Information processing program, game device, and information processing method
Patent Information
- Application Number
- JP2023142022
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-01
- Publication Date
- 2025-03-13
- Estimated Expiration
- 2043-09-01
AI Technical Summary
【0016】 本発明によれば、プレイヤの利便性を向上させることができる。
Smart Images

Figure 2025035159000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, a game device, and an information processing method. [Background technology]
[0002] Conventionally, so-called rhythm games have been known in which a touch panel is operated in time with music, as shown in, for example, Patent Document 1. In these rhythm games, a target object indicating the player's operation position is displayed, and instruction objects called notes are displayed and move toward the target object. The instruction objects allow the player to grasp the operation position, operation timing, and operation mode.
[0003] Furthermore, in Patent Document 1, the player can select a deck to be used in the rhythm game. A plurality of game media are registered in the deck. Since a character is linked to the game media, it can be said that a plurality of characters are organized in the deck. A skill (special ability) is linked to each game medium. A utility that provides an advantage in the rhythm game is linked to the skill. During the rhythm game, the skill of the game media organized in the deck is activated according to predetermined conditions. When the skill is activated, if an appropriate operation input is made to the notes, a utility such as bonus points is provided. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-7551 Summary of the Invention [Problem to be solved by the invention]
[0005] In the rhythm games described above, skill has a large effect on the progress of the game, but it is difficult for the player to understand which notes the skill affects, which makes the game less convenient.
[0006] An object of the present invention is to provide an information processing program, a game device, and an information processing method that can improve convenience for players. [Means for solving the problem]
[0007] In order to solve the above problem, an information processing program includes: In a rhythm game in which a judgment result is derived based on a player's operation input for a moving object displayed moving toward a target, a process of determining, based on a player's operation, music information including input timing information linked to the input timing of the player's operation for each moving object, determining game medium information including a plurality of game media selected by a player from among a plurality of types of game media associated with utility information indicating a utility generated based on a predetermined determination result being derived for the moving object during the rhythm game; A process of identifying the moving object capable of generating the utility based on the input timing information and the utility information; a process of displaying a confirmation screen outside the rhythm game, arranging and displaying corresponding objects corresponding to the moving objects in a predetermined order on the confirmation screen, and distinguishably displaying the corresponding objects corresponding to the moving objects that may generate the utility and the corresponding objects corresponding to the moving objects that do not generate the utility; The computer is made to carry out the above steps.
[0008] The process of displaying the confirmation screen includes: allowing a player to select one or more of the game media from among the game media included in the game media information on the confirmation screen; The corresponding object corresponding to the moving object that can generate the utility linked to the game medium selected on the confirmation screen may be displayed so as to be distinguishable from other corresponding objects.
[0009] The process of displaying the confirmation screen includes: When multiple game media are selected on the confirmation screen, the corresponding objects corresponding to the moving objects that can generate all of the utilities linked to each of the selected multiple game media may be displayed in a manner distinguishable from the other corresponding objects.
[0010] The process of identifying the moving object capable of generating the utility includes: For each of the moving objects, it may be determined whether or not the utility can be generated.
[0011] The process of identifying the moving object capable of generating the utility includes: For each of the utilities linked to each of the multiple game media, the moving object that can generate the utility may be determined.
[0012] the confirmation screen includes a plurality of display ranges obtained by dividing an elapsed time from the start of the rhythm game by a predetermined unit time, The corresponding object may be displayed within any of the display ranges, and the unit time it takes for the moving object corresponding to the corresponding object to reach the target may be made identifiable.
[0013] one of a plurality of different operation modes is associated with the moving object as a required operation mode; The process of identifying the moving object capable of generating the utility includes: The moving object capable of generating the utility may be identified based on the requested operation mode.
[0014] In order to solve the above problem, a game device includes: One or more computers; The computer, In a rhythm game in which a judgment result is derived based on a player's operation input for a moving object displayed moving toward a target, a process of determining, based on a player's operation, music information including input timing information linked to the input timing of the player's operation for each moving object, determining game medium information including a plurality of game media selected by a player from among a plurality of types of game media associated with utility information indicating a utility generated based on a predetermined determination result being derived for the moving object during the rhythm game; A process of identifying the moving object capable of generating the utility based on the input timing information and the utility information; a process of displaying a confirmation screen outside the rhythm game, arranging and displaying corresponding objects corresponding to the moving objects in a predetermined order on the confirmation screen, and distinguishably displaying the corresponding objects corresponding to the moving objects that may generate the utility and the corresponding objects corresponding to the moving objects that do not generate the utility; Carry out the following.
[0015] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, In a rhythm game in which a judgment result is derived based on a player's operation input for a moving object displayed moving toward a target, a process of determining, based on a player's operation, music information including input timing information linked to the input timing of the player's operation for each moving object, determining game medium information including a plurality of game media selected by a player from among a plurality of types of game media associated with utility information indicating a utility generated based on a predetermined determination result being derived for the moving object during the rhythm game; A process of identifying the moving object capable of generating the utility based on the input timing information and the utility information; a process of displaying a confirmation screen outside the rhythm game, arranging and displaying corresponding objects corresponding to the moving objects in a predetermined order on the confirmation screen, and distinguishably displaying the corresponding objects corresponding to the moving objects that may generate the utility and the corresponding objects corresponding to the moving objects that do not generate the utility; Carry out the following. Effect of the Invention
[0016] According to the present invention, convenience for players can be improved. [Brief description of the drawings]
[0017] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram showing an example of a deck organization screen, and Fig. 3B is a diagram explaining an example of a character information page. [Figure 4] Fig. 4A is a diagram showing an example of a game selection screen in a state where the normal mode has been provisionally selected, and Fig. 4B is a diagram showing an example of a game selection screen in a state where the special mode has been provisionally selected. [Diagram 5] FIG. 5 is a diagram illustrating an example of the normal mode setting screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a special mode setting screen, Fig. 6B is a diagram illustrating an example of a notification image, and Fig. 6C is a diagram illustrating an example of a deck selection screen. [Figure 7] Fig. 7A is a diagram for explaining area attribute information, Fig. 7B is a diagram for explaining a selected deck information storage unit, and Fig. 7C is a diagram for explaining a character ID storage unit. [Figure 8] FIG. 8 is a diagram illustrating an example of a rhythm game in the normal mode. [Figure 9] Fig. 9A is a diagram for explaining an example of a rhythm game in a special mode, and Fig. 9B is a diagram for explaining an example of specific notes. [Figure 10] FIG. 10 is a diagram illustrating an example of the result display screen. [Figure 11] Fig. 11A is a diagram illustrating a tap determination region, and Fig. 11B is a diagram illustrating a slide determination region. [Figure 12] FIG. 12 is a diagram for explaining the note extraction information and the criterion information. [Figure 13] Fig. 13A is a first diagram for explaining the valid determination region, and Fig. 13B is a second diagram for explaining the valid determination region. [Figure 14] FIG. 14 is a diagram for explaining the target note extraction information. [Figure 15] Fig. 15A is a first diagram illustrating the operation information storage unit, and Fig. 15B is a second diagram illustrating the operation information storage unit. [Figure 16] FIG. 16 is a diagram illustrating an example of a special skill. [Figure 17] FIG. 17 is a diagram illustrating an example of a confirmation screen for the normal mode. [Figure 18] FIG. 18 is a diagram illustrating an example of utility information. [Figure 19] FIG. 19 is a diagram illustrating an example of the input timing information. [Figure 20] FIG. 20 is a diagram illustrating an example of a confirmation screen for the special mode. [Figure 21] FIG. 21 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 22] FIG. 22 is a flowchart illustrating an example of a game selection process in a player terminal. [Figure 23] FIG. 23 is a first flowchart illustrating an example of the deck determination process in the player terminal. [Figure 24]FIG. 24 is a second flowchart illustrating an example of the deck determination process in the player terminal. [Diagram 25] FIG. 25 is a flowchart illustrating an example of a rhythm game control process in a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0019] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.
[0020] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0021] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various pieces of information (player information) for each player playing the game. The server 100 also updates the accumulated information based on operations input from the player terminals 1.
[0022] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.
[0023] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are assigned roles for controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.
[0024] (Hardware configuration of the player terminal 1 and the server 100) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0025] As shown in FIG. 2B, the server 100 includes a CPU 110, a storage device 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.
[0026] The configurations and functions of the CPU 110, storage device 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 100 will be omitted.
[0027] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0028] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0029] The storage unit 18 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0030] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the storage device 12 or the storage unit 18.
[0031] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.
[0033] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. Before starting the game, the player downloads a dedicated application from the server 100 to the player terminal 1 in advance and registers a player ID with the server 100. When the application is started, the player terminal 1 receives information stored in the server 100, such as deck information and play history information described below, and displays a game screen on the touch panel 26. In this embodiment, the rhythm game can be played using a deck consisting of multiple (here, five) game media owned by the player.
[0034] FIG. 3A is a diagram showing an example of a deck organization screen. FIG. 3B is a diagram explaining an example of a character information page. When the application is started, a home screen (not shown) is displayed on the touch panel 26. On the home screen, as shown in FIG. 3A, a menu bar 30 consisting of a plurality of tabs is displayed. The player can switch the display screen of the touch panel 26 by tapping a tab on the menu bar 30.
[0035] When the first tab 30a of the menu bar 30 is tapped, a deck organization screen shown in FIG. 3A is displayed. On the deck organization screen, a unit switching bar 32 consisting of multiple (seven in this case) unit tabs is displayed. In this embodiment, a total of seven types of deck information, from the first deck information to the seventh deck information, are stored in the deck information storage unit of the storage device 12. The deck information includes a deck name and five game media IDs. The player can edit the deck name for each deck.
[0036] Furthermore, the game medium ID is linked to, for example, a character ID given to each character to identify the character, various parameters such as the level and an appeal value described below, and character information indicating the costumes and accessories worn by the character. A player can possess multiple game medium IDs with the same character ID but different parameters. Note that a single deck cannot contain the same game medium ID more than once. In other words, the deck information contains five different game medium IDs.
[0037] On the other hand, deck information may include different game media IDs linked to the same character ID. Therefore, one deck may include game media IDs with the same character ID. In this case, the character ID of one of the game media IDs with the same character ID may be left as is, and the character ID of the other game media IDs may be changed so that there is no duplication within the deck. In the following, it is assumed that different character IDs are linked to all game media IDs. In other words, it is assumed here that the character ID and the game media ID correspond one-to-one. Therefore, in the following description, the game media ID may be referred to as a character or a character ID.
[0038] Each unit tab corresponds to one of seven types of deck information, and the deck information page 34 corresponding to the tapped unit tab is displayed. In addition, the tapped unit tab is highlighted, making it easy for the player to recognize the correspondence between the unit tab and the deck information.
[0039] The deck information page 34 displays the deck name (here, AAAA), five character icons representing the characters organized in the deck, various deck parameters, and center effects. Note that here, the deck parameters include a life value (marked "Life" in the figure) and three types of appeal values (marked "Vo", "Da", and "Vi" in the figure).
[0040] When a character icon is tapped on the deck information page 34, a character selection screen (not shown) is displayed. Although a detailed description is omitted, on the character selection screen, the player can select one of the characters linked to the game medium he / she owns. The character selected on the character selection screen is replaced on the deck information page 34 with the character selected by the player (the character corresponding to the character icon tapped on the deck information page 34).
[0041] In this case, the character information corresponding to the character before the replacement is updated to the character information corresponding to the character after the replacement. Note that on the character selection screen, the player cannot select a game media ID (i.e., a character) included in the currently selected deck information.
[0042] Furthermore, when a character icon is pressed and held on deck information page 34, character information page 36 shown in Fig. 3B is displayed. Character information page 36 displays various parameters of the character and an explanation of the abilities of the character. Note that, like deck information page 34, character information page 36 is also displayed when a character icon displayed on the character selection screen is pressed and held.
[0043] As described above, four parameters including a life value and three appeal values consisting of a vocal value (Vo), a dance value (Da), and a visual value (Vi) are set for a character associated with a game medium. A player can improve the value of each of these parameters by developing the character. The higher the parameter value, the more advantageously the player can play the rhythm game.
[0044] In addition, each character has a preset "center effect" and "special skill" as abilities. Both "center effect" and "special skill" are perks that give an advantage in rhythm games, and there are multiple types of each. However, in rhythm games, only the center effect of the character placed in the center (middle) of the five characters organized in one deck is effective.
[0045] On the other hand, "special skills" are effective regardless of the character's position. "Special skills" are so-called skills, and provide advantageous effects during the rhythm game. Details of "special skills" will be described later.
[0046] In this way, the player can check the parameters and abilities of each character by displaying the character information page 36 on the deck organization screen. Also, as shown in FIG. 3A, the deck parameters are displayed on the deck information page 34, which are the total values of the parameters of the characters organized in the deck. Furthermore, the deck information page 34 displays the center effect of the character placed in the center (middle) of the deck as the center effect of the deck.
[0047] Fig. 4A is a diagram showing an example of a game selection screen in a state where the normal mode is provisionally selected. Fig. 4B is a diagram showing an example of a game selection screen in a state where the special mode is provisionally selected. When the second tab 30b of the menu bar 30 is tapped, the game selection screen shown in Fig. 4A or Fig. 4B is displayed.
[0048] The game selection screen is a screen for the player to select a game type of the rhythm game. Here, a plurality of game types are provided, each of which has different music pieces to be played during the rhythm game and different game modes, which will be described later. That is, in this embodiment, at least one of the music pieces and the game mode is different for each game type. Although a detailed description is omitted, a plurality of game types with different difficulty levels may be provided for the same music piece and game mode.
[0049] The game selection screen displays a music information tab 40a, a title display tab 40b, a normal mode selection tab 42a, a special mode selection tab 42b, and a decision tab 44. The music information tab 40a displays information related to the provisionally selected game type. That is, the music information tab 40a displays the title of the provisionally selected music and play history information of the provisionally selected game type. In addition, while the game selection screen is displayed, a part of the provisionally selected music is repeatedly played.
[0050] A plurality of title display tabs 40b are displayed above and below the music information tab 40a. Only the title of the music is displayed on the title display tab 40b. When a selection operation (a flick operation in the up or down direction) is performed in the display area of the music information tab 40a and the title display tab 40b, the title is moved and displayed in the direction of the operation. This changes the temporarily selected music, and the display content of the music information tab 40a also changes. Furthermore, when a selection operation is performed by tapping any of the title display tabs 40b, the temporarily selected music is changed to the music corresponding to the tapped title display tab 40b.
