Entertainment system, control method of entertainment system, and program
The entertainment system addresses the lack of effective communication in conventional game devices by using tone marks and synchronized touch operations to convey player intentions and rhythms, thereby enhancing gameplay experience through real-time communication and synchronization.
Patent Information
- Application Number
- JP2024037389
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-11
- Filing Date
- 2024-03-11
- Publication Date
- 2025-06-23
AI Technical Summary
Conventional game devices lack effective communication mechanisms between players, failing to convey the intentions and rhythms of player actions in a meaningful way.
An entertainment system that uses tone marks displayed on a screen, where players generate and move tone marks between designated areas, allowing for synchronized touch operations based on the arrival timing of the tone marks, and calculates a communication point based on these interactions.
Facilitates real-time communication and synchronization between players by allowing them to feel and respond to each other's rhythms, enhancing the emotional and excitatory aspects of gameplay.
Smart Images

Figure 2025093270000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an entertainment system, a control method for an entertainment system, and a program.
Background Art
[0002] The following patent documents disclose a game in which a light bullet is moved between a plurality of players in accordance with background music. Each player needs to bounce back the light bullet that has arrived in their own area at an appropriate timing. This game is configured such that the performance of the background music becomes erratic when the light bullet cannot be bounced back at an appropriate timing. In order to maintain the performance of the background music, a plurality of players try to bounce back the light bullet that has arrived in their own area at an appropriate timing.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] If each player can sense the intention of other players or feel that their own intention has been conveyed to other players through gameplay, communication through play can be realized, and there is a possibility of obtaining great emotion and excitement. Conventional game devices had room for improvement from the perspective of such communication between players.
Means for Solving the Problems
[0005] (1) The entertainment system proposed in this disclosure includes a first display control unit that generates a tone mark on a display screen in response to a tone mark generation operation performed by the first player, and moves the tone mark toward a second player area provided on the display screen; a second display control unit that generates a tone mark on the display screen in response to a tone mark generation operation performed by the second player, and moves the tone mark toward a first player area provided on the display screen; a first determination unit that determines whether a tone output operation by the first player has been performed at a timing when the tone mark generated by the second player arrives at the first player area; a second determination unit that determines whether a tone output operation by the second player has been performed at a timing when the tone mark generated by the first player arrives at the second player area; and an evaluation unit that calculates a communication point based on at least one of the tone mark generation operation and the tone output operation by the first player and at least one of the tone mark generation operation and the tone output operation by the second player.
[0006] According to this entertainment system, since the tone mark generated by the first player moves to the second player area and the tone mark generated by the second player moves to the first player area, for example, the second player can feel the rhythm of the movement (tone mark generation) of the first player, and the first player can feel the rhythm of the movement (tone mark generation) of the second player. As a result, communication via the tone mark can be realized between the first player and the second player.
[0007] (2) The entertainment system of (1) may further include a communication scale expression unit that controls a background including at least one of sound output by a sound output unit and video displayed on the display screen based on the communication point. According to this, the two players can recognize the inappropriateness of communication by perceiving changes in sound and video.
[0008] (3) In the entertainment system of (1) or (2), the tone mark generation operation by the first player may be a touch operation on the first player area, and the tone mark generation operation by the second player may be a touch operation on the second player area.
[0009] (4) In the entertainment system according to any one of (1) to (3), the tone output operation by the first player may be a touch operation on the tone mark that has arrived at the first player area, and the tone output operation by the second player may be a touch operation on the tone mark that has arrived at the second player area.
[0010] (5) In the entertainment system according to any one of (1) to (4), the evaluation unit may compare at least one of the tone mark generation operation and the tone output operation by the first player with at least one of the tone mark generation operation and the tone output operation by the second player, and calculate the communication point based on the comparison result. According to this, when the movements (operations) of the two players are balanced, the communication point can be increased, and communication can be appropriately evaluated.
[0011] (6) In the entertainment system according to any one of (1) to (5), the evaluation unit may calculate the communication point based on the difference or ratio between a value corresponding to the number of times of at least one of the tone mark generation operation and the tone output operation by the first player and a value corresponding to the number of times of at least one of the tone mark generation operation and the tone output operation by the second player. According to this, when the movements (operations) of the two players are balanced, the communication point can be increased, and communication can be appropriately evaluated.
[0012] (7) In the entertainment system according to (5) or (6), at least one of the operations is the tone mark generation operation.
[0013] (8) In the entertainment system according to (6), the number of times for the first player may be the number of times of at least one of the operations performed by the first player from a predetermined time ago to the current time, and the number of times for the second player may be the number of times of at least one of the operations performed by the second player from the predetermined time ago to the current time. According to this, since the two players try to actively generate tone marks throughout the execution of the game play, it is possible to suppress the frequency of communication from rising.
[0014] (9) In the entertainment system according to any one of (6) to (8), the evaluation unit may increase the communication point as the number of times of the tone output operation by the first player and the number of times of the tone output operation by the second player increase. According to this, the tone output operation can be counted as a successful communication.
[0015] (10) In the entertainment system according to (6), the evaluation unit includes a balance evaluation unit and a point calculation unit. The balance evaluation unit calculates a balance level based on the comparison result, and the point calculation unit calculates the communication point based on the balance level, the number of times of the tone output operation by the first player, and the number of times of the tone output operation by the second player. According to this, when the movements (operations) of the two players are balanced and the number of times of the tone output operations by the two players is large, the communication point can be increased, and the quality of communication can be appropriately evaluated.
[0016] In the entertainment system described in (11)(10), the balance level calculated by the balance evaluation unit may be higher as the difference between the number of times of at least one of the tone mark generation operation and the tone output operation by the first player and the number of times of at least one of the tone mark generation operation and the tone output operation by the second player becomes smaller.
[0017] In the entertainment system according to any one of (1) to (11), the first player area may include at least a first operation area and a second operation area, and the second player area may include at least a third operation area and a fourth operation area. The first display control unit generates a first tone mark in response to the tone mark generation operation on the first operation area, generates a second tone mark in response to the tone mark generation operation on the second operation area, the second display control unit generates a third tone mark in response to the tone mark generation operation on the third operation area, and may generate a fourth tone mark in response to the tone mark generation operation on the fourth operation area. According to this, since each player area has a plurality of operation areas, the amount of communication between the two players can be increased.
[0018] In the entertainment system according to any one of (1) to (12), the first player area may include at least a first operation area and a second operation area, and the second player area may include at least a third operation area and a fourth operation area. The first display control unit generates a first tone mark in response to the tone mark generation operation on the first operation area, moves the first tone mark toward the third operation area of the second player area, generates a second tone mark in response to the tone mark generation operation on the second operation area, and may move the second tone mark toward the fourth operation area of the second player area. According to this, since the movement route of the tone mark from the first player area to the second player area is limited, the movement of the tone mark is simplified, and the tone output operation required of the second player can be facilitated.
[0019] (14)(13) In the entertainment system described above, the second display control unit may generate a third tone mark in response to the tone mark generation operation on the third operation area, move the third tone mark toward the first operation area of the first player area, generate a fourth tone mark in response to the tone mark generation operation on the fourth operation area, and move the fourth tone mark toward the second operation area of the first player area. According to this, since the movement route of the tone mark from the second player area to the first player area is limited, the movement of the tone mark is simplified, and the tone output operation required of the first player can be facilitated.
[0020] (15) In the entertainment system according to any one of (1) to (14) above, the first display control unit moves the tone mark along the first lane from the first player area toward the second player area, and the second display control unit moves the tone mark along the second lane from the second player area toward the first player area, and the first lane and the second lane may be defined on opposite sides of the center line of the display screen. According to this, the tone mark from the first player area toward the second player area and the tone mark from the second player area toward the first player area do not mix. As a result, it becomes easier for the two players to recognize the tone mark approaching their own player area.
[0021] The program proposed in the present disclosure causes a computer to function as: first display control means for generating a tone mark on a display screen in response to a tone mark generation operation performed by the first player and moving the tone mark toward a second player area provided on the display screen; second display control means for generating a tone mark on the display screen in response to a tone mark generation operation performed by the second player and moving the tone mark toward a first player area provided on the display screen; first determination means for determining whether a tone output operation has been performed by the first player at a timing when the tone mark generated by the second player arrives at the first player area; second determination means for determining whether a tone output operation has been performed by the second player at a timing when the tone mark generated by the first player arrives at the second player area; and evaluation means for calculating a communication point based on at least one of the tone mark generation operation and the tone output operation performed by the first player and at least one of the tone mark generation operation and the tone output operation performed by the second player.
[0022] (17) The control method of the entertainment system proposed in the present disclosure includes steps of generating a tone mark on a display screen in response to a tone mark generation operation made by the first player, and moving the tone mark toward a second player area provided on the display screen; generating a tone mark on the display screen in response to a tone mark generation operation made by the second player, and moving the tone mark toward a first player area provided on the display screen; determining whether a tone output operation is made by the first player at a timing when the tone mark generated by the second player arrives at the first player area; determining whether a tone output operation is made by the second player at a timing when the tone mark generated by the first player arrives at the second player area; and calculating a communication point based on at least one of the tone mark generation operation and the tone output operation by the first player and at least one of the tone mark generation operation and the tone output operation by the second player.
Brief Description of Drawings
[0023]
Figure 1A
Figure 1B
Figure 1C
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Mode for Carrying Out the Invention
[0024] Hereinafter, the entertainment system, control method, and program proposed in the present disclosure will be described. FIGS. 1A and 1B are diagrams for explaining a display screen 10 which is an example of a display screen possessed by the entertainment system.
[0025] [Contents displayed on the display screen] The entertainment system 100 has a display screen 10. The display screen 10 is constituted by, for example, a display device arranged as the top plate of a table. As shown in FIG. 1A, the display screen 10 has a first player area E1 provided for the first player P1 and a second player area E2 provided for the second player P2. The display screen 10 may have a touch sensor. The first player area E1 is an area for detecting a touch operation of the first player P1 by the touch sensor. The second player area E2 is an area for detecting a touch operation of the second player P2 by the touch sensor.
[0026] As shown in FIG. 1A, the display screen 10 may be, for example, circular. The two player areas E1 and E2 may be provided on opposite sides with the center of the display screen 10 in between, for example. Different from the example shown in the figure, the display screen 10 may be square. In this case, the two player areas E1 and E2 may be provided on opposite sides with the center line of the display screen 10 in between.
