, and conversely, the individual guide area is larger than the guide area so that the reference mark and the like are displayed larger. May be provided in large quantities. In addition, the individual guidance area is used according to an appropriate purpose, such as when the execution timing of the guidance target is different among a plurality of users, or when the form of the individual guidance area is used to identify the individual guidance area for each user. It may be provided in an appropriate form that is different from the guide area and further different between the individual guide areas. The same applies to the instruction mark and the reference mark presented in the individual guidance area. For example, in one aspect of the game system of the present invention, the individual guidance unit may present the plurality of individual guidance regions such that the instruction mark and the reference mark are displayed in the same form as the guidance region. Good. In this case, even if the line-of-sight movement is executed between the guide area and the individual guide area, there is no difference in the form of the instruction mark and the reference mark, so that the user's discomfort caused by such line-of-sight movement can be suppressed. You can As a result, it is possible to further suppress the adverse effect caused by the movement of the line of sight.
 一方、本発明のコンピュータプログラムは、前記入力装置、及び前記表示装置に接続されるコンピュータ(33)を、上述のゲームシステムの各手段として機能させるように構成されたものである。 On the other hand, the computer program of the present invention is configured to cause the computer (33) connected to the input device and the display device to function as each unit of the game system described above.
 また、本発明の制御方法は、プレイ行為の入力に使用される入力装置と、前記プレイ行為が実行されるべき実行時期に対応する指示標識と現在時刻に対応する基準標識とを含むゲーム画面を表示する表示装置と、に接続され、各実行時期が記述されたシーケンスデータに基づいて前記指示標識及び前記基準標識の位置が各実行時期において一致するように前記指示標識と前記基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域を前記ゲーム画面に提示することにより各実行時期を案内するとともに、前記入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、前記案内領域を複数のユーザに共通させることにより当該複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステムに組み込まれるコンピュータに、前記案内領域において前記複数のユーザにそれぞれ案内されるべき各実行時期をユーザ毎に前記相対的変位を通じて前記案内領域とともに重複的に案内するように、前記基準標識を含む前記案内領域の一部範囲を前記複数のユーザにそれぞれ対応する複数の個別案内領域として前記ゲーム画面に提示する個別案内手順と、前記実際のプレイ行為が実行された場合に各ユーザの評価結果を前記複数の個別案内領域を通じてユーザ毎に提示する評価提示手順と、を実行させるものである。本発明のコンピュータプログラム、或いは制御方法が実行されることにより、本発明のゲームシステムを実現することができる。 Further, the control method of the present invention provides a game screen including an input device used for inputting a play action, an instruction mark corresponding to an execution time at which the play action should be executed, and a reference mark corresponding to the current time. A display device for displaying, and between the instruction mark and the reference mark so that the positions of the instruction mark and the reference mark are matched at each execution time based on the sequence data in which each execution time is described. The guide area that causes relative displacement along a predetermined route is presented on the game screen to guide each execution time, and the time of the actual play action of each user input via the input device. To a computer incorporated in a game system that provides a game that evaluates based on each execution time as a multi-play type game in which the progress is shared among a plurality of users by making the guide area common to a plurality of users, A partial range of the guide area including the reference marker so that each execution time to be guided to each of the plurality of users in the guide area is redundantly guided together with the guide area through the relative displacement for each user. Is displayed on the game screen as a plurality of individual guidance areas respectively corresponding to the plurality of users, and an evaluation result of each user when the actual play action is executed through the plurality of individual guidance areas. The evaluation presentation procedure presented for each user is executed. By executing the computer program or the control method of the present invention, the game system of the present invention can be realized.
