WO2020166514A1 - 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 - Google Patents
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 Download PDFInfo
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- WO2020166514A1 WO2020166514A1 PCT/JP2020/004873 JP2020004873W WO2020166514A1 WO 2020166514 A1 WO2020166514 A1 WO 2020166514A1 JP 2020004873 W JP2020004873 W JP 2020004873W WO 2020166514 A1 WO2020166514 A1 WO 2020166514A1
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- screen
- period
- game
- dance
- switching
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10G—REPRESENTATION OF MUSIC; RECORDING MUSIC IN NOTATION FORM; ACCESSORIES FOR MUSIC OR MUSICAL INSTRUMENTS NOT OTHERWISE PROVIDED FOR, e.g. SUPPORTS
- G10G1/00—Means for the representation of music
- G10G1/02—Chord or note indicators, fixed or adjustable, for keyboard of fingerboards
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
Definitions
- the present invention provides a display device for displaying a guide screen including an input device for inputting a play action of a user, 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 a relative displacement between the indicator and the reference mark so that the positions of the indicator and the reference mark are matched at each execution time based on the sequence data in which each execution time is described.
- the present invention relates to a game system and the like which provides a game in which each execution time is guided through the guide screen and the time when the user's actual play action input through the input device is evaluated based on each execution time.
- a display device Connected to an input device for inputting a play action of the user, and a display device for displaying a guide screen including an instruction mark corresponding to an execution time when the play action should be executed and a reference mark corresponding to the current time Based on the sequence data in which each execution time is described, a relative displacement is caused between the instruction sign and the reference sign so that the positions of the indication sign and the reference sign match at each execution time.
- a game system that provides a game that guides each execution time and evaluates the time of a user's actual play action input through an input device based on each execution time. For example, a music game that uses an object, a determination mark, a normal game screen, and an operation of pressing a rotation button as the instruction mark, the reference mark, the guide screen, and the play action is known (for example, Patent Document 1). reference).
- each judgment mark moves toward each object, and the time when the rotation button should be pressed is guided by the coincidence time of their positions, and the time is evaluated. Therefore, the user's consciousness is mainly directed to each determination mark and each object, and is displayed so as to be most noticeable (or noticeable) on the normal game screen.
- the reference mark in other words, the play of the music game itself may occur.
- such music games may be provided as part of various games. In such a case, even if the music game is being played, it is better to let the user recognize the instruction mark or the reference mark, that is, the priority of the music game play itself, depending on the progress of the entire game. Good factors can occur.
- an object of the present invention is to provide a game system and the like that can preferentially provide other game elements to a user than guidance of each execution time based on an instruction sign and a reference sign.
- the game system of the present invention displays a guide screen including an input device for inputting a play action of a user, 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. Connected to the display device, and based on the sequence data in which each execution time is described, between the instruction mark and the reference mark so that the positions of the instruction mark and the reference mark match at each execution time.
- a game is provided in which each execution time is guided through the guide screen by causing a relative displacement, and the actual play action time of the user input via the input device is evaluated based on each execution time.
- the evaluation of each execution time to be guided through the guide screen is processed according to a predetermined rule instead of the evaluation based on the actual play action.
- a timing processing means for performing is 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 includes a guide screen including an input device for inputting a play action of a user, an instruction mark corresponding to an execution time at which the play action is to be executed, and a reference mark corresponding to the current time.
- a guide screen including an input device for inputting a play action of a user, an instruction mark corresponding to an execution time at which the play action is to be executed, and a reference mark corresponding to the current time.
- the instruction indicator and the reference indicator are set so that the positions of the instruction indicator and the reference indicator match at each execution time.
- the timing processing procedure for processing according to the rules is executed.
- the functional block diagram which shows the principal part of the control system of a game machine.
- the figure which shows an example of a home screen typically.
- the figure which shows an example of a team selection screen typically.
- the figure which shows an example of the guide screen for a play typically.
- the figure which shows an example of a partner selection screen typically.
- the figure which shows an example of a dance screen typically.
- the figure which shows an example of an automatic setting screen typically.
- the figure which shows an example of a character screen typically.
- the figure which shows an example of a lottery result screen typically.
- Explanatory drawing for demonstrating an example of the personality set to a character regarding dance skill Explanatory drawing for demonstrating an example of the start period and end period which arise in an opponent when a user first satisfy
- Fig. The figure which shows an example of a structure of sequence data.
- the flowchart which shows an example of the procedure of a screen switching process.
- the flowchart which shows an example of the procedure of a difficulty level switching process The flowchart which shows an example of the procedure of a guidance omission process.
- the flowchart which shows an example of the procedure of a guidance maintenance process The flowchart which shows an example of the procedure of a video presentation process.
- the flowchart which shows an example of the procedure of a special evaluation process The flowchart which shows an example of the procedure of a screen return 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 server units 2A, 2B... As a plurality of computer devices.
- the center server 2 may be configured by a single server unit.
- the center server 2 may be logically configured 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 center 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, 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 the 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, also 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.
- the game machine 3 provides a character training game.
- the character breeding game is a type of game for breeding a character in the game.
- a character a person having various jobs such as a monster, an athlete, or a warrior, and various objects such as cars and animals may be used.
- the character to be raised may be a single body or a plurality of characters.
- the game machine 3 provides a character training game of a type in which a dance unit (a team of a plurality of characters) is trained.
- each character forming a dance unit is trained through various elements in the game.
- Such training elements include mini games. That is, each character is trained through playing such a mini game.
- Such a mini game may include various games, but includes a music game as an example.
- 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 time when the appropriate play action should be executed 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.
- 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. Further, 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.
- 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 and the reference mark are used, and the instruction mark at each execution time is used. 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.
- 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 a user's personal use.
- 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 that can be connected to the network and are provided for personal use of the user such as a stationary home game machine, a portable game machine, and a portable tablet terminal device, 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. Note that 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 the character training 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 character raising game (including a part of a character raising game such as a music game) as a multi-play type game in which progress is shared among a plurality of users through such a matching service. There is.
- the game machine service may also include a service that receives the user's 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 saving the play data, or providing the play data to be saved 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 regarding games provided by the game machine 3, a distribution service that distributes various data or software to each user terminal device 4 (including update of data, etc.) 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 nonvolatile 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 required 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 character training games, but in the example of FIG. 2, moving image data MD and sequence data QD are shown as a kind of such various data.
- Both the moving image data MD and the sequence data QD are data for music games.
- the moving image data MD is data for displaying a moving image during a music game.
- Such videos include dance videos (including dance animations by each character).
- Such dance (motion) of the character of the dance moving image may be realized at any time by the program PG1 based on the moving image data MD. It may be realized by a trajectory based on the above.
- the moving image data may be configured as data that reproduces an operation based on the detection result of such a motion sensor.
- each moving image may be configured as a shooting result of shooting the virtual three-dimensional space.
- each moving image is a moving image (a moving image in which each character moves around the virtual camera) based on the shooting result of the virtual camera at a fixed position (the shooting direction and the angle of view may be changed appropriately). Included), or may be configured as a moving image based on a shooting result of a movable virtual camera whose position changes so as to move around an appropriate character (or plural characters). That is, the moving image data MD may be appropriately configured based on a known technique.
- the sequence data QD is data that describes each execution time at which a user should perform a play action in a music game.
- the sequence data QD is used to inform the user of such execution times.
- 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 so as to be associated with each execution time and information on an appropriate play action to be executed at the execution time.
- the sequence data QD is prepared for each song or difficulty level. Details of the sequence data QD will be described later.
- the server data may include various types of data for implementing various types of services, for example.
- data may include music data, play data, ID management data, or the like.
- the music data is data for reproducing music used in a music game.
- 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 carry over the play result up to the previous time (past performance) to the next time or after, or to carry over the setting content unique to each user.
- the ID management data is data for managing various IDs such as a user ID. 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.
- Various logical devices are configured in the control unit 31 by combining the hardware resources of the control unit 31 and the program PG2 as a software resource. Then, various kinds of processing (including processing necessary for enjoying the game machine service provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices. 2
- the guidance control unit 33, the moving image control unit 34, and the evaluation unit 35 are shown as logical devices related to the music game.
- the guidance control unit 33 is a logical device that performs various processes for controlling guidance of each execution time through the instruction mark and the reference mark. For example, the guidance control unit 33 executes various processes for controlling the display (including relative displacement) of the instruction mark and the reference mark. Such processing includes screen switching processing, difficulty level switching processing, guidance omission processing, guidance maintenance processing, screen returning processing, and difficulty level returning processing.
- the moving image control unit 34 is a logical device that performs various processes for presenting a moving image on a game screen for a music game. Such processing includes moving image presentation processing.
- the evaluation unit 35 is a logical device that performs various processes for evaluating each play action of the user in the music game. Such processing includes special evaluation processing and evaluation exclusion processing. The procedures of the screen switching process, the difficulty level switching process, the guidance omitting process, the guidance maintaining process, the screen returning process, the difficulty level returning process, the moving image presenting process, the special evaluation process, and the evaluation exclusion process 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 the character development game is recorded together with the above-mentioned program PG2.
- game data also includes various data for music games, in the example of FIG. 2, moving image data MD and sequence data QD are shown as a part of such data for music games. There is. Both the moving image data MD and the sequence data QD are provided from the center server 2 through the 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 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 configured appropriately 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.
- a control panel provided with a plurality of push buttons may be prepared.
- an operation of pressing the push button with a foot or a hand is used as a play action.
- a touch pad or a touch panel display may be used as the input device 36.
- an action of touching these with a hand or foot or a pen for touch is used as a play action.
- a keyboard including a plurality of push buttons is used as the input device 36, or a dedicated controller (including a mat controller used mainly on the floor for operation with feet) is used. You may 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 may be used as the input device 36. In this case, 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, an alternative 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.
- the user terminal device type game machine 3 provides the 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 a music game is provided for a fee, the price may be collected through various well-known payment processes in the user terminal device type game machine 3.
- a game screen for providing a character upbringing game will be described with reference to FIGS. 3 to 14. More specifically, a game screen related to the music game among the game screens for the character training game will be described. Such game screens include a home screen, a character screen, a music game screen, and a lottery result screen. Below, an example of a game screen displayed on the monitor 37 of such a portable game machine 3C will be described, taking the portable game machine 3C that uses a touch panel as the input device 36 as an example.
- FIG. 3 is a diagram schematically showing an example of the home screen.
- the home screen 40 is a game screen that mainly functions as a starting point for other game screens. Therefore, on the home screen 40, an icon (hereinafter, may be referred to as a transition icon) that functions as a touch position (a position where a touch operation should be performed) for making a transition to each screen is displayed.
- the home screen 40 may be provided with other management functions and information.
- the home screen 40 has a “STORY” icon 41, a “DANCER” icon 42, a “TEAM” icon 43, a “lottery” icon 44, a “lottery” icon 45, and a “DANCE BATTLE” icon. 46, a "MISSION" icon 47, an information area 48, and a character image CA.
- the “STORY” icon 41 is a transition icon for transitioning to a story screen (not shown).
- the story screen is a game screen for selecting and viewing a story (story) animation (moving image) set for each character such as an individual history of each character in the game or a conversation scene of a plurality of people.
- Such stories may include those that are newly released (become viewable) depending on the play situation, such as the rewards obtained in the game and the level of each character.
- the “TEAM” icon 43 is a transition icon for transitioning to a team (unit) organization screen (not shown).
- the team formation screen is a game screen for selecting each character forming a dance unit.
- One dance unit may be formed by an appropriate number of characters, but a case where one dance unit is formed by three characters will be described below.
- the “you use” icon 45 is a transition icon for making a transition to the use screen (not shown).
- the use screen is a game screen for providing a use event.
- the use event is an event for acquiring various items, and is provided along with the consumption of a predetermined value set in the game. For example, as such a predetermined value, a physical fitness value is used among the parameters set by the user.
- the physical strength value is a value that recovers up to an upper limit value (which may change depending on the level, etc.) over time, and is a value consumed for the use of various events and the like. Since the physical strength value is a value that rises (recovers to the upper limit value) with the passage of time, it is often the case that positive consumption leads to effective use of time for the user.
- the use of the character used for the use event may be restricted during the period. In such a case, it is possible to promote the utilization of a character that is rarely used even if the Otsugi can be used without consuming the physical strength value.
- the value of the item obtained by the event may change such that the longer the period, the higher (or more) the higher the period.
- the item obtained by the event may be randomly determined in addition to such a period or regardless of such a period, or may be determined according to a play situation or the like.
- the “MISSION” icon 47 is a transition icon for transitioning to the mission screen (not shown).
