Game program
The integration of rhythm and role-playing game elements in a game program improves playability by synchronizing music rhythm with user inputs, enhancing user engagement and preventing boredom.
Patent Information
- Application Number
- JP2024034294
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-06
- Publication Date
- 2025-09-19
- Estimated Expiration
- 2044-03-06
AI Technical Summary
Existing games that progress based on the relationship between the movement of a timing indicator and user input lack playability, leading to user boredom.
A game program that integrates a rhythm game with a role-playing game by synchronizing the rhythm of music output with the timing of user inputs, using a combination of input types and music to determine character actions and outcomes.
Enhances gameplay appeal by combining rhythm and role-playing elements, preventing user boredom through varied and engaging gameplay mechanics.
Smart Images

Figure 2025136092000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program. [Background technology]
[0002] Patent Document 1 discloses a technology for progressing a game based on the timing of a user's input. The technology includes a first input detection unit that receives a first input from a user, an indicator generation unit that displays at least one timing indicator at a first position on a display unit based on the first input, an indicator movement unit that moves the timing indicator from the first position to a second position and from the second position to the first position, a second input detection unit that detects whether a second input has been input by the user when the timing indicator reaches the first position from the second position, a third input detection unit that detects whether a third input has been input as a continuation of the second input, a continuous input detection unit that detects whether the third input has been input continuously for a predetermined period of time, and a character control unit that causes a character to perform a first action when the third input has been input continuously for the predetermined period of time. This technology improves gameplay by adding variety while maintaining a simple operation feel, thereby preventing users from getting bored. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-104507 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology of Patent Document 1 progresses the game based on the relationship between the movement of a timing indicator displayed on the display unit and the timing of input, so there is room for improvement in that the game lacks playability and users are likely to become bored with it.
[0005] The present invention has been made in view of the above circumstances, and its object is to provide a game program that can improve the gameplay and prevent users from feeling bored. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention has the following configuration.
[0007] An information processing device includes an input unit that receives a plurality of types of instructions input by a user, a display unit that displays game images including characters, and a speaker unit that outputs music. an input receiving process for receiving an input of the instruction to the input unit while the game constituted by the game image and the music is in progress; a music output process for outputting the music from the speaker unit in a rhythm associated with the type of the instruction input in the input reception process; a game progression process that progresses the game while relating a difference between the rhythm of the music output by the music output process and a timing input to the input unit so as to synchronize with the rhythm to a win or loss of the character displayed on the display unit; A game program that executes the above.
[0008] According to the above configuration, the game progresses while relating the victory or defeat of the character to the difference in timing between the rhythm of the music output from the speaker unit and the input to the input unit, thereby realizing a game that combines a rhythm game and a role-playing game, thereby improving the playability of the game and preventing users from getting bored. [Effects of the Invention]
[0009] According to the present invention, it is possible to improve the gameplay and prevent the user from feeling bored. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is an explanatory diagram showing an example of the hardware configuration and software configuration of the game device of this embodiment. [Figure 2] FIG. 2 is an explanatory diagram showing the button layout of a smartphone. [Figure 3] FIG. 3 is an explanatory diagram of the command data table. [Figure 4] FIG. 4 is an explanatory diagram of the music / audio data table. [Figure 5] FIG. 5 is a flowchart of the input reception process. [Figure 6] FIG. 6 is a flowchart of the music output process. [Figure 7] FIG. 7 is a flowchart of the game progression process. [Figure 8] FIG. 8 is a flowchart of the game progression process. [Figure 9] FIG. 9 is an explanatory diagram showing an outline of the game. [Figure 10] FIG. 10 is an explanatory diagram showing the state of a combo formed in the timing part. [Figure 11] FIG. 11 is an explanatory diagram showing a state in which a combo is not established in a timing part. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an example of an embodiment of the present invention will be described in detail with reference to the drawings.
[0012] (Game device 1) 1, a game program according to this embodiment is executed by a computer installed in a game device 1, which is an information processing device. The game device 1 includes an input unit 14 that accepts a variety of instructions input by a user, a display unit 15 that displays game images including characters 101 and 102, a speaker unit 13 that outputs music, and a calculation unit 10 (computer) that executes the game program.
[0013] Game device 1 may be a home or commercial information processing device dedicated to games, or may be a portable information processing device such as a smartphone, feature phone, tablet computer, etc. Game device 1 may also be an information processing device that is a stationary personal computer.
