Information processing program, game device, and information processing method

By incorporating regular and special instruction objects that do not execute evaluation judgments, the rhythm game system enhances playfulness and engagement through varied gameplay mechanics.

JP7623907B2Active Publication Date: 2025-01-29CYGAMES INC
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Patent Information

Application Number
JP2021123005
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-28
Publication Date
2025-01-29
Estimated Expiration
2040-09-30

AI Technical Summary

Technical Problem

Existing rhythm games lack elements to enhance playfulness and engagement.

Method used

The introduction of regular and special instruction objects in the game, where special objects do not execute evaluation judgments, along with a system that derives operation information and sets goals based on touch panel inputs, enhances the gameplay experience.

Benefits of technology

This approach improves playfulness and engagement by providing varied gameplay mechanics that challenge players without affecting the core operation timing and scoring mechanics.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Improve playability. [Solution] The information processing program causes a computer to function as a target object display unit that displays target objects corresponding to targets on a touch panel based on targets set at positions separated from each other; an instruction object display unit that moves and displays instruction objects, including normal instruction objects classified as normal types and special instruction objects classified as special types, set corresponding to either target so that they reach their corresponding targets; a connection object display unit that moves and displays normal connection objects that connect multiple normal instruction objects and special connection objects that connect multiple special instruction objects; and a judgment unit that performs evaluation judgments on normal connection objects based on specified operation information and does not perform evaluation judgments on special connection objects.
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Description

[Technical field]

[0001] The present invention relates to an information processing program, a game device, and an information processing method. [Background technology]

[0002] Conventionally, so-called rhythm games have been known in which a touch panel is operated in time with music, as shown in, for example, Patent Document 1. In these rhythm games, a target object indicating the player's operation position is displayed, and instruction objects called notes are displayed and move toward the target object. The instruction objects allow the player to grasp the operation position, operation timing, and operation mode. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-114289 A Summary of the Invention [Problem to be solved by the invention]

[0004] In rhythm games such as those described above, there is a demand for further improvements in playability.

[0005] An object of the present invention is to provide an information processing program, a game device, and an information processing method that can improve playability. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes an operation information derivation unit that derives predetermined operation information based on an operation input to a touch panel, and a target object display unit that displays, on the touch panel, a target object corresponding to a target set at a position spaced apart from the target, GeneralIt includes normal instruction objects classified as normal types and special instruction objects classified as special types. The end position information was set to indicate one of the targets. The instruction object, Based on the end position information, an instruction object display unit that moves and displays the instruction object so as to reach a corresponding target; 、 usually instructions For objects 、 Based on the operation information, an evaluation judgment is made and a special instructions The computer is caused to function as a determination unit that does not execute evaluation determination for the object.

[0007] General always instructions Object The display format is as follows: special instructions Object Unlike the display format of Good too.

[0008] The display mode of the normal instruction object is at least partially the same as the display mode of the special instruction object. Good too.

[0009] In order to solve the above problems, the game device includes an operation information derivation unit that derives predetermined operation information based on an operation input to a touch panel, and a target object display unit that displays, on the touch panel, target objects corresponding to targets set at positions spaced apart from each other; General It includes normal instruction objects classified as normal types and special instruction objects classified as special types. The end position information was set to indicate one of the targets. The instruction object, Based on the end position information, an instruction object display unit that moves and displays the instruction object so as to reach a corresponding target; 、 usually instructions For objects 、 Based on the operation information, an evaluation judgment is made and a special instructions The evaluation unit includes a determination unit that does not execute evaluation determination for the object.

[0010] In order to solve the above problems, an information processing method is an information processing method executed by one or both of a player terminal and a server capable of communicating with the player terminal, the information processing method including the steps of: deriving predetermined operation information based on an operation input to a touch panel; and displaying, on the touch panel, target objects corresponding to targets set at positions spaced apart from each other; General It includes normal instruction objects classified as normal types and special instruction objects classified as special types. The end position information indicating one of the above targets is set. The instruction object, Based on the end position information, a step of moving and displaying the corresponding target; 、 usually instructions For objects 、 Based on the operation information, an evaluation judgment is made and a special instructions and a step of not performing an evaluation determination on the object. Effect of the Invention

[0011] According to the present invention, it is possible to improve playability. [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram showing an example of a party organization screen, and Fig. 3B is a diagram explaining an example of a character information page. [Figure 4] Fig. 4A is a diagram showing an example of a game selection screen in a state where the normal mode has been provisionally selected, and Fig. 4B is a diagram showing an example of a game selection screen in a state where the special mode has been provisionally selected. [Diagram 5] FIG. 5 is a diagram illustrating an example of the normal mode setting screen. [Figure 6] FIG. 6 is a diagram illustrating an example of a rhythm game in the normal mode. [Figure 7] Fig. 7A is a first diagram showing an example of a display mode of tap notes, and Fig. 7B is a second diagram showing an example of a display mode of tap notes. [Figure 8] Fig. 8A is a third diagram showing an example of a display mode of tap notes, and Fig. 8B is a fourth diagram showing an example of a display mode of tap notes. [Figure 9] Fig. 9A is a fifth diagram showing an example of a display mode of tap notes, and Fig. 9B is a sixth diagram showing an example of a display mode of tap notes. [Figure 10] Fig. 10A is a seventh diagram showing an example of a display mode of tap notes, and Fig. 10B is an eighth diagram showing an example of a display mode of tap notes. [Figure 11] Fig. 11A is a first diagram showing an example of a display mode of damage notes, and Fig. 11B is a second diagram showing an example of a display mode of damage notes. [Figure 12] FIG. 12 is a third diagram showing an example of a display mode of damage notes. [Figure 13] Fig. 13A is a ninth diagram showing an example of a display mode of tap notes, and Fig. 13B is a first diagram showing an example of a display mode of flick notes. [Figure 14] Fig. 14A is a first diagram showing an example of a display mode of fake notes, and Fig. 14B is a second diagram showing an example of a display mode of fake notes. [Figure 15] FIG. 15 is a diagram illustrating an example of a result display screen. [Figure 16] Fig. 16A is a diagram for explaining a tap determination region, and Fig. 16B is a diagram for explaining a slide determination region. [Figure 17] FIG. 17 is a diagram for explaining the note extraction information and the criterion information. [Figure 18] FIG. 18 is a diagram showing an example of note list information in a rhythm game in normal mode. [Figure 19] FIG. 19 is a diagram illustrating an example of color information of fake notes. [Figure 20]FIG. 20 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 21] FIG. 21 is a flowchart illustrating an example of a game selection process in a player terminal. [Figure 22] FIG. 22 is a flowchart illustrating an example of a party setting process in a player terminal. [Figure 23] FIG. 23 is a flowchart illustrating an example of a party change process in a player terminal. [Figure 24] FIG. 24 is a flowchart illustrating an example of a rhythm game control process in a player terminal. [Diagram 25] FIG. 25 is a first diagram of a flowchart illustrating an example of a note display process in a player terminal. [Figure 26] FIG. 26 is a second diagram of the flowchart illustrating an example of the notes display process in the player terminal. [Figure 27] FIG. 27 is a flowchart illustrating an example of normal mode operation determination processing in a player terminal. [Figure 28] FIG. 28 is a flowchart illustrating an example of the timing determination process in the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.

[0015] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0016] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various pieces of information (player information) for each player playing the game. The server 100 also updates the accumulated information based on operations input from the player terminals 1.

[0017] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are assigned roles for controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.

[0019] (Hardware configuration of the player terminal 1 and the server 100) Fig. 2A is a diagram explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram explaining the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0020] As shown in FIG. 2B, the server 100 includes a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0021] The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 100 will be omitted.

[0022] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0024] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0025] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0026] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0028] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. Before starting the game, the player downloads a dedicated application from the server 100 to the player terminal 1 in advance and registers a player ID in the server 100. When the application is started, the player terminal 1 receives information stored in the server 100, such as party information and play history information described later, and displays a game screen on the touch panel 26. In this embodiment, the rhythm game can be played using a party made up of multiple (here, five) characters owned by the player.

[0029] FIG. 3A is a diagram showing an example of a party organization screen. FIG. 3B is a diagram explaining an example of a character information page. When the application is started, a home screen (not shown) is displayed on the touch panel 26. On the home screen, as shown in FIG. 3A, a menu bar 30 consisting of a plurality of tabs is displayed. The player can switch the display screen of the touch panel 26 by tapping a tab on the menu bar 30.

[0030] When the first tab 30a of the menu bar 30 is tapped, a party organization screen shown in FIG. 3A is displayed. On the party organization screen, a unit switching bar 32 consisting of seven unit tabs is displayed. In this embodiment, a total of seven types of party information, from the first party information to the seventh party information, are stored in the party information storage section of the memory 12. The party information includes a party name and five medium IDs. The player can edit the party name for each party.

[0031] Furthermore, the medium ID is, for example, given to each character, and includes a character ID for identifying the character, various parameters such as the level and an appeal value described below, and character information indicating the costume and accessories worn by the character. A player can have multiple medium IDs with the same character ID but different parameters. Note that a single party cannot contain the same medium ID more than once. In other words, the party information includes five different medium IDs.

[0032] On the other hand, party information can include different media IDs linked to the same character ID. Therefore, one party may include media IDs with the same character ID. In this case, the character ID of one of the media IDs with the same character ID may be left as is, and the character IDs of the other media IDs may be changed so that there are no duplications within the party. In the following, it is assumed that different character IDs are linked to all media IDs. In other words, it is assumed here that there is a one-to-one relationship between character IDs and media IDs. Therefore, in the following explanation, media IDs may be referred to as characters or character IDs.

[0033] Each unit tab corresponds to one of seven types of party information, and the party information page 34 corresponding to the tapped unit tab is displayed. In addition, the tapped unit tab is highlighted, making it easy for the player to recognize the correspondence between the unit tab and the party information.

[0034] The party information page 34 displays the party name (here, AAAA), five character icons showing the characters organized in the party, various party parameters, and center effects. Note that here, the party parameters include a life value (marked "Life" in the figure) and three types of appeal values ​​(marked "Vo", "Da", and "Vi" in the figure).

