Game system, game device, program, and game method
Patent Information
- Application Number
- JP2023130906
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-10
- Publication Date
- 2025-02-21
AI Technical Summary
【0275】 (効果音による演出) また、ゲームシステムは、入力装置30が所定状態中、入力装置30が所定状態中であることを通知するために、所定状態中の効果音を変化させてもよい。
Smart Images

Figure 2025025783000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a game device, a program, and a game method. [Background technology]
[0002] Conventionally, there has been known a game system in which a player performs a predetermined input in time with a piece of music and enjoys a simulated performance. In such a game system, a pointer (such as a musical note) is displayed moving at a predetermined moving speed along a predetermined path, and the input timing of the player is compared with the timing at which the input should be performed, thereby evaluating the input of the player.
[0003] Conventionally, there have been game systems in which an input device (controller) equipped with an acceleration sensor and the main body of the game machine are formed separately. In such game systems, a player plays a game by shaking or tilting the input device (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 5410710 Summary of the Invention [Problem to be solved by the invention]
[0005] In recent years, new and highly entertaining games that utilize input devices that detect motion have been anticipated.
[0006] The present invention has been made in consideration of such problems, and its object is to provide a highly entertaining game system etc. that utilizes the orientation of an input device in a timing game in which input is evaluated. [Means for solving the problem]
[0007] (1) The present invention provides 1. A timing game system that evaluates an input based on a degree of coincidence between an input timing detected by an input device and a timing to input the input, A setting unit for setting a plurality of timings for inputting; a determination unit that, when gravitational acceleration in a predetermined direction is detected in the input device after detecting an acceleration and / or an angular velocity in a first direction in the input device, determines that the attitude of the input device is a predetermined attitude, and that, when the input device is stable in the predetermined attitude, determines that the input device has entered a predetermined state; The present invention relates to a game system comprising:
[0008] The present invention also relates to a game device including the above-mentioned units.The present invention also relates to a program for causing a computer to function as the above-mentioned units.The present invention also relates to a computer-readable information storage medium storing a program for causing a computer to function as the above-mentioned units.
[0009] The present invention also provides a gaming method for a timing game in which an input is evaluated based on a degree of coincidence between an input timing detected by an input device and a timing to input the input, comprising: A step of setting a plurality of input timings; After detecting the acceleration and / or angular velocity in the first direction in the input device, determining that the attitude of the input device is a predetermined attitude when gravitational acceleration in a predetermined direction is detected in the input device, and determining that the input device has entered a predetermined state when the input device is stable in the predetermined attitude; The present invention relates to a gaming method comprising the steps of:
[0010] The present invention can provide a highly entertaining timing game in which an input is evaluated, which utilizes the orientation of an input device.
[0011] (2) In the present invention, The device may further include a production section that, while in a predetermined state, produces a production that notifies the user that the input device is in the predetermined state.
[0012] According to the present invention, the player can recognize that the input device is in a predetermined state through a presentation.
[0013] (3) In the present invention, The input device may further include an evaluation unit that evaluates the degree of agreement between a timing at which the acceleration and / or angular velocity in the second direction is detected in the input device that has entered a predetermined state and a timing at which the input should be made.
[0014] According to the present invention, the input of the player can be evaluated based on the timing at which the acceleration and / or angular velocity in the second direction is detected in the input device that has entered a predetermined state.
[0015] (4) In the present invention, An evaluation unit that evaluates the input based on a degree of coincidence between an input timing of the input device and a timing to be input, The evaluation unit is The input may be evaluated based on whether the input device is in a predetermined state and / or the type of input.
[0016] The present invention evaluates inputs based on whether the input device is in a predetermined state and / or the type of input, thereby enabling strategic gameplay.
[0017] (5) In the present invention, an evaluation unit for evaluating the input; The determination unit is determining whether a type of input by a player is a first input type or a second input type based on an angular velocity detected by the input device; The evaluation unit is The input may be evaluated based on the degree of agreement between the input timing of the input device and the timing at which the input should be made, and on whether or not the type of input of the input device is the type that should be made.
[0018] Since the present invention has first and second types of input, the player can play the game while taking into consideration not only the input timing but also the type of input, thereby making the game more entertaining.
[0019] (6) In the present invention, The device may further include a presentation section that changes the presentation notifying the user that the predetermined state is being held, depending on the amount of time that has passed since the predetermined state.
[0020] According to the present invention, the player can know the progress of a predetermined state by the change in presentation.
[0021] (7) In the present invention, An evaluation unit that evaluates the input based on a degree of coincidence between an input timing of the input device and a timing to be input, The evaluation unit is The input may be evaluated according to the time that has elapsed in the predetermined state.
[0022] According to the present invention, since the elapsed time of a predetermined state affects the evaluation of an input, a player can perform strategic game play taking into consideration the elapsed time of a predetermined state.
[0023] (8) In the present invention, A display control unit that displays a virtual input device image showing a state of the input device, The display control unit is During a given state, the virtual input device image may be changed.
[0024] According to the present invention, the player can recognize whether or not a predetermined state is present by a change in the virtual input device image.
[0025] (9) In the present invention, A display control unit that displays an indicator that indicates the timing to input, The display control unit is The indicator may be changed during a predetermined state.
[0026] According to the present invention, the player can recognize whether or not a predetermined state is present by the change in the indicator.
[0027] (10) In the present invention, Further comprising a vibration control unit that vibrates the input device, The vibration control unit is The vibration of the input device may be changed during a predetermined state.
[0028] According to the present invention, the player can recognize whether or not a predetermined state is occurring by the change in vibration.
[0029] (11) In the present invention, Further including a sound control unit for controlling sound effects, The sound control unit is The sound effects may be changed during a given state.
[0030] According to the present invention, the player can recognize whether or not a predetermined state has occurred by a change in the sound effect.
[0031] (12) In the present invention, The game may further include a game control unit that has multiple types of input and that performs processing to change the specified posture depending on the type of input, and / or processing to change the presentation notifying that a specified state is in progress depending on the type of input.
[0032] According to the present invention, the player can play the game strategically in accordance with the type of input, which can further increase the entertainment value of the game.
[0033] (13) In the present invention, The input device may further include an evaluation unit that evaluates the attitude of the input device after an input timing at which a movement of the input device is detected.
[0034] According to the present invention, the posture after the input timing at which the movement of the input device (e.g., a downward swing motion) is detected affects the evaluation, so that the player is given an opportunity to consider the posture of the input device after the input timing, thereby making the game more interesting.
[0035] (14) In the present invention, There may be a plurality of input devices.
[0036] Since the present invention has a plurality of input devices, for example, a player can play the game by holding an input device in both hands, which can make the game more interesting.
[0037] (15) In the present invention, The device may further include a cancel section that, when a predetermined cancel input is detected during the predetermined state, enables the predetermined state to be cancelled.
[0038] The present invention allows the cancellation of a predetermined state, so that a predetermined state of the input device can be avoided.
[0039] (16) In the present invention, The timing game is A music game may be created in which music is played and input is evaluated based on the degree of match between the input timing of the input device and the timing at which the input should be made.
[0040] The present invention can provide a highly entertaining music game. [Brief description of the drawings]
[0041] [Figure 1] FIG. 1 is a diagram showing an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a front view of the game device according to the embodiment. [Diagram 3] FIG. 1 is an explanatory diagram of a game device according to an embodiment of the present invention. [Figure 4] FIG. 2 is a functional configuration diagram of the game device according to the embodiment. [Diagram 5] FIG. 4 is a diagram showing an example of a game screen according to the embodiment. [Figure 6] 6A and 6B are diagrams for explaining input types according to the present embodiment. [Figure 7] 5A to 5C are diagrams for explaining a predetermined state and an input from the predetermined state in the embodiment; [Figure 8] 3A to 3C are diagrams for explaining the orientation of the input device 30 according to the embodiment. [Figure 9] 11A to 11C are diagrams for explaining the presentation during a predetermined state in this embodiment. [Figure 10] 11A to 11C are diagrams for explaining the presentation during a predetermined state in this embodiment. [Figure 11] FIG. 11 is a diagram showing the relationship between the period of a predetermined state and an evaluation (score) in the present embodiment. [Figure 12] 12A and 12B are diagrams showing an example of a display of an input evaluation according to this embodiment. [Figure 13] FIG. 4 is a flowchart showing the flow of processing according to the embodiment. [Figure 14] FIG. 4 is a diagram for explaining an example of game play according to the present embodiment. [Figure 15] FIG. 4 is a diagram showing an example of a game screen according to the embodiment. [Figure 16] 5A to 5C are diagrams for explaining movement of a pointer according to the embodiment; [Figure 17] 5A to 5C are diagrams for explaining movement of a pointer according to the embodiment; [Figure 18] 5A to 5C are diagrams for explaining movement of a pointer according to the embodiment; [Figure 19] 5A to 5C are diagrams for explaining movement of a pointer according to the embodiment; [Figure 20] 5A to 5C are diagrams for explaining movement of a pointer according to the embodiment; [Figure 21] 5A and 5B are diagrams for explaining the arrangement of a pointing area according to the embodiment; [Figure 22] FIG. 4 is a diagram showing an example of a game screen according to the embodiment. [Diagram 23] 5A and 5B are diagrams for explaining the arrangement of a pointing area according to the embodiment; [Figure 24] 5A and 5B are diagrams for explaining the arrangement of a pointing area according to the embodiment; [Diagram 25] 5A and 5B are diagrams for explaining the arrangement of a pointing area according to the embodiment; [Figure 26] FIG. 4 is a diagram showing an example of a game screen according to the embodiment. [Figure 27] 3A to 3C are diagrams for explaining the orientation of the input device 30 according to the embodiment. [Figure 28] 28(A) and (B) are diagrams showing examples of game screens. [Figure 29] FIG. 4 is a diagram showing an example of a game screen according to the embodiment. [Diagram 30] FIG. 1 is a diagram showing an example of a system configuration of a game system according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0042] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0043] [1] Overview of the game system First, the outline and general configuration of the game system of this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of the system configuration of the game system of this embodiment.
[0044] The game system of this embodiment is a timing game (music game). The game system evaluates the input timing of the player based on the input timing of the player input in accordance with the game instructions. The game system then assigns a score to the performance of the player based on the evaluation result. The player can play the game while enjoying the rhythm and music, aiming for a high score. The game system may also be a game system in which the player competes with other players for points, etc.
[0045] The game system includes a game device 20. Specifically, the game system of this embodiment includes an input device (controller) 30 operated and input by a player, a main body device 21 that performs game processing, and a display unit 290 (display) that displays a game screen. The input device 30 includes a right input device 30R and a left input device 30L. The right input device 30R and the left input device 30L are devices that can be attached to and detached from the main body device 21. In the following description, the right input device 30R and the left input device 30L are the input devices 30 in a broad sense. Furthermore, the main body device 21 is included in the game device 20 in a broad sense.
[0046] The game system executes a timing game based on the game program or game data read from the memory, which is an information storage medium, or on operation signals input from the input device 30, so that the player can enjoy the music game while viewing the game screen displayed on the display unit 290.
[0047] For example, the game system may start a game when it receives inputs operated by a player, and may execute various game settings and evaluate the player's inputs based on the timing of inputs received during game execution.
[0048] In this embodiment, the input device 30 and the main device 21 transmit and receive information via wireless communication. For example, the input device 30 and the main device 21 may be connected by a communication cable, and information may be transmitted and received via the communication cable.
[0049] The main unit 21 executes game processing based on the player's input via the input device 30, and based on the results of that processing, causes the display 40 to display various game images and causes the speaker (not shown) to output various sounds such as background music during the game.
[0050] In the game system of this embodiment, the server device 10 and the game devices 20 (terminal devices in a broader sense) are configured to be connectable to the Internet (an example of a network). In the game system, the server device provides information about the game to the player's game device 20 (terminal device). This information about the game includes programs for operating the game device 20 (terminal device) and update information for various data. The game device 20 receives the information about the game from the server device 10.
[0051] The server device 10 is an information processing device capable of providing a given service using the game device 20 communicatively connected via the Internet (an example of a network).
[0052] It should be noted that various processes relating to the present invention may be performed solely by the game device 20.
[0053] [2] Description of the game device Fig. 2 is a front view of a portable game device 20 to which the present invention is applied, the game device having a detachable input device 30 (controller). Fig. 3 is a diagram showing the same game device with the input device 30 separated.
[0054] The game device 20 is a computer classified as a portable game device, designed with portability and convenience in use in mind. The game device 20 includes a main unit 21 and a plurality of input devices 30 that are detachable from the main unit 21. In this embodiment, the game device 20 includes two input devices 30: a right input device 30R as a first controller and a left input device 30L as a second controller. The number of input devices 30 included in the game device 20 is not limited to two, and the game device 20 may include three or more input devices.
[0055] The main device 21 includes a touch panel display (one example of the display unit 290) that functions as an image display device and a touch position input device. The main device 21 also includes a sound output unit (speaker). In addition, a power button, a volume control button, and the like are appropriately provided.
[0056] Connectors are provided at the left and right ends of the main device 21 corresponding to the right input device 30R and the left input device 30L. The connectors are connected to the right input device 30R and the left input device 30L to realize communication between each input device 30 and the main device 21. Note that wireless communication between the main device 21 and the input device 30 is possible by a communication module.
[0057] The main device 21 realizes the exchange of signals between the various devices (joystick, push switch, vibrator, speaker, three-axis acceleration sensor, three-axis gyro sensor 50, etc.) mounted on the input device 30 and the main device 21.
[0058] The right input device 30R and the left input device 30L are designed to be held by a player in the right and left hands, respectively, and each of the right input device 30R and the left input device 30L includes a joystick, a plurality of push switches serving as operation buttons, a vibrator serving as a vibration generating device, and a speaker.
[0059] The input device 30 includes a motion sensor (physical quantity sensor). An example of the motion sensor is an inertial sensor.
[0060] The inertial sensor includes a three-axis acceleration sensor and a three-axis gyro sensor. Specifically, as shown in Fig. 3, the three-axis acceleration sensor of the right input device 30R configures a right-handed local coordinate system (X, Y, Z). The right-handed local coordinate system (X, Y, Z) is configured such that the right direction (right side in Fig. 3) when facing the front of the right input device 30R is the positive direction of the X axis, the upper side in the longitudinal direction of the right input device 30R (upper side in Fig. 3) is the positive direction of the Y axis, and the normal direction of the front of the controller, that is, the front front side of the right input device 30R (near side in Fig. 3), is the positive direction of the Z axis.
[0061] The three-axis gyro sensor 50 of the right input device 30R forms a right-handed local coordinate system (X, Y, Z) and is configured to be able to detect angular velocity around each axis of the three-axis acceleration sensor of the right input device 30R.