[0014] When the game device 1 is a dedicated information processing device for games, the input unit 14 may include, for example, an analog stick for moving the characters 101 and 102 and moving the viewpoint, a cross key for moving the characters 101 and 102 and selecting menus, a select button for selecting an item from a menu or options, and a B button, an X button, a Y button, a 1 button, a 2 button, and a 3 button for performing operations required to progress through the game. In this embodiment, the input unit 14 has a button whose function changes depending on the setting screen or game screen. For example, the input unit 14 has a function for enabling the setting of music, voice, and rhythm by combining different types of buttons, and a function for determining input timing. Furthermore, for example, a specific button, such as the B button, of the input unit 14 may be used to select an item from a menu or options, while it may also be used to perform attacks or special moves in, for example, a shooting game level in a role-playing game.
[0015] To provide a specific example of the input unit 14, basic operations include "movement" associated with the A button, the D button, and the left and right buttons of the left stick. "Jump" is associated with the space button and the A button. "Evade step" is associated with the shift button and the RT button. "Rhythm command R" is associated with the 1 button and the X button. "Rhythm command Z" is associated with the 2 button and the B button. "Rhythm command Y" is associated with the 3 button and the Y button. Note that the R, Z, and Y rhythm commands can be used to perform different actions depending on the input mode, such as whether or not a button is pressed and held, or whether the button is pressed continuously. For example, the R rhythm command can be used to perform either "alignment" or "emergency evasion," and the Z rhythm command can be used to perform either "attack" or "special action." Details will be explained in the command data table of FIG. 2.
[0016] Additionally, "Reviving a Teammate" is mapped to the H and RB buttons when near a dead teammate. "Switching Camera Mode (Auto / Manual)" is mapped to the F1 and Select buttons. "Zooming in and out" in "Manual Camera Mode Operations" is mapped to scrolling the mouse wheel, up and down on the right analog stick, and up and down on the arrow buttons. "Moving the camera" in "Manual Camera Mode Operations" is mapped to left and right on the right analog stick, and left and right on the arrow buttons.
[0017] Additionally, various commands for debugging may be registered in the input unit 14. The types and names of the buttons are not limited to those described above.
[0018] 2, if the game device 1 is a general information processing device having a touch panel 151 such as a smartphone on the display unit 15, the button icons 141 to 146 of the input unit 14 may be displayed in a partial area of the touch panel 151, and the player may touch the button icons 141 to 146 to achieve the same functions as the input unit 14. Alternatively, the same functions as the input unit 14 may be achieved by a combination of the number of fingers touching the touch panel 151, the number of touches (taps), the touch duration, the touch position, the drag direction, and the drag length. In a rhythm game, the timing at which the player touches the displayed characters 101, 102, etc. via the touch panel 151 may be determined as the input timing.
[0019] The display unit 15 is a device that displays game images, and examples thereof include a liquid crystal display, an organic EL display, and a plasma display. The display unit 15 may be incorporated into the housing of the game device 1, or may be an external television receiver or monitor. The display unit 15 may also be a projector that displays game images by projecting them onto a wall or screen, or a head-mounted display that is worn on the player's head and displays game images. Furthermore, the display unit 15 may be configured to be able to combine multiple display devices.
[0020] Examples of the speaker unit 13 include a small speaker, a full-range speaker, a sound bar, and a multi-channel speaker system such as 5.1ch or 7.1ch. The speaker unit 13 may be formed integrally with the display unit 15. In this case, in a small game device 1 such as a portable game console or a smartphone, space can be saved by incorporating the speaker unit 13 into the display unit 15.
[0021] (Game Contents) The characters 101 and 102 displayed on the display unit 15 are "Ratatan," the main character 101, and multiple "Kobuns," sub-characters 102 who act alongside the main character 101. The game featuring these characters 101 and 102 is a combination of a rhythm game and a role-playing game in which various buttons on the input unit 14 are pressed in time with the rhythm of music output from the speaker unit 13, and the behavior, called a rhythm command, is determined by the combination of the type of button pressed in time with the rhythm and the rhythm, causing the "Kobuns," the sub-characters 102, to participate in a battle game, while raising the level indicating the strength of the sub-characters 102 and clearing game stages.
