Game system, control method of game system, and program
The game system addresses the challenge of maintaining a consistent number of moving objects on the game screen by adjusting the display range based on music playback speed, thereby improving player experience and clarity in gameplay.
Patent Information
- Application Number
- JP2023183496
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-25
- Publication Date
- 2025-05-12
AI Technical Summary
Existing music game systems struggle to maintain a consistent number of moving objects on the game screen, especially when music playback speed changes, leading to difficulties for players in identifying the next operation.
A game system that includes a reception unit for input signals, a playback control unit for playing music based on set playback speed, a display control unit for moving objects on the game screen based on reference timing, and a game progression unit that adjusts the display range of moving objects in response to changes in music playback speed.
This solution ensures that the number of moving objects displayed on the game screen remains within a manageable range for players, enhancing gameplay experience by maintaining consistency and clarity, even during changes in music playback speed.
Smart Images

Figure 2025072982000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a control method for a game system, and a program. [Background technology]
[0002] Conventionally, there are known music games in which a user performs operations in time with music. In some music games, moving objects (so-called notes) and fixed objects are displayed on a game screen. The display position of the fixed objects on the game screen does not change. The timing at which the player should perform a predetermined operation is set for each piece of music, and the moving object moves on the game screen so that its position coincides with that of the fixed object at this timing. The smaller the error between the timing at which the positions of the moving object and the fixed object coincide and the timing at which the player performs the predetermined operation, the higher the score given to the player.
[0003] For example, the following Patent Document 1 discloses a technique for providing a "blind area" on the path of a moving object, where the moving object is invisible to the player. By providing the blind area, the difficulty level of a music game increases compared to a case where the blind area is not provided. The blind area is used, for example, to increase the interest of the music game.
[0004] [Patent Document 1] JP 2016-193006 A Summary of the Invention [Problem to be solved by the invention]
[0005] When the number of moving objects displayed on the game screen increases, the player may not be able to grasp which moving object the next operation should be performed for. For this reason, there is a need to limit the number of moving objects displayed on the game screen. When the blind area shown in the above-mentioned Patent Document 1 is provided, the number of moving objects displayed on the game screen is reduced compared to when the blind area is not provided. However, the moving speed of the moving objects is determined by the playback speed of the music. The faster the playback speed of the music, the faster the speed of the moving objects, and the fewer the number of moving objects displayed within a predetermined display range. Conversely, the slower the playback speed of the music, the slower the speed of the moving objects, and the more the number of moving objects displayed within a predetermined display range. Therefore, for example, when there is a point in the music where the playback speed changes, the number of moving objects displayed on the game screen may change before and after the change in playback speed. The technology of Patent Document 1 does not take into account the playback speed of the music, and there are cases where the number of moving objects displayed on the game screen cannot be appropriately maintained. In consideration of the above circumstances, one aspect of the present invention aims to maintain the number of moving objects displayed on the game screen within a certain range. [Means for solving the problem]
[0006] In order to solve the above problems, a game system according to one embodiment of the present invention comprises a reception unit that receives an input signal, a playback control unit that plays a song based on a playback speed set for the song, a display control unit that displays a game screen including a moving object and moves the moving object based on a reference timing of the input set for each song, and a game progression unit that progresses a game based on the relationship between the reference timing of the input and the timing at which the input signal was received by the reception unit, and the display control unit changes the display range of the moving object on the game screen based on the playback speed of the portion of the song currently being played.
[0007] A program according to another aspect of the present invention is a program that causes a computer to function as a reception unit that receives an input signal, a playback control unit that plays a song based on a playback speed set for the song, a display control unit that displays a game screen including a moving object and moves the moving object based on a reference timing of input set for each song, and a game progression unit that progresses a game based on the relationship between the reference timing of the input and the timing at which the input signal is received by the reception unit, wherein the display control unit changes the display range of the moving object on the game screen based on the playback speed of the portion of the song currently being played.
[0008] A control method for a game system according to another aspect of the present invention includes receiving an input signal, playing a piece of music based on a playback speed set for the piece of music, displaying a game screen including a moving object, moving the moving object based on a reference timing of the input set for each piece of music, progressing a game based on a relationship between the reference timing of the input and the timing at which the input signal is received by the receiving unit, and changing the display range of the moving object on the game screen based on the playback speed of the portion of the piece of music currently being played. [Brief description of the drawings]
[0009] [Figure 1] 1 is a diagram illustrating an example of the appearance of a game system 1 according to an embodiment. [Diagram 2] 1 is a block diagram illustrating a hardware configuration of a game system 1. FIG. [Diagram 3] FIG. 2 is a diagram showing an example of a game screen GS in schematic form. [Figure 4] FIG. 13 is a diagram showing an example of a game screen GS when a blind area RB is set. [Diagram 5] FIG. 2 is a diagram illustrating a schematic diagram of the playback speed of a piece of music. [Figure 6] 1 is a diagram showing an example of management data DK of a moving object OM. FIG. [Figure 7]2 is a block diagram illustrating an example of a functional configuration of a control device 12. FIG. [Figure 8A] 10A and 10B are diagrams showing schematic diagrams illustrating differences in the display of a moving object OM due to differences in playback speed. [Figure 8B] 10A and 10B are diagrams showing schematic diagrams illustrating differences in the display of a moving object OM due to differences in playback speed. [Figure 9A] FIG. 13 is a diagram showing a schematic diagram of a change in the display range RD based on the playback speed of a piece of music. [Figure 9B] FIG. 13 is a diagram showing a schematic diagram of a change in the display range RD based on the playback speed of a piece of music. [Figure 10] 1 is a flowchart illustrating a procedure of processing routinely executed by the control device 12 during operation of the game system 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] The embodiments of the present invention will be described with reference to the drawings. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[0011] [A. Embodiment] [A-1. Configuration of Game System 1] FIG. 1 is a diagram illustrating an example of the appearance of a game system 1 according to an embodiment. FIG. 2 is a block diagram illustrating an example of a hardware configuration of the game system 1. The game system 1 is, for example, a gaming machine installed in a gaming facility. The gaming facility is, for example, an entertainment facility such as a game center, or a commercial facility such as a shopping center. The game system 1 provides games to users (i.e., players) in the gaming facility. The game system 1 may be realized as a single device, or may be realized as multiple devices configured separately from each other.