 1 ゲームシステム
 3 ゲーム機
 33 ゲーム提供部(コンピュータ、個別案内手段、評価提示手段、データ特定手段)
 36 入力装置
 37 モニタ(表示装置)
 50 ゲーム画面
 51 共通案内領域(案内領域)
 52 個別案内領域
 53 固定矢印画像(基準標識)
 54 移動矢印画像(指示標識)
 PA 一部範囲
 QD シーケンスデータ
 PG2 プログラム(コンピュータプログラム)
1 game system 3 game machine 33 game providing section (computer, individual guidance means, evaluation presentation means, data identification means)
36 Input device 37 Monitor (display device)
50 Game screen 51 Common guidance area (guidance area)
52 Individual guidance area 53 Fixed arrow image (reference sign)
54 Moving arrow image (indicator sign)
PA Partial range QD Sequence data PG2 program (computer program)

Claims (9)

  1.  プレイ行為の入力に使用される入力装置と、前記プレイ行為が実行されるべき実行時期に対応する指示標識と現在時刻に対応する基準標識とを含むゲーム画面を表示する表示装置と、に接続され、各実行時期が記述されたシーケンスデータに基づいて前記指示標識及び前記基準標識の位置が各実行時期において一致するように前記指示標識と前記基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域を前記ゲーム画面に提示することにより各実行時期を案内するとともに、前記入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、前記案内領域を複数のユーザに共通させることにより当該複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステムであって、
     前記案内領域において前記複数のユーザにそれぞれ案内されるべき各実行時期をユーザ毎に前記相対的変位を通じて前記案内領域とともに重複的に案内するように、前記基準標識を含む前記案内領域の一部範囲を前記複数のユーザにそれぞれ対応する複数の個別案内領域として前記ゲーム画面に提示する個別案内手段と、
     前記実際のプレイ行為が実行された場合に各ユーザの評価結果を前記複数の個別案内領域を通じてユーザ毎に提示する評価提示手段と、
    を備える、ゲームシステム。
    Connected to an input device used for inputting a play action, and a display device for displaying a game screen including an instruction mark corresponding to an execution time at which the play action should be executed and a reference mark corresponding to the current time. Relative along a predetermined route between the instruction mark and the reference mark so that the positions of the indication mark and the reference mark match at each execution time based on the sequence data in which each execution time is described. By presenting a guide area that causes displacement on the game screen, each execution time is guided, and the timing of the actual play action of each user input via the input device is evaluated based on each execution time. A game system that provides a game as a multi-play type game in which the guide area is shared by a plurality of users so that the progress is shared by the plurality of users,
    Partial range of the guide area including the reference mark so that the execution times to be respectively guided to the plurality of users in the guide area are redundantly guided together with the guide area through the relative displacement for each user. An individual guide means for presenting on the game screen as a plurality of individual guide areas respectively corresponding to the plurality of users,
    Evaluation presenting means for presenting the evaluation result of each user for each user through the plurality of individual guidance areas when the actual play action is executed;
    A game system comprising:
  2.  前記評価提示手段は、各ユーザの評価結果に基づく所定の評価結果を前記案内領域に提示する、請求項1のゲームシステム。 The game system according to claim 1, wherein the evaluation presenting means presents a predetermined evaluation result based on the evaluation result of each user to the guidance area.
  3.  前記評価提示手段は、前記複数プレイ型のゲームにおいて所定基準以上の評価結果の連続性が評価される場合に、前記複数のユーザのいずれか一人が所定基準以上の評価結果を得ているか否かを基準に前記複数のユーザを一つのグループとして当該グループにおける前記所定基準以上の評価結果の連続性を集計し、前記グループの単位における前記連続性の回数を前記所定の評価結果として利用する、請求項2のゲームシステム。 Whether or not any one of the plurality of users obtains an evaluation result equal to or more than a predetermined criterion when the continuity of the evaluation results equal to or more than a predetermined criterion is evaluated in the multi-play type game. With the plurality of users as one group based on, the continuity of the evaluation results of the predetermined criterion or more in the group is aggregated, and the number of times of the continuity in the unit of the group is used as the predetermined evaluation result. Item 2 game system.
  4.  前記複数プレイ型のゲームに前記実行時期の数が相違する複数のシーケンスデータが用意され、前記複数のユーザ間において異なるシーケンスデータの使用を前記複数プレイ型のゲームが許容する場合に、前記案内領域において各実行時期の案内に使用されるべき所定のシーケンスデータを各ユーザによって選択されたシーケンスデータに基づいて特定するデータ特定手段を備え、
     前記個別案内手段は、各ユーザによって選択されたシーケンスデータに対応する各実行時期を各ユーザに対応する個別案内領域が案内するように前記複数の個別案内領域を提示する、請求項1~3のいずれか一項のゲームシステム。
    When a plurality of sequence data having different numbers of execution times are prepared for the multi-play type game, and the multi-play type game allows the use of different sequence data among the plurality of users, the guide area In, the data specifying means for specifying the predetermined sequence data to be used for guidance of each execution time based on the sequence data selected by each user,
    4. The individual guidance unit presents the plurality of individual guidance regions so that the individual guidance region corresponding to each user guides each execution time corresponding to the sequence data selected by each user. Any one of the game system.