[0051] The normal mode selection tab 42a and the special mode selection tab 42b are provided for switching the game mode. In this embodiment, a plurality of game modes including a normal mode and a special mode are provided. As will be described in detail later, the normal mode is a game mode in which one deck, i.e., five characters, are used in the rhythm game, and the special mode is a game mode in which three decks, i.e., 15 characters, are used in the rhythm game.
[0052] When a selection operation of tapping the normal mode selection tab 42a is performed, the normal mode is stored as the provisionally selected game mode, and the normal mode selection tab 42a is highlighted as shown in Fig. 4A. On the other hand, when a selection operation of tapping the special mode selection tab 42b is performed, the special mode is stored as the provisionally selected game mode, and the special mode selection tab 42b is highlighted as shown in Fig. 4B. As shown in Figs. 4A and 4B, when the provisionally selected game mode is changed, the play history information displayed in the music information tab 40a is changed.
[0053] When the confirm tab 44 is tapped, selection information indicating the provisionally selected song and game mode is set in the selection information storage section of the storage device 12, and a setting screen is displayed on the touch panel 26. The setting screen is provided with a normal mode setting screen and a special mode setting screen.
[0054] 5 is a diagram illustrating an example of a normal mode setting screen. When the confirm tab 44 is tapped with the normal mode provisionally selected, the normal mode setting screen shown in FIG. 5 is displayed on the touch panel 26. When this normal mode setting screen is displayed, any one of the seven deck information stored in the deck information storage unit of the storage device 12 is set in the selected deck information storage unit of the storage device 12. Here, the deck information to be set in the selected deck information storage unit is selected according to preset conditions, such as the deck information with the highest total appeal value, the deck information used in the previous rhythm game, etc.
[0055] The normal mode setting screen displays a deck selection tab 45a and a timeline selection tab 45b. When the normal mode setting screen is displayed, the deck selection tab 45a is selected and is highlighted. The normal mode setting screen displays the deck name (here, AAAA) and the total appeal value of the deck based on the deck information set in the selected deck information storage unit. The total appeal value displayed on the normal mode setting screen reflects the registered songs, center effects, etc.
[0056] Furthermore, five identification images 46 indicating the characters organized in the deck are displayed on the normal mode setting screen. When an identification image 46 is tapped on the normal mode setting screen, a character selection screen (not shown) is displayed, similar to the above-mentioned deck information page 34, and the characters organized in the deck can be changed. Furthermore, when an identification image 46 is pressed and held, the character information page 36 shown in FIG. 3B is displayed.
[0057] Furthermore, two switching tabs 48 are displayed on the normal mode setting screen. When the switching tab 48 is tapped, the deck information stored in the selected deck information storage unit is changed to other deck information. Furthermore, the deck name, total appeal value, and identification image 46 displayed on the normal mode setting screen are changed in accordance with the change in the deck information stored in the selected deck information storage unit. Then, when the start tab 50 displayed on the normal mode setting screen is tapped, the rhythm game is started. Note that if the character information (game medium ID) included in the deck information stored in the selected deck information storage unit is less than 5, the start tab 50 is grayed out, and it is notified that the rhythm game cannot be started.
[0058] Fig. 6A is a diagram illustrating an example of a special mode setting screen. Fig. 6B is a diagram illustrating an example of a notification image 60. Fig. 6C is a diagram illustrating an example of a deck selection screen. When the decision tab 44 is tapped with the special mode provisionally selected, the special mode setting screen shown in Fig. 6A is displayed on the touch panel 26.
[0059] When this special mode setting screen is displayed, three of the seven pieces of deck information stored in the deck information storage section of the storage device 12 are set in the selected deck information storage section of the storage device 12. The three pieces of deck information are selected from the seven pieces of deck information in accordance with preset conditions.
[0060] The special mode setting screen displays a deck selection tab 45a and a timeline selection tab 45b, similar to the normal mode setting screen. When the special mode setting screen is displayed, the deck selection tab 45a is selected and is highlighted. As shown in FIG. 6A, the special mode setting screen is provided with a left deck display area 52, a middle deck display area 54, and a right deck display area 56. In these three display areas, deck-related information such as the deck name and the total appeal value of the deck is displayed for each of the three deck information sets set in the selected deck information storage unit.
[0061] The left deck display area 52 is provided with a first setting area 52a, a second setting area 52b, a third setting area 52c, a fourth setting area 52d, and a fifth setting area 52e. The middle deck display area 54 is provided with a sixth setting area 54a, a seventh setting area 54b, an eighth setting area 54c, a ninth setting area 54d, and a tenth setting area 54e. The right deck display area 56 is provided with an eleventh setting area 56a, a twelfth setting area 56b, a thirteenth setting area 56c, a fourteenth setting area 56d, and a fifteenth setting area 56e. Hereinafter, the fifteen areas from the first setting area 52a to the fifteenth setting area 56e are simply referred to as setting areas.
[0062] As shown in Fig. 6B, in each setting area, an identification image 58 corresponding to a character ID is displayed. The identification image 58 is composed of an icon image imitating a character used in a rhythm game. The characters organized in each deck can be identified by the identification image 58 displayed in each setting area.
[0063] Here, during the rhythm game, a music video is displayed in accordance with the music being played. The music video is a game screen generated by either the server 100 or the player terminal 1. In the normal mode rhythm game described above, one deck, i.e., five characters, is used. During the normal mode rhythm game, a music video featuring one of the five characters organized in the deck is displayed. On the other hand, in the special mode rhythm game, three decks, i.e., 15 characters, are used. During the special mode rhythm game, a music video featuring up to 15 characters is displayed.
[0064] In other words, the special mode is a game mode in which more characters appear in the music videos than the normal mode, and the music videos are more luxurious. Therefore, the proportion of the purpose of playing the rhythm game that is to enjoy the music videos is higher in the special mode than in the normal mode.
[0065] The number of characters appearing in the music video varies depending on the song. In other words, depending on the song, not all characters used in the rhythm game may appear in the music video. In other words, among the characters selected by the player, there may be a mixture of characters that appear in the music video and characters that do not appear.
[0066] Therefore, in the special mode setting screen, the characters appearing in the music video are notified to the player by a notification image 60 displayed in the setting area. Specifically, the notification image 60 is composed of a ribbon marked "MV" and is superimposed and displayed in the upper left corner of the setting area. Hereinafter, the setting area in which the notification image 60 is displayed is referred to as the object display area.
[0067] In the music video, characters corresponding to the identification images 58 displayed in the object display areas appear. Therefore, in the example shown in Fig. 6A, eleven characters appear in the music video, whose identification images 58 are displayed in the second setting area 52b, the third setting area 52c, the fourth setting area 52d, the sixth setting area 54a, the seventh setting area 54b, the eighth setting area 54c, the ninth setting area 54d, the eleventh setting area 56a, the twelfth setting area 56b, the thirteenth setting area 56c, and the fourteenth setting area 56d.
[0068] When the left deck display area 52, the middle deck display area 54, or the right deck display area 56 is tapped on the special mode setting screen, the deck selection screen shown in Fig. 6C is displayed. Fig. 6C shows the deck selection screen when the middle deck display area 54 is tapped on Fig. 6A. The deck selection screen displays the deck selected (the display area tapped) on the special mode setting screen.
[0069] Specifically, the deck selection screen is provided with a selected deck display area 62. A first selection area 62a, a second selection area 62b, a third selection area 62c, a fourth selection area 62d, and a fifth selection area 62e are provided in the selected deck display area 62. Hereinafter, the five areas from the first selection area 62a to the fifth selection area 62e are simply referred to as the selection areas.
[0070] As shown in Fig. 6C, in each selection area, an identification image 58 corresponding to a character ID is displayed. This allows the player to grasp the characters organized in the currently selected deck even on the deck selection screen. As is clear from Figs. 6A and 6C, the display order of the identification images 58 displayed in the selection areas of the deck selection screen is the same as the display order of the identification images 58 displayed in the setting areas of the special mode setting screen.
[0071] Also, on the deck selection screen, a notification image 60 is displayed in the selection area. The position of the notification image 60 displayed on the deck selection screen coincides with the position of the notification image 60 displayed on the special mode setting screen. This allows the player to easily know which characters will appear in the music video on the deck selection screen as well.
[0072] The deck selection screen displays two switching tabs 48, a set tab 64, and a back tab 66. When the switching tab 48 is tapped, deck information different from the deck information stored in the selected deck information storage unit is provisionally registered. Also, based on the provisionally registered deck information, the identification image 58 displayed in the selection area of the deck selection screen is changed.
[0073] When the set tab 64 is tapped, the provisionally registered deck information is set in the selected deck information storage section of the storage device 12. Therefore, for example, when the middle deck display area 54 is tapped on the special mode setting screen and the deck is changed on the deck selection screen, the deck corresponding to the middle deck display area 54 is changed.
[0074] Furthermore, when the set tab 64 is tapped, a special mode setting screen is displayed on the touch panel 26. At this time, if the deck information has been changed, the special mode setting screen is displayed based on the changed deck information. In other words, when the deck information is changed, the identification image 58 displayed in the setting area is changed. In this way, the deck used in the rhythm game can be changed on the deck selection screen.
[0075] When the back tab 66 is tapped, the same special mode setting screen as before the deck selection screen is displayed is displayed. Even if any deck information is provisionally registered on the deck selection screen, when the back tab 66 is tapped, the selected deck information storage unit of the storage device 12 is not updated.
[0076] 6A, the special mode setting screen is provided with a position information display section 68. The position information display section 68 shows the relative positions of the three decks that appear in the music video. This allows the player to grasp the position of each character in the music video.
[0077] The special mode setting screen also displays the total appeal value of the three decks. In the special mode, an appeal value reflecting the center effect and the like is calculated for each of the three decks, and the average of the calculated three appeal values is displayed as the total appeal value. Then, when the start tab 50 displayed on the special mode setting screen is tapped, the rhythm game starts.
[0078] If the character information (game media ID) included in the deck information stored in the selected deck information storage unit is less than 15, the start tab 50 is grayed out to notify the user that the rhythm game cannot be started. The start tab 50 is also grayed out if the three pieces of deck information include deck information that includes the same character information (game media ID), in other words, if the same game media ID is included among 15 game media IDs.
[0079] If the selection area is pressed and held on the deck selection screen, the character selection screen is displayed. When the character is changed on the character selection screen, the identification image 58 corresponding to the changed character is displayed in the selection area on the deck selection screen.
[0080] As described above, since the special mode setting screen notifies the player which setting area is the object display area, the player can easily select the character to appear in the music video. Also, the operability in the preparation stage before starting the rhythm game is improved, and the stress on the player is reduced. Note that, although the notification image 60 is displayed on the special mode setting screen here, the notification image 60 may also be displayed on the normal mode setting screen in the same manner as above.
[0081] (Display process of special mode setting screen) Next, the display process of the special mode setting screen will be described using an example. FIG. 7A is a diagram for explaining the area attribute information. FIG. 7B is a diagram for explaining the selected deck information storage unit. FIG. 7C is a diagram for explaining the character ID storage unit. The area attribute information is stored in the storage device 12. The area attribute information is information that can identify which of the above 15 setting areas is an object display area, and is provided for each song (game type).
[0082] In Fig. 7A, the object display area is indicated by "T", and the set area that is not an object display area is indicated by blank. For example, the area attribute information of the song No. 1 indicates that the set areas other than the first set area 52a, the fifth set area 52e, the tenth set area 54e, and the fifteenth set area 56e are object display areas. Also, for example, the area attribute information of the song No. 3 indicates that all the set areas are object display areas.
[0083] For example, the area attribute information may be defined as an integer n (1≦n≦15), and the setting areas numbered from 1 to n may be determined to be object display areas.
[0084] As shown in Fig. 7B, the selected deck information storage unit of the storage device 12 includes three storage units, a first storage unit, a second storage unit, and a third storage unit. Any one of the first deck information to the seventh deck information is stored in the selected deck information storage unit. When the special mode setting screen is displayed, deck information is stored in each of the three storage units, and when the normal mode setting screen is displayed, deck information is stored only in the first storage unit.
[0085] Also, as shown in Fig. 7C, the character ID storage unit of the storage device 12 includes a plurality of storage areas corresponding to different ones of the 15 setting areas. In Fig. 7C, the first to fifteenth storage areas indicated by the numbers 1 to 15 correspond to the first to fifteenth setting areas 52a to 56e, respectively. Character IDs are stored in these storage areas. However, in addition to the character IDs, character information such as the parameters of each character may also be stored in these storage areas.
[0086] When deck information is stored in the selected deck information storage unit, a character ID is stored in the character ID storage unit based on the deck information stored in the deck information storage unit. The first to fifth storage areas of the character ID storage unit correspond to the first storage area of the selected deck information storage unit. Similarly, the sixth to tenth storage areas of the character ID storage unit correspond to the second storage area of the selected deck information storage unit, and the eleventh to fifteenth storage areas of the character ID storage unit correspond to the third storage area of the selected deck information storage unit.
[0087] If the normal mode is selected, the character ID is stored in the first to fifth storage areas based on the deck information stored in the first storage section of the selected deck information storage section. If the special mode is selected, the character ID is stored in the first to fifth storage areas based on the deck information stored in the first storage section of the selected deck information storage section, the character ID is stored in the sixth to tenth storage areas based on the deck information stored in the second storage section of the selected deck information storage section, and the character ID is stored in the eleventh to fifteenth storage areas based on the deck information stored in the third storage section of the selected deck information storage section.
[0088] When the normal mode setting screen and the special mode setting screen are displayed, an identification image 58 is displayed in each corresponding setting area based on the character ID stored in each storage area of the character ID storage unit. Also, when the special mode setting screen is displayed, area attribute information is acquired, and a notification image 60 is displayed in each setting area based on the acquired area attribute information.
[0089] Furthermore, when the left deck display area 52, the middle deck display area 54, or the right deck display area 56 is tapped on the special mode setting screen shown in Fig. 6A, the character ID corresponding to the tapped display area is acquired from the character ID storage unit. Then, based on the acquired character ID, an identification image 58 is displayed in each selection area of the deck selection screen shown in Fig. 6C.
[0090] Furthermore, when the deck selection screen is displayed, area attribute information corresponding to the tapped display area on the special mode setting screen is acquired, and the notification image 60 is displayed in each selection area based on the acquired area attribute information. For example, when the middle deck display area 54 is tapped, five area attribute information items from the sixth setting area 54a to the tenth setting area 54e among the area attribute information corresponding to the selected song number are acquired, and the notification image 60 is displayed in each selection area based on this area attribute information.
[0091] In addition, when the selection area is pressed and held while the deck selection screen is displayed, the character selection screen may be displayed and the character may be changed on the character selection screen. In this case, the deck information in the deck information storage unit is changed, and the character ID in the character ID storage unit is changed based on the changed deck information.
