Game system, computer program used therefor, and control method

JP2024152820A5Active Publication Date: 2025-03-25KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024131660
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-08
Publication Date
2025-03-25
Estimated Expiration
2039-02-15

AI Technical Summary

Technical Problem

In existing music games, players are primarily focused on instructional and reference markers, diverting attention from other important game elements, and there is a need to prioritize other game elements over time guidance.

Method used

A game system that displays a guide screen with an input device for play actions, an instruction mark, and a reference mark, allowing a relative displacement to coincide at execution times, and switches to a special screen where the markers are less conspicuous, evaluating play actions based on predetermined rules rather than actual timing.

Benefits of technology

This system allows players to focus on other game elements by reducing the visibility of time guidance markers, enhancing the overall gaming experience and providing a more balanced evaluation of play actions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system capable of preferentially providing a user with other game elements than guidance of each execution time based on an instruction sign and a reference sign.SOLUTION: A game system 1 guides a touch operation execution time and provides a music game for evaluating the timing of actual touch operation through a play guidance screen 50B that displays the movement of an object 51 toward each reaching position index 52A. On the other hand, the game system 1, when a switching conditions is satisfied, switches the display of a monitor 37 to a dance screen 50D for displaying a dance video, on which screen the display of the objects 51 and the like are less visible on the play guidance screen 50B, more specifically with the objects 51 and the like being hidden from the play guidance screen 50B. In such a dance screen 50D, the evaluation of each object 51 to be guided through the play guidance screen 50B is uniformly processed as a predetermined evaluation result instead of the evaluation based on the actual touch operation.SELECTED DRAWING: Figure 8
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Description

[Technical field]

[0001] The present invention relates to a game system or the like that provides a game that is connected to an input device for inputting a user's play action and a display device that displays a guidance screen including an indicator mark corresponding to an execution time when the play action should be executed and a reference mark corresponding to the current time, and that guides each execution time through the guidance screen by causing a relative displacement between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark match at each execution time based on sequence data in which each execution time is described, and that evaluates the timing of the user's actual play action inputted via the input device based on each execution time. [Background technology]

[0002] There is a game system that provides a game that is connected to an input device for inputting a user's play action and a display device for displaying a guide screen including an indication mark corresponding to the execution time when the play action should be executed and a reference mark corresponding to the current time, and that guides each execution time through the guide screen by generating a relative displacement between the indication mark and the reference mark so that the positions of the indication mark and the reference mark match at each execution time based on sequence data in which each execution time is described, and evaluates the time of the user's actual play action inputted through the input device based on each execution time. For example, a music game is known that uses objects, judgment marks, a normal game screen, and an operation of pressing a rotation button as such indication marks, reference marks, guide screen, and play actions, respectively (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6030712 Summary of the Invention [Problem to be solved by the invention]

[0004] In the music game of Patent Document 1, each determination marker moves toward each object, and the time to press the rotation button is guided and evaluated depending on the time when their positions coincide. For this reason, the user's attention is mainly directed to each determination marker and each object, and they are usually displayed so that they are most prominent (noticeable) on the game screen. On the other hand, in such a music game, there may be elements that should be recognized by the user with priority over instruction markers and reference markers, in other words, the music game play itself. For example, such a music game may be provided as a part of various games. In such a case, even if the music game is being played, elements that should be recognized by the user with priority over instruction markers and reference markers, in other words, the music game play itself, may occur depending on the progress of the entire game, etc.

[0005] Therefore, an object of the present invention is to provide a game system etc. that can provide a user with other game elements in priority over guidance on each execution timing based on the indicator marks and the reference marks. [Means for solving the problem]

[0006] The game system of the present invention is connected to an input device for inputting a user's play action, and a display device for displaying a guidance screen including an indicator sign corresponding to an execution time when the play action should be executed and a reference sign corresponding to the current time, and provides a game in which each execution time is guided through the guidance screen by causing a relative displacement between the indicator sign and the reference sign so that the positions of the indicator sign and the reference sign match at each execution time based on sequence data in which each execution time is described, and the timing of the actual play action of the user inputted through the input device is evaluated based on each execution time, and the game system includes a display switching means for switching the display of the display device from the guidance screen to a special screen in which the display of the indicator sign and the reference sign is less noticeable than on the guidance screen when a switching condition is satisfied in the game, and a timing processing means for processing the evaluation of each execution time to be guided through the guidance screen according to a predetermined rule instead of an evaluation based on the actual play action when the display of the display device is switched to the special screen.

[0007] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the input device and the display device to function as each of the means of the game system described above.

[0008] Furthermore, the control method of the present invention is directed to a computer incorporated in a game system that provides a game in which the game system is connected to an input device for inputting a user's play action and a display device for displaying a guide screen including an indicator sign corresponding to an execution time when the play action should be executed and a reference sign corresponding to a current time, and that guides each execution time through the guide screen by causing a relative displacement between the indicator sign and the reference sign so that the positions of the indicator sign and the reference sign match at each execution time based on sequence data in which each execution time is described, and evaluates the time of each user's actual play action inputted through the input device based on each execution time, the computer executing a display switching procedure for switching the display of the display device from the guide screen to a special screen in which the display of the indicator sign and the reference sign are less noticeable than on the guide screen when a switching condition is satisfied in the game, and a timing processing procedure for processing an evaluation of each execution time to be guided through the guide screen in accordance with a predetermined rule, instead of an evaluation based on the actual play action, when the display of the display device is switched to the special screen. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game machine. [Diagram 3] FIG. 4 is a diagram illustrating an example of a home screen. [Figure 4] FIG. 13 is a diagram illustrating an example of a team selection screen. [Diagram 5] FIG. 13 is a diagram illustrating an example of a play guide screen. [Figure 6] FIG. 13 is a diagram showing an example of a play guide screen in which a selection opportunity is being provided. [Figure 7] FIG. 11 is a diagram illustrating an example of a partner selection screen. [Figure 8] FIG. 4 is a diagram illustrating an example of a dance screen. [Figure 9] A diagram showing a schematic example of a play guide screen when a switching notice is being provided. [Figure 10] FIG. 13 is a schematic diagram showing an example of a play guide screen while an opponent is providing a dance screen. [Figure 11] FIG. 11 is a diagram illustrating an example of an auto setting screen. [Figure 12] FIG. 4 is a diagram illustrating an example of a character screen. [Figure 13] FIG. 13 is a diagram showing an example of a character screen displaying a skill selection field. [Figure 14] FIG. 13 is a diagram illustrating an example of a lottery result screen. [Figure 15] FIG. 13 is an explanatory diagram for explaining an example of a personality set for a character regarding dance skills. [Figure 16] FIG. 13 is an explanatory diagram illustrating an example of a start period and an end period that occur to an opponent when a user satisfies a switching condition first. [Figure 17] An explanatory diagram to explain an example of the start and end periods that occur to an opponent when a user satisfies a switching condition after the opponent requests the activation of a dance skill but before the dance skill is actually activated. [Figure 18] FIG. 2 is a diagram showing an example of a configuration of sequence data. [Figure 19] 11 is a flowchart showing an example of a procedure of a screen switching process. [Figure 20] 11 is a flowchart showing an example of a procedure for difficulty level switching processing. [Figure 21] 10 is a flowchart showing an example of a procedure for a guidance omission process. [Figure 22] 11 is a flowchart showing an example of a procedure for a guidance maintenance process. [Figure 23] 11 is a flowchart showing an example of a procedure of a video presentation process. [Figure 24] 11 is a flowchart showing an example of a procedure for a special evaluation process. [Diagram 25] 10 is a flowchart showing an example of a procedure for a screen return process. [Figure 26] 11 is a flowchart showing an example of a difficulty level return process. [Figure 27] 11 is a flowchart showing an example of a procedure for evaluation exclusion processing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network NT. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may also be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.

[0011] The network NT may be configured appropriately as long as it can connect each of the game machines 3 to the center server 2. As an example, the network NT may include the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects each of the center server 2 and the game machines 3 to the Internet.

[0012] In the example of FIG. 1, game machines 3A, 3B, and 3C are shown as the game machines 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 users to play a game within a range corresponding to a play fee in exchange for payment of a predetermined fee. This type of game machine is sometimes called an arcade game machine. This type of game machine 3A (hereinafter, sometimes referred to as an arcade game machine 3A) is often installed in a predetermined facility such as a store with the main purpose of making many users repeatedly play games to generate profits. On the other hand, the game machines 3B and 3C are home-use stationary game machines or portable game machines provided for personal use by users. As such game machines 3B and 3C (hereinafter, sometimes referred to as stationary game machine 3B or portable game machine 3C, respectively, and when there is no distinction between them, sometimes referred to as user terminal device type game machine 3), a mobile phone such as a smartphone or a portable information terminal (including a tablet terminal and a personal computer) may function. In the example of FIG. 1, a plurality of types of game machines 3 are connected to the center server 2, but the number of game machines 3 connected to the center server 2 may be one type.

[0013] The game machine 3 provides a character development game. A character development game is a type of game in which a character in the game is developed. Such characters may be people with various jobs such as monsters, athletes, or warriors, as well as various objects such as cars and animals. The character to be developed may be one or more. In the following, as an example, a case will be described in which the game machine 3 provides a character development game in which a dance unit (a team of multiple characters) is developed.

[0014] In such a character development game, each character forming a dance unit is developed through various elements in the game. Such development elements include mini-games. That is, each character is developed through playing such mini-games. Such mini-games may include various games, and one example includes a music game. A music game is a type of timing game. A timing game is a type of game that evaluates the appropriate time to perform a play action. In the case of a music game, the execution time for performing the appropriate play action is provided together with a song. In addition, in a music game, a time that matches the rhythm of the song is used as the execution time. In other words, a music game is a type of game that guides a user to the time to perform an appropriate play action in accordance with the rhythm of the song, and evaluates the time when the play action is actually performed. In addition, for example, a plurality of songs are prepared for playing in the music game, and a song selected from them is used for the actual play. For example, such a music game is provided through a game screen displayed on a display device. Specifically, such a game screen includes an indicator mark corresponding to each execution time and a reference mark that functions as a reference for the current time, and uses these indicator marks and reference marks to guide each execution time by causing a relative displacement between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark coincide at each execution time.

[0015] A user terminal device 4 may be connected to the game system 1 via a network NT. The user terminal device 4 is a computer device that can be connected to a network and is provided for personal use by a user. For example, a stationary or notebook personal computer 4A or a mobile terminal device 4B such as a mobile phone (including a smartphone) may be used as the user terminal device 4. In addition, various types of computer devices that can be connected to a network and are provided for personal use by a user, such as a stationary home game machine, a portable game machine, or a portable tablet terminal device, may be used as the user terminal device 4. The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by implementing various types of computer software. Such a user terminal device 4 may function as a game machine 3 through computer software.

[0016] The center server 2 provides various services for game machines to the game machines 3 or their users. The services for game machines include a distribution service that distributes and updates programs or data for the game machines 3 via the network 5. The center server 2 appropriately distributes various programs or data required for providing a character development game to each game machine 3 through such a distribution service. The services for game machines also include a matching service that matches multiple users together when they play a common game via the network 5. The game system 1 may provide a character development game (including a part of a character development game such as a music game) as a multi-player game in which multiple users share the same progress through such a matching service.

[0017] The game machine service may also include a service of receiving user identification information from the game machine 3 and authenticating the user. The game machine service may also include a service of receiving play data of an authenticated user from the game machine 3 and storing the data, or providing the stored play data to the game machine 3. The game machine service may also include a billing service for collecting fees from users. Similarly, the center server 2 may provide various Web services to users of the user terminal devices 4 via the network 5. The Web services may include a game information service for providing various information about games provided by the game machine 3, a distribution service for distributing various data or software (including updates of data, etc.) to each user terminal device 4, a community service for providing a place for users to communicate, such as to transmit, exchange, and share information, and a service for assigning a user ID for identifying each user.

[0018] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0019] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to distribute and store data in a plurality of storage units. The storage unit 22 records a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 22 also stores server data necessary for providing various services. Such server data includes various data for a character development game, and in the example of FIG. 2, video data MD and sequence data QD are shown as one type of such various data.

[0020] Both the video data MD and the sequence data QD are data for music games. Specifically, the video data MD is data for displaying videos during a music game. Such videos include dance videos (including dance animations by each character). The dance (movement) of the characters in such dance videos may be realized at any time by the program PG1 based on the video data MD, or may be realized by a trajectory based on the detection result of recording the trajectory of a person wearing a motion sensor. In such a case, the video data may be configured as data that reproduces the movement based on the detection result of such a motion sensor. Also, each video may be configured as a shooting result of shooting a virtual three-dimensional space. In this case, each video may be configured as a video (including a video in which each character moves to rotate around the virtual camera) based on the shooting result of a virtual camera (the shooting direction and angle of view may be changed appropriately) at a fixed position, or may be configured as a video based on the shooting result of a movable virtual camera whose position changes to rotate around an appropriate character (which may be multiple). In other words, the video data MD may be configured appropriately based on well-known technology.

[0021] The sequence data QD is data describing each execution time when a play action should be performed by a user in a music game. The sequence data QD is used to inform the user of each such execution time. Furthermore, when a play action is actually performed by a user, the play action is evaluated based on the execution time of the sequence data QD. That is, the notification of each execution time and the evaluation are performed based on the sequence data QD. For this reason, the sequence data QD describes each execution time and information on an appropriate play action to be performed at that execution time so that they are associated with each other. Furthermore, when multiple songs or multiple difficulty levels are prepared in a music game, the sequence data QD is prepared for each song or each difficulty level. Details of the sequence data QD will be described later.

[0022] The server data may include, for example, various other data for realizing various services. For example, such data may include music data, play data, or ID management data. Music data is data for playing music used in a music game. Play data is data describing information about the past play results of each user. The play data is used, for example, to carry over the play results up to the previous time (past results) to the next time or later, or to carry over settings specific to each user. ID management data is data for managing various IDs such as user IDs. However, illustration of these is omitted.

[0023] 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 resources 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-mentioned game machine services for the game machine 3. Note that an input device such as a keyboard, an output device such as a monitor, and the like may be connected to the control unit 21 as necessary. However, illustration of these is omitted.

[0024] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines 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 required for the operation. In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 with the program PG2 as a software resource. Various processes required for providing the character development game (including processes required for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices, and in the example of FIG. 2, a guidance control unit 33, a video control unit 34, and an evaluation unit 35 are shown as logical devices related to the music game.

