Game machine
The game machine improves operability by using a display unit and detection unit to guide players' hand movements, enhancing multiplayer interaction and scoring accuracy through real-time feedback.
Patent Information
- Application Number
- JP2025097510
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2019-06-06
- Filing Date
- 2025-06-11
- Publication Date
- 2025-08-15
AI Technical Summary
Conventional game consoles lack improved operability in touch-based interactions, particularly in multiplayer settings where players need clear guidance on hand positioning and timing for optimal gameplay.
A game machine with a display unit, detection unit, and control unit that displays a moving character and touch position instructions, allowing players to align their hands with the character's movements, and provides real-time feedback on touch accuracy.
Enhances gameplay operability by providing clear hand positioning guidance and real-time feedback, improving player interaction and scoring accuracy.
Smart Images

Figure 2025120384000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game machine that accepts touch operations. [Background technology]
[0002] Conventionally, there have been game machines equipped with touch panels (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-190629 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional game consoles left room for improvement. [Means for solving the problem]
[0005] One aspect of the present invention is a gaming machine comprising, for example, a display unit, a detection unit that detects the position of a player's hand that is touching the surface of the display unit, and a control unit, wherein the display unit displays a moving character and a touch position display that instructs the player where to touch their hand, the control unit displays the touch position display and the character so that they overlap on the display unit at the timing when the player's hand should touch the touch position, and in response to the player's hand touching the touch position at the timing when it should touch, the control unit erases the touch position display from the display unit and then displays information on the display unit that the touch occurred at the timing when it should be touched, and the display unit is large enough to display the character so that players can play while facing each other, and is large enough to display the touch position display so that players can place their hands together. [Effects of the Invention]
[0006] According to the present invention, a game machine with improved operability can be provided. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view of a game machine 1 according to a first embodiment. [Figure 2] 2 is a diagram showing the touch detection device 30 of the first embodiment as viewed from the front side Y1. FIG. [Figure 3] 2 is a cross-sectional view of the touch detection device 30 of the first embodiment as viewed from the bottom Z1. FIG. [Figure 4] 2 is a cross-sectional view of the touch detection device 30 of the first embodiment as seen from the right side X2. FIG. [Figure 5] 10 is a cross-sectional view illustrating the configuration in the vicinity of the right panel 50R of the first embodiment and the positional relationship with the hand P1 of the player P. FIG. [Figure 6] FIG. 10 is a diagram illustrating the pause timing suggestion effect of the second embodiment. [Figure 7] 10A to 10C are diagrams showing examples of display of various notes in the second embodiment. [Figure 8] 10A to 10C are diagrams showing examples of display of various notes in the second embodiment. [Figure 9] 10A and 10B are schematic diagrams of a game machine 301 according to a third embodiment as viewed from the front side Y1 and the right side X2, respectively. [Figure 10] 10A to 10C are diagrams illustrating screen transitions on the display unit 310 during pre-play processing, which is processing from after a player P has charged with coins or the like until the music game starts in the third embodiment. [Figure 11] 13A to 13C are diagrams illustrating the transition of the play screen during hit note processing in the third embodiment. [Figure 12] 13A to 13C are diagrams illustrating the transition of the play screen during slash notes processing in the third embodiment. [Figure 13] 13A to 13C are diagrams illustrating the transition of the play screen during trace note processing in the third embodiment. [Figure 14] 10A to 10C are diagrams illustrating other forms of trace notes according to the third embodiment. [Figure 15]13A to 13C are diagrams illustrating the transition of the play screen during hold note processing in the third embodiment. [Figure 16] 10 is a graph illustrating the frequency characteristics of a speaker 380u on the upper side Z2 and a speaker 380d on the lower side Z1 in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] (First embodiment) A first embodiment of the present invention will be described below with reference to the drawings. In the embodiments and drawings, an XYZ Cartesian coordinate system (left-right direction X, depth direction Y, and up-down direction Z) is provided for ease of explanation and understanding. As shown in FIG. 1, in this coordinate system, a plane parallel to the display screen of the display unit 10 is the ZX plane. The left-right direction X (left side X1, right side X2) is the left-right direction when the player P is observing the display unit 10. The depth direction Y (front side Y1, back side Y2) is the thickness direction of the display unit 10 and is also the observation direction. The up-down direction Z (bottom side Z1, top side Z2) is the vertical direction among directions parallel to the display screen of the display unit 10. The left-right direction X and the up-down direction Z are directions parallel to the ZX plane and are parallel to the surface (observation surface) of the central panel 40. The depth direction Y is a direction perpendicular to the ZX plane. In the embodiments, the term "surface" refers to the surface on the front side Y1 of each member unless otherwise specified.
[0009] FIG. 1 is a perspective view of a game machine 1 according to the first embodiment. FIG. 1A is a perspective view of the entire game machine 1. FIG. FIG. 1B is an enlarged view of part 1B in FIG. 1A. FIG. 2 is a view of the touch detection device 30 of the first embodiment as seen from the front side Y1. FIG. 2A is an external view of the touch detection device 30. FIG. FIG. 2B is a diagram illustrating the external appearance of the touch detection device 30, with the detection unit 71 and the holder 70 superimposed thereon. FIG. 3 is a cross-sectional view of the touch detection device 30 of the first embodiment as seen from the bottom Z1 (as seen along the side of the observation surface where the transmission surface is provided). 3A is a cross-sectional view taken along line 3A-3A of FIG. 2B, showing the ranges near the left and right ends of the touch detection device 30. FIG. 3B is a cross-sectional view taken along line 3B-3B of FIG. 2B, showing the ranges near the left and right ends of the touch detection device 30. FIG. FIG. 4 is a cross-sectional view of the touch detection device 30 of the first embodiment as viewed from the right side X2. 4A is a cross-sectional view taken along line 4A-4A of FIG. 2B, showing the area near the upper end of the touch detection device 30. FIG. 4B is a cross-sectional view taken along line 4B-4B of FIG. 2B, illustrating the area near the lower end of the touch detection device 30. FIG.
[0010] (Configuration of Game Console 1) 1, the game machine 1 is a large arcade game device installed in a store, etc. The store may be an amusement facility, a gaming facility owned by a department store, etc. The game played on the game machine 1 involves a player P positioned in front of the game machine 1 dancing in time with the movements of a character C displayed on the display unit 10, or the player P moving his / her hand P1 in contact with the hand C1 of the character C displayed on the display unit 10.
[0011] As shown in FIGS. 1 to 4, the game machine 1 includes a case 2, a display unit 10, a touch detection device 30, a sound output unit 80, a camera 81 (imaging unit), a storage unit 85, and a control unit 86. The case 2 is the housing of the game machine 1. The case 2 includes a lower case 2a and an upper case 2b. The lower case 2 a forms the lower structure of the game machine 1 . The lower case 2a is provided with a coin slot 3, a memory unit 85, a control unit 86, and the like. Although in FIG. 1 the storage unit 85 and the control unit 86 are shown outside the lower case 2a for the sake of convenience, they are actually housed inside the lower case 2a. The upper case 2b has a flat plate-like outer shape and is provided so as to stand upright on the upper side Z2 of the upper case 2b. The upper case 2b is provided with a display unit 10, a touch detection device 30, a sound output unit 80, a camera 81, and the like.