[0035] When a character icon is tapped on the party information page 34, a character selection screen (not shown) is displayed. Although a detailed description is omitted, on the character selection screen, the player can select one of the characters he or she possesses. The character selected on the character selection screen is replaced with the character selected by the player on the party information page 34 (the character corresponding to the character icon tapped on the party information page 34).

[0036] In this case, the character information corresponding to the character before the replacement is updated to the character information corresponding to the character after the replacement. Note that on the character selection screen, the player cannot select the medium ID (i.e., the character) included in the currently selected party information.

[0037] Furthermore, when a character icon is pressed and held on the party information page 34, a character information page 36 shown in Fig. 3B is displayed. Various parameters of the character and an explanation of the abilities of the character are displayed on the character information page 36. Note that, like the party information page 34, the character information page 36 is also displayed when a character icon displayed on the character selection screen is pressed and held.

[0038] As described above, four parameters are set for each character, including a life value and three appeal values ​​consisting of a vocal value (Vo), a dance value (Da), and a visual value (Vi). A player can improve the value of each of these parameters by developing the character. The higher the parameter value, the more advantageously the player can play the rhythm game.

[0039] Additionally, each character is preset with a "center effect" and a "special skill" as abilities. Both the "center effect" and "special skill" are perks that give an advantage in rhythm games, and there are multiple types of each. However, in rhythm games, among the five characters organized into one party, only the center effect of the character placed in the center (middle) is effective. On the other hand, "special skills" are effective regardless of the character's placement.

[0040] In this way, the player can check the parameters and abilities of each character by displaying the character information page 36 on the party organization screen. Also, as shown in FIG. 3A, the party parameters are displayed on the party information page 34, which are the total values ​​of the parameters of the characters organized in the party. Furthermore, the party information page 34 displays the center effect of the character placed in the center (middle) of the party as the center effect of the party.

[0041] Fig. 4A is a diagram showing an example of a game selection screen in a state where the normal mode is provisionally selected. Fig. 4B is a diagram showing an example of a game selection screen in a state where the special mode is provisionally selected. When the second tab 30b of the menu bar 30 is tapped, the game selection screen shown in Fig. 4A or Fig. 4B is displayed.

[0042] The game selection screen is a screen for the player to select a game type of the rhythm game. Here, a plurality of game types are provided, each of which has different music pieces to be played during the rhythm game and different game modes, which will be described later. That is, in this embodiment, at least one of the music pieces and the game mode is different for each game type. Although a detailed description is omitted, a plurality of game types with different difficulty levels may be provided for the same music piece and game mode.

[0043] The game selection screen displays a music information tab 40a, a title display tab 40b, a normal mode selection tab 42a, a special mode selection tab 42b, and a decision tab 44. The music information tab 40a displays information related to the provisionally selected game type. That is, the music information tab 40a displays the title of the provisionally selected music and play history information of the provisionally selected game type. In addition, while the game selection screen is displayed, a part of the provisionally selected music is repeatedly played.

[0044] A plurality of title display tabs 40b are displayed above and below the music information tab 40a. Only the title of the music is displayed on the title display tab 40b. When a selection operation (a flick operation in the up or down direction) is performed in the display area of ​​the music information tab 40a and the title display tab 40b, the title is moved and displayed in the direction of the operation. This changes the temporarily selected music, and the display content of the music information tab 40a also changes. Furthermore, when a selection operation is performed by tapping any of the title display tabs 40b, the temporarily selected music is changed to the music corresponding to the tapped title display tab 40b.

[0045] The normal mode selection tab 42a and the special mode selection tab 42b are provided for switching the game mode. In this embodiment, a plurality of game modes including a normal mode and a special mode are provided. The normal mode is a game mode in which one party, i.e., five characters, are used in the rhythm game, and the special mode is a game mode in which three parties, i.e., 15 characters, are used in the rhythm game.

[0046] When a selection operation of tapping the normal mode selection tab 42a is performed, the normal mode is stored as the provisionally selected game mode, and the normal mode selection tab 42a is highlighted as shown in Fig. 4A. On the other hand, when a selection operation of tapping the special mode selection tab 42b is performed, the special mode is stored as the provisionally selected game mode, and the special mode selection tab 42b is highlighted as shown in Fig. 4B. As shown in Figs. 4A and 4B, when the provisionally selected game mode is changed, the play history information displayed in the music information tab 40a is changed.

[0047] When the confirm tab 44 is tapped, selection information indicating the provisionally selected song and game mode is set in the selection information storage section of the memory 12, and a setting screen is displayed on the touch panel 26. The setting screen includes a normal mode setting screen and a special mode setting screen. In the following, the contents of the normal mode setting screen will be described in detail, and a detailed description of the special mode setting screen will be omitted.

[0048] 5 is a diagram illustrating an example of a normal mode setting screen. When the confirm tab 44 is tapped with the normal mode provisionally selected, the normal mode setting screen shown in FIG. 5 is displayed on the touch panel 26. When this normal mode setting screen is displayed, one of the seven pieces of party information stored in the party information storage unit of the memory 12 is set in the selected party information storage unit of the memory 12. Here, the party information to be set in the selected party information storage unit is selected according to preset conditions, such as the party information with the highest total appeal value, the party information used in the previous rhythm game, etc.

[0049] The normal mode setting screen then displays the party name (here, AAAA) and the party's total appeal value based on the party information set in the selected party information storage unit. The total appeal value displayed on the normal mode setting screen reflects the registered songs, center effects, etc.

[0050] Furthermore, five identification images 46 indicating the characters organized in the party are displayed on the normal mode setting screen. When an identification image 46 is tapped on the normal mode setting screen, a character selection screen (not shown) is displayed, similar to the above-mentioned party information page 34, and the characters organized in the party can be changed. Furthermore, when an identification image 46 is pressed and held, the character information page 36 shown in FIG. 3B is displayed.

[0051] Furthermore, two switching tabs 48 are displayed on the normal mode setting screen. When the switching tab 48 is tapped, the party information stored in the selected party information storage unit is changed to other party information. Furthermore, with the change in the party information stored in the selected party information storage unit, the party name, total appeal value, and identification image 46 displayed on the normal mode setting screen are changed. Then, when the start tab 50 displayed on the normal mode setting screen is tapped, the rhythm game is started. Note that if the character information (medium ID) included in the party information stored in the selected party information storage unit is less than 5, the start tab 50 is grayed out, and it is notified that the rhythm game cannot be started.

[0052] During the rhythm game, a music video is displayed in accordance with the music being played. The music video is a game screen generated by either the server 100 or the player terminal 1. In the normal mode rhythm game described above, one party, i.e., five characters, are used. During the normal mode rhythm game, a music video in which one of the five characters in the party appears is displayed.

[0053] (Explanation of the rhythm game) Next, the content of the rhythm game will be described using an example. Note that, in the following, the normal mode rhythm game will be described in detail, and a detailed description of the special mode rhythm game will be omitted.

[0054] (Normal mode rhythm game content) Fig. 6 is a diagram illustrating an example of a rhythm game in normal mode. During the rhythm game, music is output from a speaker, which is a type of output unit 24 in the player terminal 1. Although not shown in Fig. 6, a music video featuring characters is played and displayed on the touch panel 26 in time with the music output from the speaker.

[0055] Although detailed explanation is omitted, a music video is a game screen generated corresponding to a game type (music), a game mode, a type such as 2D or 3D, and an image quality such as high image quality or low image quality. In other words, multiple music videos are generated for one game type. The player can set information for specifying the music video to be generated in advance on a predetermined menu screen.

[0056] In the rhythm game in normal mode, five target objects are displayed at the bottom of the touch panel 26. Here, the target objects displayed in the rhythm game in normal mode are a first target object 70a, a second target object 70b, a third target object 70c, a fourth target object 70d, and a fifth target object 70e.

[0057] Each target object is displayed superimposed on the music video. The target objects are set to have a higher priority than the music video, and are always displayed in front of the music video image. Furthermore, five common target coordinates are set in the rhythm game in normal mode, regardless of the song, i.e., the game type. The five target objects are displayed on the touch panel 26 within a certain range centered on one of the target coordinates. Therefore, the central positions of the five target objects shown in FIG. 6 respectively become the five target coordinates.

[0058] Specifically, the coordinate in the left-right direction in Fig. 6 is defined as the x coordinate, and the coordinate in the up-down direction is defined as the y coordinate. The five target coordinates are set to be equally spaced apart from one another in the x-axis direction, and all of the y coordinates are equal. In other words, the five target coordinates are set to have different x coordinates and equal y coordinates.

[0059] Here, the identification image 58 is displayed as the target object. In other words, the identification image 58 itself can be said to be a target object. The five identification images 58 are determined based on the character ID set in the character ID storage unit. At the start of the rhythm game in normal mode, the character IDs are set in the first storage area to the fifth storage area of ​​the character ID storage unit. The first storage area to the fifth storage area of ​​the character ID storage unit correspond to the first target object 70a to the fifth target object 70e, respectively.

[0060] Therefore, for example, an identification image 58 corresponding to the character ID stored in the third memory area of ​​the character ID storage unit is displayed as the third target object 70c, and an identification image 58 corresponding to the character ID stored in the fourth memory area of ​​the character ID storage unit is displayed as the fourth target object 70d.

[0061] Although the five target objects are spaced apart from one another in the x-axis direction, the target objects themselves may touch one another, but in this case, it is desirable for the player to be able to distinguish the boundary between two adjacent target objects.

[0062] Moreover, the above-mentioned target coordinates are the position where the note N will reach. In a rhythm game, a plurality of types of notes N are displayed moving from the top to the bottom of the touch panel 26, and eventually reach one of the target coordinates. In other words, a note N always corresponds to one of the target coordinates, and the note N moves toward the corresponding target coordinates. In a rhythm game, when a target object is operated, a predetermined sound (hereinafter referred to as an operation sound) is output for a moment. When the operation sound is output at the timing when the note N reaches the target coordinates (target object), an impression is given that the performance is in sync with the music.