[0025] The guidance control unit 33 is a logical device that performs various processes for controlling guidance of each execution time through the indication sign and the reference sign. For example, the guidance control unit 33 performs various processes for controlling the display (including relative displacement) of the indication sign and the reference sign. Such processes include a screen switching process, a difficulty level switching process, a guidance omission process, a guidance maintenance process, a screen return process, and a difficulty level return process. The video control unit 34 is a logical device that performs various processes for presenting a video on the game screen for the music game. Such processes include a video presentation process. 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 processes include a special evaluation process and an evaluation exclusion process. The procedures of the screen switching process, the difficulty level switching process, the guidance omission process, the guidance maintenance process, the screen return process, the difficulty level return process, the video presentation process, the special evaluation process, and the evaluation exclusion process will be described later.

[0026] 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. The storage unit 32 records game data necessary for providing a character development game together with the above-mentioned program PG2. Such game data also includes various data for a music game, and in the example of FIG. 2, video data MD and sequence data QD are shown as part of such data for the music game. Both the video data MD and the sequence data QD are provided by the center server 2 through a distribution service. The game data also includes image data for displaying various images for the game, BGM data for playing various BGM, and the like. However, these are not shown in the figures.

[0027] In addition, the game machine 3 may be provided with various output devices and input devices as appropriate depending on the type of the arcade game machine 3A or the user terminal type game machine 3, and in the example of FIG. 2, a monitor 37 as a display device and a speaker SP are shown as output devices provided in the game machine 3. The monitor 37 and the speaker SP are well-known display devices for displaying game screens and the like, and well-known audio playback devices for playing audio, respectively. Similarly, in the example of FIG. 2, an input device 36 for inputting a user's play action is shown as an input device provided in the game machine 3. The input device 36 may be configured as appropriate depending on the type of the game machine 3. For example, in the case of the arcade game machine 3A, a stage with a push button that is pressed by stepping on it with a foot may be used as the input device 36. Then, the user may play a music game on this stage. Alternatively, a control panel provided with multiple push buttons may be provided. In such a case, the operation of pressing the push button with a foot or a hand is used as a play action. Also, a touch pad or a touch panel display may be used as the input device 36. In this case, the act of touching these with a hand, a foot, or a touch pen (a so-called stylus pen) is used as a play act.

[0028] On the other hand, for example, in the case of the stationary game machine 3B, a keyboard including multiple push buttons or a dedicated controller (including a mat controller that is laid on the floor or the like to be operated mainly with the feet) may be used as the input device 36. In this case, the operation of pressing the push buttons is used as the play action. Similarly, for example, in the case of the portable game machine 3C, a touch panel that outputs a signal corresponding to the user's touch operation (operation of touching with a finger) may be used as the input device 36. In this case, the touch operation and its position are used as the play action. Also, a dedicated controller (including the above-mentioned mat controller) may be connected to the portable game machine 3C by wire or wirelessly and used.

[0029] In addition, for example, the arcade game machine 3A may be provided with a value collection device as an input device for collecting a predetermined value required for a game from a user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Such a device may collect various types of value, such as electronic currency, via a card that records the remaining amount of electronic currency. In addition, for example, in the case of a user terminal type game machine 3, the user terminal type game machine 3 may provide a music game for a fee (including a case where a part of the game is paid for for additional play, etc.) or free of charge (including a case where the software is purchased in advance). When a music game is provided for a fee, the fee may be collected in the user terminal type game machine 3 through various well-known settlement processes.

[0030] Next, game screens for providing a character development game will be described with reference to Figs. 3 to 14. More specifically, game screens related to a music game among game screens for a character development 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 a monitor 37 of a portable game machine 3C using a touch panel as an input device 36 will be described.

[0031] FIG. 3 is a diagram showing an example of a home screen. The home screen 40 is a game screen that mainly functions as a starting point to other game screens. For this reason, the home screen 40 displays icons (hereinafter, may be referred to as transition icons) that function as touch positions (positions where a touch operation should be performed) for transitioning to each screen. In addition, the home screen 40 may be provided with other management functions and information. For example, as shown in FIG. 3, the home screen 40 includes a "STORY" icon 41, a "DANCER" icon 42, a "TEAM" icon 43, a "lottery" icon 44, an "errand" icon 45, a "DANCE BATTLE" icon 46, a "MISSION" icon 47, an information area 48, and a character image CA.

[0032] 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 story animations (videos) set for each character, such as the individual history of each character in the game, or conversation scenes between multiple characters. Such stories may include stories that are newly unlocked (become viewable) depending on the play situation, such as rewards acquired in the game or the level of each character.

[0033] The "TEAM" icon 43 is a transition icon for transitioning to a team (unit) organization screen (not shown). The team organization screen is a game screen for selecting each character that will form a dance unit. One dance unit may be formed by an appropriate number of characters, but the following describes a case where one dance unit is formed by three characters.

[0034] The "errand" icon 45 is a transition icon for transitioning to an errand screen (not shown). The errand screen is a game screen for providing an errand event. An errand event is an event for acquiring various items, and is provided by consuming a predetermined value set in the game. For example, a stamina value among parameters set for the user is used as such a predetermined value. The stamina value is a value that recovers to an upper limit value (which may change depending on the level, etc.) over time, and is a value that is consumed for using various events, etc. Since the stamina value is a value that increases over time (recovers to an upper limit value), it is often the case that the user's time is more effectively utilized by having the stamina value actively consumed. For this reason, by using such stamina value to provide an errand event, it is possible to promote the use of a character (for example, a character that is not used often) in an errand event. In addition, if a period is set for an errand event, the use of a character that is used in an errand event during that period may be restricted. In such a case, even if an errand can be used without consuming stamina value, it is possible to promote the use of a character that is not used often. Also, the value of the items obtained by the event may change depending on the length of the period, so that the value is higher (or more). Similarly, the items obtained by the event may be determined randomly or according to the play situation, in addition to or regardless of such a period.

[0035] The "MISSION" icon 47 is a transition icon for transitioning to a mission screen (not shown). The mission screen is a game screen for providing information on missions, 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) the achievement conditions. In the game, such missions may be prepared from those that can be determined whether or not they can be achieved for each play, to those that are aimed at relatively long-term play that cannot be achieved in only the current (one) play. For example, if there is a concept corresponding to time in the game, such a concept of time may be taken into consideration in the achievement conditions of a mission. Specifically, for example, as a type of long-term mission, a mission may be prepared whose achievement conditions relate to an appropriate period, such as daily or weekly, in the time concept in the game. Alternatively, a similar long-term mission may be realized by utilizing the time concept in the real world. In addition, the "MISSION" icon 47 may not be a transition icon, but may function as an icon for adding a new additional area (a so-called pop-up) such as a mission information section (an area for presenting information similar to the mission screen described above) to the home screen 40 in response to a touch operation.

[0036] Similarly, the "DANCER" icon 42 is a transition icon for transitioning to a character screen, the "lottery" icon 44 to a lottery result screen, and the "DANCE BATTLE" icon 46 to a music game screen. The music game screen, character screen, and lottery result screen will be described in detail later.

[0037] On the other hand, the information area 48 is an area for presenting various information related to the game. The information area 48 includes, for example, a name area 48A, a rank area 48B, a stamina value area 48C, and a currency area 48D. The name area 48A is an area for displaying the user's name in the game ("Gogo") and a title ("Benitsuru Gakuen Gold Student") given to the user during play among various titles prepared for the user in the game (which are given in response to the conditions that are met when the playing situation meets various conditions, and are often set to correspond to some of the ranks described below, and often function as a type of information indicating the user's rank, but may be given independently of the rank).

[0038] The rank area 48B is an area for displaying the rank ("1") acquired by the user while playing among the ranks prepared in the game (which are given in accordance with the conditions met when the playing situation meets various conditions, similar to titles, and some ranks at predetermined intervals are often given titles). The rank is a value indicating the user's growth in the game, and a higher value often indicates that the user has played a lot of the game.

[0039] The currency area 48D is an area that displays information about a currency value (hereinafter, sometimes referred to as in-game currency) that functions as a currency in the game. The in-game currency is a value consumed to use a predetermined function such as purchasing an item or granting various lottery opportunities. The in-game currency is purchased, for example, by consuming real currency (which may be collected in the same way as the price for playing). 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 balance ("0") of the in-game currency currently owned by the user. The currency purchase icon 48D2 is an icon that functions as a touch position for purchasing (increasing the balance) in-game currency. Specifically, the currency purchase icon 48D2 functions as a position to be touched to request the purchase of in-game currency. In response to a touch operation on the currency purchase icon 48D2, for example, an additional area (so-called pop-up) for selecting the purchase amount or for confirming whether or not to execute the purchase may be further presented.

[0040] The stamina value area 48C is an area that displays information about the stamina value of the user. For example, a stamina value display area 48C1 and a recovery icon 48C2 are provided in the stamina value area 48C. The stamina value display area 48C1 is an area for displaying the current value and the upper limit value of the stamina value of each character. In the example of FIG. 3, the current stamina value (numerator of “30 / 30”) and the upper limit value (denominator of “30 / 30”) of this character are both displayed as “30”. The recovery icon 48C2 is an icon that functions as a touch position for recovering the stamina value. More specifically, the recovery icon 48C2 functions as a position that is touched to request the recovery of the stamina value. In response to a touch operation on the recovery icon 48C2, for example, an additional area (so-called pop-up) for selecting an item or for confirming whether or not the item can be used may be further displayed. As described above, the stamina value is consumed by, for example, performing an errand event or a music game.

[0041] The character images CA are images corresponding to each character. The character images CA corresponding to each character that composes the dance unit to be trained are appropriately displayed on the home screen 40. In the example of FIG. 3, the home screen 40 displays three character images CA corresponding to the three (all) characters that compose the dance unit.

[0042] In addition, the stamina value display area 48C1 is not limited to such a user's stamina value, and may display information on stamina values ​​related to characters that meet appropriate conditions, such as characters designated by a predetermined designation means such as a cursor. Alternatively, the stamina values ​​of all characters may be displayed in the stamina value display area 48C1. Similarly, the arrangement of each character image CA on the home screen 40 may be appropriate. For example, a character (a so-called favorite member) that the user most recommends may be determined based on a prior designation or conditions such as a play situation, and the character image CA of such a character may be arranged at the forefront on the home screen 40. Alternatively, the arrangement of each character image CA may be determined based on a user's designation.

[0043] 4 to 11 each show an example of a music game screen. The music game screen is a game screen related to playing the music game. Specifically, the music game screen includes a team selection screen, a play guide screen, a partner selection screen, a dance screen, and an auto setting screen. Of these, FIG. 4 shows an example of a team selection screen. The team selection screen 50A is a game screen for selecting a dance unit (team) to be used in playing the music game. In other words, the team selection screen 50A is used to select a dance unit to be trained through playing the music game. As shown in FIG. 4, such a team selection screen 50A includes a team organization icon 50A1, a team presentation area 50A2, a switching instruction icon 50A3, an auto designation area 50A4, and a decision instruction icon 50A5.

[0044] The team organization 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 constituting the selected team for each character. For this reason, the character information area 50A6 includes a character image CA showing each character (the character image CA may be either a still image or a moving image, and may have different postures or multiple images depending on the game screen or situation), and information on the characteristics. In addition, each character may be set with various characteristics that lead to the characteristics of each character, and in the example of FIG. 4, information on some of the parameters that define each character is shown as one of such information on the characteristics. On the other hand, 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 team information area 50A7, the total value of the parameter values ​​presented in character information area 50A6 is presented for each parameter.

[0045] The switching 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. When there is a selectable team, the currently selected team is switched to the other team, which is a selection candidate team, in response to a touch operation on the switching instruction icon 50A3. In other words, the display content of the team presentation area 50A2 is switched to the content of the other team in response to a touch operation on the switching instruction icon 50A3. On the other hand, the determination instruction icon 50A5 is an icon that functions as a touch position for executing a request to the currently selected team to determine the team to be played. In response to a touch operation on the determination instruction icon 50A5, the currently selected team (the team being presented via the team presentation area 50A2) is determined as the team to be played.

[0046] The auto designation area 50A4 is an area for presenting information regarding auto play. Auto play is one of the play modes prepared for the music game, and is a mode in which the evaluation of the play action to be performed by each user is automatically processed as a predetermined evaluation result. In other words, when the music game is played in auto play, the user is given a predetermined evaluation result (predetermined score when the evaluation result is given as a score) even if the user does not perform the play action. Such auto play can be selected (played) when the auto play condition is satisfied. In addition, for example, the use of a specific item (hereinafter, sometimes referred to as a ticket) may be used as such an auto play condition. In this case, auto play can be designated with the use (consumption) of the ticket. In this case, the auto designation area 50A4 includes, for example, a possible / not possible information area 50A8 and a ticket purchase icon 50A9. The possible / not possible information area 50A8 is an area for presenting information regarding the possible / not possible selection of auto play. For example, information regarding the number of tickets owned is presented in the possible / not possible information area 50A8. The ticket purchase icon 50A9 is an icon that functions as a touch position for purchasing tickets that enable autoplay (increasing the remaining number). For this reason, when the ticket purchase icon 50A9 is touched, for example, an additional area (so-called pop-up) for selecting the number of tickets to purchase or for confirming whether or not to execute the purchase may be presented.

[0047] In the example of FIG. 4, the availability information area 50A8 displays "0" as the number of tickets possessed (number of possessions). In other words, the user does not have even one ticket. In this case, the ticket purchase icon 50A9 is displayed in the auto designation area 50A4, and a ticket is purchased by touching the ticket purchase icon 50A9 or the like. On the other hand, if the user possesses a ticket, an auto play instruction icon (not shown) that instructs auto play may be displayed in the auto designation area 50A4 instead of the ticket purchase icon 50A9. Such an auto play instruction icon may function as a transition icon for transitioning to an auto setting screen.

[0048] FIG. 5 is a diagram showing an example of a play guide screen. The play guide screen 50B is a type of game screen for actually having the user play the music game, and is a game screen for actually informing the user of the timing of the play action to be performed. For this reason, as shown in FIG. 5, the play guide screen 50B includes an object 51, a judgment line 52, and a character image CA. The character image CA is an image corresponding to each character as described above. The play guide screen 50B displays the character image CA of each character corresponding to the dance unit determined on the team selection screen 50A. Furthermore, each character image CA functions as a moving image (animation) that dances to the rhythm of the music. That is, the play guide screen 50B displays the character image CA (moving image) that dances. The object 51 is an image that functions as an instruction sign, and appears at the back of the play guide screen 50B at an appropriate time and moves toward the front. Furthermore, the size of the object 51 changes so that it gradually becomes larger as it moves from the back to the front.

