Game system and program

By introducing a display range control mechanism in the game system, dynamically adjusting the display range and movement direction of the operation object according to the player's operation input evaluation results, the problem of difficulty in adjusting the game in the prior art is solved, and the visual effect is enhanced to enhance the fun of multi-player competition, and the attractiveness of the game is improved.

JP2025039617AActive Publication Date: 2025-03-21BANDAI NAMCO ENTERTAINMENT INC
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2024232147
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-27
Publication Date
2025-03-21
Estimated Expiration
2041-03-31

AI Technical Summary

Technical Problem

It is difficult for existing game systems to adjust the difficulty of the game, and at the same time it improves the fun of the game in multi-player arena scenes.

Method used

By introducing a display range control mechanism in the game system, the display range and movement direction of the operation object are dynamically adjusted according to the player's operation input evaluation results, thereby adjusting the player's operation reaction time, and enhancing the fun of multi-player competition by moving the operating system object to form an area.

Benefits of technology

It realizes dynamic adjustment of game difficulty according to the player's operation performance, and enhances the fun of multi-player competition through visual effects, improving the attractiveness of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025039617000001_ABST
    Figure 2025039617000001_ABST
Patent Text Reader

Abstract

To provide a game system, etc. that execute a performance for adjusting a level of difficulty of a game and making matches among a plurality of players more exciting while maintaining a game property based on operation input timing, and enhance amusement of the game by a plurality of players.SOLUTION: A game system S executes evaluation processing for executing evaluation on each player on the basis of operation input timing at the time when player's operation input is received, and given relationships between an indicator object for operation input timing determination at the operation input timing and an operation timing object, moves a corresponding operation system object forming area toward a second direction opposite to a first direction that the operation timing object moves according to the evaluation by the evaluation processing, and sets at least a part of the corresponding operation system object forming area for a non-display range.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a game system, a program, and the like. [Background technology]

[0002] 2. Description of the Related Art Timing input games, in which input operations are performed in time with the rhythm of output music, have been known as a type of game genre.

[0003] In particular, recently, timing input games that use music have been configured in such a way that, for example, an object indicating the operation timing is displayed and moves in time with the playback of a challenge song, and the operation input timing is indicated by the timing at which the object reaches a predetermined position.

[0004] For example, one such game is known that displays images that prevent the player from understanding the timing of operational input and interfere with the operational input, thereby enhancing the game playability and the player's interest (e.g., Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 3031676 Summary of the Invention [Problem to be solved by the invention]

[0006] However, the game described in Patent Document 1 above or the game system that provides it basically simply interferes with the player's operations and does not visualize the player's evaluation of the game by controlling the display of the object that indicates the operation timing or the display of the surrounding area, so further ingenuity is required as a game in which multiple players compete.

[0007] The present invention has been made to solve the above-mentioned problems, and its object is to provide a game system etc. that can adjust the difficulty of a game while maintaining gameplay based on the timing of operational inputs, and provide a presentation that can liven up a match played by multiple players, thereby making the game more entertaining when played by multiple players. [Means for solving the problem]

[0008] (1) In order to solve the above problems, the present invention provides A game system for controlling a given game in which operation inputs of multiple players are evaluated, the system comprising: a reception processing means for receiving an operation input from the player; a display range control means for executing a display range control process to control a display range of an operation system object forming area corresponding to each player, the display range control process being an area in which a first game object to be a target of operation input by each player and a second game object which is different from the first game object and is used to give operation input instructions to each player are formed; an object control means for executing at least one of a movement control process for moving the second game object in a first direction within the operation object formation area and a movement control process for moving the first game object in a second direction opposite to the first direction; an evaluation means for executing an evaluation process for evaluating each player based on an operation input received from the player and a given relationship between the first game object and the second game object in the operation input; Equipped with The display range control means The display range control process is configured to move the corresponding operation object forming area, including the first game object and the second game object, in the second direction depending on the evaluation result of the evaluation process, and set at least a portion of the operation object forming area to a non-display range.

[0009] With this configuration, the present invention can control the length of the display period of the first game object or the second game object depending on the result of the evaluation process, thereby adjusting the operation reaction time for the player and allowing the result of the evaluation process to be visually recognized by the player himself and other players.

[0010] For example, in the present invention, when a player's evaluation is increased by the evaluation process, the operation object formation area is moved in a direction opposite to the movement direction of the first game object or the second game object toward the non-display area to narrow its display range, thereby shortening the display period of the first game object or the second game object (i.e., the period during which it is visible to the player), and therefore the time it takes for the player to react and perform an operation (hereinafter referred to as the "operation reaction time").

[0011] Therefore, the present invention can adjust the difficulty level of the game by controlling the operation reaction time, and can provide effects that can liven up a match played by multiple players, thereby improving the entertainment value of the game (especially the entertainment value of a game played by multiple players).

[0012] It is preferable that the "given game" is, for example, a game in which the player performs operations in time with sounds or rhythms, such as a music game (a so-called rhythm game), and the accuracy of the timing of the operation input by the player is evaluated. However, the present invention is not limited to these games, and can be applied to any game that evaluates the timing of the player's operations, as well as any game that evaluates the accuracy of the player's operation input regardless of the operation timing.

[0013] In addition, the term "first game object" refers to, for example, in the case of a rhythm music game, an object that, together with the second game object, is used to determine the timing of the player's operation, and is a marker-like object for determining the operation input timing that serves as the basis for the operation input timing (hereinafter, in the case of a rhythm music game, this is also referred to as a "marker object for determining operation input timing").

[0014] A "second game object" is, for example, in the case of a rhythm music game, an object used together with the first game object to determine the timing of a player's operation, and which indicates the operation content input by the player when it overlaps with the first game object (hereinafter, in the case of a rhythm music game, this is also referred to as an "operation timing object").

[0015] Furthermore, the "evaluation process" refers to an evaluation of the results of the player's operations, and in the case of a rhythmic music game, for example, refers to an evaluation of whether or not the instructions of the second game object were input at the specified timing.

[0016] For example, the "evaluation process" includes the number of successes, failures, and timing of specified inputs. These include the degree of success, and the number of consecutive successful attempts (combo number).

[0017] In addition to the above, a "given relationship" includes the timing (temporal) relationship between the first game object and the second game object, or the positional relationship between the first game object and the second game object within the control object formation area.

[0018] In addition, the "display range control process" refers to hiding at least a part of the operation object formation area while maintaining the moved state of the first game object, the second game object, or both, and controlling the width of the display range of the operation object formation area.

[0019] In particular, "hiding at least a part of the area" includes hiding the entire area of ​​the operation object formation area (as a limit value). However, if the entire operation object formation area is hidden, visual judgment becomes impossible and the difficulty increases dramatically, so basically it is preferable to ensure the display of the operation input timing determination marker object.

[0020] (2) The present invention also provides the first game object is an operation input timing determination marker object used for determining an operation input timing of each of the players, the second game object is an operation timing object for instructing the operation input timing of each player, The evaluation means, The evaluation process is configured to evaluate each player based on the operation input timing when the operation input of the player is accepted and a given relationship between the operation input timing determination sign object and the operation timing object at that operation input timing.

[0021] With this configuration, the present invention can adjust the difficulty of the game by controlling the operation reaction time while maintaining gameplay based on the timing of operation input, and can provide effects that can liven up matches played by multiple players, thereby improving the entertainment value of the game (particularly the entertainment value of games played by multiple players).

[0022] In particular, the present invention can control the length of the display period of the indicator object for determining the operation input timing or the second game object (e.g., an operation timing object) depending on the result of the evaluation process, thereby making it possible to adjust the operation reaction time for the player and to allow the result of the evaluation process to be visually recognized by the player himself and other players.

[0023] (3) The present invention also provides The display range control means The display range control process has a configuration in which, depending on the evaluation result of the evaluation process, at least a portion of the operation object formation area already set in the non-display range is moved in the first direction, and at least a portion of the operation object formation area set in the non-display range is moved within the display range.

[0024] With this configuration, the present invention can, for example, when the player's evaluation is low as a result of the evaluation process, change the operation object forming area to include a first game object (e.g., an operation input timing determination marker object) or a second game object (e.g., an operation input timing determination marker object). If the display range is expanded by moving the first game object or the second game object in the same direction as the movement of the first game object, the display period of the first game object or the second game object can be extended, and a longer operation response time can be ensured.

[0025] Therefore, the present invention can lengthen or shorten the reaction time to the player depending on the result of the player's operation, so that the difficulty level can be adjusted in a well-balanced manner. .

[0026] (4) The present invention also provides The evaluation means, As the evaluation process, the evaluation of each player is performed at a given evaluation timing; The display range control means determining at least one of a direction and an amount of movement of the operation object formation area according to an evaluation result at the evaluation timing; moving the operation object formation area based on the determined movement control content; The display range control process is executed.

[0027] With this configuration, the present invention can change the display area and non-display area of ​​the operation object formation area depending on the evaluation timing and evaluation period, making it possible to adjust the operation reaction time for the player and to allow the results of the evaluation process to be visually recognized by the player himself and other players.

[0028] (5) The present invention also provides The evaluation means, As the evaluation process, the evaluation of each player in a given evaluation period is performed; The display range control means determining at least one of a direction and an amount of movement of the operation object formation area according to an evaluation result during the evaluation period; moving the operation object formation area based on the determined movement control content; The display range control process is executed.

[0029] With this configuration, the present invention can change the display area and non-display area of ​​the operation object formation area in accordance with the evaluation of the entire evaluation period, for example.