[0012] A game executed by the game system 1 is, for example, a game in which a player performs operations according to instruction signs (for example, objects indicating an operation position and operation timing) displayed on a game screen GS (see FIG. 3, etc.) in time with music. For example, a difficulty level is set for each piece of music, and a score is determined based on the difficulty level and an achievement rate that indicates the accuracy of the player's operations with respect to the instruction signs. In this embodiment, a so-called dance game will be described as an example in which a player performs operations of stepping on an operation panel placed at the player's feet (stepping) in accordance with instruction signs displayed on the game screen GS in time with music.
[0013] 1 and 2, the game system 1 includes a control device 12, a storage device 14, a display device 16, a sound output device 18, a first operation device 20, and a second operation device 22. The display device 16, the sound output device 18, and the first operation device 20 are provided in a housing 11. The control device 12 and the storage device 14 are stored inside the housing 11. The second operation device 22 is installed away from the housing 11, but is connected to the control device 12 inside the housing 11 by a wiring not shown.
[0014] The control device 12 is a single or multiple processors that control the entire game system 1. Specifically, the control device 12 is configured by one or more types of processors, such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), or an ASIC (Application Specific Integrated Circuit).
[0015] The storage device 14 is a single or multiple memories that store programs executed by the control device 12 and various data used by the control device 12. The various data used by the control device 12 are, for example, music data indicating music played in the game and management data DK (see FIG. 6) described later. The storage device 14 is configured with a known recording medium such as a magnetic recording medium or a semiconductor recording medium, or a combination of multiple types of recording media. Note that a portable recording medium that is detachable from the game system 1, or a recording medium that can be written to or read from via a communication network (for example, cloud storage) may be used as the storage device 14.
[0016] The display device 16 displays information such as images to the player. The display device 16 is configured with a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel.
[0017] The sound output device 18 includes a speaker, and outputs music selected in the game, various sound effects, and the like to the player.
[0018] The first operating device 20 includes operation buttons for selecting a song to be played and a difficulty level, selecting a play mode, starting a game, etc. For example, the player operates the first operating device 20 while looking at a menu screen displayed on the display device 16 to select a song to be played and a play mode, and start the game.
[0019] An insertion slot (not shown) for inserting a value medium that a player pays to play a game is provided around the first operating device 20 of the housing 11. The value medium is, for example, coins or credits stored on a card.
[0020] The second operation device 22 is provided at a position under the feet of a player who plays the game while viewing the game screen GS displayed on the display device 16. As shown in Fig. 1, the second operation device 22 has four types of operation pads on which symbols (triangles) indicating the four directions, forward, backward, left, and right, are respectively marked. In this embodiment, one second operation device 22 is provided for the housing 11, but for example, two or more second operation devices 22 may be arranged for the housing 11 so that multiple people can play the game at the same time.
[0021] [A-2. Game Overview] Next, an overview of the game played in the game system 1 will be described. When a player inserts a value medium into the insertion slot, a menu screen for selecting a song to be played and a difficulty level, selecting a play mode, setting options, and issuing a command to start the game is displayed on the display device 16. The player uses the first operating device 20 to select an option on the menu screen and start the game.
[0022] Fig. 3 is a diagram showing a schematic example of a game screen GS. The game screen GS is displayed on the display device 16 during game play. When the game starts, a piece of music selected by the player is output from the sound output device 18, and the game screen GS as shown in Fig. 3 is displayed on the display device 16. In Fig. 3, the game screen GS is displayed on the entire surface of the display device 16, but the game screen GS may be displayed on a part of the display device 16.
[0023] A fixed object OF, a moving object OM, and a meter ME are displayed on the game screen GS. In this embodiment, the fixed object OF and the moving object OM are both arrows indicating either up, down, left, or right. The fixed object OF and the moving object OM are displayed in a manner that is identifiable by the player. For example, the fixed object OF with an arrow indicating the upward direction and the moving object OM with an arrow indicating the upward direction have the same shape but different display colors.
[0024] The fixed objects OF do not change their positions on the game screen GS. In this embodiment, four fixed objects OF are displayed. The four fixed objects OF are arrows indicating up, down, left, and right, respectively. In this embodiment, the fixed objects OF are displayed near the top end E1 of the display device 16 (game screen GS).
[0025] The position of the moving object OM on the game screen GS changes. In this embodiment, the moving object OM starts to be displayed from the bottom end E2 of the display device 16 (game screen GS) and moves straight toward the top end E1. The display start position of the moving object OM is directly below the fixed object OF (for example, near the intersection of the perpendicular line from the fixed object OF and the bottom end E2). For example, a moving object OM with an arrow pointing upward appears directly below a fixed object OF with an arrow pointing upward. Similarly, for other fixed objects OF, moving objects OM with the same shape as the fixed object OF appear directly below them.
[0026] The fixed object OF and the moving object OM correspond to indication signs indicating the operation position (e.g., operation pad) and operation timing (e.g., timing to step on the operation pad) of the second operation device 22 that the player should operate in accordance with the music. The arrow indicating the upward direction corresponds to the pad indicating the forward direction of the second operation device 22. The arrow indicating the downward direction corresponds to the pad indicating the backward direction of the second operation device 22. The arrow indicating the right direction corresponds to the pad indicating the right direction of the second operation device 22. The arrow indicating the left direction corresponds to the pad indicating the left direction of the second operation device 22.
[0027] In the game screen GS, the timing when the moving object OM overlaps with the fixed object OF is the timing when the operation pad indicated by the moving object OM and the fixed object OF should be operated (stepped). Specifically, for example, the timing when the moving object OM indicating the upward direction overlaps with the fixed object OF indicating the upward direction is the timing when the player should operate the operation pad indicating the forward direction. Hereinafter, the timing when the player should operate (step) the operation pad is referred to as the "reference timing." The reference timing is determined for each piece of music. The movement of the moving object OM in the game screen GS is controlled based on the reference timing.
[0028] During the game, the degree of match (timing difference) between the reference timing and the timing when the player actually steps on the pad is judged. The higher the degree of match, the higher the evaluation of the player, and the lower the degree of match, the lower the evaluation of the player. The evaluation of the player is reflected, for example, in the points that are awarded or deducted from the player. If the evaluation of the player is high (for example, the timing difference is less than a predetermined time), points are awarded to the player. The smaller the timing difference, the more points are awarded. If the evaluation of the player is low (for example, the timing difference is a predetermined time or more), points are deducted from the player. The larger the timing difference, the more points are deducted.