[0063] In FIG. 6, the notes N include four types of notes N: tap notes TN, long tap notes LN, flick notes FN, and slide notes SN. However, as described later, the notes N may also include damage notes DN and fake notes FaN. The long tap notes LN include a first long tap note LNh and a last long tap note LNe. The slide notes SN include a first slide note SNh and a last slide note SNe. The slide notes SN may also include an intermediate slide note SNm (see FIG. 13) between the first slide note SNh and the last slide note SNe.

[0064] Each note N shown in FIG. 6 is a perfect circle, and all of their display areas are the same. Hereinafter, the size (dimension) of each note N shown in FIG. 6 may be referred to as the reference dimension. Furthermore, the five target objects displayed in normal mode are also all perfect circles, and all of their display areas are the same as each note N. Therefore, the notes N and target objects shown in FIG. 6 are all the same shape. However, the shapes and display areas of the notes N and target objects may differ depending on the type.

[0065] Each note N is associated with an operation mode, and the player is required to perform an operation corresponding to the note N at a predetermined timing. Specifically, a tap note TN is associated with a tap operation as an operation mode. Note that a tap operation in this embodiment means the start of a new operation input (contact) to the touch panel 26 serving as the input unit 22. Therefore, in this embodiment, for example, when the touch panel 26 is pressed and held, the start of this long press operation is also included in the tap operation.

[0066] The long tap note group LN is associated with a continuation operation (long press operation) as an operation mode. The first long tap note LNh is associated with a tap operation (continuation start operation) as an operation mode. The continuation start operation refers to the start of the above-mentioned continuation operation, i.e., a long press operation. Moreover, the last long tap note LNe is associated with a continuation end operation as an operation mode. In this embodiment, the continuation end operation refers to the end of the above-mentioned continuation operation, i.e., a long press operation. Therefore, a continuation end operation is always preceded by a continuation start operation.

[0067] The long tap note group LN is composed of a plurality of notes N that differ in the timing at which they start displaying on the touch panel 26, the timing at which they reach the target coordinates, and the timing at which they are erased from the touch panel 26. In the long tap note group LN, the note N that is displayed first, i.e., the leading note N, becomes the leading long tap note LNh, and the note N that is displayed last, i.e., the last note N, becomes the final long tap note LNe.

[0068] The notes N that make up the long tap note group LN are connected by a long tap guide LG. The long tap guide LG is displayed across two notes N that are consecutive in the display order, and moves together with the notes N. All of the notes N that make up the long tap note group LN move toward the same target object. Therefore, the notes N that make up the long tap note group LN move in a straight line in the y-axis direction.

[0069] A flick operation is associated with the flick note FN as an operation mode. Here, when an operation is detected in which a predetermined distance is continuously moved in the x-axis direction within a certain time and a predetermined target coordinate is exceeded in the x-axis direction, it is determined that a flick operation has been input. However, the conditions for determining whether a flick operation has been input are not limited to this and can be set appropriately. As shown in the figure, an arrow indicating left or right is displayed on the flick note FN, and the direction of the flick operation is notified to the player.

[0070] The slide note group SN is associated with a continuation operation (long press operation) as an operation mode. The first slide note SNh is associated with a tap operation (continuation start operation) as an operation mode. Moreover, the middle slide note SNm is associated with a continuation maintenance operation as an operation mode. In this embodiment, the continuation maintenance operation refers to a long press operation that is detected continuously without interruption, and the operation detection positions of two consecutive operations are within a certain range of the touch panel 26. Therefore, for example, when contact is maintained simultaneously at multiple different positions on the touch panel 26, the operation positions detected continuously will exceed the certain range, and therefore these multiple operations are not determined to be continuation operations.

[0071] The final slide note SNe is associated with a continuation end operation as an operation mode.

[0072] The slide note group SN is composed of a plurality of notes N that differ in the timing at which they start displaying on the touch panel 26, the timing at which they reach the target coordinates, and the timing at which they are erased from the touch panel 26. In the slide note group SN, the note N that is displayed first, i.e., the leading note N, becomes the leading slide note SNh, and the note N that is displayed last, i.e., the last note N, becomes the final slide note SNe.

[0073] If the slide note group SN includes three or more notes N, the notes N between the first slide note SNh and the last slide note SNe are intermediate slide notes SNm. In this way, the slide note group SN includes at least the first slide note SNh and the last slide note SNe.

[0074] The notes N that make up the slide note group SN are connected by a slide guide SG. The slide guide SG is displayed across two notes N that are consecutive in display order, and moves together with the notes N. At least one note N that makes up the slide note group SN moves toward a target object that is different from the other notes N. In other words, the notes N that make up the slide note group SN have two or more target objects. Therefore, at least a portion of the long tap note group LN is inclined with respect to the y-axis direction.

[0075] Therefore, the slide guide SG can be said to suggest the slide direction and the optimal movement speed to the player. Also, the slide guide SG enables the player to distinguish the tap note TN from the first slide note SNh, the middle slide note SNm, and the last slide note SNe.

[0076] As described above, the notes N are objects (displays) that instruct the player on the operation mode, operation timing, and operation position, and in a rhythm game, the player is required to input operations according to the notes N. Also, a judgment period is set for each note N, and when an operation corresponding to the note N is input within the judgment period for a target object that the note N will reach, a score is awarded based on the input timing. The points thus acquired are accumulated, and the accumulated points are notified by the score bar 72a provided at the top of the touch panel 26.

[0077] A life bar 72b is also provided on the upper part of the touch panel 26. The life bar 72b visually displays the remaining life value of the party, and when the life value reaches 0, the rhythm game ends. The life value decreases if an operation corresponding to a note N is not input at the appropriate time. Some characters have the ability to increase their life value by satisfying a certain condition, and when such a character is included in a party, their life value may also increase.

[0078] (Explanation of the display mode of each note N) Next, the display modes of some notes N on the touch panel 26 will be described. FIG. 7A is a first diagram showing an example of the display mode of tap notes TN. FIG. 7B is a second diagram showing an example of the display mode of tap notes TN. FIG. 8A is a third diagram showing an example of the display mode of tap notes TN. FIG. 8B is a fourth diagram showing an example of the display mode of tap notes TN. FIG. 9A is a fifth diagram showing an example of the display mode of tap notes TN. FIG. 9B is a sixth diagram showing an example of the display mode of tap notes TN. FIG. 10A is a seventh diagram showing an example of the display mode of tap notes TN. FIG. 10B is an eighth diagram showing an example of the display mode of tap notes TN.

[0079] FIG. 11A is a first diagram showing an example of the display mode of damage notes DN. FIG. 11B is a second diagram showing an example of the display mode of damage notes DN. FIG. 12 is a third diagram showing an example of the display mode of damage notes DN. FIG. 13A is a ninth diagram showing an example of the display mode of tap notes TN. FIG. 13B is a first diagram showing an example of the display mode of flick notes FN. FIG. 14A is a first diagram showing an example of the display mode of fake notes FaN. FIG. 14B is a second diagram showing an example of the display mode of fake notes FaN.

[0080] 7A, the tap note TN is set at an initial position above the third target object 70c, for example, and moves downward from the initial position toward the third target object 70c at a constant speed. In this way, the tap note TN usually appears from a predetermined position (initial position) above a specific target object, and moves downward from the predetermined position at a constant speed to reach the specific target object.

[0081] Here, in the normal mode rhythm game of this embodiment, multiple difficulty levels are provided. The difficulty levels are, for example, VERY EASY, EASY, NORMAL, HARD, and VERY HARD. The difficulty level increases in the order of VERY EASY, EASY, NORMAL, HARD, and VERY HARD. As the difficulty level increases, the type and number of notes N that appear during the rhythm game and the display mode of notes N change.

[0082] 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12, 13A, 13B, 14A, and 14B are diagrams showing an example of the display mode of the notes N that appear in VERY HARD, which is the highest difficulty level of the rhythm game. As shown in FIG. 7B, the initial position of the tap notes TN is set, for example, above the third target object 70c, and moves downward from the initial position toward the third target object. Here, the moving speed of the tap notes TN changes during the movement of the tap notes TN. In FIG. 7B, the moving speed of the tap notes TN is slower than that of FIG. 7A. However, this is not limited to this, and the moving speed of the tap notes TN in FIG. 7B may be faster than that of FIG. 7A.

[0083] In FIG. 8A, the movement speed of the tap note TN becomes 0 while the tap note TN is moving. In other words, the tap note TN pauses while the tap note TN is moving. Specifically, as shown in FIG. 7A, the tap note TN moves at a constant speed in a direction approaching the third target object (downward) from the initial position, and then the movement speed becomes 0 and the tap note TN pauses. After the pause, the tap note TN starts moving along the movement direction before the pause. However, this is not limited to this, and after the pause, the tap note TN may start moving along the opposite direction to the movement direction before the pause.

[0084] In Fig. 8B, the moving direction of the tap note TN changes during its movement. Specifically, as shown in Fig. 7A, the tap note TN moves from the initial position in a direction approaching the third target object (downward), and then moves in a direction away from the third target object (upward). At this time, the moving speed of the note N may change before and after the change in moving direction.

[0085] In FIG. 9A, the initial positions of the two tap notes TN are set above the third target object 70c and the fourth target object 70d, respectively, and move downward from the initial positions toward the third target object 70c and the fourth target object 70d, respectively, at a constant speed.

[0086] Thereafter, as shown in FIG. 9B, when the tap note TN moving toward the fourth target object 70d reaches within a predetermined range R on the upper side of the touch panel 26 based on the fourth target object 70d (target coordinates), the display mode changes to non-display (broken line in FIG. 9B). That is, the tap note TN moving toward the fourth target object 70d is displayed on the touch panel 26 while it is outside the predetermined range R as shown in FIG. 9A. On the other hand, the tap note TN moving toward the fourth target object 70d is hidden on the touch panel 26 when at least a part of it is within the predetermined range R as shown in FIG. 9B. Note that the non-displayed note N loses its judgment period during the non-display and becomes unjudgeable. However, this is not limited to the above, and the non-displayed note N may be judged in the same way as a normal note N (a displayed note N) during the non-display.