[0030] The "evaluation period" is a predetermined game section, for example, (A1) In the case of a music game, one measure, or a period determined by the progress of the game, such as the A-melody, B-melody, or chorus, (A2) The period during which the event occurs, (A3) a period from a first timing to a second timing that is determined in advance during execution of the game, and (A4) A period designated by the player etc.

[0031] (6) The present invention also provides The evaluation means, The evaluation process includes judging whether or not the result of the player's operation or the result of the game executed based on the player's operation satisfies a given condition, and then calculating the result of the judgment. Identified as the following evaluation, The display range control means The control object formation area is moved in accordance with an evaluation of the determination result.

[0032] With this configuration, the present invention can change the direction of movement of the operation object formation area depending on whether or not given conditions are met, so that it can adjust the operation reaction time for the player depending on the evaluation status of the player's operation input, and can make the results of the evaluation process visually recognizable to the player himself and other players.

[0033] In addition, "given conditions" include the following: (B1) that the input of the operation content indicated by the second game object (e.g., an operation timing object) has been successful; (B2) The timing of the player's operation input and the timing relationship between the first game object (e.g., a marker object for determining operation input timing) and the second game object at the operation input timing or the positional relationship within the operation object formation area satisfy a predetermined success condition; and (B3) Pre-set parameters such as the score and the number of acquired items satisfy predetermined conditions; etc.

[0034] (7) The present invention also provides The evaluation means, In the evaluation process, for each group made up of the plurality of players, an evaluation based on an operation input of each player of the same group is determined by combining the evaluations; The display range control means The display range control process has a configuration in which a display range of the operation object formation area is controlled in accordance with the specified combination evaluation.

[0035] With this configuration, the present invention can also be applied to group matches. It is highly versatile and can be incorporated into a wide variety of games.

[0036] (8) The present invention also provides The display range control means When the display range control process is executed, the proportion of the operation object formation area set to the non-display range is changed in accordance with the evaluation, based on the number of players currently playing the game.

[0037] With this configuration, the present invention can, for example, increase or decrease the amount of hidden areas when there are a large number of players compared to when there are a small number of players, even if the evaluation results are the same, thereby improving the visibility of the players or making it appear as if the game is close even if there is a difference in the players' abilities.

[0038] (9) The present invention also provides The display control means may further comprise a display control unit for displaying, as player information, information relating to the game of the player in a blank area generated by the movement of the operation object forming area.

[0039] With this configuration, the present invention can provide, for example, information indicating the current state of a player or the state of other players. Since the blank area can be effectively utilized, the convenience of the player can be improved.

[0040] (10) The present invention also provides The display device further includes a performance control means for controlling a given performance for the operation object forming area in accordance with the amount of movement of the operation object forming area caused by execution of the display range control process.

[0041] With this configuration, the present invention can enhance the decorative effect (such as by making the area around the operation object formation area glow or by changing the color to a flashy color) of the operation object formation area corresponding to the top-performing player (e.g., an operation object formation area with a large amount of movement in the second direction) compared to the operation object formation areas corresponding to other players.

[0042] Therefore, the present invention can enhance a match carried out by multiple players.

[0043] (11) The present invention also provides The display range control means correcting the amount of movement of the operation object formation area in accordance with the evaluation result of the evaluation process and the game performance of the player; The control object formation area is moved in a second direction that is opposite to the first direction, based on the corrected amount of movement.

[0044] With this configuration, the present invention can, for example, increase the amount of movement of the control object formation area corresponding to a player with poor game performance, or decrease the amount of movement of the control object formation area corresponding to a player with significantly good game performance, thereby making the game appear as if it is a close match even if there is a difference in the skills of the players.

[0045] (12) The present invention also provides The display range control means correcting a movement amount of the operation object formation area according to a progress degree of the game together with an evaluation result of the evaluation process; The control object formation area is moved in a second direction that is opposite to the first direction, based on the corrected amount of movement.

[0046] With this configuration, the present invention can, for example, increase the amount of movement of the control object formation area as the game progresses or in the latter half of the game, making it possible to produce a close game or a major comeback.

[0047] (13) In order to solve the above problems, the present invention provides A program for controlling a given game that evaluates timing of operation inputs of each player input by a plurality of players, comprising: A reception processing means for receiving an operation input of the player; a display range control means for executing a display range control process to control a display range of an operation system object forming area corresponding to each player, the display range control process being an area in which a first game object to be a target of operation input by each player and a second game object which is a game object different from the first game object and is used to give operation input instructions to each player are formed; A movement control process for moving the second game object in a first direction within the operation object forming area and a movement control process for moving the first game object in a direction opposite to the first direction. and a movement control process for moving the object in a second direction, an evaluation means for executing, for each of the players, an evaluation process for evaluating each of the players based on an operation input at the time of receiving the operation input of the player and a given relationship between the first game object and the second game object in the operation input; The computer functions as The display range control means The display range control process is configured to move the corresponding operation object forming area, including the first game object and the second game object, in the second direction depending on the evaluation result of the evaluation process, and set at least a portion of the operation object forming area to a non-display range.

[0048] With this configuration, the present invention can control the length of the display period of the first game object or the second game object depending on the result of the evaluation process, thereby adjusting the operation reaction time for the player and allowing the result of the evaluation process to be visually recognized by the player himself and other players.

[0049] Therefore, the present invention can adjust the difficulty level of the game by controlling the operation reaction time, and can provide effects that can liven up a match played by multiple players, thereby improving the entertainment value of the game (especially the entertainment value of a game played by multiple players). [Brief description of the drawings]

[0050] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a functional block diagram of a game device main body according to one embodiment. [Diagram 3] 11A and 11B are diagrams illustrating a game control process including control of movement of an operation object and control of a display range of an operation object formation area in a rhythm fighting game according to an embodiment. [Figure 4] 1A to 1C are diagrams illustrating a basic principle of an operation object movement control process according to an embodiment. [Diagram 5] FIG. 1 is a diagram (part 1) for explaining an evaluation process according to an embodiment. [Figure 6] FIG. 2 is a diagram (part 2) for explaining the evaluation process according to an embodiment. [Figure 7] FIG. 3 is a diagram (part 3) for explaining the evaluation process according to an embodiment. [Figure 8] FIG. 4 is a diagram (part 4) for explaining the evaluation process according to an embodiment. [Figure 9] FIG. 1 is a diagram (part 1) for explaining the display range control process according to an embodiment; [Figure 10]FIG. 2 is a diagram (part 2) for explaining the display range control process according to an embodiment; [Figure 11] FIG. 11 is a diagram (part 3) for explaining the display range control process according to an embodiment. [Figure 12] FIG. 4 is a diagram for explaining the display range control process according to an embodiment; [Figure 13] FIG. 13 is a diagram (part 1) for explaining a display accompanying a movement of an operation object formation region in one embodiment. [Figure 14] FIG. 13 is a diagram (part 2) for explaining a display accompanying a movement of an operation object formation region in one embodiment. [Figure 15] FIG. 1 is an external configuration diagram of an example in which a game system according to an embodiment is applied to a store-based game system. [Figure 16] FIG. 1 is a diagram showing an example of a system configuration when a game system according to an embodiment is applied to a server system using a network. [Figure 17] 10 is a flowchart showing the operation of a game control process executed by a game system S of one embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0051] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.

[0052] [1] Overview of the game system First, the outline and schematic configuration of the game system S of this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system S of this embodiment.

[0053] The game system S of this embodiment is a music game in which multiple players compete against each other, and is configured as a game system that evaluates the operation timing of each player based on the operation input timing of each player input in accordance with the game instructions, and controls the game in which the players compete against each other based on the evaluation results (hereinafter also referred to as a "rhythm competition game").

[0054] Specifically, the game system S of this embodiment includes a plurality of controllers 30 operated by each player, a game device main body 10 that performs game processing, and a display 40 that displays game images.

[0055] The game system S is configured to execute the music game based on a game program or game data read from a memory, which is an information storage medium, or on operation signals input from the controller 30, so that each player can enjoy the music game while viewing the game screen displayed on the display 40.

[0056] For example, when the game system S receives operational input based on the joystick 32, cross key 33, and various buttons formed on the controller 30 operated by the player, it starts a game, executes various game settings, and evaluates each player based on the timing of the operational input received during game execution, and plays against other players (players who perform operational input to other controllers 30B connected to the game system S, players operating other game systems S connected via the network N, or the CPU).

[0057] In this embodiment, the controller 30 and the game device main body 10 transmit and receive information via wireless communication. However, for example, the controller 30 and the game device main body 10 may be connected by a communication cable, and information may be transmitted and received via the communication cable.

[0058] The game device main body 10 executes game processing based on operational inputs by the player (or multiple players if multiple controllers 30 are connected) via the controller 30, and based on the results of that processing, causes the display 40 to display various game images and causes the speaker (not shown) to output various sounds such as background music during the game.

[0059] The controller 30 is provided on the front surface with a joystick 32, a cross key 33, and a plurality of buttons 34, 36, 37, and 38 formed on the entire surface.

[0060] In addition, the controller 30 is configured to recognize when the player simultaneously inputs operations using multiple buttons. In such a case, or when a player inputs an operation by a combination of a button and the direction in which the cross key 33 is pressed (including diagonal directions and neutral), the configuration is capable of recognizing this as a special operation input.

[0061] In addition to the above, the controller 30 has a plurality of buttons (not shown) on the side surface, etc.

[0062] In addition to the above, the controller 30 may also be configured with a steering wheel, a percussion controller (for example, reference numeral 30C in FIG. 1), a microphone, a touch panel display, an acceleration sensor, and the like.