[0092] As described above, in the preparation stage of the rhythm game, a special mode setting screen (setting screen) including a plurality of setting areas is displayed. In this special mode setting screen, the player can change the deck or the character. In the special mode setting screen, one of a plurality of identification images 58 provided corresponding to each of a plurality of character IDs is displayed in the setting area based on the player's operation. At this time, in the special mode setting screen, a notification image 60 notifies which of the plurality of setting areas is an object display area.
[0093] Also, a deck selection screen is displayed on which deck information including a predetermined number (here, five) of character IDs equal to or greater than two can be selected. Based on the deck information selected on this deck selection screen, an identification image 58 is displayed in the setting area of the special mode setting screen. Also, on the deck selection screen, an identification image 58 displayed in the object display area on the special mode setting screen is notified.
[0094] By the above process, even if the characters used in the rhythm game and the characters appearing in the music video are partially different, the player can appropriately select a music video that suits his / her taste.
[0095] (Explanation of the rhythm game) Next, the content of the rhythm game will be described using an example. Note that, hereinafter, the rhythm game in normal mode will be described first, and then the rhythm game in special mode will be described.
[0096] (Normal mode rhythm game content) Fig. 8 is a diagram illustrating an example of a rhythm game in normal mode. During the rhythm game, music is output from a speaker, which is a type of output unit 24 in the player terminal 1. Although not shown in Fig. 8, a music video featuring characters is played and displayed on the touch panel 26 in time with the music output from the speaker.
[0097] Although detailed explanation is omitted, a music video is a game screen generated corresponding to a game type (music), a game mode, a type such as 2D or 3D, and an image quality such as high image quality or low image quality. In other words, multiple music videos are generated for one game type. The player can set information for specifying the music video to be generated in advance on a predetermined menu screen.
[0098] In the rhythm game in normal mode, five target objects are displayed at the bottom of the touch panel 26. Here, the target objects displayed in the rhythm game in normal mode are a first target object 70a, a second target object 70b, a third target object 70c, a fourth target object 70d, and a fifth target object 70e.
[0099] Each target object is displayed superimposed on the music video. The target objects are set to have a higher priority than the music video, and are always displayed in front of the music video image. Furthermore, five common target coordinates are set in the rhythm game in normal mode, regardless of the song, i.e., the game type. The five target objects are displayed on the touch panel 26 within a certain range centered on one of the target coordinates. Therefore, the central positions of the five target objects shown in FIG. 8 respectively become the five target coordinates.
[0100] Specifically, the coordinate in the left-right direction in Fig. 8 is defined as the x coordinate, and the coordinate in the up-down direction is defined as the y coordinate. The five target coordinates are set to be equally spaced apart from one another in the x-axis direction, and all of the target coordinates have the same y coordinate. In other words, the five target coordinates are set to have different x coordinates and the same y coordinates.
[0101] Here, the identification images 58 are displayed as target objects. In other words, the identification images 58 themselves can be said to be target objects. The five identification images 58 are determined based on the character IDs set in the character ID storage unit (see FIG. 7C). At the start of the rhythm game in normal mode, character IDs are set in the first to fifth storage areas. The first to fifth storage areas of the character ID storage unit correspond to the first to fifth target objects 70a to 70e, respectively.
[0102] Therefore, for example, an identification image 58 corresponding to the character ID stored in the third memory area of the character ID storage unit is displayed as the third target object 70c, and an identification image 58 corresponding to the character ID stored in the fifth memory area of the character ID storage unit is displayed as the fourth target object 70d.
[0103] Although the five target objects are spaced apart from one another in the x-axis direction, the target objects themselves may touch one another, but in this case, it is desirable for the player to be able to distinguish the boundary between two adjacent target objects.
[0104] Moreover, the above-mentioned target coordinates are the position where the note N will reach. In a rhythm game, a plurality of types of notes N are displayed moving from the top to the bottom of the touch panel 26, and eventually reach one of the target coordinates. In other words, a note N always corresponds to one of the target coordinates, and the note N moves toward the corresponding target coordinates. In a rhythm game, when a target object is operated, a predetermined sound (hereinafter referred to as an operation sound) is output for a moment. When the operation sound is output at the timing when the note N reaches the target coordinates (target object), an impression is given that the performance is in sync with the music.
[0105] In this embodiment, five types of notes N are provided: tap notes TN, flick notes FN, first slide notes SNh, intermediate slide notes SNm, and last slide notes SNe. Here, a group including the first slide notes SNh and the last slide notes SNe is called a slide note group SN.
[0106] All notes N displayed in the rhythm game in normal mode are perfectly circular, and all of their display areas are the same. All five target objects displayed in normal mode are also perfectly circular, and all of their display areas are the same as notes N. Thus, all notes N and target objects displayed in the rhythm game in normal mode are the same shape. However, the shapes and display areas of notes N and target objects may differ depending on the type.
[0107] Each note N is associated with an operation mode, and the player is required to perform an operation corresponding to the note N at a predetermined timing. Specifically, a tap note TN is associated with a tap operation as an operation mode. Note that a tap operation in this embodiment means the start of a new operation input (contact) to the touch panel 26 serving as the input unit 22. Therefore, in this embodiment, for example, when the touch panel 26 is pressed and held, the start of this long press operation is also included in the tap operation.
[0108] A flick operation is associated with the flick note FN as an operation mode. Here, when an operation is detected in which a predetermined distance is continuously moved in the x-axis direction within a certain time and a predetermined target coordinate is exceeded in the x-axis direction, it is determined that a flick operation has been input. However, the conditions for determining whether a flick operation has been input are not limited to this and can be set appropriately. As shown in the figure, an arrow indicating left or right is displayed on the flick note FN, and the direction of the flick operation is notified to the player.
[0109] The first slide note SNh is associated with a tap operation as an operation mode. The middle slide note SNm is associated with a continuous operation as an operation mode. In this embodiment, the continuous operation refers to a long press operation that is detected continuously without interruption, and the operation detection positions of two consecutive operations are within a certain range of the touch panel 26. Therefore, for example, when contact is maintained simultaneously at multiple different positions on the touch panel 26, the operation positions detected continuously will exceed the certain range, and therefore these multiple operations are not determined to be continuous operations.
[0110] The last slide note SNe is associated with a continuation end operation as an operation mode. In this embodiment, the continuation end operation refers to the end of the continuation operation, that is, the long press operation. Therefore, a continuation end operation always precedes a continuation operation, and a tap operation always precedes a continuation operation.
[0111] The slide note group SN is composed of a plurality of notes N that differ in the timing at which they start displaying on the touch panel 26, the timing at which they reach the target coordinates, and the timing at which they are erased from the touch panel 26. In the slide note group SN, the note N that is displayed first, i.e., the leading note N, becomes the leading slide note SNh, and the note N that is displayed last, i.e., the last note N, becomes the final slide note SNe.
[0112] If the slide note group SN includes three or more notes N, the notes N between the first slide note SNh and the last slide note SNe are intermediate slide notes SNm. In this way, the slide note group SN includes at least the first slide note SNh and the last slide note SNe.
[0113] The first slide note SNh, the middle slide note SNm, and the last slide note SNe all have the same display form as the tap note TN (white perfect circle shape). However, the notes N that make up the slide note group SN are connected by a slide guide SG. The slide guide SG is displayed across two consecutive notes N, and moves together with the notes N.
[0114] Therefore, the slide guide SG can be said to suggest the slide direction and the optimal movement speed to the player. Also, the slide guide SG enables the player to distinguish the tap note TN from the first slide note SNh, the middle slide note SNm, and the last slide note SNe.
[0115] As described above, the notes N are objects (displays) that instruct the player on the operation mode, operation timing, and operation position, and in a rhythm game, the player is required to input operations according to the notes N. Also, a judgment interval is set for each note N, and when an operation corresponding to the note N is input within the judgment interval for a target object that the note N reaches, a score is awarded based on the input timing. The points thus acquired are accumulated, and the accumulated points are notified by the score bar 72a provided at the top of the touch panel 26.
[0116] A life bar 72b is also provided on the upper part of the touch panel 26. The life bar 72b visually displays the remaining life value of the deck, and when the life value reaches 0, the rhythm game ends. The life value decreases if an operation corresponding to a note N is not input at the appropriate time. Some characters have the ability to increase their life value by satisfying a certain condition, and when such a character is organized in the deck, the life value may also increase.
[0117] (Special mode rhythm game content) Next, the special mode rhythm game will be described. Fig. 9A is a diagram for explaining an example of the special mode rhythm game. Fig. 9B is a diagram for explaining an example of specific notes. In the special mode rhythm game, as in the normal mode, music is output from the speaker during the rhythm game, and a music video is played and displayed on the touch panel 26 in sync with the music output from the speaker.
[0118] At this time, as shown in Fig. 9A, many characters (character objects, indicated by the symbol Cha in Fig. 9A) appear in the music video. The characters that appear in the music video are characters that correspond to the identification images 58 displayed in the object display area on the special mode setting screen (see Fig. 6A) before the rhythm game starts. Note that, for convenience of explanation, in Fig. 9B, the characters that appear in the music video are shown by dashed lines.
[0119] In addition, in the special mode rhythm game, 15 target objects are displayed at the bottom of the touch panel 26. Here, the target objects displayed in the special mode rhythm game are referred to as n-th target objects (n is an integer from 1 to 15). Here, the first target object is arranged on the leftmost side of the touch panel 26, and n increases toward the right. In addition, the n-th target objects are described with the reference numerals 80a to 80q, respectively, as shown in the figure. The roles, purposes, and functions of the target objects are common to the normal mode and the special mode. Therefore, in the following, in order to avoid redundant description, only the differences between the special mode and the normal mode will be described with respect to the target objects.
[0120] In the special mode rhythm game, 15 common target coordinates are set regardless of the music, i.e., the game type. The 15 target objects are displayed on the touch panel 26 within a certain range centered on one of the target coordinates. Therefore, the center positions of the 15 target objects shown in FIG. 9A are the target coordinates of the 15 objects. The 15 target coordinates are set at equal intervals from each other in the x-axis direction, and have the same y-coordinate.
[0121] Here, an identification image 58 is displayed as a target object. The identification image 58 as a target object is determined based on a character ID set in a character ID storage unit (see FIG. 7C). At the start of the rhythm game in the special mode, character IDs are set in the first to fifteenth storage areas of the character ID storage unit. The first to fifteenth storage areas of the character ID storage unit correspond to the first to fifteenth target objects 80a to 80q, respectively.
[0122] Therefore, for example, an identification image 58 corresponding to the character ID stored in the first memory area of the character ID storage unit is displayed as the first target object 80a, and an identification image 58 corresponding to the character ID stored in the tenth memory area of the character ID storage unit is displayed as the tenth target object 80j.
[0123] Although the 15 target objects are spaced apart from one another in the x-axis direction, the target objects themselves may touch one another, but in this case, it is desirable for the player to be able to distinguish the boundary between two adjacent target objects.
[0124] In the special mode, there are more target coordinates (target objects) than in the normal mode, so the distance between adjacent target coordinates (target objects) is smaller. In addition, the display area of each target object is smaller than in the normal mode. As a result, it becomes difficult for the player to properly control the target objects, and the player's sense of control is impaired. Therefore, in order to prevent such a decrease in the sense of control, the rhythm game in the special mode has specific notes (specific objects) that are different from those in the normal mode.
[0125] 9B, the specific notes include a tap note 82, a first slide note 84h, an intermediate slide note 84m, a last slide note 84e, and a flick note 86. The above-mentioned tap notes TN, flick notes FN, first slide notes SNh, intermediate slide notes SNm, and last slide notes SNe all have the same shape as the target object.
[0126] In contrast, the width of a specific note spans multiple target coordinates and target objects. A specific note corresponds to multiple target coordinates arranged consecutively in the x-axis direction, and is displayed by moving from a predetermined display start position, reaching multiple target coordinates simultaneously.
[0127] In this way, all of the target coordinates (target objects) that the specific notes reach simultaneously are areas where the player's operation is valid. Therefore, the area where the player's operation is valid for the specific notes is wider than that of the target objects. This improves the player's operational feel even when many target objects are set.
[0128] In addition, one slide note group SN may include multiple specific notes with different widths, as shown in Fig. 9B, or may be composed of only specific notes with the same width. In the special mode, not only specific notes but also tap notes TN and flick notes FN with the same shape as the target object may appear, as shown in Fig. 9B.
[0129] However, in the special mode, the range in the x-axis direction in which the operation is valid for the tap notes TN and flick notes FN is set wider than in the normal mode. Note that in the special mode, only specific notes may appear, or specific notes associated with flick operations may be provided.
[0130] In this embodiment, the game mode is switched between a special mode (first game mode) in which specific notes may appear and a normal mode (second game mode) in which fewer target objects are displayed than in the special mode. In the normal mode, only notes N (non-specific objects) that reach only one target coordinate from the display start position are displayed moving, and specific notes (specific objects) do not appear in the normal mode. However, specific notes may appear in the normal mode as well.
[0131] Fig. 10 is a diagram for explaining an example of a result display screen. When the rhythm game ends, a result display screen as shown in Fig. 10 is displayed on the touch panel 26. In the rhythm game, the parameters of the characters used in the rhythm game increase based on the total points acquired and the points for each identification image 58 (target object). At this time, if the parameters of any of the characters exceed a threshold value, a predetermined animation is displayed.
[0132] In the normal mode rhythm game, various parameters of five characters are displayed on the result display screen. In contrast, the result display screen in the special mode rhythm game consists of three result pages. A result page is provided for each deck used in the rhythm game. The structure of each result page is as shown in Figure 10, and is roughly the same as the result display screen in the normal mode rhythm game.
[0133] In the result display screen of the rhythm game in the special mode, any one of the result pages is displayed on the touch panel 26. At this time, the switching tab 48 is superimposed, and when the switching tab 48 is tapped, another result page is displayed on the touch panel 26. Also, when the parameter of a character displayed on a result page not displayed on the touch panel 26 exceeds a threshold value, "NEW" is displayed near the switching tab 48, as shown in FIG. 10. When the switching tab 48 is tapped to switch the result page, a predetermined animation is displayed immediately thereafter.
[0134] (Description of the judgment method) Next, a method of determining an operation in the normal mode and the special mode will be described. In this embodiment, the method of determining an operation differs between the normal mode and the special mode. In the following, first, a method of determining an operation in the normal mode will be described, and then a method of determining an operation in the special mode will be described.