  5.  前記データ特定手段は、前記複数のユーザによって選択された二以上のシーケンスデータの全ての実行時期を網羅するシーケンスデータを前記所定のシーケンスデータとして特定する、請求項4のゲームシステム。 The game system according to claim 4, wherein the data identification means identifies sequence data that covers all execution times of two or more sequence data selected by the plurality of users as the predetermined sequence data.
  6.  前記個別案内手段は、前記一部範囲として前記基準標識から前記所定の経路に沿って前記相対的変位における所定時間前に対応する位置までを含む範囲を利用し、当該範囲を通じて各ユーザに案内されるべき各実行時期を案内するように各ユーザに対応する個別案内領域を提示する、請求項1~5のいずれか一項のゲームシステム。 The individual guide means uses a range including the reference sign as the partial range to a position corresponding to a predetermined time before the relative displacement along the predetermined route, and is guided to each user through the range. The game system according to any one of claims 1 to 5, which presents an individual guidance area corresponding to each user so as to guide each execution time to be performed.
  7.  前記個別案内手段は、前記指示標識及び前記基準標識が前記案内領域と同じ形態で表示されるように、前記複数の個別案内領域を提示する、請求項1~6のいずれか一項のゲームシステム。 7. The game system according to claim 1, wherein the individual guidance unit presents the plurality of individual guidance regions so that the instruction mark and the reference mark are displayed in the same form as the guidance region. ..
  8.  前記入力装置、及び前記表示装置に接続されるコンピュータを、請求項1~7のいずれか一項のゲームシステムの各手段として機能させるように構成されたコンピュータプログラム。 A computer program configured to cause a computer connected to the input device and the display device to function as each unit of the game system according to any one of claims 1 to 7.
  9.  プレイ行為の入力に使用される入力装置と、前記プレイ行為が実行されるべき実行時期に対応する指示標識と現在時刻に対応する基準標識とを含むゲーム画面を表示する表示装置と、に接続され、各実行時期が記述されたシーケンスデータに基づいて前記指示標識及び前記基準標識の位置が各実行時期において一致するように前記指示標識と前記基準標識との間に所定の経路に沿った相対的変位を生じさせる案内領域を前記ゲーム画面に提示することにより各実行時期を案内するとともに、前記入力装置を介して入力された各ユーザの実際のプレイ行為の時期を各実行時期に基づいて評価するゲームを、前記案内領域を複数のユーザに共通させることにより当該複数のユーザ間において進行を共通させる複数プレイ型のゲームとして提供するゲームシステムに組み込まれるコンピュータに、
     前記案内領域において前記複数のユーザにそれぞれ案内されるべき各実行時期をユーザ毎に前記相対的変位を通じて前記案内領域とともに重複的に案内するように、前記基準標識を含む前記案内領域の一部範囲を前記複数のユーザにそれぞれ対応する複数の個別案内領域として前記ゲーム画面に提示する個別案内手順と、
     前記実際のプレイ行為が実行された場合に各ユーザの評価結果を前記複数の個別案内領域を通じてユーザ毎に提示する評価提示手順と、
    を実行させる、制御方法。
    Connected to an input device used for inputting a play action, and a display device for displaying a game screen including an instruction mark corresponding to an execution time at which the play action should be executed and a reference mark corresponding to the current time. Relative along a predetermined route between the instruction mark and the reference mark so that the positions of the indication mark and the reference mark match at each execution time based on the sequence data in which each execution time is described. By presenting a guide area that causes displacement on the game screen, each execution time is guided, and the timing of the actual play action of each user input via the input device is evaluated based on each execution time. A computer incorporated in a game system that provides a game as a multi-play type game in which the guide area is shared by a plurality of users so that the progress is shared by the plurality of users,
    Partial range of the guide area including the reference mark so that the execution times to be respectively guided to the plurality of users in the guide area are redundantly guided together with the guide area through the relative displacement for each user. And an individual guidance procedure for presenting on the game screen as a plurality of individual guidance areas corresponding to the plurality of users, respectively,
    An evaluation presentation procedure of presenting the evaluation result of each user for each user through the plurality of individual guidance areas when the actual play action is executed,
    Control method to execute.
PCT/JP2020/001569 2019-01-23 2020-01-17 Game system, computer program to be used therefor, and control method WO2020153268A1 (en)

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