[0062] The right input device 30R is held by wrapping it in the right hand, in other words, by gripping it in one hand with the back side opposite the front side facing the palm.
[0063] Similarly, the three-axis acceleration sensor of the left input device 30L configures a left-handed local coordinate system (X, Y, Z). The left-handed local coordinate system (X, Y, Z) is configured so that the left direction when facing the left input device 30L (left side in FIG. 3) is the positive direction of the X axis, the upper side in the longitudinal direction of the left input device 30L (upper side in FIG. 3) is the positive direction of the Y axis, and the front normal direction of the left input device 30L, that is, the front side of the controller (near side in FIG. 3), is the positive direction of the Z axis.
[0064] The three-axis gyro sensor 50 of the left input device 30L forms a left-handed local coordinate system (X, Y, Z) and is configured to be able to detect angular velocity around each axis of the three-axis acceleration sensor of the left input device 30L.
[0065] The left input device 30L is held by wrapping it in the left hand, in other words, by gripping it in one hand with the back side opposite the front side facing the palm.
[0066] Although FIG. 3 and other figures show the directions of the coordinate axes, these notations only show the directions of the coordinate axes and do not show the origin of the coordinates.
[0067] [3] Functional configuration of the game device Next, the game device 20 of this embodiment will be described with reference to Fig. 4. Fig. 4 is an example of a functional block diagram showing the configuration of the game device 20 of this embodiment. Furthermore, the game device 20 of this embodiment may have a configuration in which some of the components (parts) of Fig. 4 are omitted.
[0068] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0069] The input unit 260 includes the input device 30. For example, the input unit 260 includes a button or a lever that can input an operation input (operation signal).
[0070] The input unit 260 may be realized by a touch panel or a touch panel display. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel). Note that a touch operation on the display screen (hereinafter, referred to as "touch panel" except in special cases) may be performed using a fingertip or an input device such as a touch pen.
[0071] The input unit 260 may also include a keyboard, a steering wheel, a microphone, a motion sensor, etc. The motion sensor includes an inertial sensor such as an acceleration sensor or an angular velocity sensor. The detection unit 262 detects a first input type and a second input type.
[0072] The input unit 260 includes a vibration unit 263. The vibration unit 263 is a vibrator that vibrates the input unit 260. For example, the vibration unit 263 generates a tapping effect vibration with a different vibration pattern or vibration magnitude depending on the type of input.
[0073] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like.
[0074] 1 is a diagram showing an example of a storage area of the storage unit 270. The storage unit 270 of this embodiment includes a main storage unit 271, an image buffer 272, a game information storage unit 274, a music score data storage unit 275, and a player information storage unit 276. Note that some of these may be omitted, or a storage unit of the server device 10 or a given storage device connected via a network (a storage area on the cloud) may constitute some of them.
[0075] The main memory unit 271 is used as a work area. The image buffer 272 stores image data generated by the image generating unit 230. Note that the image data generated by the server device 10 may be received and stored in the image buffer 272.
[0076] Game information is stored in the game information storage unit 274. For example, game information is stored in the game information storage unit 274. Note that the game device 20 may receive game information from the server device 10 and store the game information in the game information storage unit 274.
[0077] The game information includes song information, score information for each song ID (score information corresponding to each difficulty level), game result information for each song ID (game results corresponding to each difficulty level), and character information.
[0078] Furthermore, the game information stored in the game information storage unit 274 may include information on the virtual space (game space), information on the virtual camera, character information, and other setting values used in the game.
[0079] The music score data storage unit 275 stores music score data. The music score data is, for example, information in which the timing and type of input associated with a music ID are set along a time axis. The music ID is information for identifying a music piece. A music ID is assigned to each music piece.
[0080] The player information storage unit 276 stores information about the player. The game device 20 may receive player information corresponding to the player ID from the server device 10 and store the player information in the player information storage unit 276.
[0081] For example, the player information storage unit 276 stores a play history, game performance information (score, clear judgment result, etc.) of a song ID associated with the song ID, information on other players related to the player, etc. The player information storage unit 276 may store a level indicating the skill of the player. In this embodiment, the level is updated sequentially according to the game performance information.
[0082] The player information may include the player's operation input (operation information). The player information may include not only the player's information associated with the player, but also the game media of the player. It may also be a concept that includes information about the entity (for example, game media such as characters, cards, items, etc. owned by the player).
[0083] The information storage medium 280 can store a program for making a computer function as each unit of the present embodiment (a program for making a computer execute the processing of each unit). The processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280, as described later.
[0084] The display unit 290 outputs an image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), or the like.
[0085] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, as the touch panel, for example, a resistive film type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, an infrared scanning type, or the like can be used.
[0086] The display unit 290 may be a display of the main device 21 or a display connected to the main device 21.
[0087] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.
[0088] The sound output unit 292 may be a sound output unit of the main body device 21 or may be a sound output unit connected to the main body device 21.
[0089] The communication unit 296 performs various controls for communicating with the outside (e.g., the server device 10 or another game device 20), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0090] The game device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 170 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. The case where the game device 20 functions by receiving the programs and data in this manner is also included within the scope of the present invention.
[0091] The processing unit 200 (processor) performs processes such as game control, image generation, and sound generation in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.
[0092] Moreover, the processing unit 200 performs game processing (for example, processing of a timing game, etc.) based on the operation input of the player inputted by the input unit 260. Moreover, the processing unit 200 may be executed in conjunction with the server device 10, or a part or the whole of the processing unit 200 may be formed in the server device 10.
[0093] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0094] The processing unit 200 includes a communication control unit 211, an object space setting unit 212, a game control unit 213, a production unit 214, an evaluation unit 215, a setting unit 217, a determination unit 219, a display control unit 220, a cancellation unit 222, a virtual camera control unit 223, a vibration control unit 224, an input reception unit 225, an image generation unit 230, and a sound control unit 240. Note that a configuration in which some of these units are omitted may also be used.
[0095] The communication control unit 211 performs processing for transmitting and receiving data to and from the server device 10. In addition, the communication control unit 211 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to transmission and reception of data.
[0096] When controlling the game based on information received from the server device 10, the communication control unit 211 receives information transmitted from the server device 10 and transmits information of the game device 20 to the server device.
[0097] When controlling a game with another player's game device 20, the communication control unit 211 receives information transmitted from the other player's game device 20 and transmits information of its own game device 20 to the other player's game device 20.
[0098] The communication control unit 211 may be configured to perform communication with another game device 20 or the server device 10 when an operation input for starting communication is received from the player.
[0099] Furthermore, the communication control unit 211 performs processing for transmitting and receiving data to and from another game device 20 or the server device 10 at a predetermined cycle from when a communication connection is established to when the communication connection is terminated.
[0100] The communication control unit 211 performs processing for transmitting player identification information and operation input to the server device 10 and receiving data (player's web page, screen, etc.) from the server device 10.
[0101] The communication control unit 211 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when an operation input is received from the input unit 260. In particular, the communication control unit 211 of this embodiment may perform a process of receiving given screen information (for example, screen information, etc.) from the server device 10.
[0102] Furthermore, in the case of a network system constituted by a plurality of game devices 20, the communication control unit 211 may perform communication control by a peer-to-peer (so-called P2P) method in which an online game is played while transmitting and receiving data between the plurality of game devices 20, or may perform communication control by a client-server method in which each game device 20 plays an online game while transmitting and receiving data (information) via the server device 10.
[0103] In the game system of this embodiment, data may be transmitted and received not only by wired communication but also by wireless communication.
[0104] The object space setting unit 212 performs processing to place and set various objects (objects composed of primitive surfaces such as sprites, billboards, polygons, free-form surfaces or subdivision surfaces) representing display objects such as objects (pointers, etc.), buildings, trees, pillars, walls, maps (terrain), etc. in a virtual space that has a pseudo-depth.
[0105] Here, the virtual space with a pseudo-depth includes both so-called virtual two-dimensional space and virtual three-dimensional space. A virtual space is a space in which an object is placed, and a three-dimensional space is a space in which an object is placed, for example, in three-dimensional coordinates (X, Y, Z). In the case of a three-dimensional space, specifically, the object space setting unit 212 determines the position and rotation angle (synonymous with orientation and direction) of an object (model object), and places the object at that position (X, Y, Z) and rotation angle (rotation angle around the X, Y, and Z axes). In particular, the object space setting unit 212 of this embodiment sets a pointer in the virtual space.
[0106] When the virtual space is a three-dimensional space, an object is placed in a world coordinate system, and an image that is seen from a given viewpoint and appears to have depth is generated. In this case, the virtual camera control unit 223 performs a control process of the virtual camera (viewpoint) for generating an image that is seen from a given (arbitrary) viewpoint in the virtual space. Specifically, the process controls the position (X, Y, Z) or rotation angle (rotation angle around the X, Y, Z axes) of the virtual camera (processing to control the viewpoint position and line of sight).
[0107] For example, when the virtual space is a three-dimensional space, it is a space in which objects are placed in three-dimensional coordinates (X, Y, Z) such as a world coordinate system or a virtual camera coordinate system.
[0108] For example, the object space setting unit 212 places an object (an object formed of primitives such as a polygon, a free-form surface, or a subdivision surface) in the world coordinate system. Also, for example, it determines the position and rotation angle (synonymous with orientation and direction) of the object in the world coordinate system, and places the object at that position (X, Y, Z) with that rotation angle (rotation angle around the X, Y, and Z axes).
[0109] The object space setting unit 212 may perform processing to place an object on a screen (two-dimensional image, screen, screen coordinate system). The object space setting unit 212 may also perform processing to place an object in a virtual space (three-dimensional space, world coordinate system, virtual camera coordinate system, model coordinate system).
[0110] The game control unit 213 includes processing for starting a game (e.g., a game) when a start condition is satisfied, processing for progressing the game, processing for placing objects such as characters and enemy characters, processing for displaying objects, processing for calculating the result of the game (e.g., the game result), and processing for ending the game when a termination condition is satisfied.
[0111] The game control unit 213 may be configured to perform processing for changing a predetermined posture depending on the type of input when there are multiple types of input, and / or processing for changing the presentation notifying that a predetermined state is being reached depending on the type of input.
[0112] In addition, the game control unit 213 moves an indicator indicating the timing to be input from the back to the front in the virtual space, arranges an indication area indicating the arrival position of the indicator, and displays the indicator and the indication area. Note that the "indicator" may be referred to as a "moving object," "musical note," or "notes."
[0113] In other words, in a three-dimensional virtual space, the game control unit 213 places multiple types of indicators that indicate the timing of input on the Z axis, which is the depth direction when viewed from the virtual camera, moves the indicators from the back to the front toward an input area set in a predetermined shape on an XY plane perpendicular to the Z axis, places an indication area set for each of the multiple types of indicators that indicates the arrival position of the indicators on the input area, and displays the indicators and the indication area.
[0114] The game control unit 213 controls the game so that a first indicator corresponding to a first input type reaches a destination position corresponding to the first input type at a timing when the first indicator should be input. The game control unit 213 moves the first indicator. Furthermore, the game control unit 213 moves the second indicator corresponding to the second input type so that the second indicator reaches a destination position corresponding to the second input type at the timing when the second indicator should be input. Furthermore, the game control unit 213 places a first indication region at the destination position of the first indicator, and places a second indication region at the destination position of the second indicator.
[0115] The game control unit 213 may be configured to display an input area. Furthermore, the game control unit 213 may be configured to display game information in the input area.
[0116] Displaying game information in the input area means, in a broad sense, displaying the game information near the input area (it can be outside or inside the input area). The aim is to provide the player with the game information they need in an appropriate location. Displaying game information near the input area means, for example, arranging the game information immediately next to the input area or above or below the input area.
[0117] For example, the game control unit 213 may display input evaluation information as game information to be displayed in the input area. The input evaluation information is, for example, evaluation information of the player's input to the indicator (for example, it may be "good", "fair", "not good", "skip", or it may be "success" or "failure").
[0118] Furthermore, the game control unit 213 may display the game progress (for example, the player's score, the number of combos, etc.) as game information to be displayed in the input area.
[0119] Furthermore, the game control unit 213 may change the input area based on the game situation. Furthermore, the game control unit 213 may change the number of the first designation areas and / or the second designation areas during the game.
[0120] The game control unit 213 may set a first indication area corresponding to each of the multiple first indicators, and may set a second indication area corresponding to each of the multiple second indicators.
[0121] The game control unit 213 may perform control so that the size of the indicator differs when the indicator is located at the start point of the movement path and when the indicator is located at the end point of the movement path.
[0122] Furthermore, the game control unit 213 may change the starting point of the movement path of the indicator.
[0123] In addition, the game control unit 213 may be configured to arrange multiple first instruction areas (corresponding to each of the multiple arrival positions of the first indicator) when there are multiple arrival positions of the first indicator, and to arrange multiple second instruction areas (corresponding to each of the multiple arrival positions of the second indicator) when there are multiple arrival positions of the second indicator.
[0124] Furthermore, the game control unit 213 may arrange a plurality of second designation regions in a concentric pattern.
[0125] Furthermore, the game control unit 213 may place the first designation area within a predetermined area, and place the second designation area outside the predetermined area.
[0126] The game control unit 213 displays a percussion image that imitates a percussion instrument, arranges a first designation area in correspondence with the striking surface of the percussion instrument image, and arranges a second designation area in correspondence with the edge of the percussion instrument image. In this way, the orientation of the screen surface and the striking surface coincides, allowing for intuitive input.
[0127] The game control unit 213 may move multiple types of indicators indicating the timing to input in a three-dimensional virtual space between a first indication area and a second indication area on an XY plane (e.g., on a screen) perpendicular to the Z axis, which is the depth direction as seen from the virtual camera.
[0128] The game control unit 213 may change the positional relationship between the first designation area and the second designation area at any timing.
[0129] The game control unit 213 may display a warning sign notifying the arrival of the timing for input based on the distance between the indicator corresponding to the timing for input and the position reached by the indicator, and / or the time difference between the current time and the timing for input.
[0130] The performance section 214 performs a performance notifying the user that the input device is in the predetermined state while the input device is in the predetermined state.
[0131] Furthermore, the performance unit 214 may change the performance notifying that the predetermined state is in progress according to the elapsed time of the predetermined state.
[0132] The evaluation unit 215 evaluates the input. For example, the evaluation unit 215 evaluates the input based on the degree of agreement between the input timing detected by the input device and the timing to input.
[0133] The evaluation unit 215 may evaluate the degree of agreement between the timing at which the acceleration and / or angular velocity in the second direction is detected in the input device that has entered a predetermined state and the timing at which the input should be made.
[0134] The evaluator 215 may evaluate the input based on whether the input device is in a predetermined state and / or the type of input.
[0135] The evaluation unit 215 may evaluate the input based on the degree of agreement between the input timing of the input device and the timing to which the input should be made, and whether or not the type of input of the input device is the type to which the input should be made.