[0049] On the other hand, the judgment line 52 is an image that functions as a reference marker and is arranged at a fixed position on the front side of the play guide screen 50B. A plurality of arrival position indicators 52A are provided on the judgment line 52. Each arrival position indicator 52A is an image that functions as an indicator showing 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. In other words, each arrival position indicator 52A functions as a route position for each object 51 that extends from the back side to the front side of the play guide screen 50B (not shown), and each object 51 moves along such a route so as to match the position of each arrival position indicator 52A at each execution time. Then, each user is required to perform a touch operation on the position of each arrival position indicator 52A that matches the position of each object 51 in accordance with the match between each object 51 and each arrival position indicator 52A. In addition, such a touch operation is evaluated higher the shorter the time lag between the time when each object 51 reaches each arrival position indicator 52A (the time when the sequence data QD is executed) and the time when the actual touch operation is performed. In other words, the shorter the time lag, the higher the score given to the user.

[0050] In the example of FIG. 5, the judgment line 52 is formed in an arc shape on the front side of the play guide screen 50B, and has four arrival position indicators 52A. These four arrival position indicators 52A are associated with each character of the dance unit. For example, the first arrival position indicator 52A from the left is associated with the character of the leftmost character image CA and the character of the central character image CA adjacent to it at a ratio of 70% and 30%, respectively. Similarly, for example, the rightmost arrival position indicator 52A is associated with the character of the rightmost character image CA at a ratio of 70% and 30% with the character of the central character image CA. In this way, each arrival position indicator 52A is associated with each character with an appropriate inclination. And such association is associated with the growth of each character. Specifically, the evaluation result of the touch operation on each arrival position indicator 52A is assigned to the growth of each character according to such association. In this example, the play guide screen 50B functions as a guide screen of the present invention.

[0051] The association between each arrival position indicator 52A and each character may be set appropriately. For example, three arrival position indicators 52A may be associated with three characters one-to-one. In this case, the remaining one arrival position indicator 52A may be associated equally with the three characters so as to be approximately average, or may be associated with an appropriate character with an appropriate gradient. Alternatively, an appropriate number of arrival position indicators 52A may be provided on the judgment line 52, and for example, the number of arrival position indicators 52A may be three so as to correspond to the number of characters. Also, the correspondence between each arrival position indicator 52A and each character is not limited to the arrangement of each character image CA. For example, the correspondence between each arrival position indicator 52A and each character may be set under appropriate conditions such as user designation. Alternatively, the arrangement of each character image CA itself may be determined under appropriate conditions such as user designation. By such association, the arrangement position of each character, or the result of the touch operation on each arrival position indicator (in other words, the characteristics of the music), etc. can be associated with the growth of each character, etc. In other words, the position of each character can be used as a factor that affects the character's growth. This allows the growth of each character to have a personality that reflects the playing situation of each user. Furthermore, when such positions are based on user specifications, the user's intentions can be reflected in such growth. This can increase the degree of involvement of the user in the growth, for example, by devising character positions when forming a team.

[0052] Furthermore, each character may be provided with a parameter (hereinafter, sometimes referred to as a score-related parameter) that is related to the amount of score per object 51, and the result of playing the music game (the score obtained) may be affected by such a score-related parameter. In such a case, when a song has a large number of objects 51 reaching the leftmost arrival position indicator 52A, it is possible to encourage the arrangement of each character image CA such that a character with a high score-related parameter is associated with the arrival position indicator 52A. This allows the user to consider a character arrangement strategy according to differences in the number of objects 51 reaching each arrival position indicator 52A for each song (or each difficulty level), etc., and therefore such consideration can be added as a new game element.

[0053] Furthermore, when a predetermined switching condition is satisfied while playing the music game, in other words while playing through the play guide screen 50B, the music game screen switches from the play guide screen 50B to a dance screen. The dance screen is a game screen for providing special videos in which a dance unit (sometimes only some of the dance units may perform a special dance depending on the skill (characteristic) of each character. Details of the dance videos will be described later together with the dance screen, but before switching to the dance screen, a selection opportunity is provided for selecting which character of the dance unit is the main character to display in the dance screen.

[0054] FIG. 6 is a diagram showing an example of a play guide screen 50B in which such a selection opportunity is being provided. As shown in FIG. 6, in the play guide screen 50B in which such a selection opportunity is being provided, compared to the example of FIG. 5, a display of a character icon 53 corresponding to each character of the dance unit dancing on the play guide screen 50B is added. The character icon 53 is an icon that functions as an option for selecting a 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 video. The character icon 53 also functions as a transition icon for transitioning to a partner selection screen. That is, with a touch operation on the character icon 53, transition is made to the partner selection screen. After the touch operation on the character icon 53, a pop-up or the like may be appropriately presented for confirming whether or not to confirm the selection result.

[0055] In the example of Fig. 6, each character icon 53 displays an image corresponding to the head of character image CA, and is provided with a dance pattern image 54. The dance pattern image 54 is an image that symbolically indicates the characteristics of a dance video in the case where the character corresponding to each character icon 53 becomes a main character. In the example of Fig. 6, the dance pattern images 54 each indicate a dance performed by two characters as a characteristic of the dance video. Each user selects a main character while referring to such dance pattern images 54.

[0056] FIG. 7 is a diagram showing a schematic example of a partner selection screen. The partner selection screen 50C is a game screen for selecting a character who will be a partner (helper) of the main character in the dance video. For this reason, the partner selection screen 50C is provided when the dance video corresponds to a dance by some characters of a 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. 6. A dance pattern image 54 showing a dance by two characters is displayed on this character icon 53. In this case, as shown in FIG. 7, the partner selection screen 50C includes a main character area 55 and partner candidate icons 56.

[0057] The main character area 55 is an area showing the main character in the dance video. The partner candidate icons 56 are areas showing each character that is a partner candidate for the main character. The partner candidate icons 56 also function as touch positions for requesting the determination of a partner in a dance movement. In other words, when the partner candidate icon 56 is touched, the character corresponding to the partner candidate icon 56 that has been touched is determined as the partner of the main character.

[0058] In the example of FIG. 7, both the main character area 55 and the partner candidate icon 56 display character images CA (mainly only the head) corresponding to each character. In addition, two partner candidate icons 56 corresponding to the other two characters of the main character are displayed. Therefore, when one of these is touched, the character corresponding to the touched partner candidate icon 56 is determined as a partner in the dance video. The partner selection screen 50C also has a count information area 57. The count information area 57 is an area showing the remaining time for partner selection through the partner selection screen 50C. When the remaining time ("3") in the count information area 57 becomes zero, the character of the partner candidate icon 56 located at the top of the two partner candidate icons 56 is automatically determined as a partner. Note that the selection of a partner through the partner selection screen 50C may be ended according to an appropriate condition such as a user's end instruction, not limited to time. Also, when a dance by three characters is selected, the partner selection screen 50C may be displayed and a main partner may be selected from the two characters other than the main character. On the other hand, when a dance by three characters is selected, the display of the partner selection screen 50C may be omitted. In this example, the two characters (two character images CA) corresponding to the two partner candidate icons 56 function as two or more characters of the present invention.

[0059] FIG. 8 is a diagram showing an example of a dance screen. The dance screen 50D is a game screen for displaying a special video as described above. The special video is a dance video performed by the main character and the partner character. In such a special video (dance video), a dance according to the skill of the main character is performed. For this reason, each character performs a movement (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 is switched from the play guide screen 50B when a switching condition is satisfied. The switching condition may be satisfied, for example, with a designation operation that designates a user's switching (for example, a specific operation corresponding to such designation, or an action depending on the type of input device, which is an example of a designation action of the present invention including such an action) (for example, a limit of a predetermined number of times, such as once for each character, may be set in a predetermined range such as one play range or a predetermined period). Alternatively, a value indicating whether or not switching to dance screen 50D is possible and a gauge indicating the amount of the value may be provided, and the switching condition may be satisfied when the play situation corresponds to a predetermined situation, such as when the value reaches or exceeds a predetermined amount, or when the acquired points reach or exceed a predetermined value. Also, the switching condition may be satisfied when a user designation is executed after such a play situation is met.

[0060] As shown in FIG. 8, in such a dance screen 50D, compared with the play guide screen 50B in the example of FIG. 5, display of both the object 51 and the judgment line 52 (including each arrival position indicator 52A) is omitted and hidden so that the dance video stands out more. In other words, in the dance screen 50D, the guidance of the time to perform the play action (touch operation) is omitted so that the user's attention is directed to watching the dance video (watching the dance video is given priority). In the example of FIG. 8, not only the object 51 and the judgment line 52 but also the display of various other information is similarly hidden. In other words, in the play guide screen 50B, all images (including information) other than the character image CA are omitted so that the dance video stands out most with the character image CA. Meanwhile, a dance video information column DI is added to the dance screen 50D. The dance video information column DI displays information ("overhead") related to the type of dance video (in other words, the type of dance expressed through the dance video). In this example, the dance screen 50D functions as a special screen of the present invention. Furthermore, the two character images CA (or the two characters corresponding thereto) displayed on the dance screen 50D function as further part of the characters of the present invention.

[0061] The dance screen 50D may be configured as appropriate as long as the dance video is more noticeable than the play guide screen 50B. For example, the play guide screen 50B is divided into an image layer for guidance (which may be determined as an image area) including the object 51 and the judgment line 52, and an image layer for dancing that displays the character image CA (in other words, the dance video). The image layer for dancing may change the position of the virtual camera according to the user's motion when, for example, the portable game machine 3C is provided with a gyro sensor or an acceleration sensor and is capable of detecting the user's motion (for example, the stationary game machine 3B or the arcade game machine 3A may also use a head-mounted display using a similar sensor, etc., and the like, when the user's motion can be detected). In such a case, the size and direction, etc. of the character image CA (display of the image layer for dancing) need to be appropriately changed according to the user's motion, while it is preferable that the display position, etc. of the object 51, etc. (image layer for guidance) is displayed fixedly regardless of such changes. For this reason, the image layer for dancing is configured as separate layers in this way. The same is true for 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 (transparent layer). In other words, a screen that hides only the guide image layer of the play guide screen 50B functions as the dance screen 50D. However, the configuration that makes the dance video stand out is not limited to this configuration. For example, the dance screen 50D may be configured by arranging another image layer on the play guide screen 50B so as to hide the object 51, the judgment line 52, and the like. Alternatively, all image layers including the dance image layer of the play guide screen 50B may be replaced with another image layer corresponding to the dance video. Furthermore, the dance screen 50D does not have to be configured to hide the object 51 and the judgment line 52 as long as the dance video stands out more than the play guide screen 50B. For example, the dance screen 50D may hide only one of the object 51 and the judgment line 52, or may display a reduced version of the entire play guide screen 50B (for example, only a portion of the object 51 and the judgment line 52, etc.).That is, the dance screen 50D may be displayed in parallel on top of the image layer displaying the special video, or in a separate area from that, by reducing the entirety of the play guide screen 50B.

[0062] In addition, since the dance screen 50D is also a part of the music game screen, the music game continues even while the dance screen 50D is displayed, and each user is required to play appropriately. On the other hand, in the dance screen 50D, both the object 51 and the judgment line 52 are hidden so that the dance video is more noticeable, so that the guidance of the play action itself is omitted, and it is difficult for the user to grasp the appropriate execution time. For this reason, while the dance screen 50D is displayed, the evaluation of the play action that the user should normally execute, in other words, the evaluation of each execution time that should normally be guided through the play guidance screen 50B, is automatically processed according to a predetermined rule. The predetermined rule may be set in various ways, and for example, a predetermined evaluation result is used as the predetermined rule. In this case, in the dance screen 50D, each execution time corresponding to the sequence data QD being played through the play guidance screen 50B is processed as a predetermined evaluation result.

[0063] Specifically, for example, when the evaluation result includes a predetermined range around the execution time of the sequence data QD as "PERFECT!!", a predetermined range around the predetermined range as "GREAT", a predetermined range around the "GREAT" range as a reference as "GOOD", and a range outside the "GOOD" range as a reference as "MISS", in order of increasing evaluation, "PERFECT!!" is used as the predetermined evaluation result. That is, in the dance screen 50D, the evaluation result of each object 51 that is not displayed but moves toward each arrival position indicator 52A as the music progresses is uniformly processed as "PERFECT!!". Note that the predetermined evaluation result is not limited to "PERFECT!!", and an appropriate evaluation result such as "GREAT" may be used. Alternatively, non-evaluation may be adopted as a predetermined rule. That is, in the dance screen 50D, each execution time may be excluded from the evaluation target and treated as not existing in the sequence data QD. On the other hand, such processing may be omitted when the display of the object 51, etc. can be confirmed, for example, when the play guide screen 50B is displayed in a reduced size. In other words, the user may be requested to perform a play action (for example, the requested play action may be changed from a touch operation to a button operation, etc., as one type of appropriate action) as usual (or an appropriate action may be given to reduce the burden on the user, in which case such action may function as a predetermined rule) even while the dance screen 50 is displayed. In addition, such a request for a play action while the dance screen 50 is displayed may be limited to cases where the user has expressed an intention to perform a play action, such as when an appropriate play action has been performed by the user on the object 51, etc.

[0064] The music game may be provided to one user as a single play (simply as an element for training each character), or may be provided to multiple users as a multi-play. In the case of multi-play, the music game may be provided as a cooperative play type game in which multiple users (which may include a computer) cooperate with each other, or as a battle type game in which users compete with each other. In either case, the game is often played so that the progress is common among multiple users. At least the display of each character image CA and their movements (dances) are different so as to correspond to the dance units of each user, but the guidance of each execution time based on the sequence data QD is often common. An example of the play guidance screen 50B when the music game is provided as a battle type game will be described below. Note that, in such a music game, when multiple users (people) other than a computer play as opponents, each user may be matched, for example, through a matching service. The matching service may be realized by the game machine 3A so that, for example, one game machine 3A matches users in the vicinity or users of other game machines 3A in the same facility. In other words, the game machine 3A may function as the center server 2.

[0065] In a battle-type game, there are cases where the opponent user satisfies the switching condition (the dance screen 50D is provided to the opponent user). In addition, when a music game is provided as a battle-type game, the difficulty level of the opponent's music game changes while the dance screen 50D is displayed (in other words, while the main character's skill is being activated). Specifically, while the dance screen 50D is displayed, as an effect of the skill activation, the difficulty level of the opponent's music game is switched from the current difficulty level (before the skill is activated) to another difficulty level that is more difficult than the current difficulty level. Such switching may be realized by an appropriate method, but for example, in a battle-type game, guidance based on the sequence data QD of the difficulty level selected by the user and guidance based on the sequence data QD of the difficulty level one level higher than the current difficulty level are executed in parallel at the same time, although they are not displayed. Then, with the switch to the dance screen 50D, the guidance based on the sequence data QD of the difficulty level one level higher that was not displayed is switched to displayed, and the guidance based on the sequence data QD of the difficulty level selected by the user is switched to hidden, respectively. That is, the non-displayed information and the displayed information are switched when the screen is switched to the dance screen 50D. In order to prepare for such a change in difficulty level, a switching notice is provided to the opponent user playing the same game via the play guide screen 50B when the switching condition is met. The switching notice is information indicating in advance that the opponent's game screen will be switched from the play guide screen 50B to the dance screen 50D, in other words, that the difficulty level of the music game currently being played will increase.