[0029] The points held by the player are displayed on the meter ME. In this embodiment, the points are not displayed as a numerical value, but are indicated by the position of the gauge on the meter ME. At the start of the game, the gauge on the meter ME is at a reference position M0. When points are awarded to the player, the position of the gauge moves to the right (positive direction). When points are taken away from the player, the position of the gauge moves to the left (negative direction). When the position of the gauge reaches the end M1 to the left (negative direction), the game for that song ends at that point. If the song ends without the position of the gauge reaching the end M1, the game for that song is cleared.
[0030] [A-3. Details of moving object OM] [A-3-1. Moving speed of moving object OM] Next, the details of the moving object OM will be described. As described above, the moving object OM starts to be displayed from the bottom end E2 of the display device 16 (game screen GS) and moves toward the top end E1. In this embodiment, when an operation is performed on the second operating device 22 at the timing when the moving object OM and the fixed object OF overlap, an effect such as the moving object OM and the fixed object OF glowing occurs, and the moving object OM is no longer displayed. Also, if no operation is performed on the second operating device 22 at the timing when the moving object OM and the fixed object OF overlap, the moving object OM passes through the position of the fixed object OF and continues to move to the top end E1 of the display device 16 (game screen GS).
[0031] The range in which the player can view the moving object OM on the game screen is called the display range RD of the moving object OM. As described above, the moving object OM may be displayed up to the top end E1 of the display device 16 (game screen GS), but in most cases, the display ends at the position of the fixed object OF. Also, the player needs to display the moving object OM up to the position of the fixed object OF. Therefore, in this embodiment, the display range RD is defined as between the bottom end E2 of the display device 16 and the top end E3 of the display position of the fixed object OF.
[0032] As described later, the display range RD may change based on an option setting by the player or control by the control device 12. Therefore, the distance between the bottom end E2 of the display device 16 and the top end E3 of the display position of the fixed object OF is called the reference display range RS. The distance from the bottom end E2 to the top end E3 is called the distance L0. Distance L0 is the moving distance of the moving object OM when the display range RD is the reference display range RS.
[0033] The moving speed of the moving object OM, in other words, the time it takes for the moving object OM to reach the top end E3 from the bottom end E2, is proportional to the playback speed of the music played in the game. The playback speed of the music is the progression speed of the music output to the player. In this embodiment, the playback speed is the reference progression speed of the music determined in the musical score representing the music. In this embodiment, the playback speed of the music is expressed in beats per unit time, specifically, BPM (Beats Per Minute).
[0034] FIG. 5 is a diagram showing a schematic diagram of the playback speed of a piece of music. The playback speed of a piece of music may vary within a piece of music, or may be constant within a piece of music. For example, the playback speed of piece of music A is 100 BPM from playback start time TA1 to time TA2, 200 BPM from time TA2 to time TA3, and 150 BPM from time TA3 to playback end time TA4, and varies within a range of 100 to 200 BPM within a piece of music. On the other hand, the playback speed of piece of music B is constant at 200 BPM from playback start time TB1 to playback end time TB2.
[0035] The moving speed of the moving object OM is proportional to the playback speed of the music. In other words, the faster the playback speed of the music, the faster the moving speed of the moving object OM becomes, and the slower the playback speed of the music, the slower the moving speed becomes. Specifically, for example, when the playback speed is 200 BPM, the moving speed is V 200 So, when the playback speed is 240BPM (=200BPM x 1.2), the movement speed is 1.2V. 200 In the case of song A shown in FIG. 5, the BPM ranges from 100 to 200 BPM throughout the song. Therefore, in a game using song A, the moving speed of the moving object OM changes in three stages based on the playback speed of the part being played. In a game using song B, the moving speed of the moving object OM is constant.
[0036] [A-3-2. Option settings] The player can set various options on the menu screen displayed before the game starts. The options include the "moving speed of the moving object OM" and the "display range RD of the moving object OM."
[0037] [Movement speed of moving object OM] As described above, the moving speed of the moving object OM is proportional to the playback speed of the music. The moving speed of the moving object OM based on the playback speed of the music is set as the "reference moving speed". In the option settings, the player can set a multiplier for the reference moving speed (hereinafter referred to as the "speed multiplier"). In this embodiment, the multiplier can be set in increments of 0.25, such as "0.25 times" or "1.75 times". When a speed multiplier exceeding 1 is set, the moving speed of the moving object OM becomes faster than the reference moving speed. Also, when a speed multiplier less than 1 is set, the moving speed of the moving object OM becomes slower than the reference moving speed.
[0038] For example, assume that the speed multiplier is set to 1.5 for music C, whose playback speed varies in the range of 100 to 120 BPM. Let V 100 In this case, in the part of song C where the playback speed is 100 BPM, the movement speed is "1.5 × V 100 ". Also, the reference movement speed V for a playback speed of 120 BPM is 120 is 1.2 × V 100 Therefore, in the part of song C where the playback speed is 120 BPM, the movement speed is "1.5 × 1.2 × V 100 (=1.8×V 100 )".
[0039] [Display range RD of moving object OM] As described above, the reference display range RS of the moving object OM is between the bottom end E2 of the display device 16 and the top end E3 of the display position of the fixed object OF. A non-display section (blind area RB) in which the player cannot view the moving object OM may be provided within this reference display range RS, and the display range RD may be made smaller than the reference display range RS.
[0040] FIG. 4 is a diagram schematically showing an example of the game screen GS when setting the blind area RB. When making the display range RD smaller than the reference display range RS, the player selects "setting of the blind area RB" when setting the options for the display range RD. When the setting of the blind area RB is selected, the blind area RB is displayed near the lower end E2 of the display device 16. The blind area RB is drawn in a higher layer than the moving object OM and shields the display of the moving object OM. By providing the blind area RB, the display range RD becomes smaller than the reference display range RS, and the moving distance of the moving object OM that the player can visually recognize becomes L1 (<L0). Therefore, the time from when the moving object OM is displayed on the game screen GS until it reaches the fixed object OF (the time until the reference timing, hereinafter referred to as the "reference display time") becomes shorter, and the difficulty level of the game increases.