- the mission screen is a game screen for providing information about the mission such as a list of missions prepared in the game, achievement conditions, rewards for achievement, or achievement history.
- a mission is a type of event for giving a predetermined reward to a user by satisfying (achieving) an achievement condition.
- Such missions are available from those where it is possible to determine whether or not it is possible to achieve each play, to those which are intended for relatively long-term play that cannot be achieved by playing only this time (once). You may For example, when there is a concept corresponding to time in the game, such a concept of time may be considered in the mission achievement conditions.
- a mission related to the achievement condition may be prepared for an appropriate period such as daily or weekly in the concept of time during the game.
- a similar long-term mission may be realized utilizing the real-time concept of time.
- the "MISSION" icon 47 is not a transition icon, but an additional area (so-called pop-up area) such as a mission information section (area for presenting information similar to the above-mentioned mission screen) on the home screen 40 in response to a touch operation. ) May function as an icon for newly adding.
- the “DANCER” icon 42 is a character screen
- the “lottery” icon 44 is a lottery result screen
- the “DANCE BATTLE” icon 46 is a music game screen. Details of the music game screen, the character screen, and the lottery result screen will be described later.
- the information area 48 is an area for presenting various kinds of information related to the game.
- the information area 48 includes, for example, a name area 48A, a rank area 48B, a physical strength value area 48C, and a currency area 48D.
- the name area 48A is a name (“gogo”) of the user in the game, and various titles for the user prepared in the game (in accordance with the fulfilled conditions when the play situation satisfies various grant conditions). It is often provided so as to correspond to a part of the ranks described later, and often functions as a kind of information indicating the rank of the user, but it is provided independently of the rank.
- This area is for displaying the title (“Red Crane Academy Gold Student”) given to the user who is playing the game.
- the rank area 48B is given according to the ranks prepared during the game (similar to the title, when the play situation satisfies various granting conditions, and is given to some ranks at predetermined intervals, etc.). Is an area for displaying the rank (“1”) acquired by the user who is playing, among the titles (often provided).
- the rank is a value indicating the degree of growth in the user's game, and the larger the value, the more often the game has been played.
- the currency area 48D is an area for displaying information about a currency value that functions as a currency in the game (hereinafter, may be referred to as in-game currency).
- the in-game currency is a value consumed for using a predetermined function such as purchasing an item or giving various lottery opportunities.
- the in-game currency is purchased, for example, along with the consumption of actual currency (which may be collected in the same manner as the consideration for play).
- the currency area 48D is provided with, for example, a currency balance area 48D1 and a currency purchase icon 48D2.
- the currency balance area 48D1 is an area for presenting the in-game currency balance (“0”) currently owned by the user.
- the currency purchase icon 48D2 is an icon that functions as a touch position for purchasing the in-game currency (increasing the balance). Specifically, the currency purchase icon 48D2 functions as a position that is touch-operated to request the purchase of in-game currency. Along with the touch operation on the currency purchase icon 48D2, for example, an additional area (so-called pop-up) for selecting the purchase amount or confirming whether the purchase can be executed may be further presented.
- the physical strength value area 48C is an area for displaying information regarding the physical strength value of the user.
- a physical strength value presentation area 48C1 and a recovery icon 48C2 are provided.
- the physical strength value presentation area 48C1 is an area for presenting the current value and the upper limit value of the physical strength value of each character. In the example of FIG. 3, “30” is presented as both the current physical strength value (numerator of “30/30”) and the upper limit value (denominator of “30/30”) of this character.
- the recovery icon 48C2 is an icon that functions as a touch position for recovering the physical strength value. More specifically, the recovery icon 48C2 functions as a position that is touch-operated to request recovery of the physical strength value.
- an additional area for confirming whether or not to select an item or to use the item may be further presented.
- the physical fitness value is consumed as described above, for example, by playing a casual event or a music game.
- the character image CA is an image corresponding to each character.
- a character image CA corresponding to each character forming the dance unit to be trained is appropriately displayed.
- three character images CA corresponding to the three characters (all members) forming the dance unit are displayed.
- the physical strength value presentation area 48C1 is not limited to such physical strength values of the user, and information on physical strength values relating to a character corresponding to an appropriate condition, such as a character designated by a predetermined designating means such as a cursor, is displayed. May be presented. Alternatively, the physical fitness values of all the characters may be presented in the physical fitness value presentation area 48C1. Similarly, the arrangement of each character image CA on the home screen 40 may be appropriate. For example, even if a character (a so-called recommended member) most recommended by the user is determined in accordance with conditions such as designation in advance or a play situation, and the character image CA of such a character is arranged at the frontmost position on the home screen 40. Good. Alternatively, the arrangement of each character image CA may be determined based on the designation of the user.
- FIG. 4 to 11 each schematically show an example of the music game screen.
- Each of the music game screens is a game screen related to the playing of the music game.
- the music game screen includes a team selection screen, a play guidance screen, a partner selection screen, a dance screen, and an auto setting screen.
- FIG. 4 is a diagram schematically showing an example of the team selection screen.
- the team selection screen 50A is a game screen for selecting a dance unit (team) used for playing a music game. That is, the team selection screen 50A is used to select a dance unit to be trained through playing a music game.
- such a team selection screen 50A includes a team formation icon 50A1, a team presentation area 50A2, a switching instruction icon 50A3, an automatic designation area 50A4, and a determination instruction icon 50A5.
- the team formation icon 50A1 is one of the transition icons and has the same function as the “TEAM” icon 43.
- the team presentation area 50A2 is an area for presenting detailed information of the currently selected team.
- the team presentation area 50A2 further includes, for example, a character information area 50A6 and a team information area 50A7.
- the character information area 50A6 is an area for presenting the characteristics of each character forming the selected team for each character. Therefore, the character information area 50A6 is a character image CA showing each character (the character image CA may be either a still image or a moving image, and the posture, the plurality, etc. may be different depending on the game screen or the situation). , And feature information.
- the team information area 50A7 is an area for presenting the characteristics of each team (dance unit). As such a characteristic, the total value of the parameters of each character presented in the character information area 50A6 is used. That is, in the team information area 50A7, the total value of the parameters presented in the character information area 50A6 is presented for each parameter.
- the switch instruction icon 50A3 is an icon that functions as a touch position for executing a request to switch the currently selected team to another selectable candidate team.
- the selected team is switched to another team as a selection candidate team by a touch operation on the switching instruction icon 50A3. That is, with the touch operation on the switching instruction icon 50A3, the display content of the team presentation area 50A2 is switched to the content of another team.
- the determination instruction icon 50A5 is an icon that functions as a touch position for executing a request for determining the team to be played to the selected team. With the touch operation on the determination instruction icon 50A5, the currently selected team (the team currently presented through the team presentation area 50A2) is determined as the team to be played.
- the auto designation area 50A4 is an area for presenting information about auto play.
- Autoplay is one of the play modes (modes) prepared for music games, and is a mode in which the evaluation of the play action to be executed by each user is automatically processed as a predetermined evaluation result. That is, when the music game is played by the auto play, the user is given a predetermined evaluation result (a predetermined score when the evaluation result is given as a score) without executing the play action.
- Such auto play can be selected (played) when the auto play condition is satisfied.
- use of a specific item hereinafter sometimes referred to as a ticket
- the automatic designation area 50A4 includes, for example, an availability information area 50A8 and a ticket purchasing icon 50A9.
- the availability information area 50A8 is an area for presenting information regarding the availability of autoplay selection.
- the permission/prohibition information area 50A8 for example, information regarding the number of owned tickets is presented.
- the ticket purchasing icon 50A9 is an icon that functions as a touch position for purchasing (increasing the number of remaining tickets) tickets that enable auto play. Therefore, along with the touch operation on the ticket purchasing icon 50A9, for example, an additional area (so-called pop-up) for selecting the number of purchases or confirming whether or not the purchase can be executed may be further presented.
- 0 is displayed as the number of possessed tickets (owned number) in the permission/prohibition information area 50A8. That is, the user does not have a ticket.
- a ticket purchasing icon 50A9 is displayed in the automatic designation area 50A4, and a ticket is purchased through a touch operation or the like on the ticket purchasing icon 50A9.
- an autoplay instruction icon (not shown) for instructing autoplay may be displayed in the auto designation area 50A4 instead of the ticket purchasing icon 50A9. Then, such an auto play instruction icon may function as a transition icon for transitioning to the auto setting screen.
- FIG. 5 is a diagram schematically showing an example of the play guide screen.
- the play guide screen 50B is a kind of game screen for actually allowing the user to play the music game, and is a game screen for actually guiding the execution timing of the play action to be executed by each user. Therefore, as shown in FIG. 5, the play guide screen 50B includes the object 51, the determination line 52, and the character image CA.
- the character image CA is an image corresponding to each character as described above.
- a character image CA of each character corresponding to the dance unit determined on the team selection screen 50A is displayed on the play guidance screen 50B. Further, each character image CA functions as a moving image (animation) that dances to the rhythm of the music.
- the object 51 is an image that functions as an instruction mark, appears at the back side of the play guide screen 50B at an appropriate time, and moves toward the front side. Further, the size of the object 51 also changes so as to gradually increase as it moves from the back side to the front side.
- the judgment line 52 is an image that functions as a reference sign, and is arranged at a fixed position on the front side of the play guide screen 50B.
- the determination line 52 is provided with a plurality of arrival position indicators 52A.
- Each arrival position index 52A is an image that functions as an index indicating the arrival position of each object 51, and is formed in the same form as each object 51, that is, in the same size and shape as each object 51 at that position.
- each reaching position index 52A functions as a via position of a route (not shown) for each object 51 extending from the back side to the front side of the play guide screen 50B, and each object 51 has such a route.
- each of the execution timings so as to coincide with the position of each reaching position index 52A.
- each user is requested to perform a touch operation on the position of each reaching position index 52A whose position matches each object 51 in accordance with the matching between each object 51 and each reaching position index 52A.
- a touch operation is evaluated as the smaller the time difference between the arrival time of each object 51 to each arrival position index 52A (the execution time of the sequence data QD) and the actual touch operation time is, the higher the touch operation is. .. That is, the smaller the deviation time is, the higher the score is given to the user.
- the determination line 52 is formed in an arc shape on the front side of the play guide screen 50B and has four reaching position indicators 52A. Further, these four reaching position indicators 52A are associated with each character of the dance unit. For example, the first arrival position index 52A from the left is associated with the character of the character image CA at the left end and the character of the character image CA at the center next thereto at 70% and 30%, respectively. Similarly, for example, the rightmost arrival position index 52A is associated with the character of the rightmost character image CA at 70% and the character of the central character image CA at 30%. In this way, each reaching position index 52A is associated with each character with an appropriate inclination. And such an association is associated with the growth of each character. Specifically, the evaluation result of the touch operation on each reaching position index 52A is assigned to the growth of each character according to such association. In this example, the play guide screen 50B functions as the guide screen of the present invention.
- each reaching position index 52A and each character may be set appropriately.
- the three reaching position indicators 52A may be associated with the three characters one by one. In this case, the remaining one reaching position index 52A may be equally associated with the three characters so as to be almost averaged, or may be associated with an appropriate character with an appropriate inclination.
- the number of arrival position indicators 52A may be three so as to correspond to the number of characters.
- the correspondence relationship between each reaching position index 52A and each character is not limited to the arrangement of each character image CA. For example, the correspondence relationship between each reaching position index 52A and each character may be set under appropriate conditions such as designation by the user.
- each character image CA may be determined under appropriate conditions such as designation by the user.
- the placement position of each character, the result of the touch operation for each reaching position index in other words, the characteristic of the music
- the arrangement position of each character can be used as an element that affects the growth of the character.
- the arrangement position of each character can be used as an element that affects the growth of the character.
- the user's intention can be reflected in such growth. Then, for example, it is possible to increase the degree of involvement of the user in the growth, such as ingenuity of character arrangement when forming a team.
- each character is provided with a parameter (hereinafter, may be referred to as a scoring system parameter) related to the size of the score per object 51, and the play result of the music game ( Your score may be affected.
- a scoring system parameter related to the size of the score per object 51
- Your score may be affected.
- the number of the objects 51 that reach the leftmost arrival position index 52A is large, it is possible to encourage the arrangement of the respective character images CA so that the arrival position index 52A is associated with a character having a high scoring system parameter. it can.
- This allows the user to consider the character placement strategy in accordance with the difference in the number of objects 51 reaching each reaching position index 52A for each song (or for each difficulty level). It can be given as a game element.
- the dance screen is a game screen for providing a special moving image in which the dance unit (may be some but not all) performs a special dance according to the skill (characteristic) of each character.