[0066] FIG. 9 is a diagram showing an example of the play guide screen 50B during which a switch notice is being provided. As shown in FIG. 9, when the opponent user switches to the dance screen 50D, a switch notice icon 58 is displayed on the play guide screen 50B before such switching. The switch notice icon 58 is an icon that functions as information indicating the above-mentioned switch notice. In addition, during the notice period (hereinafter, sometimes referred to as a start period) from when the switch notice icon 58 is displayed until the opponent's game screen actually switches to the dance screen 50D, start preparations for a change in difficulty level may be executed. Specifically, for example, when the sequence data QD includes information on an execution period corresponding to a request for a continuous operation or a repeated operation, such as a play action of maintaining (continuing) (continuing to touch) a touch operation on the arrival position indicator 52A for a predetermined period, or a play action of repeating a touch operation, such a continuous operation or a repeated operation may cross over a change in difficulty level. A change in difficulty level corresponds to a change in the sequence data QD, and such an execution period crossing over a change in difficulty level may disappear after the switch, so a special response is required. In this case, processing related to the execution period spanning such a change in difficulty level is executed as preparation for starting.

[0067] Similarly, when returning from the dance screen 50D to the play guide screen 50B, that is, when returning to the original difficulty level, a preparation period is also required. Therefore, when returning from the dance screen 50D to the play guide screen 50B, an end period is set after returning to the play guide screen 50B. During the end period, end preparation may be executed. For example, an execution period spanning a change in difficulty level as described above may also occur at the end (at the end of the dance screen 50D). Therefore, for example, processing related to such an execution period spanning a change in difficulty level is also executed as end preparation at the end. Details of start preparation and end preparation will be described later.

[0068] For example, when three types of difficulty, "EASY", "NORMAL" and "HARD", are prepared for user selection, a fourth type of difficulty, "SUPER" above "HARD", may be prepared exclusively for switching to the dance screen 50D. In other words, a difficulty level (not selectable) may be provided exclusively for switching to the dance screen 50D, separate from the difficulty level for user selection. Furthermore, the difficulty level switching is not limited to the above-mentioned method of switching between a non-display state and a display state for two difficulty levels that are presented in parallel. The difficulty level switching may be realized by an appropriate method. For example, a guidance based on sequence data QD with a higher difficulty level may be started when the screen is switched to the dance screen 50D. Alternatively, the difficulty level switching may be realized by appropriately adding an execution time (in other words, an object 51) to the guidance based on the current sequence data QD. In other words, sequence data QD with a different difficulty level may be generated based on the current sequence data QD.

[0069] Furthermore, the difficulty level change is not limited to an increase in the difficulty level. For example, the difficulty level change may be realized in a direction that decreases the difficulty level. In this case, the number of objects 51 also decreases with the decrease in the difficulty level, which can lead to a decrease in the opponent's total acquired points. Alternatively, such a change may be used simply to disrupt the opponent's pace by a change in rhythm accompanying the change in difficulty level. Also, during the change in difficulty level (for example, the number of objects 51 to be operated often increases at a high difficulty level, and the opposite often occurs at a low difficulty level), the evaluation result for each object 51 may be appropriately adjusted so that the obtainable points (denominator of the points obtainable by the game) are similar to those when such a change in difficulty level is not performed. Specifically, for example, during the change in difficulty level, the points per object 51 (points to be given to the user when an appropriate play action is performed on one object 51) may be changed (smaller when the number of objects 51 increases, and larger when the number decreases). Since a higher difficulty level generally has a larger number of objects 51, if the score is uniformly the same, the higher difficulty level may have an advantage in terms of the points acquired (the opposite is true for a lower difficulty level), but this can suppress such an influence, and relatively fairness can be ensured in terms of the effect of skill activation. Alternatively, on the other hand, the evaluation result of each object 51 (the points acquired per object) may be increased during the difficulty level change. In this case, the points acquired with proper play action are increased, but the points lost with failure are also increased, so that the user's sense of tension can be increased. Also, in the case where a predetermined parameter is subtracted with failure to perform proper play action, the same effect can be obtained by increasing the evaluation result of each object 51 (the amount of deduction per object). On the other hand, such a difficulty level change may be omitted.

[0070] FIG. 10 is a diagram showing an example of a play guide screen 50B in which an opponent is providing a dance screen 50D. As shown in FIG. 10, a situation presentation area 59 is added to the play guide screen 50B in which an opponent is providing a dance screen 50D, as compared to the example in FIG. 5. The situation presentation area 59 is an area indicating that the opponent is providing a dance screen 50D. In other words, the situation presentation area 59 also functions as an area indicating that the difficulty level of the current play 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 on the main character and the partner character who are performing a dance on the opponent's dance screen 50D, respectively. In these areas, for example, character images CA (mainly only the heads) of the main character and the partner character are displayed as information on the main character and the partner character. The dance skill notification area 59C is an area for notifying the type (e.g., "overhead") of the dance (dance associated with skill activation) that the main character and partner character are performing. The display of the status display area 59 allows the player to understand that the difficulty level is increasing.

[0071] FIG. 11 is a diagram showing an example of an auto setting screen. The auto setting screen 50E is a game screen for setting the auto play. As described above, the auto setting screen 50E is transitioned to when the auto play instruction icon is touched on the team selection screen 50A. As shown in FIG. 11, the auto setting screen 50E includes an auto setting area 60 for executing various settings related to the auto play. The auto setting area 60 also includes a "UI display" switch icon 60A, an "opponent 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 for whether or not to display the object 51 and the judgment line 52 included in the play guide screen 50B during auto play. That is, in the case of auto play, the display or non-display of the object 51 and the like on the play guide screen 50B is set by the user through the "UI display" switch icon 60A. The "UI display" switch icon 60A may also function as a switch for whether or not to display various UIs (user interfaces) such as information on acquired points.

[0072] The "opponent display" switch icon 60B is an icon that functions as a switch for selecting whether or not to display each character image CA corresponding to the opponent's dance unit during autoplay. On the play guide screen 50B, the character image CA may be switched at an appropriate timing from the player's own dance unit to one corresponding to the character of the opponent's dance unit (it is preferable to display more character images CA corresponding to the player's own dance unit). The "opponent display" switch icon 60B functions as a switch for selecting whether or not to perform such a switch in autoplay when such a switch is performed.

[0073] The "skill activation" switch icon 60C is an icon that functions as a switch for selecting whether or not to switch to the dance video accompanying skill activation, i.e., the dance screen 50D, even during autoplay. When the "skill activation" switch icon 60C is set to "ON," the autoplay screen will switch to the dance screen 50D at an appropriate timing based on the activation conditions. In other words, the skills of each character are activated at an appropriate timing. On the other hand, when the "skill activation" switch icon 60C is set to "OFF," switching to the dance screen 50D is not executed during autoplay. In other words, no special video accompanying skill activation is provided.

[0074] The "ON" and "OFF" of the "skill activation" switch icon 60C may be set for both teams (for both teams) or may be set separately for each team. In addition, in the autoplay mode, all play actions requested in the music game based on the sequence data QD may be processed according to a predetermined rule. Specifically, as in the case of providing the dance screen 50D described above, all play actions may be processed uniformly as a predetermined evaluation result such as "PERFECT!!". For this reason, in the case of the autoplay mode, a uniform score may be awarded to the user for each selected song (or difficulty level). Furthermore, a reward may be awarded to the user based on such acquired scores. In addition, when the "skill activation" switch icon 60C is set to "OFF", a process may be executed in which the skill is activated but the accompanying video (dance screen 50D) is not displayed. In this case, the "skill activation" switch icon 60C can satisfy the desire of the user who wants to watch only the normal dance.

[0075] FIG. 12 is a diagram 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 in the music game, and the character screen 70 displays details of each character. The character screen 70 is displayed when the "DANCER" icon 42 is touched on the home screen 40, as described above. As shown in FIG. 12, 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.

[0076] 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 dance-related skills of each character. Specifically, a large number of dance-related skills (dance skills) are prepared in the music game, and at least one is set for each character. Such dance skills may be duplicated among a plurality of characters (including cases where they differ among some characters), or may be uniquely different. The dance skill area 74 displays information on such dance skills for each character. The costume area 75 is an area for displaying information on costumes worn by each character.

[0077] In the example of FIG. 12, the parameter area 73 displays information similar to that in the character information area 50A6 in the team selection screen 50A as parameter information for each character. In addition, the dance skill area 74 of each character displays information on "overhead" as a skill related to dance. In this case, each character will perform a dance corresponding to "overhead" when providing a dance video (special video) on the dance screen 50D as a main character. In addition, when multiple dance skills are set for each character, the dance skill area 74 also functions as an icon for popping up a skill selection field. In addition, the costume area 75 displays information on costumes such as "exclusive wear (Reiji)". These correspond to similar exclusive wear even if there are differences between characters. Therefore, each character wears the same costume, although there are differences in how they are worn. In the case where there are multiple costumes to be worn, the costume area 75 also functions as an icon for popping up a costume selection field (not shown, may be a separate screen). In the costume selection field, a costume to be worn by each character, in other words, by each character image CA, is selected from multiple costumes to be worn. This change in the costume changes the costume worn by the character image CA. The costume selection field may be configured to allow the selection of no costume, and a topless character image CA may be displayed in response to such a selection.

[0078] FIG. 13 is a diagram showing an example of the character screen 70 displaying a skill selection field. As shown in FIG. 13, the skill selection field 76 includes a skill selection icon 78 and a cancel icon 79. The skill selection icon 78 is an icon showing a dance skill of a selection candidate. For this reason, a skill selection icon 78 is provided for each dance skill of a selection candidate. The skill selection icon 78 also functions as a touch position for setting each dance skill of a selection candidate as a dance when the skill is activated (changing from the current skill). That is, with a touch operation on the skill selection icon 78, the dance skill corresponding to the touched skill selection icon 78 is determined as the dance to be shown on the dance screen 50D. On the other hand, the cancel icon 79 functions as a touch position for canceling the change of the dance skill (pop-up of the skill selection field 76). That is, with a 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. 12.

[0079] In the example of FIG. 13, two skill selection icons 78 corresponding to "overhead" and "slide Cinderella" are displayed in the skill selection field 76. In this case, with a touch operation on each skill selection icon 78, "overhead" and "slide Cinderella" are determined as the dances to be shown on the dance screen 50D. In addition, the dance pattern image 54 is displayed on the skill selection icon 78, similar to the character icon 53 on the play guide screen 50B in each selection opportunity state. More specifically, the dance pattern image 54 indicating "overhead" and the dance pattern image 54 indicating "slide Cinderella" are displayed on the two skill selection icons 78, respectively. The dance pattern image 54 of "overhead" indicates a dance by two characters, and the dance pattern image 54 of "slide Cinderella" indicates a dance by three characters.

[0080] FIG. 14 is a diagram showing an example of a lottery result screen. The lottery result screen 80 is a game screen for providing a lottery game for granting various elements related to the character development game by lottery. The lottery result screen 80 is transitioned to when the "lottery" icon 44 is touched on the home screen 40 as described above. Specifically, when the "lottery" icon 44 is selected on the home screen 40, a lottery selection screen (not shown) is displayed on which a plurality of options are displayed, and an arbitrary option is selected by the user from the plurality of options related to the lottery displayed here, and in-game currency is consumed as necessary. Then, after a lottery is appropriately performed (a screen for lottery may be provided separately), the lottery result screen 80 is transitioned to. The example of FIG. 14 shows a case where a lottery game of a type in which a card corresponding to each character is drawn as an element related to the character development game is provided. In this case, as shown in FIG. 14, the lottery result screen 80 includes, for example, a card image 81 and a lottery icon 82.

[0081] The card image 81 is an image showing the card acquired in the current lottery. The card image 81 displays a character image CA corresponding to each character. Furthermore, if a card identical to a card already acquired is acquired as a result of the lottery game, the duplicated card is automatically combined with the already acquired card, and the card image 81 corresponding to the duplicated card displays information indicating the number of combinations (for example, a number such as "2"). As a result of the combination, the parameters or upper limit values ​​of the already acquired card increase by a predetermined amount, while the association between the duplicated card and the user is released. Note that the increase in parameters, etc., may be omitted during the combination.

[0082] On the other hand, 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 a card. In other words, in response to a touch operation on the lottery icon 82, a lottery game is provided and a lottery for a card is actually performed. The lottery game may be provided in association with the consumption of an appropriate value, and as an example, a predetermined amount of in-game currency is consumed for the lottery game for each lottery.

[0083] In the example of FIG. 14, ten card images 81 are displayed on the lottery result screen 80. That is, it is shown that the user has acquired ten cards in this lottery. Moreover, information such as “item conversion” is displayed on one of the ten card images 81 instead of the character image CA. This means that the corresponding card (card image 81) has been converted into an item. Each card image 81 is granted the right to convert into an item when a predetermined number of card images 81 of the same type are collected (when cards of the same type are compounded a predetermined number of times and reach a preset upper limit number of compounding times). When this right is exercised, the card image 81 is converted into an item, and information indicating such conversion (such as “item conversion”) is displayed on the card image 81. The item to be converted may be changed (including a change in value) depending on the type and rarity (rarity) of the card used for the conversion, or may be the same item uniformly. Moreover, after the right to convert into an item is granted, an item to be granted may be drawn at any timing, and an item according to the result of the drawing may be granted.

[0084] In the example of FIG. 14, each card image 81 is configured to have different types due to differences in the postures and the like of each character. On the other hand, it is not assumed that such card images 81 themselves will be used in music games and the like. In other words, each card image 81 is collected like a so-called bromide and is displayed mainly for decoration. However, when each card image 81 is obtained, 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. In other words, when each card image 81 is owned, the costume of the card image 81 is displayed, for example, in the costume area 75 of the character screen 70, and is used as a dance costume when a skill is activated. For this reason, the lottery game is played to obtain such costumes in addition to obtaining decorative bromides and collecting them.