[0022] More specifically, as shown in FIG. 9 , a unit game is composed of a set of a "bridging part" and a "loop part" at multiple levels that primarily indicate the strength of the sub-character 102. The "bridging part" period appears when the game starts or the level changes. When the player operates the input unit 14 to input a button during the "bridging part," the calculation unit 10 references the music and sound data table shown in FIG. 4 and selects music and sound based on the button type and the level indicating the progress of the game. The newly selected music and sound are then output from the speaker unit 13, replacing the music and sound prior to the button operation. For example, Ratatan, the main character 101, utters the word "Rattata." The game then transitions to the "loop part" while the music continues as background music. At the start of the game, the sub-character 102 is at level 1, indicating the weakest strength, and its level increases by one each time a predetermined condition is met.
[0023] 10, the "loop part" is divided into a timing part for executing the rhythm game and a command part for causing the sub-character 102 to act based on the result of the rhythm game. During the command part, button input to the input unit 14 is possible, and the sound and the action of the sub-character 102 in the next timing part can be changed.
[0024] In the timing part, four median values are set in 0.5-second increments from the time of the button input in the transition part, a range of 0.06 seconds around the median value is set as the just input range, and a range of 0.076 seconds around the just input range is set as the normal input range. Then, music is output, and button input is performed four times consecutively to the input unit 14 so as to match the rhythm of the music, i.e., to match the median value in 0.5-second increments. With each input, sound is output, and it is determined whether the input timing is within either the just input range or the normal input range. Note that a microphone may be installed in the game device 1, and the player's voice may be input into the microphone together with the button input to the input unit 14, and the rhythm game may be performed based on the timing of the voice and the button input.
[0025] If four consecutive inputs fall within either the just input range or the normal input range, a combo is formed, and in the command part after the timing part, the sub-character 102 behaves in a manner corresponding to the command in FIG. 3. If a combo continues a predetermined number of times, the sub-character 102 transitions to a strengthened fever mode, and the level rises by one level. Note that if the input timing is within the just input range, the transition to fever takes place with fewer combos than if the input timing is within the normal input range, and the level rises by one level.
[0026] As shown in FIG. 11, if the input timing is not within either the just input range or the normal input range, the combo is not established, and the sub-character 102 is reset to level 1, which is the lowest level. The music also changes according to the level. Note that the numerical values used to explain the game content are examples and can be changed freely. Furthermore, if the combo is not established, the current level may be lowered by one level.
[0027] (Memory unit 12: Data table) The game device 1 includes a storage unit 12. The storage unit 12 stores a game program and various data. Specifically, the storage unit 12 stores table data in the form of a command data table and a music / audio data table.
[0028] (Command Data Table) As shown in Figure 3, the command data table has a command item indicating the name of the command to be executed in the game, an input item indicating the input method for executing the command (combination of button types, input time, etc.), and an effect item indicating the effect that occurs when the command is executed.
[0029] Specifically, when the Align (command) is input using the button combination 111 or XXX, the effect is "The Kobuns will gather in a formation with Ratatan at the center. If used near another character, Chorus, you can turn Chorus into a Kobun and make it your ally." When the Attack (command) is input using the button combination 222 or BBB, the effect is "If the Kobuns recognize an enemy, they will position themselves and then attack. If they do not recognize an enemy, they will display a "?" mark and stop."
[0030] Ratatan Skill (Command) is data with the effect "Ratatan's unique skill can be activated" when the button type combination is 333 or YYY. Emergency Evasion (Command) is data with the effect "Ratatan and Kobun will make a large leap back to the left" when the button type combination is 1 (hold) 1 (hold) or X (hold) X (hold). Special Action (Command) is data with the effect "Kobun will perform a special action according to his weapon type" when the button type combination is 2 (hold) 2 (hold) or B (hold) B (hold).
[0031] This allows, for example, a player to refer to the command data table to understand the names, input methods, and effects of commands. Game developers can also refer to the command data table to verify the operation and effects of commands.
[0032] 2, in the case of a general information processing device having a touch panel 151 on the display unit 15, the button icons 141 to 146 of the input unit 14 are displayed in a partial area of the display unit 15 (touch panel 151), and the player can instruct the action of a command based on the command data table by touching each of the button icons 141 to 146. In the case of an information processing device having a touch panel 151, the player can touch the characters 101 and 102 and drag them to move them in the dragged direction, or tap the characters 101 and 102 multiple times to cause the characters 101 and 102 to perform a special action.