- the details of the dance video will be described later in detail with the dance screen, a selection opportunity is provided for selecting which dance video whose character is the main character of the dance unit is displayed on the dance screen before switching to the dance screen.
- FIG. 6 is a diagram schematically showing an example of the play guide screen 50B providing such a selection opportunity.
- the play guidance screen 50B providing such a selection opportunity corresponds to each character of the dance unit dancing on the play guidance screen 50B as compared with the example of FIG.
- the display of the character icon 53 is added.
- the character icon 53 is an icon that functions as an option for selecting the main character in the dance video. Specifically, with a touch operation on the character icon 53 corresponding to each character, the character corresponding to the character icon 53 is determined as the main character in the dance moving image.
- the character icon 53 also functions as a transition icon for transitioning to the partner selection screen. That is, with the touch operation on the character icon 53, the screen changes to the partner selection screen. After the touch operation on the character icon 53, a pop-up or the like for confirming whether or not to confirm the selection result may be appropriately presented.
- an image corresponding to the head of the character image CA is displayed on each character icon 53, and a dance pattern image 54 is provided.
- the dance pattern image 54 is an image showing, as a symbol, the characteristics of the dance moving image when the character corresponding to each character icon 53 becomes the main character.
- the dance pattern image 54 shows a dance by two characters as a feature of the dance moving image. Each user selects the main character while referring to such a dance pattern image 54.
- FIG. 7 is a diagram schematically showing an example of the partner selection screen.
- the partner selection screen 50C is a game screen for selecting a character to be a partner (cooperator) of the main character in the dance video. Therefore, the partner selection screen 50C is provided when the dance video corresponds to the dance by some characters in the dance unit.
- the example of FIG. 7 shows a case where the character icon 53 located in the middle is selected in the example of FIG. A dance pattern image 54 showing a dance by two characters is displayed on the character icon 53.
- the partner selection screen 50C includes a main character area 55 and a partner candidate icon 56.
- the main character area 55 is an area showing the main character in the dance video.
- the partner candidate icon 56 is an area showing each character of the main character partner candidates.
- the partner candidate icon 56 also functions as a touch position for requesting the partner's decision in the dance operation. That is, with the touch operation on the partner candidate icon 56, the character corresponding to the touched partner candidate icon 56 is determined as the partner of the main character.
- a character image CA (mainly only the head) corresponding to each character is displayed in both the main character area 55 and the partner candidate icon 56. Further, two partner candidate icons 56 respectively corresponding to the other two characters of the main character are displayed. Therefore, in accordance with the touch operation on one of these, the character corresponding to the touched partner candidate icon 56 is determined as the partner in the dance video.
- a count information area 57 is also provided on the partner selection screen 50C. The count information area 57 is an area showing the remaining time for partner selection through the partner selection screen 50C. Then, when the remaining time (“3”) in the count information area 57 becomes zero, the character of the partner candidate icon 56 located above the two partner candidate icons 56 is automatically determined as the partner. ..
- the selection of the partner on the partner selection screen 50C is not limited to the time, and may be ended according to an appropriate condition such as a user's end instruction. Further, even when the dance by three characters is selected, the partner selection screen 50C may be displayed and the main partner may be selected from two characters other than the main character. On the other hand, when the dance by three characters is selected, the display of the partner selection screen 50C may be omitted. In this example, two characters (two character images CA) respectively corresponding to the two partner candidate icons 56 function as two or more characters of the present invention.
- FIG. 8 is a diagram schematically showing an example of the dance screen.
- the dance screen 50D is a game screen for displaying the special moving image as described above.
- the special moving image is a dance moving image shown by the main character and the partner character.
- a dance according to the skill of the main character is performed. Therefore, each character performs an action (dance) that is not performed during normal play, in other words, is not performed on the play guide screen 50B.
- the dance screen 50D is a game screen that can be switched from the play guide screen 50B when the switching condition is satisfied.
- the switching condition may be, for example, a designation operation for designating the user's switching (for example, a specific operation corresponding to such designation, an operation depending on the type of the input device, and a designation act of the present invention including such a behavior).
- a limit of a predetermined number of times such as once for each character may be set in a predetermined range such as a play range or a predetermined period).
- a value indicating whether or not the screen can be switched to the dance screen 50D and a gauge indicating the amount are provided, and when the value exceeds a predetermined amount, or when the score obtained exceeds a predetermined value, the play situation
- the switching condition may be satisfied when is a predetermined condition. Further, the switching condition may be satisfied when the user's designation is executed after the play situation is met.
- the object 51 and the determination line 52 are set so that the dance video becomes more conspicuous than the play guide screen 50B in the example of FIG. (Including) is omitted and is not displayed. That is, in the dance screen 50D, guidance of the execution time of the play action (touch operation) is omitted so that the user's consciousness is directed to the viewing of the dance video (the viewing of the dance video is prioritized).
- the object 51 and the determination line 52 not only the object 51 and the determination line 52 but also various other information and the like are similarly hidden.
- a dance video information section DI is added to the dance screen 50D.
- the dance video information section DI displays information (“overhead”) about the type of dance video (in other words, the type of dance expressed through the dance video).
- the dance screen 50D functions as the special screen of the present invention.
- the two character images CA (or the two characters corresponding to them) displayed on the dance screen 50D function as a part of the characters of the present invention.
- the dance screen 50D may be appropriately configured as long as the dance video is more prominent than the play guide screen 50B.
- a guidance image layer (which may be determined to be an image area) including the object 51 and the determination line 52 and a character image CA (in other words, a dance video) are displayed for dance. Is separated from the image layer.
- a gyro sensor, an acceleration sensor, etc. are provided in the portable game machine 3C so that the user's motion can be detected (for example, in the stationary game machine 3B and the arcade game machine 3A, the same sensor is used).
- the user's motion can be detected, such as when the used head-mounted display is used), and the position of the virtual camera may change according to the user's motion.
- the size and orientation of the character image CA display of the image layer for dancing
- the display position and the like image layer for guidance
- they are thus configured as separate layers.
- the dance screen 50D and in the example of FIG. 8, only the guide image layer corresponding to the object 51 and the like is hidden (transmissive layer).
- the screen that hides only the guide image layer of the play guide screen 50B functions as the dance screen 50D.
- the structure in which the dance video is conspicuous is not limited to such a structure.
- the dance screen 50D may be configured by disposing another image layer on the play guide screen 50B so as to hide the object 51, the determination line 52, and the like.
- all the image layers including the image layer for dancing of the play guide screen 50B may be replaced with another image layer corresponding to the dance moving image.
- the dance screen 50D does not have to have a configuration in which the object 51 and the determination line 52 are not displayed as long as the dance moving image is more prominent than the play guide screen 50B.
- the dance screen 50D may hide only one of the object 51 and the judgment line 52, or may display the entire play guide screen 50B (for example, a part of the object 51 and the judgment line 52). You may reduce and display. That is, the dance screen 50D may be displayed in parallel on the image layer displaying the special moving image or in a region different from the image layer, such that the entire play guiding screen 50B is reduced.
- the dance screen 50D is also a part of the music game screen, the music game continues even while the dance screen 50D is being displayed, and each user is required to perform an appropriate play action.
- both the object 51 and the determination line 52 are hidden so that the dance moving image becomes more conspicuous. Therefore, the guidance of the play action itself is omitted, and it is difficult for the user to grasp an appropriate execution time. Therefore, during the display of the dance screen 50D, the evaluation of the play action that the user should normally perform, in other words, the evaluation of each execution time that should otherwise be guided through the play guide screen 50B is predetermined. It is automatically processed according to the rules.
- the predetermined rule may be set in various ways, for example, a predetermined evaluation result is used as the predetermined rule.
- a predetermined evaluation result is used as the predetermined rule.
- each execution time corresponding to the sequence data QD being played through the play guidance screen 50B is processed as a predetermined evaluation result.
- the evaluation result has a predetermined range before and after the execution time of the sequence data QD as “PERFECT!”, and a predetermined range further before and after the predetermined range as “GREAT” and “GREAT”.
- the predetermined range before and after the range is defined as “GOOD” and the range outside the “GOOD” is defined as “MISS” in order of high evaluation
- the predetermined evaluation result is “PERFECT! !” is used. That is, on the dance screen 50D, the evaluation result of each object 51 heading toward each reaching position index 52A as the music progresses while being hidden is uniformly processed as "PERFECT!”.
- the evaluation result is not limited to "PERFECT!", and an appropriate evaluation result such as "GREAT” may be used as the predetermined evaluation result.
- non-evaluation may be adopted as the predetermined rule. That is, in the dance screen 50D, each execution time may be excluded from the evaluation target and may be treated as not existing in the sequence data QD.
- processing may be omitted when the display of the object 51 or the like can be confirmed, for example, when the play guide screen 50B is reduced and displayed.
- the user may be given normal treatment (or appropriate treatment for reducing the burden) even while the dance screen 50 is displayed. In this case, such treatment may function as a predetermined rule.
- () may require a play action (for example, the required play action may change from a touch operation to a button operation or the like as one of appropriate measures). Further, such a request for a play action during the display of the dance screen 50 is made when the user has an intention to perform a play action such as when the user performs an appropriate play action on the object 51 or the like. May be limited to
- the music game may be provided to one user as a one-player play (simply as an element for training each character), but may be provided to a plurality of users as a plurality of plays.
- 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 as a competitive game in which each user competes with each other. Even so, it is often the case that a plurality of users play in common with each other.
- the display of each character image CA and the movement (dance) thereof are different so as to correspond to the dance unit for each user, the guidance of each execution time based on the sequence data QD is often common.
- each user may be matched through a matching service, for example.
- the matching service may be implemented 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.
- the opponent user may satisfy the switching condition (the dance screen 50D may be provided to the opponent user).
- the difficulty level of the music game of the opponent changes while the dance screen 50D is being displayed (in other words, while the skill of the main character is being activated).
- the difficulty level of the music game of the opponent is another difficulty level higher than the current level (before skill activation).
- Switch to. may be realized by an appropriate method. For example, in a battle-type game, guidance based on sequence data QD of the difficulty level selected by the user, and a difficulty level one level higher than the guidance level are displayed.
- the guidance based on the sequence data QD is simultaneously executed so as to be parallel. Then, with the switching to the dance screen 50D, the guidance based on the sequence data QD of the next higher difficulty level that was not displayed is displayed, and the guidance based on the sequence data QD of the difficulty level selected by the user is hidden. To each of them. That is, the guidance in the non-display state and the guidance in the display state are switched when the switching to the dance screen 50D is triggered. In order to prepare for such switching of the difficulty level, the switching advance notice is provided to the user of the opponent who is playing the same game through the play guide screen 50B along with the provision of the switching condition. The switching notice is information indicating in advance that the game screen of the opponent is switched from the play guide screen 50B to the dance screen 50D, in other words, the difficulty level of the music game currently being played is increased.
- FIG. 9 is a diagram schematically showing an example of the play guide screen 50B which is providing the switching notice.
- the switching notice icon 58 is displayed on the play guidance screen 50B before such switching.
- the switching notice icon 58 is an icon that functions as information indicating the above-mentioned switching notice.
- a start period after the switching notice icon 58 is displayed until the opponent's game screen is actually switched to the dance screen 50D, a start for preparing for a change in difficulty level is started. Preparations may be performed.
- a continuous operation such as a play action in which the sequence data QD maintains (continues) (touches) the touch operation on the arrival position index 52A over a predetermined period, or a play action in which the touch operation is repeated.
- a continuous operation or repetitive operation may cross the change of the difficulty level.
- the change in the difficulty corresponds to the change in the sequence data QD, and the execution period spanning the switching of the difficulty may disappear after the switching, so that a special measure is required.
- the processing related to the execution period spanning such switching of the difficulty level is executed as the preparation for starting.
- the end period is set after returning to the play guide screen 50B. Then, in the end period, the end preparation may be executed. For example, the execution period spanning the switching of the difficulty level as described above may occur at the end (at the end of the dance screen 50D). Therefore, for example, even when the processing related to the execution period spanning such switching of the difficulty level is completed, the processing is also executed as preparation for ending. Details of the start preparation and the end preparation will be described later.
- the switching of the difficulty level is not limited to the method of switching the two difficulty levels to be guided in parallel between the non-display state and the display state as described above.
- the switching of the difficulty level may be realized by an appropriate method. For example, when switching to the dance screen 50D, guidance based on the sequence data QD having a high degree of difficulty may be started from there. Alternatively, it may be realized by appropriately adding the execution time (in other words, the object 51) to the guidance based on the current sequence data QD. That is, the sequence data QD of different difficulty may be generated based on the current sequence data QD.
