Game system, control method of game system and game program
By saving and reusing the guide object arrangement information of the previous stage in the music game system, the problem of users expecting to repeat the same game stage is solved, improving the user experience and providing additional revenue opportunities for the game console.
Patent Information
- Application Number
- JP2023121620
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-26
- Publication Date
- 2025-02-06
AI Technical Summary
In music games, users expect to be able to repeat the same game stage, but due to the random arrangement of guide objects, it is difficult to ensure that the same arrangement appears in subsequent stages, resulting in the user experience being unsatisfied.
By saving the guide object arrangement information of the previous stage in the game system and re-determining the arrangement in the subsequent stage, ensuring that the arrangement of the subsequent stage is similar to the previous stage, and similar game data is generated using pseudo-random number generation technology.
This enables users to repeat the same game arrangement in subsequent stages, improves user satisfaction and provides additional revenue opportunities for the game console.
Smart Images

Figure 2025018148000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system that provides a game in which a guide object is used to guide a user through game operations to be performed by the user, a control method for the game system, and a game program. [Background technology]
[0002] Patent Document 1 discloses a game system including a game machine that provides a music game. The game machine of the game system guides the player when to perform a play action by moving an object toward a judgment line. The music game provided by the game machine also includes a random music score mode that randomly changes sequence data that describes each object in association with its path. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-54452 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned music game and the like, the game operation to be performed by the user is guided by using guide objects. For example, in the random music score mode, the arrangement of guide objects in a game stage is determined each time. In this way, when the arrangement of guide objects is determined each time, the user may want to retry with the same contents as the stage that he or she played. As an example, the arrangement of guide objects may happen to be an arrangement that is easy for the user to operate. In such a case, the user may expect to get a high score, but may not be able to get the score that he or she expected.
[0005] In this way, when a user is dissatisfied with the content of a game, the user may want to retry with a similar arrangement. However, when the arrangement of guide objects is determined each time, the user may not necessarily be able to play a stage with the same arrangement when the stage is subsequently played. In particular, when the arrangement of guide objects is determined randomly, the possibility of a similar arrangement appearing in the stage to be subsequently played is low. Thus, there is a demand for a game system that meets such user demands. [Means for solving the problem]
[0006] A game system according to one embodiment of the present invention is a game system that provides a game in which a user is guided through game operations to be performed by using a guide object, and includes a determination unit that determines a position of the guide object in a stage of the game, a guidance unit that guides the game operations in accordance with the position of the guide object, and a storage unit that stores stage information for obtaining the position of the guide object in a previous stage that has been played first, wherein the determination unit redetermines a position of the guide object in a later stage that is played later based on the stage information, and the guidance unit guides the game operations in the later stage in accordance with the redetermined position of the guide object.
[0007] Furthermore, a control method for a game system according to one aspect of the present invention is a control method for a game system including a computer, the control method providing a game in which a user is guided through game operations to be performed by the game system using a guide object, wherein the computer determines a position of the guide object in a stage of the game, guides the game operations in accordance with the position of the guide object, stores stage information for obtaining the position of the guide object in a first stage that has been played earlier, redetermines a position of the guide object in a later stage that is played later based on the stage information, and guides the game operations in the later stage in accordance with the redetermined position of the guide object.
[0008] In addition, a game program of a game system according to one embodiment of the present invention is a game program for a game system that includes a computer and provides a game in which a user is guided through game operations to be performed by the user using guide objects, wherein the computer determines a position of the guide objects in a stage of the game, guides the game operations in accordance with the position of the guide objects, saves stage information for obtaining the position of the guide objects in a previous stage that has been played earlier, redetermines a position of the guide objects in a later stage that is played later based on the stage information, and guides the game operations in the later stage in accordance with the redetermined position of the guide objects.
[0009] This makes it possible to provide a guide object arrangement in a later stage that is played later, similar to that in a previous stage that was played earlier. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a schematic diagram showing the overall configuration of a game system. [Diagram 2] FIG. [Diagram 3] Schematic diagram of the game. [Figure 4] FIG. 1 is a schematic diagram showing an example of a game screen. [Diagram 5] FIG. 1 is a schematic block diagram of a game system. [Figure 6] FIG. 13 is a schematic diagram showing an example of a selection screen. [Figure 7] 13 is a flowchart of a retry process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and can be changed according to the configuration of the device to which the present invention is applied or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.
[0012] [Embodiment] 1 shows a game system 100 that provides a game in which a guide object is used to guide a user through game operations to be performed. The game system 100 includes a server 20 and a plurality of game machines 10 as client devices connectable to the server 20 via a predetermined network 50. The server 20 is configured as a single logical server device by combining a plurality of server units 20A as computer devices. However, the server 20 may be configured by a single server unit 20A. Alternatively, the server 20 may be configured logically by using cloud computing.
[0013] The game machine 10 is an example of a game machine, and is a game machine for commercial or business use. A commercial game machine 10 allows a user to play a game within a range corresponding to a predetermined play fee in exchange for the payment of the play fee. Such a game machine 10 may be called an arcade game machine. Alternatively, the game machine 10 may allow a user to play a game free of charge. The game machine 10 may be installed in an appropriate location, but in the example of FIG. 1, the game machine 10 is installed in a facility 60 such as a store with the main purpose of making a large number of users repeatedly play the game to generate profits. Furthermore, the game machine may be other computer devices such as a portable game machine, a portable tablet terminal, a stationary or notebook type personal computer, and a mobile terminal such as a mobile phone such as a smartphone.
[0014] The game machine 10 allows the user to play, for example, a timing game as a game in which a guide object is used to guide the user to perform a game operation. As an example, in a timing game, a guide object moves relative to a reference object. That is, the guide object moves relative to the reference object, or the reference object moves relative to the guide object. Also, the arrival timing of the guide object reaching the reference object is compared with the operation timing of the game operation by the user. If the operation timing is close to the arrival timing, a high evaluation can be obtained. Note that the path of the relative movement is not limited to a straight line. For example, the path of movement may be set radially, curved, or so as to trace an arbitrary path.
[0015] As another example, the timing game may be a game in which a displayed guide object is touched or pressed. For example, in this game, a guide object is displayed on an operation panel consisting of a plurality of buttons or on a touch panel in time with music or rhythm. Then, the user touches or presses a location corresponding to the displayed guide object. As yet another example, the timing game may be a game in which an avatar displayed on a game screen moves according to the user's movement. For example, in this game, the user moves his or her body to operate the avatar so that a part of the avatar's body overlaps the position of the displayed guide object. Or, the user moves his or her body to operate the avatar so that the avatar takes the same pose as the displayed guide object.
[0016] Thus, timing games are not limited to one type, but include a wide variety of games. However, the following mainly describes an example in which the timing game is a music game. In this music game, the input timing, the position or button to be operated, the length of time to operate, etc. are guided as the guide for game operations. As an example, in a music game, the appropriate input timing for game operations is guided in accordance with the rhythm of the music.