[0033] (Music and audio data table) The music and audio data table lists the music and audio data that is played when different button operations are performed at each level of the game. Specifically, it has a level item, a button type item, music data items, and audio data items. The level item indicates the difficulty level or stage of progress of the game. The button type item indicates the type of button the player presses. The music data indicates the name of the music file that corresponds to a specific level and button operation.
[0034] The level items are configured in five stages from level 1 to level 5. For example, as the level increases, stronger voices and music are played. Different button types are configured in different combinations for each of levels 1 to 5, and different voices and music are played for each button type at each level.
[0035] For example, pressing button 111 or XXX at level 2 will enable playback of music file M21 and audio file B21. This allows the music and audio data table to play appropriate music depending on the game's progress and the player's actions. For example, it can enhance the game's atmosphere and immersion, or enhance the player's sense of accomplishment by playing vibrant music when leveling up. Also, it can heighten the player's sense of tension by playing tense music when a formidable enemy appears.
[0036] (Memory unit 12: Game program) A game program is stored in the storage unit 12 of the game device 1. The game program causes the computer (computing unit 10) of the game device 1, which is an information processing device, to execute the following steps during the progress of a game consisting of game images and music: an input acceptance process (S1) for accepting input of instructions to the input unit 14; a music output process (S2) for outputting music from the speaker unit 13 at a rhythm associated with the type of instruction input in the input acceptance process (S1); and a game progress process (S3) for progressing the game while relating the difference between the rhythm of the music output by the music output process (S2) and the timing of input to the input unit 14 so as to match the rhythm to the win or loss of the characters 101 and 102 displayed on the display unit 15. Specifically, the game program causes the computer of the game device 1 to execute, during the progress of the role-playing game, an input reception process (S1), a music output process (S2) for outputting music from the speaker unit 13, and a game progress process (S3) for progressing the role-playing game while associating a rhythm game based on the difference between the rhythm of the music output by the music output process (S2) and the timing of input to the input unit 14 to match the rhythm with the win or loss of the characters 101 and 102 displayed on the display unit 15.
[0037] To explain in more detail, the game program is executed by a calculation unit 10, which is a computer, and the calculation unit 10 executes input reception processing (S1), music output processing (S2), game progress processing (S3), and the music output processing of Figure 6 in apparent parallel fashion through multitasking control.
[0038] 5, in the input reception process, it is determined whether or not there has been a button input on the input unit 14 (S11). If there has been no button input (S11: NO), S11 is repeatedly executed. On the other hand, if there has been a button input (S11: YES), the type of the operated button is acquired (S12). Then, the button type is temporarily stored in a button type storage area of the storage unit 12 (S13). Note that there may be one type of button, or a combination of two or more types.
[0039] After this, it is determined whether the part showing the current progress is a "connecting part" that appears when the game starts or the level is changed and for which background music is set (S14). If it is not a "connecting part" (S14: NO), S11 is executed again. On the other hand, if it is a "connecting part" (S14: YES), the process moves to a "loop part" where the rhythm game is executed (S15), and S11 is executed again.
[0040] As shown in Fig. 6, in the music output process, it is determined whether or not there has been a button input (S21). If there has been no button input (S21: NO), S21 is executed again. On the other hand, if there has been a button input (S21: YES), it is then determined whether or not it is a "connecting part" (S22). If it is a "connecting part" (S22: YES), the current level is acquired (S23), and then the current button type is read out (S24). Then, the music and audio data table of Fig. 4 is referenced, and music data and audio data corresponding to the level and button type are read out and output from the speaker unit 13.
[0041] On the other hand, if it is not a "connecting part" (S22: NO), it is determined to be a loop part, and then it is determined whether it is a "command part" set in the latter half of the loop part (S26). If it is not a "command part" (S26: NO), S21 is executed again. If it is a "command part" (S26: YES), the current level is acquired (S27), and then the current button type is read out (S28). Then, the music / audio data table of FIG. 4 is referenced, and audio data corresponding to the level and button type is read out and output from the speaker unit 13.
[0042] As shown in FIG. 7, in the game progression process, it is determined whether or not there has been a button input (S301). If there has been no button input (S301: NO), S301 is executed again. On the other hand, if there has been a button input (S301: YES), it is then determined whether or not it is a "loop part" (S302). If it is not a "loop part" (S302: NO), S301 is executed again. On the other hand, if it is a "loop part" (S302: YES), it is determined whether or not it is a timing part (S303).