[0027] [Generation of tone marks] As shown in FIGS. 1A and 1B, players P1 and P2 can generate tone marks M1a, M1b,... on the display screen 10 by performing, for example, a touch operation (tone mark generation operation) on their own player areas E1 and E2. A plurality of operation areas F1a to F1c (three areas in the example shown in FIG. 1A) may be provided in the first player area E1. The same number of operation areas F2a to F2c (three areas in the example shown in FIG. 1A) may also be provided in the second player area E2. Each of the operation areas F1a to F1c and F2a to F2c receives the touch operations of players P1 and P2. Then, due to the touch operation, tone marks M1a, M1b,... M2a, M2b,... are generated.
[0028] The generated tone marks M1a, M1b,... M2a, M2b,... move toward the player areas E1 and E2 of the opponent player. For example, as shown in FIG. 1B, when the first player P1 touches the operation area F1a of the first player area E1, the tone mark M1a is generated. This tone mark M1a moves toward the operation area F2a of the second player area E2. Conversely, when the second player P2 touches the operation area F2a of the second player area E2, the tone mark M2a is generated. This tone mark M2a moves toward the operation area F1a of the first player area E1.
[0029] This is the same for all operation areas. That is, the tone marks generated in the plurality of operation areas F1a to F1c of the first player area E1 move respectively toward the plurality of operation areas F2a to F2c of the second player area E2, and the tone marks generated in the plurality of operation areas F2a to F2c of the second player area E2 move respectively toward the plurality of operation areas F1a to F1c of the first player area E1.
[0030] Hereinafter, in the description where the plurality of tone marks M1a, M1b,... M2a, M2b,... are not distinguished, the symbol M is used for the tone mark. Also, in the description where the operation areas F1a to F1c and F2a to F2c are not distinguished, the symbol F is used for the operation area.
[0031] Note that the number of operation areas F provided in each player area E1 and E2 is not limited to the example shown in FIG. 1A or the like. The number of operation areas F may be more than three, or may be two or one.
[0032] Players P1 and P2 may continuously generate a plurality of tone marks M, or may generate a plurality of tone marks M simultaneously. For example, the first player P1 can generate a plurality of tone marks M1a arranged at intervals toward the operation area F2a of the second player area E2 by intermittently touching the operation area F1a of the first player area E1. Further, the first player P1 can simultaneously generate two tone marks M1a and M1b that move toward the operation areas F2a and F2b of the second player area E2, respectively, by simultaneously touching the operation areas F1a and F1b of the first player area E1.
[0033] [Touching of Tone Mark (Tone Output Operation)] Each player P1 and P2 performs a touch operation (tone output operation) on its own player area E1 and E2 in accordance with the timing when the tone mark M arrives at its own player area E1 and E2.
[0034] As described above, a tone mark M1a (see FIG. 1B) is generated due to the touch operation on the operation area F1a of the first player area E1. This tone mark M1a moves toward the operation area F2a of the second player area E2. In this case, the second player P2 touches the operation area F2a in accordance with the timing when this tone mark M1a reaches the operation area F2a. This touch operation may be an operation such as lightly tapping the surface of the display screen 10 (so-called tap operation). Conversely, the tone mark M2a (see FIG. 1B) generated due to the touch operation on the operation area F2a of the second player area E2 moves toward the operation area F1a of the first player area E1. In this case, the first player P1 touches the operation area F1a in accordance with the timing when this tone mark M2a reaches the operation area F1a.
[0035] The entertainment system 100 determines whether the timing at which players P1 and P2 touch the operation area F coincides with the timing at which the tone mark M reaches the operation area F. If those timings coincide, the entertainment system 100 adds a predetermined point to the points accumulated so far. (Hereinafter, the points accumulated in this way are referred to as "communication points".) At this time, the entertainment system 100 may output a sound (sound effect) for notifying players P1 and P2 of the coincidence of the timings through a speaker.
[0036] In this way, in the entertainment system 100, the tone mark M generated by the first player P1 moves to the second player area E2, and the tone mark M generated by the second player P2 moves to the first player area E1. Therefore, for example, the second player P2 can feel the rhythm of the movement (generation of the tone mark M) of the first player P1, and the first player P1 can feel the rhythm of the movement (generation of the tone mark M) of the second player P2. As a result, communication via the tone mark M can be realized between the first player P1 and the second player P2, and the players P1 and P2 can obtain a sense of unity as a pair.
[0037] Regarding the coincidence of the timings, a time or distance range may be preset. For example, when players P1 and P2 touch the operation area F during a predetermined period before and after the timing at which the position of the tone mark M coincides with the position (center) of the operation area F, the entertainment system 100 may determine that the timings coincide. Differently, when the distance from the position (center) of the operation area F to the tone mark M is within a predetermined range and players P1 and P2 touch the operation area F, the entertainment system 100 may determine that the timings coincide.
[0038] Entertainment system 100 may control the background of the gameplay based on, for example, the current communication point. The background is composed of music output through the speaker and video displayed on the display screen 10. The processing of such an entertainment system 100 will be described in detail later.
[0039] In the example described with reference to FIG. 1B, the touch operation was an operation of lightly tapping the display screen 10. Different from this, players P1 and P2 may continuously perform a touch operation on player areas E1 and E2 (more specifically, the operation area) for an arbitrary period of time. In this case, as shown in FIG. 1C, a tone mark M having a length corresponding to the time of the touch operation may be generated. In FIG. 1C, an elongated tone mark M is drawn in the moving direction of the tone mark. The display of the tone mark M starts in accordance with the start of the touch operation. Then, the tone mark M may extend in its moving direction until the touch operation ends.
[0040] Both the round tone mark M illustrated in FIG. 1B and the elongated tone mark M illustrated in FIG. 1C may be displayed on the display screen 10.
[0041] When the elongated tone mark M shown in FIG. 1C arrives at the player areas E1 and E2, players P1 and P2 may continue the touch operation for a time corresponding to the length of the tone mark M. For example, when the front end of the tone mark M reaches the first player area E1 (specifically, the operation area F), the first player P1 may start the touch operation. The first player P1 may continue the touch operation thereafter and may end the touch operation when the rear end of the tone mark M passes through the first player area E1. Also in this case, the entertainment system 100 may output a sound (effect sound) for notifying that the touch operation is continuing through the speaker while the touch operation is continuing.
[0042] The length of the tone mark M is arbitrary. The tone mark M may have a length such that, for example, the period of the tone mark generation operation of one player P1 (or P2) and the period of the tone output operation of the other player P2 (or P1) partially overlap. That is, a tone mark M may be generated that has a length such that at the timing when one player P1 (or P2) finishes the tone mark generation operation, the tone output operation of the other player P2 (or P1) has already started. By doing so, since the movements of the two players P1 and P2 overlap in time, the players P1 and P2 can more effectively experience communication.
[0043] [Lane where the tone mark moves] On the display screen 10, the lane in which the tone mark M moves is defined in advance. This makes it easy for the players P1 and P2 to guess the arrival of the tone mark M in their own player areas E1 and E2. As a result, it becomes easy for the players P1 and P2 to touch the player areas E1 and E2 in accordance with the arrival timing of the tone mark M. This makes it easier to realize communication via the tone mark M between the two players P1 and P2.
[0044] As shown in FIG. 1A, a lane L1a may be defined from the operation area F1a of the first player area E1 toward the operation area F2a of the second player area E2. Also, a lane L2a may be defined from the operation area F2a of the second player area E2 toward the operation area F1a of the first player area E1. For the other operation areas F1b, F1c, F2b, and F2c, lanes L1b, L1c, L2b, and L2c may be defined in advance between the corresponding two operation areas (for example, the operation area F1b of the first player area E1 and the operation area F2b of the second player area E2). In the following description, when not distinguishing between the lanes L1a, L1b, L1c, L2a, L2b, and L2c, the symbol L is used for the lane. As shown in FIG. 1A, each lane L may be substantially a semi-circular arc.
[0045] As shown in FIG. 1A, a plurality of operation areas F may be arranged side by side in the diameter direction of the circle. Lanes L1a to L1c from the first player area E1 to the second player area E2 and lanes L2a to L2c from the second player area E2 to the first player area E1 are arranged on opposite sides of each other with a center line passing through the operation areas F1a to F1c therebetween.
[0046] According to such an arrangement of the lanes L1a to L1c and L2a to L2c, the tone marks M going from the first player area E1 to the second player area E2 and the tone marks M going from the second player area E2 to the first player area E1 do not mix, so it becomes easy for the players P1 and P2 to recognize the movement of each tone mark M. As a result, it becomes easy for the players P1 and P2 to touch the operation area F in accordance with the arrival timing of the tone mark M, and communication via the tone mark M between the two players P1 and P2 is easily realized.
[0047] [Operation area within the player area] In the example shown in FIG. 1A and the like, the operation area F that receives a touch operation for generating the tone mark M and the operation area F that the players P1 and P2 should touch at the timing when the tone mark M arrives at the player areas P1 and P2 are the same. Therefore, when a touch operation is performed on the operation area F at the arrival timing of the tone mark M, a communication point is added, and when a touch operation is performed on the operation area F other than the arrival timing of the tone mark M, the tone mark M is generated.
[0048] According to such a function of the operation area F, when the tone marks M have not reached their own player areas E1 and E2 and the players P1 and P2 have no intention of generating the tone marks M, the players P1 and P2 release their hands from the player areas E1 and E2. Therefore, the players P1 and P2 alternately repeat the touch operation on the operation area F and the action of releasing their hands from the player areas E1 and E2. As a result, a rhythm is generated in the movements of the players P1 and P2, and the two players P1 and P2 can feel the rhythm of the other party through the tone marks M. In addition, since the number of tone marks M generated per unit time is also limited, the operations (tone output operations) required of the players P1 and P2 can be facilitated.
[0049] Note that, unlike the example shown in FIG. 1A and the like, the operation area F that receives the touch operation for generating the tone mark M and the operation area F that the players P1 and P2 should touch at the timing when the tone mark M reaches the player areas P1 and P2 may be provided separately. That is, each of the player areas E1 and E2 may separately have an operation area that receives the touch operation for generating the tone mark M and an operation area that the players P1 and P2 should touch at the timing when the tone mark M reaches the player areas P1 and P2.
[0050] [Hardware] FIG. 2 is a block diagram showing the hardware of the entertainment system 100. The entertainment system 100 includes a control unit 21, a storage unit 22, a display unit 23, an input unit 24, and an audio output unit 25. These may be connected via a bus or may be connected via a network. The display unit 23 and the input unit 24 constitute the display screen 10 illustrated in FIG. 1A and the like.