[0063] [2] Game console Next, the configuration of the game device main body 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing an example of a functional block diagram of the game device main body 10 of this embodiment. Also, the game device main body 10 of this embodiment may have a configuration in which some of the components (parts) of Fig. 2 are omitted.

[0064] The card read / write unit 162 reads and writes data from and to the game card under the control of the processing unit 100 .

[0065] The storage unit 170 stores predefined programs and data, and serves as a work area for the processing unit 100, the communication unit 196, etc., and temporarily stores the results of calculations executed by the processing unit 100 in accordance with various programs, input data input from the controller 30, etc. This function can be realized by a RAM (VRAM) or the like.

[0066] In particular, the storage unit 170 includes a main memory unit 172 , an image buffer 174 , and a music data storage unit 176 .

[0067] The main memory unit 172 stores various data including a system program for implementing various functions that allow the processing unit 100 to comprehensively control the game system S, a game program required to execute the rhythm battle game, and image data such as characters and musical scores.

[0068] The music data storage unit 176 stores music data that are challenge songs for the rhythm battle game, and corresponding score data that specifies the timing and operation contents for each player to execute operation input in accordance with each piece of music data.

[0069] In addition to the audio data, the song data includes bibliographic information such as the singer, composer and lyricist, the difficulty level or level, and information indicating the divisions of the bars, A-melody, B-melody, chorus and so on.

[0070] The music score data includes note information indicating the timing for the player to input operations in accordance with the music data, and the type of input (operation contents for the instrument) (for example, if the instrument is a drum, face strikes, edge strikes, and repeated face strikes, etc.).

[0071] The score data is extracted from the notes in the actual score of the corresponding music piece, taking into account the content of the notes that correspond to the characteristic sounds of the music piece, and is pre-formed as note objects (operation timing objects, described below) at the positions of the extracted notes in the score.

[0072] The information storage medium 180 (computer-readable medium) stores programs and data. The function of the optical disk is to store data, etc., and can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM) or the like.

[0073] The information storage medium 180 can store a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit).

[0074] It should be noted that the information storage medium 180 may store, similarly to the memory unit 170, in place of the memory unit 170, or together with the memory unit 170, various data such as a system program for realizing various functions for the processing unit 100 to comprehensively control the game system S, a game program required for executing the rhythm battle game, and music data that will be the challenge songs in the rhythm battle game.

[0075] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), etc. The display 40 in FIG. 1 corresponds to this.

[0076] The sound output unit 192 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.

[0077] The communication unit 196 performs various controls for communicating with the outside (for example, other game systems S, terminal devices such as communication end terminal devices such as smartphones, and server device 1 via the network N), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0078] Note that the programs and data stored in the information storage medium or storage unit of the server device 1 for causing a computer to function as each unit of the present embodiment may be received via a network, and the received programs and data may be stored in the information storage medium 180 or storage unit 170. Such cases of receiving programs and data and causing a terminal to function are also included within the scope of the present invention.

[0079] On the other hand, the communication unit 196 executes various controls for communicating with one or more controllers 30 (for example, short-distance wireless communication).

[0080] Specifically, the communication unit 196 includes an antenna and a wireless module, and transmits and receives data to and from one or more controllers 30 using, for example, Bluetooth (registered trademark) technology.

[0081] For example, the communication unit 196 transmits sound data such as confirmation sounds and sound effects, and vibration signals to the controller 30, and receives information (such as acceleration vector values) detected by an acceleration sensor or operational input at the controller 30 at alternating intervals of 4 msec and 6 msec.

[0082] The processing unit 100 (processor) performs processes such as game processing, image generation processing, and sound generation processing based on input data from the controller 30 and the card read / write unit 162, programs, and the like.

[0083] In particular, the processing unit 100 performs various processes using the main memory unit 172 in the storage unit 170 as a work area. It is realized by hardware such as a memory array (RAM, etc.) or a program, and executes various functions.

[0084] The processing unit 100 has a configuration for implementing various processes of this embodiment or various functions for the rhythm battle game based on programs (data) stored in the storage unit 170 or the information storage medium 180.

[0085] Specifically, the processing unit 100 includes a communication control unit 110, an operation input reception processing unit 113, a game control unit 114, an evaluation processing unit 115, a performance control unit 116, a music playback unit 117, a display control unit 118, a drawing unit 120, and a sound processing unit 130. Note that a configuration in which some of these units are omitted may also be used.

[0086] For example, the operation input reception processing unit 113 of this embodiment constitutes the reception processing means of the present invention, and the game control unit 114 constitutes the object control means and display range control means of the present invention. Also, for example, the evaluation processing unit 115 of this embodiment constitutes the evaluation means of the present invention, and the display control unit 118 constitutes the display control means of the present invention. Furthermore, for example, the performance control unit 116 of this embodiment constitutes the performance control means of the present invention.

[0087] The communication control unit 110 performs processing for transmitting and receiving data to and from the server device 1 and terminal devices of other game systems and the like via a network.

[0088] In particular, when a competitive game is played based on information received from the server device 1, or when playing against other players via a network, the communication control unit 110 performs processing to receive various information transmitted from the server device 1 or other game systems S, and processing to transmit the information to the server device 1 or other game systems S.

[0089] In addition, in the game system S of this embodiment, network information required for communication control may be obtained from a server and management processing may be performed.

[0090] For example, the game system S may perform a process of acquiring and managing identification information for terminal devices (IDs individually assigned to each game system S to identify terminals that can participate in online games) and destination information (such as an IP address) that specifies the destination of packets associated with the identification information of each game system S.

[0091] Specifically, the communication control unit 110 performs processes such as generating packets to be sent to other terminal devices or server device 1, specifying the IP address and port number of the terminal device or server device 1 to which the packets are to be sent, storing data contained in received packets in the memory unit 170, analyzing received packets, and other control processes related to the sending and receiving of packets.

[0092] In addition, the communication control unit 110 performs processing to transmit and receive data to and from multiple other game systems S or the server device 1 at a predetermined cycle (for example, at one-second cycles) from the time a communication connection is established until the communication connection is disconnected.

[0093] Furthermore, in the case of a network system constituted by multiple terminal devices such as a game system S, the communication control unit 110 may perform communication control using a peer-to-peer (so-called P2P) method in which an online game is played while transmitting and receiving data between multiple terminal devices, or may perform communication control using a client-server method in which each terminal device transmits and receives data (information) via the server device 1 to play an online game.

[0094] In the network system of this embodiment, data can be transmitted not only by wired communication but also by wireless communication. may be transmitted and received.

[0095] On the other hand, the communication control unit 110 performs a process of acquiring input information from the controller 30. For example, the communication control unit 110 receives an operation input from the player based on the operation input timing.

[0096] The operation input reception processing unit 113 performs a recognition process to recognize the operation content and the timing thereof based on the input information input to the controller 30 by the player.

[0097] Specifically, the operation input reception processing unit 113 of this embodiment recognizes the operation instruction command input by the player based on the type of button input by the input unit 260, the number of times it is pressed, the lever instruction direction, the timing of pressing the button and the timing of the lever instruction, and a combination of these.

[0098] On the other hand, when a player's operation is input simultaneously using multiple buttons, or when a player's operation is input using a combination of the tilt angle of the camera or joystick 32 and each button, the operation input reception processing unit 113 recognizes it as a special operation input.

[0099] The game control unit 114 executes processes related to the progress of the rhythm competition game. For example, the game control unit 114 executes processes such as a process for starting the game when a game start condition is satisfied (hereinafter also referred to as a "game start process"), a game control process for controlling the progress of the rhythm competition game in response to the player's operation input, and a process for ending the game when a game end condition is satisfied when the reproduction of the music data is finished (hereinafter also referred to as a "game end process").

[0100] In particular, when a rhythm battle game is played by multiple players, the game control unit 114 controls the movement of a first game object (hereinafter also referred to as an "operation input timing determination marker object") used to determine the operation input timing of each player, a second game object (hereinafter referred to as an "operation timing object") that indicates the operation input timing of each player, or both objects, for each player, in accordance with the music data played by the music playback unit 117.

[0101] Specifically, the game control unit 114 moves the operation input timing determination marker object and the operation timing object so that their display positions coincide with each other at a predetermined reference timing in accordance with the music data based on the music score data.

[0102] In addition, when a rhythm battle game is played by multiple players, the game control unit 114 executes a display range control process that controls the display range, including movement of the operation object formation area associated with each player, in which an operation timing object is formed for each player.

[0103] The game control unit 114 performs this process every frame (for example, 1 / 60 seconds). A frame is a unit of time for performing object movement and action processing and image generation processing.

[0104] The evaluation processing unit 115 executes an evaluation process for evaluating each player based on the accepted player's operation input timing and a given relationship between the operation input timing determination marker object and the operation timing object.

[0105] The performance control unit 116 controls the operation object shape based on the execution result of the display range control process. This controls the given presentation for the composition area.

[0106] The music playback unit 117 plays back music data that has been read into the music data storage unit 176 , and outputs a waveform of continuous music sounds to the sound output unit 192 .

[0107] The function of the music playback unit 117 can be realized by hardware such as an integrated circuit (sound source IC) that generates a waveform of music sound based on music data, a program, and the like.

[0108] The display control unit 118 controls the display of objects that are output and displayed on the display unit 190.

[0109] Specifically, the display control unit 118 performs display control such as generating displayed objects (game characters, backgrounds, buildings, the ground, etc.), instructing the display positions of displayed objects, and erasing displayed objects.

[0110] That is, the display control unit 118 performs display control such as registering an object that has appeared in an object list, transferring the object list to the drawing unit 120, and deleting an object that has disappeared from the object list.