[0041] Note that the range of the blind area RB (mainly the position of the upper end of the blind area RB), that is, the display start position of the moving object OM, may be changeable, for example, by the player's operation on the first operation device 20. Also, the on / off setting of the blind area RB may be changeable, for example, by the player's operation on the first operation device 20 during the game.
[0042] [A-3-3. Management Data DK of Moving Object OM] FIG. 6 is a diagram schematically showing an example of the management data DK of the moving object OM. The management data DK includes music identification information K1, music data name K2, moving object number K3, reference timing K4, and moving object type K5.
[0043] The song identification information K1 is identification information for identifying a song. The song identification information K1 may be the title of the song. The song data name K2 indicates the sound source data of the song identified by the song identification information K1. The song data name K2 may include information indicating the storage location of the sound source data. The playback control unit 122, which will be described later, plays the song based on the song data specified by the song data name K2.
[0044] The moving object number K3 is identification information that identifies the moving object OM. In Fig. 6, a moving object number K3 is set for each song. The reference timing K4 indicates the timing at which an input corresponding to the moving object OM should be made. The reference timing K4 is a relative time indicated by the elapsed time from the playback start time of the song, with the playback start time set as 0. The moving object type K5 indicates whether the moving object OM is an arrow pointing up, down, left, or right.
[0045] The display control unit 124 (see FIG. 7), which will be described later, displays the moving object OM on the game screen GS based on the management data DK. For example, the reference timing K4 of the moving object OM of the number 001_3 of the song 001 is time T 001_3 Time T of song 001 001_3 The playback speed in the part including is 100 BPM, and the reference movement speed at the playback speed of 100 BPM is V 100 The display range RD of the moving object OM is a reference display range RS. The display control unit 124 calculates the distance L0 from the bottom end E2 to the top end E3 and the reference moving speed V 100 Specifically, the display control unit 124 determines the display start time of the moving object OM having the number 001_3 based on the time T 001_3 -(L0 / V 100 ) starts displaying the moving object OM with number α3, and moves at the reference speed V 100 The moving object OM with the number 001_3 moves on the game screen at time T 001_3 reaches the position of a fixed object OF.
[0046] Also, for example, at time T001_3 If the playback speed in the part containing is changed to 200 BPM, the movement speed of the moving object OM will be 2×V 100 In other words, the reference movement speed V at 200 BPM 200 =2×V 100 The display control unit 124 001_3 -(L0 / (2×V 100 )) starts displaying the moving object OM with the number 001_3, and moves at a speed of 2 × V 100 The moving object OM with the number 001_3 moves on the game screen. The moving object OM with the number 001_3 reaches the position of the fixed object OF at time T001_3. For example, (L0 / V 100 If ) is 1000ms, then (L0 / (2×V 100 )) is 500 ms. In other words, the faster the music is played, the later the timing at which the moving object OM starts to be displayed.
[0047] [A-4.Functional configuration] Fig. 7 is a block diagram illustrating an example of the functional configuration of the control device 12. As illustrated in Fig. 7, the control device 12 realizes a plurality of functions (a reception unit 120, a playback control unit 122, a display control unit 124, and a game progression unit 126) by executing a program stored in the storage device 14.
[0048] The receiving unit 120 receives an input signal. In this embodiment, the input signal is, for example, a signal based on an operation on the second operating device 22 (stepping on the operating pad) while playing a game. The second operating device 22 detects the position (forward, backward, left or right) of the operating pad stepped on by the player and the timing of stepping on the operating pad, and transmits it to the receiving unit 120 as an input signal. The receiving unit 120 receives the input signal output by the second operating device 22.
[0049] The playback control unit 122 plays back the music based on a playback speed set for the music. The music is, for example, a music selected by a player. In this embodiment, the playback speed set for the music is a reference progression speed.
[0050] The display control unit 124 displays a game screen GS including a moving object OM, and moves the moving object OM based on a reference timing of an input set for each piece of music. The display control unit 124 sets a display start position and a display end position of the moving object OM on the game screen GS, and displays the moving object OM moving along a path from the display start position to the display end position. As described above, the display control unit 124 displays the moving object OM on the game screen GS based on the management data DK and the playback speed of the music, and moves it on the game screen GS.
[0051] The game progression unit 126 progresses the game based on the relationship between the reference timing of the input and the timing at which the input signal is received by the receiving unit 120. As described above, the game progression unit 126 awards more points to the player, for example, the higher the degree of match between the reference timing and the timing of the input signal caused by the player actually stepping on the pad. Also, the game progression unit 126 deprives the player of more points, for example, the lower the degree of match between the reference timing and the timing of the input signal caused by the player actually stepping on the pad.
[0052] [Details of the display control unit 124] Next, the display control unit 124 will be described in detail. In this embodiment, the display control unit 124 changes the display range RD of the moving object OM on the game screen GS based on the playback speed of the part of the music being played. This is because the moving speed of the moving object OM changes according to the playback speed of the music. As described above, the moving speed of the moving object OM becomes faster as the playback speed of the music is faster, and becomes slower as the playback speed of the music is slower. In other words, the display control unit 124 increases the moving speed of the moving object OM as the playback speed of the part of the music being played is faster. Therefore, when focusing on one moving object OM, the faster the playback speed of the music, the shorter the time that the moving object OM is displayed on the game screen GS, and the slower the playback speed of the music, the longer the time that the moving object OM is displayed on the game screen GS. As a result, the faster the playback speed of the music, the fewer the number of moving objects OM displayed simultaneously on the game screen GS, and the slower the playback speed of the music, the more the number of moving objects OM displayed simultaneously on the game screen GS.
[0053] 8A and 8B are diagrams showing the difference in the display of the moving object OM due to the difference in the playback speed. FIG. 8A shows a game screen GS when a piece of music is being played at 200 BPM. The reference moving speed V 200 Assume that the time required to travel the distance L0 is 500 ms (L0 / V 200 For example, the moving object OM-1 located closest to the bottom edge E2 reaches the position of the fixed object OF after about 500 ms.
[0054] FIG. 8B is a game screen GS when the same music as in FIG. 8A is played at 100 BPM. 100 The time required to travel the distance L0 is 1000 ms (L0 / V 100 =L0 / (V 2008A, the moving object OM-1 located near the bottom end E2 is located midway between the bottom end E2 and the fixed object OF, and a moving object OM that is not displayed in Fig. 8A is displayed closer to the bottom end E2 than the moving object OM-1. In other words, the slower the playback speed of the music, the more moving objects OM are displayed on the game screen.