[0051] The control unit 21 includes, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), and an SPU (Sound Processing Unit). The control unit 21 executes various processes according to an operating system and other programs.
[0052] The storage unit 22 includes, for example, a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), an HDD (Hard Disc Drive), etc. The storage unit 22 stores programs and data. Also, the storage unit 22 is used as a work memory that stores data necessary in the process of processing by the control unit 21.
[0053] The display unit 23 includes a display device and displays a screen according to an instruction from the control unit 21. As the display device, a liquid crystal display device, an organic EL (Electro Luminescence) display device, etc. may be used.
[0054] The input unit 24 may be, for example, a touch sensor laminated on the display device constituting the display unit 23. The input unit 24 inputs a signal corresponding to the operations of the players P1 and P2 to the control unit 21. As the touch sensor, sensors of various methods such as a resistive film method and a capacitance method can be used.
[0055] The audio output unit 25 includes, for example, a sound buffer and a speaker. The audio output unit 25 outputs, from the speaker, the audio data read from the storage unit 22 to the sound buffer (specifically, the background music flowing during the game play) according to an instruction from the control unit 21.
[0056] [Modification Example of Hardware] Note that the hardware of the entertainment system 100 is not limited to the example shown in FIG. 2.
[0057] For example, the entertainment system 100 may have one or more operation pedals for players P1 and P2 to operate with their feet instead of / in addition to the touch sensor provided on the display screen 10 as the input unit 24. In this case, the entertainment system 100 may generate a tone mark M on the display screen 10 when the operation pedal is stepped on by players P1 and P2. Further, the entertainment system 100 may determine whether the operation pedal is stepped on in accordance with the timing when the tone mark M arrives at the player areas E1 and E2.
[0058] As yet another example, the entertainment system 100 may have one or more operation buttons instead of / in addition to the touch sensor provided on the display screen 10 as the input unit 24. In this case, the entertainment system 100 may generate a tone mark M on the display screen 10 when the operation button is pressed by players P1 and P2. Further, the entertainment system 100 may determine whether the operation button is pressed in accordance with the timing when the tone mark M arrives at the player areas E1 and E2.
[0059] As yet another example, the entertainment system 100 may have an imaging device for detecting the body movements of players P1 and P2 as the input unit 24. In this case, the entertainment system 100 may generate a tone mark M on the display screen 10 when players P1 and P2 make a predetermined gesture. Further, the entertainment system 100 may determine whether players P1 and P2 make a predetermined gesture in accordance with the timing when the tone mark M arrives at the player areas E1 and E2.
[0060] As yet another example, the entertainment system 100 may have a display device installed on a wall or a display device installed in a posture standing on the top plate of the table as the display unit 23, instead of the display device that functions as the top plate of the table. In this case, as the input unit 24, a game controller that players P1 and P2 operate with their hands may be used.
[0061] [Processing Executed by the Control Unit] FIG. 3 is a block diagram showing the functions of the entertainment system 100. The entertainment system 100 includes, as its functions, for example, a tone mark control unit 21A, an operation determination unit 21B, an evaluation unit 21C, and a communication scale expression unit 21D. These functions are realized by the control unit 21 executing a program stored in the storage unit 22.
[0062] [Generation of Tone Marks by the Tone Mark Control Unit] As shown in FIG. 3, the tone mark control unit 21A includes a first display control unit 21a and a second display control unit 21b.
[0063] The first display control unit 21a generates a tone mark M in response to a tone mark generation operation performed by the first player P1, and displays the tone mark M on the display screen 10. The second display control unit 21b generates a tone mark M in response to a tone mark generation operation performed by the second player P2, and displays the tone mark M on the display screen 10.
[0064] The tone mark generation operation is, as described with reference to FIG. 1B, for example, a touch operation on the player areas E1 and E2. More specifically, the tone mark generation operation of the first player P1 is a touch operation on the operation areas F1a to F1c, and the tone mark generation operation of the second player P2 is a touch operation on the operation areas F2a to F2c. This touch operation may be, for example, an operation of lightly tapping the display screen 10.
[0065] When the display control units 21a and 21b detect that a tone mark generation operation has been performed based on the signal input from the input unit 24 which is a touch sensor, they immediately start displaying the tone mark M. The position of the tone mark M at the start of display may be, for example, the player areas E1 and E2. More specifically, when a touch operation is applied to the operation area F1a of the first player area E1, the tone mark M may be displayed in this operation area F1a, and when a touch operation is applied to the operation area F1b, the tone mark M may be displayed in this operation area F1b. The same may apply when a touch operation is applied to the other operation areas F1c, F2a to F2c.
[0066] Note that the tone mark generation operation is not limited to the operation of lightly tapping the player areas E1 and E2 (so-called tap operation). For example, the tone mark generation operation may be an operation of continuously touching the operation area F for an arbitrary period of time. In this case, as described with reference to FIG. 1C, the display control units 21a and 21b may generate a tone mark M having a length corresponding to that time and display it on the display screen 10.
[0067] As other examples of the tone mark generation operation, various operations such as an operation of strongly pressing the player areas E1 and E2 or an operation of sliding a hand in the player areas E1 and E2 may be defined. And a tone mark corresponding to the type of the tone mark generation operation may be generated on the display screen. These tone marks may differ in their size, the sound (effect sound) output when the tone mark is touched, and so on.
[0068] As described above, the input unit 24 may include an operation pedal. When an operation pedal is provided as the input unit 24, the tone mark generation operation is, for example, an operation of stepping on the operation pedal. The entertainment system 100 may have a plurality of operation pedals as the input unit 24. In this case, when a tone mark generation operation is performed on the first operation pedal, the display control units 21a and 21b may generate a tone mark M in the first operation area (for example, operation areas F1a and F2a) among the plurality of operation areas F included in the player areas E1 and E2. Similarly, when a tone mark generation operation is performed on the second operation pedal, the display control units 21a and 21b may generate a tone mark M in the second operation area (for example, operation areas F1b and F2b) among the plurality of operation areas included in the player areas E1 and E2.
[0069] As described above, the input unit 24 may include operation buttons. The entertainment system 100 may have a plurality of operation buttons as the input unit 24. In this case, when a tone mark generation operation is performed on the first operation button, the display control units 21a and 21b may generate a tone mark M in the first operation area (for example, operation areas F1a and F2a) among the plurality of operation areas F included in the player areas E1 and E2. Similarly, when a tone mark generation operation is performed on the second operation button, the display control units 21a and 21b may generate a tone mark M in the second operation area (for example, operation areas F1b and F2b) among the plurality of operation areas included in the player areas E1 and E2.
[0070] As described above, the input unit 24 may include an imaging device. In this case, the tone mark generation operation may be a predetermined gesture. In this case, a plurality of gestures may be defined as gestures recognized as the tone mark generation operation. When the first gesture defined as the tone mark generation operation (for example, raising the right arm) is performed, the display control units 21a and 21b may generate a tone mark M in the first operation area (for example, operation areas F1a and F2a) among the plurality of operation areas included in the player areas E1 and E2. Similarly, when the second gesture defined as the tone mark generation operation (for example, raising the left arm) is performed, the display control units 21a and 21b may generate a tone mark M in the second operation area (for example, operation areas F1b and F2b) among the plurality of operation areas included in the player areas E1 and E2.
[0071] [Movement of Tone Mark by Tone Mark Control Unit] The first display control unit 21a moves the tone mark M displayed in the first player area E1 toward the second player area E2. The second display control unit 21b moves the tone mark M displayed in the second player area E2 toward the first player area E1.
[0072] The display control units 21a and 21b may move the tone mark M along the above-described lane L (see FIG. 1A). For example, the first display control unit 21a moves the tone mark M displayed in the operation area F1a along the lane L1a toward the operation area F2a. Also, the second display control unit 21b moves the tone mark M displayed in the operation area F2a along the lane L2a toward the operation area F1a. The display control units 21a and 21b also move the tone mark M displayed in the other operation areas F1b, F1c, F2b, and F2c in the same manner.
[0073] The display control units 21a and 21b may move each tone mark M at a constant speed. For example, the display control units 21a and 21b may move a plurality of tone marks M1a moving along the lane L1a (see FIG. 1A) and a plurality of tone marks M2a moving along the lane L2a (see FIG. 1A) at the same speed. This may also be the same for the tone marks M1b and M1c moving along the other lanes L1b and L1c and the tone marks M2b and M2c moving along the lanes L2b and L2c.
[0074] According to this, it becomes easy for the players P1 and P2 to touch the player areas E1 and E2 in accordance with the arrival timing of the tone mark M. As a result, communication via the tone mark M between the two players P1 and P2 is likely to be realized.
[0075] The time required for the plurality of tone marks M1a, M1b, and M1c moving along the plurality of lanes L1a, L1b, and L1c to move from the first player area E1 to the second player area E2 may be the same. Similarly, the time required for the plurality of tone marks M2a, M2b, and M2c moving along the plurality of lanes L2a, L2b, and L2c to move from the second player area E2 to the first player area E1 may also be the same. In other words, the angular velocities of the tone marks M1a, M1b, M1c, M2a, M2b, and M2c may be the same.
[0076] According to this, it becomes easy for the players P1 and P2 to touch the player areas E1 and E2 in accordance with the arrival timing of the tone mark M. As a result, communication via the tone mark M between the two players P1 and P2 is likely to be realized.
[0077] The entertainment system 100 may output music from a speaker. The moving speed of the tone mark M may be set according to the tempo of this music. As shown in FIG. 4, each lane L may be shown with a plurality of guide points x1, x2, x3,... arranged at equal intervals. The guide points x1, x2, x3,... and the tone mark M may move along the lane L at the same speed. In this case, the moving speed of the guide points x1, x2, x3,... may be set according to the tempo of the music.
[0078] For example, the tempo of the music output through the speaker is 120 bpm (beat per minute), and the guide points x1, x2, x3,... may represent 1 / 16 beats. In this case, the tone mark M may move to the adjacent guide point in 0.125 seconds. The tempo of the music and the beats represented by the guide points x1, x2, x3,... are not limited to the examples described here and may be changed as appropriate.
[0079] As will be described later, in the entertainment system 100, a balance level indicating the balance between the operations of the first player P1 and the operations of the second player P2 is set. The moving speed of the tone mark M may be constant regardless of this balance level.
[0080] Different from the examples described here, the speed (angular velocity) of the tone mark M may be set according to the lane L and the balance level.