[0017] Specifically, in a music game, the input timing for performing an appropriate game operation is notified to the user while a piece of music is being played. Furthermore, in a music game, a timing that matches the rhythm of the music is used as the input timing. That is, in a music game, the input timing for performing an appropriate game operation is notified to the user in accordance with the rhythm of the music. Furthermore, when the user performs a game operation, the operation timing of the game operation is evaluated. For this reason, in a music game, multiple pieces of music are prepared for playing, and a piece of music selected by the user is played.
[0018] Furthermore, in the music game, guidance for game operations may be appropriately realized. For example, guidance for game operations is realized through a game screen displayed on a display device of the game machine 10. As an example, an indication sign, which is an example of a guidance object, and a reference sign, which is an example of a reference object, are displayed on the game screen. This reference sign functions as a reference for the current time. The input timing is notified as the timing when the position of the indication sign and the position of the reference sign coincide with each other due to relative movement between the indication sign and the reference sign. Alternatively, guidance for game operations may be realized by audio output via an audio output device such as a speaker of the game machine 10.
[0019] A user terminal 40 may be connected to the game system 100 via a network 50. The user terminal 40 is a computer device that can be connected to a network and is provided for the user's personal use. As the user terminal 40, various computer devices that can be connected to a network and are provided for the user's personal use are used. As an example, the user terminal 40 includes a portable game machine, a portable tablet terminal, a stationary or notebook type personal computer 40A, and a mobile terminal 40B that is a mobile phone such as a smartphone. In the example of FIG. 1, a personal computer 40A and a mobile terminal 40B are used. These user terminals 40 allow the user to enjoy various services provided by the server 20 by implementing various computer software. For example, the user terminal 40 may function as the game machine 10.
[0020] The network 50 can connect the game machine 10 and the user terminal 40 to the server 20. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Typically, the Internet 50A as a WAN is connected to local area networks 50B and 50C that connect the server 20 and the game machine 10 to the Internet 50A via a router 50D. The user terminal 40 is also connected to the Internet 50A via an access point or the like.
[0021] The network 50 may be any of a dedicated line, a telephone line, an in-house network, a mobile communication network, other communication lines, and combinations thereof, and may be wired or wireless. A local server may be installed between the game machine 10 and the router 50D of the facility 60. In this case, the game machine 10 is communicatively connected to the server 20 via the local server. The server units 20A of the server 20 may be mutually connected by the Internet 50A instead of or in addition to the local area networks 50B and 50C.
[0022] The server 20 provides various game services related to music games to the game machines 10 or users of the game machines 10. The game services may include various services related to music games. As an example, the game services include a distribution service that distributes and updates programs or data via the network 50. The server 20 distributes various programs or data necessary for providing music games to each game machine 10 through such a distribution service.
[0023] Furthermore, the game service may include an authentication service that receives user identification information from the game machine 10 and authenticates the user. The game service may also include a storage service that receives and stores data such as the usage record of the authenticated user from the game machine 10, and a provision service that provides the stored data to the game machine 10. Furthermore, the game service may include a billing service that collects fees from the user, a matching service that matches users with other users, and the like.
[0024] The server 20 also provides various Web services to users of the user terminals 40 via the network 50. The Web services may include various services. For example, the Web services include an information service that provides various information related to games provided by the game machine 10. The Web services also include a distribution service that distributes or updates various data or software to each user terminal 40. Furthermore, the Web services may include a community service that provides a place for users to communicate, such as to transmit, exchange, and share information. The Web services may also include a service that assigns a user ID to identify each user.
[0025] [Game consoles] Next, the game machine 10 will be described with reference to FIG. 2. FIG. 2 is a schematic perspective view showing the exterior of the game machine 10. As shown in FIG. 2, the game machine 10 has a housing 10A and a play stage 11 arranged in front of the housing 10A. The play stage 11 is a place on which a user who plays a game stands. A first monitor 12 and a second monitor 13, which are examples of display devices, are arranged in front of the housing 10A as seen from the user standing on the play stage 11. The first monitor 12 is arranged to face the user, and the second monitor 13 is arranged diagonally downward as seen from the user. A control panel 14 is arranged in front of the second monitor 13.
[0026] The game machine 10 is provided with an input device for inputting game operations guided in the music game. In the example of FIG. 2, the game machine 10 is provided with a control panel 14 as an example of an input device. This control panel 14 is appropriately provided with various operation members for inputting game operations. Specifically, the control panel 14 is provided with a pair of left and right operation units, a left operation unit 15L and a right operation unit 15R. In the following description, the left operation unit 15L and the right operation unit 15R may be collectively referred to as the operation unit 15.
[0027] As an example, the operation units 15 are used by two users at the same time. That is, one user uses the left operation unit 15L, and another user uses the right operation unit 15R at the same time. In this way, the music game allows two users to play simultaneously. Each operation unit 15 is provided with a push button unit 16 and a turntable unit 19.
[0028] Each push button unit 16 includes a plurality of push button switches 17 as an example of an operating member. The plurality of push button switches 17 are arranged in two rows, one in front and one in back, in a staggered pattern. For example, in Fig. 2, three push button switches 17 arranged side by side constitute the upper row, and four push button switches 17 arranged side by side constitute the lower row. Each push button switch 17 outputs an operation signal in response to a user's pressing operation.
[0029] Each turntable unit 19 includes a turntable 19A as an example of a rotary operation member. The turntable 19A rotates in both directions, clockwise rotation, which is clockwise rotation, and counterclockwise rotation, which is counterclockwise rotation. A rotation operation is input to the turntable 19A as an example of a game operation. That is, the user rotates the turntable 19A clockwise or counterclockwise. The turntable unit 19 outputs an operation signal according to the rotation operation of the turntable 19A by the user.
[0030] The push button switch 17 and the turntable 19A are arranged symmetrically. That is, in the left operation unit 15L, the turntable 19A is arranged to the left of the push button switch 17. And, in the right operation unit 15R, the turntable 19A is arranged to the right of the push button switch 17. Note that the operation unit 15 may include other operation members different from the push button switch 17 and the turntable 19A. For example, the operation unit 15 may include other operation members such as a slider or a knob, which is another example of a rotary type operation member.
[0031] A speaker 18 for outputting music playback sounds, sound effects, and the like is provided at an appropriate position, such as above or to the side of the first monitor 12. For example, sound effects are output from the speaker 18 in response to the operation of the operation unit 15. In addition to the above-mentioned devices, the game machine 10 may include various auxiliary devices, such as a card reader for authenticating a user or a coin selector. For example, the card reader obtains ID information recorded on an ID card owned by the user. In addition, the coin selector is used to collect money, coins, tickets, electronic currency, or the like, as payment for playing a game.
[0032] The game machine 10 may have a touch panel, a foot switch, a controller, or the like as an input device for the user to input game operations. The input device may also be an operation device having a joystick, a floor mat type operation device for dance games, an operation device imitating a musical instrument (e.g., a keyboard, a guitar, a drum, or the like), or the like. Furthermore, guidance for game operations may be performed by an audio output device, a vibration device, or a light-emitting device. As one example, the audio output device provides audio guidance on which switch to operate from among the multiple push button switches 17 and the input timing.