[0087] Conversely, in FIG. 10A, the tap note TN displayed and moving toward the fourth target object 70d is hidden (indicated by a broken line in FIG. 10A) on the touch panel 26 while it is outside the predetermined range R. On the other hand, in FIG. 10B, the tap note TN displayed and moving toward the fourth target object 70d is displayed on the touch panel 26 when at least a part of it is within the predetermined range R. At this time, it appears to the player that a note has suddenly appeared near the target object. Note that the appeared note N has a judgment period, making it possible to make a judgment.

[0088] As shown in FIG. 11A, damage notes DN may appear at the highest difficulty level of the rhythm game. In FIG. 11A, the damage notes DN are set at an initial position above the third target object 70c, and move downward from the initial position toward the third target object 70c at a constant speed. Note that a judgment period is set for the damage notes DN as with the tap notes TN. If a tap operation is input within the judgment period for the target object that the damage notes DN will reach, an explosion effect as shown in FIG. 11B occurs, and the life value decreases. Therefore, in order to avoid the decrease in the life value, the player must play in such a way as not to tap the damage notes DN (avoid tapping). Note that some of the abilities ("center effect", "special skill") of characters organized in a party have the effect of nullifying the decrease in the life value for a predetermined period with a predetermined probability. While this ability is activated, the decrease in the life value caused by the damage notes DN is also nullified.

[0089] In Fig. 12, multiple damage notes DN are arranged to surround the slide note group SN. In Fig. 12, the player slides the first slide note SNh, the middle slide note SNm, and the last slide note SNe by tracing the slide guide SG with his / her finger so as not to touch the damage notes DN. This makes it possible to perform a shooting game-like performance in which the player slides the slide note group SN while avoiding the damage notes DN.

[0090] 13A shows two tap notes TN that are the same shape but different sizes. The tap note TN that moves and is displayed toward the third target object 70c has a standard dimension and a standard shape. On the other hand, the tap note TN that moves and is displayed toward the fourth target object 70d has a standard shape (a perfect circle) but is smaller than the standard dimension.

[0091] 13B shows two flick notes FN that are the same shape but different sizes. The flick note FN that is displayed and moves toward the third target object 70c has a standard size and a standard shape. On the other hand, the flick note FN that is displayed and moves toward the fourth target object 70d has the standard shape but is larger than the standard size.

[0092] In this way, the notes N appearing in the rhythm game of the highest difficulty level include notes N (first instruction object) having a reference shape of a first size (reference dimension) and notes N (second instruction object) having a reference shape of a second size different from the first size. Here, tap notes TN are given as a type of notes N smaller than the reference dimension, but the type of notes N smaller than the reference dimension is not limited to this and may be other types such as long tap notes LN, flick notes FN, and slide notes SN. Similarly, the type of notes N larger than the reference dimension is not limited to flick notes FN and may be other types such as tap notes TN, long tap notes LN, and slide notes SN. In this way, the notes N (instruction object) include at least a first instruction object of a predetermined shape (reference shape) and a second instruction object having the same shape as the first instruction object but different dimensions from the first instruction object. The first and second instruction objects may be the same or different in shape, as long as the player can recognize them as the same instruction objects when playing the rhythm game. In other words, the second instruction object is not limited to having the same shape as the first instruction object, and may have a similar (homogeneous) shape. Here, the size of the note N may be variable while being displayed on the touch panel 26, and the size of the note N may become larger or smaller while it is moving.

[0093] As shown in Fig. 14A, at the highest difficulty level of the rhythm game, a fake note group FaN may appear. In Fig. 14A, the fake note group FaN has a shape including a leading fake slide note FaNh corresponding to the first target object 70a, an intermediate fake slide note FaNm corresponding to the third target object 70c, a final fake slide note FaNe corresponding to the first target object 70a, and a fake slide guide FaG connecting them. Also, the fake note group FaN has a shape including a leading fake slide note FaNh corresponding to the third target object 70c, an intermediate fake slide note FaNm corresponding to the first target object 70a, a final fake slide note FaNe corresponding to the third target object 70c, and a fake slide guide FaG connecting them. The first fake slide notes FaNh, the middle fake slide notes FaNm, the last fake slide notes FaNe, and the fake slide guide FaG do not have a judgment period set, and are not judged even if the player performs a tap operation or a continuous operation. In this way, even if the fake notes group FaN is tapped or continued, no addition or subtraction is made to the score or life value, and no advantage or disadvantage occurs to the player. With the fake notes group FaN, it is possible to display for effects unrelated to the play operation of the rhythm game by using the data for displaying the notes N. Therefore, the player can freely perform taps and continuous operations on the fake notes group FaN, and can purely enjoy tapping and continuing operations on the fake notes group FaN.

[0094] In FIG. 14B, the fake notes group FaN has a shape including a fake flick notes FFN corresponding to the third target object 70c, a fake flick notes FFN corresponding to the fourth target object 70d, and a fake flick guide FFG connecting them. In this way, the fake notes group FaN includes at least a pair of objects (a pair of fake flick notes FFN) and a connection object (fake flick guide FFG) connecting the pair of objects. Here, the fake flick notes FFN corresponding to the fourth target object 70d is larger than the reference dimension, similar to the flick notes FN corresponding to the fourth target object 70d shown in FIG. 13B. No judgment period is set for these fake flick notes FFN and fake flick guides FFG, and they are not judged even if the player performs a tap operation or a continuous operation.

[0095] In this way, the notes N (instruction objects) include notes N other than the fake notes group FaN for which a judgment period is set (evaluation judgment is executed), and the fake notes group FaN for which a judgment period is not set (evaluation judgment is not executed). In other words, the notes N (instruction objects) include normal instruction objects classified as normal types for which a judgment period is set (evaluation judgment is executed), and special instruction objects classified as special types for which a judgment period is not set (evaluation judgment is not executed).

[0096] In this embodiment, the appearance of the special instruction object (for example, the fake notes group FaN in FIG. 14A and FIG. 14B) is different from that of the normal instruction object (for example, the slide notes group SN shown in FIG. 12 and the two flick notes FN shown in FIG. 13B). Specifically, the normal instruction object is displayed with a border, and is an image display that is easy to identify as an object of operation. On the other hand, the special instruction object is displayed without a border, and is an image display that is difficult to identify as an object of operation compared to the normal instruction object. However, the present invention is not limited to this, and the appearance of the special instruction object may be at least partially the same as that of the normal instruction object. For example, the notes N of the special instruction object may have the same appearance as the notes N of the normal instruction object, and the guide of the special instruction object (for example, the fake slide guide FaG) may have a different appearance from the guide of the normal instruction object (for example, the slide guide SG). Also, the notes N of the special instruction object may be different from the notes N of the normal instruction object, and the guide of the special instruction object may have the same appearance as the guide of the normal instruction object. Furthermore, the notes N and guides of the special instruction object and the notes N and guides of the normal instruction object may have the same appearance, and only the special instruction object may not be determined.

[0097] Fig. 15 is a diagram for explaining an example of a result display screen. When the rhythm game ends, a result display screen as shown in Fig. 15 is displayed on the touch panel 26. In the rhythm game, the parameters of the characters used in the rhythm game increase based on the total points acquired and the points for each identification image 58 (target object). At this time, if the parameters of any character exceed a threshold value, a predetermined animation is displayed. In the rhythm game in normal mode, various parameters of five characters are displayed on the result display screen.

[0098] (Explanation of how operations are judged in the normal mode rhythm game) Next, a method of determining an operation in normal mode will be described. FIG. 16A is a diagram illustrating a tap determination area. FIG. 16B is a diagram illustrating a slide determination area. In normal mode, as shown in FIG. 16A, five target objects, a first target object 70a to a fifth target object 70e, are displayed based on target coordinates. The center positions of the target objects are the five target coordinates in normal mode.

[0099] A tap judgment area shown by cross-hatching in FIG. 16A is set for each target coordinate. The tap judgment area includes one of the target coordinates. The target coordinate is located at the center in the x-axis direction in each tap judgment area. The width of this tap judgment area in the x-axis direction is equal to the diameter of the target object. On the other hand, the length of the tap judgment area in the y-axis direction is greater than the diameter of the target object. Here, the tap judgment area including the first target object 70a is the first tap judgment area, and each of the tap judgment areas including the second target object 70b to the fifth target object 70e is the n-th tap judgment area (n is an integer from 2 to 5). Note that the size of this tap judgment area remains constant even when a note with a size different from the reference size as shown in FIG. 13B appears. In other words, the tap judgment area is constant regardless of the shape and size (dimension) of the note N.

[0100] In the normal mode, when an operation is input to the touch panel 26, first, the operation mode of the input operation is identified. At this time, if the input operation is identified as a tap operation, it is determined whether the position is included in any of the tap determination areas, and a lane is identified based on the determination result. Note that the lane has a one-to-one correspondence with the target coordinates, and here, five lanes are provided from the first lane to the fifth lane.

[0101] Specifically, when the input operation is identified as a tap operation and its position is determined to be included in the first tap judgment area, the first lane is identified. Similarly, when the position of the tap operation is determined to be included in each of the second tap judgment area to the fifth tap judgment area, the nth lane (n is an integer from 2 to 5) is identified. Note that when the position of the tap operation is determined to be not included in any of the tap judgment areas, the operation is treated as invalid.

[0102] In addition, a slide determination area, which is hatched in FIG. 16B, is set for each target coordinate. The slide determination area includes one of the target coordinates. The width of the slide determination area in the x-axis direction is larger than the diameter of the target object. In other words, the width of the slide determination area in the x-axis direction is larger than the width of the tap determination area in the x-axis direction.

[0103] Moreover, the length of the tap determination area in the y-axis direction is greater than the diameter of the target object. Note that here, the length of the slide determination area in the y-axis direction is equal to the length of the tap determination area in the y-axis direction. Therefore, the slide determination area has a larger area than the tap determination area. However, the lengths of the slide determination area and the tap determination area in the y-axis direction may be different from each other.