[0012] The display unit 10 is a display device such as a liquid crystal display device that displays game images. In this embodiment, the game is played in which the player P moves in accordance with the character C, so the display unit 10 is a large display device with a display range 11 of 55 inches or the like, and is arranged so that the vertical direction Z is the longitudinal direction. A bezel 12 is provided on the outer edge of the display range 11. Although a detailed description will be omitted, an elastic member such as a sponge is disposed between the bezel 12 and the frame portion 31 in the depth direction Y.
[0013] The unit including the touch detection device 30 and the display unit 10 is a touch panel that serves as both a display device and an input device, and also functions as an input device (game input device) for the game machine 1. The touch detection device 30 and the display unit 10 are arranged at an angle in the depth direction Y so that they are easy for the player to see and operate. The angle of inclination is, for example, about 5 degrees.
[0014] The touch detection device 30 includes a frame 31, a central panel 40, a right panel 50R, a left panel 50L, a lower panel 50D, an upper panel 50U, and a detection unit 71. The frame 31 is a member that serves as the base of the touch detection device 30. The frame 31 is a frame body that surrounds the four sides of the display unit 10. The frame 31 may include a light source (such as an LED) for the backlight of the display unit 10.
[0015] A printed portion 31a is provided on a part of the surface of the frame portion 31 (see FIGS. 2 and 3(A)). The printed portion 31a has characters such as "1, 2, 3" printed thereon, which are information relating to the selection of game types. The printed portion 31a can be seen from the front side Y1 through a transparent portion 52 (described later) of the right panel 50R.
[0016] The center panel 40, the right panel 50R, the left panel 50L, the lower panel 50D, the upper panel 50U, and the detection unit 71 are fixed to the frame 31 by screws, double-sided tape, etc. This allows the touch detection device 30 to be handled independently as an assembly.
[0017] The central panel 40 is disposed so as to cover the surface of the display area 11 of the display unit 10. The central panel 40 is a transparent glass plate. Therefore, the player P can view the image on the display unit 10 through the central panel 40. Note that the central panel 40 may be formed from a transparent plate other than glass (such as a transparent resin plate). In the left-right direction X and the up-down direction Z, the length of the central panel 40 is slightly larger than the length of the display range 11 of the display unit 10 (for example, by approximately the width of the bezel 12). The player P can observe the display image in the display range 11 through the surface (observation surface) of the central panel 40.
[0018] 2 and 3(A), the right panel 50R and the left panel 50L are provided on the right side X2 and the left side X1 of the central panel 40, respectively, and are arranged so as to be continuous with the central panel 40. The right panel 50R and the left panel 50L can be made of a material that can transmit the detection light O of the detection unit 71, and can be made of, for example, the same material as the central panel 40. The right panel 50R has a plate-like shape that is long and narrow in the vertical direction Z. In the vertical direction Z, the length of the right panel 50R and the length of the central panel 40 are substantially the same.
[0019] The right panel 50R is inclined toward the front side Y1 as it extends outward in the left-right direction X. The surface (transmitting surface) of the right panel 50R is disposed so as to be continuous with the outer edge of the surface of the central panel 40. In addition, as it moves outward in the left-right direction X (a direction parallel to the observation surface), it displaces toward the front side Y1 (toward the player P). In the embodiment, "continuous" is not limited to a state in which there is no gap between them, but rather is a concept that includes a state in which they are spaced apart enough to function as a guide for the hand P1 of the player P, as will be described later. In the embodiment, the gap between the center panel 40 and the right panel 50R in the left-right direction X is, for example, within 5 mm. In the depth direction Y, the left end of the surface of the right panel 50R (the inner end in the left-right direction X) is located at a position that does not protrude toward the front side Y1 relative to the outer end of the surface of the central panel 40, that is, is located at the same or rear side Y2. That is, as shown by the arrow 50a in FIG. 3(A), the left end of the right panel 50R is located at a recessed position relative to the right end of the central panel 40.
[0020] The right panel 50R has a blind printed portion 51 (non-transparent portion) and a transparent portion 52. The concealing printed portion 51 is a printed portion of the right panel 50R. The concealing printed portion 51 is printed in a solid color (see thick line 51a) using ink such as white ink that has light-blocking properties. The transparent portion 52 is a range that transmits the detection light O of the detection unit 71. That is, the transparent portion 52 is not printed or, if printed, is made of ink or the like that allows the detection light O to transmit.
[0021] The left panel 50L and the right panel 50R are similar members and are symmetrical in the left-right direction X. A detailed description of the left panel 50L will be omitted.
[0022] The lower panel 50D is a thin plate member that is long in the left-right direction X. The lower panel 50D can be made of glass or the like, similar to the central panel 40. The lower panel 50D is disposed along the lower side of the central panel 40. In the left-right direction X, the length of the lower panel 50D is slightly (for example, about 20 mm) longer than the length of the central panel 40 (see FIG. 2). In the depth direction Y, the inner (upper side Z2) range of the lower panel 50D overlaps with the holder 70 of the detection unit 71D and the lower edge of the central panel 40 (see overlapping range L50D shown in FIG. 4(B)). The lower panel 50D is printed in a solid color such as white that has light-blocking properties, for example. This allows the lower panel 50D to conceal the structure of the detection unit 71D and the lower edge of the display unit 10 so that they are difficult to see from the front side Y1. The upper panel 50U and the lower panel 50D are similar members and are symmetrical in the up-down direction Z (see FIGS. 4(A) and 4(B)). A detailed description of the upper panel 50U will be omitted.
[0023] 2(B), 3, and 4, the holder 70 is a member that holds the detection unit 71. Since the detection unit 71 is disposed around the entire periphery of the rear surface (surface on the rear side Y2) of the central panel 40, the holder 70 is also disposed around the entire periphery of the rear surface of the central panel 40. The holder 70 is made of a resin material that transmits the detection light O of the detection unit 71 but does not transmit visible light, thereby enabling the holder 70 to hold the detection unit 71 in a manner that makes it difficult to see from the outside.
[0024] The detection unit 71 is an infrared sensor that uses infrared light as the detection light O. In the embodiment, an infrared sensor is used as the detection unit 71, but other optical sensors may also be used. The detection unit 71 comprises a pair of an emission detection unit having a light-emitting element for emitting detection light O, and a light-receiving detection unit having a light-receiving element disposed opposite the emission detection unit to detect the detection light O emitted by the emission detection unit. The light-receiving detection unit is disposed in a position where it can receive the detection light O emitted by the emission detection unit. When the light-receiving detection unit cannot receive the detection light O emitted by the emission detection unit, the detection unit 71 can detect that an object is present between the emission detection unit and the light-receiving detection unit. When viewed from the front side Y1, the detection unit 71 is disposed outside the display range 11 of the display unit 10. In the depth direction Y, the position of the optical axis of the detection light O of the detection unit 71 is immediately adjacent to (for example, within 10 mm from) the central panel 40. This allows the detection unit 71 to detect when the hand P1 of the player P touches the central panel 40 (see FIG. 3(A) and the like). In the embodiment, the hand mainly refers to the part beyond the wrist.