[0111] In particular, when a rhythm battle game is played by multiple players, the display control unit 106 causes the drawing unit 108 to draw some or all of the operation object formation areas formed within the display area of ​​the display unit 190 for each player, based on the display area of ​​the display unit 190.

[0112] In addition, the display control unit 106 causes the drawing unit 108 to draw an operation input timing determination marker object, an operation timing object, or both objects, whose movement is controlled in accordance with the music data played by the music playback unit 117 for each player and which moves within the displayed operation object formation area.

[0113] Furthermore, the display control unit 118 displays, as player information, information about the game of the corresponding player in a blank area that is generated by the movement of each player's operation object formation area.

[0114] The drawing unit 120 executes a process of drawing (generating) an image based on various processes (game processes) performed by the processing unit 100, and outputs the drawn image to the display unit 190, and the function thereof can be realized by hardware such as a graphics processor (GPU), a program, etc. Then, the drawing unit 108 draws so-called two-dimensional images or three-dimensional images.

[0115] Specifically, the drawing unit 120 reads out display objects corresponding to the display object list transferred by the display control unit 118 from the main memory unit 172 or the like, and draws the objects in an image buffer 174 (a buffer such as a frame buffer or intermediate buffer; VRAM) that can store image information on a pixel-by-pixel basis.

[0116] Then, the drawing unit 120 updates the image information every frame (for example, every 1 / 30 seconds) to cause the display unit 190 to display a moving image.

[0117] In particular, the drawing unit 120 reads out from the main storage unit 172 a score image corresponding to the music data played back by the music playback unit 117 and draws it in the image buffer 174 in accordance with the playback of the music data.

[0118] The sound processing unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .

[0119] [3] Method of the present embodiment [3.1] Overview Next, a method of game control processing including control of movement of the operation object and control of the display range of the operation object formation area in the rhythm fighting game of this embodiment will be described with reference to FIG.

[0120] FIG. 3 is a diagram for explaining game control processing including control of movement of the operation object and control of the display range of the operation object formation area in the rhythm fighting game of this embodiment.

[0121] The game system S of this embodiment has a configuration for executing a rhythm battle game using music data in which, while specific music data, such as a song set for a player, is being played, the timing of each player's operation input input by multiple players is evaluated in time with the played music, and the players compete against each other.

[0122] In particular, the game system S of this embodiment is configured to control the length of the display period of the operation input timing determination marker object (first game object) or the operation timing object (second game object) according to the result of the evaluation process for each player, adjust the operation reaction time for the player, and visually recognize the result of the evaluation process for the player himself and other players.

[0123] Specifically, the game system S performs the following during playback of specific music data: (A1) a display range control process for controlling a display range of an operation object forming area corresponding to each player, the area being an area in which a marker object for determining an operation input timing and an operation timing object for each player are formed; (A2) an operation object movement control process for executing at least one of a movement control process for moving an operation timing object in a first direction and a movement control process for moving an operation input timing determination marker object in a second direction opposite to the first direction; and (A3) An evaluation process for evaluating each player based on the operation input (specifically, the operation input timing) at the time when the operation input of the player is accepted and a given relationship (for example, a timing relationship or a positional relationship within an operation object formation area) between the operation input timing determination marker object and the operation timing object at the operation input timing; The present invention has a configuration for executing the above.

[0124] Then, as the display range control process (A1), the game system S has a configuration in which, depending on the evaluation of the evaluation process, the corresponding operation object formation area, including the operation input timing determination marker object and the operation timing object, is moved toward a second direction that is opposite to the first direction, and at least a portion of the operation object formation area is set to a hidden range (i.e., a hidden range).

[0125] For example, as shown in FIG. 3(A), when the evaluation process results in a higher evaluation of player A among players A and B participating in the game, the game system S directs the operation object formation area OBAR1 corresponding to player A in a direction (i.e., a second direction) opposite to the moving direction of the operation timing object IM (i.e., a first direction) and toward a non-display area that cannot be displayed by the display unit 190, as shown in FIG. 3(B). The target object is moved by a predetermined amount.

[0126] In addition, in Fig. 3(A) and (B), (B1) Due to a high evaluation, the operation object formation area OBAR1 of the player A (i.e., the position at the reference timing BL) moves in the second direction to the first movement position ML1, and due to a non-high evaluation, the position of the operation object formation area OBAR2 of the player B does not change (it is fixed at the position at the reference timing BL). (B2) A part of the operation object formation area OBAR1 corresponding to the player A, which was displayed in the display range DA, is set to the non-display range NDA due to the movement of the operation object formation area OBAR1; and (B3) Even if the operation object formation area OBAR1 moves, there is no change in the timing (TM1 and TM2) at which the operation timing object IM reaches the corresponding operation input timing determination marker object BMC for each operation object formation area OBAR, and the evaluation of each player is determined for the same operation timing object IM at the same timing. is shown.

[0127] With this configuration, in this embodiment, by narrowing the display range of the operation object formation area, the display period of the operation timing object (i.e., the period during which it is visible to the player) can be shortened, thereby shortening the time it takes for the player to react and perform an operation (hereinafter referred to as the "operation reaction time").

[0128] Therefore, in this embodiment, while maintaining gameplay based on the timing of operational input, the difficulty of the game can be adjusted by controlling the operation reaction time, and it is possible to provide a presentation that can liven up a match played by multiple players, thereby improving the entertainment value of the game (especially the entertainment value of a game played by multiple players).

[0129] Note that in this embodiment, for example, a music rhythm game in which the player is made to perform operations in time with the sounds and rhythms of a music game (so-called rhythm game) and the accuracy of the timing of the player's operation input is evaluated. However, the present invention is not limited to this music game, and can be applied to anything that evaluates the timing of a player's operation, as well as anything that evaluates the accuracy of a player's operation input regardless of the timing.

[0130] [3.2] Basic principles of control processing of operation object movement Next, the basic principle of the operation object movement control process of this embodiment will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the basic principle of the operation object movement control process of this embodiment.

[0131] The game control unit 114 forms an operation object formation area for each player participating in the rhythm fighting game, and controls the movement of an operation input timing determination marker object and an operation timing object formed within the operation object formation area.

[0132] That is, the game control unit 114 provides operation object formation areas corresponding to each player on the game screen displayed on the display unit 190 during game execution, and controls the movement of the operation input timing determination marker object and the operation timing object based on the music score data while matching it to the music data.

[0133] In particular, the game control unit 114 controls the movement (display range) of each operation object forming area, and determines the operation timing of the player. The operation input timing object is an object for determining the operation timing of a player together with the operation input timing determination sign object based on a fixedly arranged position of the operation input timing determination sign object serving as a reference for the operation input timing, and when the operation input timing object overlaps with the operation input timing determination sign object, movement control is executed for the operation timing object indicating the operation content input by the player.

[0134] Specifically, the game control unit 114 forms, as an initial setting, an operation object formation area in the game space (a space for constructing a game screen including the display range and non-display range displayed on the display unit 190) that extends from one end of the display range for the number of players participating in the rhythm battle game to the opposite end, and places a circular operation input timing determination marker object on one end side (e.g., the left side) of each operation object formation area.

[0135] Then, when the game is started, the game control unit 114 moves a plurality of operation input timing objects having different operation types (i.e., different contents of operation input) at a constant speed from the other end side to the one end side in a first direction (i.e., toward the operation input timing determination marker object) along each operation object formation area in accordance with the music data and based on the score data, for each operation object formation area.

[0136] The operation input timing determination sign object for each player is fixedly installed within the operation object forming area, and when the operation object forming area moves due to the display range control process, it moves accordingly. However, even if the operation input timing determination sign object for each player moves due to the display range control process, the relative position within the operation object forming area does not change, and the movement is visually controlled.

[0137] For example, the game control unit 114 works in conjunction with the display control unit 118 to form a horizontally long score image SP (an image of the operation object formation area OBAR formed including the display range and non-display range) formed from the score data, based on a marker object for determining the timing of operation input (the position of the reference timing BL in the figure) at the time of initial setting (i.e., before playback starts when no music data is being played), as shown in Figure 4 (A).

[0138] Then, the game control unit 114, in cooperation with the display control unit 118, when playback of music data is started by the music playback unit 117, fixes the position of the operation input timing determination marker object in the display range DA (i.e., the position of the reference timing BL), and moves the music score image SP at a constant speed from the right side to the left in the figures as time T passes, as shown in Figures 4(A), (B) and (C), for a plurality of first operation timing objects IM1-1 to IM1-n (n is a natural number) and a plurality of second operation timing objects IM2-1 to IM2-n on the operation object formation area OBAR.

[0139] In particular, the game control unit 114 controls the movement of each operation timing object IM in a first direction so that, for example, when the reference timing KT1 corresponding to the first operation timing object IM1-1 arrives, the first operation timing object IM1 moves to the position of the marker object for determining the operation input timing.

[0140] In addition, in Figures 4 (A), (B), and (C), the range displayed on the display unit 190 is shown as the display range DA, and in the above example, the display control unit 118 causes the display unit 190 to display a part of the range as the display range DA based on the marker object for determining the operation input timing.

[0141] In addition, in Figure 4 above, the display range DA moves from left to right over time. In an actual game, the music score image SP moves from the right side to the left side in the figure, as described above.

[0142] Furthermore, the above explanation using FIG. 4 is for single play and is an example of an explanation for a case where the display range control process is not being executed.

[0143] In particular, in a multiplayer game, the operation object movement control process is executed for each player in the same manner as in the above example. However, in such a multiplayer game, the operation object movement control process is not executed as different movement controls for each player, but is executed at the same timing in a completely linked manner.