[0136] The evaluation unit 215 may evaluate the input depending on the time elapsed in a predetermined state.
[0137] The evaluation unit 215 may evaluate the attitude of the input device after the movement of the input device is detected.
[0138] The setting unit 217 sets a plurality of input timings. The setting unit 217 may also set a plurality of input timings and the type of input to be performed at each of the input timings.
[0139] The determination unit 219 determines the input timing of the player based on the acceleration detected in the input device.
[0140] The determination unit 219 may determine whether the type of input by the player is the first input type or the second input type, based on the angular velocity detected in the input device.
[0141] When gravitational acceleration in a predetermined direction is detected in the input device after the determination unit 219 detects acceleration and / or angular velocity in a first direction in the input device, the determination unit 219 determines that the attitude of the input device is a predetermined attitude, and when the input device is stable in the predetermined attitude, the determination unit 219 determines that the input device has entered a predetermined state.
[0142] The display control unit 220 performs a process of providing various information (game images, etc.) to the player, for example, a process of displaying an image on the display unit 290 of the game device 20.
[0143] The display control unit 220 may display the video received from the server device 10. The display control unit 220 may display the display information or the screen using a Web browser.
[0144] The display control unit 220 may display a virtual input device image showing the state of the input device. For example, the display control unit 220 may change the virtual input device image in a predetermined state. In addition, the display control unit 220 may display information on whether the input was successful or not in association with the virtual input device image.
[0145] The display control unit 220 may display an indicator that indicates the timing for input. The display control unit 220 may change the indicator while in a predetermined state.
[0146] When a predetermined cancel input is detected during a predetermined state, the cancel unit 222 makes the predetermined state cancelable.
[0147] The virtual camera control unit 223 performs control processing of the virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the virtual space.
[0148] The virtual camera control unit 223 places at least one virtual camera in the virtual space. That is, one virtual camera or two or more virtual cameras are placed in the virtual space.
[0149] Specifically, when generating a three-dimensional image, the virtual camera control unit 223 performs processing to control the position (X, Y, Z) and rotation angle (for example, the rotation angle when rotating clockwise when viewed from the positive direction of each of the X, Y, and Z axes) of the virtual camera in the world coordinate system.
[0150] That is, the virtual camera control unit 223 performs processing to control at least one of the viewpoint position, line of sight direction, angle of view, movement direction, and movement speed of the virtual camera.
[0151] The vibration control unit 224 may vibrate the input device. For example, the vibration control unit 224 vibrates the vibration unit 263. The vibration control unit 224 may change the vibration of the input device in a predetermined state.
[0152] The input receiving unit 225 receives an operational input inputted to the input unit 260 by the player.
[0153] The image generation unit 230 performs drawing processing based on the results of various processes performed by the processing unit 200 , thereby generating an image, and outputs it to the display unit 290 .
[0154] That is, the image generating unit 230 generates a video (image, video image) seen from a virtual camera in a virtual space.
[0155] The image generating unit 230 generates images that compose a video as follows. For example, the image generating unit 230 generates vertex data (position coordinates of the vertices, texture coordinates, etc.) of each vertex of an object (model). Object data (model data) including vertex data (e.g., vertex size, color data, normal vectors, or alpha values) is input, and vertex processing (shading by a vertex shader) is performed based on the vertex data included in the input object data. When performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for redividing polygons may be performed as necessary.
[0156] In vertex processing, vertex movement processing and geometry processing such as coordinate transformation, such as world coordinate transformation, field of view transformation (camera coordinate transformation), clipping processing, perspective transformation (projection transformation), and viewport transformation are performed in accordance with a vertex processing program (vertex shader program, first shader program), and based on the results of this processing, the vertex data provided for the group of vertices that make up the object is changed (updated, adjusted).
[0157] Then, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with the pixels. Following rasterization, pixel processing (shading by pixel shaders, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0158] In pixel processing, various processes such as reading texture (texture mapping), setting / changing color data, semi-transparent compositing, anti-aliasing, etc. are performed in accordance with a pixel processing program (pixel shader program, second shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective transformed object is output (drawn) to an image buffer 272 (a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target, frame buffer).
[0159] That is, pixel processing involves per-pixel processing in which image information (color, normal, brightness, alpha value, etc.) is set or changed on a pixel-by-pixel basis, generating an image seen from a virtual camera (a given viewpoint) in object space.
[0160] Vertex processing and pixel processing are realized by hardware that makes it possible to program the drawing process of polygons (primitives) using a shader program written in a shading language, known as a programmable shader (vertex shader or pixel shader).
[0161] With programmable shaders, vertex-level and pixel-level processing can be programmed, allowing for greater freedom in the content of the rendering process, and significantly improving expressiveness compared to the fixed rendering processing used by conventional hardware.
[0162] When drawing an object, the image generation unit 230 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.
[0163] In geometry processing, objects are subjected to processes such as coordinate transformation, clipping, perspective projection transformation, light source calculation, etc. Then, object data (position coordinates of vertices of objects, texture coordinates, color data (brightness data), normal vectors, α values, etc.) after geometry processing (after perspective projection transformation) is stored in storage unit 270.
[0164] Texture mapping is a process for mapping a texture (texel value) stored in storage unit 270 onto an object.
[0165] Specifically, the texture (surface properties such as color (RGB), α value, etc.) is read from the storage unit 270 using texture coordinates and the like set (assigned) to the vertices of the object. The texture, which is a two-dimensional image, is then mapped onto the object. In this case, processing is performed to associate pixels with texels, and bilinear interpolation is used to interpolate the texels.
[0166] The hidden surface removal process can be performed by the Z-buffer method (depth comparison method, Z-test) using a Z-buffer (depth buffer) in which the Z-values (depth information) of the drawn pixels are stored.
[0167] That is, when drawing a pixel corresponding to an object's primitive, the Z value stored in the Z buffer is referenced.The Z value in the referenced Z buffer is then compared with the Z value of the drawing pixel of the primitive, and if the Z value of the drawing pixel is a Z value that is closer to the virtual camera (for example, a small Z value), the drawing process for that pixel is performed and the Z value in the Z buffer is updated to a new Z value.
[0168] Alpha blending (alpha compositing) is a semi-transparent compositing process (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value).
[0169] For example, in alpha blending, a linear blending process is performed based on the alpha value on a drawing color (overwrite color) C1 to be drawn in the image buffer 272 and a drawing color (base color) C2 already drawn in the image buffer 272 (rendering target). In other words, if the final drawing color is C, it can be calculated by C=C1*alpha+C2*(1-alpha).
[0170] The alpha value is information that can be stored in association with each pixel (texel, dot), and is information in addition to color information. The alpha value can be used as mask information, semi-transparency (equivalent to transparency and opacity), bump information, etc.
[0171] Furthermore, when playing a multiplayer online game in which data is exchanged with other terminals (second terminals) via a network, the image generation unit 230 performs processing to generate an image seen from a virtual camera (a virtual camera controlled by the terminal (first terminal)) that follows the movement of an object that is the subject of operation of the terminal (first terminal). In other words, each terminal performs an independent drawing process.
[0172] The sound control unit 240 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound control unit 240 may perform all or part of the same processes as the sound control unit 140 of the server device 10.
[0173] The sound control unit 240 may be configured to control sound effects. For example, the sound control unit 240 may be configured to change sound effects in a predetermined state.
[0174] The game device 20 of this embodiment may be controlled so that a game can be played in a single player mode in which only one player can play, or in a multiplayer mode in which multiple players can play. For example, when controlled in the multiplayer mode, game processing may be performed by transmitting and receiving data to and from other game devices 20 via a network, or one game device 20 may perform processing based on operation inputs from multiple input units.
[0175] In the case where a game is played by a plurality of game devices 20 in the present embodiment by P2P or the like, one game device 20 may act as a host and execute processing. In such a case, the game device 20 as the host may control each processing unit of the server device 10 ( It is also possible to perform the processing of the entirety or a part of the entirety of the processing.
[0176] Furthermore, the game device 20 of this embodiment may perform the same processes as the server device 10 and display a screen on the display unit of the game device 20 .
[0177] [4] Game Overview The game system of the present embodiment relates to a timing game in which an input is evaluated based on the degree of coincidence between an input timing detected by an input device and the timing at which the input should be made. For example, the timing game is a music game in which a piece of music is played and the input is evaluated based on the degree of coincidence between the input timing of the input device and the timing at which the input should be made.
[0178] 5 is an example of a game screen in this embodiment. The game in this embodiment is a music game with the theme of playing a virtual percussion instrument. During the game, the display unit 290 displays a game screen (game image) including a musical score display of the music (played music).
[0179] During the game, the sound output unit outputs the sound of the play music, tapping sounds corresponding to operational inputs, and the like.
[0180] The player enjoys the music game by waving the right input device 30R and the left input device 30L in the air in time with the rhythm of the song being played (output) from the speakers while looking at the musical score displayed on the game screen W1 on the display.
[0181] Specifically, the player holds the right input device 30R and the left input device 30L as if they were holding the handles of a virtual percussion instrument (virtual drumstick) of a virtual percussion instrument (e.g., a Japanese drum), and performs operation input by shaking the right input device 30R and / or the left input device 30L.
[0182] In the game system of this embodiment, for each song (for each song ID), multiple input timings and input types to be input on a time axis from the start of the game to the end of the game are stored as score data in the score data storage unit 275. Note that in this embodiment, only the input timings shown in chronological order may be stored as score data in the score data storage unit 275 for each song.
[0183] The game system moves and displays an indicator A from the back side to the front side of a virtual space (a two-dimensional or three-dimensional virtual space). Then, the game system displays an indication region D in association with the arrival position (reference position) of the indicator A.
[0184] There is at least one indicator. In this embodiment, indicators are prepared for the number of timings to be input. In the example of Fig. 5, an example is shown in which an indicator A1, an indicator A2, an indicator A3, and an indicator B1 are displayed at a given timing during the game.
[0185] At least one designation region is present. When only one designation region is present, the indicator is moved toward the designation region so that the indicator reaches the designation region.
[0186] When there are multiple designation areas D1, D2, D3, and D4 as shown in FIG. 5, the indicator is moved toward one of the designation areas D1, D2, D3, and D4 so that the indicator reaches that one of the designation areas.
[0187] The reference position indicates a position for indicating the "timing at which input should be made." The "timing at which input should be made" may be rephrased as the "reference timing" or the "target input timing."
[0188] There is at least one reference position. There may be only one reference position, or multiple reference positions such as positions d1 to d4 may be provided as shown in Fig. 5. In this embodiment, the reference positions d1 to d4 are positions reached by the pointer. The timing at which the position of the pointer (for example, the center point) coincides with the reference position is the timing at which input should be performed.
[0189] The game system displays a designation area corresponding to the arrival position so that the arrival position (reference position) can be clearly recognized by the player. For example, the designation area is displayed so that the position (e.g., center point) of the designation area coincides with the arrival position. To explain a specific example of the display of the designation area D1, the designation area D1 is displayed so that the center position of the designation area D1 coincides with the arrival position (reference position) d1.
[0190] In addition, in this embodiment, a plurality of types of inputs to be input corresponding to the timing of input are set. The indicators are prepared with different designs according to the types of correct inputs to be made at the timing of input (hereinafter, also referred to as "standard operation types").
[0191] 6(A) is a diagram for explaining the first input type. The first input type is an input in which the right input device 30R is swung straight down. Although not shown, the left input device 30L can also perform an input of the first input type (straight down input).
[0192] 6B is a diagram for explaining the second input type. The second input type is an input in which the right input device 30R is swung diagonally down. Although not shown, the left input device 30L can also perform an input of the second input type (a diagonal swing down input).
[0193] The game system of this embodiment determines the input timing of the player based on the acceleration detected in the input devices 30 (the right input device 30R and the left input device 30L).
[0194] The game system of this embodiment determines whether the type of input by the player is the first input type or the second input type based on the angular velocity detected in the input device 30 (in each of the right input device 30R and the left input device 30L).
[0195] In this embodiment, a pointer A corresponding to a first input type and a pointer B corresponding to a second input type are displayed in a distinguished manner.
[0196] The indicator appears from the back of the virtual space. The indicator moves in a line in sync with the audio playback of the song being played toward the target position, and the player is informed that it is time to make the input indicated by the type of indicator when the indicator reaches the target position.
[0197] In this embodiment, the indicator A corresponding to the first input type is moved toward one of the arrival positions d1 and d2, and the indicator B corresponding to the second input type is moved toward one of the arrival positions d3 and d4.
[0198] 5, the indicators A1, A2, and A3 are displayed moving in a flowing manner from the starting point SP to the arrival position d2, and the indicator B1 is displayed moving in a flowing manner from the starting point SP to the arrival position d4.
[0199] In this embodiment, the evaluation result for the input of the player is displayed at any time. For example, the game system may set the timing at which the center of the indicator overlaps with the center of the reference position (arrival position) as the reference time. The type of the overlapping indicator is set as a reference operation type, and the first evaluation item is the time difference between the reference timing and the input timing at that time, and the second evaluation item is whether the reference operation type and the operation input type are the same or different. Note that the game system may be configured to evaluate only the first evaluation item, and not to evaluate the second evaluation item.
[0200] The more the reference operation type and the operation input type match, and the smaller the time difference between the reference timing and the input timing, the higher the evaluation. In this embodiment, for example, if the reference operation type and the operation input type are different, the operation input is judged as "not acceptable." If the reference operation type and the operation input type match, the time difference between the reference timing and the operation input timing is judged into four levels: "good," "passable," "not acceptable," and "skipped" using the criteria related to the time difference. Then, points corresponding to each evaluation are added to the score. For example, 10 points are given for "good," 5 points for "acceptable," and 0 points for "not acceptable" and "skipped."
[0201] In this embodiment, the cumulative score given according to the evaluation result of the operational input is displayed. In addition, in the music game of this embodiment, the player selects a play difficulty level (described later) before starting to play. The selected play difficulty level may be displayed on the game screen.
[0202] The difficulty level is, for example, divided into four levels: "easy," "normal," "difficult," and "demon," from lowest to highest. For example, the faster the music playback speed and the music score speed (the speed at which the pointer moves), the higher the difficulty level. Also, the more timing inputs you need to make, the higher the difficulty level.
[0203] In this embodiment, the time elapsed since the start of play, the name of the song, the score, and the difficulty level may be displayed on the game screen W1.