[0055] Here, if the number of moving objects OM displayed on the game screen GS becomes large, the player may not be able to grasp which moving object OM the next operation should be performed for. Also, if the number of moving objects OM displayed on the game screen GS is too small, the player may not be able to fully grasp the upcoming play contents, which may be disadvantageous to the player. For this reason, there is a need to keep the number of moving objects OM displayed on the game screen GS within a certain range that is easy for the player to grasp. Therefore, the display control unit 124 widens the display range RD as the playback speed of the part of the music being played is faster. Also, the display control unit 124 narrows the display range RD as the playback speed of the part of the music being played is slower.
[0056] 9A and 9B are diagrams showing a schematic diagram of a change in the display range RD based on the playback speed of a song. Both Fig. 9A and Fig. 9B are game screens GS when a song is played at 100 BPM. When a song is played at 200 BPM, the game screen GS is the same as Fig. 8A.
[0057] FIG. 9A is a display example in which the display start position of the moving object OM is changed. In the example of FIG. 9A, the display control unit 124 sets the display start position of the moving object OM on the game screen GS based on the playback speed of the part of the music being played. Specifically, in FIG. 9A, the display start position of the moving object OM is set to a position E4 closer to the upper end E3 than the lower end E2, and the display range RD is smaller than that of FIG. 8B. In this way, when the playback speed of the music is slow, the display range RD of the moving object OM is made smaller than the reference display range RS, so that fewer moving objects OM are displayed on the game screen GS. This makes it easier for the player to identify the moving object OM corresponding to the next operation, improving convenience.
[0058] The relationship between Fig. 9A and Fig. 8A can also be said to be as follows: 100 BPM is the first playback speed, 200 BPM is the second playback speed, the first range is the display range RD shown in Fig. 9A, and the second range is the display range RD (reference display range RS) shown in Fig. 8A. The display control unit 124 sets the display range RD to the first range in a first section of the music that is played at the first playback speed, and sets the display range RD to a second range that is wider than the first range in a second section of the music that is played at a second playback speed that is faster than the first playback speed.
[0059] In the example of FIG. 9A, the position E4 is set to a position where the distance to the upper end E3 is L0 / 2. 100 The time required for a moving object OM to move is 500 ms. In other words, the time for one moving object OM to be displayed on the game screen GS is 500 ms. Therefore, when a piece of music is played at 200 BPM and when a piece of music is played at 100 BPM, the time for one moving object OM to be displayed on the game screen GS is the same, 500 ms.
[0060] Note that there are cases where the playback speed changes within a single piece of music, such as in the case of music A shown in FIG. 5. In this case, the display control unit 124 determines the display start position of the moving object OM by taking into consideration the playback speed before and after the change. For example, when the playback speed of a piece of music changes from 100 BPM to 200 BPM, it is assumed that there is a moving object OM-X (not shown) that reaches the fixed object OF 100 ms after the playback speed changes to 200 BPM. The moving object OM-X is displayed in a V-shaped manner for 400 ms after the start of its display. 100 Then for 100 ms, move with V 200 Therefore, the moving object OM-X starts to be displayed at a position L0×3 / 5 (=(L0 / 2)×(6 / 5)) from the top edge E3.
[0061] In this way, the display control unit 124 may set the display range RD so that the time from when the moving object OM is displayed on the game screen GS to the reference timing of the input (reference display time) is constant regardless of the playback speed of the part of the music being played. In this way, the reference display time becomes constant regardless of the playback speed of the music, making it easier for the player to measure the timing of the input.
[0062] Also, FIG. 9B is a display example in which the display range RD is reduced by providing a blind region RB without changing the display start position of the moving object OM. In FIG. 9B, a blind region RB is provided near the lower end E2, and the display range RD is reduced compared to FIG. 8B. That is, the display control unit 124 sets a blind region RB on a path from the display start position to the display end position of the moving object OM, in which the player cannot view the moving object OM, based on the playback speed of the portion of the music being played. The blind region RB is an example of a non-display section. While the moving object OM moves behind the blind region RB, the player cannot view the moving object OM. When the moving object OM passes through the blind region RB, the moving object OM becomes visible to the player.
[0063] By providing the blind region RB, it is possible to obtain the same effect as changing the display start position of the moving object OM as in Fig. 9 A. In addition, since the moving object OM is continuously displayed in the layer below the blind region RB, when the playback speed changes in the middle of a song, for example, the change in display is unlikely to be unnatural.
[0064] [A-5. Flowchart] Fig. 10 is a flowchart illustrating a procedure of processing routinely executed by the control device 12 during operation of the game system 1. For example, the processing of Fig. 10 is started when a player inserts a value medium. During operation of the game system 1, the processing of Fig. 10 is repeatedly executed.
[0065] When the process starts, the control device 12 displays a menu screen on the display device 16 and accepts various settings from the player, such as the music to be played in the game and option settings (step S1). Until the start of the game is instructed (step S2: NO), the control device 12 returns to step S1 and accepts settings from the player. When the start of the game is instructed (step S2: YES), the control device 12 functions as the display control unit 124 and determines the display range RD based on the playback speed of the beginning of the specified music (step S3).
[0066] The control device 12 functions as a playback control unit 122 and plays music based on the music data (step S4). The control device 12 also functions as a display control unit 124 and displays a moving object OM on the game screen GS based on the management data DK (step S5). The control device 12 functions as a reception unit 120 and receives an input signal generated based on an input from the player to the second operating device 22 (step S6). The control device 12 functions as a game progression unit 126 and progresses the game based on the relationship between a reference timing of the input and the timing at which the input from the player was received in step S6 (step S7).
[0067] If the playback speed of the music changes (step S8: YES), the control device 12 functions as the display control unit 124 and changes the display range RD based on the changed playback speed (step S9). If the playback speed of the music does not change (step S8: NO), the control device 12 transitions the process to step S10. Until the game ends (step S10: NO), the control device 12 returns the process to step S4 and repeats the subsequent processes. If the game ends (step S10: YES), the control device 12 ends the process of this flowchart.
[0068] [A-6. Summary of embodiments] As described above, when the playback speed of the music changes, the game system 1 according to the embodiment changes the display range RD of the moving objects OM on the game screen GS based on the changed playback speed. Therefore, the number of moving objects OM displayed on the game screen GS can be changed based on the playback speed of the music, improving convenience for the player.