[0144] That is, as described below, the display range control process also moves the operation object formation area which restricts the movement range of the operation input timing determination sign object and the operation timing object, but the game control unit 114 controls the timing at which the same operation timing object arrives at each operation input timing determination sign object for each player at the same timing.

[0145] On the other hand, the game control unit 114 may move the operation input timing determination marker object at a constant speed in a second direction opposite to the first direction from one end side to the other end side (i.e., toward the operation input timing object).

[0146] In this case, the game control unit 114 fixes and arranges each operation timing object within the operation object formation area.

[0147] In addition, the game control unit 114 may move the operation timing object in a first direction at a constant speed, while moving the marker object for determining operation input timing from one end side to the other end side in a second direction opposite to the first direction (i.e., toward the operation input timing object) at a constant speed.

[0148] [3.3] Evaluation process Next, the evaluation process of this embodiment will be described with reference to Fig. 5 to Fig. 8. Fig. 5 to Fig. 8 are diagrams for explaining the evaluation process of this embodiment.

[0149] (Basic principles of evaluation processing) As an evaluation process, the evaluation processing unit 115 executes an evaluation process for each player, which determines an evaluation of each player in the rhythm music game based on the movement control of the operation timing object and the operation input of each player, using the position of the marker object for determining operation input timing determined by the operation object movement control process as a reference.

[0150] In particular, the evaluation processing unit 115 executes an evaluation process for each player to determine an evaluation of each player in the rhythm music game based on the operation input timing when the player's operation input is received and a given relationship between the operation input timing determination marker object and the operation timing object at that operation input timing.

[0151] Specifically, the evaluation processing unit 115 executes evaluation processing (hereinafter referred to as "individual operation timing evaluation processing") at each individual evaluation timing based on the timing at which each movement-controlled operation timing object reaches the position of the operation input timing determination marker object (hereinafter referred to as "individual evaluation timing").

[0152] That is, the evaluation processing unit 115 performs individual operation timing evaluation processing by It is then determined whether the player has input the command of the object at the specified timing.

[0153] Then, for each player and for each given period (hereinafter referred to as an "evaluation period"), the evaluation processing unit 115 executes evaluation processing for each evaluation period (hereinafter referred to as an "evaluation processing based on the evaluation period") depending on the evaluation result of the individual operation timing evaluation processing.

[0154] For example, as an evaluation process, the evaluation processing unit 115 performs evaluation by varying parameters such as the score based on the number of successes, number of failures, degree of timing consistency, and number of consecutive successes (so-called combo number) of the specified operation input.

[0155] (Individual operation timing evaluation process) As the individual operation timing evaluation process, the evaluation processing unit 115 determines whether or not the player's operation result at the individual operation timing satisfies given conditions (hereinafter referred to as "evaluation conditions") as an evaluation result, and uses the result as the result of the evaluation process.

[0156] Specifically, for each player, the evaluation processing unit 115 compares the operation input timing when the player's operation input is received with the timing at which the operation timing object arrives at the operation input timing determination marker object at that operation input timing within the operation object formation area (i.e., the timing determined by the music data), and executes evaluation processing based on the comparison result.

[0157] In addition, the evaluation processing unit 115 considers the following as given evaluation conditions: (A1) The input of the operation content indicated by the operation timing object is successful; (A2) The timing of the operation input by the player and a given relationship between the operation input timing determination marker object and the operation timing object at the operation input timing satisfy a predetermined success condition; or (A3) Both (A1) and (A2) are satisfied; is used.

[0158] In particular, the evaluation processing unit 115 may use a plurality of evaluation conditions selected from any of (A1) to (A3). In this case, it is preferable to assign a degree of difficulty in fulfilling each evaluation condition (e.g., easy to fulfill, difficult to fulfill, etc.) and to assign evaluation values ​​such as points in stages according to the degree of difficulty.

[0159] That is, in this case, when the evaluation conditions include (A3) and multiple conditions that assign graded evaluation values ​​are used, the evaluation processing unit 115 assigns a first point (a relatively high point, for example, 5 points) if a first condition that is a strict condition to be met is met, and assigns a second point (a relatively low point, for example, 1 point) that is lower than the first point if a second condition that is lenient than the first condition is met when the first condition is not met.

[0160] For example, as an individual operation timing evaluation process, as shown in FIG. 5(A), when the reference timing KT (e.g., 5 seconds after the start of music playback) at which the first operation timing object IM1-1 arrives (includes) at the position of the operation input timing determination sign object (e.g., the position of the reference timing BL when the display range control process is not executed) matches the operation input timing on the controller 30 of the corresponding player, and when the operation content indicated by the first operation timing object IM1 (operation instruction to input "bang") matches the operation content on the controller 30 of the corresponding player, the evaluation processing unit 115 awards a relatively high point (i.e., 5 points).

[0161] Furthermore, as shown in FIG. 5(B), even if the reference timing KT and the operation input timing do not strictly match (are not completely identical), when the first operation timing object IM1 arrives during a reference period BT (e.g., 0.5 seconds before and after the reference timing), which is a period during which the first operation timing object IM1 passes through the operation input timing determination marker object BMC1 at a timing other than the reference timing KT, the evaluation processing unit 115 awards a relatively low point (i.e., 1 point).

[0162] In addition, as shown in FIG. 6, if the evaluation processing unit 115 determines that the reference period BT for the first operation timing object IM1 does not include the operation timing executed by the player using the controller 30, or that the operation input to the controller 30 is different from the operation content, then no points will be awarded.

[0163] Then, the evaluation processing unit 115 executes an evaluation process to calculate the points awarded at each timing as the score of the corresponding player.

[0164] On the other hand, in the evaluation process, the evaluation processing unit 115 of this embodiment may perform the evaluation process based on the comparison result between the operation input timing and the arrival timing of the operation object within the operation object formation area, in accordance with the positional relationship between the operation input timing determination marker object, the operation timing object, and the two objects within the operation object formation area at the operation input timing for each player, instead of evaluation processing based on the comparison result between the operation input timing and the arrival timing of the operation object within the operation object formation area.

[0165] In this case, as shown in Figures 7 and 8, the evaluation processing unit 115 performs a hit check (contact within the operation object formation area) between the operation input timing determination marker object and the operation timing object at the operation input timing when the player's operation input is accepted, for each player.

[0166] Then, the evaluation processing unit 115 determines whether or not there is a hit and the situation thereof (i.e., whether the objects overlap within the operation object formation area, and, if so, the overlapping area or number of pixels), and determines the overlapping situation as the evaluation result.

[0167] For example, as shown in FIG. 7(A), the evaluation processing unit 115 determines that the operation input timing determination marker object BMC1 (strictly speaking, the character's face) and the operation timing object IM1 are in hit at the operation timing CT, and if the objects completely overlap within the operation object formation area, a relatively high point (i.e., 5 points) is awarded.

[0168] For example, as shown in FIG. 7(B), the evaluation processing unit 115 determines that the operation input timing determination marker object BMC1 (strictly speaking, the character's face) and the operation timing object IM1 are in contact at the operation timing CT, and if the objects do not overlap partially within the operation object formation area, a relatively low point (i.e., 1 point) is awarded.

[0169] In addition, if the evaluation processing unit 115 determines that the operation input timing determination marker object BMC1 (strictly speaking, the character's face part) at the operation timing CT does not hit the operation timing object IM1, as shown in Figure 8, then the evaluation processing unit 115 does not award points.

[0170] Then, the evaluation processing unit 115 performs the evaluation at each timing in the same manner as in the case where the timing is used. An evaluation process is executed to calculate the awarded points as the score of the relevant player.

[0171] On the other hand, the evaluation processing unit 115 of this embodiment uses, as the given evaluation conditions, that the input of the operation content indicated by the operation timing object is successful (hereinafter also referred to as the "first evaluation condition"), and that the timing of the player's operation input and the given relationship between the operation input timing determination marker object and the operation timing object at that operation input timing satisfy a predetermined success condition (hereinafter also referred to as the "second evaluation condition"). However, instead of or in addition to these, the evaluation condition may also include that pre-set parameters such as the player's score or the number of items acquired satisfy a predetermined condition (hereinafter also referred to as the "third evaluation condition") (for example, the score has reached a predetermined value).

[0172] For example, the evaluation processing unit 115 of this embodiment may award relatively high points if the first evaluation condition, the second evaluation condition, and the third evaluation condition are met, and may award relatively low points if only the first evaluation condition and the second evaluation condition are met.

[0173] Furthermore, the evaluation processing unit 115 may execute the evaluation process depending on whether or not only the first evaluation condition, only the second evaluation condition, or only the third evaluation condition is met.

[0174] (Evaluation process based on evaluation period) When the evaluation processing unit 115 executes the above-mentioned evaluation process for each individual operation timing, the evaluation processing unit 115 executes an evaluation of each player for a given evaluation period or after the evaluation period has elapsed.

[0175] Specifically, the evaluation processing unit 115 sets the evaluation period as follows: (B1) In the case of a music game, one measure or a period determined by the progress of the game, such as the A-melody, B-melody, or chorus, (B2) The period during which the event occurs; (B3) A period from a first timing to a second timing that is determined in advance during execution of a game, or (B4) for a period designated by the player; etc. are used.

[0176] Then, for each player, the evaluation processing unit 115 counts up the evaluation results of the individual operation timing evaluation processing for each evaluation period or after the evaluation period has elapsed, and specifies the counted result as the evaluation of each player. However, for each evaluation period, the evaluation processing unit 115 may use not only the evaluation results for the corresponding evaluation period alone, but also the evaluation results for all evaluation periods up to that point.