[0135] (How to determine operations in normal mode rhythm games) Fig. 11A is a diagram for explaining a tap determination region. Fig. 11B is a diagram for explaining a slide determination region. In the normal mode, as shown in Fig. 11A, five target objects, a first target object 70a to a fifth target object 70e, are displayed based on target coordinates. The center positions of the target objects are the five target coordinates in the normal mode.
[0136] A tap judgment area, shown by cross-hatching in FIG. 11A, is set for each target coordinate. The tap judgment area includes one of the target coordinates. The target coordinate is located at the center in the x-axis direction within each tap judgment area. The width of this tap judgment area in the x-axis direction is equal to the diameter of the target object. Meanwhile, the length of the tap judgment area in the y-axis direction is greater than the diameter of the target object. Here, the tap judgment area including the first target object 70a is defined as the first tap judgment area, and each of the tap judgment areas including the second target object 70b to the fifth target object 70e is defined as the n-th tap judgment area (n is an integer from 2 to 5).
[0137] In the normal mode, when an operation is input to the touch panel 26, first, the operation mode of the input operation is identified. At this time, if the input operation is identified as a tap operation, it is determined whether the position is included in any of the tap determination areas, and a lane is identified based on the determination result. Note that the lane has a one-to-one correspondence with the target coordinates, and here, five lanes are provided from the first lane to the fifth lane.
[0138] Specifically, when the input operation is identified as a tap operation and its position is determined to be included in the first tap judgment area, the first lane is identified. Similarly, when the position of the tap operation is determined to be included in each of the second tap judgment area to the fifth tap judgment area, the nth lane (n is an integer from 2 to 5) is identified. Note that when the position of the tap operation is determined to be not included in any of the tap judgment areas, the operation is treated as invalid.
[0139] In addition, a slide determination area, which is hatched in FIG. 11B, is set for each target coordinate. The slide determination area includes one of the target coordinates. The width of the slide determination area in the x-axis direction is larger than the diameter of the target object. In other words, the width of the slide determination area in the x-axis direction is larger than the width of the tap determination area in the x-axis direction.
[0140] Moreover, the length of the tap determination area in the y-axis direction is greater than the diameter of the target object. Note that here, the length of the slide determination area in the y-axis direction is equal to the length of the tap determination area in the y-axis direction. Therefore, the slide determination area has a larger area than the tap determination area. However, the lengths of the slide determination area and the tap determination area in the y-axis direction may be different from each other.
[0141] In the following, the slide judgment area including the first target object 70a is referred to as the first slide judgment area, and each of the slide judgment areas including the second target object 70b to the fifth target object 70e is referred to as the nth tap judgment area (n is an integer from 2 to 5).
[0142] When it is determined that a continuation operation or a continuation end operation has been performed on the touch panel 26, it is determined whether the position is included in any of the slide determination areas, and the lane is identified based on the determination result. Specifically, when the input operation is determined to be a continuation operation or a continuation end operation, and the position is determined to be included in the first slide determination area, the first lane is identified.
[0143] Similarly, if it is determined that the position of the continuation operation or the continuation end operation is included in the second to fifth slide judgment regions, respectively, the nth lane (n is an integer from 2 to 5) is specified. Note that if it is determined that the position of the continuation operation or the continuation end operation is not included in any of the slide judgment regions, the operation is treated as invalid.
[0144] In this way, when an operation is input during a rhythm game in normal mode, the type of operation is identified, and a lane is identified based on the judgment area set for each type of operation. Then, when a lane is identified, notes to be judged are extracted based on the note extraction information provided for each lane.
[0145] FIG. 12 is a diagram for explaining note extraction information and judgment criteria information. At the start of a rhythm game in normal mode, note extraction information is stored in the storage device 12. Note extraction information is provided for each song (game type) of the rhythm game in normal mode. In the note extraction information, the type of note N (note information) is associated with the elapsed time from the start of the rhythm game. This note extraction information is provided for each lane.
[0146] In the note extraction information, the number of frames displayed on the touch panel 26 is set as the elapsed time. The number of frames per unit time, i.e., the frame update interval, is not limited, but for example, the number of frames per second is 30 to 60.
[0147] In the example shown in Fig. 12, in the note extraction information of the first lane, the first slide note information indicating the first slide note SNh is stored in frames 110 to 130. In addition, in the note extraction information of the first lane, the last slide note information indicating the last slide note SNe is stored in frames 150 to 170.
[0148] Although the details will be described later, a reference point is set for each note information. The reference point is the number of frames from the start of the rhythm game, and for example, 120 frames is set as the reference point for the first slide note information of the first lane. The reference point is referred to when extracting note information, and if the reference point is within a predetermined number of frames from the timing when the operation is input, the operation and note information are associated with each other.
[0149] In addition, in the note extraction information of the second lane, intermediate slide note information indicating the intermediate slide note SNm is stored in frames 135 to 145. The first slide note SNh and the last slide note SNe of the first lane and the intermediate slide note SNm of the second lane constitute one slide note group SN.
[0150] In addition, in the note extraction information of the fifth lane, tap note information indicating the tap note TN is stored in frames 115 to 135 and frames 127 to 147. In this way, in one lane, some of the note information may be stored in the same frame.
[0151] For example, suppose that an operation performed during a rhythm game in normal mode is identified as a tap operation and the fifth lane is identified. In this case, the number of frames (elapsed time) from the start of the rhythm game is obtained, and from among the note information present in the fifth lane, one piece of note information whose reference point is within a predetermined number of frames before and after the number of frames at the time of inputting the operation is extracted.
[0152] The predetermined number of frames can be set as appropriate, but here, 10 frames are set as the predetermined number of frames. Therefore, if there is a reference point of any note information within 10 frames before or after the current frame, the earliest note information (the note information with the smallest number of frames) among the note information is specified as the object of judgment. If there is no note information within 10 frames before or after the current frame, the operation does not correspond to any note N, that is, it is treated as invalid.
[0153] When any note information is specified as a judgment target in the above manner, a timing judgment process is then performed based on the judgment criterion information. A judgment section including a reference point is set in the judgment criterion information. Then, the judgment section is derived based on the difference between the reference point and the timing at which the operation is input.
[0154] For example, 110 frames are set as the reference point for the Tap Notes TN of the third lane. Here, 10 frames before and after the reference point, i.e., 20 frames, are set as the judgment section of the Tap Notes TN. The judgment section is divided into a first judgment section to a fifth judgment section. Specifically, the first judgment section is within two frames before and after the reference point, the second judgment section has a difference of 3 or 4 frames from the reference point, the third judgment section has a difference of 5 or 6 frames from the reference point, the fourth judgment section has a difference of 7 or 8 frames from the reference point, and the fifth judgment section has a difference of 9 or 10 frames from the reference point.
[0155] The judgment section may differ depending on the note N, or may be common to all notes N. Furthermore, the number of judgment sections provided within a judgment section and the number of frames in each judgment section may be common to all notes N, or may differ depending on the note N.
[0156] Here, the first to fourth judgment intervals of Tapnotes TN are classified as success judgments, and the fifth judgment interval is classified as failure judgment. If the timing judgment result is a success judgment, the player is given points, and if the judgment result is a failure judgment, no points are given. Also, the smaller the difference between the reference point and the timing at which the operation was input, the higher the points given to the player. Therefore, if the judgment result is the first judgment interval, the highest points are given, and thereafter, the points given decrease in the order of the second judgment interval, the third judgment interval, and the fourth judgment interval.
[0157] As described above, the note information that has been specified as a judgment target and has undergone timing judgment processing is erased from the note extraction information in the storage device 12. Therefore, the same note information is not specified as a judgment target more than once, and timing judgment processing is performed only once for one note information. Therefore, even if the judgment is unsuccessful, the note information specified as a judgment target is erased, and the same note information is not extracted as a judgment target again.
[0158] In this embodiment, the note information specified as a target for judgment is deleted, but information for identifying whether or not the note information has been specified as a target for judgment may be held for each note information.
[0159] (How to judge operations in special mode rhythm games) Next, a method of determining an operation in the special mode will be described. FIG. 13A is a first diagram for describing the valid determination area VA, and FIG. 13B is a second diagram for describing the valid determination area VA. In the special mode, as shown in FIG. 13A, 15 target objects from the first target object 80a to the fifteenth target object 80q are displayed based on target coordinates. The center positions of the target objects become the fifteen target coordinates in the special mode. Here, the target coordinates at which the center of the first target object 80a is located are called the first target coordinates, and the target coordinates at which the centers of the second target object 80b to the fifteenth target object 80q are located are called the nth target coordinates (n is an integer from 2 to 15).
[0160] In the special mode, a valid judgment area VA is set for each note N. In Fig. 13A and Fig. 13B, the valid judgment area VA is indicated by hatching. This valid judgment area VA is set based on the target coordinates that the note N will reach. For example, the tap note TN shown in Fig. 13A is displayed moving so as to reach the 13th target coordinates (13th target object 80n).
[0161] The validity judgment area VA of this tap note TN has a larger range in the y-axis direction than the thirteenth target object 80n. Here, the range in the y-axis direction of the validity judgment area VA is common to all notes N and is equal to the range in the y-axis direction of the tap judgment area and the slide judgment area in normal mode. However, the range in the y-axis direction of the validity judgment area VA may be different for each note N, and may be different from the range in the y-axis direction of the tap judgment area and the slide judgment area.
[0162] The valid judgment area VA of the tap note TN has an x-axis range spanning from the display area of the twelfth target object 80m to the display area of the fourteenth target object 80p. In other words, the valid judgment area VA of the tap note TN includes at least the target object corresponding to the target coordinates reached by the tap note TN, the target object corresponding to the target coordinates adjacent to the target coordinates reached by the tap note TN, and the area between these target objects.
[0163] 13A is a specific note that reaches the fourth target object 80d to the eighth target object 80h simultaneously. That is, the tap note 82 has five target coordinates set as arrival positions from the fourth target coordinate to the eighth target coordinate, and reaches these five target coordinates simultaneously.
[0164] The range in the x-axis direction of the valid judgment area VA of the tap note 82 spans from the display area of the third target object 80c to the display area of the ninth target object 80i. In other words, in the tap note 82, the range in the x-axis direction of the valid judgment area VA is set to the display area of the target object immediately adjacent to the target object to be reached.
[0165] 13B is displayed moving to reach the 12th target coordinates (12th target object 80m). The validity judgment area VA of this flick note FN has a larger range in the y-axis direction than the 12th target object 80m. The validity judgment area VA of the flick note FN has a range in the x-axis direction that spans from the display area of the 11th target object 80k to the display area of the 13th target object 80n.
[0166] 13B is a specific note that reaches the third target object 80c to the seventh target object 80g simultaneously. That is, the flick note 86 has five target coordinates set as arrival positions from the third target coordinate to the seventh target coordinate, and reaches these five target coordinates simultaneously.
[0167] The range in the x-axis direction of the valid judgment area VA of the flick note 86 spans from the display area of the second target object 80b to the display area of the eighth target object 80h. That is, in the flick note 86, the range in the x-axis direction of the valid judgment area VA is set to the display area of the target object immediately adjacent to the reached target object.
[0168] In the special mode, the width of the flick note 86 in the x-axis direction varies. That is, in the special mode, the movement distance of the flick operation to be input varies depending on the width of the flick note 86, in other words, the number of target coordinates to which the flick note 86 is associated.
[0169] In this way, the valid judgment area VA of a specific note includes at least a plurality of target objects corresponding to the target coordinates reached by the specific note, and the area between these plurality of target objects. Furthermore, in this embodiment, the valid judgment area VA of a specific note includes at least the target object corresponding to the target coordinates reached by the specific note, the target object corresponding to the target coordinates adjacent to the target coordinates reached by the specific note, and the area between these target objects. Therefore, the valid judgment area VA can be said to be an area that includes at least the line segment that connects the target coordinates corresponding to the specific note at the shortest distance.
[0170] Here, the valid judgment area VA is set based on the corresponding area. The corresponding area is set for each target coordinate, and here, it is centered on the target coordinate and includes at least the intermediate position between the target coordinate and the target coordinate located one position away. In this embodiment, since adjacent target objects are separated from each other, the center position of the gap between the adjacent target objects becomes the boundary of the corresponding area. Therefore, the corresponding area is larger than the target object. The valid judgment area VA is set without gaps in the x-axis direction by connecting the corresponding areas set for each target coordinate.
[0171] FIG. 14 is a diagram for explaining the target note extraction information. At the start of a special mode rhythm game, the target note extraction information is stored in the storage device 12. The target note extraction information is provided for each song (game type) of the special mode rhythm game. In the target note extraction information, the elapsed time (number of frames) from the start of the rhythm game is associated with the type of note N (note information). As shown in FIG. 14, according to the target note extraction information, multiple pieces of note information may be associated with one frame number.
[0172] At the start of the special mode rhythm game, the above-mentioned judgment criterion information and valid judgment area information are stored in the storage device 12. The valid judgment area information is provided for each piece of target note extraction information, and the valid judgment areas VA of all note information included in the target note extraction information are stored.
[0173] When a tap operation is input during a rhythm game in a special mode, the earliest note information having a reference point within a predetermined number of frames before and after the current frame is extracted based on the target note extraction information. If no note information is extracted at this time, the tap operation is invalid.
[0174] On the other hand, when note information is extracted, it is assumed that the extracted note information is tap note information or leading slide note information corresponding to the tap operation. In this case, it is determined whether the operation position of the tap operation is within the valid judgment area VA of the note information. If the operation position is within the valid judgment area VA, this note information is specified as the judgment target, and the same timing judgment process as above is performed. In this timing judgment process, as in the normal mode, any one of the first judgment section to the fifth judgment section is derived as the judgment result.
[0175] On the other hand, if the extracted note information corresponds to a tap operation but it is determined that the operation position of the tap operation is not within the validity determination area VA of the note information, the next note information is extracted. That is, based on the target note extraction information, the note information that has a reference point within a predetermined number of frames before and after and is second in the display order (the note information next to the first note information extracted earlier) is extracted.
[0176] In addition, even if the extracted note information does not correspond to a tap operation, specifically, if the extracted note information is intermediate slide note information, final slide note information or flick note information, the note information that has a reference point within a specified frame before or after and is second in display order is extracted based on the target note extraction information.
[0177] If the second note information corresponds to a tap operation and the operation position of the tap operation is within the valid judgment area VA of the note information, the second note information is specified as the judgment target. If the second note information is not specified as the judgment target, the above process is repeated until any note information is specified as the judgment target. At this time, if none of the note information is specified as the judgment target, the tap operation is invalid.