[0085] In addition, various characteristics may be set for each character's dance skill (a type of characteristic). Such characteristics may include characteristics related to growth. For example, a character with high rarity (so-called rarity) may be given a characteristic that grows faster than other characters even if they have the same experience. Furthermore, the dance skill may include a skill that is given (unlocked) only when various conditions such as a play situation are satisfied. Furthermore, each card image 81 may be used for playing in the game, not for decoration. For example, each card image 81 may be configured to make a character corresponding to that card image 81 appear in the game through selection on a team formation screen or the like. Specifically, card images 81 corresponding to characters with different skills and rarities (including the same character but different skills) as described above may be given according to appropriate conditions such as a play situation or a lottery. Then, characters with different skills may be reproduced in the game based on such card images 81. Furthermore, such card images 81 may be actually generated (issued) as physical cards by an appropriate method.

[0086] Next, the start preparation and the end preparation will be described in detail. As described above, the start preparation and the end preparation occur with the switching between the dance screen 50D and the play guide screen 50B when the music game is provided as a battle type game. Therefore, a start period in which the start preparation is performed and an end period in which the end preparation is performed are set before and after the switching between the dance screen 50D and the play guide screen 50B. First, in the start period, when the execution period is announced in the music game, the announcement of the execution period that straddles the switching is omitted as the start preparation, and such an execution period is also excluded from the evaluation target. In other words, the period in which such omission and exclusion are executed functions as the start period. Therefore, such a start period is set based on the execution period. Specifically, a period of the same length as the execution period is set as the start period. The start period may be fixed or variable. For example, the longest execution period in the music game may be set as the start period in a fixed manner. Alternatively, the presence or absence of an execution period that straddles the switching time may be determined with the fulfillment of the switching condition, and the start period corresponding to the execution period may be set according to the presence or absence.

[0087] In addition, when the start period (opponent's start period) corresponds to the fulfillment of the opponent's switching condition, the user side also executes start preparation. When the opponent's dance skill is activated, the difficulty level of the music game changes, and the guiding sequence data QD also changes. Therefore, when the execution period spanning the switch is announced by the switched sequence data QD, a process is executed to hide such execution period as start preparation on the user side and to exclude it from the evaluation target. Note that the execution period that is hidden in the start period is not excluded from the evaluation target, and may be processed as a predetermined evaluation result.

[0088] In addition, during the start period, a selection opportunity (including a partner selection opportunity via the partner selection screen 50C) of a partner character who will perform a dance in the special video is also provided. For this reason, 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 ensure the user's selection time during the selection opportunity). Similarly, during the start period, a notice of the opponent is also notified. Note that various kinds of information such as the execution time and execution period may be omitted as appropriate during the start period. Specifically, for example, during the start period, information on the entire execution time and the entire execution period may be omitted. For example, when the length of the start period is shorter than the length of the execution period, it may be difficult to determine in advance whether or not there is an execution period that spans the switching. In other words, depending on the length of the start period, it may be preferable to not display the execution period. Also, when a notice is given with the opponent's dance skill activation, the user may need to consider whether or not to activate the dance skill to counter it. For example, in such a case, information on the execution time and execution period may be omitted. Alternatively, during the start period, information on the execution time and execution period that is not yet displayed (to be displayed) may be omitted. Also, only one of the information regarding the execution time and the execution period may be omitted. In these cases, the non-displayed execution time may be processed as a predetermined evaluation result, or may be excluded from the evaluation. In other words, they may be processed appropriately. In such cases, the start period (as well as the end period described below) is not limited to the execution period, and may be set appropriately.

[0089] On the other hand, on dance screen 50D, the display of objects 51, etc. (information on each execution period) is omitted, and during that time they are automatically processed as a predetermined evaluation result according to a predetermined rule. Therefore, when an execution period is announced during the end period, the evaluation of the execution period spanning the switch is automatically processed in preparation for the end. In other words, even after returning from dance screen 50D to play information screen 50B (the game screen where the display of objects 51, etc. returns and the automatic processing would normally end), the evaluation of only the execution period spanning the switch continues to be automatically processed for a certain period. Such a certain period functions as the end period.

[0090] Also, when it corresponds to the end period of the opponent, the user side performs preparation for ending. Contrary to when the dance skill is activated, with the end of the opponent's dance skill, 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. Therefore, when an execution period spanning a switch is notified by the sequence data QD after the return, such an execution period is maintained as a preparation for ending on the user side. In other words, although such an execution period may not be notified due to the switching of the sequence data QD, the user may continue playing. Therefore, in the end period, the display of the object 51 for notifying such a period is maintained so that the notification of such an execution period spanning a switch is continued.

[0091] On the other hand, if the execution time comes immediately after the return, the difficulty level of notifying the execution time increases, so that in the end period, the notification of the execution time is omitted. That is, in the end period, all of the objects 51 corresponding to each execution time of the returned sequence data QD are hidden. Furthermore, in the case where an execution period that straddles the end time exists at the end of the end period in the returned sequence data QD, notification of such an execution period is also omitted. In the following, with reference to Figs. 15 to 17, an example of a pattern of a start period and an end period that occurs when the opponent is a computer (including the case of auto play) will be described. Note that, as in the case of the start period, the execution period that is hidden in the end period is not excluded from the evaluation target, and may be processed as a predetermined evaluation result.

[0092] In addition, the start preparation and end preparation in the start period and end period are not limited to the above-mentioned form, and various processes in the start preparation and end preparation described above may be appropriately combined and realized according to the combination of the subject of the dance skill activation such as the activation of the user or the activation of the opponent, and the type of play action (in other words, the type of object 51) required of the user, such as the execution time or execution period. For example, in a case where the user is required to execute only a specific play action even in the start period, etc., non-display, display, or a predetermined evaluation, evaluation exclusion, etc. may be appropriately set according to the type of play action. On the other hand, such start preparation and end preparation, in other words, the start period and end period, may be omitted appropriately (including the case of only one of them). In other words, the start period and end period are not set, and for example, immediately after the end of the dance screen 50, a guide based on the original sequence data QD may be started as usual for the user, and normal touch operations may be similarly requested.

[0093] FIG. 15 is an explanatory diagram for explaining an example of a personality set for a character with respect to a dance skill. As shown in FIG. 15, a personality is set for each character with respect to a dance skill so as to include tendencies related to three types of classification: "possible or not", "time", and "when performed by an opponent". "Possible or not" is a tendency as to whether or not a dance skill is activated (possible). Therefore, the classification of "possible or not" includes the categories of "possible" and "not possible". "Time" is a tendency as to the time when a dance skill is activated. The classification of "time" includes, for example, the categories of "beginning", "middle", "end", and "advantageous time". "Beginning", "middle", and "end" correspond to the beginning, middle, and end of a music game, respectively. "Advantageous time" corresponds to a time that is advantageous for activating a dance skill. For example, when an advantageous time may occur in a part of a song according to the characteristics of a character, such a time is used as an advantageous time.

[0094] "When opponent executes" is a tendency as to whether or not to activate a dance skill to counter when the opponent activates a dance skill. For this reason, the classification of "When opponent executes" includes the categories of "counter" (activating a skill to counter) and "not counter". A personality is set for each character so as to include a tendency based on these combinations (4×2+1=9 combinations because no further combinations occur when the dance skill is not activated). Then, such a personality of each character is reflected in the dance unit when it is set as the leader of the dance unit. The leader of the dance unit may be set under appropriate conditions. For example, it may be set based on the user's designation on the team formation screen, or it may be automatically set according to the order of arrangement at the time of team formation. In addition, the above-mentioned personality such as "possible or not" is only a tendency, and even if the category of "early stage" is set as a personality in the classification of "time", it is not necessary to activate the dance skill with 100% probability at the beginning of the music game. In other words, a probability is set for each character so that the set tendency is likely to be selected by the computer. Characters with similar tendencies may have different set probabilities. Also, regarding whether or not to activate a dance skill, a setting of not activating ("No") may function as a probability setting with a strong tendency not to activate (for example, 5% activation probability). In this case, the setting of not activating ("No") may also be set with a tendency regarding "time" or "when the opponent activates".

[0095] FIG. 16 is an explanatory diagram for explaining an example of a start period and an end period that occur to an opponent when a user satisfies a switching condition first. The example of FIG. 16 may occur, for example, when a character with a personality set to the "opposition" category in the "opponent execution" category in the dance unit of the opponent (computer) is a leader (hereinafter, may be called a leader character). In this case, as shown in FIG. 16, the music game switches to a dance screen 50D when the switching condition is met (activation of a dance skill), and ends the switching (activation of a dance skill) when the end condition is met (returning to the original play guide screen 50B). The end condition is met, for example, when a predetermined period according to the dance skill has elapsed. In this case, this predetermined period functions as an activation period of the dance skill. And, the patterns of the start period and end period that occur to an opponent (computer) when a user satisfies a switching condition first include three patterns, pattern 1, pattern 2, and pattern 3.

[0096] Pattern 1 corresponds to the case where the opponent's dance skill activation period (the period during which the dance screen 50D is provided, in other words, the length of the special video) coincides with the user's dance skill activation period. In this case, the opponent's dance skill activation period is adjusted to coincide with the user's skill activation period. Specifically, the start period that should have been given to the opponent is adjusted so that the skill activation period coincides with that of the user. In other words, the opponent's start period is shortened so that the start period of the skill activation period coincides with that of the user. During the start period, for example, start preparation, selection opportunity, and notice are executed as described above, but these are not necessary for the computer for the same period as the user. For this reason, the length of this start period is adjusted to coincide with the skill activation period.

[0097] On the other hand, the activation period of the dance skill may be the same for all, or may be set to be different depending on the skill of the main character. Pattern 2 and pattern 3 correspond to the case where the activation period of the dance skill of the user is set to be different depending on the skill of the main character, and the activation period of the dance skill of the opponent is different from that of the user. Specifically, pattern 2 corresponds to the case where the activation period of the dance skill of the opponent is longer than that of the user, and pattern 3 corresponds to the case where the activation period of the dance skill of the opponent is shorter than that of the user. In both cases of pattern 2 and pattern 3, the start period is adjusted so that the start time of the dance skill of the user matches that of the opponent, as in pattern 1. As a result, in pattern 2, the activation of the dance skill of the user (provision of the dance screen 50D) ends earlier than that of the opponent. Therefore, the user is required to play at a high level of difficulty associated with the opponent's skill activation from the time the user returns to the play guide screen 50B (the user's end condition is met) until the opponent's dance skill activation period ends (the opponent's end condition is met). On the other hand, in pattern 3, the opponent's dance skill ends activation earlier than the user. Therefore, the user can request the opponent to play at a high level of difficulty associated with the skill activation from the time the user returns to the play guide screen 50B until the time the user's dance skill activation period ends. In this way, when the opponent is a computer, the start period on the computer side is adjusted so that the skill activation start time is as close as possible to the start time of the opponent's skill activation by adjusting the start period on the opponent side. This reduces the disadvantages suffered by the user, such as the period during which high difficulty play is required. As a result, the user can enjoy the game more comfortably. In this example, the time when the end condition is met (the return time) functions as the return time of the present invention.

[0098] FIG. 17 is an explanatory diagram for explaining an example of a start period and an end period that occur to an opponent when a user satisfies a switching condition after the opponent requests the activation of a dance skill (has a switching condition) and before the dance skill is actually activated. That is, the example of FIG. 17 shows an example of an opponent's start period, etc., when a user requests the activation of a dance skill to counter the activation of the opponent's dance skill. In such a case, as in the example of FIG. 16, the activation time of the dance skill of the opponent (computer) is adjusted to match the start time of the user's dance skill. Specifically, as shown in FIG. 17, when a user requests the activation of a dance skill to counter the activation of the opponent's dance skill, the patterns of the start period and end period that occur to the opponent (computer) include three patterns, pattern 4, pattern 5, and pattern 6.

[0099] Pattern 4 corresponds to a case where the activation period of the dance skill is the same between the user and the opponent, pattern 5 corresponds to a case where the activation period of the dance skill of the opponent is longer than that of the user, and pattern 6 corresponds to a case where the activation period of the dance skill of the user is longer than that of the opponent. That is, although there is a difference in whether the dance skill is activated first by the user or the opponent, pattern 4 to pattern 6 correspond to pattern 1 to pattern 3 in the example of FIG. 16, respectively. On the other hand, since there is a difference in that the opponent activates the dance skill first compared to the example of FIG. 16, in pattern 4 to pattern 6, a waiting period is provided between the elapse of the start period and the start of the actual activation of the dance skill compared to pattern 1 to pattern 3. Specifically, in each of the cases of pattern 4 to pattern 6, unlike pattern 1 to pattern 3, a predetermined start period is provided like 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 start time of the activation of the dance skill of the user. In other words, the timing of when the dance skill is activated is adjusted based on the waiting period so that they match each other. In this way, the timing of when the dance skill is activated is appropriately adjusted so that the opponent's skill activation period matches the user's as much as possible.

[0100] In addition, a plurality of attributes having a superiority / inferiority relationship may be prepared in the music game, and such attributes may be set for each character. Then, as described above, when the time periods during which the dance skills of the user and the opponent are activated coincide (overlap), the score (evaluation result) obtained there may differ depending on the superiority / inferiority of the attributes of the main characters. Specifically, for example, based on the case where the dance skill is activated alone, if the attribute of the user's main character is superior to that of the opponent, 20% points may be added to the standard, and conversely, if the attribute of the user's main character is inferior to that of the opponent, 20% may be subtracted from the standard.

[0101] Next, the sequence data QD will be described in detail. FIG. 18 is a diagram showing an example of the configuration of the sequence data QD. The sequence data QD is prepared for each piece of music and for each level of difficulty. That is, the sequence data QD includes a plurality of sequence data QDa, QDb, QDc, ​​etc. corresponding to a plurality of pieces of music with different levels of difficulty. Since the difficulty of each sequence data QD depends on the number of execution times (the number of execution periods also depends on the number of execution periods if execution periods are included), the number of execution times, etc. differs between them in many cases. The example of FIG. 18 shows an example of sequence data QD when both execution times and execution periods are announced in a music game. In this case, as shown in FIG. 18, each sequence data QD includes a sequence record RS that manages information on the time when an appropriate play action should be executed. In addition, the sequence record RS includes a first sequence record RS1 and a second sequence record RS2.