[0033] [Game Overview] An overview of the game provided by the game system 100 will be described with reference to Fig. 3. An example of a game screen 90A in normal mode displayed on the first monitor 12 is shown on the left side of Fig. 3. An example of a game screen 90B in random mode displayed on the first monitor 12 is shown on the center and right side of Fig. 3. In the random mode, the arrangement of guide objects is different from that in the normal mode, and as an example, the arrangement is determined for each stage. In the description of the game screen 90B, reference symbols and descriptions of configurations (e.g., each lane, etc.) that overlap with those in the game screen 90A are omitted.
[0034] The game screen 90A displays a switch image 91A including three small switch images and four large switch images, and a table image 91B simulating a turntable 19A. The game screen 90A also displays a special lane SL on which an instruction sign 93 is displayed as an example of a guide object, and seven normal lanes L1 to L7. Each of the lanes L1 to L7 corresponds to a respective one of the push button switches 17. The special lane SL also corresponds to the turntable 19A.
[0035] Furthermore, a judgment line 92 is displayed as a reference object on the game screen 90A. Then, the instruction marks 93 are displayed so as to move along the lanes L1 to L7 and the special lane SL. For example, a total of eight instruction marks 93 are displayed on the game screen 90A in FIG. 3. However, when no game operation is required, the instruction marks 93 do not have to be displayed.
[0036] The lanes L1 to L7 and the special lane SL are configured to extend linearly from above toward the judgment line 92 located below. The lanes L1 to L7 and the special lane SL are used as a moving path of the indicator marker 93 and also function as a time axis. That is, the indicator marker 93 moves from the upper ends of the lanes L1 to L7 and the special lane SL toward the judgment line 92 at a predetermined speed over time. Specifically, the indicator marker 93 is displayed and moves toward the judgment line 92 according to sequence data describing each timing at which a game operation by the user should be performed. Alternatively, the moving speed of the indicator marker 93 may be variable.
[0037] The judgment line 92 is configured in a straight line so as to straddle the lanes L1 to L7 and the special lane SL, and is used in common in all lanes. Alternatively, the reference object may have an appropriate shape. For example, a reference object such as a circle or a star may be displayed instead of or in addition to the judgment line 92. Also, the judgment line 92 is disposed on the lower end side of the game screen 90A. Alternatively, the judgment line 92 may be disposed at an appropriate position. For example, a plurality of judgment lines 92 may be disposed at different positions for each of the lanes L1 to L7 and the special lane SL.
[0038] The instruction marks 93 may be appropriately configured to instruct various game operations. As an example, the instruction marks 93 displayed on the lanes L1 to L7 guide game operations for each push button switch 17. Therefore, the instruction marks 93 are displayed on lanes among the lanes L1 to L7 corresponding to the push button switch 17 to be operated so as to guide the push button switch 17 to be operated. For example, the user presses the push button switch 17 corresponding to the lane L1 at the timing when the instruction mark 93 displayed on the lane L1 reaches the judgment line 92. Then, the smaller the difference between the timing when the instruction mark 93 reaches the judgment line 92 and the timing of the game operation of pressing the push button switch 17, the higher the evaluation.
[0039] The instruction mark 93 displayed on the special lane SL guides the game operation on the turntable 19A. As an example, the instruction mark 93 displayed on the special lane SL does not guide the rotation direction. Therefore, the user rotates the turntable 19A in any direction. Alternatively, the instruction mark 93 displayed on the special lane SL may guide the rotation direction to the right or left. The user rotates the turntable 19A to the right or left in accordance with the timing at which the instruction mark 93 displayed on the special lane SL reaches the judgment line 92. The smaller the difference between the timing at which the instruction mark 93 reaches the judgment line 92 and the timing of the game operation to rotate the turntable 19A, the higher the evaluation.
[0040] The indicator 93 displayed on the special lane SL may guide the user as to how many times to rotate the turntable 19A or how long to continue rotating the turntable 19A. For example, if the length of the indicator 93 in the direction along the special lane SL is long, the user rotates the turntable 19A for a longer time or more times. On the other hand, if the length of the indicator 93 in the direction along the special lane SL is short, the user rotates the turntable 19A for a shorter time or less times.
[0041] The user can change the mode from normal mode to random mode. Alternatively, the user can select to play in random mode at the start of the game. In the random mode, the arrangement of the indicator signs 93 is different from that in the normal mode. The user can also select to replay a stage similar to the previous stage played earlier. Specifically, the user can make a payment as a predetermined condition and reproduce the same arrangement of the indicator signs 93 as in the previous stage in the later stage played later. In the following description, playing in the later stage in which the arrangement is reproduced is also referred to as a "retry". As an example, a retry is possible only once each time one song is played. Alternatively, the number of retries may be two or more times for one song, and there may be no limit to the number of retries.
[0042] In the example of the game screen 90A, lanes L1 to L7 are arranged in a line from left to right. On the other hand, in the example of the game screen 90B, the arrangement of the lanes is changed so that the arrangement of the instruction marks 93 is changed. Specifically, lanes L1, L6, L5, L4, L3, L2, and L7 are arranged in this order from left to right. The arrangement of the lanes is the same in the previous stage and the next stage. In this way, when the user plays the random mode, the user can play the next stage with the same arrangement of the instruction marks 93 by achieving a predetermined condition such as additional charging.
[0043] In particular, the arrangement of the indicator signs 93 in the next stage played in random mode may be an arrangement that is easy for the user to play. In this case, even if the user does not achieve a satisfactory result, the user can retry with the same arrangement of the indicator signs 93. This can increase the user's satisfaction. Furthermore, since retrying is possible, the user can relax and play the game without worrying about failure in the next stage. Furthermore, if the predetermined condition is charging, new revenue can be provided to the installer of the game machine 10.
[0044] [Random mode] Next, the random mode will be described. In the game screen 90A and the game screen 90B shown in FIG. 3, the timing at which the indicator marks 93 arranged in the lanes of the same number reach the judgment line 92 is the same. As an example, the indicator marks 93 in the lane L2 of the game screen 90A and the indicator marks 93 in the lane L2 of the game screen 90B reach the judgment line 92 at the same timing. That is, there is no change in the timing at which each indicator mark 93 reaches the judgment line 92. On the other hand, for at least some of the indicator marks 93, the path to reach the judgment line 92 changes randomly depending on the position of the lane. As a result, even if the same music piece is played, the switch that the user uses to perform the game operation changes, so that the user can play different musical scores or different game screens 90B.
[0045] In the random mode, a seed value, which is an initial value of a pseudo-random number, is issued in the game machine 10. The seed value is a value for generating a pseudo-random number based on a predetermined algorithm. Therefore, a common pseudo-random number is generated from a common seed value. This seed value is then used in common for the first stage and the second stage. As an example, sequence data used in the random mode is generated based on sequence data used in the normal mode and the generated pseudo-random number. Therefore, the generated sequence data is common in the first stage and the second stage.
[0046] Specifically, the arrangement of lanes L1 to L7, which are the path of the indicator marks 93 in the sequence data used in the normal mode, is randomly changed based on pseudo-random numbers. This generates the sequence data used in the random mode of the previous stage. The pseudo-random numbers used in the subsequent stage are generated based on the seed value used in the previous stage. Therefore, the pseudo-random numbers used in the subsequent stage are the same as those in the previous stage.
