Game system, control method of game system, and program

The game system addresses the inconvenience of adjusting moving speeds between songs by using a system that determines the moving speed for the second song based on the first song's speed, ensuring a seamless gaming experience for players.

JP2025072989APending Publication Date: 2025-05-12KONAMI AMUSEMENT CO LTD
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Patent Information

Application Number
JP2023183509
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-25
Publication Date
2025-05-12

AI Technical Summary

Technical Problem

Players face inconvenience when switching between songs in music games, as they need to adjust the moving speed of moving objects each time, which can be time-consuming and inconvenient, especially when transitioning without sufficient time to set the speed.

Method used

A game system that includes a reception unit for accepting input signals, a playback control unit for playing songs at different playback speeds, and a display control unit that moves a moving object based on reference timing. The system determines the moving object's movement speed for the first song based on its playback speed and specified parameters, and for the second song, it adjusts the speed based on the second playback speed and the speed of the first song.

Benefits of technology

This solution simplifies the process of adjusting moving speeds between songs, enhancing player convenience by automatically determining the moving speed for the second song based on the first song's speed, ensuring a seamless gaming experience.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025072989000001_ABST
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Abstract

To improve convenience in setting a moving speed of a moving object.SOLUTION: A reception part 120 receives an input signal. A reproduction control part 122 reproduces first music at a first reproduction speed, and reproduces second music at a second reproduction speed after the first music. A display control part 124 displays a game screen GS including a moving object and moves the moving object OM on the basis of an input reference timing set to the first music and the second music respectively. The display control part 124 determines a moving speed of the moving object OM in the reproduction of the first music on the basis of the first reproduction speed and parameters on the moving speed of the moving object, and determines a moving speed of the moving object OM in the reproduction of the second music on the basis of the second reproduction speed and the moving speed of the moving object OM in the reproduction of the first music.SELECTED DRAWING: Figure 7
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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 in which a reference moving speed of a moving object is set according to the playback speed of a song, and a player can set an arbitrary multiplier for the reference moving speed. By setting an arbitrary multiplier for the reference moving speed, the moving speed of the moving object can be adjusted to a speed that is easy for the player to play, or the difficulty of the game can be increased to increase the interest of the game.

[0004] [Patent Document 1] JP 2002-066127 A Summary of the Invention [Problem to be solved by the invention]

[0005] A player may play music games with different songs in succession, and in many cases, the playback speed is different for each song. It is cumbersome for the player to set the moving speed of the moving object every time the song changes. In addition, for example, due to the presentation of the game, the next song may start before there is time to set the moving speed of the moving object, and in such cases, the convenience for the player is reduced. In consideration of the above circumstances, one aspect of the present invention aims to improve the convenience of setting the moving speed of the moving object. [Means for solving the problem]

[0006] In order to solve the above problems, a game system according to one embodiment of the present invention includes a reception unit that receives an input signal, a playback control unit that plays a first music piece at a first playback speed and plays a second music piece at a second playback speed after the first music piece, a display control unit that displays a game screen including a moving object and moves the moving object based on reference timings of input set for the first music piece and the second music piece, respectively, and a game progression unit that progresses a game based on a relationship between the reference timing of the input and a timing at which the input signal is received by the reception unit, wherein the reception unit receives specification of a parameter related to the moving speed of the moving object, and the display control unit determines the moving speed of the moving object when the first music piece is played based on the first playback speed and the parameter, and determines the moving speed of the moving object when the second music piece is played based on the second playback speed and the moving speed of the moving object when the first music piece is played.

[0007] A program according to another aspect 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 first music piece at a first playback speed and plays a second music piece at a second playback speed after the first music piece, a display control unit that displays a game screen including a moving object and moves the moving object based on reference timings of input set for the first music piece and the second music piece, respectively, and a game progression unit that progresses a game based on a relationship between the reference timing of the input and a timing at which the input signal is received by the reception unit, wherein the reception unit receives specification of a parameter related to the moving speed of the moving object, and the display control unit determines the moving speed of the moving object when the first music piece is played based on the first playback speed and the parameter, and determines the moving speed of the moving object when the second music piece is played based on the second playback speed and the moving speed of the moving object when the first music piece is played.