[0102] The first sequence record RS1 is a sequence record RS that manages information on the execution time as information on the time when an appropriate play action should be performed. The first sequence record RS1 includes information on "execution time", "route", and "type". "Execution time" is information indicating the execution time to be notified to each user. For example, in "execution time", information in which a bar number in a song, a beat number, and a value indicating a time within a beat are separated by commas is described as information on the execution time. "Route" is information indicating each route. Information identifying each route is described as information on "route". Specifically, for example, when each route is distinguished by numbers such as 1 to 4 from the left so as to correspond to the arrival position indicator 52A, such numbers are described as information on the route. In addition, each arrival position indicator 52A also functions as information on a position to be touched as an appropriate play action. Therefore, information on "route" indicating a route corresponding to each arrival position indicator 52A also functions as information indicating an appropriate play action. "Type" is information indicating a type of object 51. For example, each execution time and each execution period are guided by a different type of object 51. For this reason, information for distinguishing between these types is described as type information.

[0103] The second sequence record RS2 is a sequence record RS that manages information on an execution period as information on a time when an appropriate play action should be performed. The second sequence record RS2 includes information on an "execution period", a "route", and a "type". The information on the "route" and the "type" is the same as the information on the "route" and the "type" of the first sequence record RS1. On the other hand, 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 understood as the execution time, respectively). In addition, as the information on the execution start time and the execution end time, information in which values ​​indicating the bar number, the number of beats, and the time within the beat are separated by commas is used, as in the execution time. In the sequence record RS, various pieces of information as described above are recorded so as to be mutually associated. The information on the "route" may be replaced by various pieces of information. For example, information on the appearance position and arrival position of the object 51 may be used as the information on the "route". Similarly, if the "execution period" information functions as information on the type of object 51, the "type" information may be omitted.

[0104] Next, with reference to Figs. 19 to 27, the screen switching process, the difficulty level switching process, the guidance omission process, the guidance maintenance process, the video presentation process, the special evaluation process, the screen return process, the difficulty level return process, and the evaluation exclusion process will be described. The screen switching process is a process for switching the game screen from the play guide screen 50B to the dance screen 50D. When a switching condition is satisfied while the play guide screen 50B is being provided, 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, for example, by a touch operation on the character icon 53. For this reason, the guidance control unit 33 provides the selection opportunity by displaying the character icon 53 corresponding to each character on the play guide screen 50B.

[0105] Next, the guidance control unit 33 sets the start time of switching to the dance screen 50D (step S102). If the start period is fixed to a predetermined period from the satisfaction of the switching condition, 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 switching. Next, the guidance control unit 33 determines whether the start condition for starting switching to the dance screen 50D is satisfied (step S103). As an example, the start condition is satisfied with the end of the start period. That is, the guidance control unit 33 determines whether the end time of the start period has arrived as the start condition. Then, if the end time has not arrived, the guidance control unit 33 returns to step S103 again and repeatedly executes the process of step S103 until the end time arrives. That is, the guidance control unit 33 repeatedly determines whether the end time of the start period has arrived until the end time arrives.

[0106] On the other hand, when the start condition is satisfied, that is, when the time for the end of the start period has arrived, the guidance control unit 33 switches the game screen from the play guide screen 50B to the dance screen 50D (step S104). More specifically, the guidance control unit 33 switches the play guide screen 50B to the dance screen 50D by hiding the object 51 and the judgment line 52 (including the arrival position indicator 52A) on the play guide screen 50B. Then, the guidance control unit 33 ends the current screen switching process after this switching. In this way, the switching of the game screen due to the satisfaction of the switching condition is realized. More specifically, when the switching condition is satisfied, the start period is set, and after the start period has elapsed, the play guide screen 50B is switched to the dance screen 50D. In addition, a selection opportunity is also provided during the start period. The selection opportunity may include a partner selection opportunity (such as presentation of the partner selection screen 50C), and the provision of such an opportunity may be realized by another process.

[0107] The difficulty level switching process is a process for switching (changing) the difficulty level of the music game in response to the activation of the opponent's dance skill while the dance screen 50D is being provided (during the activation of the dance skill) as one of the effects of the dance skill. When the switching condition is satisfied by the opponent while the play guidance screen 50B is being provided, 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 switching (step S201). The difficulty level of the music game depends on the contents of the sequence data QD. For this reason, the guidance control unit 33 identifies the current sequence data QD and the sequence data QD for switching as the current difficulty level and the difficulty level after switching. In addition, in the music game, in order to switch, guidance based on the current sequence data QD (display) and guidance based on the sequence data QD for switching are also executed in parallel, although not displayed. For this reason, the guidance control unit 33 identifies these sequence data QD as the current sequence data QD and the sequence data QD for switching. In this case, these current sequence data QD and the sequence data QD for switching function as the current sequence data and another sequence data of the present invention, respectively. Similarly, the current difficulty level and the switched difficulty level corresponding to these function as the current difficulty level and the different difficulty level of the present invention.

[0108] Next, the guidance control unit 33 sets the start time of the difficulty level switching (step S202). When the start time is fixed to a predetermined period from the satisfaction of the switching condition, the guidance control unit 33 sets the start time to the end time of the start time so that such a start time is formed before switching. Alternatively, when the start time is set in step S102 of the screen switching process of FIG. 19, the guidance control unit 33 may obtain the processing result and set the same start time. Next, the guidance control unit 33 determines whether or not the start condition for starting the difficulty level switching is satisfied (step S203). As an example, the start condition is satisfied with the end of the start time. That is, the guidance control unit 33 determines whether or not the end time of the start period has arrived as the start condition. Then, when the end time has not arrived, the guidance control unit 33 returns to step S203 again and repeatedly executes the process of step S203 until the end time arrives. That is, the guidance control unit 33 repeatedly determines whether or not the end time of the start period has arrived until the end time arrives.

[0109] On the other hand, when the start condition is satisfied, that is, when the end of the start period arrives, the guidance control unit 33 switches the difficulty level of the music game (step S204). Specifically, the guidance control unit 33 switches the guidance sequence data QD from the current sequence data QD to the switching sequence data QD that was used for guidance in parallel while not being displayed. In other words, the guidance based on the current sequence data QD is switched to hidden, and the guidance based on the switching sequence data QD is switched to displayed. After this switching, the guidance control unit 33 ends the current difficulty level switching process. This realizes the switching of the difficulty level in response to the activation of the opponent's dance skill.

[0110] The guidance omission process is a process for realizing start preparation or end preparation in a start period (including a start period accompanying the activation of an opponent's skill, i.e., the opponent's start period) or an end period (including an end period accompanying the activation of an opponent's skill, i.e., the opponent's end period). More specifically, the guidance omission process is a process for omitting (not displaying) a guidance for an execution period when the start period includes an execution period that crosses over a switching period or when an execution period that crosses over the end time of an end period is included. Alternatively, the guidance omission process is also a process for omitting guidance of an execution time based on the sequence data QD in an end period. The guidance control unit 33 starts the guidance omission process of FIG. 21 repeatedly at a predetermined cycle in the start period or the end time, and first determines whether or not an omission condition is satisfied (step S301). The omission condition is satisfied, for example, when an execution period that crosses over a switching period exists in the start time. Also, the omission condition is satisfied, for example, when an execution time is included in the end period or when an execution period that crosses over the end time of the end period exists in the end period. In other words, the guidance control unit 33 determines whether or not there is an execution period that spans the switch in the start period, whether or not the execution time is included in the end period, and whether or not there is an execution period that spans the end time.

[0111] Next, the guidance control unit 33 specifies the target to be omitted (step S302). Specifically, the guidance control unit 33 specifies an execution period or execution time that satisfies the omission condition in the start period and the end period. Next, the guidance control unit 33 omits the guidance of the specified target to be omitted (step S303). Specifically, the guidance control unit 33 realizes this guidance by making the display of the object 51 corresponding to the execution period, etc. of the specified target to be omitted invisible (including transparent display). Then, the guidance control unit 33 ends the current guidance omission process after omitting the guidance of the target to be omitted. This realizes start preparation and end preparation in the start period (including that of the opponent) and the end period. More specifically, guidance of the execution period that crosses the switch is omitted in the start period. Also, guidance of each execution time and guidance of the execution period that crosses the end of the end period are omitted in the end period.

[0112] The guidance maintenance process is a process for realizing end preparation in the end period when the execution period is notified 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 guidance screen 50B in the end period. The guidance control unit 33 starts the guidance maintenance process of FIG. 22 repeatedly at a predetermined cycle at the end time, and first determines whether the maintenance condition is satisfied (step S401). The maintenance condition is satisfied, for example, when there is an execution period spanning the return time. In addition, in the case of the opponent's end period, the presence or absence of such an execution period is determined based on the sequence data QD before the return. In other words, the guidance control unit 33 determines whether there is an execution period spanning the return time in the end period.

[0113] Next, the guidance control unit 33 specifies the target to be maintained (step S402). Specifically, the guidance control unit 33 specifies an execution period that satisfies the maintenance condition, that is, an execution period that crosses the return time, as the target to be maintained. Next, the guidance control unit 33 maintains the guidance of the specified target to be maintained (step S403). Specifically, the guidance control unit 33 realizes this guidance by continuing the display of the object 51 corresponding to the execution period of the specified target to be maintained until the execution period ends. Then, the guidance control unit 33 ends the current guidance maintenance process after maintaining the guidance of the target to be maintained. Thereby, in the end period in which the execution period is notified based on the sequence data QD, end preparation is realized. More specifically, in the end period, the guidance of the execution period that crosses the return time is maintained. Note that, in the guidance maintenance process of FIG. 22, in the case of the end period of the user, the execution period may be notified by normal guidance even in the end period. Therefore, in such a case, the guidance maintenance process of FIG. 22 may be omitted. In other words, the guidance maintenance process of FIG. 22 may be executed only in the case of the end period of the opponent (when the difficulty level is switched).

[0114] The video presentation process is a process for presenting a special video on the dance screen 50D. In other words, the video presentation process is a process for displaying a dance video accompanying the activation of a dance skill on the dance screen 50D. When switching to the dance screen 50D is executed, the video control unit 34 starts the video presentation process of FIG. 23, and first obtains the selection result of the selection opportunity, and if a partner selection opportunity has been given, the selection result (step S501). More specifically, the video control unit 34 obtains information on the dance skill to be activated, the main character who activates the skill, and the partner character as the selection result.

[0115] Next, the video control unit 34 determines the music being played (step S502). Next, the video control unit 34 specifies the video to be presented on the dance screen 50D (step S503). The video data MD is configured to be able to play multiple special videos for each music piece, each dance skill, and each character combination (may be distinguished by the main character and the partner character). For this reason, the video control unit 34 executes this determination, for example, based on the dance skill, main character, and partner character information acquired in step S501, and the music determined in step S502. In other words, the video control unit 34 specifies a video corresponding to the combination of the dance skill, main character, and partner character to be activated as a special video to be presented on the dance screen 50D from the multiple videos.

[0116] Next, the video control unit 34 presents the identified video on the dance screen 50D (step S504). That is, the video control unit 34 displays a video (dance animation by each character) on the dance screen 50D based on the video data MD corresponding to the identified video. Then, the video control unit 34 ends this video presentation process after this presentation. As a result, the dance screen 50 displays a special video (dance video corresponding to the activation of the dance skill) by the dance skill, main character, and partner character selected by the user. That is, the display of the dance screen 50 (activation of the dance skill) is realized.

[0117] The special evaluation process is a process for processing the evaluation of each execution time during the display of the dance screen 50D (during the activation of a dance skill) according to a predetermined rule. The example of FIG. 24 shows a case where a predetermined evaluation result is used as the predetermined rule, and each execution time is processed as a predetermined evaluation result. In this case, the evaluation unit 35 starts the special evaluation process of FIG. 24 repeatedly at a predetermined cycle during the display of the dance screen 50D, and first determines whether or not an evaluation target exists (step S601). The evaluation target is an execution time corresponding to an object 51 that should arrive at each arrival position indicator 52A while the dance screen 50D is displayed while not displayed, that is, each execution time that arrives while the dance screen 50D is displayed. For this reason, the evaluation unit 35 determines whether or not each object 51 has reached the arrival position indicator 52A while not displayed while the dance screen 50D is displayed, or whether or not an execution time corresponding to the current time exists. In addition, when an execution period spanning a switch or an execution period spanning a return is evaluated, these may also be specified as an evaluation target. The same applies when the execution time included in the start period or end period is processed according to a predetermined rule (targets may be set appropriately in other processes according to the contents of the start preparation or end preparation). If there are no objects 51 that have reached the arrival position indicator 52A, or if there is no execution time that corresponds to the current time, the evaluation unit 35 determines that there is no evaluation target. Then, the evaluation unit 35 skips the subsequent processes and ends the current special evaluation process.

[0118] On the other hand, if an evaluation target exists, that is, if there are objects 51 that have reached the arrival position indicator 52A, or if there is an execution time corresponding to the current 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 (e.g., execution period) corresponding to such object 51 as the predetermined evaluation result. More specifically, the evaluation unit 35 uses, for example, "PERFECT" as the predetermined evaluation result, and determines the evaluation of each such execution time to be "PERFECT." In addition, if there is an execution period spanning a switch or a return as the evaluation target, the evaluation is similarly determined to be "PERFECT" even if the execution period has not yet ended.

[0119] Next, the evaluation unit 35 actually gives the user the evaluation determined in step S602 (step S603). This is achieved by giving points. That is, the evaluation unit 35 actually gives the user the points corresponding to "PERFECT" determined in step S602. Then, after giving such an evaluation, the evaluation unit 35 ends the current special evaluation process. As a result, the evaluation of each execution time while the dance screen 50D is being provided is processed as a predetermined evaluation result. That is, in addition to providing the special video, the effect of activating a dance skill is given, which allows a predetermined evaluation result to be obtained for a certain period of time even without performing a play action.

[0120] The screen return process is a process for returning the game screen from the dance screen 50D to the play guide screen 50B. When the provision of the dance screen 50D is started, the guidance control unit 33 repeatedly starts the screen return process of FIG. 25 at a predetermined cycle, and first determines whether or not the end condition is satisfied (step S701). The end condition is satisfied, for example, after a predetermined period has elapsed from the start of switching to the dance screen 50D (start of activation of the dance skill). The predetermined period is set according to the dance skill being activated. Therefore, in order to determine whether the end condition is satisfied, 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 provision of the dance screen 50D. Then, if the end condition is not satisfied, that is, if the predetermined period has not elapsed from the start of provision of the dance screen 50D, the guidance control unit 33 skips the subsequent processes and ends the current screen return process.

[0121] On the other hand, when the end condition is satisfied, that is, when a predetermined period has elapsed since the start of provision of the dance screen 50D, 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 from the time when the predetermined period has elapsed as the end period. Next, 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 guide screen 50B. Then, the guidance control unit 33 ends this screen return process after returning the game screen to the play guide screen 50B in this way. As a result, the dance screen 50D (in other words, a special dance video) is provided for a predetermined period according to the dance skill, and then the game screen is returned to the original play guide screen 50B. In addition, a end period is set in which end preparation should be performed after such a return.