- switching difficulty levels is not limited to increasing difficulty levels.
- the switching of the difficulty level may be realized in the direction of decreasing the difficulty level.
- the number of objects 51 also decreases, which can lead to a decrease in the total score acquired by the opponent.
- such switching may be used simply to disturb the opponent's pace due to the change in rhythm accompanying the switching of the difficulty level.
- the evaluation result for each object 51 may be appropriately adjusted so that the obtainable score (denominator of the score obtainable by the game) is similar.
- the score per object 51 (the score to be given to the user when an appropriate play action is executed for one object 51) is changed (the number of objects 51 increases). If the number is small, it may be large). Since the number of objects 51 is generally higher in the higher difficulty level, if the same score is uniformly applied, the higher difficulty level may be more advantageous in terms of the acquired score (in the low difficulty level, In the case of vice versa), it is possible to suppress such an influence, and relatively fairness can be ensured in terms of the effect of skill activation. Alternatively, on the contrary, the evaluation result (one acquired score) of each object 51 may increase during the switching of the difficulty level.
- FIG. 10 is a diagram schematically showing an example of the play guide screen 50B in which the opponent is providing the dance screen 50D.
- a situation presentation area 59 is added to the play guide screen 50B in which the opponent is providing the dance screen 50D, as compared to the example of FIG.
- the situation presentation area 59 is an area showing that the opponent is providing the dance screen 50D.
- the situation presentation area 59 also functions as an area indicating that the difficulty level currently being played is higher than the original difficulty level (the difficulty level selected by the player).
- the situation presentation area 59 includes a main character notification area 59A, a partner character notification area 59B, and a dance skill notification area 59C.
- the main character notification area 59A and the partner character notification area 59B are areas for notifying information of the main character and the partner character performing the dance on the dance screen 50D of the opponent.
- the character images CA (mainly only the head) are displayed as the information of the main character and the partner character.
- the dance skill notification area 59C is an area for notifying the type (for example, "overhead") of the dance (dance accompanying the skill activation) being performed by the main character and the partner character. Then, it is understood that the difficulty level is increasing due to the presentation of the situation presentation area 59.
- FIG. 11 is a diagram schematically showing an example of the automatic setting screen.
- the auto setting screen 50E is a game screen for making settings related to auto play. As described above, the auto setting screen 50E transitions when the auto play instruction icon is touched on the team selection screen 50A.
- the auto setting screen 50E includes an auto setting area 60 for executing various settings related to auto play.
- the automatic setting area 60 includes a "UI display” switch icon 60A, a "competitor display” switch icon 60B, and a “skill activation” switch icon 60C.
- the "UI display” switch icon 60A is an icon that functions as a switch as to whether or not to display the object 51 and the determination line 52 included in the play guide screen 50B during auto play.
- the "UI display” switch icon 60A may also function as a switch as to whether or not to display various UIs (user interface) such as information on the acquired score.
- the “competitor display” switch icon 60B is an icon that functions as a switch as to whether or not to display each character image CA corresponding to the dance unit of the opponent during auto play.
- the character image CA may be switched from one's own dance unit to one corresponding to the character of the opponent's dance unit at an appropriate timing (there are many character images CA corresponding to one's own dance unit). It is preferable to be displayed).
- the "competitor display” switch icon 60B functions as a switch for selecting whether or not to perform such switching even in auto play when such switching is performed.
- the "skill activation" switch icon 60C is an icon that functions as a switch for selecting whether or not to perform switching to the dance moving image accompanying the skill activation, that is, the dance screen 50D even in auto play.
- the "skill activation” switch icon 60C is set to "ON”
- the dance screen 50D is switched at an appropriate timing based on the activation condition even in the auto play. That is, the skill of each character is activated at an appropriate timing.
- the "skill activation” switch icon 60C is set to "OFF”, switching to the dance screen 50D is not executed in auto play. In other words, no special video is provided with the skill activation.
- "ON" and “OFF” of the "skill activation" switch icon 60C may be set in units of both teams (uniform for both teams) or may be set separately for each team.
- all play actions required in the music game based on the sequence data QD may be processed according to a predetermined rule. Specifically, as in the case where the dance screen 50D described above is being provided, all play actions may be uniformly processed as a predetermined evaluation result such as "PERFECT!!". Therefore, in the case of auto play, a uniform score may be given to the user for each selected music piece (or difficulty level). Further, a reward may be given to the user based on the acquired score.
- “skill activation” switch icon 60C When the “skill activation” switch icon 60C is set to “OFF”, processing may be executed such that the skill is activated but the moving image (dance screen 50D) accompanying this is not displayed. In this case, the "skill activation" switch icon 60C can satisfy the desire of the user who wants to watch only normal dance.
- FIG. 12 is a diagram schematically showing an example of a character screen.
- the character screen 70 is a game screen for presenting details of each character. Many characters are prepared for the music game, and the details of each character are displayed on the character screen 70. As described above, the character screen 70 transits when the “DANCER” icon 42 is touch-operated on the home screen 40.
- the character screen 70 includes a character image CA and a character detail area 71.
- the character image CA is an image corresponding to each character as described above.
- the character detail area 71 is an area for displaying detailed information of each character.
- the character detail area 71 is provided for each character image CA so as to correspond to each character.
- Each character detail area 71 includes a character name area 72, a parameter area 73, a dance skill area 74, and a costume area 75.
- the character name area 72 is an area for displaying the name of each character.
- the parameter area 73 is an area for displaying parameter information of each character.
- the dance skill area 74 is an area for displaying information on the skill related to the dance of each character. Specifically, a music game is provided with a large number of closet-related skills (dance skills), and at least one is set for each character. Such dance skills may be duplicated among a plurality of characters (including a case where some characters are different) or may be uniquely different. In the dance skill area 74, such dance skill information for each character is displayed.
- the costume area 75 is an area for displaying information about the costume worn by each character.
- the parameter area 73 information similar to that of the character information area 50A6 on the team selection screen 50A is displayed as parameter information of each character.
- the information of "overhead” is displayed as a dance skill in the dance skill area 74 of any character. In this case, all the characters perform the dance corresponding to the "overhead” when providing the dance video (special video) on the dance screen 50D as the main character.
- the dance skill area 74 also functions as an icon for popping up the skill selection field.
- costumes such as “dedicated wear (Reiji)” is displayed. These correspond to the same dedicated wear even if there are different parts for each character.
- the costume area 75 also functions as an icon for popping up a costume selection field (not shown; another screen may be used).
- a costume to be worn by each character in other words, each character image CA, is selected from a plurality of costumes of wear candidates. Then, by changing the costume, the costume worn by the character image CA is changed.
- the costume selection field may be configured to be selectable without wearing the costume, and the shirtless character image CA may be displayed in accordance with the selection without wearing the costume.
- FIG. 13 is a diagram schematically showing an example of the character screen 70 displaying the skill selection field.
- the skill selection field 76 includes a skill selection icon 78 and a cancel icon 79.
- the skill selection icon 78 is an icon indicating a dance skill of a selection candidate. Therefore, the skill selection icon 78 is provided for each dance skill of the selection candidate.
- the skill selection icon 78 also functions as a touch position for setting (changing from the current skill) the dance skill of each selection candidate to the dance when the skill is activated. That is, with the touch operation on the skill selection icon 78, the dance skill corresponding to the touch-operated skill selection icon 78 is determined as the dance performed on the dance screen 50D.
- the cancel icon 79 functions as a touch position for canceling the dance skill change (pop-up of the skill selection field 76). That is, with the touch operation on the cancel icon 79, the display of the skill selection field 76 disappears, and the screen returns to the character screen 70 of FIG.
- two skill selection icons 78 corresponding to “overhead” and “slide Cinderella” are displayed in the skill selection field 76.
- "overhead” and “slide cinderella” are determined as the dance performed on the dance screen 50D.
- a dance pattern image 54 is displayed similarly to the character icon 53 on the play guidance screen 50B in each selection opportunity state. More specifically, the two skill selection icons 78 respectively display a dance pattern image 54 indicating “overhead” and a dance pattern image 54 indicating “slide cinderella”.
- the "overhead” dance pattern image 54 shows a dance by two characters
- the "slide cinderella” dance pattern image 54 shows a dance by three characters.
- FIG. 14 is a diagram schematically showing an example of the lottery result screen.
- the lottery result screen 80 is a game screen for providing a lottery game for giving various elements related to the character upbringing game by lottery.
- the lottery result screen 80 transitions when the “lottery” icon 44 is touch-operated on the home screen 40. Specifically, when the “lottery” icon 44 is selected on the home screen 40, the screen changes to a lottery selection screen (not shown) in which a plurality of options are displayed, and among the plurality of options related to the lottery displayed here. Any option is selected by the user from among, and in-game currency is further consumed as necessary. Then, after the lottery is appropriately executed (a screen for the lottery may be separately provided), the screen is changed to the lottery result screen 80.
- a screen for the lottery may be separately provided
- the lottery result screen 80 includes, for example, a card image 81 and a lottery icon 82.
- the card image 81 is an image showing the card acquired by this lottery.
- a character image CA corresponding to each character is displayed on the card image 81.
- the overlapped card is automatically combined with the already acquired card and the card image 81 corresponding to the card is displayed.
- Information for example, a number such as “2”) indicating the number of times of combination is displayed.
- the parameter of the already-acquired card or its upper limit value is increased by a predetermined amount, while the association between the redundantly-acquired card and the user is canceled. It should be noted that the increase of parameters and the like may be omitted at the time of synthesis.
- the lottery icon 82 is an icon that functions as a touch position for requesting execution of a lottery game, in other words, a lottery for cards. That is, a lottery game is provided in accordance with the touch operation on the lottery icon 82, and the lottery of cards is actually executed.
- the lottery game may be provided with the consumption of an appropriate value, but as an example, a predetermined amount of in-game currency is consumed for the lottery game per one lottery.
- ten card images 81 are displayed on the lottery result screen 80. In other words, this indicates that the user has won 10 cards in this lottery. Further, instead of the character image CA, information such as "item conversion" is displayed on one of the ten card images 81. This means that the corresponding card (card image 81) has been converted into an item. The right to convert each card image 81 into an item when a predetermined number of card images 81 of the same type are collected (when cards of the same type are combined a predetermined number of times and the preset maximum number of combinations has been reached) Is given. When this right is exercised, the card image 81 is converted into an item, and information indicating such conversion (“item conversion” or the like) is displayed on the card image 81.
- Items to be converted may be changed (including change in value) depending on the type of card used for conversion and rarity (rareness), or may be the same item uniformly.
- the item to be given may be drawn at any timing, and the item according to the lottery result may be given.
- each card image 81 is configured so that the type is different depending on the posture of each character, the difference in plurality, and the like.
- each card image 81 is so-called bromide-collected and is mainly displayed only for viewing.
- the costume worn by the character of each card image 81 can be selected as the costume of each character when playing the music game. That is, with the possession of each card image 81, the costume of the card image 81 is displayed in, for example, the costume area 75 of the character screen 70 and used as a dance costume or the like when the skill is activated. Therefore, the lottery game is played to obtain such costumes in addition to the ornamental bromide and its collection.
- each character may have various characteristics set in the dance skill (a type of characteristic). Such properties may include growth properties. For example, a character having a high degree of rarity (so-called rareness) may be given a characteristic of growing faster than other characters even when they have the same experience. Furthermore, the dance skill may include a skill that is granted (banned) only when various conditions such as a play situation are satisfied. Further, each card image 81 may be used for playing in a game instead of for viewing. For example, each card image 81 may be configured so that the character corresponding to the card image 81 appears in the game through selection on the team formation screen or the like.
- the card image 81 corresponding to a character having a different skill or rarity as described above has a play status or a lottery or the like. It may be given according to appropriate conditions. Then, based on such a card image 81, characters having different skills may be reproduced in the game. Furthermore, such a card image 81 may be actually generated (issued) as a physical card by an appropriate method.
- start preparation and the end preparation are accompanied by switching between the dance screen 50D and the play guide screen 50B when the music game is provided as a competitive game as described above. Therefore, before and after the switching between the dance screen 50D and the play guide screen 50B, a start period in which the start preparation is executed and an end period in which the end preparation is executed are set.
- start period when the execution period is guided in the music game, the guidance of the execution period over switching is omitted as preparation for start, and such execution period is excluded from the evaluation target. In other words, the period in which such omissions and exclusions are performed functions as the start period. Therefore, such a start period is set based on the execution period.
- a period having the same length as the execution period is set as the start period.