[0069] Furthermore, the faster the playback speed of the portion of the music being played, the faster the moving speed of the moving object OM is made by the game system 1. Thus, the user can grasp the change in the playback speed of the music based on the change in the moving speed of the moving object OM.
[0070] Furthermore, the faster the playback speed of the portion of the music being played, the wider the display range RD of the moving objects OM on the game screen GS is made by the game system 1. As described above, the faster the playback speed of the music, the faster the moving speed of the moving objects OM becomes, so by making the display range RD of the moving objects OM larger as the playback speed of the music becomes faster, the number of moving objects OM displayed within the display range RD is more likely to be maintained within a certain range.
[0071] Furthermore, the game system 1 sets the display range RD to a first range in a first section of the music played at a first playback speed, and sets the display range RD to a second range wider than the first range in a second section of the music played at a second playback speed faster than the first playback speed. As described above, the faster the playback speed of the music, the faster the moving object OM moves. Therefore, by making the display range RD in the second section larger than the display range RD in the first section, the number of moving objects OM displayed within the display range RD during playback of the first section and during playback of the second section is more likely to be maintained within a certain range.
[0072] Furthermore, the game system 1 determines the display range RD so that the time from when the moving object OM is displayed on the game screen GS to the reference timing for input is constant regardless of the playback speed of the part of the music being played, thereby helping the player to gauge the timing for input.
[0073] Furthermore, the game system 1 sets the display start position of the moving object OM on the game screen GS based on the playback speed of the portion of the music being played, thereby making it easier for the player to visually grasp the change in the playback speed.
[0074] Furthermore, the game system 1 sets a blind area RB in which the player cannot see the moving object OM on the path from the display start position to the display end position based on the playback speed of the portion of the music being played. The existence of a section in which the player cannot see the moving object OM until it reaches a predetermined position increases the difficulty of the player judging the timing of input, and can increase the entertainment value of the game.
[0075] [B. Modifications] Each of the above-mentioned embodiments can be modified in various ways. Specific modified embodiments that can be applied to each of the above-mentioned embodiments are exemplified below. Two or more embodiments selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0076] (1) In the above embodiment, an example has been described in which the display range RD is set so that the reference display time is constant regardless of the playback speed of the portion of the music being played. When this example is applied, the player may be allowed to set the reference display time. By having the player decide the reference display time, the optimal reference display time can be set for each player. This makes it easier for the player to measure the timing of input, improving convenience. Also, instead of the reference display time, the player may be allowed to set the display range RD of the moving object OM at an arbitrary playback speed.
[0077] (2) In the above embodiment, an example was described in which the display range RD is set so that the reference display time is constant regardless of the playback speed of the portion of the music being played. Not limited to this, the display range RD may be set so that the number of moving objects OM simultaneously displayed on the game screen GS is constant. Also, the number of moving objects OM simultaneously displayed on the game screen GS may be specified by the player. As described above, the number of moving objects OM simultaneously displayed on the game screen GS changes depending on the playback speed of the music. However, even in a music piece with the same playback speed, for example, there may be a portion where the number of inputs is large and many moving objects OM are displayed, and a portion where the number of inputs is small and few moving objects OM are displayed. By setting the display range RD so that the number of moving objects OM simultaneously displayed on the game screen GS is constant, the number of moving objects OM that the player needs to grasp is constant, improving convenience.
[0078] (3) In addition to the playback speed of the music, the display range RD may be adjusted according to the evaluation of the player based on the game result. For example, if the evaluation of the player is low because the input is too early compared to the reference timing, the display control unit 124 reduces the display range RD. As a result, the timing at which the moving object OM is displayed on the game screen GS becomes later than before the display range RD is changed. Therefore, the time from when the player visually recognizes the moving object OM to the reference timing becomes relatively shorter. Conversely, if the evaluation of the player is low because the input is too late compared to the reference timing, the display control unit 124 increases the display range RD. As a result, the timing at which the moving object OM is displayed on the game screen GS becomes earlier than before the display range RD is changed. Therefore, the time from when the player visually recognizes the moving object OM to the reference timing becomes relatively longer.
[0079] As a result, the timing at which the player reacts to the moving object OM is more likely to coincide with the reference timing, and the player is more likely to be evaluated. In addition, the difference between the display range RD before and after the adjustment may be presented to the player, so that the setting of the display range RD can be reflected in the next and subsequent plays.
[0080] (4) In the above embodiment, the display range RD changes in proportion to the playback speed. For example, when the playback speed becomes 1.2 times, the display range RD also becomes 1.2 times. This is not limited to the above, and the player may be able to set the rate of change of the display range RD according to the rate of change of the playback speed. For example, when the playback speed becomes 1.2 times, the player may be able to set the display range RD to 1.1 times or 1.3 times. In addition, the player may set a numerical value by which the rate of change of the playback speed is multiplied. For example, when the numerical value is set to "0.9", when the playback speed becomes 1.2 times, the display range RD is set to 1.2 times x 0.9 = 1.08 times.
[0081] (5) In the embodiment described above, the blind region RB (see FIG. 9B) is displayed near the lower end E2 of the display device 16. This is not limiting, and the blind region RB may be displayed near the center of the display device 16, for example. In this case, the moving object OM that starts to be displayed from the lower end E2 of the display device 16 is hidden by the lower end of the blind region RB and cannot be seen by the player. After that, when the moving object OM reaches the upper end of the blind region RB, it becomes visible to the player again. Since the upper end of the blind region RB is closer to the fixed object OF than the lower end of the blind region RB, high responsiveness is required of the player, and the difficulty level of the game increases, improving the interest of the player.
[0082] Also, the blind area RB may be disposed so as to include the display position of the fixed object OF. In this case, the moving object OM, which starts to be displayed from the lower end E2 of the display device 16, is hidden by the lower end of the blind area RB and cannot be seen by the player until it reaches the fixed object OF. The player must intuitively gauge the timing (reference timing) at which the moving object OM and the fixed object OF overlap, rather than visually checking the moving object OM. This increases the difficulty of the game and improves its enjoyability.