[0122] The difficulty level return process is a process for returning the difficulty level of the opponent to the original level (returning to the original difficulty level) when the dance screen 50D ends (end of the activation of the dance skill). When the provision of the dance screen 50D starts, the guidance control unit 33 starts the difficulty level return process of FIG. 26 repeatedly at a predetermined cycle, and first determines whether the end condition is satisfied (step S801). The end condition is satisfied, for example, after a predetermined period has elapsed from the start of switching to the dance screen 50D (start of the activation of the dance skill). The predetermined period is set according to the dance skill being activated. Therefore, in order to determine whether the end condition is satisfied, the guidance control unit 33 determines whether a predetermined period corresponding to the dance skill being activated has elapsed from the start of the provision of the dance screen 50D. Then, if the end condition is not satisfied, that is, if the predetermined period has not elapsed from the start of the provision of the dance screen 50D, the guidance control unit 33 skips the subsequent processes and ends the current screen return process.

[0123] On the other hand, when the end condition is satisfied, that is, when a predetermined period of time has elapsed since the start of provision of the dance screen 50D, the guidance control unit 33 returns the difficulty level of the music game to the original level (step S802). As described above, the difficulty level of the music game mainly depends on the contents of the sequence data QD, and the difficulty level is also switched by changing the sequence data QD for guidance so that the sequence data QD for switching is used for guidance in the difficulty level switching process. For this reason, the guidance control unit 33 realizes this return by returning the sequence data QD for guidance to the original sequence data QD. Specifically, the guidance control unit 33 realizes this return by hiding the guidance (object 51) based on the sequence data QD for switching and displaying the guidance (object 51) based on the original sequence data QD (the current sequence data QD in the difficulty level switching process of FIG. 20, in other words, the sequence data QD selected for play by the user). As a result, the difficulty level of the music game is returned to the original level when the opponent's dance screen 50D ends (the end of the activation of the dance skill).

[0124] The evaluation exclusion process is a process for excluding execution times and the like included in the sequence data QD to be evaluated in the start period or the end period from the evaluation target. More specifically, the evaluation exclusion process is executed to exclude an execution period that crosses over a switching in the start period, and to exclude each execution time included in the end period and an execution period that crosses over an end time in the end period. When the start period or the end period starts, the evaluation unit 35 repeatedly starts the evaluation exclusion process of FIG. 27 at a predetermined cycle, and first determines whether or not an object to be excluded exists (step S901). Specifically, the evaluation unit 35 determines whether or not an execution period that crosses over a switching exists in the sequence data QD to be evaluated (the current sequence data QD, in other words, the sequence data QD selected for play by the user) in the start period. In addition, in the end period, the evaluation unit 35 determines whether or not an execution time belonging to the end period exists in the sequence data QD to be evaluated (the original sequence data QD, in other words, the sequence data QD selected for play by the user) and whether or not an execution period that crosses over an end time exists. Then, if there are no such exclusion targets, that is, if there is no execution period that spans the switch in the start period, if there is no execution time that belongs to the end period in the end period, and if there is no execution period that spans the end time, the evaluation unit 35 skips subsequent processing and terminates the current evaluation exclusion processing.

[0125] On the other hand, when there is an object to be excluded, that is, when there is an execution period that crosses the switching in the start period, when there is an execution time that belongs to the end period in the end period, and when there is an execution period that crosses the end time, the evaluation unit 35 specifies these execution periods, etc. as objects to be excluded (step S902). Next, the evaluation unit 35 excludes the execution periods, etc. of the specified objects to be excluded from the evaluation objects (step S903). Specifically, the evaluation unit 35 realizes such exclusion by excluding the points to be given by these objects to be excluded from the total points to be given as a result of playing the music game. In other words, the evaluation unit 35 excludes the points to be given by these objects to be excluded from the denominator of the points to be obtained as the evaluation result. Then, after executing such exclusion, the evaluation unit 35 ends the current evaluation exclusion process. As a result, the execution period, etc. of the object to be excluded in the start period or the end period is excluded from the evaluation objects. More specifically, the execution period that crosses the switching in the start period, the entire execution time that belongs to the end period in the end period, and the execution period that crosses the end time are excluded from the evaluation objects, respectively. That is, a part of the start preparation and the end preparation is realized. Note that, for an execution time that crosses the switching time (start time), if it is processed by either the evaluation target (special evaluation processing) or the excluded target processing, it does not have to be the target of the other processing. For example, if both of these execution times are the evaluation targets and there are no excluded targets, the processing of FIG. 27 may be omitted.

[0126] As described above, according to this embodiment, when a switching condition is satisfied in the music game, the play guide screen 50B including the display of the object 51 and the like is switched to the dance screen 50D not including the display of the object 51 and the like. Then, instead of the information on each execution time based on the object 51 and the like, the dance screen 50 displays a special video, that is, a dance video accompanying the activation of a dance skill. Therefore, the display of such a special video can be visually prioritized through the dance screen 50D over the information on each execution time based on the object 51 and the like. Furthermore, in such a dance screen 50D, the evaluation of each execution time that should be originally announced through the play guide screen 50B is processed as a predetermined rule, more specifically, as a predetermined evaluation result, instead of an evaluation based on the actual touch operation of each user. In other words, in the dance screen 50D, each execution time is processed as a predetermined evaluation result according to a predetermined rule without the user being aware of it. Therefore, the special video can be consciously prioritized over the information on each execution time based on the object 51 and the like. As a result, the special video can be provided to the user preferentially over the information on each execution time based on the object 51 and the like through such a dance screen 50D. This allows for greater freedom in game development compared to when it is essential to provide information about the timing of each game execution.

[0127] Furthermore, when the switch to the dance screen 50D is executed based on a user's designated operation (when the switch condition is satisfied with the execution of such a designated operation), the user's intention can be reflected in the timing of the switch. This allows such a switch to be used as a game element. Meanwhile, the dance screen 50D ends when the end condition is met. For this reason, the period during which the dance screen 50D is provided can be limited to a part of the music game. This allows the switch to the dance screen 50D to be strategic, such as when to switch in the music game.

[0128] Furthermore, when switching to dance screen 50D or returning from dance screen 50D to play guide screen 50B, various effects may occur, such as when an execution period spanning these switches is notified. On the other hand, such information on execution periods spanning such switches is not displayed (information is omitted) during start preparation or end preparation, for example. For this reason, such effects can be suppressed by setting the start period during which such start preparation is performed, or the end period during which end preparation is performed.

[0129] On the other hand, when such a music game is provided as a competitive game, the difficulty level of the opponent's game is changed from the current difficulty level to a higher difficulty level when the user switches to the dance screen 50D. In other words, from the opponent's perspective, the difficulty level of the game changes regardless of the player's play. This makes it more difficult for the opponent to predict the timing of the difficulty level change, etc., compared to when the difficulty level is changed based on the player's play. This makes it possible to relatively prevent the user from becoming bored. Furthermore, when such a change in difficulty level is executed based on a user's designated operation, this change can be used as an element of strategy, such as when to change the difficulty level in the music game. As a result, the interest of the game can be improved by these.

[0130] In the above embodiment, the guidance control unit 33 of the game machine 3 functions as the display switching means of the present invention by executing the process of step S104 in FIG. 19. Also, 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 in FIG. 21. Similarly, the guidance control unit 33 of the game machine 3 functions as the screen return means of the present invention by executing the process of step S703 in FIG. 25. Meanwhile, the evaluation unit 35 of the game machine 3 functions as the time processing means and the period processing means of the present invention by executing the process of step S602 in FIG. 24. Also, the video control unit 34 of the game machine 3 functions as the image presenting means of the present invention by executing the process of step S504 in FIG. 23. Furthermore, the guidance control unit 33 of the game machine 3 functions as the time setting means and the difficulty level switching means by executing the process of FIG. 20. Specifically, the guidance control unit 33 functions as the time setting means of the present invention by executing the process of step S202 in FIG. 20, and as the difficulty level switching means of the present invention by executing the process of step S204 in FIG. 20. 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 in FIG.

[0131] The present invention is not limited to the above-mentioned embodiment, and may be embodied in a form in which appropriate modifications or changes have been made. For example, in the above-mentioned embodiment, a special video (special dance video) is displayed on the dance screen 50D as an effect of activating a dance skill. However, the image displayed on the dance screen 50D is not limited to such a video. For example, various still images related to the dance skills of each character may be displayed on the dance screen 50D. Furthermore, the screen to which the play guide screen 50B is switched is not limited to the dance screen 50D that displays such a dance video. For example, appropriate game elements such as another mini-game or a story related to each character may be prioritized over the guidance of each execution time on the screen to which the play guide screen 50B is switched.

[0132] The center server 2 may also execute all or part of the roles (various processes, etc.) of the game machine 3 in the above-described embodiment. In other words, the game system of the present invention may be configured so that the center server 2 and the game machine 3 appropriately cooperate to realize each function of the game machine 3 and the center server 2 of this 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.

[0133] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0134] The game system of the present invention is a game system (1) that is connected to an input device (36) for inputting a user's play action, and a display device (37) that displays a guide screen (50B) including an indication sign (51) corresponding to an execution time when the play action should be executed and a reference sign (52A) corresponding to a current time, and provides a game in which each execution time is guided through the guide screen by causing a relative displacement between the indication sign and the reference sign so that the positions of the indication sign and the reference sign match at each execution time based on sequence data (QD) in which each execution time is described, and the time of the actual play action of the user inputted through the input device is evaluated based on each execution time, and the game system includes a display switching means (33) that switches the display of the display device from the guide screen to a special screen (50D) in which the indication signs and the reference sign are less noticeable than on the guide screen when a switching condition is satisfied in the game, and a timing processing means (35) that processes an evaluation of each execution time to be guided through the guide screen according to a predetermined rule, instead of an evaluation based on the actual play action, when the display of the display device is switched to the special screen.

[0135] According to the present invention, when a switching condition is satisfied in a game, the display of the display device is switched from the guide screen to a special screen in which the display of the indicator signs and the reference signs is less prominent than that of the guide screen. Therefore, other game elements can be visually prioritized through the special screen over the guidance of each execution time based on the indicator signs and the reference signs. Furthermore, in such a special screen, 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. In other words, in the special screen, the evaluation of each execution time is processed according to a predetermined rule without the user being aware of it. Therefore, other game elements can be consciously prioritized by the user over the guidance of each execution time based on the indicator signs and the reference signs. As a result, other game elements can be provided to the user with priority over the guidance of each execution time based on the indicator signs and the reference signs through such a special screen. This can improve the freedom of game development, which can also lead to an increase in the interest of the game.

[0136] An appropriate element may be provided to the user in preference to the guidance of each execution time based on the indicator sign and the reference sign depending on the type of game, etc. For example, a game story explanation, background display, other mini-games, or communication with other users (email, chat, etc.) may be used as such a game element (as long as it is provided as a part of the game, such as chat with the user, it does not have to be an element constituting the game itself). Alternatively, when a character appears in the game, various elements related to such a character, such as an introduction of the character and various actions, may be provided to the user in preference to the guidance of each execution time. For example, as one aspect of the game system of the present invention, when the game includes a plurality of characters having different characteristics and progresses through some of the plurality of characters, the system may further include an image presenting means (34) for presenting an image (CA) related to the characteristics of the some characters on the special screen so as to be more prominent than the indicator sign and the reference sign. Note that the characters may include not only anthropomorphic ones such as people, but also objects such as cars and animals.

[0137] The characteristics of the characters may be set appropriately according to the type of game. For example, in the case of a game in which a plurality of characters battle, characteristics related to such battles may be set for each character. Alternatively, in the case of a game in which characters are trained, characteristics related to training elements may be set for each character. For example, in the case of a baseball player, characteristics related to batting and pitching may be set for a soccer player, characteristics related to various kicks such as dribbling, passing, and shooting, or characteristics related to goalkeeping may be set for a soccer player, and characteristics such as singing and dancing may be set for an idol, and various images (including videos) related to batting, etc. may be presented on the special screen so as to be more prominent than the instruction marks and the reference marks. Similarly, for example, in a mode in which an image related to the characteristics of a character is presented on the special screen, when the game is configured as a music game in which each execution time is guided to the rhythm of a piece of music, the image presenting means may present a video in which a character image corresponding to one of the characters performs a dance according to the characteristics of the one of the characters to the rhythm of the piece of music as an image related to the characteristics of the one of the characters.

[0138] The dance video may be provided by an appropriate number of characters. For example, such a video may be provided by one character or by multiple characters. In addition, when the video is provided by multiple characters, the multiple characters may be determined randomly or according to a play situation. Alternatively, such multiple characters may be determined according to a user's selection. Specifically, for example, in a mode in which the dance video is presented on a special screen, the display switching means may provide a selection opportunity for selecting a further part of the two or more characters as the subject of the dance before switching from the guide screen to the special screen when the part of characters includes two or more characters.

[0139] The guidance screen may be switched to the special screen immediately after the switching condition is satisfied, or may be switched after a predetermined period has elapsed. When the switching is performed after a predetermined period has elapsed, the timing of the switching may be fixed or variable. Moreover, such a switching period may be set to an appropriate period. For example, when a predetermined period such as a duration during which the play action should be continued is announced, the switching period may be determined based on such a period (including both a case where such a period is considered and determined in advance, and a case where the switching period is determined based on an appropriate process). Specifically, for example, in one aspect of the game system of the present invention, when the sequence data describes information on an execution period indicating a period during which the play action should be continuously or repeatedly executed, and the execution period is also announced via the guidance screen, the display switching means may adjust the timing of the switching based on the execution period so that a start period based on the execution period is formed before the switching from the guidance screen to the special screen. In this case, a start period based on the execution period is set before the switching from the guidance screen to the special screen. Therefore, for example, the switching can be realized so that an execution period spanning such a switching does not occur. Alternatively, such an execution period can be excluded from the targets of announcement or evaluation. In other words, the influence of the execution period spanning the switching can be suppressed through the start period.

[0140] As described above, the switching from the guidance screen to the special screen may be realized so that no execution period spanning the switching occurs. Alternatively, if such an execution period occurs, such an execution period may be excluded from the target of guidance. In this case, such an execution period may also be excluded from the evaluation target, or may be evaluated according to an appropriate rule. Specifically, for example, as a mode in which a start period is formed, a mode may be adopted in which guidance control means (33) is further provided to omit guidance of the execution period included in the start period from the guidance screen when the start period is formed in the switching.