[0178] FIG. 15A is a first diagram for explaining the operation information storage unit, and FIG. 15B is a second diagram for explaining the operation information storage unit. The storage device 12 is provided with an operation information storage unit for storing operation information. Here, operation position information and judgment target information are stored as the operation information. The operation information storage unit is provided with four storage areas from a first storage area to a fourth storage area. Each storage area stores operation information related to an operation input to the touch panel 26. Here, since four storage areas are provided, operations at four different locations can be accepted simultaneously. Note that the number of storage areas is not limited to four, and may be one or a number other than four.
[0179] Each storage area is further divided into ten operation position information storage sections and one judgment target information storage section. A judgment of whether an operation is input to the touch panel 26, that is, an input judgment process for identifying an operation on the touch panel 26, is performed every frame, and when an operation input is detected, operation position information is stored in each operation position information storage section. That is, the operation position information storage section is updated every frame. Since ten operation position information storage sections are provided in each storage area, for example, when a continuing operation is input, operation position information (x coordinate, y coordinate) of the operation detected in the most recent 10 frames is stored for the continuing operation. In Fig. 15A and Fig. 15B, 0F indicates the current frame, and -1F to -9F indicate frames 1 to 9 before. Also, the operation information storage section in Fig. 15B indicates a state in which the operation information storage section in Fig. 15A is updated in the next frame.
[0180] For example, as shown in Fig. 15A, assume that operation information is stored in the first and third storage areas of the operation information storage unit, and operation information is not stored in the second and fourth storage areas. The example shown in the first storage area of Fig. 15A indicates that an operation (continuous operation) has been continuously input from at least 9 frames before to the present. Also, the example shown in the third storage area of Fig. 15A indicates that an operation (continuous operation) has been continuously input from 4 frames before to the present.
[0181] In the input determination process, first, the operation position information stored in the operation position information storage unit corresponding to 9 frames back is erased. Then, as shown in the first storage area in Fig. 15A and Fig. 15B, each operation position information stored in each operation position information storage unit corresponding to 0 frames to 8 frames back is shifted to the operation position information storage unit corresponding to 1 frame back to 9 frames back.
[0182] Then, on the touch panel 26, it is detected whether an operation input has been made, and if an operation input has been made, the operation position information (x coordinate and y coordinate) is acquired. If operations are made simultaneously at different positions, multiple pieces of operation position information are acquired. At this time, the acquired operation position information is compared with operation position information shifted to the operation position information storage unit corresponding to the previous frame. Then, if there is no operation position information whose difference with the acquired operation position information is within a predetermined range, the note information to be determined is extracted as described above based on the target note extraction information.
[0183] Then, when the note information to be judged is specified, a timing judgment process is performed. At this time, as shown in FIG. 15B, new operation position information is stored in the operation position information storage section corresponding to the 0th frame in the blank storage area (here, the second storage area). Also, the note information specified as the judgment target is stored in the judgment target information storage section. Note that, when the note information to be judged is the first slide note SNh, the middle slide note SNm, or the last slide note SNe, information identifying the slide note group SN including the note information is stored as the judgment target information.
[0184] It should be noted that even if a new operation is input, if the note information to be judged is not specified, the operation information corresponding to that operation is not stored in the operation information storage unit.
[0185] Also, if the difference between the acquired operation position information and the operation position information shifted to the operation position information storage unit corresponding to the previous frame is within a predetermined range, the operation position information is stored in the operation position information storage unit corresponding to the 0th frame in the same storage area as the operation position information to be compared.
[0186] For example, assume that the operation position information is stored in the first storage area of the operation information storage unit as shown in Fig. 15A. In this case, in the next frame, as shown in Fig. 15B, each piece of operation position information stored in the operation position information storage unit from 0 frame to 8 frames before in Fig. 15A is shifted to the operation position information storage unit from 1 frame before to 9 frames before.
[0187] Then, the operation position information whose difference from the operation position information of the previous frame in the first storage area is within a predetermined range is stored in the operation position information storage section in the first storage area corresponding to frame 0. In this way, the operation position information is continuously stored in one storage area without interruption, and thus it is determined that a continuous operation is being performed.
[0188] Also, for example, assume that the operation position information in the third storage area is shifted as shown in Figures 15A and 15B. At this time, if the difference between the operation position information in the third storage area and the operation position information in the previous frame is not within a predetermined range, the new operation position information is not stored in the operation position information storage section corresponding to the 0th frame in the third storage area.
[0189] In this way, it is determined that the continuation operation has ended, that is, a continuation end operation has been performed, because the operation position information is stored in the operation position information storage section corresponding to the previous frame and the operation position information is not stored in the operation position information storage section corresponding to frame 0. In this case, all the operation position information and the judgment target information stored in the third storage area are erased.
[0190] When it is determined that a continuation operation or a continuation end operation has been performed as described above, it is determined whether the operation position is within the judgment section of the note information stored in the judgment target information storage unit and within the valid judgment area VA. If the operation position is within the judgment section and within the valid judgment area VA, the timing judgment process is performed in the same manner as described above.
[0191] In rhythm games, the score is calculated based on the result of the timing judgment process. As described above, the judgment section is divided into the first judgment section to the fifth judgment section, and among these, the first judgment section to the fourth judgment section are judged as successful. Then, a score is awarded for each note N for which a success judgment has been made. At this time, the smaller the difference between the reference point and the timing at which the operation is input, the higher the score awarded. In this way, the score awarded for a note N for which a success judgment has been made is called a score bonus.
[0192] In addition, in this embodiment, a combo bonus is awarded in addition to the score bonus. The combo bonus is awarded when success determinations are made a predetermined number of times or more in succession. The number of consecutive success determinations for awarding the combo bonus can be a predetermined number of times or more. The combo bonus may be greater as the difference between the reference point and the timing at which the operation is input is smaller. For example, the combo bonus may be greatest when it is determined that the operation input is within the first determination section, and may be least when it is determined that the operation input is within the fourth determination section. However, the combo bonus may be awarded uniformly regardless of the determination section. Also, for example, the combo bonus may be awarded only when the number of times that the operation input is determined to be within the first determination section or the second determination section or more in succession is greater than or equal to a predetermined number.
[0193] During the rhythm game, special skills are activated based on the game media organized in the deck. Special skills in this embodiment are also generally referred to as skills. As described above, each game medium is linked to a special skill that is activated during the rhythm game. In addition, a utility is linked to the special skill. Therefore, it can be said that a utility is linked to the game medium. In the rhythm game, a success determination is made for note N while the special skill is being activated, thereby providing the utility linked to the special skill. Note that activation of a special skill means that the special skill is in its effective period. Therefore, the utility linked to the special skill is provided only while the special skill is being activated.
[0194] FIG. 16 is a diagram for explaining an example of a special skill. In this embodiment, a plurality of types of special skills are provided, and one or more special skills are linked to each game medium. In addition, in the game medium, a utility that occurs when a success determination is made for a note N is set for each special skill. In addition, a condition for activating the special skill is linked to the game medium.
[0195] For example, a game medium to which the skill "score bonus" is linked is linked to a utility brought about by the skill "score bonus." Here, the utility of the skill "score bonus" is to increase the score bonus when the operation input is determined to be within the first judgment section or the second judgment section. In the rhythm game, a score bonus, i.e., points, are awarded each time a success judgment is made. This point is highest when the operation input for note N is determined to be within the first judgment section, and is lowest when it is determined to be within the fourth judgment section.
[0196] For example, according to the special skill "score bonus," if the operation input is determined to be within the first judgment interval, the score bonus increases by 10 to 15%, and if the operation input is determined to be within the second judgment interval, the score bonus increases by 5 to 10%. The percentage by which the score bonus increases varies depending on the game medium. For example, there are game media in which the score bonus increases by 15% when the operation input is determined to be within the first judgment interval, and game media in which the score bonus increases by 10%. In this way, even if the special skill "score bonus" is the same, its utility varies depending on the game medium.
[0197] In addition, for the game medium to which the special skill "score bonus" is linked, activation interval, activation probability, and activation time are set as activation conditions for the special skill "score bonus". The activation interval is the time from when the activation of the special skill ends until the next time it can be activated. Here, an activation interval of 4 to 13 seconds is set for each game medium. The activation probability is the probability that the special skill will be activated. When it is time to activate the special skill, an activation lottery is executed to determine whether or not to activate the special skill. If the activation lottery is won, the special skill is activated. Therefore, if the activation lottery is not won, the special skill will not be activated even at the time when it is possible to activate the special skill.
[0198] The probability of winning the activation lottery, i.e., the activation probability, is divided into three patterns: "high," "medium," and "low." The activation probabilities of "high," "medium," and "low" are each predetermined probabilities. As an example, the activation probability of "high" may be 80%, "medium" may be 60%, and "low" may be 40%. Each game medium is set with an activation probability of either "high," "medium," or "low."
[0199] The activation time is the time that the skill is activated each time. The activation time can also be said to be the effective time of the skill. Here, the activation time is set to one of 1 to 10 seconds for each game medium.
[0200] If the activation lottery is won at a timing when the special skill can be activated, the special skill will be in an activated state, i.e., in an effective period, for the activation time set for each game medium. Then, when the activation time has elapsed, the activation state of the special skill will end. In addition, the activation lottery is executed at each activation interval set for each game medium. The activation interval is set longer than the activation time, and the activation lottery is executed at each activation interval. Therefore, after the activation state of the special skill ends, the special skill will be maintained in an unactivated state until the next activation lottery is executed. Then, when the activation interval has elapsed since the previous activation lottery, it will be time to activate the special skill again, and the activation lottery will be executed. Note that, if the activation lottery is not won, the special skill will be maintained in an unactivated state for the activation interval.
[0201] Furthermore, the game media to which the special skill "combo bonus" is linked is also linked to the utility brought about by the special skill "combo bonus." Here, the utility of the special skill "combo bonus" is linked to the utility of increasing the combo bonus when a success determination is made. In rhythm games, a combo bonus, i.e., points, is awarded when success determinations are made consecutively. And according to the special skill "combo bonus," the points awarded increase when success determinations are made consecutively.
[0202] The percentage by which the combo bonus is increased varies depending on the game medium. For example, some game media increase the combo bonus by 15% and some game media increase the combo bonus by 10%. In this way, even if the special skill "combo bonus" is the same, its utility differs depending on the game medium.
[0203] In addition, for game media to which the special skill "Combo Bonus" is linked, the activation interval, activation probability, and activation time are set as activation conditions for the special skill "Combo Bonus" in the same manner as described above. These activation interval, activation probability, and activation time are set in advance for each game medium.
[0204] In addition, the game media to which the special skill "Life Recovery" is linked is also linked to a utility brought about by the special skill "Life Recovery." Here, the utility of the special skill "Life Recovery" is linked to a utility in which the life value is restored by a predetermined value if a success determination is made. The amount of life value restored differs depending on the game media. Also, for the game media to which the special skill "Life Recovery" is linked, similarly to the above, the activation interval, activation probability, and activation time are set for each game medium as activation conditions for the special skill "Life Recovery."
[0205] In addition, the game media to which the special skill "slide act" is linked is linked with the utility brought about by the special skill "slide act." In this case, the utility of the special skill "slide act" is linked with a 30% increase in score bonus when a slide operation, i.e., an operation input of a slide note group SN, is judged to be successful.
[0206] In addition, the game media to which the special skill "Slide Act" is linked has a function that increases the score bonus by 10% when a success judgment is made for an operation input other than a slide operation. As with the above, the special skill "Slide Act" also has activation conditions set for each game medium, such as activation interval, activation probability, and activation time.
[0207] In addition, the game media to which the special skill "Flick Act" is linked is linked with the utility brought about by the special skill "Flick Act." In this case, the utility of the special skill "Flick Act" is a 30% increase in score bonus when a success judgment is made for the operation input of a flick operation.
[0208] In addition, the game media to which the special skill "Flick Act" is linked has a function that increases the score bonus by 10% when a success judgment is made for an operation input other than a flick operation. As with the above, the special skill "Flick Act" also has activation conditions set for each game medium, such as activation interval, activation probability, and activation time.
[0209] As described above, the game medium is linked to a special skill and a utility brought about by the activation of the special skill. The utility is generated based on a predetermined judgment result (success judgment) being derived for a note N during a rhythm game. Here, the utility includes a utility that is applied to a note N for which a predetermined judgment result has been derived, such as an increase in score (points). In addition, the utility includes a utility that is generated based on a note N for which a predetermined judgment result has been derived, such as the special skill "life recovery" that provides an advantage in the progress of the rhythm game.
[0210] Note that the skills, benefits, and activation conditions shown in FIG. 16 are merely examples, and many other skills are provided. Also, a skill is always associated with at least one positive benefit that is advantageous to the player. However, some skills may be associated with negative benefits that are disadvantageous to the player in addition to the positive benefits.
[0211] For example, a specific skill is associated with one positive utility and one negative utility. The positive utility is, for example, the same as the skill "score bonus" shown in FIG. 16, and increases the score bonus by 15% when the operation input is determined to be within the first judgment section or the second judgment section. The negative utility is, for example, decreasing the combo bonus by 5%. In other words, this skill brings about a utility in which the score bonus increases but the combo bonus decreases. In this way, one skill is associated with one or more positive utilities, and depending on the type of skill, one or more negative utilities may also be associated with the skill.
[0212] Note that, here, even for the same skill, the utility or activation conditions may differ depending on the game medium. However, the utility or activation conditions associated with one skill may be common to all game media. Also, only positive utilities may be associated with a skill, and negative utilities may not be set.
[0213] In addition, here, an activation probability is set as an activation condition, and the special skill is activated if the activation lottery is won. However, the activation probability is not essential to the activation condition. For example, if only the activation interval and activation time are set as the activation condition, the special skill may always be activated at a predetermined timing.
[0214] As described above, special skills have a significant effect on the progress of the rhythm game and the final score. Therefore, the player must select the game content to be used after considering the special skills that will be activated in the rhythm game. The special skills associated with each game content can be confirmed on the character information page, as shown in FIG. 3B.
[0215] However, as mentioned above, the special skill is not always activated. Also, the timing and number of notes N reaching the target object (identification image 58) differs depending on the music (game type) of the rhythm game. Therefore, even if all five game media used in the rhythm game are the same, it may be easier or harder to obtain a high score depending on the music (game type) of the rhythm game.
[0216] For example, if a player uses a game medium to which a special skill that is activated when more notes N reach a target object is linked, the player is more likely to obtain a high score. However, during a rhythm game, it is difficult for a player performing an input operation corresponding to notes N that appear over time to confirm the timing of the activation of the special skill and the timing at which the notes N reach the target object. Therefore, in this embodiment, in order to improve the convenience of the player, a confirmation screen showing the relationship between the notes N and the activation timing of the special skill is displayed before the start of the rhythm game, i.e., outside the rhythm game.