[0047] Furthermore, in the later stage, the same pseudo-random numbers as in the earlier stage are applied to the sequence data used in the normal mode. That is, the sequence data used in the random mode in the later stage is generated based on the same sequence data and the same pseudo-random numbers as in the earlier stage. As a result, the same sequence data having the same arrangement and path of the indicator marks 93 is generated in both the earlier stage and the later stage. Then, in both the earlier stage and the later stage, a game screen 90B based on the same sequence data is displayed. This allows the user to play the music game through the same arrangement of the indicator marks 93 in both the earlier stage and the later stage.
[0048] The arrangement of the indicator markers 93 changed in the random mode is not limited to the above-mentioned embodiment. For example, FIG. 4 shows game screens 90A to 50D as an example. Specifically, FIG. 4A shows a game screen 90A in the normal mode described above. FIG. 4B shows a game screen 90B in the random mode described above. Meanwhile, FIG. 4C shows a game screen 90C in a rotation random mode according to another example. Furthermore, FIG. 4D shows a game screen 90D in a marker random mode according to yet another example.
[0049] The game screen 90C shown in FIG. 4C is generated by shifting the positions of lanes L1 to L7 to the right or left with respect to the sequence data used in normal mode. Specifically, lanes L1 to L7 are shifted to the left by two lanes. This establishes the arrangement of lanes L3 to L7 and the arrangement of lanes L1 to L2 in the game screen 90C. Here, when shifting to the left, the leftmost lane moves to the rightmost. Similarly, when shifting to the right, the rightmost lane moves to the leftmost.
[0050] In addition, in the rotation random mode corresponding to the game screen 90C, the degree of rightward or leftward movement, i.e., the number of columns to be moved, is determined randomly. As an example, the number of columns to be moved is determined by a pseudo-random number based on a seed value. Therefore, in both the first stage and the second stage, sequence data is generated based on the sequence data used in the normal mode and the pseudo-random number generated based on the same seed value. As a result, the same sequence data having the same arrangement and path of the indicator marks 93 is generated in the first stage and the second stage.
[0051] Next, the game screen 90D shown in FIG. 4D is generated by changing the lane in which the indicator mark 93 is placed, with respect to the sequence data used in the normal mode. For example, as shown in FIG. 4D, the indicator mark 93 placed in lane L1 in the normal mode is placed in lane L3, which is a randomly determined lane. As a result, the indicator marks 93 placed in each of lanes L1 to L7 in the normal mode are randomly placed in other lanes. Therefore, even if an indicator mark 93 placed in one lane in the normal mode is placed in another lane, there is no change in the timing at which the indicator mark 93 reaches the determination line 92.
[0052] In addition, in the marker random mode corresponding to the game screen 90D, the lane to which the player changes is determined randomly. As an example, the lane to which the player changes is determined by a pseudo-random number based on a seed value. Therefore, in the first stage and the second stage, the sequence data is generated based on the sequence data used in the normal mode and the pseudo-random number generated based on the same seed value. As a result, in the first stage and the second stage, the same sequence data is generated in which the arrangement and path of the indicator markers 93 are the same.
[0053] Alternatively, in the random mode, a large number of sequence data generated based on the sequence data used in the normal mode and pseudo-random numbers may be prepared, and sequence data selected randomly from among them may be used. In this case, the arrangement of the guide object is determined by the selection of the sequence data. Then, the same sequence data is selected in common between the previous stage and the next stage based on specific information that identifies the selected sequence data. However, if the sequence data is generated in each stage, the amount of sequence data to be prepared and stored can be reduced.
[0054] In the example of Fig. 4, the position of the special lane SL in the random mode is the same as that in the normal mode. Alternatively, the sequence data may be generated such that the position of the special lane SL in the random mode is different from that in the normal mode. In the example of Fig. 4D, the position of the indicator mark 93 of the special lane SL in the random mode is the same as that in the normal mode. Alternatively, the sequence data may be generated such that the position of the indicator mark 93 of the special lane SL in the random mode is different from that in the normal mode.
[0055] [Game system configuration] Next, the control system of the game system 100 will be described with reference to Fig. 5. The game system 100 includes a server 20 and a game machine 10. Alternatively, the game system 100 may include only the game machine 10. The server 20 includes a server control unit 71 that controls the server 20, and a server storage unit 72 that stores a control program (not shown). The server control unit 71 is configured as a computer that combines a processor that executes various types of arithmetic processing and operation control according to a predetermined program with other peripheral devices.
[0056] As an example, the processor of the server control unit 71 is a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit), and controls the whole server 20 and also controls various processes in a centralized manner based on a control program stored in the server storage unit 72. The server storage unit 72 also includes a RAM (Random Access Memory) which is a system work memory for the processor to operate, a ROM (Read Only Memory) for storing programs and system software, a HDD (Hard Disc Drive), and an SSD (Solid State Drive). Furthermore, the server control unit 71 can also perform control according to a program stored in an external storage medium such as a server on the Internet. The server control unit 71 may have an integrated circuit such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array).
[0057] The server storage unit 72 includes a computer-readable non-transitory storage medium, which is a non-volatile storage medium such as a hard disk and a semiconductor storage device. The server storage unit 72 may hold all data in one storage unit, or may store data in a distributed manner across multiple storage units. The server storage unit 72 also stores server data SD including game data for the music game. The game data is transmitted to the game machine 10 in a form such as distribution.
[0058] The server data SD may also include play data describing information about each user's past play results. For example, the play data is used to carry over past results, which are play results up to the previous time, to the next time onwards. The play data is also used to carry over settings specific to each user.
[0059] The game machine 10 includes a game control unit 81 that controls the game machine 10, and a game storage unit 82 that stores a game program PG that also functions as a control program. The game control unit 81 is configured as a computer that combines a processor that executes various arithmetic processing and operation control according to a predetermined program, and other peripheral devices. The game storage unit 82 stores the game program PG as an example of a computer program that causes the game control unit 81 to execute various necessary processes. The game control unit 81 executes the game program PG to allow the user to play a game.
[0060] As an example, the processor of the game control unit 81 is a CPU or MPU, and controls the entire game machine 10 and also controls various processes in a centralized manner based on a game program PG that also functions as a control program. The game storage unit 82 includes a RAM, which is a system work memory for the processor to operate, as well as a ROM, HDD, SSD, etc., for storing programs and system software. Furthermore, the game control unit 81 can also perform control according to a program stored in an external storage medium such as a server on the Internet. The game control unit 81 may have an integrated circuit such as an ASIC or FPGA.
[0061] The game storage unit 82 includes a computer-readable non-transitory storage medium, which is a non-volatile storage medium such as a hard disk or a semiconductor storage device. The game storage unit 82 may hold all data in one storage unit, or may store data in a distributed manner across multiple storage units. The game storage unit 82 also stores game data D1 for a music game. The game storage unit 82 also stores sequence data D2 and stage information D3, which will be described later.