- the start period may be fixed or variable.
- the length may be fixedly set as the start period based on the longest execution period in the music game.
- the presence/absence of the execution period extending over the switching time may be determined, and the start period corresponding to the execution period may be set depending on the presence/absence of the execution period.
- the start preparation is executed on the user side even when it corresponds to the start period (the start period of the opponent) that accompanies the switching conditions of the opponent.
- the start period the start period of the opponent
- the difficulty level of the music game changes, and the sequence data QD for guidance also changes.
- the sequence data QD after the switching guides the execution period spanning the switching, a process of hiding such an execution period and excluding it from the evaluation target is executed as a preparation for the start on the user side. ..
- the execution period hidden in the start period may not be excluded from the evaluation target and may be processed as a predetermined evaluation result.
- an opportunity to select a partner character who performs a dance in the special video (including an opportunity to select a partner via the partner selection screen 50C) is also provided. Therefore, such a selection opportunity is limited to a period that matches the start period (even if the start period is variable, a certain period is secured to secure the user's selection time in the selection period). Similarly, in the start period, the notice of the opponent is also notified.
- various types of guidance such as the execution time and the execution period may be appropriately omitted. Specifically, for example, in the start period, the guidance of the entire execution time and the entire execution period may be omitted.
- the length of the start period is shorter than the length of the execution period, it may be difficult to determine in advance whether there is an execution period that crosses the switching. That is, it may be preferable that the execution period is not displayed depending on the length of the start period.
- the user may need to consider whether or not to activate the dance skill to counter it. For example, in such a case, guidance of the execution time and the execution period may be omitted.
- the guidance of the undisplayed (scheduled to be displayed) execution time and execution period may be omitted. Further, only one of the guidance regarding the execution timing and the execution period may be omitted.
- the non-display execution time and the like may be processed as a predetermined evaluation result, or may be excluded from the evaluation target. That is, they may be appropriately processed. Further, in such a case, the start period (also the end period described below) is not limited to the execution period, and may be set appropriately.
- the display of the objects 51 and the like (guidance of each execution time) is omitted, and during that time, they are automatically processed as a predetermined evaluation result according to a predetermined rule. Therefore, in the end period, when the execution period is notified, the evaluation of the execution period across the switching is automatically processed as the preparation for the end. In other words, even after returning from the dance screen 50D to the play guide screen 50B (the game screen where the display of the objects 51 and the like returns and the automatic processing is essentially finished), only the evaluation of the execution period over switching continues for a certain period. Automatic processing continues. Such a fixed period functions as an end period.
- the end preparation is executed on the user side even when it corresponds to the end period of the opponent. Contrary to when the dance skill is activated, the difficulty level of the music game returns to the original difficulty level and the sequence data QD for guidance also returns to the original level as the dance skill of the opponent ends. Therefore, when the execution period spanning the switching is instructed by the sequence data QD after returning, such execution period guidance is maintained as preparation for ending on the user side. That is, although the guidance of the execution period may not exist according to the switching of the sequence data QD originally, there is a possibility that the user continues playing. Therefore, in the end period, the display of the object 51 that guides such a period is maintained so that the guidance of the execution period across such switching is continued.
- the guide of the execution time will be omitted because the difficulty level of the guidance of the execution time increases. That is, in the end period, all the display of the object 51 corresponding to each execution time of the sequence data QD returned to the original state is hidden. Furthermore, when the sequence data QD returned to the original state has an execution period extending over the end time at the end of the end period, guidance of such an execution period is also omitted.
- the execution period hidden in the end period may be processed as a predetermined evaluation result without being excluded from the evaluation target.
- the start preparation and the end preparation in the start period and the end period are not limited to the above-mentioned form, and the user is required to perform the dance skill activation such as the activation of the user or the activation of the opponent and the execution timing or the execution period.
- the various processes in the above-described start preparation and end preparation may be appropriately combined and realized depending on the combination of the type of play action (in other words, the type of the object 51 ). For example, when it is desired to have the user perform only a specific play action even during the start period, etc., non-display, display, or predetermined evaluation, evaluation exclusion, etc. may be appropriately set according to the type of play action.
- start preparation and end preparation in other words, the start period and the end period may be appropriately omitted (including the case of only one of them). That is, the start period and the end period are not set, and for example, immediately after the end of the dance screen 50, the user may be normally started to be guided based on the original sequence data QD, and may be similarly requested to perform the normal touch operation. ..
- FIG. 15 is an explanatory diagram for explaining an example of the personality set for the character regarding the dance skill.
- each character has a personality with respect to the dance skill that includes the tendency related to the three types of classifications of “possible”, “time”, and “when the opponent executes”.
- “Availability” is a tendency related to whether or not dance skills are activated (acceptable). Therefore, the classification of “possible/impossible” includes the categories of “possible” and “impossible”.
- “Time” is a tendency regarding the time when the dance skill is activated.
- the "time” classification includes, for example, “early stage”, “middle stage”, “end stage”, and "advantageous period”.
- the "early stage”, “middle stage”, and “end stage” correspond to the beginning stage, middle stage, and end stage in the music game, respectively.
- the “advantageous period” corresponds to a period when the dance skill is activated. For example, when an advantageous time can occur in a part of the music depending on the characteristics of the character, such a time is used as the advantageous time.
- “At the time of opponent's execution” is a tendency regarding whether or not to activate the dance skill so as to oppose when the opponent activates the dance skill. Therefore, the classification of "during opponent execution” includes the categories of “opposing” (activating the skill so as to oppose) and “not opposing”.
- the personality is set for each character so as to include a tendency based on these combinations (9 combinations of 4 ⁇ 2+1 because the subsequent combinations do not occur when the dance skill is not activated).
- the character of each character is reflected in the dance unit when set as the leader of the dance unit.
- the dance unit leader may be set under appropriate conditions. For example, it may be set based on the user's designation on the team formation screen, or may be automatically set according to the order of arrangement during team formation.
- the above-mentioned personality such as "possibility” is only a tendency, and even if the "early” section is set as the personality in the "time” classification, there is a 100% probability of dancing at the beginning of the music game.
- a probability is set for each character so that the set tendency can be easily selected by the computer.
- the probabilities of being set may differ between the characters for which similar tendencies are set.
- the setting of not activating (“not”) may function as a probability setting (for example, activation probability of 5%) having a strong tendency not to activate. In this case, the tendency of "timing" or "when the other party is activated” may be set in the setting of not activated ("disabled”).
- FIG. 16 is an explanatory diagram for explaining an example of a start period and an end period that occur in the opponent when the user first satisfies the switching condition.
- a character to which the character of “opposing” is set in the category “when opponent is executing” is a leader (hereinafter, referred to as a leader character). Yes).
- the music game is switched to the dance screen 50D (the activation of the dance skill) when the switching condition is satisfied (switching of the dance skill) and the switching (activation of the dance skill) is terminated when the end condition is satisfied (( Return to the original play guide screen 50B).
- the termination condition is satisfied, for example, when a predetermined period corresponding to the dance skill has passed.
- this predetermined period functions as a dance skill activation period.
- the pattern of the start period and the end period that occurs in the opponent (computer) when the user first satisfies the switching condition includes three patterns of pattern 1, pattern 2, and pattern 3.
- Pattern 1 corresponds to the case where the dance skill activation period of the opponent (the period of providing the dance screen 50D, in other words, the length of the special video) matches the dance skill activation period of the user.
- the timing of the dance skill activation period of the opponent is adjusted so as to coincide with the skill activation period of the user.
- the timing of the start period originally supposed to be given to the opponent is adjusted so that the timing of the skill activation period matches that of the user. That is, the start period of the opponent is shortened so that the start time of the skill activation period matches that of the user.
- the start period for example, the start preparation, the selection opportunity, and the notice are executed as described above, but these are not necessary for the computer for the same period as the user. Therefore, the length of this start period is adjusted to match the timing of the skill activation period.
- the activation period of the dance skill may be set to be the same period or may be set to be different depending on the skill of the main character.
- the dance skill activation period is set so as to differ depending on the skill of the main character, and when the user's dance skill activation period and the opponent's dance skill activation period differ.
- pattern 2 is when the opponent's dance skill activation period is longer than the user's
- pattern 3 is conversely when the opponent's dance skill activation period is shorter than the user's.
- the start period is adjusted so that the dance skill of the user coincides with that of the opponent.
- Pattern 2 the user finishes activating the dance skill (providing the dance screen 50D) earlier than the opponent. Therefore, for the user, after returning to the play guide screen 50B (equipment of self-termination condition), until the activation period of the opponent's dance skill ends (equipment of termination condition of opponent), the skill of the opponent Playing with a high degree of difficulty due to activation is required.
- the opponent's activation of the dance skill ends earlier than the user. Therefore, the user can request the opponent to play with a high degree of difficulty associated with the activation of the skill until the activation period of the user's dance skill ends after returning to the play guide screen 50B.
- the start period on the computer side is adjusted so that the skill activation start times are made as close as possible by adjusting the start period on the opponent side.
- disadvantages that the user receives, for example, a period in which a play with a high degree of difficulty is required, are reduced as much as possible.
- the user can enjoy the game more comfortably.
- the time when the end condition is provided functions as the return time of the present invention.
- FIG. 17 shows a start period that occurs in the opponent when the user satisfies the switching condition after the opponent requests the activation of the dance skill (has the switching condition) and before the dance skill is actually activated, and It is an explanatory view for explaining an example of an end period. That is, the example of FIG. 17 shows an example of the start period of the opponent when the user requests the activation of the dance skill so as to counter the activation of the dance skill of the opponent.
- the activation timing of the dance skill is adjusted for the opponent (computer) according to the start timing of the dance skill of the user.
- the pattern of the start period and the end period generated in the opponent is as follows: It includes three patterns, pattern 4, pattern 5, and pattern 6.
- Pattern 4 is when the dance skill activation period is the same between the user and the opponent, pattern 5 is when the dance skill activation period of the opponent is longer than that of the user, and pattern 6 is the opposite.
- the activation period of the user's dance skill is longer than that of the opponent, it corresponds respectively. That is, although there is a difference in whether the dance skill is activated first by the user or by the opponent, patterns 4 to 6 correspond to patterns 1 to 3 in the example of FIG. 16, respectively.
- the opponent activates the dance skill first, so that in Pattern 4 to Pattern 6, the actual dance is started after the start period has elapsed compared to Pattern 1 to Pattern 3. There is a waiting period before the start of skill activation.
- a predetermined start period is provided similarly to the user. Then, when the switching condition is satisfied by the user during this start period, the waiting period is set so as to coincide with the activation start time of the dance skill of the user. That is, the start time of activating the dance skill is adjusted according to the waiting period so that they coincide with each other. In this way, the dance skill activation start time is appropriately adjusted so that the opponent's skill activation period coincides with that of the user as much as possible.
- the music game may be provided with a plurality of attributes having superiority and inferiority relationships, and such attributes may be set for each character. Then, as described above, when the user and the opponent's dance skill activation period coincides (is covered), the score (evaluation result) obtained there may differ depending on the superiority or inferiority of the attributes of the main character. Good. Specifically, for example, based on the case where the dance skill is activated alone, when the attribute of the user's main character is superior to that of the opponent, a 20% score is added to the standard, and on the contrary. If the attribute of the user's main character is inferior to that of the opponent, that criterion may be reduced by 20%.
- FIG. 18 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 same applies when the execution period is included), the number of execution times and the like differ from each other in many cases. There is.
- the example of FIG. 18 shows an example of the sequence data QD when both the execution time and the execution period are guided in the music game.
- each sequence data QD includes a sequence record RS that manages information on the time when an appropriate play action should be executed.
- the sequence record RS includes a first sequence record RS1 and a second sequence record RS2.
- the first sequence record RS1 is a sequence record RS that manages execution time information as information on the time when an appropriate play action should be executed.
- the first sequence record RS1 includes information on "execution time”, "route”, and "type”.
- the “execution time” is information indicating the execution time to be guided to each user. For example, in the "execution time”, information in which a bar number in the music, the number of beats, and a 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.
- each route information when each route is distinguished from the left by a number such as 1 to 4 so as to correspond to the arrival position index 52A, such a number is described as the route information.
- each reaching position index 52A also functions as information of a position to be touch-operated as an appropriate play action. Therefore, the "route" information indicating the route corresponding to each reaching position index 52A also functions as information indicating an appropriate play action.
- “Type” is information indicating the type of the object 51. For example, each execution time and each execution period are guided by different types of objects 51. Therefore, information for distinguishing these types is described as the type information.
- the second sequence record RS2 is a sequence record RS that manages execution period information as information on the time when an appropriate play action should be executed.