[0217] As described above, the deck selection tab 45a and the timeline selection tab 45b are displayed on the setting screen (the normal mode setting screen (FIG. 5) and the special mode setting screen (FIG. 6A)). When the timeline selection tab 45b is tapped, a confirmation screen is displayed on the touch panel 26.
[0218] Fig. 17 is a diagram illustrating an example of a confirmation screen for normal mode. While the confirmation screen is displayed, the timeline selection tab 45b is highlighted. When the deck selection tab 45a is tapped while the confirmation screen is displayed, the confirmation screen is hidden and a setting screen is displayed. When the timeline selection tab 45b is tapped while the normal mode is selected, the confirmation screen for normal mode shown in Fig. 17 is displayed.
[0219] The confirmation screen for normal mode is provided with a timeline display area 90. The timeline display area 90 includes a first display area 90a, a second display area 90b, a third display area 90c, a fourth display area 90d, and a fifth display area 90e, which are divided into five areas in the vertical direction of the touch panel 26. The first display area 90a, the second display area 90b, the third display area 90c, the fourth display area 90d, and the fifth display area 90e each correspond to one of the five game media organized in the currently selected deck.
[0220] An identification image 46 is displayed on the left side of each of the first display area 90a, the second display area 90b, the third display area 90c, the fourth display area 90d, and the fifth display area 90e. Here, an identification image 46 showing a character linked to a game medium corresponding to each display area is displayed. That is, the first display area 90a, the second display area 90b, the third display area 90c, the fourth display area 90d, and the fifth display area 90e correspond to the character (game medium) of the identification image 46 displayed on the left side among the five game media organized in the currently selected deck.
[0221] The horizontal axis of the timeline display area 90 indicates the elapsed time from the start of the currently selected song (game type). In FIG. 17, information (timeline) at the point in time when about 1 minute to 1 minute and 15 seconds have elapsed from the start of the rhythm game is displayed in the timeline display area 90. The player can advance the elapsed time in the timeline display area 90 by inputting a leftward flick operation on the timeline display area 90. The player can also go back in time in the timeline display area 90 by inputting a rightward flick operation on the timeline display area 90. In other words, the player can check the timeline from the start to the end of the currently selected song in the timeline display area 90.
[0222] The first display area 90a, the second display area 90b, the third display area 90c, the fourth display area 90d, and the fifth display area 90e each display an activation period display bar 91. The activation period display bar 91 is configured in a horizontally long bar shape and indicates the activation period of the special skill, i.e., the validity period.
[0223] As described above, in each game medium, an activation interval and an activation time are set in advance as activation conditions for the special skill. For example, the activation interval and the activation time for the special skill of the game medium corresponding to the second display area 90b are set to 12 seconds and 7 seconds, respectively. Therefore, in the second display area 90b, as shown in the figure, the activation period display bar 91 extends in the horizontal direction of the timeline display area 90 over a length equivalent to 7 seconds. In addition, in the second display area 90b, the interval between two adjacent activation period display bars 91 is a length equivalent to 5 seconds.
[0224] In this way, the activation period display bar 91 displayed in the first display area 90a, the second display area 90b, the third display area 90c, the fourth display area 90d, and the fifth display area 90e allows the player to understand the timing of activation of the special skill for each game medium organized in the currently selected deck.
[0225] As described above, each game medium is associated with a probability of activating a special skill. If the activation lottery is won, the special skill is activated for the period shown in the activation period display bar 91 in FIG. 17. Therefore, if the activation lottery is not won, the special skill is not activated even during the period shown in the activation period display bar 91. Therefore, it can be said that the activation period display bar 91 indicates the period during which the special skill is activated if the activation lottery is won.
[0226] FIG. 18 is a diagram illustrating an example of utility information. Utility information (utility ID) is linked to a game medium (game medium ID). Utility information indicates a utility that occurs based on a predetermined judgment result (here, a success judgment) being derived for a note N during a rhythm game. Here, the utility information includes a utility ID provided for each type of utility or skill, and information indicating the activation period of the skill that generates the utility, i.e., the period during which the utility can be generated.
[0227] When the confirmation screen is displayed, utility information linked to the game media (game media IDs) organized in the deck is referenced. According to the utility information, an activation period of the utility provided by the special skill provided for each game medium is specified. An activation period display bar 91 is displayed in the timeline display area 90 based on the utility information. The utility information may be used in the rhythm game, or may be provided for displaying the confirmation screen.
[0228] Here, the utility information includes information indicating the activation period. However, the utility information may include only one or both of information on the activation interval and the activation time instead of information on the activation period.
[0229] Returning to FIG. 17, on the confirmation screen, the player can select one or more game media organized in the deck. The player can select and deselect game media by tapping an identification image 46 on the confirmation screen. Specifically, when an identification image 46 is tapped, the game media corresponding to the tapped identification image 46 is selected. Furthermore, when an identification image 46 corresponding to a game medium in a selected state is tapped, the selection state of the game medium is deselected. FIG. 17 shows the selection state of the third display area 90c and the fourth display area 90d. The identification image 46 corresponding to the selected game media is highlighted as shown in the figure.
[0230] Here, the activation period display bar 91 corresponding to the game media in the selected state is displayed so as to be distinguishable from the activation period display bar 91 corresponding to the game media in the non-selected state. As described above, in the example shown in FIG. 17, the game media corresponding to the third display area 90c and the fourth display area 90d are in the selected state. Therefore, as shown in the figure, the activation period display bar 91 displayed in the third display area 90c and the fourth display area 90d is displayed so as to be distinguishable from the activation period display bar 91 displayed in the first display area 90a, the second display area 90b, and the fifth display area 90e.
[0231] Here, as an example of the distinguishing display, the activation period display bar 91 of the selected game medium and the activation period display bar 91 of the non-selected game medium are displayed in different colors. However, the manner of distinguishing display is not limited to this. For example, the activation period display bar 91 of the selected game medium may be displayed larger than the other activation period display bars 91. Alternatively, in the timeline display area 90, only the activation period display bar 91 of the selected game medium may be displayed, and the activation period display bar 91 of the non-selected game medium may be hidden.
[0232] The activation period display bar 91 of the selected game medium may have a different transparency from the activation period display bar 91 of the non-selected game medium. A predetermined image or text may be additionally displayed on the activation period display bar 91 of the selected game medium. Different images may be displayed on the activation period display bar 91 of the selected game medium and the activation period display bar 91 of the non-selected game medium, or text in different fonts may be additionally displayed.
[0233] In this way, on the confirmation screen, the activation period of the skill linked to the game medium selected by the player is displayed in a distinguishable manner from the activation periods of the skill linked to other game media. However, the distinguishable display of the activation period display bar 91 is not essential. In other words, the activation period display bar 91 corresponding to the selected game medium and the activation period display bar 91 corresponding to the non-selected game medium may be displayed in the same manner.
[0234] Additionally, note corresponding marks 92 are arranged and displayed in the timeline display area 90. The note corresponding marks 92 correspond one-to-one to the notes N that are moved and displayed on the touch panel 26 during the rhythm game. The note corresponding marks 92 are circular, and simply indicate the notes N that are moved and displayed on the touch panel 26 during the rhythm game.
[0235] The note corresponding marks 92 are arranged and displayed at 1 second intervals in the horizontal direction of the timeline display area 90. Specifically, the timeline display area 90 includes a plurality of display ranges 90f that divide the time elapsed from the start of the rhythm game into predetermined unit times (here, 1 second). Here, a display range 90f is provided for each second, such as a display range 90f for a time elapsed from the start of the rhythm game that is 0 seconds or more and less than 1 second, a display range 90f for a time elapsed from the start of the rhythm game that is 1 second or more and less than 2 seconds, and so on. Therefore, for example, if the time from the start to the end of the rhythm game is 90 seconds, 90 display ranges 90f are provided.
[0236] The display range 90f extends vertically from the first display area 90a to the fifth display area 90e as shown by the dashed line in Fig. 17. As described above, the horizontal axis of the timeline display area 90 indicates the elapsed time of the rhythm game. Therefore, the display ranges 90f indicating the elapsed time for each second are arranged continuously in the horizontal direction in the timeline display area 90. For example, of the two display ranges 90f shown by the dashed line in Fig. 17, the left display range 90f corresponds to an elapsed time of 1 minute 2 seconds or more and less than 1 minute 3 seconds, and the right display range 90f corresponds to an elapsed time of 1 minute 8 seconds or more and less than 1 minute 9 seconds.
[0237] It should be noted that adjacent display ranges 90f are not clearly separated from each other in the timeline display area 90. However, adjacent display ranges 90f may be clearly separated from each other by a line or the like.
[0238] The note corresponding mark 92 is displayed in one of the display ranges 90f, making it possible to identify the timing at which the note N corresponding to the note corresponding mark 92 reaches the target object. For example, of the two display ranges 90f shown by dashed lines in FIG. 17, the note corresponding mark 92 displayed in the left display range 90f corresponds to the note N that reaches the target object between 1 minute 2 seconds and less than 1 minute 3 seconds after the start of the rhythm game. Six note corresponding marks 92 are displayed in this display range 90f. Therefore, in this song, six notes N reach the target object between 1 minute 2 seconds and less than 1 minute 3 seconds after the start of the rhythm game.
[0239] 17, the note corresponding marks 92 displayed in the right display range 90f correspond to the notes N that reach the target object between 1 minute 8 seconds and less than 1 minute 9 seconds after the start of the rhythm game. Four note corresponding marks 92 are displayed in this display range 90f. Therefore, in this song, the four notes N reach the target object between 1 minute 8 seconds and less than 1 minute 9 seconds after the start of the rhythm game.
[0240] In this case, the note corresponding marks 92 are displayed so as to be piled up from the bottom to the top of the display range 90f. At this time, the earlier the note N reaches the target object, the lower or higher the note corresponding mark 92 may be displayed.
[0241] Furthermore, the elapsed time of the rhythm game is associated with input timing information for each note N. The note corresponding marks 92 are displayed in units of time (here, 1 second) according to the order of arrival at the target object in the input timing information. In other words, the input timing information is the timing at which the note N arrives at the target object.
[0242] In this embodiment, on the confirmation screen, the note corresponding marks 92 corresponding to the notes N are displayed arranged in the horizontal direction in a predetermined order, i.e., in the order in which the notes N reach the target object. This allows the player to easily grasp the timing at which the notes N reach the target object, i.e., the number of notes N that reach the target object per elapsed time.
[0243] Furthermore, in the timeline display area 90, the note corresponding marks 92 are displayed stacked vertically, and the activation period display bar 91 is displayed extending horizontally. At this time, the benefit of the skill corresponding to the activation period display bar 91 is provided to the notes N corresponding to the note corresponding marks 92 within the horizontal range of the activation period display bar 91. More specifically, when an imaginary line extending vertically from the note corresponding marks 92 is drawn, the benefit of the skill corresponding to the activation period display bar 91 perpendicular to the imaginary line can be provided based on the notes N corresponding to the note corresponding marks 92.
[0244] Also, all notes N corresponding to the note corresponding marks 92 included in the range of the horizontal axis of the activation period display bar 91 may generate a utility or become targets to which a utility is applied. Therefore, the player can easily grasp how many notes N exist that generate the utility of each skill or to which a utility is applied, and at what elapsed time.
[0245] In this embodiment, a plurality of display patterns of the note corresponding marks 92 are provided. Here, the display patterns of the note corresponding marks 92 are broadly divided into an emphasis pattern and a blackout pattern. Also, a plurality of display patterns classified as the emphasis pattern are provided. The display patterns of the note corresponding marks 92 classified as the emphasis pattern differ from each other in display color, for example. On the other hand, the blackout pattern is a display pattern in which the note corresponding marks 92 are displayed in a light gray color. The blackout pattern is a display pattern that is less noticeable than the emphasis pattern.
[0246] In Fig. 17, the note corresponding marks 92 in the darkening pattern are shown by dashed lines. Also, in Fig. 17, the note corresponding marks 92 in the highlighting pattern are shown by solid black, hatching, or cross-hatching. Here, only one display mode classified as the darkening pattern is provided. In contrast, a plurality of display modes (e.g., four) are provided as display modes classified as highlighting patterns. The plurality of display modes classified as highlighting patterns indicate the operation mode required for note N, in other words, the type of note N, by their respective display colors.
[0247] As described above, the notes N include tap notes TN that require a tap operation, flick notes FN that require a flick operation, or slide notes SN that require a continuing operation. Here, for example, depending on the display mode of the notes corresponding marks 92 classified as an emphasis pattern, it is possible to identify whether the operation required for the notes N corresponding to the notes corresponding marks 92 is a tap operation, a flick operation, the start of a continuing operation, or the end of a continuing operation.
[0248] In this embodiment, the type of note N can be identified by the note corresponding mark 92. However, the note corresponding mark 92 may be displayed in a common display mode regardless of the type of note N. In this case, the highlight pattern of the note corresponding mark 92 is only one type, similar to the blackout pattern.
[0249] Furthermore, when the type of note N is made identifiable, for example, a mark suggesting an operation mode may be added to the note corresponding mark 92. In this case, the display color of the note corresponding mark 92 may be the same or may differ depending on the type of note N.
[0250] As described above, on the confirmation screen, the player can select one or more game media from among the game media included in the currently selected deck. Then, the note corresponding mark 92 corresponding to the note N that can generate the utility of the skill linked to the game media selected on the confirmation screen is displayed in an emphasized pattern.
[0251] At this time, the note corresponding marks 92 corresponding to the notes N that do not produce a utility of the special skill linked to the game medium selected on the confirmation screen are displayed in a darkened pattern. That is, the note corresponding marks 92 corresponding to the notes N that can produce a utility linked to the game medium selected on the confirmation screen and the note corresponding marks 92 corresponding to the notes N that do not produce a utility are displayed in a distinguishable manner.
[0252] For example, assume that only the game medium corresponding to the third display area 90c is selected on the confirmation screen. In this case, all the note corresponding marks 92 located within the range of the horizontal axis direction of the activation period display bar 91 displayed in the third display area 90c are displayed in a highlighted pattern. At this time, all the other note corresponding marks 92, i.e., all the note corresponding marks 92 located between two adjacent activation period display bars 91 in the third display area 90c, are displayed in a darkened pattern. This makes it possible to easily grasp the note N that is the target of the utility that can be generated by the game medium selected by the player.
[0253] 17, for example, assume that game media corresponding to the third display area 90c and the fourth display area 90d are selected. In other words, assume that multiple game media are selected on the confirmation screen. In this case, the note corresponding mark 92 corresponding to the note N that can generate all utilities associated with each of the multiple selected game media is displayed so as to be distinguishable from the other note corresponding marks 92.