[0104] In the following, the slide judgment area including the first target object 70a is referred to as the first slide judgment area, and each of the slide judgment areas including the second target object 70b to the fifth target object 70e is referred to as the nth slide judgment area (n is an integer from 2 to 5).

[0105] When it is determined that a continuation maintaining operation or a continuation ending operation has been performed on the touch panel 26, it is determined whether the position is included in any of the slide determination areas, and the lane is identified based on the determination result. Specifically, when the input operation is determined to be a continuation maintaining operation or a continuation ending operation, and it is determined that the position is included in the first slide determination area, the first lane is identified.

[0106] Similarly, if it is determined that the position of the continuation maintaining operation or the continuation ending operation is included in the second to fifth slide determination regions, respectively, the nth lane (n is an integer from 2 to 5) is identified. Note that if it is determined that the position of the continuation maintaining operation or the continuation ending operation is not included in any of the slide determination regions, the operation is treated as invalid.

[0107] In this way, when an operation is input during a rhythm game in normal mode, the type of operation is identified, and a lane is identified based on the judgment area set for each type of operation. Then, when a lane is identified, notes to be judged are extracted based on the note information provided for each lane.

[0108] Fig. 17 is a diagram for explaining note information and criterion information. In the example shown in Fig. 17, in the first lane, leading slide note information indicating the leading slide note SNh is set in frames 110 to 130. Also, in the first lane, final slide note information indicating the final slide note SNe is set in frames 150 to 170.

[0109] Although the details will be described later, a reference point is set for each note information. The reference point is the number of frames from the start of the rhythm game, and for example, 120 frames is set as the reference point for the first slide note information of the first lane. The reference point is referred to when extracting note information, and if the reference point is within a predetermined number of frames from the timing when the operation is input, the operation and note information are associated with each other.

[0110] In the second lane, intermediate slide note information indicating intermediate slide note SNm is set in frames 135 to 145. The first slide note SNh and the last slide note SNe in the first lane and the intermediate slide note SNm in the second lane constitute one slide note group SN. In the third lane, tap note information indicating tap note TN is set in frames 100 to 120.

[0111] In the fifth lane, tap note information indicating tap notes TN is set in frames 115 to 135 and frames 127 to 147. In this way, in one lane, some of multiple note information may be set in the same frame.

[0112] For example, suppose that an operation performed during a rhythm game in normal mode is identified as a tap operation and the fifth lane is identified. In this case, the number of frames (elapsed time) from the start of the rhythm game is obtained, and from among the note information present in the fifth lane, one piece of note information whose reference point is within a predetermined number of frames before and after the number of frames at the time of inputting the operation is extracted.

[0113] The predetermined number of frames can be set as appropriate, but here, 10 frames are set as the predetermined number of frames. Therefore, if there is a reference point of any note information within 10 frames before or after the current frame, the earliest note information (the note information with the smallest number of frames) among the note information is specified as the object of judgment. If there is no note information within 10 frames before or after the current frame, the operation does not correspond to any note N, that is, it is treated as invalid.

[0114] When any note information is specified as a judgment target in the above manner, a timing judgment process is then performed based on the judgment criterion information. The judgment criterion information includes a judgment period including a reference point. Then, a judgment section is derived based on the difference between the reference point and the timing at which the operation is input.

[0115] For example, 110 frames are set as the reference point for the Tap Notes TN of the third lane. Here, 10 frames before and after the reference point, i.e., 20 frames, are set as the judgment period of the Tap Notes TN. The judgment period is divided into a first judgment section to a fifth judgment section. Specifically, the first judgment section is within two frames before and after the reference point, the second judgment section has a difference of 3 or 4 frames from the reference point, the third judgment section has a difference of 5 or 6 frames from the reference point, the fourth judgment section has a difference of 7 or 8 frames from the reference point, and the fifth judgment section has a difference of 9 or 10 frames from the reference point.

[0116] The judgment period may differ depending on the note N, or may be common to all notes N. Furthermore, the number of judgment sections provided within the judgment period and the number of frames in each judgment section may be common to all notes N, or may differ depending on the note N.

[0117] Here, the first to fourth judgment intervals of Tapnotes TN are classified as success judgments, and the fifth judgment interval is classified as failure judgment. If the timing judgment result is a success judgment, the player is given points, and if the judgment result is a failure judgment, no points are given. Also, the smaller the difference between the reference point (reference timing) and the timing at which the operation is input, the higher the points given to the player. Therefore, if the judgment result is the first judgment interval, the highest points are given, and thereafter, the points given decrease in the order of the second judgment interval, the third judgment interval, and the fourth judgment interval.

[0118] As described above, the note information that has been specified as a judgment target and has undergone timing judgment processing is erased from the memory 12. Therefore, the same note information is not specified as a judgment target more than once, and timing judgment processing is performed only once for one note information. Therefore, even if the judgment is unsuccessful, the note information specified as a judgment target is erased, and the same note information is not extracted as a judgment target again.

[0119] In this embodiment, the note information specified as a target for judgment is deleted, but information for identifying whether or not the note information has been specified as a target for judgment may be held for each note information.

[0120] (Explanation of note list information in normal mode rhythm game) Next, an example of note list information in a rhythm game in normal mode will be described. Fig. 18 is a diagram showing an example of note list information in a rhythm game in normal mode. At the start of a rhythm game in normal mode, note list information is stored in the note list information storage section of the memory 12. Note list information is provided for each song (game type) in the rhythm game in normal mode.

[0121] As shown in FIG. 18, the notes list information includes ID information, time information, type information, start position information, end position information, status information, synchronization information, group ID information, visibility information, size information, and conversion information.

[0122] The ID information is information that indicates the ID number of the notes list information. Each ID number is associated with time information, type information, start position information, end position information, status information, synchronization information, group ID information, visibility information, size information, and conversion information, and this group of information constitutes the notes information.

[0123] The time information (indicated as sec in FIG. 18) is information indicating the elapsed time from the start of the rhythm game. Here, for ease of understanding, the unit of time information is expressed in seconds (sec), but in reality, the number of frames (frame value) is set. Note that the time information sets the time (timing) from the start of the music until each note N reaches the target object (target coordinates).

[0124] Type information (denoted as type in Figure 18) includes information regarding the count number of notes N in a song (for example, the total number of notes N that can be determined during a rhythm game), the start and end timings of the song, and information indicating the type and display mode of notes N.

[0125] 18, for example, when type is "100", the value shown in status indicates the count number of notes N in the music. Here, the above-mentioned determination period is not set for fake notes FaN among notes N, so they are set not to be included in the count number of notes N.

[0126] Furthermore, in FIG. 18, for example, when type is "91", the type information indicates the start timing of the song, and when type is "92", the type information indicates the end timing of the song. In FIG. 18, when type is "1", the type information indicates that the type of note N is either tap note TN or flick note FN. In FIG. 18, when type is "1" and status is "0", the type of note N is tap note TN. In addition, when type is "1" and status is "1", the type of note N is left flick note FN, and when type is "1" and status is "2", the type of note N is right flick note FN.

[0127] 18, if the type information is "2", it indicates that the type of note N is a long tap note group LN, and if the type is "3", it indicates that the type of note N is a slide note group SN. If the type information is "8", it indicates that the type of note N is a damage note DN, and if the type information is "9", it indicates that the type of note N is a fake note FaN.

[0128] In addition, when the type information is "93" in FIG. 18, this indicates that the setting value of the future movement speed of note N is shown in status. For example, when the setting value of the movement speed of note N is set to "100", this indicates that the future movement speed is the initial value (reference speed) set according to the difficulty level of the song. The larger the value set in status is above "100", the faster the movement speed of note N will be relative to the reference speed, and the smaller the value is below "100", the slower the movement speed of note N will be relative to the reference speed. Furthermore, when the value is "0", this indicates that the movement speed of note N will be 0, and the movement of note N will stop. Furthermore, when the value is negative, this indicates that the movement direction is reversed compared to when the value is positive, and note N will move in the opposite direction.

[0129] The start position information (indicated as "start Pos" in FIG. 18) indicates the lane number corresponding to the initial position where note N is generated and displayed at the top of touch panel 26. The end position information (indicated as "finish Pos" in FIG. 18) indicates the lane number corresponding to the target object that note N will reach at the bottom of touch panel 26. As described above, the status information (indicated as "status" in FIG. 18) indicates various information about note N (count number, type, movement speed, etc.) according to the type information. Note that when type is "9" (fake note FaN), the color information of fake note FaN is set in the status information.

[0130] FIG. 19 is a diagram for explaining an example of color information of the fake notes FaN. In FIG. 19, the numbers from 0 to 255 are values ​​for expressing colors by combining the three primary colors of light: red (R), green (G), and blue (B). When red (R), green (G), and blue (B) are 255, 255, and 255, the color is white, and when they are 0, 0, and 0, the color is black. As shown in FIG. 19, when the status is "1", the color of the fake notes FaN is set to red, and when the status is "2", the color of the fake notes FaN is set to gray. Also, when the status is "3", the color of the fake notes FaN is set to green, and when the status is "4", the color of the fake notes FaN is set to black.

[0131] Returning to Fig. 18, the synchronization information (shown as sync in Fig. 18) indicates that multiple notes N are to be tapped (pressed simultaneously) at the same time. For example, if the sync corresponding to two notes N is set to an equal value other than "0", the two notes N are connected to each other by a wire, and the player knows that they should be pressed simultaneously.

[0132] Group ID information (indicated as group Id in FIG. 18) indicates that multiple notes N are grouped. For example, if multiple notes N are set to the same group ID, the multiple notes N are connected by a band-shaped guide (connection object) and grouped.

[0133] The visibility information (denoted as "visible" in FIG. 18) indicates the setting value of the specified range R as shown in FIGS. 9A, 9B, 10A, and 10B. The magnitude of the setting value indicates the size of the specified range R from the target object (target coordinates) to the initial position (generation position) of note N. When the setting value of the visibility information is positive, note N appears within the specified range R, that is, note N is set to be hidden outside the specified range R. On the other hand, when the setting value of the visibility information is negative, note N disappears (is hidden) within the specified range R, that is, note N is set to be displayed (appears) outside the specified range R.