[0081] [Management of Tone Mark] The tone mark control unit 21A manages the position and display of the generated tone mark. The tone mark control unit 21A may, for example, be provided with a table for management (hereinafter, this table is referred to as a management table). FIG. 5 is a diagram showing an example of such a management table. As shown in the figure, the management table may be provided for each of the plurality of players P1, P2, or one management table may be provided for the two players P1, P2.
[0082] When a tone mark generation operation is executed, the tone mark control unit 21A records the time (generation timing) in the management table. This record may be used in the processing of the operation count unit 21j described later. The tone mark control unit 21A may record the generation timing of the tone mark M in the management table in association with the tone mark ID.
[0083] Also, the tone mark control unit 21A may record the number of the lane L in which the tone mark M is generated in the management table. Further, the tone mark control unit 21A may record the type of the tone mark M and the length of the tone mark M in the management table. The types of the tone mark M may include, for example, the round tone mark (normal) illustrated in FIG. 1B and the long and narrow tone mark (long) illustrated in FIG. 1C. The length of the tone mark may be the angular range between the front end and the rear end of the long and narrow tone mark.
[0084] Furthermore, in the management table, the current position of each tone mark may be recorded. In the example shown in FIG. 1A and the like, the tone mark M moves along the arc-shaped lane L. Therefore, the current angular position θp of the tone mark M may be recorded in the management table. The display control units 21a and 21b may update this angular position θp at a predetermined period (for example, a period corresponding to the frame rate of the display screen 10).
[0085] [Display Processing of Tone Marks] FIG. 6A is a flowchart showing an example of the processing executed by the display control units 21a and 21b of the tone mark control unit 21A for each tone mark M. FIG. 6B is a diagram for explaining this processing.
[0086] In the management table of the tone mark M (see FIG. 5), the current position of each tone mark M is recorded. In the example shown in FIG. 1A and the like, the tone mark M moves along an arc-shaped lane L. Therefore, in the management table, the current angular position θp (see FIG. 6B) of each tone mark M may be recorded. The display control units 21a and 21b update this angular position θp for each tone mark M at a predetermined period (a period corresponding to the frame rate of the display screen 10).
[0087] Specifically, as shown in FIG. 6A, the display control units 21a and 21b refer to the management table of the tone mark, and acquire the angular position θp of the tone mark M in the latest frame (S101). Then, the display control units 21a and 21b add a predetermined angle (Δθ: the angle by which the tone mark M advances in one frame) to this angular position θp, and record the addition result (θ + Δθ) in the management table as the new angular position θp (S102).
[0088] Next, the display control units 21a and 21b determine whether the tone mark M is within the display allowable range based on this updated angular position θp (S103). When the positions of the player areas E1 and E2 where the tone mark M is generated are set to 0 degrees, the display allowable range may be defined as, for example, "0 degrees to 180 degrees + α". The display allowable range (0 degrees to 180 degrees + α) is, as shown in FIG. 6B, for example, the range from one's own player area E1 (or E2) to the position beyond the opponent player's player area E2 (or E1). That is, the tone mark M generated in the first player area E1 may be displayed up to the position beyond the second player area E2. Conversely, the tone mark M generated in the second player area E2 may be displayed up to the position beyond the first player area E1.
[0089] When the tone mark M is within the display allowable range ( "yes" in S103), the display control units 21a and 21b display the tone mark M at the angular position θp (S104). For example, the tone mark M moving from the first player area E1 toward the second player area E2 along the lane L1a is displayed at the angular position θp in the lane L1a. Conversely, the tone mark M moving from the second player area E2 toward the first player area E1 along the lane L2a is displayed at the angular position θp in the lane L2a.
[0090] On the other hand, when the tone mark M is not within the display allowable range ( "no" in S103), the display control units 21a and 21b end the processing for the current frame without displaying the tone mark M on the display screen 10. When the tone mark M is not within the display allowable range, the display control units 21a and 21b may delete the record of this tone mark M from the management table.
[0091] The display control units 21a and 21b may execute the processing illustrated in FIG. 6A for each of the plurality of tone marks in each frame.
[0092] [Operation determination unit] The operation determination unit 21B may include a first determination unit 21e, a second determination unit 21f, and a tone output unit 21g.
[0093] The first determination unit 21e determines whether a tone output operation by the first player P1 is performed at the timing when the tone mark M generated by the second player P2 arrives at the first player area E1. The second determination unit 21f determines whether a tone output operation by the second player P2 is performed at the timing when the tone mark M generated by the first player P1 arrives at the second player area E2.
[0094] The tone output operation is, for example, a touch operation on the player areas E1 and E2. When each of the player areas E1 and E2 has a plurality of operation areas F as shown in FIG. 1A etc., the tone output operation is a touch operation on each operation area F. Here, the touch operation may be, for example, an operation of lightly tapping the operation area F (so-called tap operation).
[0095] As described with reference to FIG. 1C, the touch operation on the long and narrow tone mark M may be an operation of continuously touching the player area E while the tone mark M is passing through the player area E.
[0096] [Accuracy of the Timing of the Tone Output Operation] The determination units 21e and 21f may evaluate the accuracy of the timing at which the tone output operation is performed. The point calculation unit 21k, which will be described later, may add points according to the accuracy. Here, the accuracy of the timing is the temporal or distance proximity between the timing at which the center of the tone mark M coincides with the center of the operation area F and the timing of the tone output operation.
[0097] FIG. 7 is a diagram for explaining such processing of the determination units 21e and 21f. A plurality of ranges with different evaluations (points to be added) may be set in the operation areas F of the player areas E1 and E2. For example, as shown in FIG. 7, three types of ranges (Perfect range N1, Nice range N2, and Good range N3) may be set. These three types of ranges may be set based on the distance from the center of the operation area F or the temporal deviation from the timing at which the center of the tone mark M coincides with the center of the operation area F.
[0098] The Perfect range N1 (the first range) is the range closest to the center C of the operation area F in the extending direction of the lane L. The Nice range N2 (the second range) may be the range adjacent to the Perfect range in the moving direction of the tone mark M. The Good range N3 (the third range) may be the range adjacent to the Nice range in the moving direction of the tone mark M.
[0099] As shown in FIG. 7, in the player areas E1 and E2, two Nice ranges N2 may be set on opposite sides of each other with the Perfect range N1 in between. Also, in the player areas E1 and E2, two Good ranges N3 may be set on opposite sides of each other with the Perfect range N1 and the Nice range N2 in between. When such three types of ranges N1, N2, and N3 are set, in the process of the point calculation unit 21k described later, points corresponding to the range may be added to the communication points.
[0100] [Tone output unit] When a tone output operation is performed at the timing when the tone mark M arrives at the player areas E1 and E2, the tone output unit 21g may output a sound (sound effect) through the voice output unit 25 (see FIG. 2) including a speaker.
[0101] At this time, the tone output unit 21g may adjust the volume and tone color according to the music data output by the communication meter expression unit 21D described later. For example, the tone output unit 21g may adjust the volume and tone color based on, for example, the type of music output by the communication meter expression unit 21D.
[0102] As another example, the tone output unit 21g may adjust the volume and sound quality based on the evaluation of the tone output operation (the accuracy of the timing of the tone output operation). For example, when the tone output operation is performed when the tone mark M is in the Perfect range N1, the volume may be made larger than when the tone output operation is performed when it is in other ranges.
[0103] Note that as described above, the input unit 24 may include an operation pedal, operation buttons, etc. In this case, the tone output operation may be, for example, an operation of stepping on the operation pedal (or an operation of pressing an operation button). That is, the determination units 21e and 21f may determine whether the operation pedal is stepped on (or whether the operation button is pressed) at the timing when the tone mark M arrives at the operation area F.
[0104] Also, as described above, the input unit 24 may include an imaging device. In this case, the tone output operation may be, for example, a predetermined gesture. That is, the determination units 21e and 21f may determine whether a predetermined gesture has been made at the timing when the tone mark M arrives at the operation area F. This gesture may be the same as the gesture executed as the tone mark generation operation.
[0105] [Evaluation Unit] Based on the tone mark generation operation and tone output operation by the first player P1, and the tone mark generation operation and tone output operation by the second player P2, the evaluation unit 21C calculates communication points. For example, a large number of tone output operations made in accordance with the arrival timing of the tone mark M can be regarded as evidence that the intention of one player has been well conveyed to the other player. In this case, a high communication point may be given.
[0106] The evaluation unit 21C may, for example, compare the operation by the first player P1 with the operation by the second player P2, and calculate communication points based on the comparison result. Here, the operations of the players P1 and P2 may be at least one of the tone mark generation operation and the tone output operation.
[0107] The evaluation unit 21C may calculate communication points based on, for example, the difference or ratio between the value corresponding to the number of operations by the first player P1 (including the number itself) and the value corresponding to the number of operations by the second player P2 (including the number itself). When the difference between the operations of the first player P1 and the second player P2 is small, a relatively high point may be added.
[0108] According to such a calculation method of communication points, when the movements of the two players P1 and P2 are balanced, that is, when the roles of the two players P1 and P2 (generation of the tone mark M and touch operation) are alternately in a good balance, the communication points can be increased.
[0109] As shown in FIG. 3, the evaluation unit 21C may include a balance evaluation unit 21i and a point calculation unit 21k. The balance evaluation unit 21i may include an operation count unit 21j.
[0110] [Balance Evaluation Unit] The balance evaluation unit 21i may calculate a balance level based on the comparison result between the tone mark generation operation by the first player P1 and the tone mark generation operation by the second player P2. For example, the balance evaluation unit 21i may calculate the balance level based on the difference between the number of times of the tone mark generation operation by the first player P1 and the number of times of the tone mark generation operation by the second player P2. As this difference in the number of times decreases, the balance level may be evaluated higher.
[0111] The balance evaluation unit 21i may calculate this balance level based on the number of tone mark generation operations performed from a predetermined time ago (for example, several tens of seconds ago) to the current time. The period from a predetermined time ago to the current time is hereinafter referred to as the "operation count period". The balance evaluation unit 21i may calculate the balance level by using, for example, the following mathematical formula 1. [Equation] ·A: The number of tone mark generation operations performed by the first player P1 during the operation count period. Hereinafter, the number of times A is referred to as the "first player operation count". ·B: The number of tone mark generation operations performed by the second player P2 during the operation count period. Hereinafter, the number of times B is referred to as the "second player operation count". ·K: Balance evaluation value
[0112] [Conditions for Balance Level] When such a balance evaluation value K is calculated, the balance evaluation unit 21i may calculate (set) the balance level using this balance evaluation value K. As the balance evaluation value K decreases, it may be evaluated that the balance between players P1 and P2 is good. The balance level may be calculated, for example, using the following conditional expression. 0 < K ≤ T1: Fourth balance level (highest level) ······ Condition 1 T2 ≤ K < T3: Third balance level ··········· Condition 2 T3 ≤ K < T4: Second balance level ··········· Condition 3 T4 ≤ K < 1: First balance level (lowest level) ····· Condition 4 (However, 0 ≤ T2 < T1, T2 < T3 < T4)
[0113] According to the above conditional expression, for example, as the difference (A - B) between the number of operations A of the first player and the number of operations B of the second player decreases, the balance level approaches the highest level (fourth balance level).