[0043] If it is not a timing part (S303: NO), it is determined that it is a command part in which the sub-character 102 moves in a manner corresponding to the command, and the button type is read out (S304), the character action of the command corresponding to the button type is set (S305), and the command action process is executed (S306). After this, the process moves to the timing part (S307).
[0044] On the other hand, if it is determined in S303 that it is a timing part (S303: YES), as shown in Fig. 8, a button input time indicating the elapsed time since the start of the loop part during which button inputs have been made is obtained (S308). Next, the number of button inputs since the start of the loop part is obtained (S309). After this, it is determined whether or not the button input time is within the just input time range corresponding to the number of button inputs (S310). If it is within the just input time range (S310: YES), just points such as 10 points are added to the combo points (S312), and then it is determined whether or not a combo has been formed, indicating that the timing of all four button inputs was within the just input time or the normal input time (S313).
[0045] On the other hand, if it is not within the just input time range (S310: NO), it is determined whether the button input time is within the normal input time range corresponding to the number of button inputs (S311). If it is not within the normal input time range (S311: NO), it is assumed that the rhythm game has been failed, and the level is reset (S315). That is, if the rhythm game is at level 1, the current level of 1 is maintained. If the rhythm game is at level 2 or higher, such as level 2 or level 3, it is shifted to the lowest level, 1. Then, after shifting to the "connecting part" (S320), S301 is executed.
[0046] On the other hand, if the input time is within the normal input time range (S311: YES), it is then determined whether a combo has been achieved (S313). For example, if a "combo" is achieved, which is a winning mode in which the button input time is within the just input time range or the just input time range four times in a row (S313: YES), combo points such as 20 points are added to the combo points (S314). It is then determined whether the combo points are equal to or greater than the fever points (S316). For example, if the combo points are equal to or greater than the fever points (S316: YES), such as in the case of 110 combo points and 100 fever points, the level is counted up by 1 (S319), and S301 is then executed.
[0047] On the other hand, in S316, if the combo points are not equal to or greater than the fever points (for example, in the case where the combo points are 70 points and the fever points are 100 points) (S316: NO), it is determined whether or not the condition for ending the timing part is satisfied (S317). If the condition for ending the timing part is satisfied (S317: YES), the rhythm game for this time is deemed to be completed, and the process proceeds to the command part (S321), where the sub-character 102 moves in a manner corresponding to the command, executes the fighting game, and the fighting points are increased or decreased depending on whether the game is won or lost. After this, S301 is re-executed. On the other hand, if the condition for ending the timing part is not satisfied (S317: NO), the rhythm game for this time is deemed to be incomplete, and the number of button inputs is counted up by one (S318), and S301 is re-executed. Note that the condition for ending the timing part (condition for transitioning to the command part) is not particularly limited. Examples of such conditions include a condition that the timing part ends when a certain time (e.g., 2 seconds) has elapsed since transitioning to the timing part, and a condition that the timing part ends when the number of button presses reaches a predetermined number (e.g., 1-8 times). In order to make the user feel a stronger connection with the rhythm, the condition for ending the timing part preferably includes a condition using time, which corresponds to the passage of time, which is important in rhythm games. The "certain time" in the condition using time is not particularly limited. In order to make the user feel a stronger connection with the rhythm, the time is preferably an integer multiple of the beat interval (e.g., 0.5 seconds) (e.g., if the beat interval is 0.5 seconds, 2 seconds corresponds to 4 beats, 4 seconds corresponds to 8 beats, etc.). Note that in order to make the user feel a stronger connection with the input, the condition for ending the timing part also preferably includes a condition using the number of button presses, which corresponds to button input operations, which are important in games in general. The "predetermined number of times" in the condition using the number of button presses is not particularly limited.To allow the user to feel the rhythm, the predetermined number of times preferably corresponds to the number of beats in one measure of the background music (e.g., 2, 3, 4, 6, 8, 12, 16), an integer multiple of the number of beats (e.g., 2, 4), or an integer fraction of the number of beats (e.g., 1 / 2, 1 / 3, 1 / 4), or other rhythmic values. In this case, to prevent a long press from disrupting the rhythm, a "long button press" is preferably interpreted as a number of times corresponding to a long press, such as two times. Additionally, to provide the user with a variety of command options with different numbers of button presses, the condition for ending the timing part preferably includes a condition for ending the timing part when a series of inputs that are valid as a command at the current level and that do not lead to other commands are performed. In this case, to synchronize the timing of input completion with the rhythm, the condition preferably includes a condition for ending the timing part when a series of inputs that are valid as a command at the current level are performed and reach a timing corresponding to the beat of the background music.