[0141] Various conditions may be used as the switching condition. For example, a condition that is randomly satisfied or a condition that is satisfied depending on the play situation may be used as the switching condition. Alternatively, in one aspect of the game system of the present invention, the switching condition may be satisfied when, in a case where the input device allows input of a designated action that specifies switching to the special screen, the designated action is input on the guidance screen via the input device. In this case, such switching can be used as a game feature.

[0142] The special screen may be configured by various methods so that the indication signs and the reference signs are less noticeable than the guide screen. For example, the indication signs and the reference signs may be displayed smaller on the special screen than on the guide screen. Alternatively, the indication signs and the reference signs themselves may be hidden. In this case, the indication signs and the reference signs may be hidden by various methods. For example, a special screen that does not include indication signs and the like may be displayed on the guide screen so as to cover the guide screen, or a guide screen in which images of indication signs and the like are hidden may function as the special screen. For example, in one aspect of the game system of the present invention, when the switching condition is satisfied, the display switching means may use a screen that hides the indication signs and the reference signs as the special screen, and switch the guide screen to the special screen.

[0143] As the predetermined rule, various rules may be used. For example, as the predetermined rule, a rule that excludes each execution time from the evaluation target may be adopted. That is, in the special screen, the evaluation of each execution time may be processed so as to be excluded from the evaluation target. Alternatively, as the predetermined rule, a predetermined evaluation result may be used. That is, in the special screen, the evaluation of each execution time may be processed as a predetermined evaluation result. In this case, the predetermined evaluation result may differ between some execution times depending on various conditions such as a play situation, or may be consistent over the entire execution time period. Specifically, for example, in one aspect of the game system of the present invention, the time processing means may use a predetermined evaluation result as the predetermined rule, and may uniformly process the evaluation of each execution time as the predetermined evaluation result.

[0144] The special screen may be switched back to the guide screen again, or may be switched to another screen. Alternatively, the special screen may be maintained as it is. Specifically, for example, as one aspect of the game system of the present invention, a mode may be adopted in which the system further includes a screen return means (33) for returning the display of the display device from the special screen to the guide screen when a termination condition is met on the special screen. In this case, the switching to the special screen can be limited to a part of the music game. This makes it possible to provide a strategic element to the switching to the special screen.

[0145] Various conditions may be adopted as the termination condition. For example, a condition that is irregularly satisfied (the period of the special screen is set randomly) may be adopted as the termination condition, or a condition that is satisfied depending on the play situation may be adopted. In addition, such a play situation may include an elapsed time (play time). Alternatively, a condition based on the user's selection result may be adopted. Specifically, for example, in an aspect in which the termination condition of the present invention is used, the termination condition may be satisfied when a predetermined period has elapsed since the start of display of the special screen.

[0146] In the case of returning from the special screen to the guide screen, such guidance and evaluation of each execution time may be performed at an appropriate time, similar to the switching from the guide screen to the special screen. For example, the guidance and evaluation of each execution time may be returned to the original immediately after the end condition is satisfied, or a predetermined period may be provided before the guidance and evaluation of each execution time is returned. For example, in the aspect of returning from the special screen to the guide screen, when the sequence data describes information on an execution period indicating a period during which the play action should be continuously or repeatedly executed, and the execution period is also guided via the guide screen, the time processing means may process the evaluation of the execution period as a predetermined evaluation result in place of the evaluation based on the actual play action in the end period, so that an end period based on the execution period is formed after switching from the special screen to the guide screen.

[0147] On the other hand, the computer program (PG2) of the present invention is configured to cause the input device and a computer (31) connected to the display device to function as each of the means of the game system described above.

[0148] Furthermore, the control method of the present invention causes a computer (31) incorporated in a game system (1) that provides a game in which the game system is connected to an input device (36) for inputting a user's play action and a display device (37) that displays a guide screen (50B) including an indication sign (51) corresponding to an execution time when the play action should be executed and a reference sign (52A) corresponding to a current time, and that guides each execution time through the guide screen by causing a relative displacement between the indication sign and the reference sign so that the positions of the indication sign and the reference sign match at each execution time based on sequence data (QD) in which each execution time is described, and evaluates the time of each user's actual play action inputted through the input device based on each execution time, to execute a display switching procedure of switching the display of the display device from the guide screen to a special screen in which the indication signs and the reference signs are less noticeable than on the guide screen when a switching condition is satisfied in the game, and a timing processing procedure of processing an evaluation of each execution time to be guided through the guide screen in accordance with a predetermined rule, instead of an evaluation based on the actual play action, when the display of the display device is switched to the special screen. The game system of the present invention can be realized by executing the computer program or control method of the present invention.

[0149] (Reference example) There is a game system that is connected to an input device for inputting a user's play action and a display device for displaying a guide screen for informing the user of each execution time based on sequence data describing the execution times of the play action, and provides a game in which the execution times are guided through the guide screen and the time of the actual play action of the user inputted through the input device is evaluated based on each execution time, as a competitive game in which the user plays against an opponent through the evaluation result. For example, a music game is known in which the instruction marks, reference marks, guide screen, and play actions are respectively used to display a musical score, display a judgment, and operate buttons on a controller, and the difficulty level of a song is changed according to a level-up condition (see, for example, Japanese Patent Application Laid-Open No. 2001-246156). In addition, Japanese Patent Application Laid-Open No. 2000-218046 is also known as a prior art document related to the present invention.

[0150] In the music game of JP 2001-246156 A, the judgment display moves toward each musical score display, and the timing of button operation is guided by the timing of their coincidence, and the timing is evaluated. Furthermore, when a level-up condition is met based on the evaluation result, the difficulty of the song is increased, whereas when a level-down condition is met, the difficulty of the song is decreased. However, such a change in the difficulty of the song is based solely on the evaluation result (skill) of one's own play. For this reason, such a change may be predicted in advance from one's own playing situation, and is often included in the range of the user's expectation. Furthermore, the timing of such a change in difficulty is often fixed, and it is highly likely that the timing of such a change is easily memorized. As a result, the user may quickly become bored.

[0151] In the music game of JP2000-218046A, the operation timing of the operation button is guided by the arrival of the timing mark at the bottom end of the track, and the time difference between the arrival time and the time when the operation button is pressed is evaluated. Such timing marks include event timing marks, and an event may occur depending on the evaluation result of such event timing marks. Such events also include timing marks masked by masking areas, and such masking areas may be displayed to hinder one player depending on the operation result of the other player when two players compete for scores. In the music game of JP2000-218046A, the difficulty level is changed by displaying such masking areas. However, such masking areas merely hide the display of the current timing marks, and do not change the number of timing marks, in other words, sequence data. For this reason, although it may be possible to use such changes in difficulty as a tactical element, there is also the possibility that the changes will still fall within the realm of user expectation by taking measures such as memorizing the display of timing marks before the masking area is displayed, and there is therefore room for improving interest.

[0152] Therefore, the embodiment exemplified below aims to provide a game system etc. that can prevent users from becoming bored.

[0153] The game system of this reference example is a game system (1) connected to an input device (36) for inputting a user's play action, and a display device (37) for displaying a guidance screen (50B) for informing the user of each execution time based on sequence data (QD) describing each execution time when the play action should be performed, and providing a game in which the execution time is informed through the guidance screen and the timing of the actual play action of the user inputted through the input device is evaluated based on each execution time, as a competitive game in which the user plays against an opponent through the evaluation result, and the game system is equipped with a time setting means (33) for setting a start time as a time when the difficulty level of the competitive game played by the opponent of the user should be switched when the user satisfies a switching condition in the competitive game, and a difficulty switching means (33) for switching the difficulty level of the competitive game played by the opponent at the start time from a current difficulty level corresponding to the current sequence data to another difficulty level corresponding to sequence data other than the current sequence data.

[0154] According to this reference example, when the switching condition is satisfied, the start time of the game of the opponent of the user who satisfied the switching condition is specified, and the game difficulty is switched from the current difficulty to another difficulty at the start time. In other words, from the opponent's point of view, the game difficulty changes regardless of the player's play. Therefore, it is more difficult for the opponent user to predict the time when the difficulty will be changed, compared to when the difficulty is changed based on the player's play. This makes it possible to relatively suppress the user's boredom, and thus improve the interest of the game.

[0155] The start time (time to switch the difficulty level) may be set immediately after the switching condition is satisfied, or may be set after a predetermined period has elapsed. When the start time is set after a predetermined period has elapsed, the predetermined period may be fixed or variable. Moreover, such a predetermined period may be set to an appropriate period. For example, when a predetermined period such as a duration period during which the play action should be continued is notified, the start time may be determined based on such a period (including both a case where such a period is considered and determined in advance, and a case where it is determined based on an appropriate process). Specifically, for example, as one aspect of the game system of this reference example, when the current sequence data describes information on an execution period indicating a period during which the play action should be continuously executed or a period during which the play action should be repeatedly executed, and the execution period is notified via the guidance screen, a mode may be adopted in which guidance control means (33) is further provided to omit guidance of an execution period that crosses the start time in the start period so that a start period based on the execution period is formed before the start time. In this case, the start period based on the execution period is set before the difficulty level is switched. Therefore, for example, the switching can be realized without occurrence of such an execution period that crosses the switching. Alternatively, such an execution period can be excluded from the target of announcement or evaluation. In other words, the influence of the execution period across the switching can be suppressed through the start period.

[0156] As described above, the switching of the difficulty level may be realized so that no execution period spanning the switching occurs. Alternatively, if such an execution period occurs, such an execution period may be excluded from the guidance target. In this case, such an execution period may also be excluded from the evaluation target, or may be evaluated according to an appropriate rule. Specifically, for example, as a mode in which a start period is formed, a mode may be adopted in which a period processing means (35) is further provided that processes the evaluation of the execution period spanning the start time according to a predetermined rule when the guidance is omitted by the guidance control means.

[0157] The difficulty level may be switched from another difficulty level back to the original difficulty level, or may be switched to yet another difficulty level. Alternatively, the difficulty level may be maintained as is. Specifically, for example, as one aspect of the game system of this reference example, a mode may be adopted that further includes a difficulty level return means (33) that returns the difficulty level of the game from the another difficulty level corresponding to the another sequence data to the current difficulty level corresponding to the current sequence data when a termination condition is satisfied in the competitive game of the another difficulty level. In this case, the difficulty level can be limited to a part of the music game. This allows the difficulty level to be switched strategically.

[0158] Various conditions may be adopted as the termination condition. For example, a condition that is irregularly satisfied (a period of the special screen is set randomly) may be adopted as the termination condition, or a condition that is satisfied depending on the play situation may be adopted. In addition, such a play situation may include an elapsed time (play time). Alternatively, a condition based on the user's selection may be adopted. Specifically, for example, in a mode in which the termination condition of this reference example is used, the termination condition may be satisfied when a predetermined period has elapsed from the start time.

[0159] When the difficulty level returns to the original difficulty level from another difficulty level, the guidance and evaluation of each execution time may return to normal immediately after switching to the other difficulty level, or may return to normal after a special process is executed for a predetermined period. Such special process may, for example, be a process of excluding an appropriate object included in the predetermined period from the display object or evaluation object, or treating it as a predetermined evaluation result. For example, in an aspect of returning from another difficulty level to the original difficulty level, when an execution period spanning a return time during which the difficulty level of the game returns from the other difficulty level to the current difficulty level is included in the other sequence data and is guided at the other difficulty level, the guidance control means may further omit guidance of the execution period spanning the return time during the end period so that an end period based on the execution period is formed after the return time. In addition, in this aspect, the guidance control means may further omit guidance of all execution times included in the current sequence data during the end period. Furthermore, in this aspect, the period processing means may further process at least one of the execution period spanning the return time during the end period and the evaluation of all execution times according to the predetermined rule.

[0160] Various conditions may be used as the switching condition. For example, a condition that is met randomly or a condition that is met depending on the playing situation may be used as the switching condition. Alternatively, in one aspect of the game system of this reference example, the switching condition may be met when the user inputs a designated action at the current difficulty level via the input device when the input device allows input of a designated action that specifies switching of the difficulty level of the game. In this case, such switching can be used as an element of tactics with an opponent.

[0161] On the other hand, the computer program (PG2) of this reference example is configured to cause the input device and a computer (31) connected to the display device to function as each of the means of the game system described above.

[0162] The control method of the present embodiment is to cause a computer (31) incorporated in a game system (1) connected to an input device (36) for inputting a user's play action and a display device (37) for displaying a guide screen (50B) for informing the user of each execution time based on sequence data (QD) describing each execution time when the play action should be executed, to guide each execution time through the guide screen and to provide a game in which the timing of the actual play action of the user input through the input device is evaluated based on each execution time as a competitive game in which the user plays against an opponent through the evaluation result, to execute a time setting procedure for setting a start time as a time when the difficulty level of the competitive game played by the opponent of the user should be switched when the user satisfies a switching condition in the competitive game, and a difficulty switching procedure for switching the difficulty level of the competitive game played by the opponent at the start time from a current difficulty level corresponding to the current sequence data to another difficulty level corresponding to sequence data other than the current sequence data. The game system of the present embodiment can be realized by executing the computer program or the control method of the present embodiment. [Explanation of symbols]

[0163] 1. Game System 3. Gaming consoles 31 Control unit (computer) 33 Guidance control unit (display switching means, guidance control means, screen return means, time setting means, difficulty level switching means, difficulty level return means) 34 Video control unit (image presentation means) 35 Evaluation unit (time processing means, period processing means) 36 Input Devices 37 Monitor (display device) 51 Object (Indicator) 52A Arrival position indicator (reference indicator) 50B Play guide screen (Guide screen) 50D Dance Screen (Special Screen) CA Character Image (Character, Image) QD sequence data PG2 Program (Computer Program)

Claims

1. A game system that provides a game in which a user is guided to a play action through a guide screen that displays an instruction sign corresponding to a time when the play action should be performed, and evaluates the play action based on the time, comprising: a display switching means for switching, in the game, from the guidance screen to a special screen in which the instruction sign is less conspicuous than on the guidance screen in response to an operation by the user; A game system comprising: a timing processing means for, when the special screen is switched to, processing the evaluation of each execution timing to be guided through the guidance screen according to a predetermined rule instead of an evaluation based on the play action.

2. A computer program configured to cause a computer to function as the game system described in claim 1.

3. A computer incorporated in a game system that provides a game in which a user is guided to a game execution time through a guide screen that displays an instruction sign corresponding to the execution time when the user should execute the play action, and the game is evaluated based on the execution time, a display switching step of switching, in the game, from the guidance screen to a special screen in which the instruction sign is less noticeable than on the guidance screen in response to an operation by the user; A control method for executing a timing processing procedure in which, when the special screen is switched to, the evaluation of each execution timing to be guided through the guidance screen is processed according to a predetermined rule instead of an evaluation based on the play action.