[0025] The detecting units 71 are arranged in a plurality of rows in the vertical direction Z and the horizontal direction X. This allows the detection unit 71 to detect the position of the hand P1 on the central panel 40 in the vertical direction Z and the horizontal direction X. In the example of Figure 2, the interval between adjacent detection units 71 is approximately 100 mm, but this can be set appropriately depending on the specifications of the game, etc. In this embodiment, the detectors 71R on the right side X2 are light-emitting detectors and are arranged in multiple numbers along the vertical direction Z, while the detectors 71L on the left side X1 are light-receiving detectors and are arranged in multiple numbers along the vertical direction Z. The detectors 71D on the lower side Z1 are light-emitting detectors and are arranged in multiple numbers along the horizontal direction X, while the detectors 71U on the upper side Z2 are light-receiving detectors and are arranged in the horizontal direction X. The arrangement of the light-emitting side and the light-receiving side in the horizontal direction X may be reversed. The same applies to the vertical direction Z. The detector 71R on the right side X2 has an optical axis of detection light O parallel to the left-right direction X, and emits light in the left direction X1. The light receiving direction of the detector 71L on the left side X1 is the right side X2. The detector 71L is disposed on the optical axis of the detection light O, and therefore can receive the detection light O even when no object is present on the optical axis. Similarly, the detectors 71D and 71U are arranged so that the detector 71U can receive the detection light O emitted by the detector 71D. In the depth direction Y, all the detection units 71 are located at the same position.
[0026] The sound output unit 80 is a speaker that outputs game music and the like. The camera 81 is disposed on the upper side Z2 of the upper case 2b, and captures an image of the player P positioned in front of the game machine 1. The camera 81 captures an image of the player P to detect the pose of the player P (i.e., a posture in which the player consciously stands still). For example, the camera 81 can detect a pose of the player P, such as when the player P raises his / her hand. The camera 81 may also be configured to detect a continuous movement of the player.
[0027] The storage unit 85 is a storage device such as a hard disk or semiconductor memory element for storing programs, information, etc. required for the operation of the game machine 1. The control unit 86 is a device that performs calculations necessary for the operation of the game machine 1 and comprehensively controls the game machine 1. The control unit 86 is configured by, for example, a CPU (Central Processing Unit) etc. The control unit 86 realizes various functions of the embodiment by appropriately reading and executing various programs stored in the storage unit 85. In the embodiment, a computer refers to an information processing device equipped with a storage device, a control device, etc., and the game machine 1 includes a storage unit 85 and a control unit 86 and is included in the concept of a computer.
[0028] (Positional relationship between the display unit 10, each panel, and the detection unit 71) As shown in FIG. 3A, on the side of the detector 71R on the right side X2, the optical axis of the detection light O emitted by the detector 71R in the depth direction Y (before entering the transmissive portion 52 of the right panel 50R) is in a range Y2 further back than the blind print portion 51 and is located on the transmissive portion 52. When the detection light O passes through the transmissive portion 52, due to factors such as the refraction angle, it exits from a position Y1 in front of the incident position in the depth direction Y. The detection light O then travels parallel to the left-right direction X toward the left X1, on the side Y1 in front of the surface of the central panel 40. On the left side X1 of the detection unit 71L, light incident on the transmissive portion 52 of the left panel 50L exits from a position Y2 further back than the incident position in the depth direction Y due to the refraction angle, etc., and then travels parallel to the left-right direction X on the front side Y1 of the central panel 40 to be received by the detection unit 71L. As a result, in the depth direction Y, the optical axis of the detection light O traveling on the central panel 40 is closer to the front Y1 than the optical axis from the detection unit 71R. In other words, in the depth direction Y, the detection light O from the detection unit 71R enters and exits the inclined right panel 50R, thereby enabling the detection of an object closer to the front Y1.
[0029] This allows the detection units 71L and 71R to be positioned at the back Y2 compared to a configuration in which the light passes through transparent glass or the like without being refracted, and the right panel 50R and the left panel 50L do not interfere with the respective detection units 71L and 71R even at a small inclination angle.
[0030] The configuration of the outer portion of the central panel 40 beyond the corner portion will be described. At the outer corner portions of the central panel 40, the right panel 50R and the left panel 50L are provided with notches so as not to interfere with the lower panel 50D and the upper panel 50U.
[0031] As shown in FIGS. 1B and 3B, when viewed from the bottom Z1, the optical axis of detection light O1 of the detection unit 71D (transmissive surface detection unit) located at the right end is located on the near side Y1 of the surface of the right panel 50R. After transmitting through the transmissive portion 52, the detection light O1 of the detection unit 71D passes through an area directly above the surface of the right panel 50R. Furthermore, the detection unit 71U located opposite this detection unit 71D can receive the detection light O1 (see FIG. 2B). Therefore, the detection units 71D and 71U can detect objects located in a range in the left-right direction X that is wider than the display range 11 (a range corresponding to the width of the bezel 12) and directly above the surface of the right panel 50R (a range immediately adjacent to the front side Y1 of the surface of the right panel 50R). In the vertical direction Z, the detectors 71L and 71R can detect the position of an object on the surface of the right panel 50R.
[0032] This allows the touch detection device 30 to detect objects in a range wider than the display range 11 of the display unit 10. Therefore, for example, the game console 1 can detect objects outside the display range 11 by using a 60-inch touch detection device 30, which is one size larger than the 55-inch display unit 10. In this way, when the touch detection device 30 detects a range wider than the display range 11, the attachment position of the touch detection device 30 to the game machine 1 can be set so that the detection position (detection coordinate position on the ZX plane) corresponds to the display range 11.
[0033] (Game console 1 operation) The operation of the game machine 1 will be explained while explaining how to play the game. FIG. 5 is a cross-sectional view illustrating the configuration in the vicinity of the right panel 50R of the first embodiment and the positional relationship with the hand P1 of the player P. (1) Acceptance of game types When the control unit 86 accepts the charge from the player P, it accepts the selection of the game type. As shown in Figure 2(B), player P simply touches with hand P1 the area on the surface of right panel 50R that corresponds to the printing of the desired game type. Figure 2(B) shows an example in which game type 1 is selected. As described above, the detection unit 71 can detect the position of an object on the surface of the right panel 50R, and therefore detects the position of the hand P1 of the player P that touches the right panel 50R (see FIG. 5(A), etc.). The control unit 86 determines the type of game selected by the player P based on the output of the detection unit 71.
[0034] The game machine 1 may have a function that changes the facial expression of the character C when the central panel 40 is touched in a state where no charge is accepted.
[0035] (2) Accepting Player P's height input The control unit 86 receives an input of the player P's height. Although a detailed description of the input method will be omitted, the control unit 86 may, for example, display a pull-down menu or the like on the display unit 10 and receive a touch operation from the player P. The control unit 86 sets the display position of the character C on the display unit 10 and the imaging position of the camera 81 in the gameplay process described below to positions corresponding to the input height.
[0036] (3) Processing during play The control unit 86 displays the character C corresponding to the game type selected by the player P on the display unit 10, and outputs music from the sound output unit 80. The image of the character C is a moving image, and is a dancing image. 2(A), the display unit 10 displays the hand C1 of the character C and an arrow A superimposed on the hand C1. The hand C1 of the character C moves in the direction of the arrow A. In response to this, the player P can move the hand P1, which is in contact with the surface of the central panel 40, in line with the arrow A. Furthermore, the character C moves his body in large amounts in addition to his hand C1. In the example of Fig. 2(A), the character C raises his right arm high up. In response to this, the player P can take a pose in which he raises his left arm high up.