[0008] A control method for a game system according to another aspect of the present invention includes accepting an input signal, playing a first piece of music at a first playback speed, playing a second piece of music at a second playback speed after the first piece of music, displaying a game screen including a moving object, moving the moving object based on a reference timing of input set for the first piece of music and the second piece of music, respectively, progressing the game based on a relationship between the reference timing of input and a timing at which the input signal is accepted by the accepting unit, accepting specification of a parameter related to the moving speed of the moving object, determining the moving speed of the moving object when the first piece of music is played based on the first playback speed and the parameter, and determining the moving speed of the moving object when the second piece of music is played based on the second playback speed and the moving speed of the moving object when the first piece of music is 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 8] 1 is a conversion table H of the moving speed of a moving object OM. [Figure 9] 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, management data DK (see FIG. 6) described later, and a conversion table H (see FIG. 8) of the moving speed of the moving object OM. The storage device 14 is configured, for example, of 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 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 a 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 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 magnification (hereinafter referred to as the "speed magnification") for the reference moving speed. In this embodiment, the speed magnification can be set in increments of 0.25, such as "0.25x", "1.75x", etc. The range of the speed magnification that can be set is from 0.25x to 4x. When a speed magnification exceeding 1 is set, the moving speed of the moving object OM becomes faster than the reference moving speed. When a speed magnification 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 lower end E2 of the display device 16 and the upper end E3 of the display position of the fixed object OF. A non-display section (blind area RB) where the player cannot visually recognize 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] Figure 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" during the option setting of the display range RD. When the setting of the blind area RB is selected, the blind area RB is displayed in the vicinity of 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 the Moving Object OM] Figure 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 T 001_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] Note that the playback speed may change within a single piece of music, for example, as in the case of music A shown in Fig. 5. In this case, the display control unit 124 determines the timing to start displaying the moving object OM, taking into consideration the playback speed before and after the change. For example, assume that the playback speed of the music changes from 100 BPM to 200 BPM when the moving object OM-X (not shown) starts to be displayed from the bottom end E2 and reaches the position of L0 / 2. The moving object OM-X moves in a V-shape from the bottom end E2 to L0 / 2. 100 Move with V from L0 / 2 to the top end E3. 200 If the reference timing of the moving object OM-X is time Tx, the display control unit 124 calculates the time Tx-{L0 / (2×V 100 ) + L0 / (2 × V 200 )} starts displaying the moving object OM-X.

[0048] [A-4.Functional configuration] 7 is a block diagram illustrating an example of the functional configuration of the control device 12. In the following, a case where the player plays the first song and the second song in succession will be described. It is assumed that the combination of the first song and the second song is predetermined. In addition, the player can set the above-mentioned option settings before the start of the first song, but cannot set the options before the start of the second song due to the convenience of the presentation of the game.

[0049] As illustrated in FIG. 7, by executing a program stored in the storage device 14, the control device 12 realizes multiple functions (a reception unit 120, a playback control unit 122, a display control unit 124, and a game progression unit 126).

[0050] 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 this to the receiving unit 120 as an input signal. The receiving unit 120 receives the input signal transmitted by the second operating device 22.

[0051] In this embodiment, the input is, for example, an operation (such as pressing an operation button) on the first operating device 20 before or after playing a game. The accepting unit 120 accepts, based on the operation on the first operating device 20, for example, a selection of a song to be played or a difficulty level, a selection of a play mode, and an instruction to start playing.

[0052] Furthermore, the reception unit 120 receives option settings based on operations on the first operating device 20. When the moving speed of the moving object OM is specified as the option setting, the reception unit 120 receives a speed multiplier designation from the player. The speed multiplier is an example of a parameter related to the moving speed of the moving object OM. As described above, in this embodiment, the option setting can be set before the start of the first music piece, but the option setting cannot be set before the start of the second music piece. In other words, the reception unit 120 does not receive a designation from the player regarding the speed multiplier when the second music piece is played.

[0053] The playback control unit 122 plays the music based on the playback speed set for the music. In this embodiment, the playback speed set for the music is the reference progression speed for the music. The reference progression speed for the first music is the first playback speed, and the reference progression speed for the second music is the second playback speed. The playback control unit 122 plays the first music at the first playback speed, and plays the second music after the first music at the second playback speed. In this embodiment, the first music and the second music are played consecutively. That is, the playback control unit 122 plays the second music immediately after the first music. Note that "immediately after the first music" means that the second music is played after the first music ends, without playing other music used in playing the game. Sound effects of the game may be played between the first music and the second music.

[0054] The display control unit 124 displays a game screen GS including a moving object OM, and moves the moving object OM based on the reference timing of input set for the first music piece and the second music piece. The display control unit 124 displays the moving object OM moving along a path from a display start position to a 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.