[0048] (summary) As described above, the game program according to this embodiment causes the computer (the calculation unit 10) of the game device 1, which is an information processing device including the input unit 14 that accepts a plurality of types of instructions input by a user, the display unit 15 that displays game images including the characters 101 and 102, and the speaker unit 13 that outputs music, to execute the following steps during the progress of a game consisting of game images and music: an input acceptance process (S1) that accepts input of instructions to the input unit 14; a music output process (S2) that outputs music from the speaker unit 13 at a rhythm associated with the type of instruction input in the input acceptance process (S1); and a game progress process (S3) that progresses the game while relating the difference between the rhythm of the music output by the music output process (S2) and the timing of input to the input unit 14 so as to match the rhythm to the win or loss of the characters 101 and 102 displayed on the display unit 15.
[0049] According to the above configuration, the game progresses while relating the victory or defeat of the characters 101 and 102 to the difference between the rhythm of the music output from the speaker unit 13 and the timing of the input (button input) to the input unit 14, thereby realizing a game that combines a rhythm game and a role-playing game, thereby improving the game's appeal and preventing the user from getting bored of the game.
[0050] The game progression process (S3) also includes level transition processes (S312, S314, S316, S319) in which combo points are awarded according to the difference between the rhythm of the music and the timing of input to the input unit 14, and when the total value of the combo points reaches a predetermined value (fever establishment points), the current game level (e.g., level 1) is transitioned to the next game level (e.g., level 2) and the input reception process (S1) and the music output process (S2) are executed, causing the computer to execute the level transition processes (S312, S314, S316, S319).
[0051] According to the above configuration, when the total value of combo points reaches a predetermined value, the current game level is transitioned to the next game level, thereby improving the game's appeal and preventing the user from feeling bored.
[0052] The game progression process (S3) also includes character movement processes (S304, S305, S306) for determining whether the difference between the rhythm of the music and the timing of input to the input unit 14 is within a predetermined range, and if the determination result is within the predetermined range a first specified number of times in succession (S313), for causing the characters 101 and 102 displayed on the display unit 15 to move in a movement pattern associated with the type of instruction input in the input reception process (S1), and causes the computer to execute the character movement processes (S304, S305, S306).
[0053] According to the above configuration, when the timing of the input to the input unit 14 differs from the rhythm of the music a first predetermined number of times in succession, the behavior of the characters 101 and 102 is determined, thereby allowing the elements of a rhythm game to be fully incorporated into the progress of the game.
[0054] In addition, the game progression process (S3) has a level transition process (S316, S319, fever establishment in Figure 9) in which the characters 101 and 102 transition to a special level (level 2, level 3, etc.) where the probability of winning increases when the character action processes (S304, S305, S306) are performed a specified number of times in succession, and causes the computer to execute the level transition process.
[0055] According to the above configuration, the user is made to pay attention to the timing of input to the input unit 14 so that the character moves to a special level where the probability of winning is increased, thereby improving the playability of the rhythm game and preventing the user from feeling bored.
[0056] Furthermore, the game progression process (S3) includes processes (S310-S312) in which the specified number of times is reduced as the range of difference in timing becomes smaller. According to the above configuration, by having the user pay attention to the timing of input to the input unit 14 so as to hasten the transition to the special level, the playability of the rhythm game can be improved and the user can be prevented from becoming bored.
[0057] The game progression process (S3) also includes a character utterance process (S29) that allows input to the input unit 14 and causes the characters 101 and 102 to utter sounds corresponding to the type of input in accordance with the input to the input unit 14 until the first period (connecting part) has elapsed since the transition to a new game level (level 1, level 2, level 3, etc.) indicating the stage of game progression, and causes the computer to execute the character utterance process (S29).
[0058] According to the above configuration, each time a new game level is reached, the character's voice can be changed depending on the type of input, and the voice can be made to accompany the rhythm of the music, further preventing the user from becoming bored.
[0059] Note that, in the above explanation, the processing when the game program is executed by a single game device 1 has been described, but this is not limited thereto, and the game program may include processing for cooperatively operating a plurality of game devices 1. For example, a plurality of game devices 1 may be connected to each other so as to be able to communicate data via long-distance communication such as the Internet or short-distance communication such as Wi-Fi, and various points may be provided from the other game devices 1 to a specific game device 1, thereby raising its level or strengthening the characters 101 and 102.