[0062] As an example, the game data D1 includes sequence data D2 that defines the operation procedure of the game. For example, the sequence data D2 includes data such as the display timing of a guide object, the type of the guide object, and the input timing for the user to perform a game operation. Furthermore, the game data D1 includes image data and music data. The image data includes, for example, data such as an icon, various objects, and background in addition to an image of the guide object. Furthermore, the music data includes data such as musical tones, music pieces, and sound effects. Furthermore, the game storage unit 82 stores a play history of the game played by the user, such as the points the user has obtained by playing the game.
[0063] The game control unit 81 has, as logical devices, a determination unit 81A, a storage unit 81B, a guidance unit 81C, an evaluation unit 81D, a presentation unit 81E, a reception unit 81F, and an editing unit 81G. These logical devices are realized by a combination of the hardware resources of the game control unit 81 and the game program PG as a software resource. For example, the game control unit 81 executes various calculation controls required for the progress of the game based on the game program PG. The guidance unit 81C displays an instruction mark 93 on the first monitor 12 as a display device to guide the game operation. Specifically, the guidance unit 81C displays the input timing and the operation position based on the position and moving speed of the instruction mark 93 moving toward the judgment line 92.
[0064] [Means of determination] The determination unit 81A determines the arrangement of the guide objects in a stage of the game. That is, the determination unit 81A determines the arrangement of the guide objects when a stage of the game starts. For example, the determination unit 81A randomly determines the arrangement of the guide objects in a previous stage that is played first. Then, the determination unit 81A reproduces the arrangement of the guide objects in the previous stage in a subsequent stage that is played later. As an example, the determination unit 81A determines the arrangement of the instruction marks 93 during the period from the completion of the selection of a song by the user to the start of the playback of the song. For example, the period from the completion of the selection of a song by the user to the display of the score as a result of playing corresponds to one stage.
[0065] The determination unit 81A also generates prior sequence data based on the sequence data D2 used in the normal mode and a pseudo-random number generated using a seed value, thereby determining the placement of an indication mark 93 as a guide object. Here, the determination unit 81A determines the input timing, the operation target, and the like, in addition to the placement of the indication mark 93. Alternatively, the determination unit 81A may randomly determine the placement of the guide object using a trained neural network.
[0066] When the arrangement of the guide object is determined, the storage unit 81B stores stage information D3 for obtaining the arrangement of the guide object. Then, the guidance unit 81C guides the game operation. As an example, the storage unit 81B stores the stage information D3 by storing it in the game storage unit 82. The stored stage information D3 becomes the stage information D3 in the previous stage played earlier for the later stage played thereafter. Then, the determination unit 81A re-determines the arrangement of the guide object in the later stage played later based on the stage information D3. This makes it possible to provide the later stage played with the same arrangement of the guide object as the previous stage played earlier.
[0067] As an example, the stage information D3 is an initial value of the pseudo-random number used to determine the arrangement of the guide object. Then, the determination unit 81A re-determines the arrangement of the guide sign 93 as the guide object based on the sequence data D2 used in the normal mode and the seed value as the initial value. That is, the determination unit 81A generates the later sequence data to be used in the later stage. In this case, since the earlier sequence data and the later sequence data are the same data, the arrangement of the guide object in the earlier stage is reproduced in the later stage. In particular, when the arrangement of the guide object is determined randomly, there is a low possibility that a similar arrangement will appear in a stage to be played thereafter. In this regard, if the arrangement of the guide object is reproduced in the later stage, the user can play again the same arrangement as in the earlier stage.
[0068] However, the determination unit 81A may generate later sequence data that is different from the earlier sequence data. For example, the determination unit 81A may generate later sequence data so as to re-determine the arrangement of the indicator markers 93 based on the stage information D3, and then change the re-determined arrangement according to the difficulty level selected by the user in the later stage. As one example, when the user selects a high difficulty level, the determination unit 81A changes the number of indicator markers 93 to be greater, and generates later sequence data. As another example, when the user selects a low difficulty level, the determination unit 81A changes the number of indicator markers 93 to be less, and generates later sequence data.
[0069] As another example, the determination unit 81A may generate the next sequence data consisting of only a part of the previous sequence data. For example, the determination unit 81A may generate the next sequence data consisting of only a part corresponding to the chorus of the song. The determination unit 81A may also generate the next sequence data consisting of only an arbitrary part of the song, such as the first or second verse. This allows the user to play only a part of the previous stage again in the next stage.
[0070] Alternatively, the stage information D3 may be arrangement information indicating the arrangement of the guide objects. Specifically, the arrangement information is the previous sequence data used in the previous stage. In this case, the determination unit 81A reads out the previous sequence data stored in the storage unit 81B to re-determine the arrangement of the guide objects. As a result, the arrangement of the guide objects in the previous stage is reproduced in the subsequent stage. Note that the arrangement information may be information indicating the arrangement of the lanes in the previous stage.
[0071] As another example, the determination unit 81A may determine the arrangement of the guide objects in the previous stage according to a preset arrangement algorithm. In this way, the determination unit 81A reproduces the arrangement of the guide objects in the previous stage in the subsequent stage. As an example, the arrangement algorithm is a left-right swap of lanes with lane L4 at the center. For example, in the normal mode, lane L1, lane L2, lane L3, lane L4, lane L5, lane L6, and lane L7 are arranged in this order from left to right. Then, when the lane left-right swap algorithm is applied, the determination unit 81A generates sequence data such that lane L5, lane L6, lane L7, lane L4, lane L1, lane L2, and lane L3 are arranged in this order from left to right.
[0072] The arrangement algorithm may be lane inversion. When the lane inversion algorithm is applied, the determination unit 81A generates sequence data such that lane L7, lane L6, lane L5, lane L4, lane L3, lane L2, and lane L1 are arranged in this order from left to right.
[0073] When the arrangement of the guide objects is determined according to the arrangement algorithm, the stage information D3 as an example is arrangement information indicating the arrangement of the guide objects. In addition, the stage information D3 as another example is specific information specifying the arrangement algorithm used to determine the arrangement of the guide objects in the previous stage. For example, the specific information is identification information for identifying the arrangement algorithm. Specifically, the specific information is identification information indicating left-right swapping, or identification information indicating lane reversal. The determination unit 81A re-determines the arrangement of the guide objects by generating sequence data according to the arrangement algorithm specified by the specific information. As a result, when the arrangement of the guide objects is determined according to the arrangement algorithm, the arrangement of the guide objects is reproduced in the subsequent stage. Then, the user can play again with the same arrangement as in the previous stage.
[0074] Furthermore, the determination unit 81A judges whether or not the re-determination condition is satisfied. Then, when the re-determination condition is satisfied, the determination unit 81A re-determines the arrangement of the guide object in the subsequent stage. As an example, the re-determination condition is that the user selects a retry or that a charge is made. As a result, the user can play the same arrangement as in the previous stage again when the re-determination condition is satisfied. Alternatively, the re-determination condition may be that the user has achieved a performance that exceeds or falls short of the target level in the previous stage. Furthermore, the re-determination condition may be any other condition, for example, that a predetermined game operation is performed during the game or that a predetermined item is used. As an example, the predetermined game operation is a game operation guided by a highly difficult instruction sign 93.