[0055] 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 closer the degree of match between the reference timing and the timing at which the player actually steps on the pad. Also, the game progression unit 126 deprives the player of more points, for example, the closer the degree of match between the reference timing and the timing at which the player actually steps on the pad.

[0056] [Details of the display control unit 124] Next, the display control unit 124 will be described in detail. As described above, in this embodiment, the player can set the speed multiplier of the moving object OM, which is an optional setting, before the start of the first musical piece, but cannot set the speed multiplier before the start of the second musical piece. Specifically, for example, in a tournament event in which multiple players compete, due to circumstances for smoothly progressing the tournament event, such as time constraints or avoidance of interruptions in the progress, the player may not be given an opportunity to set options between the first musical piece and the second musical piece.

[0057] In response to this, for example, even if a speed multiplier is set in the first music piece, the speed multiplier setting may be cancelled in the second music piece. In this case, the difference in the movement speed of the moving object OM may be greater than the difference in the playback speed between the first music piece and the second music piece, which may cause the player to feel uncomfortable. In addition, for example, a control may be considered in which the speed multiplier set in the first music piece is applied to the second music piece as is. However, the speed multiplier in the first music piece is set by the player to match the movement speed of the moving object OM in the first music piece (≒ first playback speed). The first playback speed and the second playback speed are often different, and even if the speed multiplier in the first music piece is applied to the second music piece, the movement speed may not be what the player desires.

[0058] To address such problems, in this embodiment, the display control unit 124 determines the moving speed of the moving object OM when the first music piece is played based on the first playback speed and the speed magnification. Also, the display control unit 124 determines the moving speed of the moving object OM when the second music piece is played based on the second playback speed and the moving speed of the moving object OM when the first music piece is played.

[0059] In this embodiment, the moving speed of the moving object OM can be changed within a range of 0.25 to 4 times (speed factor) the reference moving speed. The display control unit 124 determines the speed factor of the moving object OM when playing the second music piece, based on the second playback speed and the moving speed of the moving object OM in the first music piece. The moving speed of the moving object OM is determined by multiplying the reference moving speed in the part of the second music piece being played by the determined speed factor.

[0060] Below, we will explain [1] how to determine the speed multiplier by calculation, and [2] how to determine the speed multiplier using conversion table H.

[0061] Note that the playback speed may change within a single song, such as song A shown in FIG. 5. The game is more difficult when the playback speed is fast, and it is considered that the player sets the speed multiplier assuming a fast playback speed. Therefore, in the following, when the playback speed changes within a single song, the movement speed is determined based on the maximum playback speed within the song. Note that when the playback speed does not change within a single song, such as song B shown in FIG. 5, the playback speed is the maximum playback speed.

[0062] Determine the movement speed through calculations Consider Examples 1 and 2 below. <Example 1> Maximum playback speed of the first song: 100 BPM, speed multiplier set by the player for the first song: 3x, maximum playback speed of the second song: 200 BPM.

[0063] The display control unit 124 calculates a speed factor R that makes the moving speed of the moving object OM when playing the part of the second music piece where the playback speed is the maximum (hereinafter referred to as the "maximum playback speed part") closest to the moving speed of the moving object OM when playing the maximum playback speed part of the first music piece. The reference moving speed for the maximum playback speed part of the first music piece is V 100 Since the player has set the speed multiplier to 3, the moving speed of the moving object OM in the maximum playback speed part of the first music piece is V 300 On the other hand, the reference movement speed in the maximum playback speed part of the second song is V 200 It is. 200 ×R=V 300 The value of R is 1.5. Therefore, the display control unit 124 determines the speed multiplier R to be 1.5. The moving speed of the moving object OM in the maximum playback speed portion of the second music piece is V 300 For example, if the minimum playback speed of the second piece of music is 100 BPM, the moving speed of the moving object OM in the part played at the minimum playback speed is V 150 (=V 100 × 1.5).

[0064] <Example 2> Maximum playback speed of the first song: 120 BPM, speed multiplier set by the player for the first song: 3x, maximum playback speed of the second song: 200 BPM.

[0065] The reference movement speed at the maximum playback speed of the first song is V 120 Since the player has set the speed multiplier to 3, the moving speed of the moving object OM in the maximum playback speed part of the first music piece is V 360 On the other hand, the reference movement speed in the maximum playback speed part of the second song is V 200 It is. 200 ×R=V 360The value of R for this is 1.8. However, 1.8 is not included in the values ​​that can be set as the speed factor. The display control unit 124 selects the value closest to 1.8 from among the values ​​that can be set as the speed factor R. Specifically, R=1.75 is the value closest to 1.8. Therefore, the display control unit 124 determines the speed factor R to be 1.75. For example, the moving speed of the moving object OM in the maximum playback speed portion of the second music piece is V 350 (=V 200 × 1.75).