- the second sequence record RS2 includes information on "execution period", "route”, and "type”.
- the information of “route” and “type” is the same as the information of “route” and “type” of the first sequence record RS1.
- the “execution period” is information indicating a period during which an appropriate play action should be continued as an appropriate play action.
- the information on the “execution period” includes, for example, information on the execution start time and the execution end time (in this case, the execution start time and the execution end time may be grasped as the execution time, respectively).
- the information of the execution start time and the execution end time as in the execution time, information indicating a bar number in the music, the number of beats, and a value indicating the time of the beat separated by commas is used.
- various kinds of information as described above are recorded so as to be associated with each other.
- the "route" information may be replaced with various types of information.
- the information on the appearance position and the arrival position of the object 51 may be used as the information on the “route”.
- the information of the “execution period” functions as the information of the type of the object 51
- the information of the “type” may be omitted.
- the screen switching process is a process for switching the game screen from the play guide screen 50B to the dance screen 50D.
- the guidance control unit 33 starts the screen switching process of FIG. 19 and first provides a selection opportunity (step S101).
- the selection of each character is realized by a touch operation on the character icon 53, for example. Therefore, the guidance control unit 33 provides a selection opportunity by displaying the character icon 53 corresponding to each character on the play guidance screen 50B.
- the guidance control unit 33 sets the start timing of switching to the dance screen 50D (step S102).
- the guidance control unit 33 sets the start time to the end time of the start period so that such a start period is formed before the switching. ..
- the guidance control unit 33 determines whether or not the start condition for starting the switching to the dance screen 50D is satisfied (step S103).
- the start condition is satisfied with the end of the start period. That is, the guidance control unit 33 determines whether or not the end time of the start period has come as the start condition.
- the guidance control unit 33 returns to step S103 again, and repeatedly executes the process of step S103 until the end time comes. That is, the guidance control unit 33 determines whether or not the end time of the repeated start period has come until the end time comes.
- the guidance control unit 33 switches the game screen from the play guidance screen 50B to the dance screen 50D (step S104). More specifically, the guidance control unit 33 hides the object 51, the determination line 52 (including the reaching position index 52A), and the like on the play guidance screen 50B to change the play guidance screen 50B to the dance screen 50D. Switch. Then, the guidance control unit 33 ends the current screen switching process after this switching. As a result, switching of the game screen is realized when the switching condition is satisfied. More specifically, when the switching condition is satisfied, the start period is set, and after the start period elapses, the play guide screen 50B is switched to the dance screen 50D. Also, during the start-up period, selection opportunities are provided. The selection opportunity may include a partner selection opportunity (presentation of the partner selection screen 50C, etc.), and provision of such an opportunity may be realized by another process.
- the difficulty level switching process is for switching (changing) the difficulty level of the music game in response to the activation of the dance skill of the opponent while the dance screen 50D is being provided (during the activation of the dance skill) as one of the effects of the dance skill. Processing.
- the guidance control unit 33 starts the difficulty level switching process of FIG. 20, and first identifies the current difficulty level and the difficulty level after the switching. (Step S201).
- the difficulty level of the music game depends on the content of the sequence data QD. Therefore, the guidance control unit 33 specifies the current sequence data QD and the switching sequence data QD as the current difficulty level and the difficulty level after switching.
- the guidance control unit 33 identifies these sequence data QDs as the current sequence data QD and the switching sequence data QD.
- the current sequence data QD and the switching sequence data QD function as the current sequence data of the present invention and another sequence data, respectively.
- the current difficulty level corresponding to these and the difficulty level after switching function as the current difficulty level and another difficulty level of the present invention.
- the guidance control unit 33 sets the start time of switching the difficulty level (step S202).
- the guidance control unit 33 sets the start time to the end time of the start period so that such a start period is formed before the switching. ..
- the guidance control unit 33 may acquire the processing result and set the same start time.
- the guidance control unit 33 determines whether or not the start condition for starting the switching of the difficulty level is satisfied (step S203). As an example, the start condition is satisfied with the end of the start period. That is, the guidance control unit 33 determines whether or not the end time of the start period has come as the start condition.
- the guidance control unit 33 returns to step S203 again, and repeatedly executes the process of step S203 until the end time comes. That is, the guidance control unit 33 determines whether or not the end time of the repeated start period has come until the end time comes.
- the guidance control unit 33 switches the difficulty level of the music game (step S204). Specifically, the guidance control unit 33 switches the sequence data QD for guidance from the current sequence data QD to the switching sequence data QD used for guidance in parallel with the current sequence data QD while not displaying. That is, the guidance based on the current sequence data QD is switched to non-display and the guidance based on the switching sequence data QD is switched to display. Then, after this switching, the guidance control unit 33 ends the present difficulty level switching process. As a result, the difficulty level can be switched according to the activation of the dance skill of the opponent.
- the guidance omission processing includes a start period (a start period associated with the opponent's skill activation, that is, an opponent's start period) or an end period (an end period associated with the opponent's skill activation, that is, an opponent's end period) ) Is a process for realizing the start preparation or the end preparation. More specifically, the guidance skipping process is performed when a start period includes an execution period that spans switching, or when an execution period that spans the end of the end period is included. This is a process for omitting (hiding) the guidance. Alternatively, the guidance omitting process is also a process for omitting the guidance of the execution time based on the sequence data QD in the end period.
- the guidance control unit 33 repeatedly starts the guidance omission processing of FIG. 21 at a predetermined cycle in the start period or the end time, and first determines whether or not the omission condition is satisfied (step S301).
- the omission condition is satisfied, for example, when there is an execution period that crosses switching at the start time.
- the omission condition is satisfied, for example, in the end period when the execution period is included in the end period, or when there is the execution period extending over the end time of the end period. That is, the guidance control unit 33 determines whether or not there is an execution period that crosses the switching in the start period, whether or not the execution period is included in the end period in the end period, and the execution period that crosses the end time. It is determined whether or not they exist.
- the guidance control unit 33 identifies the omission target (step S302). Specifically, the execution period or the execution time that satisfies the omission condition is specified in the start period and the end period. Next, the guidance control unit 33 omits the specified guidance to be omitted (step S303). Specifically, the guidance control unit 33 implements this guidance by hiding (including transparent display) the display of the object 51 corresponding to the specified execution period of the omitted target. Then, the guidance control unit 33 ends the guidance omission process this time after omitting the guidance to be omitted. As a result, the start preparation (including the opponent's one) and the start preparation and the end preparation in the end period are realized. More specifically, in the start period, the guidance of the execution period over switching is omitted. Further, in the end period, the guidance of each execution time period and the guidance of the execution period extending over the end time of the end period are omitted.
- the guidance maintenance process is a process for realizing termination preparation in the termination period when the execution period is guided based on the sequence data QD. More specifically, it is a process for maintaining the display of the execution period spanning the return from the dance screen 50D to the play guide screen 50B in the end period.
- the guidance control unit 33 repeatedly starts the guidance maintenance process of FIG. 22 at a predetermined cycle at the end time, and first determines whether or not the maintenance condition is satisfied (step S401).
- the maintenance condition is satisfied, for example, when there is an execution period that extends over the return time. Further, in the case of the end period of the opponent, the presence or absence of such an execution period is determined based on the sequence data QD before returning. That is, the guidance control unit 33 determines whether or not there is an execution period that extends over the return period in the end period.
- the guidance control unit 33 identifies the maintenance target (step S402). Specifically, the guidance control unit 33 specifies the execution period that satisfies the maintenance condition, that is, the execution period that extends over the return time, as the maintenance target. Next, the guidance control unit 33 maintains the specified guidance of the maintenance target (step S403). Specifically, the guidance control unit 33 realizes this guidance by continuing the display of the object 51 corresponding to the specified execution period of the maintenance target until the execution period ends. Then, the guidance control unit 33 ends the current guidance maintenance process after maintaining the guidance to be maintained. As a result, the end preparation is realized in the end period when the execution period is guided based on the sequence data QD.
- the guidance of the execution period that extends over the return period in the end period is maintained.
- the execution period in the case of the end period of the user, the execution period may be guided by the normal guidance even in the end period. Therefore, in such a case, the guidance maintaining process of FIG. 22 may be omitted. That is, the guidance maintaining process of FIG. 22 may be executed only in the case of the opponent's end period (when the difficulty level is switched).
- the video presentation process is a process for presenting a special video on the dance screen 50D. That is, the moving image presentation process is a process for displaying the dance moving image accompanying the dance skill activation on the dance screen 50D.
- the video control unit 34 starts the video presenting process of FIG. 23, and first acquires the selection result of the selection opportunity and, if the partner selection opportunity is given, the selection result. Yes (step S501). More specifically, the moving image control unit 34 acquires, as a selection result, information on the dance skill to be activated, the main character activating the skill, and the partner character thereof.
- the video control unit 34 determines the music being played (step S502).
- the video control unit 34 specifies the video to be presented on the dance screen 50D (step S503).
- the moving image data MD is configured to be capable of reproducing a plurality of special moving images for each music piece, for each dance skill, and for each combination of characters (may be distinguished for each different main character and partner character). For this reason, the moving image control unit 34 performs this identification, for example, based on the dance skill acquired in step S501, the information about the main character and the partner character, and the music determined in step S502. That is, the moving image control unit 34 specifies, from the plurality of moving images, the moving images corresponding to the combination as the special moving image to be presented on the dance screen 50D, based on the dance skill, the main character, and the partner character to be activated.
- the video control unit 34 presents the specified video on the dance screen 50D (step S504). That is, the video control unit 34 displays the video (dance animation by each character) on the dance screen 50D based on the video data MD corresponding to the specified video. Then, the moving image control unit 34 ends the present moving image presentation processing after this presentation.
- the dance screen 50 displays a special video (dance video corresponding to the activation of the dance skill) of the dance skill selected by the user, the main character, and the partner character. That is, the display of the dance screen 50 (activation of dance skill) is realized.
- the special evaluation process is a process for processing the evaluation of each execution time according to a predetermined rule while the dance screen 50D is displayed (during the dance skill is activated).
- the example of FIG. 24 shows a case where a predetermined evaluation result is used as a predetermined rule and each execution time is processed as a predetermined evaluation result.
- the evaluation unit 35 repeatedly starts the special evaluation process of FIG. 24 while displaying the dance screen 50D at a predetermined cycle, and first determines whether or not an evaluation target exists (step S601).
- the evaluation target is the execution time corresponding to the object 51 that should arrive at each reaching position index 52A while the dance screen 50D is being displayed while not displaying, that is, each execution time when the time comes while the dance screen 50D is being displayed.
- the evaluation unit 35 determines whether or not each object 51 has reached the arrival position index 52A while not displaying the dance screen 50D, or whether or not there is an execution time corresponding to the current time. Further, when the execution period spanning the switching or the execution period spanning the return is evaluated, these may also be specified as the evaluation target. The same applies when the execution period included in the start period or the end period is processed according to a predetermined rule (in other processes, the target is appropriately set depending on the content of the start preparation or the end preparation). May be). Then, when each object 51 that has reached the arrival position index 52A does not exist, or when there is no execution time corresponding to the current time, the evaluation unit 35 determines that the evaluation target does not exist. Then, the evaluation unit 35 skips the subsequent processing and ends the special evaluation processing of this time.
- the evaluation unit 35 determines the evaluation of the evaluation target. (Step S602). That is, the evaluation unit 35 determines the evaluation of the execution time or the like (for example, the execution period) corresponding to such an object 51 as a predetermined evaluation result. More specifically, the evaluation unit 35 uses, for example, "PERFECT" as the predetermined evaluation result, and determines "PERFECT" as the evaluation at each execution time. In addition, when there is an execution period that extends over switching or an execution period that extends over return as an evaluation target, the evaluation is similarly determined as “PERFECT” even if the execution period has not ended.
- the evaluation unit 35 actually gives the user the evaluation determined in step S602 (step S603).
- This giving is realized by giving a score. That is, the evaluation unit 35 actually gives the user a score corresponding to “PERFECT” determined in step S602.
- the evaluation unit 35 ends the special evaluation process of this time after giving such an evaluation. Accordingly, the evaluation of each execution time is processed as a predetermined evaluation result while the dance screen 50D is being provided. That is, in addition to the provision of the special moving image, the effect of activating the dance skill that a predetermined evaluation result can be obtained for a certain period without performing the play action is added.
- the screen returning process is a process for returning the game screen from the dance screen 50D to the play guide screen 50B.
- the guidance control unit 33 repeatedly starts the screen returning process of FIG. 25 at a predetermined cycle, and first determines whether or not the ending condition is satisfied (step S701).