[0037] The detection unit 71 detects the position of the hand P 1 of the player P on the central panel 40 . The control unit 86 determines the position and movement of the hand P1 of the player P based on the output of the detection unit 71. Thereafter, the control unit 86 assigns a score according to the degree of agreement between the position and movement of the hand P1 of the player P and the position and movement of the hand C1 of the character C.
[0038] Furthermore, the control unit 86 determines the pose of the player P based on the image information of the camera 81. Thereafter, the control unit 86 assigns a score according to the degree of agreement between the pose of the player P and the pose of the character C.
[0039] The control unit 86 repeats such actions of the character C and scoring of the player P while the music is being output. As shown in FIG. 5(B), such repeated images include images in which the hand C1 of character C moves from the inside of the display unit 10 to near the edge, due to the large movements of character C, etc. When such an image is displayed, player P may move his / her hand P1 from the inside to the outside on the surface of central panel 40 to align with character C's hand C1, even to the point where it touches the right panel 50R. As described above, the surface of the right panel 50R is a slope that continues from the surface of the central panel 40, and therefore in such a case, the player P's hand P1 is guided by the surface of the right panel 50R, allowing the player P to move the hand P1 smoothly without getting caught on the edge of the central panel 40. This allows the player P to move the hand P1 smoothly when moving the hand P1 to the outer edge of the central panel 40 and then moving it so that it extends beyond the central panel 40 to the right side X2. Although a detailed description will be omitted, the same applies to the left panel 50L. On the other hand, if there is a step between the central panel 40, such as the lower panel 50D or the upper panel 50U, the player P's hand P1 will get caught on the step, hindering smooth movement.
[0040] (4) Processing after the game ends When the reproduction of the music ends, the control unit 86 displays the total points as a play result on the display unit 10 (not shown).
[0041] As described above, the game machine 1 of this embodiment is easy to operate, as it does not interfere with the movement of the player P's hand P1 even when the player P moves the hand P1 so far that it extends beyond the central panel 40.
[0042] (Second embodiment) Next, a second embodiment of the present invention will be described. In the second embodiment, various displays on the display unit will be described. FIG. 6 is a diagram illustrating the pause timing suggestion effect of the second embodiment. That is, the player plays by striking a pose similar to that of the character at the pose timing. Figure 6 shows an example of the pose and its timing shown to the player. In pattern 1 of FIG. 6(A), character C pauses and stands still three seconds before the pause timing. In pattern 2 of Fig. 6(B), a pose image is displayed three seconds before the pose timing, superimposed on the moving image of character C. Note that the pose image may be configured to gradually become larger as time passes. In pattern 3 of FIG. 6(C), a small pose image C10 is displayed in addition to the character C from three seconds before the pose timing. By displaying patterns 1 to 3, the game machine of this embodiment can suggest pauses and their timing to the player.
[0043] 7 and 8 are diagrams showing examples of display of various notes in the second embodiment. In the example of Figure 7(A), a circle is displayed around the note. The circle gradually shrinks and overlaps with the outline of the note. This timing is the best timing, and the player can get a high score by touching the note at this timing. If the note is not touched, the circle shrinks until it becomes a miss.
[0044] FIG. 7(B) is an example of a display of slash notes. In the example of Figure 7(B), an arrow indicating the direction of the slash is displayed inside the note of Figure 7(A). The player simply touches the note with the same timing as in Figure 7(A), and then moves their hand in the direction of the slash while still touching it.
[0045] FIG. 8(A) is an example of a trace note display. Figure 8(A) displays a trace image extending from a note similar to that shown in Figure 7(A). The player simply touches the note at the same timing as shown in Figure 7(A) and, while still touching it, moves their hand in accordance with the movement of the note. FIG. 8(B) is an example of a display of hold notes. As shown in FIG. 8(B), the player touches the notes at the same timing as in FIG. 7(A), and then releases the hand when the gauge is completely filled up.
[0046] (Third embodiment) Next, a third embodiment of the present invention will be described. In the following description and drawings, parts that perform the same functions as those in the above-described embodiment will be appropriately assigned the same reference numerals or the same reference numerals at the end (last two digits), and duplicated descriptions will be omitted as appropriate. Furthermore, this embodiment and the previously described embodiment have a partially overlapping configuration. In this embodiment, various controls and processes will be mainly described.
[0047] FIG. 9 is a schematic diagram of a game machine 301 according to the third embodiment as viewed from the front side Y1 and from the right side X2. The game machine 301 includes a curtain 305 , a mat 306 , and a card reader 307 . Curtains 305 are provided on the left and right sides of the game machine 301. The curtains 305 are hung from rails 305a provided on the upper case 2b of the game machine 301. The rails 305a are provided to extend from the left and right ends of the upper part of the upper case 2b toward the near side Y1. Therefore, the curtain 305 can be opened and closed along the rails 305a. FIG. 9 shows the curtain 305 in a closed state. An illustration of the curtain 305 in an open state is omitted. When the left and right curtains 305 are in the closed position, the left and right curtains 305 are arranged so as to cover the upper side Z2 of the area where player P plays (also referred to as the play area in the embodiment) on the front side Y1 of the game machine 301 from the left and right outside. If player P does not want others to see his or her upper body while playing, player P can simply close the left and right curtains 305 before starting to play. In addition, in multiplayer games in which two players play simultaneously using two adjacent game machines 301, opening the curtains 305 allows one player to check the status of the player next to him or her.
[0048] The game machine 301 may include a detection unit (optical sensor, limit switch, etc.) that detects whether the curtain 305 is open or closed, and the control unit 386 may change the character's presentation, etc., depending on the output of the detection unit regarding the curtain 305. In this case, when the curtain 305 is closed, the control unit 386 may control the character's presentation to increase the intimacy level, or may control notes to reduce the touch operation movement so that the player P's hand P1 does not come into contact with the curtain 305 during play. On the other hand, when the curtain 305 is open, the control unit 386 may control notes to increase the player's movement during play.
[0049] The mat 306 is placed on the floor on the near side Y1 of the game machine 301. The mat 306 is placed in a position corresponding to the player P who is positioned in the play area. During play, the player P may need to move within the play area. The outer shape of the mat 306 is slightly larger than the movement range of the player P. Therefore, before the start of play, the player P can stand on the mat 306 to find an appropriate play position.
[0050] The card reader 307 is a device that reads information from a game card 307a issued to each player P. Although not shown in the drawings, the game card 307a includes an IC chip that stores player identification information for identifying the player P. The control unit 386 of the game machine 301 can communicate with a server that manages play information of the player P (player name, play history, status such as playing skill, etc.) via a communication network. The server stores the play information of each player P in association with the player identification information. Therefore, the control unit 386 of the game machine 301 can read the player identification information from the IC chip of the game card 307a via the card reader 307, and obtain the play information of each player P from the server based on this player identification information.
[0051] The IC chip of the game card 307a may be capable of storing player information. In this case, even when the game machine 301 communicates with the game card 307a, it is not necessary to communicate with the server sequentially. For example, the communication information with the game card 307a may be stored in the storage unit 385, and the game machine 301 may communicate with the server about once a day. The game machine 301 may also include a reader / writer or the like as a billing unit that can communicate with an IC card with an electronic money function, such as a prepaid type.