[0254] Specifically, as shown in Fig. 17, the note corresponding marks 92 displayed in the range where the activation period display bar 91 displayed in the third display area 90c and the activation period display bar 91 displayed in the fourth display area 90d overlap vertically are displayed in an emphasized pattern. That is, in the example shown in Fig. 17, the note corresponding marks 92 that can generate both the utility of the skill linked to the game medium corresponding to the third display area 90c and the utility of the skill linked to the game medium corresponding to the fourth display area 90d are displayed in an emphasized pattern. This allows the player to easily grasp the notes N that can generate multiple utilities at once.
[0255] A switch tab 48 is displayed on the confirmation screen. When the switch tab 48 is tapped, the selected deck is switched. When the selected deck is switched, the identification image 46 and the activation period display bar 91 displayed in the timeline display area 90 are switched to a display based on the game media organized in the switched deck.
[0256] FIG. 19 is a diagram for explaining an example of input timing information. The input timing information is information indicating the input timing of the player's operation for each note N. In other words, the input timing information is information in which the input timing of the player's operation is linked to each note N. The input timing of the operation can be rephrased as the timing at which the note N reaches the target object. The input timing information is provided for each song, mode (normal mode and special mode), and difficulty level. In other words, the input timing information is linked to each combination of song information (song ID), mode, and difficulty level.
[0257] Here, the player can select the mode and difficulty level. However, the mode and difficulty level can be selected without being essential. In other words, the number of notes N and the timing of reaching the target object may be set in only one pattern for one piece of music. Therefore, it is sufficient that the input timing information is at least linked to the music information.
[0258] 19, the input timing information includes a large amount of note input information. The note input information is information that links the elapsed time from the start of the rhythm game with the operation mode required for note N. Note that, here, the elapsed time is indicated as the number of frames from the start of the rhythm game.
[0259] When the confirmation screen is displayed, the note corresponding marks 92 are displayed based on the input timing information and the utility information. Specifically, when no game media is selected on the confirmation screen, the note corresponding marks 92 are displayed in an array in the display range 90f based on the input timing information. At this time, the display mode of the note corresponding marks 92 is determined to be a blackout pattern.
[0260] On the other hand, when any game medium is selected on the confirmation screen, the display mode of the note corresponding marks 92 arranged in the display range 90f is determined based on the input timing information and the utility information. Specifically, for each note input information included in the input timing information, the elapsed time, i.e., the time information for reaching the target object, is obtained. Then, based on the utility information linked to the selected game medium, it is determined whether the obtained elapsed time is included in the activation period.
[0261] As a result, when it is determined that the elapsed time of the note input information is included within the activation period, the note input information is specified as a utility target that can generate a utility. In this manner, it is determined for all note input information whether or not it is a utility target that can generate a utility. Then, the note corresponding mark 92 corresponding to the note input information specified as a utility target is displayed in a highlighted pattern. At this time, the display mode of the note corresponding mark 92 is determined based on the operation mode of the note input information. Also, the note corresponding mark 92 corresponding to the note input information not specified as a utility target is displayed in a display mode of a darkened pattern.
[0262] As described above, in this embodiment, for each note N, it is determined whether or not the utility associated with the game medium in the selected state can be generated. However, conversely, for each utility associated with each of multiple game media, the note N that can generate the utility may be determined. For example, based on the utility information, an activation period of the utility that can be generated by the game medium in the selected state is obtained. Then, based on the input timing information, a note N whose elapsed time is set within the activation period of the obtained utility may be specified as a utility target.
[0263] In this embodiment, the note input information includes information indicating the operation mode. However, the note input information does not have to include information indicating the operation mode. In other words, the input timing information only needs to indicate at least the number of notes N for each elapsed time.
[0264] Fig. 20 is a diagram for explaining an example of a confirmation screen for the special mode. When the timeline selection tab 45b is tapped while the special mode is selected, the confirmation screen for the special mode shown in Fig. 20 is displayed. The confirmation screen for the special mode is provided with a timeline display area 93. In the timeline display area 93, similar to the timeline display area 90 of the confirmation screen for the normal mode, note-corresponding marks 92 are displayed in a display range 90f provided for each elapsed time.
[0265] As described above, the timeline display area 90 in the confirmation screen for normal mode includes a first display area 90a, a second display area 90b, a third display area 90c, a fourth display area 90d, and a fifth display area 90e, which are divided into five areas in the vertical direction of the touch panel 26. Meanwhile, the timeline display area 93 in the confirmation screen for special mode includes a first deck display area 93a, a second deck display area 93b, and a third deck display area 93c, which are divided into three areas in the vertical direction of the touch panel 26. The first deck display area 93a, the second deck display area 93b, and the third deck display area 93c each correspond to one of the three decks currently selected. In the following, the deck corresponding to the first deck display area 93a is referred to as the first deck, the deck corresponding to the second deck display area 93b is referred to as the second deck, and the deck corresponding to the third deck display area 93c is referred to as the third deck.
[0266] The first deck display area 93a, the second deck display area 93b, and the third deck display area 93c display the display contents of the first display area 90a, the second display area 90b, the third display area 90c, the fourth display area 90d, and the fifth display area 90e included in the timeline display area 90 of the confirmation screen for normal mode, respectively, in a vertically reduced size. That is, the first deck display area 93a displays an activation period display bar 91 based on the five game media organized in the first deck. Similarly, the second deck display area 93b and the third deck display area 93c display an activation period display bar 91 based on the five game media organized in the second deck and the third deck, respectively.
[0267] Also, a first deck selection button 94a, a second deck selection button 94b, and a third deck selection button 94c are displayed on the left side of the first deck display area 93a, the second deck display area 93b, and the third deck display area 93c, respectively. The first deck selection button 94a corresponds to the first deck, the second deck selection button 94b corresponds to the second deck, and the third deck selection button 94c corresponds to the third deck.
[0268] When the first deck selection button 94a is tapped, the first deck is selected. In the first deck selection state, as shown in FIG. 20, five identification images 46 corresponding to the game media organized in the first deck are displayed. Similarly, when the second deck selection button 94b or the third deck selection button 94c is tapped, the second deck or the third deck is selected, respectively. In the second deck or the third deck selection state, five identification images 46 corresponding to the game media organized in the second deck or the third deck are displayed.
[0269] Furthermore, when the first deck is selected, the activation period display bar 91 displayed in the first deck display area 93a is normally displayed, as shown in Fig. 20. The normal display of the activation period display bar 91 is the same as that in the timeline display area 90, as shown in Fig. 17. That is, this is a display mode in which the activation period display bar 91 corresponding to the game medium selected by tapping the identification image 46 can be distinguished from other activation period display bars 91.
[0270] In addition, when the first deck is selected, the activation period display bar 91 in the second deck display area 93b and the third deck display area 93c is displayed in a darkened state, as shown by the dashed line in Fig. 20. The darkened display of the activation period display bar 91 is displayed in a light gray color, similar to the darkened display of the note corresponding mark 92.
[0271] In this way, on the confirmation screen for the special mode, information corresponding to the deck selected by the player among the three decks is displayed more emphasized than information corresponding to the other decks. When the second deck selection button 94b is tapped to select the second deck, the activation period display bar 91 displayed in the second deck display area 93b becomes normal display, and the activation period display bars 91 displayed in the first deck display area 93a and the third deck display area 93c become dark display. Similarly, when the third deck selection button 94c is tapped to select the third deck, the activation period display bar 91 displayed in the third deck display area 93c becomes normal display, and the activation period display bars 91 displayed in the first deck display area 93a and the second deck display area 93b become dark display.
[0272] In addition, in the display area corresponding to the deck that is not in a selected state among the first deck display area 93a, the second deck display area 93b, and the third deck display area 93c, the activation period display bar 91 may be hidden.
[0273] Furthermore, in the timeline display area 93, note corresponding marks 92 are displayed based on the selected deck. For example, when the first deck is selected, any one of the five game media organized in the first deck is selected by tapping the identification image 46. At this time, note corresponding marks 92 that can cause the utility of the special skill linked to the selected game media are displayed in a highlighted pattern, and other note corresponding marks 92 are displayed in a darkened pattern. Therefore, on the confirmation screen for the special mode, the notes N that can cause utility can be confirmed for each deck.
[0274] As described above, according to this embodiment, the player can easily grasp the notes N that can produce utility before starting the rhythm game, improving convenience for the player.
[0275] (Specific control process in player terminal 1) Next, specific control processing in the player terminal 1 for executing the above game will be described. However, here, the processing related to the display of the above confirmation screen will be mainly described, and the description of other processing will be omitted.
[0276] 21 is a diagram for explaining the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal side control program (module) in the program storage area 12a.
[0277] The terminal side control programs include a game selection screen display program 310, a deck selection screen display program 312, a confirmation screen display program 314, a target specification program 316, and a rhythm game control program 318. Note that the above programs are merely examples, and many other programs are provided in the program storage area 12a.
[0278] The data storage area 12b is provided with a deck information storage section 330, an input timing information storage section 332, and a utility information storage section 334 as storage sections for storing data. The deck information storage section 330 stores deck information. The input timing information storage section 332 and the utility information storage section 334 store input timing information and utility information, respectively. Note that the above-mentioned storage sections are merely examples, and the data storage area 12b is provided with many other storage sections.
[0279] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game selection screen display unit 310a, a deck selection screen display unit 312a, a confirmation screen display unit 314a, a target identification unit 316a, and a rhythm game control unit 318a.
[0280] Specifically, the CPU 10 operates a game selection screen display program 310, causing the computer to function as a game selection screen display unit 310a. Similarly, the CPU 10 operates a deck selection screen display program 312, a confirmation screen display program 314, an object identification program 316, and a rhythm game control program 318, causing them to function as a deck selection screen display unit 312a, a confirmation screen display unit 314a, an object identification unit 316a, and a rhythm game control unit 318a, respectively. Below, a part of the processing performed by the terminal side control unit 1A will be described.
[0281] Fig. 22 is a flow chart for explaining an example of game selection processing in the player terminal 1. The game selection processing shown in Fig. 22 is executed while the game selection screen is being displayed. When a selection operation is input on the game selection screen to select a song, a mode, or a difficulty level (YES in S1-1), the game selection screen display unit 310a updates the provisionally selected song information, mode information, and difficulty level information based on the selection operation (S1-2). Here, the game selection screen display unit 310a also updates the display of the game selection screen based on the updated information.
[0282] Furthermore, when the decision tab 44 on the game selection screen is tapped (YES in S1-3), the game selection screen display unit 310a registers the stored provisionally selected song information, mode information, and difficulty level information (S1-4). When mode information corresponding to a special mode is registered (YES in S1-5), the game selection screen display unit 310a selects three deck information items according to a predetermined condition from the seven deck information items stored in the deck information storage unit 330, and sets them in the first storage unit to the third storage unit of the selected deck information storage unit (see FIG. 7B) (S1-6).
[0283] Furthermore, the game selection screen display unit 310a sets character IDs in the first storage area to the fifteenth storage area of the character ID storage unit (see FIG. 7C), respectively, based on the deck information set in S1-6 (S1-7).
[0284] The game selection screen display unit 310a also acquires area attribute information corresponding to the music information registered in S1-4 from among the area attribute information stored in the storage device 12 (S1-8). Then, the game selection screen display unit 310a displays a special mode setting screen (see FIG. 6A) based on the information set in S1-4, S1-6, and S1-7 (S1-9).
[0285] Furthermore, when mode information corresponding to the normal mode is registered (NO in S1-5), the game selection screen display unit 310a selects one piece of deck information from the seven pieces of deck information stored in the deck information storage unit 330 in accordance with predetermined conditions, and sets it in the first storage unit of the selected deck information storage unit (see FIG. 7B) (S1-10).
[0286] In addition, the game selection screen display unit 310a sets character IDs in the first memory area to the fifth memory area of the character ID memory unit based on the deck information set in the selected deck information memory unit in S1-10 and the deck information stored in the deck information memory unit 330 (S1-11).
[0287] Then, the game selection screen display unit 310a displays the normal mode setting screen (see FIG. 5) based on the information set in S1-4, S1-10, and S1-11 (S1-12).
[0288] As described above, the game selection process allows the player to select a song, a mode, and a difficulty level, and registers the song information of the song selected by the player, the mode information indicating the mode, and the difficulty level information indicating the difficulty level. Once this information is registered and the normal mode setting screen or the special mode setting screen is displayed, the deck determination process is executed.
[0289] Fig. 23 is a first flowchart explaining an example of the deck determination process in the player terminal 1. Fig. 24 is a second flowchart explaining an example of the deck determination process in the player terminal 1. Note that, here, the process when the normal mode setting screen is displayed will be explained, and the process when the special mode setting screen is displayed will not be explained.
[0290] The deck selection screen display unit 312a acquires utility information (see FIG. 18) based on the deck information set in the selected deck information storage unit and the deck information stored in the deck information storage unit 330 (S10-1). Here, utility information associated with each game content included in the selected deck is acquired.
[0291] The deck selection screen display unit 312a also acquires input timing information (see FIG. 19) based on the song information, mode information, and difficulty information registered in S1-4 (S10-2). When the deck selection tab 45a is tapped on the setting screen (FIG. 5 or FIG. 6A) or the confirmation screen (FIG. 17 or FIG. 20) (YES in S10-3), the deck selection screen display unit 312a displays the setting screen (FIG. 5 or FIG. 6A) (S10-4).
[0292] Furthermore, when the timeline selection tab 45b is tapped on the setting screen (FIG. 5 or FIG. 6A) or the confirmation screen (FIG. 17 or FIG. 20) (YES in S10-5), the confirmation screen display unit 314a displays the confirmation screen (S10-6). Here, the confirmation screen display unit 314a displays the activation period display bar 91 based on the utility information acquired in S10-1 or the utility information acquired in S10-11 (described later), and displays the note corresponding mark 92 based on the input timing information acquired in S10-2.
[0293] Furthermore, when the switching tab 48 is tapped on the setting screen or the confirmation screen (YES in S10-7), the deck selection screen display unit 312a provisionally registers deck information that is different from the deck information stored in the deck information storage unit 330 and that is stored in the selected deck information storage unit (S10-8). That is, here, the deck information stored in the selected deck information storage unit is changed.
[0294] Then, if the confirmation screen is not being displayed (NO in S10-9), that is, if the setting screen is being displayed, the deck selection screen display unit 312a updates and displays the setting screen (Figure 5 or Figure 6A) based on the deck information changed in the selected deck information storage unit (S10-10).