[0083] (6) In the above-described embodiment, the playback speed is the standard progression speed of the music piece that is determined in the musical score representing the music piece. However, the playback speed may be a speed obtained by multiplying the standard progression speed of the music piece by a predetermined factor (hereinafter referred to as the "playback factor"). When the playback factor exceeds 1, the playback speed is faster than the standard progression speed, and when the playback factor is less than 1, the playback speed is slower than the standard progression speed. The playback factor may be set by the player on a menu screen, for example. This makes it possible to meet the needs of, for example, a player who is an expert in the game and wants to play at a playback speed faster than the standard progression speed, and a player who is a beginner in the game and wants to play at a playback speed slower than the standard progression speed.
[0084] (7) In the above embodiment, the moving object OM moves in a straight line from the bottom end E2 to the top end E1 of the display device 16 (game screen GS). The moving direction and path of the moving object OM are not limited to this, and may be any direction and path. For example, the moving object OM may move in a straight line from the top end E1 to the bottom end E2 of the display device 16 (game screen GS), or may move along a curve connecting any points on the game screen GS.
[0085] (8) In the embodiment described above, when an operation is performed on the second operating device 22 at the timing when the moving object OM reaches the position of the fixed object OF, an effect such as the moving object OM and the fixed object OF glowing is produced, and then the moving object OM is no longer displayed. This is not limiting, and for example, even after an operation is performed on the second operating device 22 at the timing when the moving object OM reaches the position of the fixed object OF, the display and movement of the moving object OM may continue, and the display may end when the moving object OM reaches the top end E1 of the display device 16.
[0086] (9) The display control unit 124 may calculate the position of each moving object OM (e.g., the relative distance from the fixed object OF) before the display starts (e.g., when the music starts). The display control unit 124 starts displaying the moving object OM a reference display time from the reference timing set for each moving object OM. Furthermore, if the calculated position of the moving object OM is outside the display range RD a reference display time from the reference timing of the moving object OM, the display control unit 124 may start displaying the moving object OM when the position of the moving object OM is within the display range RD.
[0087] (10) In the above embodiment, the game system 1 is installed in an amusement facility and dedicated to games, but the functions of the game system 1 may be realized by a general-purpose information device such as a smartphone, a tablet terminal, or a personal computer. In addition, the game system 1 may be realized as a virtual game machine in an amusement facility in a virtual space.
[0088] (11) The functions of the game system 1 according to each of the above-mentioned embodiments are realized by the cooperation of one or more processors constituting the control device 12 and the program stored in the storage device 14. The above-mentioned programs can be provided in a form stored in a computer-readable recording medium and installed in the computer. The recording medium is, for example, a non-transitory recording medium, and a good example is an optical recording medium (optical disk) such as a CD-ROM, but also includes any known type of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that the non-transitory recording medium includes any recording medium except for a transient, propagating signal, and does not exclude volatile recording media. In addition, in a configuration in which a distribution device distributes a program via a communication network, a storage device that stores the program in the distribution device corresponds to the above-mentioned non-transitory recording medium.
[0089] [Note] From the above description, for example, preferred embodiments of the present invention can be understood as follows. In order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
[0090] [Appendix 1] A game system (1) according to one embodiment (Appendix 1) of the present invention comprises a reception unit (120) that receives an input signal, a playback control unit (122) that plays a piece of music based on a playback speed set for the piece of music, a display control unit (124) that displays a game screen (GS) including a moving object (OM) and moves the moving object based on a reference timing of an input set for each piece of music, and a game progression unit (126) that progresses a game based on the relationship between the reference timing of the input and the timing at which the input signal is received by the reception unit, and the display control unit changes a display range (RD) of the moving object on the game screen based on the playback speed of the portion of the music currently being played.
[0091] In the above configuration, the display range of the moving objects on the display screen is changed based on the playback speed of the music. Therefore, the number of moving objects displayed on the display screen can be changed based on the playback speed of the music, improving convenience for the player.
[0092] The "input signal" may be a signal based on an operation by the player such as pressing a switch or touching a touch panel, a signal based on audio input, or a signal based on the player's actions captured by a camera.
[0093] "Playback speed" is the speed at which the sound of the music output to the player progresses. The playback speed may be indicated by the number of beats per unit time. The number of beats per unit time may be BPM (Beat Per Minute). The playback speed may be a value obtained by multiplying a standard speed of the music defined in the musical score representing the music by a predetermined multiplication factor. When the predetermined multiplication factor is 1, the playback speed and the standard speed are equal. When the predetermined multiplication factor is more than 1, the playback speed is faster than the standard speed, and when the predetermined multiplication factor is less than 1, the playback speed is slower than the standard speed. The predetermined multiplication factor may be set, for example, by the player or by the game progression unit.
[0094] The "game screen" displays information necessary for the player to play the game. For example, the game screen may display moving objects, lanes indicating the movement paths of the moving objects, markers indicating predetermined positions, and the like.
[0095] The "reference input timing" indicates the timing at which the player should make an input. The reference input timing may be associated with the elapsed time from the start of the music piece.
[0096] "Moving a moving object" may mean, for example, moving the moving object so that the moving object reaches a predetermined position on the game screen at a reference timing of an input. The predetermined position may be, for example, a fixed position on the game screen, or a position that changes on the game screen. For example, a fixed object whose position on the game screen does not change may be placed at the predetermined position.
[0097] The "display range of a moving object" is the range in which a player can view a moving object on a game screen. The display range may be continuous from a display start position where the display of the moving object starts on the game screen to a display end position where the display of the moving object ends on the game screen. In addition, if a non-display section (blind area) in which the player cannot view the moving object is provided, the display range is the range from the display start position to the display end position other than the non-display section.
[0098] "Changing" may mean changing the length of the display range along the movement path of a moving object when the movement path of the moving object is known.
[0099] [Appendix 2] In a specific example (Supplementary Note 2) of Supplementary Note 1, the faster the playback speed of the portion of the music being played, the faster the display control unit moves the moving object. In the above configuration, the faster the playback speed of the music, the faster the moving object moves. Thus, the user can grasp the change in the playback speed of the music based on the change in the moving speed of the moving object.
[0100] [Appendix 3] In a specific example (Supplementary Note 3) of Supplementary Note 2, the display control unit widens the display range as the playback speed of the portion of the music being played is faster. In the above configuration, the faster the playback speed of the music, the larger the display range of the moving objects on the display screen. As described above, the faster the playback speed of the music, the faster the moving object moves, so by making the display range of the moving objects larger as the playback speed of the music is faster, the number of moving objects displayed within the display range is maintained within a constant range.