[0134] Size information (indicated as size in FIG. 18) indicates the ratio of each note N to the reference dimension. For example, if the ratio when the reference dimension is 100 is set to size, and the number set to size is "10", this indicates that the size of note N is 1 / 10 of the reference dimension. The larger the number set to size is above 100, the larger note N will be, and the smaller the number is below 100, the smaller note N will be.

[0135] Conversion information (indicated as "conversion" in FIG. 18) is a value (hereinafter referred to as "conversion value") indicating the timing at which each note N reaches a target object (target coordinates). In FIG. 18, the conversion value indicates a value obtained by converting the elapsed time from the start of the music based on the moving speed of note N. In this embodiment, the conversion value is a value obtained by converting the elapsed time from the start of the music based on the reference speed of note N. For example, in FIG. 18, when note N moves at the reference speed, if the elapsed time is 1 second, the conversion value is specified as "1". Also, when note N moves at a speed 1 / 2 times the reference speed, if the elapsed time is 1 second, the conversion value is specified as "0.5". Also, when note N moves at a speed twice the reference speed, if the elapsed time is 1 second, the conversion value is specified as "2". In detail, in FIG. 18, at sec "12" of the elapsed time of the music, the moving speed of note N is slowed down to one-tenth of the standard speed, and at sec "20", the moving speed of note N is returned to the standard speed. In this case, if note N was moving at the standard speed, the increase in the conversion value between sec "12" and "20" would be "8". However, in FIG. 18, because the moving speed of note N is slowed down to one-tenth of the standard speed between sec "12" and "20", the increase in the conversion value is "0.8". Therefore, while the conversion value at sec "12" is "12", the conversion value at sec "20" is "12.8".

[0136] In this embodiment, the conversion information (conversion value) is used when each note N is displayed on the touch panel 26. Specifically, first, a current conversion value is derived by converting the elapsed time from the start of the music piece into the moving speed of note N. The current conversion value is derived by the conversion value calculation method described above. Note that if the moving direction of note N is reversed (if type "93" and the value of status are negative in FIG. 18), the current conversion value is decreased. In other words, while the moving direction of note N is reversed, the current conversion value is subtracted.

[0137] Next, in order to display (generate) each note N at an initial position on the touch panel 26, a value (hereinafter, referred to as a subtraction value) is derived by subtracting a predetermined value (for example, "1") from each conversion value shown in FIG. 18. Then, the current conversion value is compared with the subtraction value, and when the current conversion value is equal to the subtraction value, each note N is generated and displayed at the initial position on the touch panel 26. Also, during the time when each note N moves from the initial position to the target object, the display position on the touch panel 26 is calculated backwards for each frame from the difference between the current conversion value and each conversion value shown in FIG. 18. Each note N is displayed at a position on the touch panel 26 obtained by the backward calculation, so that each note N is moved and displayed. As a result, even if the moving speed of each note N changes, that is, regardless of the moving speed of each note N, each note N can be displayed in real time on the touch panel 26 at an appropriate timing.

[0138] (Specific control process in player terminal 1) Next, a specific control process in the player terminal 1 for executing the above game will be described. Fig. 20 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal side control program (module) in the program storage area 12a.

[0139] The terminal side control programs include a setting screen display program 300, an identification image display program 302, an ID setting program 304, a game selection screen display program 306, a party selection screen display program 308, a target object display program 310, an instruction object display program 312, a connection object display program 314, a game mode switching program 316, an operation information derivation program 318, a validity determination program 320, a timing determination program 322, and a game control program 324. Note that the above programs are merely examples, and many other programs are provided in the program memory area 12a.

[0140] Data storage area 12b is provided with the following storage sections for storing data: a party information storage section 330, a provisional selection information storage section 332, a selection information storage section 334, a selected party information storage section 336, a character ID storage section 338, an area attribute information storage section 340, a notes list information storage section 342, a criterion information storage section 344, and an operation information storage section 346. Note that the above storage sections are merely examples, and data storage area 12b is provided with many other storage sections.

[0141] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a setting screen display unit 300a, an identification image display unit 302a, an ID setting unit 304a, a game selection screen display unit 306a, a party selection screen display unit 308a, a target object display unit 310a, an instruction object display unit 312a, a connection object display unit 314a, a game mode switching unit 316a, an operation information derivation unit 318a, a validity determination unit 320a, a timing determination unit 322a, and a game control unit 324a.

[0142] Specifically, the CPU 10 runs a setting screen display program 300 and causes the computer to function as a setting screen display unit 300a. Similarly, the CPU 10 operates the identification image display program 302, the ID setting program 304, the game selection screen display program 306, the party selection screen display program 308, the target object display program 310, the instruction object display program 312, the connection object display program 314, the game mode switching program 316, the operation information derivation program 318, the validity determination program 320, the timing determination program 322, and the game control program 324 to function as the identification image display unit 302a, the ID setting unit 304a, the game selection screen display unit 306a, the party selection screen display unit 308a, the target object display unit 310a, the instruction object display unit 312a, the connection object display unit 314a, the game mode switching unit 316a, the operation information derivation unit 318a, the validity determination unit 320a, the timing determination unit 322a, and the game control unit 324a, respectively. Some of the processes performed by the terminal side control unit 1A will be described below. Each process described below is repeatedly executed at frame (image) update intervals.

[0143] 21 is a flowchart illustrating an example of a game selection process in the player terminal 1. When the second tab 30b is tapped (YES in S1), the game selection screen display unit 306a sets temporary selection information in the temporary selection information storage unit 332 (S2). Here, information indicating the game type (music) and information indicating the game mode are set as the temporary selection information.

[0144] Furthermore, the game selection screen display unit 306a displays the game selection screen (FIGS. 4A and 4B) on the touch panel 26 based on the provisional selection information set in the provisional selection information storage unit 332 (S3).

[0145] Furthermore, when a selection operation is input (YES in S5) while the game selection screen is being displayed (YES in S4), the game selection screen display unit 306a updates the provisional selection information in the provisional selection information memory unit 332 based on the selection operation, and updates the display of the game selection screen based on the updated provisional selection information (S6).

[0146] When the normal mode selection tab 42a is tapped as a selection operation, the game mode switching unit 316a updates the provisional selection information indicating the game mode to information corresponding to the normal mode and highlights the normal mode selection tab 42a. Similarly, when the special mode selection tab 42b is tapped, the game mode switching unit 316a updates the provisional selection information indicating the game mode to information corresponding to the special mode and highlights the special mode selection tab 42b.

[0147] Furthermore, for example, when a flick operation is performed upward or downward on the music information tab 40a or the title display tab 40b as a selection operation, the game selection screen display unit 306a updates the information indicating the game type.

[0148] Furthermore, when the decision tab 44 on the game selection screen is tapped (YES in S7), the setting screen display unit 300a sets selection information corresponding to the provisional selection information stored in the provisional selection information storage unit 332 in the selection information storage unit 334 (S8).

[0149] When the selected information is set in the selected information storage unit 334, the setting screen display unit 300a selects one piece of party information from the seven pieces of party information stored in the party information storage unit 330 in accordance with predetermined conditions, and sets it in the selected party information storage unit 336 (S9).

[0150] In addition, the ID setting unit 304a sets character IDs in the first memory area to the fifth memory area of ​​the character ID memory unit 338 based on the party information set in the selected party information memory unit 336 in S9 and the party information stored in the party information memory unit 330 (S10).

[0151] Then, the setting screen display unit 300a displays the normal mode setting screen (see FIG. 5) based on the information set in S8, S9, and S10 (S11). Also, in S11, the identification image display unit 302a displays the identification image 58 in the setting area based on the party information set in the selected party information storage unit 336 in S9.

[0152] 22 is a flowchart for explaining an example of the party setting process in the player terminal 1. This party setting process is started by displaying the normal mode setting screen in the above game selection process, and is repeatedly executed while the normal mode setting screen is displayed. When the start tab 50 is tapped on the normal mode setting screen (YES in S21), the game control unit 324a acquires the character ID stored in the character ID storage unit 338 (S22).

[0153] Furthermore, the game control unit 324a sets game data relating to the game type (music information) set in the selection information storage unit 334 based on the information acquired in S22 (S23). Here, music video data, control data for moving and displaying the note N on the touch panel 26, and sound data are set as the game data.

[0154] In S23, music video data corresponding to the game type and the combination of character IDs set in the object display area is set. In addition, the target object display unit 310a sets the identification image 58 as a target object to the target coordinates based on the character ID stored in the character ID storage unit 338 (S24). As a result, the target object (identification image 58) corresponding to the target coordinates is displayed on the touch panel 26. In this way, the target object display unit 310a displays the target object corresponding to the target coordinates on the touch panel 26 based on the target coordinates set at positions spaced apart from each other.

[0155] On the other hand, when the identification image 46 or the switching tab 48 is tapped on the normal mode setting screen (YES in S25), the party selection screen display unit 308a executes a party change process (S30).

[0156] 23 is a flowchart illustrating an example of the party change process (S30) in the player terminal 1. When the identification image 46 is tapped on the normal mode setting screen (YES in S30-1), the party selection screen display unit 308a displays the character selection screen (S30-2).

[0157] Although detailed explanation is omitted, when a character is changed on the character selection screen, the character information before the change is updated to the character information after the change in the party information storage unit 330. Similarly, the character ID before the change is updated to the character ID after the change in the character ID storage unit 338. When the character change on the character selection screen is completed, the party selection screen is displayed again.

[0158] When the switching tab 48 is tapped on the normal mode setting screen (YES in S30-3), the party selection screen display unit 308a sets, from among the party information stored in the party information storage unit 330, party information that differs from the party information stored in the selected party information storage unit 336 (S30-4). In addition, the identification image display unit 302a displays (changes) the identification image 46 in the selection area based on the party information set in S30-4 (S30-5).