[0052] (Pre-play processing) The flow of pre-play processing, which is the processing from the time the play fee is charged until the start of play, will be described. FIG. 10 is a diagram illustrating the transition of the screen on the display unit 310 in the pre-play process, which is the process from after the player P has paid a fee with coins or the like until the music game starts in the third embodiment. The control unit 386 of the game machine 301 performs the following pre-play processing, from character selection processing to standby processing. Note that the order of the pre-play processing may be changed as appropriate.
[0053] Although illustrations are omitted, when a player P plays, he pays the play fee by inserting a coin into the coin slot 3, and if he has a game card 307a, he holds it over the reader / writer. 10, the control unit 386 of the game machine 301 reads the player identification information on the game card 307a via the reader / writer after accepting payment from the player P by inserting a coin or the like. When the control unit 386 of the game machine 301 acquires the player identification information, the control unit 386 acquires the player information from the server by transmitting the player identification information to the server. Note that if the control unit 386 cannot acquire the player identification information because the player P does not own the game card 307a, for example, the control unit 386 performs the next process without performing the above processes related to the player identification information.
[0054] (1) Character selection process As shown in FIG. 10(A), the control unit 386 displays a character selection screen 311 on the display unit 310 in the character selection process. The character selection screen 311 displays a player level display section 311a, a remaining time display section 311b, a character selection button 311c, and a selected character display section 311d. The player level display section 311a displays the level (skill) of the player P based on the player information acquired from the server. The player level display section 311a is displayed on the display section 310 until the play ends.
[0055] The remaining time display unit 311b displays the remaining time of the pre-play process. In this embodiment, the time for the pre-play process, that is, the time given for the player P to make various settings before starting play, is set to 30 seconds. The remaining time display unit 311b displays this remaining time. The remaining time display unit 311b is displayed on the display unit 310 until play starts. The character selection button 311c is a button for receiving from the player P the selection of a character to be used during play from among a plurality of characters. In this embodiment, three characters C001 to C003 are prepared, and the selection of one from among these is received. For this reason, the character selection screen 311 displays three character selection buttons 311c corresponding to the three characters C001 to C003.
[0056] The three characters C001 to C003 have different appearances such as faces and clothes (characters C002 and C003 are not shown), but they may share common data such as skeletons. In this case, the control unit 386 may share common movement control between the characters and change only the clothes, appearance, etc.
[0057] The selected character display section 311d displays an image of the character selected by the character selection button 311c. By selecting and operating the character selection button 311c, the player P can check the appearance, etc. of the selected character. FIG. 10(A) shows an example in which the appearance of the character C001 is displayed in the selected character display section 311d by selecting the character selection button 311c for selecting the character C001.
[0058] If player P wishes to confirm the selected character, he or she simply operates character selection button 311c and then displays the confirm button. Control unit 386 displays the confirmed character on display unit 310 for the remaining time of pre-play processing, and uses the confirmed character in music play after pre-play processing. An example in which character C001 is selected will be described below.
[0059] (2) Height input processing As shown in FIG. 10(B), in the height input process, the control unit 386 displays a height input screen 312 on the display unit 310. The height input screen 312 displays a pull-down menu 312a that allows the player P to input his / her own height. After inputting his / her height, the player P can confirm his / her height by selecting the confirm button. The control unit 386 performs processes such as pose determination during play based on the confirmed height.
[0060] (3) Display height setting process As shown in FIG. 10(C), the control unit 386 displays a display height input screen 313 on the display unit 310 in the display height setting process. The display height input screen 313 displays a long, thin slider 313a in the vertical direction Z. The player P can adjust the display positions of the character C001 and notes in the vertical direction Z by operating the slider 313a. That is, when the control unit 386 receives an operation to raise the slider 313a, it moves the display positions of the character C001 and notes toward the upper side Z2 so that a tall player P1 can play more easily. On the other hand, when the control unit 386 receives an operation to lower the slider 313a, it moves the display positions of the character C001 and notes toward the lower side Z1 so that a short player P1 can play more easily. The player can confirm this display position by operating the slider 313a and then selecting the confirm button. During play, the control unit 386 displays the character C001 at the determined display position in the vertical direction Z. Therefore, the control unit 386 also displays various notes based on this display position. Therefore, the player P can adjust the position of the character C001 in advance on the display height input screen 313 to a position that is easy to operate during subsequent play.
[0061] The height input process and the display height setting process can be modified as appropriate. For example, the input operation of the slider 313a on the display height input screen 313 in the display height setting process may be used to set the height of the player P in the height input process.
[0062] (4) Song selection process As shown in FIG. 10(D), the control unit 386 displays a song selection screen 314 on the display unit 310 in the song selection process. The song selection screen 314 displays a song selection button 314a. The song selection button 314a is a button for receiving from the player P the selection of a song to be used during play from among a plurality of songs. In this embodiment, three songs M1 to M3 are prepared, and the selection of one from these is received. For this reason, the song selection screen 314 displays three song selection buttons 314a corresponding to the three songs M1 to M3. If the player P wishes to confirm the selected song, he or she can operate the song selection button 314a and then the confirm button.
[0063] (5) Difficulty selection process As shown in FIG. 10(E), the control unit 386 displays a difficulty level selection screen 315 on the display unit 310 in the difficulty level selection process. The difficulty level selection screen 315 displays a difficulty level selection button 315a. The difficulty level selection button 315a is a three-button button that accepts the selection of the difficulty level to be applied during play from the three difficulty levels of easy, medium, and difficult from the player P. If the player P wants to confirm the selected difficulty level, he or she can operate the confirm button after operating the difficulty level selection button 315a.
[0064] (6) Waiting for play to begin As shown in FIG. 10(F), the control unit 386 displays a standby screen 316 on the display unit 310 in the play start standby process. The play start waiting process displays a standby screen 316 for the time from the end of the difficulty level setting process until play begins, that is, until the remaining time expires. The standby screen 316 displays an image of the character C001 selected in the character selection process. The image of the character C001 on the standby screen 316 is set to perform different actions, gestures, etc. from the image of the character C001 during play. Therefore, the player P can enjoy an image of the character C001 on the standby screen 316 that is different from the image of the character C001 during play. The presentation of the characters C001 to C003 on the standby screen 316 may be different for each character, thereby allowing the gaming machine 301 to impress the player with the personalities of the characters C001 to C003.
[0065] If the player P wishes to start playing without waiting for the remaining time to expire, he or she can simply operate the skip button 316a. When the skip button 316a is operated, the control unit 386 transitions to the process during play without waiting for the remaining time to expire.
[0066] (Processing during play) The control unit 386 starts the play processing when the remaining time of the pre-play processing has expired or when the skip button 316a (see FIG. 10(F)) is operated. In the play processing, the music play processing is executed based on the various conditions determined in the pre-play processing. In music play, the sound of the music determined in the pre-play process is output to the speakers 380u and 380d, while an image of the character C001 determined in the pre-play process dancing to the music is displayed on the display unit 310.
[0067] The player P takes a pause or performs a touch operation on the display unit 310 in accordance with the instructions displayed on the display unit 310. A detailed description of pauses will be omitted, but as described in the above embodiment, the control unit 386 displays a pause timing suggestion image (see FIG. 6) on the display unit 310, and then acquires image information of the player P who has paused from the camera 81. Then, the control unit 386 evaluates the play of the player P based on this image information.