[0177] For example, in a rhythm battle game, the evaluation processing unit 115 adds up, for each player and for each bar, the points evaluated at each individual operation timing as an evaluation for the period of each bar, as a score.

[0178] The evaluation processing unit 115 may calculate a total value of the evaluation results, or may calculate a statistical value such as an average value or a standard deviation value.

[0179] [3.4] Display range control processing Next, the display range control process of this embodiment will be described with reference to Fig. 9 to Fig. 12. Fig. 9 to Fig. 12 are diagrams for explaining the display range control process of this embodiment.

[0180] As a display range control process, the game control unit 114 moves the corresponding operation object forming area, including the operation input timing determination marker object and the operation timing object, in a direction opposite to the first direction, which is the movement direction of the operation object (i.e., a second direction), depending on the evaluation of the evaluation process, and sets at least a part of the operation object forming area in a range that is not displayed on the display unit 190 (hereinafter referred to as the "non-display range").

[0181] In particular, the game control unit 114 sets at least a portion of the operation object formation area to a hidden area while maintaining the moved state of the operation input timing determination marker object, the operation timing object, or both in the operation object movement control processing, and controls the width of the display area of ​​the operation object formation area.

[0182] In addition, as a display range control process, the game control unit 114 moves at least a portion of the operation object formation area already set in the hidden range in a first direction in accordance with an evaluation indicating the result of the evaluation process, and moves at least a portion of the operation object formation area set in the hidden range into the range displayed on the display unit 190 (hereinafter referred to as the "display range").

[0183] Specifically, the game control unit 114 determines, for each player, the movement control content for the movement direction and movement amount of the operation object formation area for a given period (hereinafter referred to as the "evaluation reflection period") in accordance with the evaluation for the evaluation period identified by the evaluation process, and executes a display range control process that moves the operation object formation area from its position (current position) in a first direction or a second direction based on the determined movement control content, and maintains that position during the evaluation reflection period.

[0184] In other words, the game control unit 114 determines, for each player, the movement control content including the movement direction and movement amount of the operation object formation area during the evaluation reflection period based on the score obtained by tallying up the points for each individual operation timing during the evaluation period, and at the start timing of the evaluation reflection period, moves the operation object formation area itself based on the determined movement control content, and maintains its position until the evaluation reflection period ends.

[0185] Also, at this time, the game control unit 114 may determine the movement control content based on each player's evaluation value (e.g., score) for the evaluation period as an absolute value, or may determine the movement control content and a value relative to those of other players.

[0186] In other words, when the evaluation value of each player's evaluation period is used as an absolute value, the game control unit 114 refers to table data that predetermines the evaluation value, movement amount, and movement direction, and performs movement control of each player's operation object formation area based on the movement amount and movement direction determined by the table data.

[0187] Furthermore, when the evaluation value of each player during the evaluation period is used as a value relative to other players, the game control unit 114 determines the ranking of each player's evaluation value, and executes movement control of each player's operation object formation area while varying the amount of movement (so that the higher ranked player is at a disadvantage) in a direction that is disadvantageous to the player in the game from the top, or in a direction that is advantageous to the player in the game from the bottom (so that the higher ranked player is at a disadvantage).

[0188] On the other hand, as an operation object movement control process, the game control unit 114 controls each operation object forming area including an operation timing object in which an operation input timing determination marker object is fixedly arranged for each player and whose movement is controlled toward the operation input timing determination marker object, based on the operation of the operation input timing determination marker object. While maintaining the position (relative position) in the system object formation area, the operation timing object is moved in a second direction that is disadvantageous to each player or in a first direction opposite thereto, while performing movement control of the operation timing object.

[0189] In other words, when the operation object formation area moves a predetermined amount in a predetermined direction, the game control unit 114 executes a predetermined amount of movement in the predetermined direction for both the fixedly positioned operation input timing determination marker object and each moving operation timing object.

[0190] Note that the operation input timing determination marker object for each player is fixedly installed within the operation object forming area, and when the operation object forming area moves due to the display range control process, it moves accordingly. However, even if the operation input timing determination marker object for each player moves due to the display range control process, the game control unit 114 moves the operation object forming area without changing the relative position within the operation object forming area.

[0191] For example, as shown in Figures 9 to 12, in a rhythm battle game played by three players, each bar in the music data used in the game is set as an evaluation period, and the bars that follow the bars of the evaluation period are set as an evaluation reflection period. Assume that a display range control process is executed to move the operation object formation area in a direction that is disadvantageous to the player (second direction) based on the relative evaluation value of each player in each evaluation period.

[0192] Also, in this case, as shown in FIG. 9, for example, the game control unit 114 forms an operation object formation area extending to the left and right of the display range, and each player's operation object formation area OBAR is arranged vertically, and it is assumed that each player's operation input timing determination sign object BMC is fixedly set at the left end of the figure within the corresponding operation object formation area, and each player's operation timing object IM is moving from the right end of the display unit 190 in the figure toward the operation input timing determination sign object BMC (i.e., in the first direction).

[0193] As shown in FIG. 9, at the start of the game, the game control unit 114 places the operation object formation areas OBAR1, OBAR2, and OBAR3 of players A, B, and C in a state in which they are extended in the left-right direction of the display unit 190 (hereinafter referred to as the "reference state"), and executes an operation object movement control process that moves the operation timing object IM toward the operation input timing determination marker object BMC based on the placement positions.

[0194] In such a case, when the game control unit 114 executes an evaluation process in the first evaluation period with the evaluation values ​​of player A's score being second overall (out of three players), player B's being first overall (out of three players), and player C's being third overall (out of three players), as shown in FIG. 10, it executes a display range control process in the first evaluation reflection period in the first evaluation period to move player A's operation object formation area OBAR1 in the second direction by a predetermined unit amount of "+2" and move player B's operation object formation area OBAR2 in the second direction by a predetermined unit amount of "+5".

[0195] In this case, the game control unit 114 does not move the operation object formation area OBAR3 of the player C, but maintains the current position.

[0196] In addition, the evaluation process is performed by moving each operation object formation area OBAR. The reference timing BL for execution moves to a movement position ML1 and a movement position ML2, and the timing at which each operation timing object IM arrives at each movement position ML1 and ML2 is the same as the timing at which it arrives at the reference timing BL.

[0197] Similarly, as shown in FIG. 11, when evaluation processing is executed in the second evaluation period with player A's score being first overall (out of three players), player B's score being third overall (out of three players), and player C's score being second overall (out of three players), the game control unit 114 executes display range control processing in the second evaluation reflection period in the second evaluation period to move player A's operation object formation area OBAR1 in the second direction by a predetermined unit amount of "+5" from the current position (+7 from the start of the game) and move player C's operation object formation area OBAR3 in the second direction by a predetermined unit amount of "+2" (also +2 from the start of the game).

[0198] In this case, the game control unit 114 does not move the operation object formation area OBAR2 of player B, but maintains the current position (position +5 from the start of the game).

[0199] On the other hand, if the evaluation value during the evaluation period during game execution is significantly low in absolute value (for example, if the positive addition is "0"), a display range control process may be executed to move the operating object formation area OBAR in a direction advantageous to the player (a first direction).

[0200] For example, in a case similar to that shown in Figures 10 and 11 above, when an evaluation process is executed in which, in addition to the above situation, the score addition for player B becomes "0" as the evaluation value during the second evaluation period, the game control unit 114 executes a display range control process by moving the operation object formation area OBAR2 for player B in the first direction by a predetermined amount (for example, "-3" (plus or minus +2 from the start of the game)), as shown in Figure 12.

[0201] The game control unit 114 may move the operation object forming area to hide the entire area (as a limit value) of the operation object forming area. However, in this case, if the entire operation object forming area becomes hidden, the game may not be impossible to play, but the difficulty level will increase dramatically, so the game control unit 114 controls the movement of the operation object forming area so that, at the very least, the operation input timing determination marker object is displayed.

[0202] In addition, if the direction or amount of movement of the operation object formation area is determined in advance for each player based on the evaluation during a given evaluation period by the evaluation process, the game control unit 114 may determine the movement control content for only the amount or direction of movement of the operation object formation area.

[0203] Furthermore, the game control unit 114, in principle, executes the display range control process based on the evaluation results of the period evaluation process for each player, but may execute the display range control process based on the results of the individual operation timing evaluation process for each player.

[0204] In particular, when the display range control process is executed based on the result of the individual operation timing evaluation process for each player, the evaluation processing unit 115 may execute only the individual operation timing evaluation process for each player.

[0205] [3.5] Special handling Next, a special process in this embodiment will be described with reference to Fig. 13 and Fig. 14. Fig. 13 and Fig. 14 are diagrams for explaining a display accompanying the movement of the operation object formation region in this embodiment.

[0206] (Evaluation process based on combinations of multiple players) In the above embodiment, the evaluation processing unit 115 executes the evaluation process for each player, but it may execute one evaluation process for each set of players (that is, for each group).

[0207] That is, as an evaluation process, the evaluation processing unit 115 may determine a combined evaluation for each group consisting of multiple players (for example, for each group of two players if four players participate), by combining the evaluations based on the operation inputs of each player in the same group (for example, by adding up each evaluation).

[0208] Also, in this case, when an operation object formation area is formed for each player, the game control unit 114 may execute a display range control process for the operation object formation area of ​​each player based on the corresponding combination evaluation, or, when an operation object formation area is formed for each group, may execute a display range control process for that operation object formation area based on the evaluation result for each group.