[0159] FIG. 24 is a flowchart for explaining an example of a rhythm game control process in the player terminal 1. This rhythm game control process is executed from the start to the end of the rhythm game. The game control unit 324a increments the elapsed time (current frame value) from the start of the rhythm game (S40). Then, the image of the music video displayed on the touch panel 26 is updated to an image corresponding to the updated frame value (S41). Also, the instruction object display unit 312a executes a note display process for moving and displaying the note N based on the control data (note list information shown in FIG. 18) set at the start of the rhythm game (S50). Then, when the touch panel 26 is operated by the player, the game control unit 324a executes a normal mode operation determination process (S60). Details of the note display process (S50) and the normal mode operation determination process (S60) will be described later.

[0160] The game control unit 324a also manages the abilities of each character used in the rhythm game (S42). As described above, a "center effect" and a "special skill" are set in advance for each character as abilities, and the game control unit 324a performs a lottery to activate these abilities. For example, it is assumed that a "special skill" of "performing a lottery to increase the score by 10% every 4 seconds" is set for a specific character.

[0161] In this case, in the rhythm game in normal mode, the game control unit 324a performs a lottery every four seconds, and if the lottery is won, the points acquired are increased by 10% for a certain period of time thereafter.

[0162] FIG. 25 is a first diagram of a flowchart for explaining an example of the notes display process in the player terminal 1. FIG. 26 is a second diagram of a flowchart for explaining an example of the notes display process in the player terminal 1. This notes display process is executed from the start to the end of the rhythm game. The instruction object display unit 312a acquires the notes list information shown in FIG. 18 from the notes list information storage unit 342 (S50-1). The instruction object display unit 312a extracts notes information from the notes list information in ascending order of ID number. At this time, the instruction object display unit 312a extracts notes information included in a range within a predetermined time from the current frame value (the elapsed time from the start of the music) (S50-2).

[0163] The instruction object display unit 312a determines (S50-3) whether the type information of the extracted note information is information regarding the moving speed and moving direction of the note N. If the type information is information regarding the moving speed and moving direction of the note N (YES in S50-3), the instruction object display unit 312a sets the moving speed and moving direction of all notes N.

[0164] For example, when the type is "93" and the status is "100" in Fig. 18, the instruction object display unit 312a sets the moving speed of all notes N to a standard speed that is set according to the difficulty level of the music. When the status is positive, the instruction object display unit 312a determines that the moving direction of all notes N is the forward direction approaching the target object. On the other hand, when the status is negative, the instruction object display unit 312a determines that the moving direction of all notes N is the reverse direction away from the target object.

[0165] 18, the instruction object display unit 312a determines that the moving speed of all notes N is faster than the reference speed when the type is "93" and the status value is greater than "100". At this time, the instruction object display unit 312a derives the moving speed of all notes N based on the ratio of the status value to the status "100" and the reference speed. Also, in FIG. 18, the instruction object display unit 312a determines that the moving speed of all notes N is slower than the reference speed when the type is "93" and the status value is less than "100". At this time, the instruction object display unit 312a derives the moving speed of all notes N based on the ratio of the status value to the status "100" and the reference speed.

[0166] Then, the instruction object display unit 312a sets the movement speed and movement direction of all the determined notes N (S50-4).

[0167] If the type information is not information regarding the moving speed and moving direction of the note N (NO in S50-3), the instruction object display unit 312a determines whether the type of the note N is a fake note FaN or not based on the type information (S50-5).

[0168] If the type of note N is a fake note FaN (YES in S50-5), the instruction object display unit 312a sets the color of the fake note FaN to be displayed on the touch panel 26 based on the status information (S50-6).

[0169] If the type of note N is not fake note FaN (NO in S50-5), the instruction object display unit 312a determines whether the size of note N has been changed based on the size information (S50-7). If the size of note N has been changed from the reference shape (YES in S50-7), the instruction object display unit 312a sets the dimensions of note N to be enlarged or reduced based on the size information (S50-8). Note that the instruction object display unit 312a may set the dimensions of note N to change (enlarge or reduce) while the note N is being displayed moving.

[0170] If the size of note N has not been changed (NO in S50-7), the instruction object display unit 312a identifies the type of note N (either tap note TN, long tap note group LN, flick note FN, slide note group SN, or damage note DN) based on the type information and status information (S50-9).

[0171] The instruction object display unit 312a sets the initial position (start position) of each note N and the position (end position) of the target object based on the start position information and end position information (S50-10).

[0172] The instruction object display unit 312a determines whether or not to execute a line display process for connecting multiple notes N with lines based on the synchronization information (S50-11). If the multiple notes N have synchronization setting values ​​associated with each other (YES in S50-11), the instruction object display unit 312a executes the line display process (S50-12). If the multiple notes N do not have synchronization setting values ​​associated with each other (NO in S50-11), the instruction object display unit 312a does not execute the line display process.

[0173] The connection object display unit 314a judges whether to execute a guide display process for connecting a plurality of notes N with a band-shaped guide based on the group ID information (S50-13). If the plurality of notes N have group IDs associated with each other (YES in S50-13), the connection object display unit 314a executes the guide display process (S50-14). Here, the connection object display unit 314a also executes a guide display process for connecting a plurality of fake notes FaN with a band-shaped guide for fake notes FaN (special instruction object) if the fake notes FaN have a group ID. That is, the connection object display unit 314a executes the guide display process regardless of whether the fake notes FaN are normal instruction objects or special instruction objects. In other words, the connection object display unit 314a moves and displays a guide (normal connection object) that connects a plurality of normal instruction objects and a guide (special connection object) that connects a plurality of special instruction objects. In addition, the connection object display unit 314a displays the normal connection object and the special connection object so as to be distinguishable from each other.

[0174] On the other hand, if there are no group IDs associated with the multiple notes N (NO in S50-13), the instruction object display unit 312a does not execute the guide display process. However, the connection object display unit 314a executes the guide display process for the long tap note group LN even if there is no group ID.

[0175] The instruction object display unit 312a determines whether or not a display range of the notes N on the touch panel 26 is specified based on the visibility information (S50-15). If a display range is specified (YES in S50-15), the instruction object display unit 312a sets a predetermined range R on the touch panel 26, for example, as shown in FIG. 10A (S50-16). If a display range is not specified (NO in S50-15), the instruction object display unit 312a does not set the predetermined range R.

[0176] As described above, the instruction object display unit 312a derives the display position of the note N on the touch panel 26 based on the conversion information (conversion value) and the current conversion value (S50-17).

[0177] In detail, first, the instruction object display unit 312a derives a current conversion value obtained by converting the elapsed time from the start of the music piece into the moving speed of the note N. Next, the instruction object display unit 312a derives a value (subtraction value) by subtracting a predetermined value (for example, "1") from each conversion value shown in FIG. 18. Then, the instruction object display unit 312a compares the current conversion value with the subtraction value, and generates and displays each note N at an initial position on the touch panel 26 when the current conversion value and the subtraction value are equal. Furthermore, the instruction object display unit 312a reversely calculates the display position on the touch panel 26 for each frame from the difference between the current conversion value and each conversion value shown in FIG. 18 until each note N reaches the target object from its initial position. The instruction object display unit 312a moves and displays each note N by sequentially displaying each note N at a position on the touch panel 26 obtained by the reverse calculation. This allows each note N to be displayed on the touch panel 26 in real time at an appropriate timing, regardless of the moving speed of each note N.

[0178] In this manner, the instruction object display unit 312a moves and displays an instruction object provided corresponding to any one of the target coordinates so that the instruction object reaches the corresponding target coordinate. At this time, the instruction object display unit 312a displays notes N other than fake notes FaN (normal instruction objects) and fake notes FaN (special instruction objects) so as to be distinguishable from each other.

[0179] The instruction object display unit 312a determines whether or not all of the notes information extracted in S50-2 has been processed, and if there is other notes information to be processed (YES in S50-18), returns the process to S50-3.

[0180] FIG. 27 is a flowchart for explaining an example of normal mode operation determination processing in the player terminal 1. This operation determination processing is executed from the start to the end of the rhythm game. The operation information derivation unit 318a detects an operation on the touch panel 26, and updates (derives) the operation information in the operation information storage unit 346 based on the detection result (S60-1). Here, the operation information derivation unit 318a also specifies whether a tap operation (continuation start operation), a continuation maintenance operation, or a continuation end operation has been performed. In this way, the operation information derivation unit 318a derives predetermined operation information based on the operation input to the touch panel 26.

[0181] When it is determined in S60-1 that a tap operation has been detected (YES in S60-2), the game control unit 324a determines whether the operation position of the tap operation is within the tap determination area (S60-3). Here, even if the size (dimension) of the note N is different, the game control unit 324a sets the same tap determination area without changing the size (dimension) of the tap determination area.

[0182] That is, the game control unit 324a sets a common valid judgment area for two notes N (first instruction object and second instruction object) that have similar shapes but different dimensions, and executes a common judgment process. In other words, the game control unit 324a functions as a judgment processing unit that executes a common judgment process for the first instruction object and the second instruction object based on the operation information. If the operation position of the tap operation is within the tap judgment area (YES in S60-3), the game control unit 324a identifies the lane (S60-4).

[0183] Furthermore, based on the note list information stored in the note list information storage unit 342, if the earliest note information having a reference point within a predetermined frame among the note information corresponding to the lane is not fake note information, the game control unit 324a extracts this note information (S60-5). Here, a target coordinate (target lane) is determined (set) for each note N regardless of the size (external shape) (see FIG. 18), and the game control unit 324a extracts this note information when the lane specified in S60-4 matches the target lane associated with the note N, and proceeds to a timing determination process (S100) described later. Therefore, when the external shape of the note N overlaps with a target object adjacent to the target object corresponding to the note N, the game control unit 324a does not perform a valid determination for the note N in the valid determination area corresponding to the adjacent target object. The steps of extracting the note information thereafter are similar. However, without being limited to this, the game control unit 324a may extract fake note information when the earliest note information is fake note information.

[0184] If the extracted note information is tap note information or leading slide note information (YES in S60-6, YES in S60-7), the timing determination section 322a performs timing determination processing (S100). Note that the timing determination processing will be described in detail later.