[0204] As shown in FIG. 5, in this embodiment, virtual input device images HR and HL showing the state of the input device 30 of the player are displayed. That is, the game system displays an image imitating the player's hand holding a drumstick and the input device showing the state of the input device 30 as a virtual input device image on the display unit 290. The right input device 30R corresponds to the virtual input device image HR, and the left input device 30L corresponds to the virtual input device image HL. FIG. 5 shows the state of the right input device 30R and the left input device 30L when the player is seen from behind by the virtual input device images HR and HL. The movement of the virtual input device image HR is linked to the right input device 30R. The movement of the virtual input device image HL is linked to the left input device 30L. For example, when the player shakes the right input device 30R, the virtual input device image HR also displays an image of shaking. Also, when the player shakes the left input device 30L, the virtual input device image HL also displays an image of shaking.
[0205] [5] Music score data The music score data stores a plurality of input timings (reference timings) and input types that are preset in accordance with the music data.
[0206] The timing to be input (reference timing) is defined by the elapsed time from the start of playback of the music data according to the frame rate of the drawing (for example, 60 fps (fps is an abbreviation for Frames Per Second)). For example, it is defined by the number of frames when the start of playback of the music data is set to 0.
[0207] The music score data also stores input types (reference operation types) to be inputted in association with each of a plurality of reference timings.
[0208] In this embodiment, each of the multiple reference timings is associated with one of multiple reference operation types and stored in the music score data storage unit 275. For example, the reference timing T2 is associated with the reference operation type that is the correct answer. The number of bars and the timing of each bar in the music data are stored.
[0209] [6] Input Description In this embodiment, there are two types of inputs: an input in which the input device 30 is swung straight down as shown in FIG. 6(A), and an input in which the input device 30 is swung diagonally down as shown in FIG. 6(B).
[0210] The game system detects that a swinging motion has been performed based on the acceleration value detected by the input device 30. For example, when the acceleration value in the second direction (downward direction) of the input device 30 is equal to or greater than a predetermined value, the game system detects that a swinging motion has been performed. The downward direction is, for example, the negative Y-axis direction of the input device.
[0211] In particular, the game system of this embodiment determines whether the type of input by the player is a straight down swing or a diagonal down swing, based on the angular velocity detected by the input device 30. In other words, the game system determines which of the two types of input is present, based on the angular velocity of the input device 30.
[0212] [7] Special Input [7.1] Overview of special inputs The game of this embodiment employs a special input method not available in the prior art, making the game more entertaining.
[0213] 7 is a diagram for explaining a special input. That is, when the game system of this embodiment detects a swing-up motion of the right input device 30R at timing T1 before the indicator A reaches the destination position of the indication area D2, it then determines whether the right input device 30R is in a predetermined position (for example, the tip of the input device 30 is facing downward).
[0214] Then, when the game system determines that the right input device 30R is in a predetermined position, it determines whether or not the right input device 30R is stable in that position, and if it is stable, it determines that the right input device 30R has entered a predetermined state.
[0215] For example, when it is determined that the right input device 30R has entered a predetermined state at timing T2, the game system performs an effect indicating that the right input device 30R is in the predetermined state (for example, an effect display in which an image ER is added to the virtual input device image HR (image of a drumstick)).
[0216] Then, if an input is made with the right input device 30R in a predetermined state at the timing T3 for input corresponding to the indicator A, it is determined to be a special input (charged input). Thus, in this embodiment, the player can make a special input by making an input with the right input device 30R in a predetermined state.
[0217] Although not shown, the left input device 30L is similar to the right input device 30R. That is, a special input can be made by performing an input with the left input device 30L that has entered a predetermined state.
[0218] In the game system of this embodiment, when an input is made with an input device that is in a predetermined state, the points acquired are increased compared to when an input is made with an input device that is not in the predetermined state.
[0219] To perform a "special input", the player must first raise the input device 30 and stabilize it in a specific position. This makes it look like the player is storing power, so an input made with an input device that has entered a specific state can be called a "charge input". This may be referred to as a "storage state" or a "storage period."
[0220] [7.2] Raising the input device In this embodiment, in order to perform a special input (charge input), the player must perform a motion of swinging the right input device 30R upward, as shown in FIG.
[0221] That is, the game system detects a swinging motion of the input device 30. That is, a "swinging motion" is detected when the acceleration value of the input device 30 in the first direction (upward) is equal to or greater than a predetermined value. The upward direction is, for example, the positive direction of the Y axis of the input device.
[0222] In this embodiment, the timing of the swing-up motion is not determined, so the player can swing up the input device 30 at any timing.
[0223] The game system may detect the swinging up motion of the input device 30 based on, for example, the angular velocity in the first direction (upward direction). The game system may also detect the swinging up motion of the input device 30 based on the angular velocity in the first direction and the acceleration in the first direction.
[0224] The game system stores in the storage unit, for example, acceleration values detected by the acceleration sensors of the input devices 30 (right input device 30R, left input device 30L) (for example, acceleration vector value (X, Y, Z) of the right input device 30R and acceleration vector value (X, Y, Z) of the left input device 30L) at a predetermined cycle (sampling rate). The sampling rate is in the range of several tens of Hz to several hundreds of Hz.
[0225] Then, when the acceleration value of the input device 30 in a first direction (for example, an upward direction) is equal to or greater than a predetermined value, it is detected that a swing-up motion has been performed.
[0226] For example, when the acceleration value of the right input device 30R in a first direction (for example, an upward direction) is equal to or greater than a predetermined value, it is detected that a swing-up motion has been performed in the right input device 30R.
[0227] Moreover, when the acceleration value in a first direction (for example, an upward direction) of the left input device 30L is equal to or greater than a predetermined value, it is detected that a swing-up motion has been performed in the right input device 30R.
[0228] [7.3] Judgment of whether a given state exists When the game system detects a swing-up motion of the input device 30 (right input device 30R, left input device 30L), it determines whether or not the orientation of the input device 30 is a "predetermined orientation" after the timing at which the motion is detected.
[0229] When the game system determines that the input device 30 is in a predetermined position, it determines whether or not the input device 30 is stable in the predetermined position.
[0230] Then, the game system determines that the input device 30 has entered a predetermined state when the input device 30 is stable in a predetermined posture.
[0231] The right input device 30R and the left input device 30L are separate and independent. In this embodiment, it is determined whether or not a predetermined state has been entered in each of the right input device 30R and the left input device 30L. For convenience of explanation, a method of determining whether or not one input device 30 is in a predetermined state will be described below.
[0232] (Attitude calculation based on gravitational acceleration) The game system determines the attitude of the input device 30 based on the acceleration values (three-axis acceleration vector values) detected by the input device 30. Note that "attitude" may also be referred to as the inclination or direction of the input device 30. Since gravity is always acting in the real world, the attitude of the input device 30 can be calculated based on the three-axis acceleration values.
[0233] That is, the game system determines, based on the gravitational acceleration of the input device 30, whether or not the orientation of the input device 30 is a predetermined orientation.
[0234] For example, if the Y-axis (or any selected axis) is considered to point in the direction of gravity when the input device 30 is stationary, the acceleration sensor for that axis will detect the gravitational acceleration of the Earth (approximately 9.8 m / s 2), while the values of the X-axis and Z-axis (the other two axes perpendicular to the Y-axis) are nearly zero. When the input device 30 is tilted, the acceleration of the axes other than the Y-axis increases according to the direction and angle of the tilt. When the input device 30 is completely vertical, the acceleration of the Y-axis approaches zero, and the other axes approach the acceleration of gravity (approximately 9.8 m / s 2 ) is shown. Therefore, it is possible to determine whether the attitude of the input device 30 is a predetermined attitude based on the values of acceleration for each of the three axes from the acceleration sensor. For example, it is determined whether the attitude of the input device 30 is a predetermined attitude by comparing whether the values of acceleration for each of the three axes from the acceleration sensor are within a predefined range for each axis.
[0235] The game system may determine the attitude of the input device 30 based on the acceleration of an acceleration sensor of the input device 30 and the angular velocity of an angular velocity sensor of the input device 30.
[0236] (Stability of input device) The acceleration sensor simultaneously detects both gravitational acceleration and dynamic acceleration (changes in speed when shaken or moved). It is difficult to accurately judge both at the same time, and if the movement is intense or the device is shaken quickly, the determination of the tilt based on gravitational acceleration may be inaccurate.
[0237] In order for the acceleration sensor to use the direction of gravity to determine the inclination of the input device 30, a stable state (a stationary state or slow movement) without other large movements (shaking, rocking, moving at high speed, etc.) is optimal. In such a stable state, the gravitational acceleration detected by the acceleration sensor is most clear.
[0238] Therefore, in this embodiment, it is determined whether or not the input device 30 is stabilized in a "predetermined attitude."
[0239] For example, in this embodiment, if the gravitational acceleration detected by the acceleration sensor of the input device 30 continues to maintain an almost constant value (i.e., the "amount of change" in acceleration is zero or is slight) during a predetermined period (e.g., the period of one frame) and the direction of the acceleration does not change, it is determined that the input device 30 is stable.
[0240] For example, the game system may set an acceptable range (shake width) and determine that the attitude of the input device 30 is stable if the number of values detected by the acceleration sensor that are within the acceptable range is a predetermined number or more (e.g., three or more) during a predetermined period (e.g., an appropriately set period such as the period of one frame to three seconds).
[0241] In addition, the game system may set an acceptable range (shake width) and determine that the attitude of the input device 30 is stable if the value detected by the acceleration sensor is within the acceptable range for a predetermined period (for example, an appropriately set period such as the period of one frame to three seconds).
[0242] In addition, a "threshold" for the "amount of change" in acceleration may be set, and if the "amount of change" in acceleration is equal to or less than the threshold during a predetermined period (for example, an appropriately set period such as the period of one frame to three seconds), it may be determined that the attitude of the input device 30 is stable.
[0243] Then, when the input device 30 is stabilized in a "predetermined posture", the game system determines that the input device 30 has entered a predetermined state.
[0244] (Prescribed posture) In this embodiment, an example of the "predetermined attitude" will be described. For example, the "predetermined attitude" is an attitude in which the tip of the input device 30 is tilted below the horizontal.
[0245] 8 is an explanatory diagram for explaining the posture of the input device 30. For example, assuming an initial state in which the player holds the input device 30 vertically, the input device 30 is defined as a basic posture (reference posture) in which the tip of the input device 30 points in a vertical direction (positive Y-axis direction) in posture E1. In the initial state, for example, the player holds the input device 30 vertically in front of him / her. In the initial state, the tip of the input device 30 points in the vertical direction in the real world.
[0246] When the game system detects a swing-up motion based on the acceleration and / or angular velocity of the input device 30, it determines whether or not the posture is a predetermined posture based on the detection timing.
[0247] The game system determines that the input device 30 is in a predetermined posture when the tip of the input device 30 is inclined below the horizontal. For example, as shown in Fig. 8, the game system determines that the input device 30 is in a predetermined posture when the tip of the input device 30 is in a state E3 where the tip of the input device 30 is inclined below the horizontal. On the other hand, the game system does not determine that the input device 30 is in a predetermined posture when the tip of the input device 30 is not inclined below the horizontal.
[0248] The tip of the input device 30 being tilted below the horizontal line means that the tip of the input device 30 points below the horizontal line. For example, as shown in Fig. 8, the predetermined posture means that the tilt angle θ of the input device 30 from the basic posture is 90 degrees or more.
[0249] In this embodiment, for example, a predetermined angle range (for example, 90 degrees≦θ<180 degrees) may be set, and when the tilt angle θ from the basic attitude of the input device 30 is within the predetermined angle range, it may be determined that the input device 30 is in the predetermined attitude. The tilt angle θ is calculated based on the acceleration and / or angular velocity detected by the input device 30.
[0250] (Processing whether the posture is as specified) The game system clearly defines a predetermined attitude in advance, for example, by numerically setting the orientation (angles on the X, Y, and Z axes) and acceleration of the right input device 30R and the left input device 30L.
[0251] Next, the game system acquires data. That is, data is acquired from the acceleration sensor of each of the right input device 30R and the left input device 30L at regular intervals. This data indicates the current attitudes (acceleration, angular velocity, and orientation) of the right input device 30R and the left input device 30L.
[0252] The game system then compares the acquired data with the predefined posture, usually using mathematical calculations (e.g., vector values of three axes, angle differences, etc.).
[0253] Then, based on the comparison result, the game system selects the right input device 30R, the left input device 30 It is determined whether the posture of L is a "predetermined posture." For example, if the calculation result is within a predetermined threshold, it is determined to be the predetermined posture.
[0254] (Management of the specified state) The game system manages information indicating that the input device 30 has entered a predetermined state.
[0255] For example, a flag FR for the right input device 30R and a flag FL for the left input device 30L are defined, and in the initial state at the start of the game, both flags FR and FL are set to 0. Then, when the right input device 30R enters a predetermined state, the flag FR is set to 1. Also, when the left input device 30L enters a predetermined state, the flag FL is set to 1. Note that when the predetermined state of the right input device 30R is released, the flag FR is updated to 0. When the predetermined state of the left input device 30L is released, the flag FL is updated to 0.
[0256] [7.4] Processing during a given state The game system may determine whether or not the input device 30 is stably maintaining (maintaining) a predetermined attitude even after the input device 30 has entered a predetermined state.
[0257] 7, when the right input device 30R starts a predetermined state at timing T2, the game system may determine whether the right input device 30R is stable in a predetermined posture even after timing T2. For example, if the right input device 30R is not in the predetermined posture after timing T2, the predetermined state is released (cancelled).
[0258] When the input device 30 is in a predetermined state, the game system of this embodiment performs a presentation to notify the player that the input device 30 is in the predetermined state. The presentation may be by image, sound, or vibration.
[0259] For example, the game system of this embodiment performs an effect notifying the player that the right input device 30R is in a predetermined state (while the flag FR=1). Also, the game system performs an effect notifying the player that the left input device 30L is in a predetermined state (while the flag FL=1).
[0260] (Performance using virtual input device images) The game system may apply effects to the virtual input device image HR during the period when the input device enters a predetermined state and the predetermined state continues, in order to notify that the input device 30 is in the predetermined state.
[0261] That is, the game system of this embodiment may change the virtual input device image HR to notify the player that the input device 30 is in a predetermined state.
[0262] For example, as shown in Fig. 7, the game system may make the virtual input device image HR include a light ray (image of a light ray) ER while the right input device 30R is in a predetermined state. In other words, the virtual input device image HR and the image of the light ray ER may be synthesized (or superimposed) and displayed. On the other hand, when the right input device 30R is not in the predetermined state, the virtual input device image HR is displayed so as not to include the light ray ER.
[0263] The same applies to the left input device 30L. For example, the game system may make the virtual input device image HL include a light ray ER while the left input device 30L is in a predetermined state. In other words, the virtual input device image HL and the image ER of the light ray may be synthesized (or superimposed) and displayed. On the other hand, when the left input device 30L is not in the predetermined state, the virtual input device image HL is displayed so as not to include the light ray EL.