[0114] Note that in the above example, a four - level balance level is defined, but the number of balance levels is not limited to this, and it may be less than four levels or more than four levels.
[0115] Also, the balance evaluation unit 21i may calculate the balance level based on the sum (A + B) of the number of operations A of the first player and the number of operations B of the second player. As this sum (A + B) increases, the balance level may increase. For example, the condition that this sum (A + B) is greater than a threshold value may be the condition for the balance level to reach the highest level (fourth balance level).
[0116] According to such a calculation method of the balance level, in a situation where two players P1 and P2 generate many tone marks M while alternating their roles (generation of tone marks M) in a good balance, a high balance level is set.
[0117] The number of player operations (A, B) is the number of tone mark generation operations performed during the operation count period (i.e., the period from a predetermined time ago to the current time). Therefore, the balance level fluctuates during the game play. FIG. 8 is a diagram for showing such a change in the balance level. In the example shown in the figure, the first balance level is maintained from the start of the game play to time point t1. Then, the balance level gradually increases at time points t1, t2, and t3. However, thereafter, the number of player operations (A, B) becomes unbalanced, and as a result, the balance level gradually decreases at time points t4 and t5. According to such processing of the balance evaluation unit 21i, players P1 and P2 always try to actively generate the tone mark M in order to maintain the balance of their operations, so communication between players P1 and P2 is likely to be promoted.
[0118] [Variation of calculation of balance level] Note that the method for calculating the balance level is not limited to the example described above.
[0119] For example, the balance evaluation unit 21i may calculate the balance level based on the ratio (A / B) of the number of player operations instead of the difference (A - B) of the number of player operations. In this case, as this ratio approaches 1, the balance level may approach the highest level.
[0120] In the example described above, the number of player operations A and B was the number of tone mark generation operations. However, for calculating the balance level, in addition to or instead of the number of tone mark generation operations, the comparison result (difference or ratio of the number) of the tone output operations of players P1 and P2 may be used. For example, the number of player operations (A, B) in the above-mentioned "Formula 1" may be the number of tone output operations performed by players P1 and P2 during the operation count period, respectively. Also, the accuracy of the timing of the tone output operation may be considered for calculating the balance level.
[0121] Also, the difference or ratio used for calculating the balance level may be the difference or ratio of numerical values calculated based on the number of player operations, rather than the difference (A - B) or ratio (A / B) of the number of player operations itself. For example, when the elongated tone mark M described with reference to FIG. 1C is generated, the balance evaluation value K may be calculated using the value obtained by multiplying the number of generations by the coefficient k (number of generations × k).
[0122] As described above, each of the player areas E1 and E2 has a plurality of operation areas (F1a to F1c, F2a to F2c, see FIG. 1A). The balance evaluation value may be calculated for each of the paired operation areas.
[0123] For example, the balance evaluation unit 21i may calculate three balance evaluation values Ka, Kb, and Kc. The balance evaluation value Ka may be calculated based on, for example, the number of tone mark generation operations performed on the paired operation areas F1a and F2a. Similarly, the balance evaluation value Kb may be calculated based on the number of tone mark generation operations performed on the paired operation areas F1b and F2b, and the balance evaluation value Kc may be calculated based on the number of tone mark generation operations performed on the paired operation areas F1c and F2c. Then, the balance level may be calculated based on these three balance evaluation values Ka to Kc.
[0124] [Operation Counting Unit] The operation counting unit 21j counts the number of operations of the players P1 and P2. In the example described above, the number of tone mark generation operations (A, B) performed during the operation counting period (a period from a predetermined time such as several tens of seconds before to the current time) is used for calculating the balance evaluation value K. Therefore, the operation counting unit 21j counts the number of operations performed during this operation counting period (in other words, the number of generated tone marks M).
[0125] The operation count unit 21j may use, for example, the management table illustrated in FIG. 5 to perform such counting. As described above, when the tone mark generation operation is executed, the tone mark control unit 21A records the time (generation timing) in the management table. The operation count unit 21j may refer to this management table and count the number of times the tone mark generation operation has been performed during the operation count period.
[0126] FIG. 9 is a flowchart showing an example of the process executed by the balance evaluation unit 21i.
[0127] As shown in FIG. 9, the operation count unit 21j refers to the tone mark management table (FIG. 5) and calculates the number of player operations (A, B) performed by the first and second players P1 and P2 during the operation count period, respectively (S201). The balance evaluation unit 21i calculates the above-described balance evaluation value K based on the calculated number of player operations (A, B) (S202).
[0128] The balance evaluation unit 21i determines whether the first player operation count A and the second player operation count B satisfy the conditions of the fourth balance level (S203). For example, the balance evaluation unit 21i determines whether the balance evaluation value K satisfies the above-described "condition 1" and whether the sum of the player operation counts (A + B) is greater than the threshold value V (A + B > V). Here, when the player operation counts (A, B) satisfy the conditions of the fourth balance level ( "yes" in S203), the balance evaluation unit 21i sets the current balance level to the fourth balance level (S204).
[0129] On the other hand, when the number of player operations (A, B) does not satisfy the conditions of the fourth balance level ( "no" in S203), it is determined whether the number of player operations A·B satisfies the conditions of the third balance level (S205). For example, the balance evaluation unit 21i determines whether the balance evaluation value K satisfies the above-mentioned "Condition 2". Here, when the number of player operations (A, B) satisfies the conditions of the third balance level ( "yes" in S205), the balance evaluation unit 21i sets the current balance level to the third balance level (S206).
[0130] On the other hand, when the number of player operations (A, B) does not satisfy the conditions of the third balance level ( "no" in S205), the balance evaluation unit 21i determines whether the number of player operations (A, B) satisfies the conditions of the second balance level (S207). For example, the balance evaluation unit 21i determines whether the balance evaluation value K satisfies the above-mentioned "Condition 3". Here, when the number of player operations (A, B) satisfies the conditions of the second balance level ( "yes" in S207), the balance evaluation unit 21i sets the current balance level to the second balance level (S208).
[0131] On the other hand, when the number of player operations A·B does not satisfy the conditions of the second balance level ( "no" in S207), the balance evaluation unit 21i sets the current balance level to the first balance level (S209).
[0132] After the balance evaluation unit 21i sets the balance level in any of S204, S206, S208, and S209, it is determined whether the game play has ended (S110). If the game play has not ended yet ( "no" in S110), the balance evaluation unit 21i returns to S201 and executes the subsequent processing again.
[0133] When the game play ends (i.e., "yes" in S110), the balance evaluation unit 21i terminates its processing. The game play may end when a predetermined time has elapsed since the start of the game play, when the communication points described later reach a predetermined value, or when a termination operation predetermined by the players P1 and P2 is performed.
[0134] As shown in FIG. 5, in the management table, the number of the lane L in which the tone mark M is generated may be recorded. The operation count unit 21j may count the number of times of the tone mark generation operation for each lane L. Then, the balance level may be calculated based on the number of operations for each lane.
[0135] Also, in the example shown in FIG. 5, the types of the tone marks are recorded. The operation count unit 21j may count the number of each type of the tone mark M. Then, the result of such counting may be used for calculating the balance level.
[0136] [Point Calculation Unit] The point calculation unit 21k calculates communication points based on the number of operations by the first player P1 and the number of operations by the second player P2. The operations by the players P1 and P2 mentioned here may specifically be the above-described tone output operation and / or tone mark generation operation.
[0137] The point calculation unit 21k may increase the communication points as the number of times of the tone output operation by the players P1 and P2 increases respectively. The fact that the number of times of the tone output operation is large means that the communication between the two people via the tone mark M is good. Therefore, the communication points calculated in this way can be regarded as the degree of the goodness of communication.
[0138] In this specification, the touch operations performed by players P1 and P2 in accordance with the arrival timing of the tone mark M are tone output operations. Touch operations performed deviating from the arrival timing are not counted as tone output operations. The tone output operation may be a pedal operation, a button operation, a gesture, etc. performed in accordance with the timing when the tone mark M arrives. Also in this case, pedal operations, etc. performed deviating from the arrival timing are not counted as tone output operations.
[0139] The point calculation unit 21k may calculate communication points based on the balance level described above. For example, the calculation process of the point calculation unit 21k may be executed such that higher communication points are obtained as the balance level becomes higher. More specifically, as the balance level becomes higher, the points added for each tone output operation may become higher.
[0140] Also, the point calculation unit 21k may calculate communication points based on the accuracy of the timing at which the tone output operation is performed. The accuracy of the timing is the temporal or distance proximity between the timing when the center of the tone mark M and the center of the operation area F coincide and the timing of the tone output operation. And the calculation process of the point calculation unit 21k may be executed such that higher communication points are obtained as the temporal or distance deviation between them becomes smaller.
[0141] For example, as shown in FIG. 7, a plurality of ranges (Perfect range N1, Nice range N2, and Good range N3) may be set according to the distance from the center C of the operation area F. In this case, the point calculation unit 21k may calculate communication points based on the position of the tone mark M at the timing when the tone output operation is performed.
[0142] FIG. 10 is an example of a table used for calculating communication points (hereinafter, this table is referred to as a "point table"). In this point table, the points added for one tone output operation are defined in association with the balance level and the accuracy of the timing at which the tone output operation is performed.
[0143] In the point table, for example, the higher the balance level, the higher points may be set. Also, in this point table, the higher the accuracy of the timing at which the tone output operation is performed (the closer to the center of the operation area F), the higher points may be set.
[0144] When a tone output operation is performed, the point calculation unit 21k refers to this point table. Then, the points corresponding to the current balance level and the accuracy of the tone output operation are added to the communication points obtained so far.
[0145] As shown in FIG. 10, 0 points may be set for the lowest level of the balance level (the first balance level). That is, when only one of the two players P1 and P2 generates many tone marks M, points may not be added regardless of the number of tone output operations.