[0295] On the other hand, if the confirmation screen is being displayed (YES in S10-9), the confirmation screen display unit 314a reacquires the utility information based on the deck information stored in the selected deck information storage unit in S10-8 (S10-11).Then, the confirmation screen display unit 314a updates and displays the confirmation screen based on the utility information and input timing information acquired in S10-11 (S10-12).
[0296] If the switching tab 48 has not been tapped (NO in S10-7), the confirmation screen display unit 314a determines whether a game medium selection operation has been input (S10-15), as shown in FIG. 24. The game medium selection operation is a tap operation on the identification image 46 displayed on the confirmation screen, that is, an operation for selecting a game medium on the confirmation screen. If a game medium selection operation has been input (YES in S10-15), the confirmation screen display unit 314a updates the selection state of the game media organized in the deck (S10-16).
[0297] Here, when a tap operation is input to an identification image 46 corresponding to a game medium that is not in a selected state, the confirmation screen display unit 314a stores the game medium corresponding to the identification image 46 to which the tap operation was input as being in a selected state. Also, when a tap operation is input to an identification image 46 corresponding to a game medium in a selected state, the confirmation screen display unit 314a cancels the selection state of the game medium corresponding to the identification image 46 to which the tap operation was input.
[0298] Next, the target identification unit 316a identifies the utility target based on the utility information acquired in S10-1 or S10-11, the input timing information acquired in S10-2, and the selection state updated in S10-16 (S10-17).Then, the confirmation screen display unit 314a displays the confirmation screen based on the utility information acquired in S10-1 or S10-11, the input timing information acquired in S10-2, and the utility target identified in S10-17 (S10-18).As a result, the activation period display bar 91 and the note corresponding mark 92 are displayed as shown in FIG. 17 or FIG. 20.
[0299] Furthermore, when the start tab 50 is tapped on the setting screen or the confirmation screen (YES in S10-19), the rhythm game control unit 318a executes a process for starting the rhythm game (S10-20). This causes the rhythm game control process, i.e., the rhythm game, to start.
[0300] FIG. 25 is a flowchart for explaining an example of the rhythm game control process in the player terminal 1. This rhythm game control process is executed from the start to the end of the rhythm game. The rhythm game control unit 318a increments the current frame value (S20-1). Then, the rhythm game control unit 318a updates the image of the music video displayed on the touch panel 26 to an image corresponding to the updated frame value (S20-2). Also, the rhythm game control unit 318a moves and displays the notes N based on the control data set at the start of the rhythm game (S20-3).
[0301] The rhythm game control unit 318a also manages abilities linked to the game media used in the rhythm game (S20-4). As described above, the game media is preset with "center effect" and "special skill" as abilities. The rhythm game control unit 318a determines whether it is time to activate these abilities, and if it is time to activate them, performs an activation lottery or the like. When it is determined that an ability should be activated, the rhythm game control unit 318a also manages the activation time, and makes it possible to identify whether various abilities are being activated or not.
[0302] The rhythm game control unit 318a also executes an input determination process (S20-5). Although a detailed description is omitted, here, the input operation mode and operation position are specified, and note information that is the object of the operation is extracted. The rhythm game control unit 318a also executes a timing determination process (S20-6). Although a detailed description is omitted, here, for the note information that is the object of the operation, any one of the first to fifth determination sections is derived based on the difference between the current frame value and the reference point. Here, the rhythm game control unit 318a also notifies the determination result, and calculates a score based on the determination result. At this time, the rhythm game control unit 318a checks the currently activated ability, and calculates a score based on the activated ability.
[0303] Then, when the end condition of the rhythm game is met (YES in S20-7), the rhythm game control unit 318a executes an end process for ending the rhythm game (S20-8).
[0304] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0305] In the above embodiment, the operation timing determination result is derived from the difference between the reference point set in note N and the operation input timing based on the elapsed time (number of frames) from the start of the rhythm game. However, the method of determining the operation timing is not limited to this. For example, the overlapping range (area) of note N and the target object corresponding to the target coordinates set in note N may be derived, and the determination result may be derived based on this range.
[0306] In the above embodiment, the operation modes of the operation input to the touch panel 26 are roughly classified into a tap operation, a flick operation, a continuation operation, and a continuation end operation. However, only some of these operation modes may be provided, or other operation modes may be provided. In any case, it is sufficient that a judgment result is derived based on the player's operation input for a moving object that is displayed moving toward a target, and the specific content is not particularly limited.
[0307] In the above embodiment, two game modes, a normal mode and a special mode, are provided, but only one game mode may be provided, or three or more game modes may be provided. Also, in the above embodiment, each object displayed on the touch panel 26 is merely an example.
[0308] The display contents of the timeline display area 90 and the timeline display area 93 in the above embodiment are merely examples. For example, the activation period display bar 91 is displayed in the timeline display area 90 and the timeline display area 93, but the display of the activation period display bar 91 is not essential.
[0309] In the above embodiment, the note corresponding marks 92 are displayed in the timeline display area 90 and the timeline display area 93 in order of elapsed time from the start of the rhythm game, i.e., in order of the earliest time to reach the target object. However, the order in which the note corresponding marks 92 are displayed is not limited to this. For example, the note corresponding marks 92 may be arranged and displayed in order of the earliest timing of their first appearance on the touch panel 26 during the rhythm game.
[0310] Also, for example, on the confirmation screen, the player may be able to select the type of note N. In this case, only the note-corresponding marks 92 corresponding to the type of note N selected by the player may be displayed in an array.
[0311] In the above embodiment, note corresponding marks 92 corresponding to all notes N displayed during the rhythm game are displayed in the timeline display area 90 and the timeline display area 93. However, the timeline display area 90 or the timeline display area 93 may display only note corresponding marks 92 corresponding to some of the notes N displayed during the rhythm game.
[0312] In the above embodiment, a case has been described in which the player can select a game medium on the confirmation screen. Also, in the above embodiment, the note corresponding mark 92 corresponding to the note N that can produce the utility of the game medium selected on the confirmation screen is displayed so as to be distinguishable from other note corresponding marks 92. However, the selection of a game medium on the confirmation screen is not essential. Also, regardless of whether the game medium can be selected, the note corresponding mark 92 corresponding to the note N that can produce the utility of all game media may be displayed so as to be distinguishable from other note corresponding marks 92.
[0313] In the above embodiment, when multiple game media are selected on the confirmation screen, the note corresponding mark 92 corresponding to the note N that can generate all utilities associated with each of the selected multiple game media is displayed so as to be distinguishable from other note corresponding marks 92. However, for example, when multiple game media are selected on the confirmation screen, the note corresponding mark 92 corresponding to the note N that can generate at least one utility among the utilities associated with each of the selected multiple game media may be displayed so as to be distinguishable from note corresponding marks 92 that do not generate any utility. Alternatively, when multiple game media are selected on the confirmation screen, the note corresponding mark 92 corresponding to the note N that can generate a predetermined number of utilities among the utilities associated with each of the selected multiple game media may be displayed so as to be distinguishable from other note corresponding marks 92. In this case, the predetermined number may be set by the player.
[0314] Also, for example, when a predetermined utility is provided for a note N that requires a predetermined operation mode among the notes N, only the note corresponding mark 92 corresponding to the note N that requires the predetermined operation mode may be displayed in an emphasized pattern. For example, assume that a game medium linked to the special skill "Flick Act" in the above embodiment is selected on the confirmation screen. In this case, among the notes N that reach the target during the activation period of the special skill "Flick Act", the note corresponding mark 92 corresponding to the flick note FN may be displayed in an emphasized pattern, and the note corresponding mark 92 corresponding to the other notes N may be displayed in a darkened pattern. That is, the note N that can generate utility may be specified as the utility target based on the required operation mode.
[0315] Moreover, the control process shown in the above embodiment is merely an example. In the above embodiment, the control process for executing the game is executed by the player terminal 1 and the server 100. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 100, functions as the game device G. Also, in the above embodiment, the game selection process, the deck determination process, and the rhythm game control process are executed only by the player terminal 1. However, the game selection process, the deck determination process, and the rhythm game control process may be executed by the player terminal 1 and the server 100 in cooperation with each other. That is, only the player terminal 1 may function as the game device G, or the game device G may be configured by the player terminal 1 and the server 100.
[0316] In the above embodiment, the information processing program for implementing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and step shown in the flowchart. In any case, the computer may perform the following processes.
[0317] (Computer-Performed Processing) In a rhythm game in which a judgment result is derived based on a player's operation input for a moving object (in this embodiment, a note N is used as an example) that is displayed moving toward a target (in this embodiment, a target object is used as an example), a process (in this embodiment, S1-4 is used as an example) of determining music information including input timing information linked to the input timing of the player's operation for each moving object based on the player's operation. A process (S10-8, as an example in this embodiment) of determining game medium information (deck information, as an example in this embodiment) including multiple game media selected by a player from multiple types of game media linked to utility information indicating a utility that arises based on a predetermined judgment result derived for a moving object during a rhythm game. A process of identifying a moving object that can generate utility based on input timing information and utility information (S10-17 in the embodiment as an example). A process of displaying a confirmation screen outside the rhythm game, and displaying corresponding objects (in an embodiment, as an example, note corresponding marks 92) corresponding to moving objects on the confirmation screen in a predetermined order, and distinguishably displaying corresponding objects corresponding to moving objects that may generate utility and corresponding objects corresponding to moving objects that do not generate utility (in an embodiment, as an example, S10-18).
[0318] Furthermore, on the confirmation screen, the player may be able to select one or more game media from among the game media included in the game media information. In addition, a corresponding object corresponding to a moving object that can generate a utility linked to the game medium selected on the confirmation screen may be displayed so as to be distinguishable from other corresponding objects.
[0319] In addition, when multiple game media are selected on the confirmation screen, corresponding objects corresponding to moving objects that can produce all of the utilities linked to each of the selected multiple game media may be displayed in a manner that is distinguishable from other corresponding objects.
[0320] The process of identifying moving objects that can generate utility may also determine for each moving object whether or not it can generate utility.
[0321] In addition, the process of identifying a moving object that can generate a utility may determine a moving object that can generate a utility for each utility linked to each of the multiple game media.
[0322] Furthermore, the confirmation screen may include a plurality of display ranges (in the embodiment, as an example, the display range 90f) that divide the time that has elapsed since the start of the rhythm game by a predetermined unit time. Also, the corresponding object may be displayed within any of the display ranges, and the unit time required for the moving object corresponding to the corresponding object to reach the target may be made identifiable.
[0323] Furthermore, a moving object may be associated with any one of a plurality of different operation modes as a required operation mode. Furthermore, a moving object capable of generating a utility may be identified based on a required operation mode. [Explanation of symbols]
[0324] 90f Display range 92 Notes Compatible Marks G Game Device N Notes
Claims
1. In a rhythm game in which a judgment result is derived based on a player's operation input for a moving object displayed moving toward a target, a process of determining, based on a player's operation, music information including input timing information linked to the input timing of the player's operation for each moving object, determining game medium information including a plurality of game media selected by a player from among a plurality of types of game media associated with utility information indicating a utility generated based on a predetermined determination result being derived for the moving object during the rhythm game; A process of identifying the moving object capable of generating the utility based on the input timing information and the utility information; a process of displaying a confirmation screen outside the rhythm game, arranging and displaying corresponding objects corresponding to the moving objects in a predetermined order on the confirmation screen, and distinguishably displaying the corresponding objects corresponding to the moving objects that may generate the utility and the corresponding objects corresponding to the moving objects that do not generate the utility; An information processing program that causes a computer to carry out the above.
2. The process of displaying the confirmation screen includes: allowing a player to select one or more game media from among the game media included in the game media information on the confirmation screen; displaying the corresponding object corresponding to the moving object that can generate the utility associated with the game medium selected on the confirmation screen in a manner that is distinguishable from other corresponding objects; The information processing program according to claim 1 .
3. The process of displaying the confirmation screen includes: when a plurality of game contents are selected on the confirmation screen, the corresponding objects corresponding to the moving objects that can generate all of the utilities associated with each of the selected plurality of game contents are displayed in a manner distinguishable from the other corresponding objects. The information processing program according to claim 2.
4. The process of identifying the moving object capable of generating the utility includes: determining, for each of the moving objects, whether or not the utility can be generated; 3. The information processing program according to claim 1 or 2.
5. The process of identifying the moving object capable of generating the utility includes: determining, for each of the utilities associated with each of the plurality of game media, the moving object capable of generating the utility; 3. The information processing program according to claim 1 or 2.
6. the confirmation screen includes a plurality of display ranges obtained by dividing an elapsed time from the start of the rhythm game by a predetermined unit time, the corresponding object is displayed within any of the display ranges, and the unit time at which the moving object corresponding to the corresponding object reaches the target can be identified; 3. The information processing program according to claim 1 or 2.
7. one of a plurality of different operation modes is associated with the moving object as a required operation mode; The process of identifying the moving object capable of generating the utility includes: identifying the moving object capable of generating the utility based on the requested operation mode; 3. The information processing program according to claim 1 or 2.
8. One or more computers; The computer, In a rhythm game in which a judgment result is derived based on a player's operation input for a moving object displayed moving toward a target, a process of determining, based on a player's operation, music information including input timing information linked to the input timing of the player's operation for each moving object, determining game medium information including a plurality of game media selected by a player from among a plurality of types of game media associated with utility information indicating a utility generated based on a predetermined determination result being derived for the moving object during the rhythm game; A process of identifying the moving object capable of generating the utility based on the input timing information and the utility information; a process of displaying a confirmation screen outside the rhythm game, arranging and displaying corresponding objects corresponding to the moving objects in a predetermined order on the confirmation screen, and distinguishably displaying the corresponding objects corresponding to the moving objects that may generate the utility and the corresponding objects corresponding to the moving objects that do not generate the utility; A game device that performs the above.
9. 1. An information processing method performed by one or more computers, comprising: The computer, In a rhythm game in which a judgment result is derived based on a player's operation input for a moving object displayed moving toward a target, a process of determining, based on a player's operation, music information including input timing information linked to the input timing of the player's operation for each moving object, determining game medium information including a plurality of game media selected by a player from among a plurality of types of game media associated with utility information indicating a utility generated based on a predetermined determination result being derived for the moving object during the rhythm game; A process of identifying the moving object capable of generating the utility based on the input timing information and the utility information; a process of displaying a confirmation screen outside the rhythm game, arranging and displaying corresponding objects corresponding to the moving objects in a predetermined order on the confirmation screen, and distinguishably displaying the corresponding objects corresponding to the moving objects that may generate the utility and the corresponding objects corresponding to the moving objects that do not generate the utility; An information processing method for carrying out the above.
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