[0066] In this way, the display control unit 124 makes the moving speed of the moving object OM during playback of the second music piece closer to the moving speed of the moving object OM during playback of the first music piece than the moving speed of the moving object OM based on the second playback speed.

[0067] The speed magnification is a first numerical value selected from a plurality of numerical values ​​(numeric values ​​in the range of 0.25 to 4 times in increments of 0.25). The display control unit 124 determines the moving speed of the moving object OM when the second music piece is played based on a second numerical value selected from the plurality of numerical values ​​and the second playback speed. The second numerical value is selected so that the moving speed of the moving object OM when the second music piece is played is closest to the moving speed of the moving object OM when the first music piece is played.

[0068] In Example 2, the speed factor R may be determined as follows: 200 ×R=V 360 The value of R is 1.8. The speed multiplier can be set to "1.75" or "2.0" around 1.8. 200 ×1.75=V 350 and V 200 ×2.0=V 400 It is. 350 and V 400 Of these, V 360 The closest to is V 350 Therefore, the display control unit 124 determines the speed magnification R to be 1.75.

[0069] In this case, the display control unit 124 sets multiple candidate speeds based on the second playback speed, and determines the candidate speed among the multiple candidate speeds that is closest to the movement speed of the moving object OM when the first music piece is played as the movement speed of the moving object OM when the second music piece is played.

[0070] [Set the speed multiplier using conversion table H] In this embodiment, the combination of the first music piece and the second music piece is predetermined. The speed multiplier can be set in increments of 0.25 within a range from 0.25 to 4, and the settable values ​​are limited. For this reason, a conversion table H for converting the speed multiplier set for the first music piece into a speed multiplier set for the second music piece may be stored in advance in the storage device 14.

[0071] FIG. 8 shows a conversion table H for the moving speed of the moving object OM. The conversion table H is created for each combination of the first and second music pieces, for example. In the example of FIG. 8, the maximum playback speed of the first music piece is 110 BPM, and the reference moving speed in the maximum playback speed portion of the first music piece is V 110 The speed multiplier that the player set for the first song is indicated as the "set multiplier" in FIG. 8. The value obtained by multiplying the standard movement speed by the set multiplier is indicated as the "set movement speed" in FIG. 8. If the set multiplier is 0.25, then 110×0.25=27.5, so the set movement speed at the maximum playback speed portion of the first song is V 27.5 It becomes.

[0072] On the other hand, the maximum playback speed of the second song is 200 BPM, and the reference movement speed at the maximum playback speed part of the second song is V 200 As described above, in this embodiment, the moving speed of the moving object OM in the maximum playback speed portion of the second music piece is determined to be close to the post-setting moving speed in the maximum playback speed portion of the first music piece. The coefficient for making the reference moving speed in the maximum playback speed of the second music piece coincide with the post-setting moving speed is called a "conversion factor." For example, V 200 V 27.5The conversion factor for matching is 0.1375 (200×0.1375=27.5). Therefore, if the speed factor for the second music piece is set to 0.1375, the moving speed of the moving object OM will match in the maximum playback speed portion of the first music piece and the maximum playback speed portion of the second music piece.

[0073] However, in this embodiment, the speed factor can be set in increments of 0.25 within a range from 0.25 to 4, and 0.1375 cannot be set. For this reason, the display control unit 124 sets 0.25, which is the closest value to 0.1375, among the speed factors that can be set, as the speed factor for the second song. In this way, the speed factor calculated from the speed factor that can actually be set and the conversion factor is called the "implemented speed factor." The reference movement speed V in the maximum playback speed portion of the second song 200 The speed obtained by multiplying the actual speed by the magnification factor is indicated as the "actual speed of movement" in FIG. 8. The actual speed of movement is the speed of movement of the moving object OM when the second music piece is played. In the above example, the actual speed of movement is V, since 200 x 0.25 = 50. 50 It becomes.

[0074] The actual moving speed is the moving speed of the moving object OM in the maximum playback speed portion of the second music piece. For example, if the minimum playback speed of the second music piece is 100 BPM, the moving speed of the moving object OM in the minimum playback speed portion is V 25 (=V 100 × 0.25).