[0146] [Processing for Point Calculation] FIG. 11 is a flowchart showing an example of the processing executed by the operation determination unit 21B and the evaluation unit 21C.
[0147] The determination units 21e and 21f refer to the tone mark management table (Fig. 5) and determine whether the tone mark M is within the operation determination range (S301). Here, the operation determination range is the range in which it is determined whether a tone output operation has been performed on this tone mark M. The operation determination range is, for example, the combined range of the Good range, Nice range, and Perfect range shown in Fig. 7. The determination units 21e and 21f may determine whether the current angular position θp recorded in the tone mark management table is within the operation determination range (180 degrees - β to 180 degrees + β). If the angular position θp is not within the operation determination range (``no'' in S301), the determination units 21e and 21f end the processing for this tone mark M in this frame.
[0148] If the angular position θp is within the operation determination range (``yes'' in S301), the determination units 21e and 21f determine whether a tone output operation has been performed (S302). For example, for the tone mark M moving from the first player area E1 to the second player area E2 along lane L1a, the second determination unit 21f determines whether a touch operation has been performed on the operation area F2a of the second player area E2. Conversely, for the tone mark M moving from the second player area E2 to the first player area E1 along lane L2a, the first determination unit 21e determines whether a touch operation has been performed on the operation area F1a of the first player area E1. The same processing is performed for the tone mark M moving on other lanes L.
[0149] If, despite the tone mark M being within the operation determination range, a tone output operation is not performed (``no'' in S302), the point calculation unit 21k may subtract a predetermined point from the communication points accumulated so far (S303).
[0150] When a tone output operation is performed in S302 (when "yes" in S302), the determination units 21e and 21f determine whether the angular position θp of the tone mark M at the timing when the tone output operation is performed is within the Perfect range (see FIG. 7) (S304). When the tone mark M is within the Perfect range, the point calculation unit 21k refers to the point table in FIG. 10 and adds the point corresponding to the current balance level and the Perfect range to the communication points accumulated so far (S305).
[0151] When the tone mark M is not within the Perfect range (when "no" in S304), the determination units 21e and 21f determine whether the angular position θp of the tone mark M at the timing when the tone output operation is performed is within the Nice range (see FIG. 7) (S306). When the position θp of the tone mark M is within the Nice range, the point calculation unit 21k refers to the point table in FIG. 10 and adds the point corresponding to the current balance level and the Nice range to the communication points (S307).
[0152] When the tone mark M is not within the Nice range (when "no" in S306), the point calculation unit 21k may refer to the point table in FIG. 10 and add the point corresponding to the current balance level and the Good range to the communication points (S308).
[0153] [Modification Example of Calculation of Communication Points] Note that the method for calculating the communication points is not limited to the example shown in FIG. 11.
[0154] For example, the number of times of the tone mark generation operation may be used for calculating the communication points. To the points corresponding to the number of times of the tone output operation, points corresponding to the number of times of the tone mark generation operation may also be added to the communication points.
[0155] Also, the method of using the balance level is not limited to the example shown in FIG. 11. For example, the point calculation unit 21k may multiply the points defined for one tone output operation by a coefficient corresponding to the balance level and accumulate the result as communication points. At this time, a larger coefficient may be used as the balance level increases.
[0156] Also, the point calculation unit 21k does not necessarily have to utilize the accuracy of the timing at which the tone output operation is performed when calculating the communication points. That is, stages such as the Perfect range N1, the Nice range N2, and the Good range N3 shown in FIG. 7 do not have to be set. In this case, only two ranges may be set: a range recognized as having a tone output operation performed in accordance with the arrival of the tone mark M at the operation area F, and the other range.
[0157] Also, the evaluation unit 21C does not necessarily have to calculate the balance level in the calculation process of the communication points. Without calculating the balance level, the evaluation unit 21C may calculate the communication points using the difference or ratio between a value corresponding to the number of operations (tone mark generation operation and / or tone output operation) of the first player P1 and a value corresponding to the number of operations (tone mark generation operation and / or tone output operation) of the second player P2. For example, a value based on such a difference (or ratio) may be multiplied by the number of tone output operations, and the result may be calculated as the communication points.
[0158] [Communication Meter Display Unit] The communication meter display unit 21D controls the background during the game play based on the communication points. Here, the background includes at least one of the sound (music) output by the voice output unit 25 and the video (displayed object) displayed on the display screen 10.
[0159] [Control of the Number of Tracks] The communication scale expression unit 21D may increase, for example, the number of tracks of the music output by the voice output unit 25 as the communication points increase. In the storage unit 22, a plurality of tracks (voice data) constituting one piece of music are stored. Examples of tracks include tracks such as a drum set responsible for rhythm, a bass guitar supporting the rhythm of the music, and a track responsible for the main theme part of the music.
[0160] The communication scale expression unit 21D may initially output the first track (for example, a track such as a drum set). In the storage unit 22, a plurality of threshold values V1, V2, V3,... are recorded in advance (V1 < V2 < V3 <...). The communication scale expression unit 21D may add a track each time the communication points calculated by the evaluation unit 21C exceed the threshold value.
[0161] Also, in the storage unit 22, a plurality of sound types may be stored for each of the plurality of tracks. The plurality of sound types may be different from each other in terms of timbre, musical instrument, etc. FIG. 12 is a diagram for explaining an example of the sound types stored in the storage unit 22. In the example shown in FIG. 12, as candidates for the first track, sound types (1-1) to (1-8) are stored in the storage unit 22, and as candidates for the second track, sound types (2-1) to (2-8) are stored in the storage unit 22. The same may apply to the third track and the fourth track. When the communication points exceed the above-described threshold value, the communication scale expression unit 21D may select any one from the plurality of sound types and add a track of the selected sound type.
[0162] FIG. 13A and FIG. 13B are diagrams for explaining the flow of processing executed by the communication scale expression unit 21D. When the game play starts, the communication scale expression unit 21D selects one from a plurality of sound types (voice data) stored in the storage unit 22 as a candidate for the first track, and outputs the selected sound type from the voice output unit 25 (S401). For example, as shown in FIG. 13B, the communication scale expression unit 21D selects sound type 1-1 as the first track.
[0163] Next, the communication scale expression unit 21D determines whether the communication point exceeds the first threshold value V1 (S402). The communication scale expression unit 21D repeatedly executes the process of S402 until the communication point exceeds the first threshold value V1. When the communication point exceeds the first threshold value V1 (``yes'' in S402), the communication scale expression unit 21D selects one from a plurality of sound types (voice data) stored in the storage unit 22 as a candidate for the second track, and outputs the selected sound type from the voice output unit 25 (S403). For example, as shown in FIG. 13B, the communication scale expression unit 21D selects sound type 2-7 as the second track. Then, the first track (sound type 1-1) and the second track (sound type 2-7) are output from the voice output unit 25.
[0164] Next, the communication scale expression unit 21D determines whether the communication point exceeds the second threshold value V2 (S404). The communication scale expression unit 21D repeatedly executes the process of S404 until the communication point exceeds the second threshold value V2. When the communication point exceeds the second threshold value V2 ( "yes" in S404), the communication scale expression unit 21D selects one from a plurality of sound types (voice data) stored in the storage unit 22 as a candidate for the third track, and outputs the selected sound type from the voice output unit 25 (S405). For example, as shown in FIG. 13B, the communication scale expression unit 21D selects the sound type 3-3 as the third track. Then, the first track (sound type 1-1), the second track (sound type 2-7), and the third track (sound type 3-3) are output from the voice output unit 25.
[0165] The communication scale expression unit 21D determines whether the increase in the communication point from the previous selection of the sound type (S405 or S407) exceeds the third threshold value V3 (S406). When the increase in the communication point exceeds the third threshold value V3 ( "yes" in S406), the communication scale expression unit 21D reselects the sound type (S407).
[0166] Each time the communication scale expression unit 21D reaches the process of S407, it may reselect the sound type in the order of the first track, the second track, and the third track. For example, as shown in FIG. 13B, the communication scale expression unit 21D changes the first track from the sound type 1-1 to the sound type 1-7. The communication scale expression unit 21D may change the second track to another sound type from the sound type 2-7 when it next reaches the process of S407. Different from this, the communication scale expression unit 21D may reselect the sound type for all of the first to third tracks each time it reaches the process of S407.
[0167] If the increase in the communication points in S406 does not exceed the third threshold value V3 (in S406, "no"), the communication point expression unit 21D determines whether the game play has ended (S408). Here, if the game play has not ended, the communication point expression unit 21D returns to S406 and executes the subsequent processing again. The communication point expression unit 21D repeats the processing of S406 and S407 until the game play ends.
[0168] [Control of Object Color] The communication point expression unit 21D may increase, for example, the type of color of the object displayed on the display screen 10 as the communication points increase. The communication point expression unit 21D may increase at least one of the hue, lightness, and saturation of the object as the communication points increase. The object may include, for example, the tone mark M described above. A plurality of objects may be displayed on the background of the tone mark M on the display screen 10. In this case, the communication point expression unit 21D may increase at least one of the hue, lightness, and saturation of this object as the communication points increase.
[0169] The communication point expression unit 21D initially displays the tone mark M generated by the first player P1 in a predetermined one color (for example, red 1), and displays the tone mark M generated by the second player P2 in a predetermined different color (for example, blue 1). The communication point expression unit 21D may add a color to the tone mark M each time the communication points calculated by the evaluation unit 21C exceed the above-described threshold value. For example, when the communication points exceed the first threshold value V1, the two tone marks M generated by the first player P1 may be displayed in two different colors (for example, red 1 and red 2), and the two tone marks M generated by the second player P2 may be displayed in two different colors (for example, blue 1 and blue 2).
[0170] The processing of the communication scale display unit 21D is not limited to the examples described here.
[0171] For example, the communication scale display unit 21D may display communication points and balance levels while keeping sound and video (color of the object) constant.
[0172] [Display control of elongated tone marks] As described with reference to FIG. 1C, the tone mark M may have an elongated type in the moving direction of the tone mark M. FIG. 14A is a flowchart showing an example of the processing executed by the display control units 21a and 21b of the tone mark control unit 21A for such an elongated tone mark M. FIG. 14B is a diagram for explaining this processing.
[0173] The display control units 21a and 21b refer to the management table of tone marks (FIG. 5) and acquire the angular position θp of the tone mark M in the latest frame (S501). The angular position θp for the elongated tone mark M may be the angular position of the front end of the tone mark M. The display control units 21a and 21b add a predetermined angle (Δθ: the angle by which the tone mark M advances in one frame) to this angular position θp, and record the result of the addition (θp + Δθ) as the new angular position θp in the management table (S502).