[0068] (Touch operation determination processing) FIG. 11 is a diagram illustrating the transition of the play screen during hit note processing in the third embodiment. FIG. 12 is a diagram for explaining the transition of the play screen during slash notes processing in the third embodiment. FIG. 13 is a diagram for explaining the transition of the play screen during trace note processing in the third embodiment. FIG. 14 is a diagram for explaining another form of trace notes according to the third embodiment. FIG. 15 is a diagram for explaining the transition of the play screen during hold note processing in the third embodiment. 11 to 15, FIG. 11(A) illustrates the entire play screen of the display unit 310, and the other figures illustrate a portion of the play including notes, with the entire play screen not shown. In the embodiment, the term "notes" is used to mean marks, symbols, etc. that are displayed on the display screen to instruct the player P on operation timing, touch position, operations after touch operation, etc. according to the progress of the music.
[0069] In the music play of this embodiment, the control unit 386 performs hit note processing, slash note processing, trace note processing, and hold note processing as touch operation determination processing. The control unit 386 performs each process multiple times in accordance with the melody of the music piece during one music play, and evaluates the operation results for each process. The number of times each process is performed varies depending on the difficulty level, and the difficulty level of the operation for each process also varies. The difficulty level specifications differ for each process. For example, in the case of hit note processing, the time from when the internal notes 321a are displayed until the touch operation varies depending on the difficulty level, and in the case of trace note processing, the movement speed of the guide notes 323c varies depending on the difficulty level.
[0070] Each touch operation determination process will be described in detail. As shown in Figures 11 to 13 and 15, in each process, the control unit 386 displays inner notes 321a, 322a, 323a, 324a (touch position display) and outer notes 321b, 322b, 323b, 324b, which have shapes corresponding to the inner notes but are larger in outer shape than the inner notes, on the play screen to instruct the player P to perform a touch operation.
[0071] (1) Hit note processing As shown in FIG. 11, a hit note 321 is a note that instructs the player P to touch a designated position on the surface of the display unit 310 for a short period of time (for example, within one second). 11(A), the inner note 321a is circular. The display position of the inner note 321a is the touch position of the player P, that is, it indicates the touch position. The outer note 321b is a circle concentric with the inner note 321a. The outer note 321b is displayed so as to surround the inner note 321a. The outer note 321b and the inner note 321a may be displayed simultaneously, or the outer note 321b may be displayed slightly later than the inner note 321a (for example, within 0.5 seconds). 11(A) to 11(C), the outer shape of the inner note 321a remains constant over time, while the outer shape of the outer note 321b gradually becomes smaller over time to match the outer shape of the inner note 321a. The timing at which the outer shape of the outer note 321b and the inner note 321a coincide is the timing at which the player P touches the display position of the inner note 321a. As a result, the outer note 321b indicates to the player P the appropriate touch timing (also referred to as the appropriate timing in the embodiment).
[0072] 11(C), player P simply touches the portion of the surface of display unit 310 where internal note 321a is displayed (in the embodiment, simply referred to as internal note 321a) at the appropriate timing. Furthermore, control unit 386 displays an image of character C001's hand C1 touching internal note 321a at the appropriate timing. Therefore, by touching internal note 321a at the appropriate timing, player P can experience the sensation of his / her hand P1 and character C001's hand C1 joining together. Since the play style during hit note processing does not involve continuous touch operations, the player P may remove his / her hand P1 from the screen immediately after touching the inner note 321a.
[0073] The control unit 386 determines that the smaller the difference between the correct timing and the timing at which the player P touches the inner note 321a, the higher the evaluation. As shown in FIG. 11(D), the control unit 386 displays the determination result 321r on the play screen after erasing the internal note 321a, and also adds points to the score according to the determination result, although this is not shown.
[0074] The control unit 386 may make the part of the display unit 310 that the player P is touching brighter than the surrounding area, thereby clearly informing the player P of the current touch position. The control unit 386 may also increase the brightness of the inside, outline, etc. of the inner note 321a at the appropriate timing, thereby clearly informing the player P that the appropriate timing has been reached. These transformation processes are similar to those in other note processes described later.
[0075] (2) Slashnotes processing 12, slash notes 322 are notes that instruct the player P to touch the surface of the display unit 310 in a specified direction, as if flicking, from a specified position on the surface of the display unit 310. Since the operation is like the player P flicking his / her hand P1, the time that the player P touches the display unit 310 is short (for example, less than one second).
[0076] As shown in Figure 12(A), the shape of the inner note 322a is approximately rectangular. One longitudinal end of the inner note 322a is the tip side on the sweeping direction side, and has a sharp corner on the sweeping direction side. A mark with an apex on the sweeping direction side (indication direction) is displayed inside the tip of the inner note 322a. The width of the inner note 322a gradually increases as it approaches the sweeping direction side. The rear end side of the inner note 322a is a semicircular portion 322c formed in a semicircular shape. This allows the inner note 322a to clearly instruct the player P to touch the semicircular portion 322c on the rear end side with the hand P1 and then sweep it towards the front end side.
[0077] The outer note 322b has a shape similar to that of the inner note 322a, but is larger than the inner note 322a. Similarly to the touch note processing, the outer note 322b in the slash note processing gradually becomes smaller over time so that it matches the outer shape of the inner note 322a. The timing at which the outer shape of the outer note 322b and the outer shape of the inner note 322a match is the timing at which player P touches the semicircular portion 322c of the inner note 322a. As a result, the external note 322b indicates to the player P the appropriate timing.
[0078] 12(C), player P touches the semicircular portion 322c of the inner note 322a at this appropriate timing, and then sweeps his / her hand P1 along the sweeping direction indicated by the inner note 322a by sliding it across the surface of the display unit 310. As described in the above embodiment, the touch detection device 30 detects an object blocking the detection light on the front side Y1 of the display unit 310. Therefore, when player P performs a sweeping operation, the control unit 386 can accurately determine whether player P's hand P1 is moving in the sweeping direction even if player P's hand P1 is slightly above the surface of the display unit 310.
[0079] As shown in Figures 12(D) to 12(E), the control unit 386 also displays an image of the character C001's hand C1 touching the semicircular portion 322c of the inner note 322a at the appropriate timing, and then displays an image of the character C001's hand C1 sweeping in the direction indicated by the inner note 322a. Therefore, by touching the semicircular portion 322c of the inner note 322a at the appropriate timing and then sweeping the hand P1 in the sweeping direction of the inner note 322a, the player P can feel as if they are sweeping together with the character C001.
[0080] The control unit 386 judges a higher evaluation as the difference between the correct timing and the timing at which the player P touches the semicircular portion 322c of the inner note 322a is smaller, and also judges a higher evaluation as the difference between the sweeping direction indicated by the inner note 322a and the sweeping direction of the player P's hand P1 is smaller. As shown in FIG. 12(E), the control unit 386 erases the internal note 322a, and then displays the determination result 322r on the play screen, and also adds points to the score according to the determination result.
[0081] (3) Trace notes processing 13, the trace notes 323 are notes that instruct the player P to touch the display unit 310 from a specified position on the surface of the display unit 310, tracing the tracing line 323d (specified line). Because the player P performs an operation of tracing the tracing line 323d with his / her hand P1, the player P touches the display unit 310 for a long period of time (for example, 0.5 seconds or more).