[0075] Next, consider the case where the setting magnification for the first song is 2.5. When the setting magnification is 2.5, the movement speed after setting is V 275 The conversion factor is 1.375, but 1.375 is not a speed factor that can be set. The values ​​closest to 1.375 are "1.25" and "1.5". The difference between "1.25" and "1.5" and 1.375 is 0.125, so the question is which value to use as the actual speed factor. In this embodiment, of the multiple speed factors close to the conversion factor, the value that results in the slowest actual movement speed is used as the set speed factor. In the above example, the actual movement speed at "1.25" is V 250And the actual movement speed in "1.5" is V 300 Therefore, the display control unit 124 adopts "1.25" as the set magnification. Such control is performed because the faster the moving speed of the moving object OM, the higher the difficulty of the game. If the moving object OM moves at a speed faster than the player expects, the success rate of the game will decrease, which may be disadvantageous to the player. Therefore, the display control unit 124 adopts, as the set magnification, a value among the multiple speed magnifications that results in a lower actual moving speed. Note that, for example, in response to an instruction from the player, a value among the multiple speed magnifications that results in a faster actual moving speed may be adopted as the set magnification.

[0076] [A-5. Flowchart] Fig. 9 is a flowchart illustrating the procedure of processing routinely executed by the control device 12 during operation of the game system 1. For example, the processing of Fig. 9 is started when a player inserts a value medium. During operation of the game system 1, the processing of Fig. 9 is repeatedly executed.

[0077] 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 including the speed multiplier (step S1). In this embodiment, the combination of the first music and the second music is determined in advance, so the display control unit 124 determines the moving speed of the moving object OM in the first music (indicated as "first moving speed" in the figure) and the moving speed of the moving object OM in the second music (indicated as "second moving speed" in the figure) (step S2). More specifically, the display control unit 124 determines the first moving speed by multiplying the standard playback speed of the first music by the speed multiplier set in step S1. In addition, the display control unit 124 determines the speed multiplier in the second music so that the second moving speed is a value close to the first moving speed. The second moving speed is calculated by multiplying the standard playback speed of the second music by the speed multiplier in the second music. The timing for determining the second moving speed is not limited to before the start of the game, and may be, for example, before the start of a game using the second music piece.

[0078] Until the start of the game is instructed (step S3: NO), the control device 12 returns to step S1 and accepts settings from the player. When the start of the game is instructed (step S3: YES), the control device 12 functions as the playback control unit 122 and plays the first music piece based on the music data (step S4). The control device 12 also functions as the display control unit 124, displays the moving object OM on the game screen GS based on the management data DK, and moves the moving object OM at a first moving speed (step S5).

[0079] 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). Until the playback of the first music piece ends (step S8: NO), the control device 12 returns the process to step S4 and repeats the subsequent processes.

[0080] When the playback of the first music piece ends (step S8: YES), the control device 12 functions as a playback control unit 122 and plays the second music piece based on the music data (step S9). The control device 12 also functions as a display control unit 124 and displays the moving object OM on the game screen GS based on the management data DK and moves the moving object OM at a second moving speed (step S10).

[0081] The control device 12 functions as a reception unit 120 and receives an input signal to be spoken based on an input from the player to the second operating device 22 (step S11). 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 S11 (step S12). Until the playback of the second music piece ends (step S13: NO), the control device 12 returns the process to step S9 and repeats the subsequent processes. When the playback of the second music piece ends (step S13: YES), the control device 12 ends the process of this flowchart.

[0082] [A-6. Summary of embodiments] As described above, the game system 1 according to the embodiment determines the moving speed of the moving object OM when the first music piece is played based on the first playback speed and the speed multiplier set for the first music piece. The game system 1 also determines the moving speed of the moving object OM when the second music piece is played based on the second playback speed and the moving speed of the moving object OM when the first music piece is played. In the above configuration, the moving speed of the moving object OM in the second music piece is determined based on the moving speed of the moving object OM in the first music piece. Therefore, the player does not need to set parameters related to the moving speed of the moving object OM in the second music piece, which saves time and effort.

[0083] Furthermore, in the game system 1, the second music piece is played immediately after the first music piece. Therefore, the moving speed of the moving object OM is related between the first music piece and the second music piece that are played consecutively, so the player can continue playing without feeling uncomfortable.

[0084] Furthermore, the game system 1 sets a plurality of candidate speeds based on the second playback speed, and determines the candidate speed among the plurality of candidate speeds that is closest to the moving speed of the moving object OM when the first music piece is played as the moving speed of the moving object OM when the second music piece is played. Therefore, the moving speeds of the moving object OM in the first music piece and the second music piece are close to each other, improving convenience for the player.