[0060] Furthermore, the game device 1 may be provided with a communication unit that communicates data with a mobile device that collects exercise information such as the user's number of steps, walking distance, and running distance. The game program may include a process in the game progression process (S3) for associating the exercise information collected by the mobile device with the wins and losses of the characters 101 and 102 and the rhythm game. Here, examples of the "mobile device" include a smartphone, fitness tracker, smartwatch, sports watch, and pocket pedometer. For example, when a predetermined number of steps or more are received as ondo information, the level may be increased by one level, or the just input range or normal input range may be expanded. In this case, associating the user's exercise information collected by the mobile device with the wins and losses of the characters 101 and 102 and the rhythm game can increase the user's awareness of exercise.
[0061] The game program configured as described above can be installed in an information processing device such as a personal computer or a tablet terminal, and the information processing device can function as the game device 1. The program may be distributed in a state recorded on a computer-readable recording medium such as a CD-ROM or USB memory, or may be distributed via a two-way communication network or communication line such as the Internet or a one-way communication network such as a television broadcast.
[0062] (Game Control Method) Some or all of the steps in the game program may be configured by hardware. The game device 1, which operates using a combination of software and hardware, implements a game control method that causes a computer installed in the game device 1 to execute the following steps during the progression of a game consisting of game images and music: an input acceptance process (S1) for accepting input of instructions to the input unit 14; a music output process (S2) for outputting music from the speaker unit 13 at a rhythm associated with the type of instruction input in the input acceptance process (S1); and a game progression process (S3) for progressing the game while associating the difference between the rhythm of the music output by the music output process (S2) and the timing of input to the input unit 14 so as to synchronize with the rhythm with the win or loss of the characters 101 and 102 displayed on the display unit 15. The game device 1 also implements a game control method that causes a computer to execute the processing steps of the input acceptance process in FIG. 5, the processing steps of the music output process in FIG. 6, and the processing steps of the game progression process in FIGS. 7 and 8.
[0063] It should be noted that within the scope of the concept of the present invention, those skilled in the art may conceive of various modifications and alterations. Therefore, it is understood that such modifications and alterations fall within the scope of the present invention. For example, even if a person skilled in the art appropriately adds, deletes, or modifies components of the above-described embodiment, or adds, omits, or modifies the conditions of a process, such modifications are also included within the scope of the present invention as long as they maintain the gist of the present invention. [Explanation of symbols]
[0064] 1. Game device 10 Arithmetic section 101 Main Character 102 Sub-characters 12 Storage section 13 Speaker section 14 Input section 141~146 Button Icons 15 Display section 151 Touch Panel
Claims
1. An information processing device includes an input unit that receives a plurality of types of instructions input by a user, a display unit that displays game images including characters, and a speaker unit that outputs music. an input receiving process for receiving an input of the instruction to the input unit while the game constituted by the game image and the music is in progress; a music output process for outputting the music from the speaker unit in a rhythm associated with the type of the instruction input in the input reception process; a game progression process that progresses the game while relating a difference between the rhythm of the music output by the music output process and a timing input to the input unit so as to synchronize with the rhythm to a win or loss of the character displayed on the display unit; A game program that executes the above.
2. The game progression process includes: a level transition process in which combo points are awarded in accordance with a difference between the rhythm of the music and the timing of input to the input unit, and when the total value of the combo points reaches a predetermined value, the game transitions from the current game level to the next game level and the input acceptance process and the music output process are executed; causing the computer to execute the level transition process; The game program according to claim 1 .
3. The game progression process includes: a character movement process for determining whether the difference in timing is within a predetermined range, and when a first predetermined number of consecutive determination results indicate that the difference is within the predetermined range, causing the character displayed on the display unit to move in a movement mode associated with the type of instruction input in the input reception process; causing the computer to execute the character movement processing; The game program according to claim 1 .
4. The game progression process includes: a level transition process for transitioning to a special level where the probability of the character winning increases when the character action process is performed a specified number of times in succession; causing the computer to execute the level transition process; The game program according to claim 3 .
5. 5. The game program according to claim 4, wherein the specified number of times is reduced as the range of difference in the timing in the game progression process becomes smaller.
Citation Information
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