[0075] In addition, when multiple users play at the same time, for example, when two users play against each other, the determination unit 81A generates the same first sequence data and the second sequence data for the multiple users. For example, the determination unit 81A generates the second sequence data based on the stage information D3 of the first stage common to the multiple users. Alternatively, the determination unit 81A may generate different first sequence data and the second sequence data for the multiple users. In addition, the determination unit 81A may generate the second sequence data based on the stage information D3 of any one of the multiple users. For example, the determination unit 81A may generate the second sequence data of the second stage played by one user based on the stage information D3 of the first stage played by the other user.
[0076] [Storage means] The storage unit 81B stores stage information D3 for obtaining the arrangement of the guide object in the previous stage that has been played first. For example, the storage unit 81B stores a seed value as the stage information D3 in the game storage unit 82. The game storage unit 82 may store the stage information D3 only for a temporary period, such as until the end of the game or until the start of the next stage. The storage unit 81B may also store the stage information D3 in the server storage unit 72. In this case, the server storage unit 72 stores the stage information D3 in association with user identification information that identifies a user. As an example, the storage unit 81B stores the stage information D3 when the previous sequence data is generated.
[0077] The storage unit 81B may also store a plurality of pieces of stage information D3 for obtaining the arrangement of guide objects in a plurality of stages. For example, the storage unit 81B may store a plurality of pieces of stage information D3 for a plurality of previous stages played by the user during a predetermined period such as a year or a month. Alternatively, the storage unit 81B may store a plurality of pieces of stage information D3 for a plurality of previous stages played by the user after the start of the game.
[0078] [Guidance means] The guidance unit 81C guides the game operation according to the arrangement of the guide object. Furthermore, in the later stage, the guidance unit 81C guides the game operation according to the redetermined arrangement of the guide object. For example, the guidance unit 81C guides the game operation by an instruction sign 93 as a guide object that moves relatively to a determination line 92 as a reference object. To this end, in the earlier stage, the guidance unit 81C guides the game operation according to the arrangement of the guide object corresponding to the earlier sequence data generated by the determination unit 81A. Furthermore, in the later stage, the guidance unit 81C guides the game operation according to the arrangement of the guide object corresponding to the later sequence data regenerated by the determination unit 81A.
[0079] Specifically, the guidance unit 81C displays the indicator mark 93 and moves it toward the judgment line 92 in accordance with the previous sequence data or the next sequence data. To do this, the guidance unit 81C reads out the input timing from the previous sequence data or the next sequence data. Then, the guidance unit 81C determines the timing to display the indicator mark 93 at the top end of the lane by calculating backwards while referring to information on the moving speed set for each song. After that, the guidance unit 81C moves the indicator mark 93 toward the judgment line 92 in accordance with the referred moving speed.
[0080] Furthermore, when the normal mode is selected, the guidance unit 81C reads out sequence data D2 corresponding to the music selected by the user from the game storage unit 82. Then, the guidance unit 81C guides the game operation according to the arrangement of the guidance objects based on the read sequence data D2. Specifically, the guidance unit 81C displays an instruction sign 93 and moves it toward the judgment line 92 according to the read sequence data D2. The first monitor 12 displays the instruction sign 93 according to the guidance unit 81C. Furthermore, the first monitor 12 displays images, characters, videos, and the like used in the game according to the game control unit 81.
[0081] [Evaluation method] The evaluation unit 81D evaluates the game operation by the user. For example, the evaluation unit 81D compares the arrival timing of the guide object reaching the reference object with the operation timing of the game operation by the user to evaluate the game operation. Specifically, when the user presses the push button switch 17, the evaluation unit 81D acquires a signal indicating the operation timing and the operated push button switch 17 as an input operation from the push button switch 17. Then, the evaluation unit 81D evaluates the game according to the comparison result. As an example, the evaluation unit 81D compares the operation timing of the game operation and the operated push button switch 17 with the arrival timing and the operation target.
[0082] When it is determined that the difference between the two timings is within a predetermined range, the evaluation unit 81D evaluates the game operation so as to improve the game performance. As an example, the evaluation unit 81D adds points to the user's score. Also, when it is determined that the difference between the two timings is outside the predetermined range, the evaluation unit 81D may evaluate the game operation so as to lower the game performance. As an example, the evaluation unit 81D subtracts points from the user's score. Furthermore, the evaluation unit 81D may evaluate the game operation in stages (for example, in five stages). After the guidance unit 81C finishes the guidance of the game operation according to the sequence data, the presentation unit 81E presents the evaluation result by the evaluation unit 81D to the user. That is, the presentation unit 81E causes the first monitor 12 to display the game performance as the evaluation result.
[0083] [Presentation means] The presentation unit 81E presents the user with explanatory information that explains the arrangement of the guide objects. For example, the explanatory information is a pattern image 94 that shows a pattern of lanes that are randomly arranged. The pattern image 94 explains the arrangement of the guide objects through the lane pattern. Specifically, the explanatory information will be described with reference to FIG. 6 showing a retry selection screen displayed on the first monitor 12. In FIG. 6, the pattern image 94 as an example of the explanatory information displays a randomly determined random lane pattern. That is, the arrangement of lanes L1, Lane L6, Lane L5, Lane L4, Lane L3, L2, and Lane L7 arranged from left to right is indicated by the arrangement of numbers in the pattern image 94.
[0084] The explanatory information may also be a screen image 95 showing some of the guide signs 93 as randomly arranged guide objects. For example, the screen image 95 shows a game screen displayed at a predetermined timing in the previous stage. The screen image 95 explains the arrangement of the guide objects via the game screen at the predetermined timing. In FIG. 6, the screen image 95 as an example of the explanatory information displays a game screen at the predetermined timing. For example, the predetermined timing is the timing immediately after the start of the previous stage.
[0085] By presenting the explanatory information to the user in this manner, the user can recognize the arrangement of guide objects that are his or her strengths and weaknesses. As an example, the explanatory information is presented when the retry selection screen is displayed. Alternatively, the explanatory information may be presented at any time after the end of the game (for example, simultaneously with the display of the results). However, when the retry selection screen is displayed, the user can determine whether or not to retry while recognizing his or her strengths and weaknesses.
[0086] [Method of reception] The reception unit 81F receives from the user a selection of at least one arrangement of guide objects to be re-determined by the determination unit 81A in the subsequent stage. For example, in the selection screen shown in FIG. 6, a screen image 95 showing the arrangement in the previous stage is displayed as an option for the arrangement of guide objects. The presentation unit 81E also presents a charge amount as a compensation for a retry using a charge amount image 96. Then, a user who wishes to retry presses a confirmation button provided on the control panel 14 of the game machine 10 with reference to the charge amount. This causes the reception unit 81F to receive from the user a selection of the arrangement of guide objects. Then, the user can play again with the same arrangement as in the previous stage by his / her own selection.
[0087] The reception unit 81F may receive a selection of a plurality of arrangements of guide objects, or a selection of one of the arrangements of the plurality of guide objects, from the user. For example, when the storage unit 81B stores a plurality of pieces of stage information D3, the presentation unit 81E presents a plurality of pieces of explanation information corresponding to the plurality of pieces of stage information D3 to the user. Specifically, the presentation unit 81E presents a plurality of pattern images 94 as a history indicating the arrangements of the plurality of guide objects. Then, the user operates a selection button and a decision button provided on the control panel 14 to select an arbitrary arrangement.