[0264] The game system may also change the presentation notifying the player that the game is in a predetermined state according to the time (elapsed period) that has elapsed since the predetermined state. For example, the game system may increase the intensity of the presentation notifying the player that the game is in a predetermined state according to the time that has elapsed since the predetermined state.
[0265] FIG. 9 shows an example of a game screen. For example, as shown in FIG. 9, the game system generates a virtual input device image HR so that the intensity of the light ray ER included in the virtual input device image HR increases according to the time that the right input device 30R has been in a predetermined state. For example, assume that the predetermined state is entered at timing T11. The game system displays a light ray ER1 during the period T11 to T12 during which the right input device 30R has been in the predetermined state. Then, displays a light ray ER2 that is stronger than the light ray ER1 during the period T12 to T13 during which the right input device 30R has been in the predetermined state. When the time that the right input device 30R has been in the predetermined state has passed T13, displays a light ray ER3 that is stronger than the light ray ER2. In other words, the game system performs image generation such that the longer the period of time that the predetermined state is, the stronger the intensity of the light ray ER in the virtual input image becomes.
[0266] The same applies to the left input device 30L. That is, the game system generates the virtual input device image HL such that the intensity of the light ray EL included in the virtual input device image HL increases according to the elapsed time of the left input device 30L in a predetermined state.
[0267] (Direction of the Pointer) The game system may provide an effect to the indicator during the period when the input device enters a predetermined state and the predetermined state continues, in order to notify that the input device 30 is in the predetermined state.
[0268] That is, the game system of the present embodiment may change the indicators A, B, etc., in order to notify that the input device 30 is in a predetermined state.
[0269] FIG. 10 shows an example of a game screen. For example, as shown in FIG. 10, the game system may generate an image of the indicator A such that the intensity of the light ray AJ included in the indicator A increases according to the time that the right input device 30R has been in a predetermined state. For example, assume that the right input device 30R has entered a predetermined state at timing T11. The game system displays a light ray AJ1 during the period T11 to T12 during which the right input device 30R has been in the predetermined state. Then, displays a light ray AJ2 that is stronger than the light ray AJ1 during the period T12 to T13 during which the right input device 30R has been in the predetermined state. When the time that the right input device 30R has been in the predetermined state has passed T13, displays a light ray AJ3 that is stronger than the light ray AJ2. In other words, the game system performs image generation such that the longer the period of time that the right input device 30R is in the predetermined state, the stronger the intensity of the light ray AJ of the indicator A becomes.
[0270] The same applies to the left input device 30L. That is, the game system generates an image such that the intensity of the light ray AJ included in the pointer A increases according to the elapsed time of the left input device 30L in a predetermined state.
[0271] The game system may perform an effect in which the size of the indicators (indicator A, indicator B) increases according to the elapsed time of a predetermined state.
[0272] The image presentation is not limited to image synthesis using light rays, and may involve a given image processing (effect processing). For example, a presentation that changes depending on the elapsed time of a predetermined state may be performed.
[0273] (Vibration effects) The game system may change the vibration of the input device 30 when the input device 30 is in a predetermined state to notify the user that the input device 30 is in the predetermined state. For example, the input device 30 that is not in the predetermined state may turn off the vibration, and the input device 30 that is in the predetermined state may turn on the vibration. Alternatively, the input device 30 that is not in the predetermined state may activate a weak vibration when an input is successful, and the input device 30 in the predetermined state may activate a vibration with a degree of vibration larger (stronger) than when not in the predetermined state. The game system may individually control vibration in each of the right input device 30R and the left input device 30L. For example, the vibration of the right input device 30R in the predetermined state is changed in order to notify that the right input device 30R is in the predetermined state and the right input device 30R is in the predetermined state. Also, for example, the vibration of the left input device 30L in the predetermined state is changed in order to notify that the left input device 30L is in the predetermined state and the left input device 30L is in the predetermined state.
[0274] The game system may also perform an effect in which the magnitude of vibration increases according to the elapsed time of a predetermined state.
[0275] (Sound effects) Furthermore, the game system may change the sound effect when the input device 30 is in a predetermined state in order to notify the player that the input device 30 is in the predetermined state.
[0276] The sound effect during a predetermined state is a sound output during a predetermined state (i.e., a period during which the predetermined state is maintained). In this embodiment, a dedicated sound effect is output to inform the player of the predetermined state during the period during which the predetermined state is maintained. This allows the player to recognize that the predetermined state is being maintained by hearing the dedicated sound effect. The game system may separately control the sound effect in each of the right input device 30R and the left input device 30L. For example, in order to inform that the right input device 30R is in a predetermined state and that the right input device 30R is in a predetermined state, the sound effect corresponding to the right input device 30R in the predetermined state is changed. Also, for example, in order to inform that the left input device 30L is in a predetermined state and that the left input device 30L is in a predetermined state, the sound effect corresponding to the left input device 30L in the predetermined state is changed.
[0277] For example, the game system may increase the volume of the sound effect in accordance with the elapsed time of a predetermined state. The game system may also speed up the tempo of the sound effect in accordance with the elapsed time of a predetermined state. The game system may also change the pitch of the sound effect in accordance with the elapsed time of a predetermined state.
[0278] For example, when the input device 30 is not in a predetermined state, the sound effects may be turned off, and when the input device 30 is in a predetermined state, the sound effects may be turned on.
[0279] [7.5] Swinging Down As shown in FIG. 7, the game system detects a swinging down motion by the input device 30 that has entered a predetermined state.
[0280] The game system detects a downward motion of the input device 30 based on, for example, the acceleration in the second direction (e.g., downward). If the acceleration value of the input device 30 in the second direction (e.g., downward) is equal to or greater than a predetermined value, it detects that a downward motion has been performed.
[0281] The game system may detect the swinging motion of the input device 30 based on, for example, the angular velocity in the second direction (downward direction). The game system may also detect the swinging motion of the input device 30 based on the angular velocity in the second direction and the acceleration in the second direction.
[0282] When the game system detects a swinging motion, it assumes that a special input has been made and performs an evaluation process.
[0283] (Right hand input, left hand input) For example, when the acceleration value of the right input device 30R in the second direction (for example, the downward direction) is equal to or greater than a predetermined value, it is detected that a downward swing motion has been made in the right input device 30R.
[0284] Moreover, when the acceleration value of the left input device 30L in the second direction (for example, the downward direction) is equal to or greater than a predetermined value, it is detected that a swinging down motion has been made in the left input device 30L.
[0285] [7.6] Evaluating special input The game system evaluates the degree of agreement between the timing T3 at which the input device in the predetermined state detects a downward swing motion and the timing to input, and then releases the input device 30 from the predetermined state after the evaluation.
[0286] The game system can also allow the input device to enter the predetermined state again after the predetermined state is released. When the input device in the predetermined state detects a downward swing motion, the game system evaluates the special input.
[0287] (Type of input) The game system evaluates the input based on the type of input device 30 that entered a given state.
[0288] For example, the game system sets the timing when the center of the indicator A overlaps with the center point of the reference position (arrival position) d1 as the reference timing, and evaluates the time difference between the "reference timing" and the "input timing of the input device 30 entering the specified state" and whether or not the input is the first type of input (straight down input) corresponding to the indicator A. If the input is the first type of input (straight down input) corresponding to the indicator A and the time difference between the "reference timing" and the "input timing of the input device 30 entering the specified state" is within a predetermined period, for example, the special input is determined to be successful (good or acceptable). Even if the input is the first type of input (straight down input) corresponding to the indicator A, if the time difference between the "reference timing" and the "input timing of the input device 30 entering the specified state" is outside the predetermined period, for example, the special input is determined to be unsuccessful (unacceptable).
[0289] For example, the game system sets the timing when the center of the indicator B overlaps with the center point of the reference position (arrival position) d3 as the reference timing, and evaluates the time difference between the "reference timing" and the "input timing of the input device 30 entering the predetermined state" and whether or not it is the second input type (diagonal downward input) corresponding to the indicator B. If it is the second input type (diagonal downward input) corresponding to the indicator B and the time difference between the "reference timing" and the "input timing of the input device 30 entering the predetermined state" is within a predetermined period, for example, the special input is determined to be successful (good or acceptable). Even if it is the Bth input type (diagonal downward input) corresponding to the indicator B, if the time difference between the "reference timing" and the "input timing of the input device 30 entering the predetermined state" is outside the predetermined period, for example, the special input is determined to be unsuccessful (unacceptable).
[0290] (score) When an input (special input) is made with an input device that is in a predetermined state, the score is increased more than when an input (normal input) is made with an input device that is not in the predetermined state.
[0291] For example, in terms of the value added to the player's score, if an input is made with an input device that is not in a predetermined state and the evaluation is "good," 10 points are added. On the other hand, if an input is made with an input device that is in a predetermined state and the evaluation is "good," 20 points are added. This allows the player to increase the score by making special inputs, and to aim for a high score.
[0292] (calorie consumption) The game system calculates calories according to the input evaluation. When an input is made with an input device in a specified state, the game system increases the calorie consumption value more than when an input is made with an input device not in the specified state. For example, when an input is made with an input device not in the specified state and the evaluation is "good," one calorie is consumed. On the other hand, when an input is made with an input device in a specified state and the evaluation is "good," two calories are consumed. This allows the player to consume more calories by making a special input.
[0293] (Input evaluation according to the elapsed time of a given state) The game system may also evaluate the input according to the time that has elapsed since a predetermined state was reached. For example, the game system may give a higher input evaluation to an input (e.g., a special input by a downward swing motion) of the input device 30, the longer the time that has elapsed since the input device 30 was in the predetermined state.
[0294] FIG. 11 shows a diagram for explaining an example of adding points to a player's score.
[0295] That is, as shown in FIG. 11(A), if a special input is made at timing T22 with the input device 30 that entered a predetermined state at timing T21 and the evaluation is “good”, and the elapsed time of the predetermined state (the period from T21 to T22) is 1 second (for example, it may be less than 1 second), 20 points are added to the player's score.
[0296] If the time that the predetermined state has elapsed is 1 second or more, 20 points are added for each additional second.
[0297] For example, as shown in FIG. 11(B), if a special input is made at timing T23 with the input device 30 that entered a predetermined state at timing T21 and the evaluation is “good,” and the time that the predetermined state has elapsed (the period from T21 to T23) is 2 seconds, 40 points are added to the player's score.
[0298] In addition, if a special input is made at timing T24 with the input device 30 that entered a predetermined state at timing T21 and the evaluation is "good," and the time that the predetermined state has elapsed (the period from T21 to T24) is 5 seconds, 100 points will be added.
[0299] (Sound Effects) In this embodiment, sound effects are output when an input is successful according to a plurality of input types. For example, when the input device 30 that is not in a predetermined state is successful in a first input type, a "bang" sound effect of the surface of a drum being struck is output. Also, when the input device 30 that is not in a predetermined state is successful in a second input type, a "knock" sound effect of the edge of a drum being struck is output.
[0300] The game system makes the sound effect generated when the input device 30 in the predetermined state succeeds in inputting different from the sound effect generated when the input device 30 not in the predetermined state succeeds in inputting.
[0301] For example, when the input device 30 that has entered the predetermined state successfully inputs the first input type, it outputs a sound effect with a lingering "bang" of the drum's surface being struck. On the other hand, when the input device 30 that is not in the predetermined state successfully inputs the second input type, it outputs a sound effect with a clearer "katsu" of the drum's edge being struck.
[0302] In this way, the sound can be differentiated between a performance input in a predetermined state and a performance input that is not in a predetermined state. This can improve the interest of the game.
[0303] The game system may make the volume of the sound effect when the input device 30 that is in the predetermined state succeeds in inputting larger than the volume of the sound effect when the input device 30 that is not in the predetermined state succeeds in inputting.
[0304] (Show ratings) In this embodiment, when the input is successful, evaluation information such as "good" or "passable" is displayed, and when the input is unsuccessful, evaluation information such as "fail" is displayed.
[0305] 12(A) and (B) show examples of game screens including evaluation information. For example, when an input from the right input device 30R that is not in a predetermined state is successful, the game system displays "good" or "fair" as shown in the game screen W12A of FIG. 12(A).
[0306] In addition, when an input from the right input device 30R that is not in a specified state is successful, the game system performs image processing to make the image of the pointing area D2 stand out, as in image G1 (for example, effect processing to make the periphery of the pointing area D2 glow), so as to highlight that the indicator A has matched the pointing area D2.
[0307] For example, when the input of the right input device 30R that has entered a predetermined state is successful, the game system displays "good" or "fair" as shown on the game screen W12B in FIG. 12(B).
[0308] Furthermore, when the input of the right input device 30R that has entered a predetermined state is successful, the game system performs effect processing to make the image of the pointing area D2 more prominent, as in image G2, so as to highlight the coincidence of the indicator A and the pointing area D2.
[0309] In other words, the game system differentiates the evaluation image (e.g., image G1) when the right input device 30R, which is not in a specified state, has successfully inputted from the evaluation image (e.g., image G2) when the right input device 30R, which is in a specified state, has successfully inputted.
[0310] In this way, a difference in evaluation display can be provided between performance input in a predetermined state and performance input that is not in the predetermined state, and the player can easily determine whether or not the performance input is in the predetermined state when successful.
[0311] For convenience of explanation, an example of the right input device 30R has been explained, but the left input device 30L also performs display control related to evaluations similar to those of the right input device 30R.
[0312] [8] Cancellation When the game system detects a downward swinging motion of the input device 30, it releases the predetermined state of the input device 30, but may cancel the predetermined state of the input device 30 when a given cancellation condition is satisfied for the input device 30. When the predetermined state of the input device 30 is cancelled, the predetermined state of the input device 30 is released.
[0313] That is, when a predetermined cancel input of the input device 30 is detected while the input device 30 is in a predetermined state, the game system cancels the predetermined state of the input device 30.
[0314] For example, the game system detects (A) a posture of the right input device 30R corresponding to cancel, (B) an input action of the right input device 30R corresponding to cancel, (C) a cancel input (input of a button or the like) of the right input device 30R is detected, the timing for input of the right input device 30R has passed, or (D) an input type of the right input device 30R. If an input is made at a timing that is out of the timing range, or if at least one of the following conditions is met: (E) the orientation of the right input device 30R is not a "predetermined orientation," the predetermined state of the right input device 30R is cancelled. Note that the predetermined state of the left input device 30L is cancelled in a similar manner.
[0315] [9] Flowchart 13 shows the flow of processing in the game system of this embodiment. The flow of processing will be explained using FIG.
[0316] First, the game system determines whether or not a swing-up motion has been detected in the input device (step S1).
[0317] If a swing-up motion is detected (Y in step S1), it is determined whether the attitude of the input device is a predetermined attitude and stable (step S2).