- the end condition is satisfied, for example, after a lapse of a predetermined period from the start of switching to the dance screen 50D (start of activating dance skills). Further, the predetermined period is set according to the dance skill being activated. Therefore, the guidance control unit 33 determines whether or not a predetermined period corresponding to the dance skill being activated has elapsed from the start of providing the dance screen 50D in order to determine whether or not the end condition is satisfied. Then, when the ending condition is not satisfied, that is, when the predetermined period has not elapsed from the start of providing the dance screen 50D, the guidance control unit 33 skips the subsequent processing and ends the current screen returning processing.
- the guidance control unit 33 sets the end period (step S703). Specifically, the guidance control unit 33 uses, for example, a uniform period as the end period, and sets the uniform period as the end period after the predetermined period has elapsed. Subsequently, the guidance control unit 33 returns the game screen to the original (step S703). That is, the guidance control unit 33 switches the game screen from the dance screen 50D to the play guidance screen 50B. Then, after returning the game screen to the play guide screen 50B in this way, the guidance control unit 33 ends the current screen return processing.
- the game screen is returned to the original play guide screen 50B after the dance screen 50D (in other words, a special dance video) is provided for a predetermined period according to the dance skill. Also, an end period during which the end preparation should be executed after such a return is set.
- the dance screen 50D in other words, a special dance video
- the difficulty level returning process is a process for returning the difficulty level of the opponent (returning to the original difficulty level) with the end of the dance screen 50D (end of activation of the dance skill).
- the guidance control unit 33 repeatedly starts the difficulty level returning process of FIG. 26 at a predetermined cycle, and first determines whether or not the end condition is satisfied (step S801).
- the end condition is satisfied, for example, after a lapse of a predetermined period from the start of switching to the dance screen 50D (start of activating dance skills). Further, the predetermined period is set according to the dance skill being activated.
- the guidance control unit 33 determines whether or not a predetermined period corresponding to the dance skill being activated has elapsed from the start of providing the dance screen 50D in order to determine whether or not the end condition is satisfied. Then, when the ending condition is not satisfied, that is, when the predetermined period has not elapsed from the start of providing the dance screen 50D, the guidance control unit 33 skips the subsequent processing and ends the current screen returning processing.
- the guidance control unit 33 restores the difficulty level of the music game to the original level (step S802).
- the difficulty level of the music game mainly depends on the contents of the sequence data QD, and switching is performed by changing the guidance sequence data QD so that the switching sequence data QD is used for guidance even in the difficulty level switching process. Has been realized. Therefore, the guidance control unit 33 realizes this return by returning the sequence data QD for guidance to the original sequence data QD.
- the guidance control unit 33 hides the guidance (object 51) based on the switching sequence data QD, and the original sequence data QD (the current sequence data QD in the difficulty level switching process in FIG. 20, in other words, Then, this return is realized by displaying the guide (object 51) based on the sequence data QD selected by the user for play. As a result, the difficulty level of the music game is restored with the end of the dance screen 50D of the opponent (the end of activation of the dance skill).
- the evaluation exclusion process is a process for excluding the execution time and the like included in the evaluation target sequence data QD from the evaluation target in the start period or the end period. More specifically, the evaluation exclusion process is executed in order to exclude the execution period spanning the switching in the start period, each execution time included in the end period in the end period, and the execution period spanning the end time in the end period. It When the start period or the end period is started, the evaluation unit 35 repeatedly starts the evaluation exclusion process of FIG. 27, and first determines whether or not an exclusion target exists (step S901). Specifically, the evaluation unit 35 has an execution period that spans switching in the start period in the sequence data QD to be evaluated (current sequence data QD, in other words, sequence data QD selected by the user for play).
- the evaluation unit 35 determines whether the sequence data QD to be evaluated (original sequence data QD, in other words, the sequence data QD selected for play by the user) has an execution time belonging to the end period. It is determined whether or not there is an execution period extending over the end time. Then, when such an exclusion target does not exist, that is, when there is no execution period that crosses switching in the start period, when there is no execution period that belongs to the end period in the end period, and when the execution period that crosses the end time is If it does not exist, the evaluation unit 35 skips the subsequent processing and ends the current evaluation exclusion processing.
- the evaluation unit 35 excludes the specified execution period of the exclusion target from the evaluation target (step S903). Specifically, the evaluation unit 35 realizes such exclusion by excluding the scores to be given by these exclusion targets from the total scores to be given as the play result of the music game. That is, the scores obtained by these exclusion targets are excluded from the denominator of the scores obtained as the evaluation result.
- the evaluation unit 35 ends the current evaluation exclusion process after executing such exclusion.
- the execution period or the like to be excluded in the start period or the end period is excluded from the evaluation target. More specifically, in the start period, the execution period spanning the switching is excluded from the evaluation target, and in the end period, all the execution periods belonging to the end period and the execution period spanning the end period are excluded from the evaluation targets. That is, a part of the start preparation and the end preparation is realized. Note that when the execution time or the like that crosses the switching time (start time) is processed by either the evaluation target (special evaluation process) or the exclusion target process, it does not have to be the target of the other process. For example, when all of these execution times and the like are set as evaluation targets and there is no exclusion target, the process of FIG. 27 may be omitted.
- the play guide screen 50B including the display of the object 51 to the dance screen 50D not including the display of the object 51 or the like. Can be switched to.
- a special moving image that is, a dance moving image accompanying the activation of the dance skill is displayed instead of the guidance of each execution time based on the object 51 and the like. Therefore, the display of such a special moving image can be visually prioritized through the dance screen 50D rather than the guidance of each execution time based on the object 51 and the like.
- the evaluation of each execution time or the like, which should originally be guided through the play guide screen 50B is a predetermined rule instead of the evaluation based on the actual touch operation of each user, more specifically, a predetermined rule.
- each execution time is processed as a predetermined evaluation result according to a predetermined rule without the user's awareness.
- the special moving image can be prioritized over the guidance of each execution time based on the object 51 or the like, also from the user's perspective.
- the special moving image can be preferentially provided to the user through the dance screen 50D rather than the guidance of each execution time based on the object 51 and the like.
- the degree of freedom in game development can be improved as compared with the case where guidance regarding each execution time is essential.
- the switching to the dance screen 50D is executed based on the user's designated operation (when the switching condition is satisfied with the execution of such designated operation), the user's intention can be reflected at the time of switching. it can. As a result, such switching can be used as a game.
- the dance screen 50D ends due to the provision of the end condition. Therefore, the provision period of the dance screen 50D can be limited to a part of the music game. As a result, it is possible to give the switching to the dance screen 50D a strategic characteristic such as where to switch to the music game.
- switching to the dance screen 50D or returning from the dance screen 50D to the play guide screen 50B may have various effects, for example, when an execution period spanning these switchings is guided. ..
- the guidance of the execution period or the like that crosses such switching is hidden (the guidance is omitted) through, for example, the start preparation or the end preparation. Therefore, such an influence can be suppressed by setting the start period in which the start preparation is executed or the end period in which the end preparation is executed.
- the difficulty level of the game of the opponent is higher than the current difficulty level due to the switching to the dance screen 50D on the user side. Can be switched every time.
- the difficulty level of the game changes regardless of the player's own play. Therefore, as compared with the case where the difficulty level is switched based on the player's play, it is more difficult for the opponent to predict the difficulty level switching timing and the like. Thereby, the user's tiredness can be suppressed relatively.
- such difficulty switching is performed based on a user's designated operation, such switching can be used as a bargaining factor such as where in the music game to switch. As a result, the interest of the game can be improved by these.
- the guidance control unit 33 of the game machine 3 functions as the display switching unit of the present invention by executing the process of step S104 of FIG. Further, the guidance control unit 33 of the game machine 3 functions as the guidance control means of the present invention by executing the process of step S303 of FIG. Similarly, the guidance control unit 33 of the game machine 3 functions as the screen returning unit of the present invention by executing step S703 of FIG.
- the evaluation unit 35 of the game machine 3 functions as the timing processing means and the period processing means of the present invention by executing the processing of step S602 of FIG. Further, the moving image control unit 34 of the game machine 3 functions as the image presenting means of the present invention by executing step S504 of FIG.
- the guidance control unit 33 of the game machine 3 functions as a timing setting unit and a difficulty level switching unit by executing the processing of FIG. Specifically, the guidance control unit 33 executes step S202 of FIG. 20 as the timing setting means of the present invention, and executes the processing of step S204 of FIG. 20 as the difficulty level switching means of the present invention. Function. Similarly, the guidance control unit 33 of the game machine 3 functions as the difficulty level returning means of the present invention by executing step S803 of FIG.
- a special moving image (special dance moving image) is displayed on the dance screen 50D as an effect of activating the dance skill.
- the image displayed on the dance screen 50D is not limited to such a moving image.
- various still images related to the dance skill of each character may be displayed on the dance screen 50D.
- the screen that can be switched from the play guide screen 50B is not limited to the dance screen 50D that displays such a dance video.
- an appropriate game element such as another mini game or a story about each character may be given priority over the guidance of each execution time on the screen switched from the play guidance screen 50B.
- the center server 2 may execute all or part of the roles (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) for inputting a play action of a user, an instruction mark (51) corresponding to an execution timing at which the play action should be executed, and a reference mark (corresponding to a current time). 52A) and a display device (37) for displaying a guide screen (50B), and the positions of the instruction mark and the reference mark are determined based on the sequence data (QD) in which each execution time is described. Each execution time is guided through the guide screen by causing a relative displacement between the instruction mark and the reference mark so that the execution marks coincide with each other, and the user's input via the input device is performed.
- a game system (1) for providing a game for evaluating a time of an actual play action based on each execution time, wherein when a switching condition is satisfied in the game, the instruction from the guide screen to the instruction rather than the guide screen.
- Display switching means (33) for switching the display of the display device to a special screen (50D) in which the display of the sign and the reference sign is inconspicuous, and the guide screen when the display of the display device is switched to the special screen
- a timing processing means (35) for processing the evaluation of each execution time to be guided through the above according to a predetermined rule instead of the evaluation based on the actual play action.
- the display of the display device is switched from the guide screen to the special screen in which the display of the instruction mark and the reference mark is less noticeable than that of the guide screen. For this reason, other game elements can be visually prioritized through the special screen rather than the guidance of each execution time based on the instruction mark and the reference mark.
- the evaluation of each execution time to be guided through the guide screen is processed according to a predetermined rule instead of the evaluation based on the actual play action. That is, the evaluation of each execution time is processed according to a predetermined rule without the user's awareness on the special screen.
- the other game element can be prioritized over the guidance of each execution time based on the instruction mark and the reference mark, consciously of the user.
- other game elements can be preferentially provided to the user through guidance on each execution time based on the instruction mark and the reference mark through such a special screen.
- the degree of freedom in game development can be improved, which in turn can lead to improvement in the fun of the game.
- Appropriate elements depending on the type of game may be provided to the user prior to the guidance of each execution time based on the instruction mark and the reference mark. For example, game storyline, background display, other mini-games, or communication with other users (email, chat, etc.) provided as part of the game such as game elements (eg, chat with user, etc.). As long as it is performed, it may not be a component of the game itself).
- game elements eg, chat with user, etc.
- various elements relating to such character such as introduction of the character and various actions, may be provided to the user in preference to the guidance of each execution time.
- An image presenting means (34) for presenting an image (CA) relating to a characteristic on the special screen so as to be more prominent than the instruction mark and the reference mark may be further provided.
- the character may include not only an anthropomorphic person such as a person but also an object such as a car or an animal.
- Character characteristics may be appropriately set according to the type of game. For example, in the case of a game in which a plurality of characters battle, a characteristic regarding such battle may be set for each character.
- characteristics relating to breeding factors may be set for each character. For example, if the training target is a baseball player, characteristics relating to hitting or throwing, if a soccer player has characteristics relating to various kicks such as dribbling, passing, shooting, or goalkeeper, and if idoling, characteristics such as singing or dancing.
- various images including moving images) that are set respectively and that are related to hitting and the like may be presented on the special screen so as to stand out from the instruction mark and the reference mark.
- the image presenting means is configured as a music game in which the game guides each execution time according to the rhythm of the music.
- a moving image in which a character image corresponding to the part of the character performs a dance according to the characteristic of the part of the character in accordance with the rhythm of the music is presented as an image related to the characteristic of the part of the character. May be.
- Dance videos may be provided by any number of characters.
- a moving image may be provided by one character or may be provided by a plurality of characters.
- the plurality of characters may be randomly determined or may be determined according to a play situation.
- such a plurality of characters may be determined according to the user's selection.