[0209] (Controlling the hidden range of the operation object formation area based on the number of players) In the above embodiment, the amount of movement of the operation object formation area for each player is determined according to the evaluation result, and when setting a portion of the operation object formation area as a hidden area, the proportion of the operation object formation area that is set as a hidden area may be changed based on the number of players participating in the rhythm battle game (i.e., the number of players currently playing the game).

[0210] In other words, the game control unit 114 is configured to, for example, when there are a large number of participating players, hide more (or less) the areas than when there are a small number of participating players, thereby improving the visibility of the players in the game situation, or making it appear as if the game is close even if there is a difference in the players' abilities.

[0211] For example, in this case, when the number of participating players is eight, the game control unit 114 determines the amount of movement of the operation object formation area to be 25% more than when the number of participating players is four, and sets at least a portion of the operation object formation area to a non-display range based on that amount of movement.

[0212] (Display 1 with movement of the operation object formation area) In the above embodiment, the display control unit 118 may display, as player information, information about the game of the player (i.e., the player corresponding to the operation object) corresponding to the space (i.e., blank area) that becomes empty as the operation object formation area moves.

[0213] That is, in order to make effective use of blank areas, when the operation object formation area is moved in a direction unfavorable to the player (specifically, the second direction) by the display range control process, the display control unit 118 may display information about the game of the relevant player (i.e., the player corresponding to the operation object) as player information in the area where the operation object formation area was formed before the movement and in which the operation object formation area is no longer formed after the movement of the operation object formation area (hereinafter also referred to as the "blank area").

[0214] In this case, for example, as shown in FIG. 13, when the display range control process moves the operation object formation area OBAR1 corresponding to player A and the operation object formation area OBAR2 corresponding to player B in the second direction (to the right in the figure) and blank areas BLAR1, BLAR2, and BLAR3 are formed to the left of the operation object formation areas OBAR1 and OBAR2, the display control unit 118 displays player information such as the player's name (nickname), score, and current level in each blank area BLAR.

[0215] (Display 2 with movement of the operation object formation area) In the above embodiment, the performance control unit 116 may control a given performance for the operation object formation area, depending on the amount of movement of the operation object formation area caused by the execution of the display range control process.

[0216] Specifically, for example, as shown in FIG. 14, when the amount of movement of the operation object formation area is greater than the amount of movement of the operation object formation area of ​​another player due to execution of the display range control process, the performance control unit 116 may execute a decorative effect (such as lighting up the area around the operation object formation area or changing the color to a flashy color) on the operation object formation area corresponding to the other player.

[0217] (Variable control of the amount of movement of the operation object formation area) In the above embodiment, the game control unit 114 may correct the amount of movement of the operation object formation area according to the game performance of each player together with the evaluation result of the evaluation process, and execute a display range control process to move the operation object formation area based on the corrected amount of movement.

[0218] In other words, in this case, the amount of movement of the operation object formation area corresponding to a player with a poor game performance can be increased, or the amount of movement of the operation object formation area corresponding to a player with a significantly good game performance can be decreased, so that even if there is a difference in the players' abilities, the game can be made to appear as if it is a close contest, making it more exciting.

[0219] Specifically, in this case, the game control unit 114 determines the amount of movement based on the evaluation results of each player, while setting a limit value for the amount of movement, and controls the amount of movement so that it does not exceed a certain amount even if the evaluation result (e.g., score) of a particular player is significantly higher than the evaluation results (scores) of other players.

[0220] (Variable control of the amount of movement at the time of progression of the operation object formation area) In the above embodiment, the game control unit 114 may correct the amount of movement of the operation object formation area according to the progress of the game as well as the evaluation result of the evaluation process, and execute a display range control process to move the operation object formation area based on the corrected amount of movement.

[0221] In other words, in this case, as the game progresses, or in the latter half of the game, even if the evaluation result is the same as in the first half of the game, the amount of movement of the operation object type area can be changed, so that even if there is a difference in the skills of the players, the game can be made to appear as if it is a close match, making it more exciting.

[0222] Specifically, in this case, the game control unit 114 determines the amount of movement based on the evaluation result of each player, while changing the amount of movement even if the evaluation result is the same in the first half period and the second half period of the game (for example, increasing the amount of movement in the second half period by 25% of the amount of movement in the first half period). Therefore, even if the difference in the evaluation results is large, the placement positions of the operation object formation areas of a specific player and other players (for example, the horizontal positions of the marker objects for determining operation input timing when displayed on the display unit 190) are controlled so as not to be too far apart during the latter half of the game.

[0223] (Special item appearance control) In the above embodiment, the game control unit 114 may, during the rhythm battle game, depending on the game situation of each player, cause a special item to appear and control the acquisition, which gives the player who acquires the item an advantage in the game, such as doubling the score of the evaluation result, interfering with the display of other players' operation timing objects, or changing the display range of the operation object formation area.

[0224] Specifically, the game control unit 114 varies the parameters of the item gauge based on the individual operation timing evaluation process as the game status, and when the value of the parameter in the item gauge meets a predetermined condition (e.g., a certain value or more), the game control unit 114 allows the corresponding player to acquire a specific item.

[0225] In particular, the game control unit 114 may activate the acquired item in the game instantly, or may activate the item based on a specific operation by the player.

[0226] It should be noted that when the game control unit 114 varies the parameters of the item gauge based on the individual operation timing evaluation process, it may change them according to the display range of the operation object formation area (for example, the amount and direction of movement of the operation object formation area), or it may change them according to a period determined based on music data, such as the first half, middle or second half of the game.

[0227] [3.6] Variations Next, a modification of this embodiment will be described with reference to FIG. 15 and FIG.

[0228] FIG. 15 is an external configuration diagram of an example in which the game system of this embodiment is applied to a store-based game system, and FIG. 16 is a diagram showing an example of a system configuration in which the game system of this embodiment is applied to a server system using a network.

[0229] (Store-based gaming system) The game system S of this embodiment can be applied to a home game system, and can also be realized, for example, as a store-type game system set up in a store (amusement park) as shown in FIG.

[0230] For example, as shown in FIG. 15, such a game system S has a housing 12 that houses a processing unit (computer) 100 that performs game processing, etc., and on the front of the housing 12, there are provided two drum-shaped (an example of a musical instrument) operation input units 14, a display unit 190 that displays images, a sound output unit 192 that outputs sound, and a fee acceptance slot 20 that accepts game fees, and runs a music game.

[0231] In particular, the operation input unit 14 has a shape of a drum, and the player performs operation input by hitting it with a stick or with his / her hand.

[0232] Although not shown, a sensor is provided inside the circular skin surface 22 of the operation input unit 14 to detect when the player hits the circular skin surface 22, and a sensor is provided inside the periphery 24 of the skin surface 22 to detect when the player hits the periphery 24 of the skin surface 22. Therefore, the game system S can detect when the player hits the skin surface 22 or when the periphery 24 of the skin surface 22 is touched. It is now possible to determine whether or not a 4 has been hit.

[0233] The game system S has a built-in system board 1000 on which a CPU, an image generation IC, a sound generation IC, etc. are mounted, and is configured to execute a rhythm battle game based on a game program or game data read from a memory, which is an information storage medium, on the system board 1000, or on operation signals input from the operation input unit 14.

[0234] The game system S of this embodiment has two operation input units 14, allowing two players to play the music game simultaneously.

[0235] (Network Battle) The game system S of the present embodiment described above has multiple controllers 30, and the rhythm battle game is established by having each player operate each controller 30. However, by connecting the multiple game systems S through a network, it is possible to control the player characters for each game system S and to execute the above-mentioned configurations and controls by linking each process, including the game control process based on each game system S.

[0236] (Server system) In the above embodiment, as shown in FIG. 16 , a server system 300 may be constructed using one server device 310 and the above game may be provided to one or more terminal devices 320 via a network N, or a server system 300 may be constructed by linking multiple server devices 310 and the game may be provided from the server system 300 to one or more terminal devices 320.

[0237] In particular, a plurality of terminal devices 320 are connected to the server system 300 via a network N by wire or wirelessly, and the server system 300 functions as the above-mentioned game system.

[0238] In addition, the server system 300 can realize a game system by accepting operation input from the player and providing the corresponding terminal device 320 with game data (including only image data) for executing game control processing including operation object movement control processing, evaluation processing, and display range control processing.

[0239] That is, in this case, the server system 300 (A1) a display range control process for controlling a display range of an operation object forming area corresponding to each player, the area being an area in which a marker object for determining an operation input timing and an operation timing object for each player are formed; (A2) an operation object movement control process for moving at least one of an operation input timing determination marker object and an operation timing object in a first direction within an operation object formation area; and (A3) an evaluation process for evaluating each player based on an operation input timing at which an operation input from the player is received and a given relationship between the operation input timing determination marker object and the operation timing object at the operation input timing; The present invention has a configuration for executing the above.

[0240] Then, in the display range control process of (A1), the server system 300 moves the corresponding operation object forming area including the operation input timing determination marker object and the operation timing object in a second direction opposite to the first direction in response to the evaluation of the evaluation process, and moves at least a part of the operation object forming area It has a configuration in which it is set to a non-display range (i.e., non-display range).

[0241] In this embodiment, the game system of the present invention is applied to a server system 300 that operates in conjunction with a terminal device 320 via a network, but the game system of the present invention may also be applied to a tablet-type information terminal device or a personal computer.

[0242] [4] Operation of this embodiment Next, the operation of the game control process executed by the game system S of this embodiment will be described with reference to FIG.

[0243] FIG. 17 is a flowchart showing the operation of the game control process executed by the game system S of this embodiment.