[0318] If the orientation of the input device is a predetermined orientation and stable (Y in step S2), it is determined that the input device has entered a predetermined state (step S3).
[0319] If no swing-up motion is detected (N in step S1), if the input device is not in a predetermined position or if the position is not stable (N in step S2), the process returns to step S1.
[0320] After step S3, the game system performs an effect notifying the player that the input device is in a predetermined state (step S4).
[0321] Then, it is determined whether or not a swinging down motion is detected in the input device (step S5).
[0322] When the input device detects a swinging motion (Y in step S5), it evaluates the degree of agreement between the timing at which the swinging motion was detected and the timing at which the input should be made (step S6). On the other hand, when the swinging motion is not detected (N in step S5), it returns to step S4. This ends the process.
[0323]
[10] Gameplay Examples In the game system of this embodiment, the right input device 30R and the left input device 30L are separate and independent from each other. That is, in the game system, whether or not a predetermined state has been entered is determined individually for each of the right input device 30R and the left input device 30L.
[0324] Therefore, the player can play the game as follows. That is, as shown in FIG. 14, the left input device 30L maintains a predetermined state during the period from T30 to T34. Then, at the timings of T31, T32, and T33 when input should be made, the right input device 30R performs a normal input (an input of the right input device 30R that is not in the predetermined state) at the right timing. Then, at the timing of T14 when input should be made, the left input device 30L performs a special input (an input of the left input device 30L that is in the predetermined state). In this way, the player can maintain a long period of time when the left input device 30L is in the predetermined state while also performing a normal input with the right input device 30R, and can aim for a high score with the special input. In this way, since the left input device 30L is waiting for a special input, the "predetermined state" may be rephrased as an "input waiting state."
[0325]
[11] Pose The game system may provide an event for determining whether the posture of the input device 30 is a predetermined posture or not. For example, if the posture after input of the input device 30 is a predetermined posture, it is a success, and an evaluation process may be performed such as adding 50 points to the player's score. The game system may perform the event at any timing such as at the start of the game, during the game, or at the end of the game. Also, the game system may prepare a plurality of predetermined postures and perform the event multiple times.
[0326] For example, when an event occurs, the game system displays (presents) a game image (game screen) instructing the player to take a specific posture of the input device 30. For example, as shown in Fig. 15, the game system displays an image W15 in which the character OB1 shows the posture PR of the right input device 30R and the posture PL of the left input device 30L to the player. In the example of Fig. 15, the posture PR and the posture PL are each shown as being inclined at an angle of 45 degrees with respect to the vertical direction.
[0327] Then, the game system judges whether or not the player is stably holding the right input device 30R and the left input device 30L in a predetermined position during a judgment period (e.g., 5 seconds) from the timing T30 when the game image instructing the input device 30 to be in a predetermined position is displayed. For example, an indicator (sign) IG showing an indication of whether the position is stable may be displayed.
[0328] To be more specific, the game system, for example, based on the timing when the predetermined posture is first determined to be the case, rotates the arrow of the indicator IG once over a predetermined period of time (e.g., over two seconds) in accordance with the time that the predetermined posture is maintained (stable). When the indicator IG rotates once, it is determined that the posture has stabilized and that the input of the event has been successful. When the input is successful, a performance is performed, such as generating (outputting) a predetermined sound effect, activating vibration, or displaying an image indicating success. Note that the indicator IG is not limited to a circle, and may be a bar-shaped gauge, etc.
[0329] In this way, the player can have the added fun of showing off a pose, and can be given a way of having fun other than simply inputting a performance.
[0330] The game system may prepare events for a plurality of poses and define a predetermined posture for each pose. The game system determines whether or not the posture is a predetermined posture based on the gravitational acceleration of the right input device 30R and the left input device 30L, as in the above-mentioned method. The game system may determine whether or not the posture is a predetermined posture based on the acceleration and / or angular velocity.
[0331] The right input device 30R and the left input device 30L may be in different orientations. It is determined whether or not the game system, the right input device 30R, and the left input device 30L are in a "predetermined orientation."
[0332]
[12] Posture after hitting The game system may evaluate the posture of the input device 30 (predetermined posture of the kata after a strike is completed) after the input timing at which the swing down motion is detected. For example, the game system may determine whether the posture of the input device 30 is a predetermined posture (predetermined posture of the kata after a strike is completed) after the input timing at which the swing down motion is detected, and if the posture of the input device 30 is the predetermined posture, the posture after a strike is successful, and may add 100 points to the player's score, or perform other evaluation processing.
[0333] For example, after a given timing (e.g., the final input timing of the game), The controller 10 instructs the player to assume a posture pose (the player's posture after hitting the ball) and presents (displays) an image instructing the right input device 30R and the left input device 30L to assume a predetermined posture (the predetermined posture of the input devices after hitting the ball).
[0334] For example, the game system displays to the player the position PR of the right input device 30R and the position PL of the left input device 30L.
[0335] The game system then judges whether the posture of each of the right input device 30R and the left input device 30L is a predetermined posture or not. For example, like a karate kata, it judges whether the posture after the punch is beautiful or not. This allows the player to enjoy the end of the punch.
[0336] For example, the game system defines a predetermined posture of the kata after the strike is completed. The game system determines whether or not the posture is the predetermined posture based on the gravitational acceleration of the right input device 30R and the left input device 30L, as in the above-mentioned method. Note that the game system may determine whether or not the posture is the predetermined posture based on the acceleration and / or angular velocity.
[0337] The right input device 30R and the left input device 30L may be in different orientations. It is determined whether or not the game system, the right input device 30R, and the left input device 30L are in a "predetermined orientation."
[0338]
[13] Game control description The game system moves the pointer from the back to the front in the virtual space. For example, the game system moves the pointer at a predetermined moving speed.
[0339] Fig. 16 is a diagram for explaining the movement of the indicator. As shown in Fig. 16, the indicator moves on a given movement path and reaches a destination position. In this embodiment, the indicator moves along one of a plurality of movement paths R1 to R4. The movement path may be a curved path or a straight path.
[0340] [13.1] Explanation of input area and pointer movement In the game system of this embodiment, in a three-dimensional virtual space, multiple types of indicators (e.g., indicator A and indicator B) that indicate the timing of input are placed on the Z axis, which is the depth direction as seen from the virtual camera. In this embodiment, as shown in FIG. 16, an input area (e.g., AR1, AR2) is set in a predetermined shape on an XY plane perpendicular to the Z axis. Then, the indicator is moved from the back to the front toward the input area.
[0341] Then, the instruction regions set for each of the multiple types of indicators, which indicate the arrival position of the indicators, are arranged on the input region. For example, the instruction regions D1 and D2, which indicate the arrival position of indicator A and are set in association with indicator A, are arranged on the input region AR1. Furthermore, the instruction regions D3 and D4, which indicate the arrival position of indicator B and are set in association with indicator B, are arranged on the input region AR2. Note that the instruction regions D1 and D2 are arranged on the input region AR1 so that the center point d1 of the instruction region D1 and the center point d2 of the instruction region D2 are at least located within the input region AR1. Furthermore, the instruction regions D3 and D4 are arranged on the input region AR2 so that the center point d3 of the instruction region D3 and the center point d4 of the instruction region D4 are at least located within the input region AR2.
[0342] The input area AR1 is, for example, semicircular, and the input area AR2 is, for example, semicircular torus, but the shapes are not limited to these and various shapes are possible.
[0343] The XY plane is, for example, the screen (projection plane). The screen is the surface to which the perspective projection of the field of view of the virtual camera (also called the viewing frustum or view volume) is applied. The field of view is usually defined by two parallel planes, the near clip plane (front) and the far clip plane (back), and the space between them is the field of view. Then, only objects that exist within the field of view are drawn. In other words, objects that do not exist between the near clip plane and the far clip plane are clipped (cut off) and not displayed.
[0344] Therefore, it is desirable that the positions (depth values) on the Z axis of the input areas AR1 and AR2 in this embodiment be positioned at the position of the near clip plane or at a position within a range close to the near clip within the field of view (within a specified range from the near clip plane).
[0345] Furthermore, when the virtual camera moves up and down (Y-axis direction) and left and right (X-axis direction), the game system may move the input areas AR1 and AR2 in conjunction with (linked with) the movement of the virtual camera.
[0346] Furthermore, the game system may move the input areas AR1 and AR2 within the field of view during the game. For example, the XY plane is not limited to the screen, and may be a plane perpendicular to the Z axis within the field of view. In such a case, the XY plane may be moved on the Z axis during the game. That is, the Z value (depth value) of the XY plane may be moved during the game. As the XY plane moves, the input areas AR1 and AR on the XY plane also move on the Z axis. That is, the Z value (depth value) of the input areas AR1 and AR2 is moved during the game. Furthermore, the input areas AR1 and AR2 may be moved on the X axis and the Y axis.
[0347] The game system can also adjust the position of the input area through player settings. For example, the game system controls the position of the input area so that it can be set based on the player's input information. The position of the input area that can be set may be a position on the Z axis (depth value) or a position on the X and Y axes.
[0348] In this embodiment, the input areas AR1 and AR2 are displayed, but the input areas AR1 and AR2 may be controlled not to be displayed.
[0349] In this embodiment, game information may be displayed in the input areas AR1 and AR2.
[0350] For example, the input area is important in a timing game. If game information is displayed in the input area, the player can intuitively understand the game information.
[0351] The game information may be, for example, evaluation information of the input and the progress of the game, but may also be information related to the game other than these.
[0352] (Display input evaluation information) The input evaluation information is evaluation information of the player's input, such as "good", "fair", "poor", or "skip", for example.
[0353] The game system displays the evaluation of the input in the input areas AR1 and AR2, which makes it easier for the player to focus their attention and awareness on the input areas. This allows the player to play the game while concentrating on the evaluation of the input and the input itself.
[0354] For example, the game system displays, in the input area AR1, evaluation information of an input made to a pointer A1 moving toward the pointing area D1 in association with the pointing area D1.
[0355] Furthermore, for example, the game system displays, in the input area AR1, evaluation information of an input made to a pointer A2 moving toward the pointing area D2 in association with the pointing area D2.
[0356] Furthermore, for example, the game system displays, in the input area AR2, evaluation information of an input made to a pointer B1 moving toward the pointing area D3 in association with the pointing area D3.
[0357] Furthermore, for example, the game system displays, in the input area AR2, evaluation information of an input made to the indicator B2 moving toward the instruction area D4 in association with the instruction area D4.
[0358] In addition, the game system may take time to evaluate a game as skip, failure, or failure. In such a case, the display of the evaluation information may be omitted.
[0359] (Display game progress) The game progress status may be the score at the time of input to the indicator, the total score during the game, etc. The game progress status may also be the number of combos (the number of consecutive successful inputs). The score at the time of input to the indicator is the score that is added to or subtracted from the total score (player's score) during the game.
[0360] The game system displays the game progress in the input areas AR1 and AR2, which makes it easier for the player to focus their attention and awareness on the input areas. This allows the player to play the game while concentrating on the game progress and input.
[0361] For example, the game system displays, in the input area AR1, a score for an input made with a pointer A1 moving toward the pointing area D1 and / or a total score for an input made with the pointer A1, in association with the pointing area D1.
[0362] Furthermore, for example, the game system displays in the input area AR1 a score for an input to the indicator A2 moving toward the indicator D2 and / or a total score for an input to the indicator A2, in association with the indicator D2.
[0363] Also, for example, the game system displays in the input area AR2 the score when an input is made to the indicator B1 moving toward the indicator area D3 and / or the total score when an input is made to the indicator B1, in association with the indicator area D3.
[0364] Also, for example, the game system displays in the input area AR2 the score at the time of inputting to the indicator B2 moving toward the indicator area D4 and / or the total score at the time of inputting to the indicator B2, in association with the indicator area D4.
[0365] For example, when an input is successful for a pointer A1 moving toward a designation area D1 in an input area AR1, the game system displays a combo number in association with the designation area D1.
[0366] Furthermore, for example, when an input is successful for the indicator A2 moving toward the designation area D2 in the input area AR1, the game system displays the combo number in association with the designation area D2.
[0367] Furthermore, for example, when an input is successful in response to a pointer B1 moving toward the designation area D3 in the input area AR2, the game system displays the combo number in association with the designation area D3.
[0368] In addition, for example, the game system may input a command in the input area AR2 toward the instruction area D4. When an input is successful with respect to the moving indicator B2, the combo number is displayed in association with the indication area D4.
[0369] In addition, the game system may take time to evaluate whether a game has been skipped, rejected, or failed. In such a case, the display of the game progress status may be omitted.
[0370] Furthermore, when displaying the input areas AR1 and AR2, the game system may notify the game situation by the state (change in color or shape) of the input areas AR1 and AR2.
[0371] The game status may include, for example, information on whether the player's score is above a predetermined value, the game status between the player and the opponent (e.g., information on whether the player is in an advantageous position or not), information on whether the number of consecutive successful inputs (combo number) is above a predetermined number, etc.
[0372] For example, if the game is cleared when the player's score is equal to or greater than a predetermined value, the semicircular input area AR1 may be changed to a rectangle, and the semicircular ring-shaped input area AR2 may be changed to a rectangular ring-shaped input area. Also, when the player's score is equal to or greater than a predetermined value, the color of the input area AR1 may be changed from white to red, and the color of the input area AR2 may be changed from white to light blue. In this way, the player can grasp the game situation just by looking at the input areas.
[0373] In addition, when the game situation between the player and the opponent is in the player's favor, the shape and color of the input areas AR1 and AR2 may be changed.In addition, when the number of consecutive successful inputs (combo number) is a predetermined number or more, the shape and color of the input areas AR1 and AR2 may be changed.
[0374] [13.2] Example of movement of indicator A corresponding to the first input type A specific example of the movement of the indicator A will be described. For example, as shown in Fig. 16, in a three-dimensional virtual space (world coordinate system), the indicator A is placed at a start point SP, and is moved from the start point SP to a destination position d1 or d2 toward a virtual camera CA (in the positive direction of the Z axis).
[0375] FIG. 17 is a diagram for explaining the movement of indicator A when the virtual space is viewed from the positive direction of the X-axis. The game system moves indicator A so that it reaches arrival position d1 on the screen as if indicator A were passing through tunnel TN1. For example, the game system moves indicator A toward the positive direction of the Z-axis of the virtual space. The game system moves indicator A so that its orientation (normal line) faces the screen. This makes it easier for the player to recognize the position of indicator A.
[0376] The game system moves the indicator A not only in the Z-axis positive direction of the virtual space but also in the Y-axis direction (Y-axis positive direction). Although not adopted in this embodiment, the indicator A may be moved in the X-axis direction of the virtual space (X-axis positive direction, X-axis negative direction).
[0377] That is, the game system moves indicator A so that indicator A corresponding to a first input type reaches arrival position d1 corresponding to the first input type at the timing when indicator A should input the first input type.