[0088] This allows the user to select the same arrangement as any stage from a plurality of options and play it again later. Also, the user can retry a previous stage other than the previous stage played immediately before. The number of arrangements presented as options may be two or more. Also, the number of stage information D3 stored by the storage unit 81B and the number of options presented may be the same or different. Furthermore, when multiple users play, the arrangement of the guiding objects in the previous stage played by the other users may be selectable. Furthermore, in order to select each arrangement, the user may be able to specify a date and time, or may be able to specify arrangement identification information that identifies the arrangement.
[0089] [Editing Method] The editing unit 81G edits the arrangement of the guide objects redetermined based on the stage information D3. Specifically, the editing unit 81G edits the arrangement of the guide objects by editing the sequence data generated in the later stage. The editing unit 81G may edit by accepting an edit by a user, or may edit automatically. For example, the editing unit 81G accepts a change to the pattern of the random lane presented on the selection screen as an edit accepted from the user. Then, the editing unit 81G edits a part of the sequence data generated by the determination unit 81A and sets the data obtained as the later sequence data to be used in the later stage. For example, the editing unit 81G accepts a change to swap the positions of the lane L1 and the lane L6.
[0090] As another example, the editing unit 81G may automatically edit the arrangement of the guiding objects according to the difficulty level selected by the user on the selection screen. For example, when the user selects a high difficulty level, the editing unit 81G automatically edits the sequence data to increase the number of the indicator signs 93, and generates the subsequent sequence data. As another example, when the user selects a low difficulty level, the editing unit 81G automatically edits the sequence data to decrease the number of the indicator signs 93, and generates the subsequent sequence data. By editing in this manner, an arrangement closer to the desired arrangement that the user wants to play can be obtained by editing. Furthermore, the editing unit 81G may edit the arrangement of the guiding objects by editing the sequence data generated in the previous stage.
[0091] [Retry process flow] Next, the flow of the retry process will be described with reference to FIG. 7. When the user selects a song and decides to start playing a stage, the determination unit 81A generates the next sequence data. In response to this, the determination unit 81A determines the arrangement of the instruction marks 93 in the next stage played by the user (S101). Here, the stage corresponds to the next stage played first with respect to the stage played later. Then, the storage unit 81B stores the stage information D3 for obtaining the arrangement of the instruction marks 93 in the next stage. That is, the storage unit 81B stores the seed value used in generating the next sequence data by storing it in the game storage unit 82 (S102).
[0092] In addition, when the determination unit 81A generates the previous sequence data, the guidance unit 81C guides the game operation according to the previous sequence data, and the evaluation unit 81D evaluates the game operation by the user (S103). After the guidance unit 81C finishes guiding the game operation according to the previous sequence data, the presentation unit 81E presents the evaluation result by the evaluation unit 81D to the user. In addition, the presentation unit 81E presents the pattern image 94 as explanatory information explaining the arrangement of the guide object to the user (S104). The user checks the pattern image 94 and considers whether or not to retry.
[0093] If the user does not retry, i.e., if the user does not pay, the determination unit 81A determines that the re-determination condition is not satisfied (NO in S105), and the retry process ends. On the other hand, if the user pays to retry, the determination unit 81A determines that the re-determination condition is satisfied (YES in S105). Then, the determination unit 81A generates post-sequence data to re-determine the placement of the indicator marks 93 in the post-stage.
[0094] Specifically, the determination unit 81A generates the post-sequence data based on the sequence data D2 used in the normal mode of the music played in the previous stage and the stored seed value. Then, when the determination unit 81A generates the post-sequence data, the guidance unit 81C guides the game operation according to the post-sequence data, and the evaluation unit 81D evaluates the game operation by the user (S107). After that, when the guidance unit 81C finishes guiding the game operation according to the post-sequence data, the presentation unit 81E presents the evaluation result by the evaluation unit 81D to the user. Then, if the number of retries is limited to one, the retry process ends. Alternatively, if the number of retries is not limited, the process from S105 to S107 is repeated.
[0095] According to the game system 100 according to the embodiment described above, it is possible to provide an arrangement of guide objects similar to that of a previous stage played in a later stage to be played later. In particular, when the arrangement of guide objects is randomly determined, if the arrangement of guide objects is reproduced in the later stage, the user can play again the same arrangement as that of the previous stage.
[0096] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above embodiment. The present invention also includes inventions that have been modified without going against the present invention, and inventions equivalent to the present invention. In addition, each embodiment and each modified form can be appropriately combined without going against the present invention.
[0097] For example, at least one of the logical devices included in the game control unit 81 may be provided in the server control unit 71. In this case, the game machine 10 and the server 20 cooperate to function as the game system 100.
[0098] A part or all of the above-described embodiments may be described as, but are not limited to, the following supplementary notes. In order to facilitate understanding of each aspect, reference symbols shown in the accompanying drawings are used. However, the reference symbols are not intended to limit the present invention to the illustrated forms.
[0099] (Appendix 1) A game system 100 that provides a game in which a user is guided through a game operation to be performed by the user using a guide object 93, a determination unit 81A that determines a placement of the guide object 93 in the game stage; a guide unit 81C that provides guidance on the game operation in accordance with the arrangement of the guide object 93; a storage unit (81B) for storing stage information (D3) for obtaining the arrangement of the guide object (93) in a previous stage that has been previously played; The determination unit 81A re-determines a location of the guide object 93 in a subsequent stage to be played later, based on the stage information D3; The guiding unit 81C guides the game operation in accordance with the redetermined position of the guide object 93 in the later stage.
[0100] (Appendix 2) The game system according to claim 1, wherein the determination unit 81A randomly determines an arrangement of the guide object 93 in the previous stage, and reproduces the arrangement of the guide object 93 in the previous stage in the subsequent stage.
[0101] (Appendix 3) 3. The game system according to claim 2, wherein the stage information D3 is placement information indicating the placement of the guide object 93, or an initial value of a pseudo-random number used to determine the placement of the guide object 93.
[0102] (Appendix 4) The game system described in Appendix 1, wherein the determination unit 81A determines the placement of the guide object 93 in the previous stage according to a preset placement algorithm, and reproduces the placement of the guide object 93 in the previous stage in the subsequent stage.
[0103] (Appendix 5) A game system as described in Appendix 4, wherein the stage information D3 is placement information indicating the placement of the guide object 93, or specific information identifying the placement algorithm used to determine the placement of the guide object 93 in the previous stage.
[0104] (Appendix 6) The game system according to any one of appendices 1 to 5, further comprising a reception unit 81F that receives, from the user, a selection of a placement of at least one of the guide objects 93 to be redetermined by the determination unit 81A in the later stage.
[0105] (Appendix 7) The game system according to any one of appendices 1 to 6, wherein the determination unit 81A judges whether or not a redetermination condition is satisfied, and if the redetermination condition is satisfied, redetermines the placement of the guide object 93 in the subsequent stage.