[0085] Furthermore, the game system 1 makes the moving speed of the moving object OM during playback of the second music piece closer to the moving speed of the moving object OM during playback of the first music piece than the moving speed of the moving object OM based on the second playback speed, thus making the moving speeds of the moving object OM closer to each other in the first music piece and the second music piece, improving convenience for the player.

[0086] Furthermore, the game system 1 selects the speed multiplier in the second music piece so that the moving speed of the moving object OM when the second music piece is played is closest to the moving speed of the moving object OM when the first music piece is played, and therefore, when the speed multiplier is one value selected from among multiple values, an appropriate value can be selected.

[0087] Furthermore, the game system 1 does not accept a specification from the player as to the speed multiplier for playing the second music piece, thereby eliminating the need to specify the speed multiplier for playing the second music piece.

[0088] [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 illustrated below. Two or more embodiments selected from the following examples may be combined to the extent that they are not mutually contradictory.

[0089] (1) In the above embodiment, the speed multiplier can be set in increments of 0.25 within a range of 0.25 to 4, but the values ​​that can be set as the speed multiplier are not limited to this. Values ​​smaller than 0.25 and values ​​larger than 4 may be set. Also, the speed multiplier may be set in increments smaller than 0.25 or larger than 0.25. Also, for example, the player may be able to set the speed multiplier by inputting an arbitrary value.

[0090] (2) In the above embodiment, the second music piece is played immediately after the first music piece, but the timing of the playback of the second music piece is not limited to immediately after the first music piece, and may be any timing after the first music piece. For example, the Mth music piece (M is an integer of 3 or more) may be played immediately after the first music piece, and the second music piece may be played immediately after the Mth music piece. In this case, a speed multiplier based on the moving speed of the moving object OM in the first music piece may be set for the Mth music piece, as in the second music piece, or a speed multiplier may not be set for the Mth music piece.

[0091] Also, for example, when multiple sets of multiple songs are prepared and these songs are played consecutively, the above-mentioned form may be applied to the first song of each set. For example, when the first set is composed of three songs A-1, A-2, and A-3, and the second set is composed of three songs B-1, B-2, and B-3, and the first and second sets are played consecutively, the moving speed of the moving object OM may be set with the song A-1 being the first song in the above-mentioned form and the song B-1 being the second song in the above-mentioned form.

[0092] (3) In the above embodiment, the case where two pieces of music, the first music and the second music, are played in succession has been described, but this embodiment can also be applied to the case where three or more pieces of music are played in succession. The music played following the second music is the third music. As described above, the moving speed of the moving object OM when the first music is played is determined based on the first playback speed and the speed multiplier. Also, the moving speed (speed multiplier) of the moving object OM when the second music is played is determined based on the second playback speed and the moving speed of the moving object OM when the first music is played. The moving speed (speed multiplier) of the moving object OM when the third music is played may be determined based on, for example, the playback speed of the third music and the moving speed of the moving object OM when the second music is played. That is, the moving speed of the moving object OM when the Lth music (L is an integer of 2 or more) is played may be determined based on the playback speed of the Lth music and the moving speed of the moving object OM when the L-1th music is played.

[0093] On the other hand, as described with reference to Fig. 8, if the conversion factor is not within the range of settable speed factors, such as 0.1375, the closest value among the settable speed factors is adopted as the speed factor for the second music piece. This may result in the moving speed of the moving object OM in the third music piece and onwards deviating from the moving speed of the moving object OM in the first music piece. Therefore, the playback speed for the third music piece and onwards may also be determined based on the playback speed of the music piece and the moving speed of the moving object OM when the first music piece is being played.

[0094] (4) In the above embodiment, the combination of the first song and the second song is pre-determined. However, the combination of the first song and the second song may be selected by the player. For example, the first song may be selected by the player, and the Nth song (N is an integer equal to or greater than 2) after the first song may be selected by the game system 1 based on the game result of the N-1th song (or the game results up to the N-1th song).

[0095] (5) In the above embodiment, when the playback speed changes within one song, the moving speed is determined based on the maximum playback speed within the song. This is not limited to this, and may be, for example, the average playback speed within the song. For example, in the case of song A shown in FIG. 5, the playback speed changes between 100 BPM, 200 BPM, and 150 BPM. In this case, the average playback speed may be (100+200+150) / 3=150 BPM. Alternatively, for example, each playback speed may be weighted based on the time ratio of the playback speed portion to calculate the average. For example, if the 100 BPM portion is 25% of the song, the 200 BPM portion is 40% of the song, and the 150 BPM portion is 35% of the song, the average playback speed of song A may be 100×0.25+200×0.40+150×0.35=157.5 BPM.