[0082] As shown in Figure 13(A), the shapes of the inner notes 323a and outer notes 323b at the start of trace note processing are the same as the shapes of the inner notes 321a and outer notes 321b at the start of hit note processing.In other words, the play screen displays the circular inner notes 323a and the outer notes 323b, which are larger than the inner notes 323a and surround the inner notes 323a. However, inside the inner note 323a, a mark having a peak in the initial tracing direction immediately after the touch is displayed. This allows the inner note 323a to clearly indicate to the player P the tracing direction of the hand P1 immediately after touching the inner note 323a.
[0083] 13(B) and 13(C), the outer notes 323b of the trace notes 323 gradually become smaller so that their outlines match those of the inner notes 323a, similar to the outer notes 321b of the hit notes 321. In this way, the outer notes 323b indicate to the player P the appropriate timing for the inner notes 323a. Furthermore, the control unit 386 displays the outer note 323b so that it gradually becomes smaller, and at the same time displays the thick tracing line 323d so that it gradually extends from the inner note 323a, allowing the player P to check the tracing direction immediately after touching while gauging the appropriate timing to touch the inner note 323a.
[0084] As shown in FIG. 13(C), at the appropriate timing, an image of the hand C1 of the character C001 touching the inside note 323a is displayed on the play screen, similar to the hit note process. After touching the inner note 323a at the proper timing, the player P moves the touching hand P1 along the tracing line 323d. In this case, the control unit 386 displays guide notes 323c that move at an appropriate speed along the tracing line 323d to guide the tracing operation of the player P. The guide notes 323c are notes with a shape similar to that of the inner notes 323a. The control unit 386 also displays an image on the play screen showing the hand C1 of the character C001 moving at an appropriate speed along the tracing line 323d while touching the guide notes 323c. Therefore, in addition to the guide notes 323c, the hand C1 of the character C001 can guide the movement of the hand P1 of the player P. The player P simply moves his or her hand P1 in accordance with the hand C1 of the character C001. Therefore, by performing a tracing operation along the tracing line 323d in accordance with the movement of the guide note 323c, the player P can experience the sensation of his / her hand P1 and the hand C1 of the character C001 moving together.
[0085] 13(D), the control unit 386 erases the traced portion of the tracing line 323d (i.e., the portion of the tracing line 323d to which the guide note 323c has already moved) in response to the tracing operation of the player P. As a result, when the player P performs the tracing operation, only the remaining portion of the tracing line 323d is displayed on the play screen. As shown in FIG. 13(E), when the guide note 323c reaches the end of the tracing line 323d, the control unit 386 erases the entire tracing line 323d from the play screen.
[0086] The control unit 386 determines that the smaller the deviation between the movement of the hand P1 during the tracing operation of the player P and the movement of the guide note 323c, the higher the evaluation. As shown in FIG. 13(E), the control unit 386 erases the tracing line 323d, and then displays the determination result 323e on the play screen, and also adds points to the score according to the determination result.
[0087] 14(A), the game machine 301 may display two tracing lines 323d, etc. on the display unit 310 so that the player P can perform tracing operations with both hands simultaneously. In this case, the control unit 386 may perform operation determinations for the two tracing lines 323d individually. Furthermore, as shown in FIG. 14(B), the game machine 301 may make the shape of the tracing line 323d more complex or change the moving speed of the guide notes 323c. FIG. 14(B) shows an example in which the moving speed of the guide notes 323c along the Z-shaped tracing line 323d changes from "fast → slow → fast" in the order of "first stroke → second stroke → third stroke." In this case, the player P must match the speed and timing to the movement of the hand C1 of the character C on the display screen. Furthermore, the control unit 386 displays the tracing line 323d in different modes (colors, shapes, etc.) depending on whether the speed is high, medium, or low.
[0088] (4) Hold note processing As shown in FIG. 15, the hold note 324 is a note that instructs the player P to touch a designated position on the surface of the display unit 310 and then maintain that touch state for a designated time (for example, 0.5 seconds or more). In the embodiment, maintaining a touched state is also referred to as a hold, and the time for which the touch is held is also referred to as a hold time.
[0089] As shown in Figures 15(A) to 15(C), in the hold note processing, the control unit 386 displays inner notes 324a and outer notes 324b similar to the hit notes 321, and also instructs the player P on the correct timing when the outer shape of the outer notes 324b matches the inner notes 324a. However, the outline of the inner note 324a of the hold note 324 is a thick line, forming a circular ring portion 324c. Therefore, by checking the outline of the inner notes 321a, 324a, the player P can distinguish whether it is the inner note 324a of the hold note 324 or the inner note 321a of the hit note 321.
[0090] 15(C), as the appropriate timing is reached, a portion of the solid portion of the annular portion 324c is reduced, and the remaining solid portion indicates the hold time. As shown in Figure 15(D), after the appropriate timing is reached, the remaining portion decreases over time, and as shown in Figure 15(E), when the hold time reaches zero, the filled portion of annular portion 324c disappears. In this way, annular portion 324c can indicate, with a circular gauge, the state in which the remaining hold time gradually decreases over time.
[0091] As shown in FIG. 15(C), the control unit 386 also displays an image of the hand C1 of the character C001 touching the inside note 324a at the appropriate timing for the hold note 324, just like for the hit note 321. 15(D) and 15(E), the control unit 386 displays an image of the character C001's hand C1 touching the inner note 324a until the filled-in portion of the ring portion 324c is gone. Therefore, by touching the inner note 324a until the hold time runs out, the player P can experience the sensation of keeping the hand C1 of the character C001 in sync with the hold time until the hold time runs out.
[0092] The control unit 386 determines that the smaller the difference between the hold time and the time that the player P touched the inner note 324a, the higher the evaluation. As shown in FIG. 15(F), the control unit 386 displays the judgment result 324r on the play screen after erasing the hold notes 324, and also adds points to the score according to the judgment result, although this is not shown.
[0093] The manner in which the hold time is notified can be changed as appropriate. For example, as in the second embodiment (see FIG. 8(B)), a gauge larger than the inner note 324a may be displayed when the correct timing is reached. In this case, the area covered by the hand P1 of the player P touching the inner note 324a can be reduced, thereby improving the visibility of the gauge.
[0094] In this way, the game machine 301 of this embodiment can instruct the player P on proper timing and the like with the inner and outer notes, as well as with the hand C1 of the character C001. This allows the game machine 301 to give the player P a sense of dancing together with the character C001, or a sense of support from the character C001, thereby increasing the player's motivation to play.
[0095] (Sound output processing) FIG. 16 is a graph illustrating the frequency characteristics of the upper Z2 speaker 380u and the lower Z1 speaker 380d in the third embodiment. As shown in FIG. 9(B), a distance L380u between the speaker 380u on the upper side Z2 and the head of the player P is shorter than a distance L380d between the speaker 380d on the lower side Z1 and the head of the player P. For this reason, when outputting the sound of a musical piece, if the output timing of the upper Z2 speaker 380u and the output timing of the lower Z1 speaker 380d are made the same, the sound output by the lower Z1 speaker 380d will be heard by the player P with a delay compared to the sound output by the upper Z2 speaker 380u. For this reason, this mode gives the player P a sense of incongruity.