[0185] If no note information is extracted in S60-5, or if the extracted note information is neither tap note information nor leading slide note information (NO in S60-7), the operation is invalid. If there is another specified operation (YES in S60-22), the process is repeated from S60-2, and if there is no other specified operation (NO in S60-22), the normal mode operation determination process ends.

[0186] Furthermore, if it is determined that a tap operation has been detected (YES in S60-2) and the operation position of the tap operation is not within the tap determination area (NO in S60-3) but is within the slide determination area (YES in S60-8), the game control unit 324a identifies the lane (S60-9).

[0187] Then, based on the note extraction information stored in the note list information storage unit 342, if the earliest note information having a reference point within a predetermined frame among the note information corresponding to the lane is not fake note information, the game control unit 324a extracts this note information (S60-10). At this time, if the extracted note information is the leading slide note information (YES in S60-11), the timing determination unit 322a performs timing determination processing (S100).

[0188] If it is determined that a flick operation has been detected (YES in S60-12) and the operation position of the flick operation is within a predetermined range (YES in S60-13), the game control unit 324a determines the lane (S60-14). Then, based on the note information stored in the note list information storage unit 342, the game control unit 324a extracts the earliest note information having a reference point within a predetermined frame if it is not fake note information (S60-15). At this time, if the extracted note information is flick note information (YES in S60-16), the timing determination unit 322a performs timing determination processing (S100).

[0189] If it is determined that a continuation maintaining operation or a continuation ending operation has been detected (YES in S60-17) and the operation position is within the slide determination area (YES in S60-18), the game control unit 324a determines the lane (S60-19). Furthermore, based on the note information stored in the note list information storage unit 342, the game control unit 324a extracts the earliest note information having a reference point within a predetermined frame if it is not fake note information (S60-20).

[0190] At this time, if the identified operation is a continuation maintaining operation and the extracted note information is intermediate slide note information, or if the identified operation is a continuation ending operation and the extracted note information is final slide note information (YES in S60-21), the timing determination unit 322a performs a timing determination process (S100).

[0191] FIG. 28 is a flowchart for explaining an example of the timing judgment process (S100) in the player terminal 1. The timing judgment unit 322a sets a reference point for the note information to be judged based on the judgment criterion information stored in the judgment criterion information storage unit 344 (S100-1). Here, the timing judgment unit 322a may not set a reference point based on the type of note N from the note information. Specifically, when the type of note N is fake note FaN (special instruction object), the timing judgment unit 322a may not set a reference point for fake note FaN. In other words, when the type of note N is a special instruction object, the timing judgment unit 322a may not execute the judgment process for the special instruction object.

[0192] Then, the timing judgment unit 322a derives one of the first to fifth judgment sections based on the difference between the current frame value updated in S40 and the reference point (S100-2). Here, even if the size (dimension) of the note N is different, the timing judgment unit 322a sets the same judgment section (the first to fifth judgment sections) without changing the size (frame period) of the judgment section. That is, the timing judgment unit 322a executes a common judgment process for two notes N (the first and second instruction objects) that have similar shapes but different dimensions. In other words, the timing judgment unit 322a functions as a judgment processing unit that executes a common judgment process for the first and second instruction objects based on the operation information. In this way, the timing judgment unit 322a controls the size of the judgment period to be constant so that it is not changed according to the change in size of the note N relative to the reference shape.

[0193] For example, when the size of note N is reduced by half, the judgment period is not reduced by half, but is maintained at the same size. Also, when the size of note N is increased by twice, the judgment period is not increased by twice, but is maintained at the same size. In this way, the judgment period is not changed depending on the size of note N, and only the appearance of note N is changed, so that it is possible to give an impact only on the appearance of note N without affecting the operation timing or operation difficulty. As a result, the playability of the rhythm game can be improved.

[0194] Furthermore, since the timing determination unit 322a does not set a reference point for the fake notes FaN (special instruction object), it does not perform evaluation determination for the first to fifth judgment intervals for the special instruction object. On the other hand, for objects other than fake notes FaN (normal instruction objects), it sets a reference point and performs evaluation determination for the first to fifth judgment intervals. At this time, the timing determination unit 322a similarly continues evaluation determination even when there is a guide (normal connection object) that connects the normal instruction object.

[0195] In this way, the timing determination unit 322a performs an evaluation determination on the normal instruction object based on the predetermined operation information, and does not perform an evaluation determination on the special instruction object. Also, the timing determination unit 322a performs an evaluation determination on the normal connection object based on the predetermined operation information, and does not perform an evaluation determination on the special connection object. As a result, the fake notes FaN are excluded from the evaluation target of the rhythm game, and it is possible to enhance the play element and the performance expression without affecting the operation play evaluation of the player. As a result, it is possible to improve the playability of the rhythm game.

[0196] The game control unit 324a notifies the player of the result of the determination, and adds up points based on the result of the determination (S100-3). Although a detailed explanation will be omitted, the game control unit 324a adds up points reflecting the character's abilities.

[0197] Furthermore, the timing determination section 322a erases the note information that has been the subject of the timing determination process (S100-4).

[0198] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0199] For example, when a player operates a fake note FaN, if the operation of the player is appropriate, no evaluation is performed (no impact on the score), but a timing determination process (S100) is performed, and various effects may be displayed, such as an effect indicating that the operation timing is correct, or an effect for when an operation is performed regardless of the operation timing. The above effects may also be used as effects that have some kind of impact on the music video.

[0200] Furthermore, the types of notes N that are set to be enlarged or reduced with respect to the reference dimensions may include fake notes FaN. Therefore, in step S50-8 of Fig. 26, the instruction object display unit 312a may set the dimensions of the fake notes FaN to be enlarged or reduced based on the size information.

[0201] In the above embodiment, the operation timing determination result is derived from the difference between the reference point set in note N and the operation input timing based on the elapsed time (number of frames) from the start of the rhythm game. However, the method of determining the operation timing is not limited to this. For example, the overlapping range (area) of note N and the target object corresponding to the target coordinates set in note N may be derived, and the determination result may be derived based on this range.

[0202] In the above embodiment, the operation modes of the operation input to the touch panel 26 are roughly classified into a tap operation, a flick operation (continuous start operation), a continuous maintenance operation, and a continuous end operation. However, only some of these operation modes may be provided, or other operation modes may be provided. In any case, as long as predetermined operation information is derived based on the operation input to the touch panel 26, the specific contents are not particularly limited.

[0203] In the above embodiment, two game modes, a normal mode and a special mode, are provided, but only one game mode may be provided, or three or more game modes may be provided. Also, in the above embodiment, each object displayed on the touch panel 26 is merely an example.

[0204] In the above embodiment, the target coordinates are associated with the target object. However, the target object is not limited to the target coordinates, and may be associated with, for example, a predetermined area or object. In other words, the target object may be displayed in correspondence with any target, and the target is not particularly limited.

[0205] Also, the control process shown in the above embodiment is merely an example. In the above embodiment, the control process for executing the game is executed by the player terminal 1 and the server 100. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 100, functions as the game device G. However, the control process for executing the game may be executed, for example, only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. Also, the control process for executing the game may be executed, for example, only by the server 100. In this way, the control process for executing the game may be executed by either one or both of the player terminal 1 and the server 100 that can communicate with the player terminal 1.

[0206] In the above embodiment, the information processing program for implementing the game may be stored in a computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Industrial Applicability]

[0207] The present invention can be used in an information processing program, a game device, and an information processing method. [Explanation of symbols]

[0208] 26 Touch Panel 70a First Target Object 70b Secondary Object 70c Third Object 70d 4th Target Object 70e 5th Target Object 310a Target object display section 312a Pointing object display section 314a Connection object display section 318a Operation information derivation unit 320a Validity determination unit 322a Timing judgment unit 324a Game control unit FN Flick Notes FaN Fake Notes G Game Device LN Long Tap Notes LNe Final Long Tap Notes LNh First long tap note LNm Intermediate long tap notes N Notes SN Slide Notes SNe Final Slide Notes SNh First slide notes SNm Intermediate Slide Notes TN Tap Notes

Claims

1. an operation information derivation unit that derives predetermined operation information based on an operation input to a touch panel; a target object display unit that displays, on the touch panel, target objects corresponding to targets set at positions spaced apart from each other; an instruction object display unit that displays an instruction object including a normal instruction object classified as a normal type and a special instruction object classified as a special type, the instruction object having end position information set to indicate one of the targets, so as to move the instruction object to reach the corresponding target based on the end position information; a determination unit that performs an evaluation determination on the normal instruction object based on the operation information and does not perform the evaluation determination on the special instruction object; An information processing program that enables a computer to function.

2. The display mode of the normal instruction object is different from the display mode of the special instruction object. The information processing program according to claim 1 .

3. The display mode of the normal instruction object is at least partially the same as the display mode of the special instruction object. The information processing program according to claim 1 .

4. an operation information derivation unit that derives predetermined operation information based on an operation input to a touch panel; a target object display unit that displays, on the touch panel, target objects corresponding to targets set at positions spaced apart from each other; an instruction object display unit that displays an instruction object including a normal instruction object classified as a normal type and a special instruction object classified as a special type, the instruction object having end position information set to indicate one of the targets, so as to move the instruction object to reach the corresponding target based on the end position information; a determination unit that performs an evaluation determination on the normal instruction object based on the operation information and does not perform the evaluation determination on the special instruction object; A game device comprising:

5. An information processing method executed by one or both of a player terminal and a server capable of communicating with the player terminal, comprising: Deriving predetermined operation information based on an operation input to a touch panel; displaying, on the touch panel, target objects corresponding to the targets set at positions spaced apart from each other; a step of moving and displaying a pointing object, which includes a normal pointing object classified as a normal type and a special pointing object classified as a special type, and has end position information set to indicate one of the targets, so as to reach the corresponding target based on the end position information; executing an evaluation determination for the normal instruction object based on the operation information, and not executing the evaluation determination for the special instruction object; An information processing method comprising:

Citation Information

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