[0244] This operation is a game control process executed by a plurality of players, and is mainly specialized for the operation object movement control process and the display range control process of the operation object formation area.

[0245] In addition, in this operation, it is assumed that predetermined music data has already been selected by the player, loaded together with the musical score data, and prepared for playback.

[0246] First, when the game control unit 114 starts a rhythm battle game for multiple players based on instructions from the players, etc. (step S101), it causes the music playback unit 117 to start playing music data, and starts an operation object movement control process that makes operation timing objects appear sequentially in time with the music data being played based on the score data, and moves them toward a marker object for determining the operation input timing in a first direction (step S102).

[0247] Next, the evaluation processing unit 115 starts executing an individual operation timing evaluation process for each player based on the individual evaluation timing at which each of the movement-controlled operation timing objects reaches the position of the operation input timing determination marker object (step S103).

[0248] In particular, the evaluation processing unit 115 determines whether or not the evaluation conditions are met for each player and for each individual operation timing, and specifies the evaluation value of each player based on the result.

[0249] Next, the music playback unit 117 determines whether or not the playback of the music data has ended (step S104).

[0250] At this time, if the music playback unit 117 determines that the playback of the music data has ended, it causes the game control unit 114 to end the operation object movement control process, and if it determines that the playback of the music data has not ended, it proceeds to processing of step S105.

[0251] Next, the evaluation processing unit 115 determines whether or not it is time to execute the evaluation process based on the first or next evaluation period (step S105).

[0252] Specifically, in the case of music data, the evaluation processing unit 115 determines whether or not it is the end timing of the evaluation period, such as the end of the first bar or the next bar.

[0253] If the evaluation processing unit 115 determines that it is not time to execute the evaluation process based on the evaluation period, the process proceeds to step S104. If it is determined that it is time to execute the evaluation process, the process proceeds to step S106.

[0254] Next, when it is determined that it is time to execute the evaluation process based on the evaluation period, the evaluation processing unit 115 executes the evaluation process based on the evaluation period of each player (step S106).

[0255] Specifically, the evaluation processing unit 115 acquires the evaluation value (for example, score) of each player during the evaluation period.

[0256] Next, based on the results of the evaluation process for each player, the game control unit 114 executes a display range control process for each operation object formation area for each player (including the case where the position of the operation object formation area is maintained without being changed) (step S107), and proceeds to the processing of step S104.

[0257] For example, in the process of step S107, the game control unit 114 (A1) for a player whose evaluation value is higher than a first reference value, moving the operation object forming area from its current position to a position indicated by a predetermined movement amount in a movement direction (i.e., a second direction) opposite to the movement direction (i.e., a first direction) of the operation timing object, (A2) For a player whose evaluation value is equal to or less than a second reference value, move the operation object forming area from its current position in the same direction as the movement direction of the operation timing object (i.e., the first direction) to a position indicated by a predetermined movement amount, or (A3) The position of the operation object formation area is maintained for a player whose evaluation value is equal to or less than a first reference value and is higher than a second reference value.

[0258] Note that even if the operation object formation area has moved due to the display range control process, or even if the operation object formation area has not moved, the display control unit 118 executes the movement of the operation timing object relative to the operation input timing determination marker object within the operation object formation area based on the music score data while matching it with the music data.

[0259] Next, the display control unit 118 displays the operation input timing determination marker object and moves and displays the operation timing object based on the music score data within the operation object formation area after the movement (step S206), and ends this operation.

[0260] [5] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.

[0261] The game of this embodiment has been described using a game such as a music game (rhythm game) in which the player performs operations in time with sounds and rhythms and the accuracy of the timing of the player's operation inputs is evaluated, but the present invention can be applied to any game in which the timing of the player's operations can be evaluated.

[0262] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effect). The present invention also includes configurations that replace non-essential parts of the configurations described in the embodiments. The present invention also includes configurations that have the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known techniques are added to the configurations described in the embodiments.

[0263] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0264] S: Game System 1: Server device 10: Game device 30: Controller 100: Processing section 104: Music playback section 106: Display control unit 108: Drawing section 110: Communication control unit 112: Music playback section 113: Operation input reception processing unit 114: Game control unit 115: Evaluation processing unit 116: Production Control Department 117: Music playback section 118: Display control unit 120: Drawing section 130: Sound processing section 162: Read / write section 170: Storage section 172: Main memory 174: Image buffer 176: Music data storage unit 180: Information storage medium 190:Display section 192: Sound output section 196: Communications Department 260: Input section 300: Server system 310: Server device 320: Terminal equipment

Claims

1. A game system for controlling a given game in which operation inputs of multiple players are evaluated, the system comprising: a reception processing means for receiving an operation input from the player; a display range control means for executing a display range control process to control a display range of an operation system object forming area corresponding to each player, the display range control process being an area in which a first game object to be a target of operation input by each player and a second game object which is different from the first game object and is used to give operation input instructions to each player are formed; an object control means for executing at least one of a movement control process for moving the second game object in a first direction within the operation object formation area and a movement control process for moving the first game object in a second direction opposite to the first direction; an evaluation means for executing an evaluation process for evaluating each player based on an operation input received from the player and a given relationship between the first game object and the second game object in the operation input; Equipped with The display range control means A game system characterized in that, as the display range control process, the corresponding operation object forming area, including the first game object and the second game object, is moved toward the second direction depending on the evaluation result of the evaluation process, and at least a portion of the operation object forming area is set to a hidden area.

2. 2. The game system according to claim 1, the first game object is an operation input timing determination marker object used for determining an operation input timing of each of the players, the second game object is an operation timing object for instructing the operation input timing of each player, The evaluation means, As the evaluation process, the game system evaluates each player based on the operation input timing when the operation input of the player is accepted and a given relationship between the operation input timing determination marker object and the operation timing object at that operation input timing.

3. 3. The game system according to claim 1, The display range control means As the display range control process, the game system moves at least a portion of the operation object formation area already set in the non-display range in the first direction depending on the evaluation result of the evaluation process, and moves at least a portion of the operation object formation area set in the non-display range into the display range.

4. In the game system according to any one of claims 1 to 3, The evaluation means, As the evaluation process, the evaluation of each player is performed at a given evaluation timing; The display range control means determining at least one of a direction and an amount of movement of the operation object formation area according to an evaluation result at the evaluation timing; The operation object forming area is moved based on the determined movement control content. Let, A game system that executes the display range control process.

5. In the game system according to any one of claims 1 to 3, The evaluation means, As the evaluation process, the evaluation of each player in a given evaluation period is performed; The display range control means determining at least one of a direction and an amount of movement of the operation object formation area according to an evaluation result during the evaluation period; moving the operation object formation area based on the determined movement control content; A game system that executes the display range control process.

6. In the game system according to any one of claims 1 to 5, The evaluation means, the evaluation process includes determining whether or not a result of the player's operation or a result of the game being executed based on the player's operation satisfies a given condition, and identifying the result of the determination as the evaluation; The display range control means A game system that moves the operation object formation area depending on an evaluation of the result of the judgment.

7. In the game system according to any one of claims 1 to 6, The evaluation means, In the evaluation process, for each group made up of the plurality of players, an evaluation based on an operation input of each player of the same group is determined by combining the evaluations; The display range control means A game system in which, as the display range control process, a display range of the operation object formation area is controlled in accordance with the specified combination evaluation.

8. In the game system according to any one of claims 1 to 7, The display range control means A game system which, when executing the display range control process, changes the proportion of the operation object formation area that is set to the non-display range in accordance with the evaluation, based on the number of players currently playing the game.

9. In the game system according to any one of claims 1 to 8, The game system further comprises a display control means for displaying, as player information, information about the game of the player in a blank area generated by the movement of the operation object formation area.

10. In the game system according to any one of claims 1 to 9, The game system further comprises a presentation control means for controlling a given presentation for the operation object forming area in accordance with an amount of movement of the operation object forming area caused by execution of the display range control process.

11. In the game system according to any one of claims 1 to 10, The display range control means correcting the amount of movement of the operation object formation area in accordance with the evaluation result of the evaluation process and the game performance of the player; The game system moves the operation object formation area in a second direction opposite to the first direction based on the corrected amount of movement.

12. In the game system according to any one of claims 1 to 11, The display range control means correcting a movement amount of the operation object formation area according to a progress degree of the game together with an evaluation result of the evaluation process; The game system moves the operation object formation area in a second direction opposite to the first direction based on the corrected amount of movement.

13. A program for controlling a given game that evaluates timing of operation inputs of each player input by a plurality of players, comprising: A reception processing means for receiving an operation input of the player; a display range control means for executing a display range control process to control a display range of an operation system object forming area corresponding to each player, the display range control process being an area in which a first game object to be a target of operation input by each player and a second game object which is a game object different from the first game object and is used to give operation input instructions to each player are formed; an object control means for executing at least one of a movement control process for moving the second game object in a first direction within the operation object formation area and a movement control process for moving the first game object in a second direction opposite to the first direction; and an evaluation means for executing, for each of the players, an evaluation process for evaluating each of the players based on an operation input at the time of receiving the operation input of the player and a given relationship between the first game object and the second game object in the operation input; The computer functions as The display range control means A program characterized in that, as the display range control process, the corresponding operation object forming area, including the first game object and the second game object, is moved toward the second direction depending on the evaluation result of the evaluation process, and at least a portion of the operation object forming area is set to a hidden area.

Citation Information

Patent Citations

  • Game device and game program

    JP2016193053A

  • Game device and computer program

    JP2018108422A

  • Computer system and program

    JP2019000457A

  • Game device and game program

    JP2019098117A

  • Program and computer system

    JP2020081755A