[0174] Further, the display control units 21a and 21b may calculate the angular position θr of the rear end of the tone mark M (see FIG. 14B) (S503). In the management table illustrated in FIG. 5, the length (angular range Δθd) of each tone mark M is recorded. Therefore, the display control units 21a and 21b may calculate the angular position θr of the rear end of the tone mark M using this angular range Δθd and the updated angular position θp.
[0175] The display control units 21a and 21b determine whether the entire tone mark M is within the display allowable range (S504). As described above, when the positions of the player regions E1 and E2 where the tone mark M is generated are set to 0 degrees, the display allowable range may be defined as, for example, 0 degrees to 180 degrees + α. The display allowable range (0 degrees to 180 degrees + α) is, as shown in FIG. 14B, for example, the range from one's own player region E1 (or E2) to the position beyond the opponent player's player region E2 (or E1). In S504, the display control units 21a and 21b may determine, for example, whether the angular position θp of the front end of the tone mark M is within the display allowable range.
[0176] When the entire tone mark M is within the display allowable range ( "yes" in S504), the display control units 21a and 21b display the entire tone mark M on the display screen 10 (S505).
[0177] On the other hand, when it is not recognized that the entire tone mark M is within the display allowable range ( "no" in S504), the display control units 21a and 21b determine whether only a part of the tone mark M is within the display allowable range (S506). The display control units 21a and 21b may determine, for example, whether the angular position θr of the rear end of the tone mark M calculated in S503 is within the above-described display allowable range.
[0178] When only a part of the tone mark M is within the display allowable range ( "yes" in S506), the display control units 21a and 21b display only the part of the tone mark M that is within the display allowable range on the display screen 10 (S507). For example, the display control units 21a and 21b may display the tone mark M between the limit position (180 degrees + α) of the display allowable range and the angular position θr of the rear end of the tone mark M.
[0179] When the entire tone mark M is not within the display allowable range (``no'' in S506), the display control units 21a and 21b end the processing for the current frame without displaying the tone mark M on the display screen 10. Note that when the entire tone mark M is not within the display allowable range, the display control units 21a and 21b may delete the record of this tone mark M from the management table.
[0180] The display control units 21a and 21b execute the processing illustrated in FIG. 14A for each of the plurality of tone marks M in each frame.
[0181] [Processing for Point Calculation] FIG. 15 is a flowchart showing an example of the processing executed by the operation determination unit 21B and the evaluation unit 21C for the elongated tone mark M illustrated in FIG. 1C.
[0182] The determination units 21e and 21f refer to the tone mark management table (FIG. 5) and determine whether or not a part of the tone mark M is within the operation determination range (S601). Here, the operation determination range is a range in which it is determined whether or not a tone output operation has been performed on this tone mark M. For example, it is a range that combines the Good range, the Nice range, and the Perfect range shown in FIG. 7. The determination units 21e and 21f may determine, for example, whether or not the angular position θp of the front end of the tone mark M recorded in the management table is within the operation determination range (180 degrees - β to 180 degrees + β), and whether or not the angular position θr of the rear end of the tone mark M is within the operation determination range.
[0183] The management table illustrated in FIG. 5 records the length (angular range Δθd) of each tone mark M. As described above, the angular position θr of the rear end of the tone mark M can be calculated using this angular range Δθd and the angular position θp of the front end.
[0184] When the tone mark M does not have a portion located within the operation determination range ( "no" in S601), the determination units 21e and 21f end the processing for this tone mark M in the current frame. On the other hand, when a part of the tone mark M is within the operation determination range ( "yes" in S601), the determination units 21e and 21f determine whether a tone output operation has been performed (S602). For example, for the tone mark M moving from the first player area E1 to the second player area E2 along the lane L1a, the second determination unit 21f determines whether a touch operation has been performed on the operation area F2a of the second player area E2. Conversely, for the tone mark M moving from the second player area E2 towards the first player area E1 along the lane L2a, the first determination unit 21e determines whether a touch operation has been performed on the operation area F1a of the first player area E1.
[0185] Even though the tone mark M has a portion located within the operation determination range, if a tone output operation is not performed ( "no" in S602), the point calculation unit 21k may subtract a predetermined point from the communication points accumulated so far (S603).
[0186] When a tone output operation is performed in S602 ( "yes" in S602), the determination units 21e and 21f add a predetermined point (S604). The point added here may be set according to the current balance level. For example, as the point added in S604, a higher value may be set as the balance level increases (as it approaches the highest level).
[0187] Thereafter, the point calculation unit 21k may determine whether the tone output operation and the display of at least a part of the tone mark M have continued for a predetermined period (for a predetermined number of frames) (S605). For example, the point calculation unit 21k may determine whether the time (number of frames) during which a part of the tone mark M is displayed in the player areas E1 and E2 and a touch operation is being performed exceeds a predetermined value.
[0188] When the tone output operation and the display of the tone mark M continue over the above-described period ( "yes" in S605), the point calculation unit 21k may add a predetermined point (S606). Then, the point calculation unit 21k determines whether either or both of the tone output operation and the display of the tone mark M have ended (S607). When the tone output operation and the display of the tone mark M are continuing ( "no" in S607), the process of the point calculation unit 21k returns to S604. Also, in S605, when the time during which the tone output operation and the display of the tone mark M are being performed has not yet reached a predetermined period (a predetermined number of frames), the process of the point calculation unit 21k also returns to S604.
[0189] On the other hand, in S607, when either or both of the tone output operation and the display of the tone mark M have ended, the determination units 21e and 21f end the processing for this tone mark M in the current frame.
[0190] [Modification example of the display screen] Note that the entertainment system proposed in the present disclosure is not limited to the above-described entertainment system 100.
[0191] For example, the display screen 10 is not limited to the example shown in FIG. 1A and the like. FIGS. 16 and 17 are diagrams showing modification examples of the display screen 10.
[0192] As shown in FIG. 16, in the display screen 10A, each of the player areas E1 and E2 may have an operation area F3 for receiving a tone mark generation operation and an operation area F4 for receiving a tone output operation. In this case, each of the player areas E1 and E2 may have a plurality of operation areas F3 and a plurality of operation areas F4.
[0193] Also, as shown in FIG. 17, the display screen 10B may be rectangular. In this case, the first player area E1 and the second player area E2 may be arranged on one side of the rectangle. That is, the two player areas E1 and E2 may be adjacent to each other. Even in this case, each of the player areas E1 and E2 may have a plurality of operation areas F. Even in this case, lanes for the tone mark M to move may be secured between two corresponding operation areas F. In the example shown in FIG. 17, three lanes L1, L2, and L3 are provided.
[0194] [Summary] (1) The entertainment system 100 includes a first display control unit 21a that generates a tone mark M on the display screens 10, 10A, and 10B in response to a tone mark generation operation performed by the first player P1, and moves the tone mark M toward the second player area E2 provided on the display screens 10, 10A, and 10B; a second display control unit 21b that generates a tone mark M on the display screens 10, 10A, and 10B in response to a tone mark generation operation performed by the second player P2, and moves the tone mark M toward the first player area E1 provided on the display screens 10, 10A, and 10B; a first determination unit 21e that determines whether a tone output operation by the first player P1 has been performed at the timing when the tone mark M generated by the second player P2 arrives at the first player area E1; a second determination unit 21f that determines whether a tone output operation by the second player P2 has been performed at the timing when the tone mark M generated by the first player P1 arrives at the second player area E2; and an evaluation unit 21C that calculates a communication point based on at least one of the tone mark generation operation and the tone output operation by the first player P1 and at least one of the tone mark generation operation and the tone output operation by the second player P2.
[0195] According to this entertainment system 100, since the tone mark M generated by the first player P1 moves to the second player area E2 and the tone mark M generated by the second player P2 moves to the first player area E1, for example, the second player P2 can feel the rhythm of the movement (generation of the tone mark M) of the first player P1, and the first player P1 can feel the rhythm of the movement (generation of the tone mark M) of the second player P2. As a result, communication via the tone mark M can be realized between the first player P1 and the second player P2.
[0196] (2) The entertainment system 100 of (1) further includes a communication quantity expression unit 21D that controls a background including at least one of the sound output by the sound output unit 25 and the video displayed on the display screens 10, 10A, and 10B based on the communication point. According to this, the two players P1 and P2 can recognize that the communication is going well by perceiving the changes in the sound and video.
[0197] (3) In the entertainment system 100 of (1) or (2), the tone mark generation operation by the first player P1 is a touch operation on the first player area E1, and the tone mark generation operation by the second player P2 is a touch operation on the second player area E2.
[0198] (4) In the entertainment system 100 according to any one of (1) to (3), the tone output operation by the first player P1 is a touch operation on the tone mark M that has arrived in the first player area E1, and the tone output operation by the second player P2 is a touch operation on the tone mark M that has arrived in the second player area E2.
[0199] (5) In the entertainment system 100 according to any one of (1) to (4), the evaluation unit 21C compares at least one of the tone mark generation operation and the tone output operation by the first player P1 with at least one of the tone mark generation operation and the tone output operation by the second player P2, and calculates a communication point based on the comparison result. According to this, when the movements (operations) of the two players P1 and P2 are balanced, the communication point can be increased, and the quality of communication can be appropriately evaluated.
[0200] (6) In the entertainment system 100 according to any one of (1) to (5), the evaluation unit 21C calculates a communication point based on the difference or ratio between a value corresponding to the number of times of at least one of the tone mark generation operation and the tone output operation by the first player P1 (including the number of times itself) and a value corresponding to the number of times of at least one of the tone mark generation operation and the tone output operation by the second player P2 (including the number of times itself). According to this, when the movements (operations) of the two players P1 and P2 are balanced, the communication point can be increased, and the quality of communication can be appropriately evaluated.
[0201] (7) In the entertainment system 100 according to (5) or (6), at least one of the operations is a tone mark generation operation.
[0202] (8) In the entertainment system 100 according to (6), the number of times for the first player P1 is the number of times of at least the operations made by the first player P1 during the period from a predetermined time ago to the current time (operation count period), and the number of times for the second player P2 is the number of times of the operations made by the second player P2 during the operation count period. According to this, since the two players try to actively generate the tone mark M throughout the execution of the game play, it is possible to suppress a reduction in the frequency of communication.