[0096] (6) In the above-mentioned embodiment, the option setting (movement speed setting) for the second song is not accepted from the player for the convenience of the game presentation. The reason for not accepting the option setting for the second song from the player is not limited to this. For example, the option setting for the second song may not be accepted when the player gives an instruction such as "keep the setting of the first song."

[0097] (7) The moving speed of the moving object OM in the second musical piece may be adjusted according to the evaluation of the player based on the game result of the first musical piece. For example, if the evaluation of the player is low because the input is too slow compared to the reference timing, the display control unit 124 reduces the speed multiplier of the second musical piece based on the speed multiplier set in the first musical piece, and slows down the moving speed of the moving object OM. Also, if the evaluation of the player is low because the input is too fast compared to the reference timing, the display control unit 124 increases the speed multiplier of the second musical piece based on the speed multiplier set in the first musical piece, and speeds up the moving speed of the moving object OM.

[0098] 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 speed multiplier before and after the adjustment may be presented to the player so that the difference can be reflected in the speed multiplier setting for the next and subsequent plays.

[0099] (8) In the above-described embodiment, the playback speed is the standard progression speed of the music piece, which 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.

[0100] (9) 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.

[0101] (10) 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.

[0102] (11) 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.

[0103] (12) 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.

[0104] [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.

[0105] [Appendix 1] A game system (1) according to one embodiment (Appendix 1) of the present invention includes a reception unit (120) that receives an input signal, a playback control unit (122) that plays a first music piece at a first playback speed and plays a second music piece at a second playback speed after the first music piece, a display control unit (124) that displays a game screen (GS) including a moving object (OM) and moves the moving object based on reference timings of input set for the first music piece and the second music piece, respectively, and a game progression unit (126) that progresses a game based on a relationship between the reference timing of the input and a timing at which the input signal is received by the reception unit, wherein the reception unit receives designation of a parameter related to the moving speed of the moving object, and the display control unit determines the moving speed of the moving object when the first music piece is played based on the first playback speed and the parameter, and determines the moving speed of the moving object when the second music piece is played based on the second playback speed and the moving speed of the moving object when the first music piece is played.

[0106] In the above configuration, the moving speed of the moving object in the second music piece is determined based on the moving speed of the moving object in the first music piece, so the player does not need to set parameters related to the moving speed of the moving object in the second music piece, which saves time and effort.

[0107] 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.

[0108] 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.

[0109] The "reference timing of input" indicates the timing at which the player should make an input. The reference timing of input may be associated with the elapsed time from the start of the music piece.

[0110] "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.

[0111] The "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 Minutes). The playback speed may change within one music piece. The playback speed may be a value obtained by multiplying a standard speed of the music piece, which is determined in a musical score representing the music piece, 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.

[0112] [Appendix 2] In a specific example (Supplementary Note 2) of Supplementary Note 1, the playback control unit plays the second music piece immediately after the first music piece. In the above configuration, the moving speeds of the moving objects in the first and second music pieces that are played consecutively are related to each other, so that the player can continue playing without feeling uncomfortable.

[0113] "Playing the second music piece immediately after the first music piece" means, for example, playing the second music piece after the first music piece has finished playing, without playing any other music piece. Sound effects unrelated to the progress of the game may be played between the first music piece and the second music piece.

[0114] [Appendix 3] In a specific example (Supplementary Note 3) of Supplementary Note 1, the display control unit sets a plurality of candidate speeds based on the second playback speed, and determines the candidate speed among the plurality of candidate speeds that is closest to the moving speed of the moving object when the first music piece is played as the moving speed of the moving object when the second music piece is played. In the above configuration, the moving speeds of the moving object in the first music piece and the second music piece are close to each other, improving convenience for the player.

[0115] [Appendix 4] In a specific example (Supplementary Note 4) of Supplementary Note 1, the display control unit makes the moving speed of the moving object during playback of the second music piece closer to the moving speed of the moving object during playback of the first music piece than the moving speed of the moving object based on the second playback speed. In the above configuration, the moving speeds of the moving objects in the first music piece and the second music piece are closer to each other, improving convenience for the player.

[0116] [Appendix 5] In a specific example (Supplementary Note 5) of Supplementary Note 1, the parameter is a first numerical value selected from a plurality of numerical values, the display control unit determines the moving speed of the moving object when the second music piece is played based on a second numerical value selected from the plurality of numerical values ​​and the second playback speed, and the second numerical value is selected so that the moving speed of the moving object when the second music piece is played is closest to the moving speed of the moving object when the first music piece is played. With the above configuration, when the parameter is a numerical value selected from a plurality of numerical values, an appropriate numerical value can be selected.