- the display switching unit switches from the guidance screen to the special screen when the part of the characters includes two or more characters.
- a selection opportunity may be provided for selecting a further character of the two or more characters as the object of the dance.
- the switching from the guidance screen to the special screen may be switched immediately after the provision of the switching condition, or may be switched after a predetermined period has elapsed.
- the switching timing may be fixed or variable.
- such a switching period may be set to an appropriate period. For example, when a predetermined period such as a continuation period during which the play action should be continued is announced, a decision is made based on such a period (when such a period is taken into consideration in advance, (Including both cases determined based on processing).
- the display switching unit sets an execution period indicating a period during which the play action should be continuously executed or a period during which the play action is repeatedly executed in the sequence data.
- the switching is performed so that a start period based on the execution period is formed before switching from the guidance screen to the special screen.
- the time may be adjusted based on the execution period.
- the start period based on the execution period is set before switching from the guidance screen to the special screen. Therefore, for example, the switching can be realized so that an execution period that crosses such switching does not occur.
- such an execution period can be excluded from guidance targets and evaluation targets. That is, it is possible to suppress the influence of the execution period that crosses the switching throughout the start period.
- switching from the guidance screen to the special screen may be realized so that the execution period that crosses the switching does not occur.
- such an execution period may be excluded from the guidance target.
- such an execution period may be excluded from the evaluation target or may be evaluated according to an appropriate rule.
- guidance control means for omitting the guidance of the execution period included in the start period from the guidance screen An aspect further including (33) may be adopted.
- switching conditions may be used as switching conditions.
- a condition that is randomly satisfied or a condition that is satisfied according to the play situation may be used.
- the switching condition is such that when the input device allows input of a designated action designating switching to the special screen, the designated action is performed via the input device. It may be satisfied when it is input on the guide screen. In this case, such switching can be used as a game property.
- the special screen may be configured so that the display of the instruction mark and the reference mark becomes less noticeable than the guidance screen by various methods.
- the indication mark and the reference mark may be displayed in a smaller size than the guidance screen.
- the display itself of the indicator mark and the reference mark may be hidden.
- non-display of the indicator mark and the reference mark may be realized by various methods.
- a special screen that does not include the display of the instruction signs or the like may be displayed on the guide screen so as to cover the guide screen, or the guide screen in which the image of the instruction signs or the like is hidden functions as the special screen. May be.
- the display switching unit uses a screen for hiding the instruction mark and the reference mark as the special screen when the switching condition is satisfied,
- the guide screen may be switched to a special screen.
- Various rules may be used as the predetermined rule.
- a rule that excludes each execution time from the evaluation target may be adopted as the predetermined rule. That is, on the special screen, the evaluation at each execution time may be processed so as to be excluded from the evaluation target.
- a predetermined evaluation result may be used as the predetermined rule. That is, on the special screen, the evaluation of each execution time may be processed as a predetermined evaluation result.
- the predetermined evaluation result may be different in some execution time periods according to various conditions such as a play situation, or may be the same in all execution time periods.
- the timing processing means uses a predetermined evaluation result as the predetermined rule and uniformly evaluates each execution time as the predetermined evaluation result. May be processed.
- the special screen may be switched to return to the guidance screen again, or may be switched to another screen.
- the special screen as it is may be maintained.
- An aspect further including may be adopted. In this case, switching to the special screen can be limited to a part of the music game. As a result, it is possible to give strategicity to switching to the special screen.
- the termination condition may be adopted as the termination condition.
- a condition that is irregularly satisfied (the period of the special screen is randomly set) may be adopted, or a condition that is satisfied depending on the play situation may be adopted. Further, such play situation may include elapsed time (play time).
- a condition based on the selection result of the user may be adopted.
- the termination condition may be satisfied when a predetermined period has elapsed from the start of displaying the special screen.
- such guidance and evaluation of each execution time may be executed at an appropriate time as in the case of switching from the guidance screen to the special screen. For example, the guidance and evaluation of each execution time may be restored immediately after the end condition is satisfied, or a predetermined period may be provided before the guidance and evaluation of each execution time are returned.
- the timing processing means describes in the sequence data information of an execution period indicating a period in which the play action should be continuously executed, or a period in which the play action should be repeatedly executed,
- the execution period is also guided through the guide screen, the end period based on the execution period is formed after the switching from the special screen to the guide screen, so that the execution period
- the evaluation may be processed as a predetermined evaluation result instead of the evaluation based on the actual play action.
- the computer program (PG2) of the present invention is configured to cause the computer (31) 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 includes an input device (36) for inputting a play action of a user, an instruction mark (51) corresponding to an execution time at which the play action should be executed, and a reference corresponding to the current time.
- a display device (37) for displaying a guide screen (50B) including a marker (52A), and the positions of the indicator marker and the reference marker based on sequence data (QD) in which each execution time is described. Guides each execution time through the guide screen by causing a relative displacement between the instruction mark and the reference mark so that they coincide with each other at each execution time, and each entered through the input device.
- a computer (31) incorporated in a game system (1) that provides a game for evaluating the time of a user's actual play action based on each execution time is displayed on the guide screen when a switching condition is satisfied in the game.
- a display switching procedure for switching the display of the display device to a special screen in which the display of the instruction mark and the reference mark is less conspicuous than the guide screen, and the guide screen when the display of the display device is switched to the special screen The timing processing procedure of processing the evaluation of each execution time to be guided through through the predetermined rules instead of the evaluation based on the actual play action.
- the score display, the judgment display, the game screen, and the operation on the buttons of the controller are used respectively, and the difficulty of the song is increased according to the level-up condition and the like.
- a music game that changes the degree and the like is known (see, for example, Japanese Patent Laid-Open No. 2001-246156).
- JP-A-2000-218046 as a prior art document related to the present invention.
- the determination display moves toward each score display, the operation timing of the button is guided by the coincidence timing of the positions, and the timing is evaluated. If the level-up condition is satisfied based on the evaluation result, the difficulty level of the song is increased, while if the level-down condition is satisfied, the song difficulty level is decreased.
- the evaluation result secretfulness
- the timing of such a change in the difficulty level is often fixed, and the timing of such a change is likely to be easily memorized. As a result, the user may get bored early.
- the operation timing of the operation button is guided by the arrival of the timing mark at the lower end of the track, and the time difference between the arrival time and the operation button depression time is provided. Is evaluated.
- Such timing mark includes an event timing mark, and an event may occur depending on the evaluation result of such event timing mark.
- such an event includes an event in which a timing mark is masked by a masking area, and such a masking area is used for the other player according to the operation result of one player when two players compete for a score. It may be displayed so as to disturb the player.
- the difficulty level is changed by displaying such a masking area.
- Such a masking area merely hides the current display of the timing mark, and does not change the number of timing marks, in other words, the sequence data. For this reason, it may be possible to use such a change in the difficulty as an element of bargaining, but it is still possible to predict the user's expectation by taking measures such as storing the timing mark display before displaying the masking area. There is a possibility that the changes will be included in the category, and there is room for improvement of interest.
- the game system of the present reference example sets the execution time based on the input device (36) for inputting the play action of the user and the sequence data (QD) in which the execution time to execute the play action is described.
- a display device (37) that displays a guidance screen (50B) for guiding, and guides each execution time through the guidance screen, and the actual play of the user input through the input device.
- a game system (1) for providing a game in which an action time is evaluated based on each execution time, as a battle-type game in which an opponent is played through an evaluation result, wherein the user switches the game in the battle-type game.
- a timing setting means (33) for setting a start timing as a timing at which the difficulty level of the game should be switched in the competitive game played by the opponent of the user, and at the start timing.
- Difficulty level switching means for switching the difficulty level of the competition-type game played by the opponent from the current difficulty level corresponding to the current sequence data to another difficulty level corresponding to sequence data different from the current sequence data. (33) is provided.
- the start time is specified in the game of the opponent of the user who satisfies the switching condition, and the difficulty level of the game is different from the current difficulty level at the start time.
- the difficulty level of the game changes regardless of the player's own play. Therefore, as compared with the case where the difficulty level is switched based on the player's play, it is more difficult for the opponent user to predict the difficulty level switching timing and the like. As a result, it is possible to prevent the user from getting tired relatively, and to improve the fun of the game.
- the start time may be set immediately after the switching condition is satisfied, or may be set after a predetermined period has elapsed.
- the predetermined period may be fixed or variable. Further, such a predetermined period may be set to an appropriate period. For example, when a predetermined period such as a continuation period during which the play action should be continued is announced, a decision is made based on such a period (when such a period is taken into consideration in advance, (Including both cases determined based on processing).
- the current sequence data describes execution period information indicating a period in which the play action should be continuously executed or a period in which the play action should be repeatedly executed.
- the start period based on the execution period is formed before the start time so that the execution period that crosses the start time in the start period is formed.
- a mode may be adopted in which a guide control means (33) that omits the guide is further provided.
- a start period based on the execution period is set before switching the difficulty level. Therefore, for example, the switching can be realized so that an execution period that crosses such switching does not occur.
- such an execution period can be excluded from guidance targets and evaluation targets. That is, it is possible to suppress the influence of the execution period that crosses the switching throughout the start period.
- switching of the difficulty level may be realized so that an execution period that crosses the switching does not occur.
- such an execution period may be excluded from the guidance target.
- such an execution period may be excluded from the evaluation target or may be evaluated according to an appropriate rule.
- the period processing unit (35) that processes the evaluation of the execution period extending over the start period according to a predetermined rule. ) May be further adopted.
- the difficulty level may be switched from another difficulty level to the original difficulty level again, or may be switched to another difficulty level. Alternatively, another difficulty level may be maintained as it is.
- the difficulty level of the game when the end condition is satisfied in the battle-type game of the different difficulty level, the difficulty level of the game is set to the different sequence data.
- a mode may further be adopted in which a difficulty level returning means (33) for returning from the corresponding another difficulty level to the current difficulty level corresponding to the current sequence data is further provided.
- switching to the difficulty level can be limited to a part of the music game. As a result, it is possible to give strategicity to switching the difficulty level.
- the termination condition may be adopted as the termination condition.
- a condition that is irregularly satisfied (the period of the special screen is randomly set) may be adopted, or a condition that is satisfied depending on the play situation may be adopted. Further, such play situation may include elapsed time (play time).
- a condition based on the selection result of the user may be adopted.
- the termination condition may be satisfied when a predetermined period has elapsed from the start time.
- the guidance and evaluation of each execution time may return as usual immediately after switching to another difficulty level, or special processing May be returned as usual after is executed for a predetermined period. Then, as such a special process, for example, a process of excluding an appropriate target included in the predetermined period from the display target or the evaluation target or treating it as a predetermined evaluation result may be used.
- the guidance control means is configured such that the execution period that crosses a return time period in which the difficulty level of the game returns from the other difficulty level to the current difficulty level is different When included in the sequence data of, when being guided at the different difficulty level, so that an end period based on the execution period is formed after the return time, an execution period that crosses the return time in the end period is formed.
- the guidance may be further omitted.
- the guidance control means may further omit the guidance of all execution timings included in the current sequence data in the end period.
- the period processing means may further process at least one of an execution period that straddles the return period and an evaluation of the entire execution period in the end period according to the predetermined rule.
- switching conditions a condition that is randomly satisfied or a condition that is satisfied according to the play situation may be used.
- the switching condition is such that when the input device allows input of a designated action designating switching of the difficulty level of the game, the designated action is performed by the user. It may be satisfied when an input is made at the current difficulty level via an input device. In this case, such switching can be used as an element of bargaining with the opponent.
- the computer program (PG2) of this reference example is configured to cause the computer (31) 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 reference example is based on an input device (36) for inputting a play action of the user and each execution based on sequence data (QD) in which each execution time at which the play action should be executed is described.
- a display device (37) that displays a guide screen (50B) for guiding the time, and guides each execution time through the guide screen, and the user's actual data input through the input device.
- the game (1) incorporated in the game system (1) that provides a game for evaluating the time of the play action based on each execution time as a competition-type game that competes with the opponent based on the evaluation result.
- the difficulty level switching procedure is executed.
- control unit (computer) 33 guidance control unit (display switching means, guidance control means, screen returning means, timing setting means, difficulty level switching means, difficulty level returning means) 34 Video control unit (image presenting means) 35 Evaluation Unit (Time Processing Unit, Period Processing Unit) 36 Input device 37 Monitor (display device) 51 objects (indicator signs) 52A Arrival position index (reference mark) 50B Play guidance screen (guidance screen) 50D dance screen (special screen) CA character image (character, image) QD sequence data PG2 program (computer program)
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