[0203] (9) In the entertainment system 100 according to any one of (6) to (8), as the number of tone output operations by the first player P1 and the number of tone output operations by the second player P2 increase, the communication points are increased. According to this, the tone output operation can be counted as a successful communication.
[0204] (10) In the entertainment system 100 according to (6), the evaluation unit 21C includes a balance evaluation unit 21i and a point calculation unit 21k. The balance evaluation unit 21i calculates a balance level based on the comparison result of the operations of the two players. The point calculation unit 21k calculates communication points based on the balance level, the number of tone output operations by the first player P1, and the number of tone output operations by the second player P2. According to this, when the movements (operations) of the two players P1 and P2 are balanced and the number of tone output operations by the two players P1 and P2 is large, the communication points can be increased, and the quality of communication can be appropriately evaluated.
[0205] (11) In the entertainment system 100 according to (10), the balance level calculated by the balance evaluation unit 21i becomes higher as the difference between the number of at least one of the tone mark generation operation and the tone output operation by the first player P1 and the number of at least one of the tone mark generation operation and the tone output operation by the second player P2 becomes smaller.
[0206] (12) In the entertainment system 100 described in any one of (1) to (11), the first player area E1 includes at least a first operation area F1a and a second operation area F1b, and the second player area E2 includes at least a third operation area F2a and a fourth operation area F2b. The first display control unit 21a generates a first tone mark M1a in response to a tone mark generation operation on the first operation area F1a, and generates a second tone mark M1b in response to a tone mark generation operation on the second operation area F1b. The second display control unit 21b generates a third tone mark M2a in response to a tone mark generation operation on the third operation area F2a, and generates a fourth tone mark M2b in response to a tone mark generation operation on the fourth operation area F2b. According to this, since each player area E1, E2 has a plurality of operation areas F, the communication amount between the two players P1, P2 can be increased.
[0207] (13) In the entertainment system 100 described in any one of (1) to (12), the first player area E1 includes at least a first operation area F1a and a second operation area F1b, and the second player area E2 includes at least a third operation area F2a and a fourth operation area F2b. The first display control unit 21a generates a first tone mark M1a in response to a tone mark generation operation on the first operation area F1a, moves the first tone mark M1a toward the third operation area F2a of the second player area E2, generates a second tone mark M1b in response to a tone mark generation operation on the second operation area F1b, and moves the second tone mark M1b toward the fourth operation area F2b of the second player area E2. According to this, since the movement route of the tone mark from the first player area to the second player area is limited, the movement of the tone mark is simplified, and the tone output operation required of the second player P2 can be facilitated.
[0208] In the entertainment system 100 described in (14) and (13), the second display control unit 21b may generate a third tone mark M2a in response to a tone mark generation operation on the third operation area F2a, move the third tone mark M2a toward the first operation area F1a of the first player area E1, generate a fourth tone mark M2b in response to a tone mark generation operation on the fourth operation area F2b, and move the fourth tone mark M2b toward the second operation area F1b of the first player area E1. According to this, since the movement route of the tone mark from the second player area to the first player area is limited, the movement of the tone mark is simplified, and the tone output operation required of the first player P1 can be facilitated.
[0209] In the entertainment system 100 described in any one of (1) to (14), the first display control unit 21a moves the tone mark M along the first lanes L1a to L1c from the first player area E1 toward the second player area E2, and the second display control unit 21b moves the tone mark M along the second lanes L2a to L2c from the second player area E2 toward the first player area E1. The first lanes L1a to L1c and the second lanes L2a to L2c may be defined on opposite sides of each other with the center line of the display screens 10 and 10A interposed therebetween. According to this, the tone mark M moving from the first player area E1 toward the second player area E2 and the tone mark M moving from the second player area E2 toward the first player area E1 do not mix. As a result, it becomes easier for the two players P1 and P2 to recognize the tone mark M approaching their own player areas.
Explanation of Signs
[0210] 10·10A·10B: Represent the screen, 21: Control unit, 21A: Tone mark control unit, 21B: Operation determination unit, 21C: Evaluation unit, 21D: Communication scale expression unit, 21a: First display control unit, 21b: Second display control unit, 21e: First determination unit, 21f: Second determination unit, 21g: Tone output unit, 21i: Balance evaluation unit, 21j: Operation count unit, 21k: Point calculation unit, 22: Memory unit, 23: Display unit, 24: Input unit, 25: Voice output unit, 100: Entertainment system, E1: First player area, E2: Second player area, F·F1a~F1c·F2a~F2c·F3·F4: Operation area, K: Balance evaluation value, L: Lane, M: Tone mark, θp: Current angular position, θr: Current angular position of the rear end.
Claims
1. a first display control unit that generates a tone mark on a display screen in response to a tone mark generating operation performed by a first player and moves the tone mark toward a second player area provided on the display screen; a second display control unit that generates a tone mark on the display screen in response to a tone mark generating operation performed by a second player and moves the tone mark toward a first player area provided on the display screen; a first determination unit that determines whether or not a tone output operation is performed by the first player at a timing when the tone mark generated by the second player arrives in the first player area; a second determination unit that determines whether or not a tone output operation is performed by the second player at a timing when the tone mark generated by the first player arrives in the second player area; an evaluation unit that calculates a communication point based on at least one of the tone mark generation operation and the tone output operation by the first player and at least one of the tone mark generation operation and the tone output operation by the second player; An entertainment system having:
2. and a communication amount expression unit that controls a background including at least one of the sound output by the audio output unit and the image displayed on the display screen based on the communication points.
2. An entertainment system as claimed in claim 1.
3. the tone mark generating operation by the first player is a touch operation in the first player area, The tone mark generating operation by the second player is a touch operation in the second player area.
2. An entertainment system as claimed in claim 1.
4. the tone output operation by the first player is a touch operation on the tone mark that has arrived in the first player area, The tone output operation by the second player is a touch operation on the tone mark that has arrived in the second player area.
2. An entertainment system as claimed in claim 1.
5. The evaluation unit compares the at least one of the tone mark generation operation and the tone output operation by the first player with the at least one of the tone mark generation operation and the tone output operation by the second player, and calculates the communication points based on a comparison result.
2. An entertainment system as claimed in claim 1.
6. The evaluation unit calculates the communication points based on a difference or a ratio between a value corresponding to a number of times at least one of the tone mark generation operation and the tone output operation is performed by the first player and a value corresponding to a number of times at least one of the tone mark generation operation and the tone output operation is performed by the second player.
2. An entertainment system as claimed in claim 1.
7. The at least one operation is the tone mark generating operation.
6. An entertainment system as claimed in claim 5.
8. the number of times for the first player is the number of times that the at least one operation has been performed by the first player from a predetermined time ago to a current time, The number of times for the second player is the number of times that the at least one operation has been performed by the second player from the predetermined time before to the current time.
7. An entertainment system as claimed in claim 6.
9. The evaluation unit increases the communication points as the number of times the tone output operation is performed by the first player and the number of times the tone output operation is performed by the second player increase.
7. An entertainment system as claimed in claim 6.
10. The evaluation unit includes a balance evaluation unit and a point calculation unit, The balance evaluation unit calculates a balance level based on a result of the comparison, The point calculation unit calculates the communication points based on the balance level, the number of tone output operations by the first player, and the number of tone output operations by the second player.
6. An entertainment system as claimed in claim 5.
11. The balance level calculated by the balance evaluation unit becomes higher as the difference between the number of times at least one of the tone mark generation operation and the tone output operation is performed by the first player and the number of times at least one of the tone mark generation operation and the tone output operation is performed by the second player becomes smaller.
11. An entertainment system as claimed in claim 10.
12. the first player area includes at least a first operation area and a second operation area; the second player area includes at least a third operation area and a fourth operation area; the first display control unit generates a first tone mark in response to the tone mark generation operation for the first operation area, and generates a second tone mark in response to the tone mark generation operation for the second operation area; The second display control unit generates a third tone mark in response to the tone mark generation operation for the third operation area, and generates a fourth tone mark in response to the tone mark generation operation for the fourth operation area.
2. An entertainment system as claimed in claim 1.
13. the first player area includes at least a first operation area and a second operation area; the second player area includes at least a third operation area and a fourth operation area; the first display control unit generates a first tone mark in response to the tone mark generation operation for the first operation area, moves the first tone mark toward a third operation area of the second player area, generates a second tone mark in response to the tone mark generation operation for the second operation area, and moves the second tone mark toward a fourth operation area of the second player area.
2. An entertainment system as claimed in claim 1.
14. The second display control unit generates a third tone mark in response to the tone mark generation operation for the third operation area and moves the third tone mark toward a first operation area of the first player area, generates a fourth tone mark in response to the tone mark generation operation for the fourth operation area and moves the fourth tone mark toward a second operation area of the first player area.
14. An entertainment system as claimed in claim 13.
15. the first display control unit moves the tone mark along a first lane from the first player area toward the second player area; the second display control unit moves the tone mark along a second lane from the second player area toward the first player area; The first lane and the second lane are defined on opposite sides of the center line of the display screen.
2. An entertainment system as claimed in claim 1.
16. a first display control means for generating a tone mark on a display screen in response to a tone mark generating operation performed by the first player, and for moving the tone mark towards a second player area provided on the display screen; a second display control means for generating a tone mark on the display screen in response to a tone mark generating operation performed by a second player, and for moving the tone mark towards a first player area provided on the display screen; a first determination means for determining whether or not a tone output operation has been performed by the first player at a timing when the tone mark generated by the second player arrives in the first player area; a second determination means for determining whether or not a tone output operation has been performed by the second player at a timing when the tone mark generated by the first player arrives in the second player area; and an evaluation means for calculating a communication point based on at least one of the tone mark generating operation and the tone output operation performed by the first player and at least one of the tone mark generating operation and the tone output operation performed by the second player; A program that makes a computer function as a
17. generating a tone mark on a display screen in response to a tone mark generating operation performed by the first player, and moving the tone mark toward a second player area provided on the display screen; generating a tone mark on the display screen in response to a tone mark generating operation performed by a second player, and moving the tone mark toward a first player area provided on the display screen; determining whether or not a tone output operation has been performed by the first player at a timing when the tone mark generated by the second player arrives in the first player area; determining whether or not a tone output operation has been performed by the second player at a timing when the tone mark generated by the first player arrives in the second player area; and calculating a communication point based on at least one of the tone mark generating operation and the tone output operation performed by the first player and at least one of the tone mark generating operation and the tone output operation performed by the second player; A method for controlling an entertainment system comprising:
Citation Information
Patent Citations
Game machine
JP2003236237A
Game machine
JP2003236243A