[0096] Therefore, the control unit 386 delays the output timing of the upper Z2 speaker 380u relative to the output timing of the lower Z1 speaker 380d by the difference between the distances L380d and L380u. This causes sounds output simultaneously from the upper and lower speakers 380u and 380d to reach the ears of the player P at the same time, preventing the player P from feeling uncomfortable. In this case, the control unit 386 may adjust the delay time of the output from the upper Z2 speaker 380u according to the height of the player P set in the pre-play process. In other words, the taller the player P, the greater the difference between the distances L380d and L380u. Therefore, the control unit 386 can make the sounds from the upper and lower speakers 380u, 380d reach the ears of the player P simultaneously, regardless of the player P's height, by increasing the delay time of the output from the upper Z2 speaker 380u.
[0097] Furthermore, if the upper and lower speakers 380u, 380d have the same frequency characteristics, the sounds output from the upper and lower speakers 380u, 380d are likely to interfere with each other, which also gives the player P a strange feeling. Therefore, when outputting the sound of the music, the control unit 386 processes the frequency characteristics of the upper Z2 speaker 380u and the lower Z1 speaker 380d so that they differ from each other. 16 shows an example in which the control unit 386 processes the sound extremely when playing back information from the sound source in order to make it easier to understand the difference in frequency characteristics between the upper and lower speakers 380u, 380d. The manner of sound processing is not limited to the example in FIG. 16, and may be such that the sounds from the upper and lower speakers 380u, 380d do not interfere with each other.
[0098] In this way, the game machine 301 can provide the player P with natural sounds that do not sound unnatural. In relation to sound, the control unit 386 may control illumination of lamps and the like of the game machine 301 according to the volume (sound pressure) of the reproduced sound and the like.
[0099] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-described embodiments, and various modifications and variations, such as the modified embodiments described below, are possible, and these are also within the technical scope of the present invention. Furthermore, the effects described in the embodiments are merely a list of the most preferable effects resulting from the present invention, and the effects of the present invention are not limited to those described in the embodiments. Note that the configurations of the above-described embodiments and the modified embodiments described below can be used only in part, or in appropriate combination, and detailed description thereof will be omitted.
[0100] (Variations) (1) In the embodiment, the panels that are inclined continuously from the central panel are only the right panel and the left panel, but this is not limited to this. For example, panels that are inclined continuously from the central panel may also be provided below and above the central panel.
[0101] (2) In the embodiment, an example was shown in which the input device (touch panel) including the display unit and the touch detection device is integrated with the game console, but this is not limiting. The input device may be independent of the game console itself. In this case, the input device can be used as an input device for a home game console, etc.
[0102] (3) In the embodiment, the touch detection device is an example of a device that detects the position of a player's hand, but is not limited to this. The touch detection device may be a device that detects the position of a part of the player's body, such as the buttocks or waist.
[0103] (4) In the embodiment, the game machine determines the player's movements and poses based on the player's touch operations and image information of the player, but this is not limiting. In addition to these determinations, the game machine may determine the player's movements, etc. by, for example, providing a pressure sensor on the floor to detect the player's position on the floor.
[0104] (5) In the embodiment, the central panel is a stationary plate, but this is not limiting. The central panel may be equipped with a vibration unit. In this case, by vibrating the central panel in response to the character's movements, it is possible to create the effect of the player's hand and the character's hand actually touching each other.
[0105] (6) In the embodiment, the printing unit 31a, the right panel 50R, and the detection unit 71 that detects a hand touching the right panel 50R are used for selecting a game type, but are not limited to this. These devices may also be used for other input operations (for example, operations for changing the displayed image, operations for storing the displayed image (screenshots), etc.).
[0106] (7) In the embodiment, the right panel and the left panel are flat and have flat surfaces, but this is not limiting. The right panel and the left panel may be curved. In this case, an object on the central panel can be detected by making the curved shape have an optical function that makes the detection light parallel to the surface of the central panel, or by adjusting the light-emitting direction and light-receiving direction of the detection unit.
[0107] (8) In the embodiment, an example has been shown in which the touch detection device is capable of detecting objects on the right and left panels in addition to the center panel, but this is not limiting. The touch detection device may be configured to detect objects only on the center panel. In this case, only the detection units capable of detecting the display range of the display unit may be used, without using the detection units near the left and right ends of the touch detection device. Furthermore, the detection range of the touch detection device may be adjusted (such as by adjusting the origin) so that the display range of the display unit and the detection range of the touch detection device coincide with each other.
[0108] (9) In the embodiment, the control unit controls the display of characters of the same type in the same way regardless of the player, but this is not limiting. The control unit may change the display of characters depending on the play history of each player. For example, the control unit may change the facial expression of a character or equip the character with an item such as a hat depending on the frequency with which the player selects a particular character.
[0109] (10) The control unit may be able to switch the input of the touch detection device between single touch and multi-touch on an initial setting screen or the like. In the case of single touch, when five fingers are touching, the finger that touched first is judged. In the case of multi-touch, when five fingers are touching, all fingers are judged. In addition, the control unit may judge the direction of the player's fingers, etc., based on the output of the touch detection device.
[0110] (11) The game machine may have a pause function that temporarily stops the image on the game screen and displays it on the display unit. In this case, even if the character's movements are fast, the player can check the details by temporarily stopping the image. Also, while the game is paused, the game may continue to progress in the background. (12) The control unit may determine the position of the player's head based on the image information captured by the camera, and may display an image on the display unit in which the character's line of sight is directed toward the player's head.
[0111] (13) When the same type of note processing is being processed simultaneously, or when multiple types of note processing are being processed simultaneously, and notes from multiple processes are displayed overlapping on the display unit, the control unit may give priority to the note processing of the note that is overlapping at the top. (14) In the embodiment, the touch panel includes an optical touch detection device, but is not limited to this. The touch panel may include, for example, a capacitive touch detection device, a resistive touch detection device, or the like. [Explanation of symbols]
[0112] 1...Game machine 10...Display unit 30...Touch detection device 31...Frame unit 31a...Printed unit 40...Central panel 50D...Lower panel 50L...Left panel 50R...Right panel 50U...Upper panel 50a...Arrow 51...Blindfold printed unit 52...Transparent unit 70...Holder 71, 71D, 71L, 71R, 71U...Detection unit C: Character C1, P1: Hand O, O1: Detection light
[0113] 301... Game machine 305... Curtain 310... Display unit 321... Hit notes 321a, 322a, 323a, 324a... Inner notes 321b, 322b, 323b, 324b... Outer notes 322c... Semicircular portion 323c... Guide notes 323d... Tracing line 324c... Circular portion 324r... Determination result 380d... Speaker 380u... Speaker 385... Memory unit 386... Control unit
Claims
1. A display unit; a detection unit that detects the position of a player's hand that touches the surface of the display unit; a control unit; The display unit The moving characters and a touch position display that instructs the player on the touch position of the hand; The control unit displaying the touch position indication and the character so as to overlap on the display unit at the timing when the player's hand should touch the touch position; in response to the player's hand touching the touch position at the timing when the touch should be made, after erasing the touch position display from the display unit, displaying information on the display unit that the touch was made at the timing when the touch should be made; The display unit The characters can be displayed large enough for players to face each other while playing, and the touch position display can be displayed large enough for players to place their hands together. A gaming machine characterized by:
2. The control unit displays the touch position display on the display unit in a stationary manner.
2. The game machine according to claim 1.
3. The display unit The touch position display is large enough for the player to place their hands together.
3. The game machine according to claim 1 or 2.
Citation Information
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