[0106] (Appendix 8) The game system according to any one of appendices 1 to 7, further comprising an editing unit 81G that edits an arrangement of the guide object 93 that is redetermined based on the stage information D3.
[0107] (Appendix 9) The game system according to any one of appendices 1 to 8, further comprising a presentation unit 81E that presents to the user explanation information 94, 95 that explains an arrangement of the guide object.
[0108] (Appendix 10) An evaluation unit 81D that evaluates the game operation by the user is further provided, the guiding unit 81C guides the game operation by the guiding object 93 that moves relatively to a reference object 92; A game system described in any one of Appendices 1 to 9, wherein the evaluation unit 81D evaluates the game operation by comparing the arrival timing of the guide object 93 reaching the reference object 92 with the operation timing of the game operation by the user.
[0109] (Appendix 11) A control method for a game system 100 including a computer 81 and providing a game in which a user is guided through a game operation to be performed by the user using a guide object 93, comprising the steps of: The computer 81 includes: determining a placement of the guide object 93 in the stage of the game; providing guidance for the game operation in accordance with the arrangement of the guide object 93; Save stage information D3 for obtaining the arrangement of the guide object 93 in the previous stage that has been played previously; Based on the stage information D3, a position of the guide object 93 is redetermined in a later stage to be played later; In the latter stage, the game operation is guided in accordance with the redetermined arrangement of the guide object 93.
[0110] (Appendix 12) A game program PG for a game system 100 including a computer 81 and providing a game in which a user is guided through a game operation to be performed by the game system 100 using a guide object 93, The computer 81 includes: determining a placement of the guide object 93 in the stage of the game; providing guidance for the game operation in accordance with the arrangement of the guide object 93; Save stage information D3 for obtaining the arrangement of the guide object 93 in the previous stage that has been played previously; Based on the stage information D3, a position of the guide object 93 is redetermined in a later stage to be played later; A game program that, in the latter stage, guides the game operation according to the redetermined arrangement of the guide object 93.
[0111] According to the game system 100 described in Supplementary Note 1, the control method described in Supplementary Note 11, and the game program PG described in Supplementary Note 12, it is possible to provide an arrangement of guide objects in a later stage that is played later, similar to that in a previous stage that was played earlier. Also, according to the game system 100 described in Supplementary Note 2 and 3, when the arrangement of guide objects is randomly determined, the arrangement of guide objects is reproduced in a later stage. Then, the user can play again the same arrangement as in the previous stage.
[0112] Moreover, according to the game system 100 described in Supplementary Notes 4 and 5, when the arrangement of the guide objects is determined according to the arrangement algorithm, the arrangement of the guide objects is reproduced in the subsequent stage. Then, the user can play again with the same arrangement as in the previous stage. Moreover, according to the game system 100 described in Supplementary Note 6, the user can play again with the same arrangement as in the previous stage by his / her own choice. Furthermore, the user can select the same arrangement as in any stage from a plurality of options and play again later.
[0113] Moreover, according to the game system 100 described in Supplementary Note 7, the user can play again the same arrangement as in the previous stage when the re-determination condition is satisfied. Moreover, according to the game system 100 described in Supplementary Note 8, an arrangement closer to the desired arrangement that the user wants to play can be obtained by editing. Moreover, according to the game system 100 described in Supplementary Note 9, the user can recognize the arrangement of guide objects that the user is good or bad at. Moreover, according to the game system 100 described in Supplementary Note 10, in a game in which the game operation is evaluated by comparing the arrival timing and the operation timing, an arrangement of guide objects similar to that in the previous stage can be provided in the subsequent stage. [Explanation of symbols]
[0114] 81: Game control unit (computer) 81A: Decision section 81B: Storage section 81C: Information department 81D: Evaluation section 81E: Presentation section 81F: Reception 81G: Editorial Department 92: Judgment line (reference object) 93: Directional sign (guiding object) 94: Pattern image (explanation information) 95: Screen image (explanatory information) 100: Game System D3: Stage Information PG: Game Program
Claims
1. A game system that provides a game in which a user is guided through a game operation to be performed by the user using a guide object, comprising: a determination unit that determines an arrangement of the guide object in a stage of the game; a guide unit that provides guidance for the game operation in accordance with an arrangement of the guide object; a storage unit for storing stage information for obtaining the arrangement of the guide object in a previous stage that has been played previously; the determination unit re-determines, based on the stage information, a placement of the guide object in a subsequent stage to be played later; The guiding unit guides the game operation in the subsequent stage according to the redetermined position of the guide object.
2. The game system according to claim 1 , wherein the determination unit randomly determines an arrangement of the guide objects in the previous stage, and reproduces, in the subsequent stage, the arrangement of the guide objects in the previous stage.
3. The game system according to claim 2 , wherein the stage information is placement information indicating a placement of the guide object, or an initial value of a pseudo-random number used to determine the placement of the guide object.
4. The game system according to claim 1 , wherein the determination unit determines a placement of the guide objects in the previous stage according to a preset placement algorithm, and reproduces the placement of the guide objects in the previous stage in the subsequent stage.
5. The game system according to claim 4 , wherein the stage information is placement information indicating the placement of the guide object, or specific information specifying the placement algorithm used to determine the placement of the guide object in the previous stage.
6. The game system according to claim 1 , further comprising a reception unit configured to receive, from the user, a selection of a placement of at least one of the guide objects to be redetermined by the determination unit in the subsequent stage.
7. The game system according to claim 1 , wherein the determination unit determines whether or not a redetermining condition is satisfied, and when the redetermining condition is satisfied, redetermines a placement of the guide object in the subsequent stage.
8. The game system according to claim 1 , further comprising an editing unit that edits an arrangement of the guide objects that is redetermined based on the stage information.
9. The game system according to claim 1 , further comprising a presentation unit that presents to the user explanation information that explains an arrangement of the guide objects.
10. an evaluation unit that evaluates the game operation by the user, the guiding unit guides the game operation by the guide object that moves relatively to a reference object; The game system according to claim 1 , wherein the evaluation unit evaluates the game operation by comparing a timing at which the guide object reaches the reference object with a timing at which the user performs the game operation.
11. A control method for a game system including a computer, the game system providing a game in which a user is guided through a game operation to be performed by the user using a guide object, the method comprising the steps of: The computer includes: determining an arrangement of the guide object in a stage of the game; providing guidance for the game operation in accordance with an arrangement of the guide object; storing stage information for obtaining the arrangement of the guide object in a previous stage that has been played previously; re-determining a placement of the guide object in a subsequent stage to be played later based on the stage information; In the latter stage, the game operation is guided in accordance with the redetermined arrangement of the guide object.
12. A game program for a game system including a computer, the game system providing a game in which a user is guided through a game operation to be performed by the user using a guide object, the game program comprising: The computer includes: determining an arrangement of the guide object in a stage of the game; providing guidance for the game operation in accordance with an arrangement of the guide object; storing stage information for obtaining the arrangement of the guide object in a previous stage that has been played previously; re-determining a placement of the guide object in a subsequent stage to be played later based on the stage information; and in the latter stage, guiding the game operation in accordance with the redetermined arrangement of the guide object.
Citation Information
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Game system and computer program used therefor
JP2020054452A