[0378] Although not shown, when the indicator A moves toward the arrival position d2, the indicator A is also moved so as to reach the arrival position d2 on the screen as if passing through a tunnel.
[0379] That is, the game system moves indicator A so that indicator A corresponding to the first input type reaches arrival position d2 corresponding to the first input type at the timing when indicator A should input the first input type.
[0380] In this embodiment, there are two arrival positions (d1 and d2) of the indicator A. The game system determines the arrival position of the indicator A (either d1 or d2) in advance and stores it in the music score data storage unit 275. The game system may determine the indication area of the indicator A (either D1 or D2) in advance and store it in the music score data storage unit 275.
[0381] [13.3] Example of movement of indicator B corresponding to the second input type A specific example of the movement of the indicator B will be described. For example, as shown in Fig. 16, in a three-dimensional virtual space (world coordinate system), the indicator B is placed at a starting point SP, and is moved from the starting point SP to a destination position d3 or d4 toward the virtual camera CA (in the positive direction of the Z axis).
[0382] FIG. 18 is a diagram for explaining the movement of indicator B when the virtual space is viewed from the positive direction of the X-axis. The game system moves indicator B so that it reaches arrival position d3 on the screen as if indicator B were passing through tunnel TN3. For example, the game system moves indicator A toward the positive direction of the Z-axis in the virtual space. The game system moves indicator B so that its direction (normal line) faces the screen. This makes it easier for the player to recognize the position of indicator B.
[0383] It should be noted that the game system moves the indicator B not only in the positive Z-axis direction in the virtual space but also in the positive Y-axis direction.
[0384] [13.4] Moving the pointer along the Y axis According to this embodiment, since indicator B moves in the positive Y-axis direction and indicator A moves in the negative Y-axis direction, indicator A and indicator B move differently in the Y-axis direction.
[0385] In the game system of this embodiment, indicator A and indicator B are distinguished by being displayed in different colors, but a method of not distinguishing between indicator A and indicator B may be adopted. If indicator A and indicator B are not distinguished, whether the indicator is indicator A or indicator B will be identified by the position of the indicator in the Y-axis direction (the height at which the indicator is located). In other words, the player does not know at what height the indicator will be located until it is about to reach the target. In this way, the movement of the indicator in the Y-axis direction of this embodiment can increase the interest of the game.
[0386] Although not adopted in this embodiment, the indicator A may be moved in the X-axis direction (positive direction on the X-axis, negative direction on the X-axis) in the virtual space.
[0387] That is, the game system moves indicator B so that indicator B corresponding to the second type of input reaches arrival position d3 corresponding to the second type of input at the timing when indicator B should be input.
[0388] Although not shown, when the indicator B moves toward the arrival position d3, the indicator B is also moved so as to reach the arrival position d4 on the screen as if passing through a tunnel.
[0389] That is, the game system controls the pointer B corresponding to the second input type to reach the arrival position d4 corresponding to the second input type at the timing when the pointer B should be input. Move body B.
[0390] In this embodiment, there are two arrival positions (d3 and d4) of indicator B. The game system determines the arrival position of indicator A (either d3 or d4) in advance and stores it in the music score data storage unit 275. The game system may determine the indication area of indicator B (either D3 or D4) in advance and store it in the music score data storage unit 275.
[0391] [13.5] Size of indicator The game system may change the size of the indicators A and B in the virtual space. For example, as shown in Fig. 16, the size of the indicator A may be controlled to be different (for example, made larger or smaller) between when the indicator A is located at the start point SP of the movement path R1 and when the indicator A is located at the end point (for example, the arrival position d1) of the movement path R1. Also, the size of the indicator A may be controlled to be different (for example, made larger or smaller) between when the indicator A is located at the start point SP of the movement path R2 and when the indicator A is located at the end point (for example, the arrival position d2) of the movement path R2.
[0392] The same is true for the indicator B. In other words, the size of the indicator B may be controlled to be different (for example, made larger or smaller) between when the indicator B is located at the start point SP of the moving path R3 and when the indicator B is located at the end point (for example, the reached position d3) of the moving path R3. Also, the size of the indicator B may be controlled to be different (for example, made larger or smaller) between when the indicator B is located at the start point SP of the moving path R4 and when the indicator B is located at the end point (for example, the reached position d4) of the moving path R4.
[0393] [13.6] Starting point of the indicator's path of movement The game system may be configured to change the starting point of the movement path of the indicator.
[0394] For example, the game system may fix the starting points of indicators A and B to a common position SP as shown in FIG. 16, but may also change the starting points of indicator A heading toward arrival position d1 or d2, and indicator B heading toward arrival position d3 or d4.
[0395] 19, for example, the starting point of indicator A toward arrival position d1 may be set as starting point SP1. Also, the starting point of indicator A toward arrival position d2 may be set as starting point SP2. Also, the starting point of indicator B toward arrival position d3 may be set as starting point SP3. Also, the starting point of indicator B toward arrival position d4 may be set as starting point SP4.
[0396] Furthermore, the game system may change each of the starting points SP1 to SP4 during the game period, as shown in Fig. 20. That is, the game system may change the movement paths R1 and R2 of the indicator A during the game period. Furthermore, the game system may change the movement paths R3 and R4 of the indicator B during the game period.
[0397]
[14] Explanation of the indication area The game system displays a designated area. The designated area is an area that indicates the arrival position of the indicator. The timing at which the indicator reaches the designated area is the timing for input. Therefore, the designated area may be called an "arrival area," a "judgment frame," a "judgment area," or a "hit target."
[0398] The game system places a first designation region at a position reached by the indicator A. The game system also places a second designation region at a position reached by the indicator B.
[0399] [14.1] Positioning of the first control area For example, when there are multiple arrival positions of the indicator A, such as arrival positions d1 and d2, the game system places multiple first instruction regions D1 and D2 as shown in Fig. 16. The arrival position d1 corresponds to the instruction region D1, and the arrival position d2 corresponds to the instruction region D2.
[0400] [14.2] Positioning of the second control area Furthermore, when there are multiple arrival positions of the indicator B as shown by arrival positions d3 and d4, the game system places multiple second instruction regions D3 and D4. The arrival position d3 corresponds to the instruction region D3, and the arrival position d4 corresponds to the instruction region D4.
[0401] The game system places the pointing areas D1 and D2 on the screen in the three-dimensional virtual space based on the size corresponding to the pointer A. As shown in Fig. 16, the shape of the pointer A and the first pointing area are circular and the same (almost the same) in size. The shape of the pointer B and the second pointing area are circular and the same (almost the same) in size.
[0402] The game system positions the instruction region D1 so that the center position of the instruction region D1 coincides with the arrival position d1, and the game system positions the instruction region D2 so that the center position of the instruction region D2 coincides with the arrival position d2.
[0403] FIG. 21 is a diagram for explaining the arrangement of the instruction areas. The game system arranges a plurality of first instruction areas D1 and D2 inside an input area AR1 in the upper part (for example, a semi-circle) of a circle with a center point O and a radius L1. That is, the game system arranges the instruction areas D1 and D2 on the game screen W21 (on the screen) such that the center points d1 and d2 of the instruction areas D1 and D2 respectively belong to the inside of the input area AR1.
[0404] The game system arranges a plurality of second instruction areas concentrically. That is, as shown in FIG. 21, the game system arranges the second instruction areas D3 and D4 inside an input area AR2 in the upper part (for example, a semi-annular ring) of a concentric circle formed by a circle with a center point O and a radius L1 and a circle with a radius L2 (L1 < L2). That is, the game system arranges the instruction areas D3 and D4 on the game screen W21 (on the screen) such that the center points d3 and d4 of the instruction areas D3 and D4 respectively belong to the inside of the input area AR2.
[0405] That is, as shown in FIG. 21, the game system arranges the first instruction areas D1 and D2 within a predetermined area (for example, inside the input area AR1), and arranges the second instruction areas D3 and D4 outside the predetermined area (for example, outside the input area AR1).
[0406] [14.3] Instruction Areas on the Game Screen FIG. 22 shows an example of a game screen. As shown in FIG. 22, the game system may display a percussion instrument image DR imitating a percussion instrument (Japanese taiko drum), and arrange the first instruction areas D1 and D2 in association with the striking surface of the percussion instrument image DR, and arrange the second instruction areas D3 and D4 in association with the rim of the percussion instrument image DR. In this way, the player can perform a performance as if hitting a real-world Japanese taiko drum.
[0407] [14.4] Movement of the Instruction Areas The game system may move the first instruction area and the second instruction area on the screen including the reach position of the indicator. That is, the game system may move the reach position of the indicator.
[0408] FIG. 23 shows a diagram of a first indication area D1, D2 and a second indication area D3 on a screen in an XY plane. 13 shows an example of movement of display areas D3 and D4.
[0409] For example, the game system may move the first designation areas D1, D2 on the screen within the input area AR1 during the game as shown in Fig. 23. The game system may also move the second designation areas D3, D4 on the screen within the input area AR2 during the game. This increases the difficulty of the game and makes it more interesting.
[0410] FIG. 24 shows an example in which the first instruction areas D1, D2 are moved on the screen and the second instruction areas D3, D4 are fixed. For example, the game system may move the first instruction areas D1, D2 on the screen within the input area AR1 during the game, and may fix the second instruction areas D3, D4 while preventing the second instruction areas D3, D4 from moving. This makes it difficult to predict where the first instruction areas D1, D2 will be in the input area AR1, making it difficult to input in synchronization with the timing of input, but the second instruction areas D3, D4 are fixed and the arrival position of the indicator B is also fixed, making it easier to input. As a result, the difficulty level can be made moderate. In addition, it becomes easier to understand how to use the two types of indicators, indicator A and indicator B, for input.
[0411] [14.5] Changing the position of the control area The game system may change the positional relationship between the first designation area and the second designation area at any timing.
[0412] Until a predetermined period of time has elapsed from the start of the game (e.g., 30 seconds), the game system places the first designation areas D1 and D2 in the input area AR1 and the second designation areas D3 and D4 in the input area AR2, for example, as shown in Fig. 21. Then, once the predetermined period of time has elapsed from the start of the game (e.g., 30 seconds have elapsed from the start of the game), the game system places the first designation areas D1 and D2 in the input area AR2 and the second designation areas D3 and D4 in the input area AR1, as shown in Fig. 25.
[0413] [14.6] Number of designated areas Furthermore, the game system may be configured to change the number of designation areas (first designation areas and / or second designation areas) during the game.
[0414] For example, for a predetermined period of time (e.g., 30 seconds) from the start of the game, the number of first designation areas is controlled to be one (e.g., one designation area D1), and after the predetermined period of time has elapsed from the start of the game, the number of first designation areas is controlled to be two (e.g., two designation areas D1 and D2).
[0415] Also, for example, for a predetermined period of time (e.g., 30 seconds) from the start of the game, the number of second designation areas is controlled to be one (e.g., one designation area D3), and after the predetermined period of time has elapsed from the start of the game, the number of second designation areas is controlled to be two (e.g., two designation areas D3 and D4).
[0416] The game system may increase the number of designation areas (first designation area and / or second designation area) during the game to 3 or more. Also, the game system may decrease the number of designation areas (first designation area and / or second designation area) during the game.
[0417] [14.7] Individual Instruction Areas The game system may set a designation area (a first designation area and / or a second designation area) individually for each of the indicators.
[0418] For example, the first designated area D11 where the indicator A1 should reach, the first designated area D12 where the indicator A2 should reach, A first designation area D12 to be reached by the first indicator A3, a first designation area D13 to be reached by the indicator A4, and the like may be set individually for each of the multiple indicators A. The first designation areas D11, D12, D13, and D14 are set within the input area AR1.
[0419] Also, for example, a second designation area may be set for each of the multiple indicators B, such as a second designation area D21 where indicator B1 should reach, a second designation area D22 where indicator B2 should reach, a second designation area D23 where indicator B3 should reach, and a second designation area D24 where indicator B4 should reach. The second designation areas D21, D22, D23, and D24 are set within the input area AR2. In this way, it is possible to create diversity in the designation areas, and to improve the interest of the game.
[0420] [14.8] Warning signs The game system displays a warning sign to notify the player of the arrival of the timing for making an input, thereby enabling the player to predict the arrival of the timing, making it easier for the player to get the timing right.
[0421] 26 shows an example of a game screen W26 for explaining the warning signs. The game system displays warning signs in association with the respective designation regions D1 to D4. For convenience of explanation, the display control of the warning sign K1 associated with the designation region D1 will be explained.
[0422] For example, when the indicator A11 moves from the start point SP toward the arrival position d1 which is the end point, the game system displays the advance notice sign K1 before the indicator A11 coincides with the designated area D1.
[0423] The advance notice mark K1 is a circle centered on the arrival position d1. The game system displays the advance notice mark K1 based on the distance between the indicator A11 and the arrival position d1 and / or the time difference between the current time and the timing TA11 at which the indicator A11 should be input.
[0424] (Display of advance warning signs based on the distance between the indicator and the destination) For example, the game system displays the advance notice sign K1 when the distance between the indicator A11 and the arrival position d1 falls within a predetermined distance (for example, when the indicator A11 reaches an intermediate starting point of the distance from the start point SP to the end point d1). The initial radius value of the advance notice sign K1 is set to be larger than the radius of the designated area D1.
[0425] The game system then displays the advance notice mark K1 so that it shrinks as the distance between the indicator A11 and the arrival position d1 becomes shorter. In other words, the value of the radius of the advance notice mark K1 is changed to a value smaller than the initial state.
[0426] Then, at the input timing TA11 when the indicator A11 finally reaches the arrival position d1, the advance notice indicator K1 is displayed so that the size of the advance notice indicator K1 matches the size of the indication area D1 (for example, the radius of the advance notice indicator K1 matches the radius of the indication area D1). This makes it easier for the player to get the timing right, and provides an optimal game environment.
[0427] (Display of advance warning signs based on the distance between the indicator and the destination) For example, the game system displays the advance notice sign K1 when the time difference between the current time and the timing TA11 at which the indicator A11 should be input reaches a predetermined period (for example, when the time difference between the current time and the timing TA11 at which the indicator A11 should be input reaches 1 second). The radius value of the advance notice sign K1 in the initial state is set to be larger than the radius of the indication region D1.
[0428] The game system then displays the advance notice sign K1 so that it shrinks as the time difference between the current time and the timing TA11 at which the indicator A11 should be input becomes shorter. In other words, the value of the radius of the advance notice sign K1 is changed to a value smaller than the initial state.
[0429] Then, at the input timing TA11 when the indicator A11 finally reaches the arrival position d1, the advance notice indicator K1 is displayed so that the size of the advance notice indicator K1 matches the size of the indication area D1 (for example, the radius of the advance notice indicator K1 matches the radius of the indication area D1). This makes it easier for the player to get the timing right, and provides an optimal game environment.