[0101] [Appendix 4] In a specific example (Supplementary Note 4) of Supplementary Note 2, the display control unit sets the display range to a first range in a first section of the music piece that is played at a first playback speed, and sets the display range to a second range that is wider than the first range in a second section of the music piece that is played at a second playback speed that is faster than the first playback speed. In the above configuration, the display range of the moving object on the display screen is larger during playback of the second section, in which the playback speed of the music piece is faster than the first section, than during playback of the first section. As described above, the faster the playback speed of the music piece is, the faster the moving speed of the moving object is. Therefore, by setting the display range in the second section to be larger than the display range in the first section, the number of moving objects displayed within the display range is maintained within a certain range during playback of the first section and the second section.
[0102] [Appendix 5] In a specific example (Supplementary Note 5) of Supplementary Note 2, the display control unit determines the display range so that the time from when the moving object is displayed on the game screen to the reference timing of the input is constant regardless of the playback speed of the part of the music being played. In the above configuration, even if the moving speed of the moving object changes due to a change in the playback speed, the time for which the moving object is displayed on the game screen is kept constant. This can help the player gauge the timing of the input.
[0103] [Appendix 6] In a specific example (Supplementary Note 6) of Supplementary Note 1, the display control unit sets a display start position of the moving object on the game screen based on the playback speed of the portion of the music being played, and displays the moving object moving along a path from the display start position to a predetermined display end position. In the above configuration, the display start position of the moving object is determined based on the playback speed of the music. This makes it easier for the player to visually grasp changes in the playback speed.
[0104] The "display end position" may indicate a reference timing of an input. For example, the reference timing of an input may be the timing when a moving object reaches the display end position. A fixed object whose position on the game screen does not change may be placed at the display end position.
[0105] [Appendix 7] In a specific example (Supplementary Note 7) of Supplementary Note 1, the display control unit sets a display start position and a display end position of the moving object on the game screen, sets a non-display section in which the moving object cannot be seen by a player in the game on a path from the display start position to the display end position based on a playback speed of a portion of the music being played, and displays the moving object moving on the path from the display start position to the display end position. In the above configuration, a blocking section that blocks the display of the moving object is determined based on the playback speed of the music. The existence of a section in which the player cannot see the moving object before the moving object reaches a predetermined position increases the difficulty of timing the player to make an input, thereby making the game more interesting.
[0106] The "non-display section" may be a section in which the display of moving objects on the game screen is suspended, or a section in which a blocking object that blocks the display of moving objects is placed.
[0107] [Appendix 8] A program according to one embodiment (Appendix 8) of the present invention causes a computer to function as a reception unit that receives an input signal, a playback control unit that plays a song based on a playback speed set for the song, a display control unit that displays a game screen including a moving object and moves the moving object based on a reference timing of an input set for each song, and a game progression unit that progresses a game based on the relationship between the reference timing of the input and the timing at which the input signal is received by the reception unit, and the display control unit changes the display range of the moving object on the game screen based on the playback speed of the portion of the song currently being played.
[0108] [Appendix 9] A control method for a game system according to one embodiment (Appendix 9) of the present invention receives an input signal, plays a piece of music based on a playback speed set for the piece of music, displays a game screen including a moving object, moves the moving object based on a reference timing of input set for each piece of music, progresses the game based on the relationship between the reference timing of input and the timing at which the input signal is received, and changes the display range of the moving object on the game screen based on the playback speed of the portion of the piece of music currently being played. [Explanation of symbols]
[0109] 1...game system, 11...casing, 12...control device, 14...storage device, 16...display device, 18...sound output device, 20...first operating device, 22...second operating device, 120...reception unit, 122...playback control unit, 124...display control unit, 126...game progression unit, GS...game screen, OF...fixed object, OM, OM-1...moving object, RB...blind area, RD...display range, RS...reference display range.
Claims
1. A reception unit that receives an input signal; a playback control unit that plays back a piece of music based on a playback speed set for the piece of music; a display control unit that displays a game screen including a moving object and moves the moving object based on a reference timing of an input that is set for each piece of music; a game progression unit that progresses a game based on a relationship between a reference timing of the input and a timing at which the input signal is accepted by the acceptance unit, the display control unit changes a display range of the moving object on the game screen based on a playback speed of a portion of the music piece being played back. Game system.
2. the display control unit increases the moving speed of the moving object as the playback speed of the portion of the music piece being played increases; The game system according to claim 1.
3. the display control unit widens the display range as the playback speed of the portion of the music piece being played back increases; The game system according to claim 2.
4. the display control unit sets the display range to a first range in a first section of the music piece that is played at a first playback speed, and sets the display range to a second range that is wider than the first range in a second section of the music piece that is played at a second playback speed that is faster than the first playback speed. The game system according to claim 2.
5. the display control unit determines the display range so that a time from when the moving object is displayed on the game screen to the reference timing of the input is constant regardless of a playback speed of a portion of the music being played. The game system according to claim 2.
6. The display control unit is setting a display start position of the moving object on the game screen based on a playback speed of the portion of the music being played; displaying the moving object moving along a path from the display start position to a predetermined display end position; The game system according to claim 1.
7. The display control unit is setting a display start position and a display end position of the moving object on the game screen; setting a non-display section on a path from the display start position to the display end position based on a playback speed of a portion of the music piece being played back, during which a player of the game cannot view the moving object; displaying the moving object moving along a path from the display start position to the display end position; The game system according to claim 1.
8. A reception unit that receives an input signal; a playback control unit that plays back the music piece based on a playback speed set for the music piece; a display control unit that displays a game screen including a moving object and moves the moving object based on a reference timing of an input that is set for each piece of music; and a program for causing a computer to function as a game progression unit that progresses a game based on a relationship between a reference timing of the input and a timing at which the input signal is accepted by the acceptance unit, the display control unit changes a display range of the moving object on the game screen based on a playback speed of a portion of the music being played back. program.
9. Accepts input signals, Playing the music based on a playback speed set for the music; displaying a game screen including a moving object, and moving the moving object based on a reference timing of an input set for each of the pieces of music; proceeding with the game based on a relationship between the reference timing of the input and the timing of receiving the input signal; changing a display range of the moving object on the game screen based on a playback speed of a portion of the music piece being played; How to control a gaming system.