[0117] [Appendix 6] In the specific example (Supplementary Note 6) of Supplementary Note 1, the reception unit does not receive designation from a player of the game regarding the parameters during playback of the second music piece. With the above configuration, it is possible to save the player the trouble of designating parameters.

[0118] [Appendix 7] A program according to one aspect (Appendix 7) 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 first music piece at a first playback speed and plays a second music piece at a second playback speed after the first music piece; a display control unit that displays a game screen including a moving object and moves the moving object based on reference timings of input set for the first music piece and the second music piece, respectively; and a game progression unit that progresses a game based on a relationship between the reference timing of the input and a timing at which the input signal is received by the reception unit, wherein the reception unit receives specification of parameters related to the moving speed of the moving object, and the display control unit determines the moving speed of the moving object when the first music piece is played based on the first playback speed and the parameters, and determines the moving speed of the moving object when the second music piece is played based on the second playback speed and the moving speed of the moving object when the first music piece is played.

[0119] [Appendix 8] A control method of a game system according to one aspect (Appendix 8) of the present invention includes accepting an input signal, playing a first music piece at a first playback speed, playing a second music piece at a second playback speed after the first music piece, displaying a game screen including a moving object, moving the moving object based on reference timings of input set for the first music piece and the second music piece, respectively, progressing the game based on a relationship between the reference timings of input and a timing at which the input signal is accepted, accepting specification of parameters related to the moving speed of the moving object from the player, determining the moving speed of the moving object when the first music piece is played based on the first tempo and the parameters, and determining the moving speed of the moving object when the second music piece is played based on the second tempo and the moving speed of the moving object when the first music piece is played. [Explanation of symbols]

[0120] 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...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 a first piece of music at a first playback speed and plays a second piece of music after the first piece of music at a second playback speed; 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 the first music piece and the second music piece, respectively; 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 receiving unit receives a designation of a parameter related to a moving speed of the moving object; The display control unit is determining a moving speed of the moving object during playback of the first piece of music based on the first playback speed and the parameter; determining a moving speed of the moving object during playback of the second music piece based on the second playback speed and the moving speed of the moving object during playback of the first music piece; Game system.

2. The playback control unit plays the second piece of music immediately after the first piece of music. The game system according to claim 1.

3. the display control unit sets a plurality of candidate speeds based on the second playback speed, and determines, among the plurality of candidate speeds, a candidate speed that is closest to the moving speed of the moving object during playback of the first music piece, as the moving speed of the moving object during playback of the second music piece. The game system according to claim 1.

4. the display control unit causes a moving speed of the moving object during playback of the second music piece to be closer to a moving speed of the moving object during playback of the first music piece than a moving speed of the moving object based on the second playback speed. The game system according to claim 1.

5. the parameter is a first numerical value selected from a plurality of numerical values; the display control unit determines a moving speed of the moving object during playback of the second music piece based on a second numerical value selected from the plurality of numerical values ​​and the second playback speed; the second value is selected so that the moving speed of the moving object when the second piece of music is played is closest to the moving speed of the moving object when the first piece of music is played; The game system according to claim 1.

6. the reception unit does not receive any designation from a player of the game regarding the parameter during playback of the second music piece. The game system according to claim 1.

7. A reception unit that receives an input signal; a playback control unit that plays a first piece of music at a first playback speed and plays a second piece of music after the first piece of music at a second playback speed; 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 the first piece of music and the second piece of music, respectively; 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 receiving unit receives a designation of a parameter related to a moving speed of the moving object; The display control unit is determining a moving speed of the moving object during playback of the first piece of music based on the first playback speed and the parameter; determining a moving speed of the moving object during playback of the second music piece based on the second playback speed and the moving speed of the moving object during playback of the first music piece; program.

8. Accepts input signals, playing a first piece of music at a first playback speed and playing a second piece of music after the first piece of music at a second playback speed; displaying a game screen including a moving object, and moving the moving object based on reference timings of inputs set for the first music piece and the second music piece, respectively; proceeding with the game based on a relationship between the reference timing of the input and the timing of receiving the input signal; accepting a parameter designation relating to a moving speed of the moving object; determining a moving speed of the moving object during playback of the first piece of music based on the first playback speed and the parameter; determining a moving speed of the moving object during playback of the second music piece based on the second playback speed and the moving speed of the moving object during playback of the first music piece; How to control a gaming system.