[0430] (others) The game system displays the advance notice sign K2 associated with the designation area D2 in the same manner as the advance notice sign K1, as shown in Fig. 26. Although not shown, the game system also performs the same process as the advance notice sign K1 for the advance notice sign K3 associated with the designation area D3 and the advance notice sign K4 associated with the designation area D4.
[0431]
[15] Application Examples [15.1] Timing of swing-up motion In this embodiment, the timing of the swing-up motion is not judged, but the timing of the swing-up motion may be judged and evaluated. In this way, the timing of swinging up the held input device 30 becomes important, and the difficulty level of the game is increased.
[0432] [15.2] Judgment of whether or not a given state is entered In this embodiment, whether or not the right input device 30R and the left input device 30L have entered a predetermined state is constantly determined during the game, but it may also be possible to determine whether or not the right input device 30R and the left input device 30L have entered a predetermined state only during a part of the game period (for example, the first 30 seconds, the last 30 seconds, etc.) and enable special input.
[0433] [15.3] Prescribed posture for each input type In this embodiment, there are two types of input, and an example has been described in which the "predetermined posture" is the same for either type, but the "predetermined posture" may be different for each type of input. In other words, when there are multiple types of input, the game system may perform a process of changing the predetermined posture according to the input type. Also, when there are multiple types of input, the game system may perform a process of changing the presentation notifying that a predetermined state is in progress according to the input type.
[0434] For example, as shown in FIG. 27, the "predetermined posture" for the first input type is a posture in which the tip of the input device 30 is tilted below horizontal. For example, the predetermined posture corresponding to the first input type is a posture in which the tilt angle θ of the input device 30 is within a predetermined angle range (for example, 90 degrees≦θ≦135 degrees). Furthermore, the "predetermined posture" for the second input type is a posture in which the tip of the input device 30 is tilted below. For example, the predetermined posture corresponding to the second input type is a posture in which the tilt angle θ of the input device 30 is within a predetermined angle range (for example, 135 degrees≦θ≦180 degrees).
[0435] In this embodiment, there are two types of input, but different effects may be performed for each type of input.
[0436] For example, when the right input device 30R enters a predetermined state in a predetermined posture corresponding to a first input type, the game system displays a game screen W27 by combining a light ray ER (light ray image) with the virtual input device image HR while the right input device 30R is in the predetermined state, as shown in FIG. 28(A).
[0437] When the right input device 30R enters a predetermined state in a predetermined posture corresponding to the second input type, the game system displays a game screen W28 by combining a flame JR (a flame image) with the virtual input device image HR while the right input device 30R is in the predetermined state, as shown in Fig. 28(B). Although not shown, the left input device 30L may also perform different effects for each input type, similar to the right input device 30R.
[0438] [15.4] Input Devices In this embodiment, an example has been described in which a player's input is accepted based on values detected by an inertial sensor (e.g., an acceleration sensor, an angular velocity sensor, etc.) of the input device 30, but the player's input may also be accepted through a button or lever input of the input device 30. Note that the game system of this embodiment may detect a first button input and a second button input, and determine whether the input type is the first input type or the second input type depending on the type of button.
[0439] As shown in FIG. 1, the input unit 260 of this embodiment may be a drum-shaped (one example of a musical instrument) input device 30C. For example, the drum-shaped input device 30C has a drum shape, and a player performs an operation input by hitting it with a stick or a hand. Inside the circular skin surface of the drum-shaped input device 30C, a sensor is provided to detect that the player has hit the circular skin surface, and inside the periphery of the skin surface, a sensor is provided to detect that the player has hit the periphery of the skin surface. Therefore, the game system can determine whether the player has hit the skin surface or the periphery of the skin surface. In the case of the drum-shaped input device 30C, when it is detected that the skin surface has been hit, it is deemed that a first input type has been detected. Also, when it is detected that the periphery of the skin surface has been hit, it is deemed that a second input type has been detected.
[0440] [15.5] About virtual input device images The game system of this embodiment may display information on whether the input has been successful in association with the virtual input device image.
[0441] 29(A) and (B) show an example of a game screen including evaluation information on whether the input of the virtual input device image HR was successful or not. For example, when the input of the right input device 30R that is not in a predetermined state is successful, the game system displays "good" or "fair" as shown in the game screen W29A of FIG. 29(A), and displays the color of the virtual input device image HR in a normal color (for example, white).
[0442] For example, if the input of the right input device 30R that has entered a specified state is successful, the game system will display "good" or "fair" as shown on the game screen W29B in FIG. 29(B), and will display the color of the virtual input device image HR in a special color (e.g., yellow).
[0443] In other words, the game system makes the color of the virtual input device image HR when the right input device 30R, which is not in a predetermined state, has successfully input different from the color of the virtual input device image HR when the right input device 30R, which is in a predetermined state, has successfully input.
[0444] In this way, a difference in evaluation display can be provided between performance input in a predetermined state and performance input that is not in the predetermined state, and the player can easily determine whether or not the performance input is in the predetermined state when successful.
[0445] In addition, the game system may display the color of the virtual input device image HR in a first special color (e.g., yellow) when the input evaluation of the right input device 30R that has entered a specified state is "good," and may display the color of the virtual input device image HR in a second special color (e.g., orange) when the input evaluation of the right input device 30R that has entered a specified state is "passable."
[0446] For convenience of explanation, an example of the virtual input device image HR of the right input device 30R has been explained, but the display control related to the evaluation similar to that of the right input device 30R is also performed for the virtual input device image HL of the left input device 30L.
[0447] [15.6] Examples of Game System Applications The game system may be configured from a server device 10 and a terminal device 20. Fig. 30 is a diagram showing an example of a system configuration showing the configuration of a game system including the server device 10 and the terminal device 20 of this embodiment.
[0448] The server device 10 is an information processing device capable of providing a given service using a terminal device (game device) 20 communicatively connected via the Internet (an example of a network).
[0449] The terminal device 20 is the above-mentioned game device 20. The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a terminal device, a PDA, a portable game machine, or an image generating device, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The terminal device may be a terminal device (casing) installed in an amusement park.
[0450] [15.6.1] Game systems configured in a client-server model As shown in FIG. 30, the game system of this embodiment is configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) are connectable to the Internet (an example of a network).
[0451] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.
[0452] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10 to provide each game to the game device 20.
[0453] [15.6.2] Cloud-based gaming system The game system of this embodiment may be a cloud-type game system. For example, in a cloud-type game system, basic processing (including game processing, drawing processing, etc.) is performed only by the server device 10 (cloud device), and the game device 20 only controls the display of the processing results of the server device 10 (cloud device). The game device 20 transmits information such as input information (operation information) of an input device to the server device 10. In this case, the game device 20 may transmit information other than the input information.
[0454] Furthermore, in this embodiment, except for input, each function of the processing unit 200 of the above-mentioned game device 20 and execution of the game program may be executed by the server device 10, and the game device 20 may realize the above-mentioned game by executing input and image display by streaming.
[0455] Furthermore, the game system may store the information stored in the server device 10 and the information stored in the game device 20 in a given storage area on the Internet.
[0456] [15.6.3] Examples of social games In addition, in this embodiment, the device may function as an SNS server that provides communication-type services.
[0457] [15.6.4] Example of a browser game In particular, in this embodiment, a game may be provided on the web browser of the game device 20.
[0458] The game device 20 also includes a Web browser capable of browsing Web pages (data in HTML format). That is, the game device 20 includes a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (Web data, data created in HTML format, etc.), a Web browser function for transmitting input data of a player to the server device 10, and the like, and executes various processes for providing a screen to a player and allows the player to play a game. The game device 20 may acquire game control information provided from the server device 10, execute a predetermined game process, and play a game based on the game process.
[0459] [15.6.5] Other The server device 10 of this embodiment may be configured with one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in a storage area (storage unit 170 described later) of the server device 10 may be stored in a storage area (e.g., database, memory) connected via a network (intranet or internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0460] [15.7] Virtual reality games The game system of this embodiment may use virtual reality (VR) technology. Virtual reality (VR) is a technology that uses computer technology to stimulate human senses and allows the player to experience an artificially generated three-dimensional environment rather than an actual physical environment. For example, the game system provides a VR experience using a device called a head-mounted display (HMD). The HMD is in the form of a headset and displays a first-person perspective image directly in front of the player's eyes. Furthermore, the HMD tracks the movement of the player's head and adjusts the direction of the image displayed accordingly in real time. This allows the player to freely view in all 360 degrees directions. The game system can also control the above-mentioned timing game in virtual reality.
[0461] [15.8] Hiding the instruction area Although the game system of this embodiment has been described as displaying an instruction area corresponding to the arrival position of the indicator, the instruction area corresponding to the arrival position of the indicator may not be displayed. In this way, it becomes difficult to determine the timing of input. In addition, for example, when the arrival position of the indicator is moved, the game system may not display the instruction area corresponding to the arrival position.
[0462]
[16] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.
[0463] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effect). The present invention also includes configurations that replace non-essential parts of the configurations described in the embodiments. The present invention also includes configurations that replace non-essential parts of the configurations described in the embodiments. The present invention includes a configuration that has the same effect as the configuration described in the embodiment or that can achieve the same purpose as the configuration described in the embodiment. Also, the present invention includes a configuration in which publicly known technology is added to the configuration described in the embodiment.
[0464] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0465] 10 server device, 20, 20A, 20B, 20C terminal device, 30 input device, 30R right input device, 30L left input device, 200 processing unit, 211 communication control unit, 212 object space setting unit, 213 Game control section, 214 Production section, 215 evaluation unit, 217 setting unit, 219 judgment unit, 220 display control unit, 222 cancellation unit, 223 virtual camera control unit, 224 vibration control unit, 225 input reception unit, 230 image generation unit, 240 sound control unit, 260 input unit, 262 detection unit, 263 vibration unit, 270 memory unit, 271 main memory unit, 272 image buffer, 274 game information storage unit, 275 music score data storage unit, 276 player information storage unit, 280 information storage medium, 290 display unit, 292 sound output unit, 296 communication unit
Claims
1. 1. A timing game system that evaluates an input based on a degree of coincidence between an input timing detected by an input device and a timing to input the input, A setting unit for setting a plurality of timings for inputting; a determination unit that, when a gravitational acceleration in a predetermined direction is detected in the input device after detecting an acceleration and / or an angular velocity in a first direction in the input device, determines that the attitude of the input device is a predetermined attitude, and that, when the input device is stable in the predetermined attitude, determines that the input device has entered a predetermined state; A game system comprising:
2. In claim 1, A game system further comprising: a presentation unit that, while in a predetermined state, produces a presentation notifying a player that the input device is in the predetermined state.
3. In claim 1 or 2, A game system further comprising an evaluation unit that evaluates the degree of coincidence between the timing at which acceleration and / or angular velocity in a second direction is detected in the input device that has entered a predetermined state and the timing at which it should be input.
4. In claim 1 or 2, An evaluation unit that evaluates the input based on a degree of coincidence between an input timing of the input device and a timing to be input, The evaluation unit is A game system comprising: a game device that evaluates an input based on whether the input device is in a predetermined state and / or based on the type of input.
5. In claim 1 or 2, an evaluation unit for evaluating the input; The determination unit is determining whether a type of input by a player is a first input type or a second input type based on an angular velocity detected by the input device; The evaluation unit is A game system comprising: a game device for evaluating an input based on a degree of coincidence between an input timing of the input device and a timing at which the input should be made, and based on whether or not a type of input of the input device is a type that should be made.
6. In claim 1 or 2, A game system further comprising a presentation unit that changes the presentation notifying that a predetermined state is being reached depending on the elapsed time of the predetermined state.
7. In claim 1 or 2, An evaluation unit that evaluates the input based on a degree of coincidence between an input timing of the input device and a timing to be input, The evaluation unit is A game system that evaluates an input depending on the elapsed time of the predetermined state.
8. In claim 1 or 2, A display control unit that displays a virtual input device image showing a state of the input device, The display control unit is A game system comprising: a game device that changes said virtual input device image during a predetermined state.
9. In claim 1 or 2, A display control unit that displays an indicator that indicates the timing to input, The display control unit is A game system characterized in that the indicator is changed in a predetermined state.
10. In claim 1 or 2, Further comprising a vibration control unit that vibrates the input device, The vibration control unit is A game system comprising: a game device that changes vibration of the input device in a predetermined state.
11. In claim 1 or 2, Further including a sound control unit for controlling sound effects, The sound control unit is A game system that changes sound effects during a predetermined state.
12. In claim 1 or 2, A game system characterized by further including a game control unit that has multiple types of input and that performs processing to change the specified posture depending on the type of input, and / or processing to change the presentation notifying that a specified state is being reached depending on the type of input.
13. In claim 1 or 2, A game system further comprising an evaluation unit that evaluates a posture of the input device after an input timing at which a movement of the input device is detected.
14. In claim 1 or 2, The game system is characterized in that a plurality of the input devices are provided.
15. In claim 1 or 2, A game system further comprising a cancel unit that, when a predetermined cancel input is detected during the predetermined state, enables the predetermined state to be cancelled.
16. In claim 1 or 2, The timing game is A game system that is a music game in which music is played and an input is evaluated based on the degree of agreement between the input timing of an input device and the timing at which the input should be made.
17. A program for a timing game that evaluates an input based on a degree of agreement between an input timing detected by an input device and a timing to input, A setting unit for setting a plurality of timings for inputting; A program that causes a computer to function as a determination unit that, when an input device detects acceleration and / or angular velocity in a first direction and then detects gravitational acceleration in a predetermined direction, determines that the attitude of the input device is a predetermined attitude, and, when the input device is stable in the predetermined attitude, determines that the input device has entered a predetermined state.
18. Based on the degree of agreement between the input timing detected by the input device and the timing to be input, In a timing game game device that evaluates input based on A setting unit for setting a plurality of timings for inputting; a determination unit that, when a gravitational acceleration in a predetermined direction is detected in the input device after detecting an acceleration and / or an angular velocity in a first direction in the input device, determines that the attitude of the input device is a predetermined attitude, and that, when the input device is stable in the predetermined attitude, determines that the input device has entered a predetermined state; A game device comprising:
19. 1. A method for a timing game in which an input is evaluated based on a degree of coincidence between an input timing detected by an input device and a timing to be input, A step of setting a plurality of input timings; determining that the input device is in a predetermined state when a gravitational acceleration in a predetermined direction is detected in the input device after detecting an acceleration and / or an angular velocity in a first direction in the input device, and determining that the input device has entered a predetermined state when the input device is stable in the predetermined attitude; A gaming method comprising:
Citation Information
Patent Citations
Magnetic head tip and production thereof
JP1979010710A