Game system and program
Patent Information
- Application Number
- JP2021061856
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-31
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2041-03-31
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a program, and the like. [Background technology]
[0002] 2. Description of the Related Art In recent years, timing input games have become known as a type of game genre in which input operations are performed in time with the rhythm of output music.
[0003] Among such timing input games, not only pure music games in which the player executes operational inputs based on music data, but also games in which the game progresses based on the accuracy of presented operational inputs, including the timing of the operational inputs, are known.
[0004] In particular, recently, there has been known a game in which the game progresses based on the accuracy of such operational input, in which a competitive game is executed based on the results of the operational input made by the player based on the instructed input timing (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 4889079 Summary of the Invention [Problem to be solved by the invention]
[0006] However, the game described in Patent Document 1 above, or the game system that provides it, is basically a simple game in which the player's operational input is replaced with rhythm game input, and is not a composite game that combines a rhythm game itself with a competitive game, so further improvement is desired from the standpoint of the game's entertainment value.
[0007] The present invention has been made to solve the above-mentioned problems, and its object is to provide a game system etc. which can maintain and increase the interest of the player in the game by using a rhythm game in which the game progresses based on timing inputs in a game that links multiple game types based on different game elements. [Means for solving the problem]
[0008] (1) In order to solve the above problems, the present invention provides A game system for controlling a composite linked game including a first game and a second game different from the first game, a reception processing means for executing a reception process for receiving an operation input from a player; an operation timing instruction control means for executing an operation timing instruction control process for instructing the input of an operation timing of the player; a first game control means for progressing the first game based on a result of an operation input by a player input in accordance with an operation timing instruction in the operation timing instruction control process; a second game control means for controlling a second game which is started simultaneously with a start timing at which execution of the first game is started or at a timing considered to be simultaneous with the start timing, the second game control means executing at least one of an activation control process for activating a given character for use in the game based on a result of an operation input by a player of the first game and an action control process for controlling the action of the character in the game; At least the second game result of the first game result and the second game result an evaluation processing means for executing an evaluation process for evaluating a player of the composite cooperation game based on the result of the game; The present invention has a configuration comprising:
[0009] With this configuration, the present invention can use input from a rhythm game in which the game progresses based on timing input as a common operational input for multiple games based on different game elements, thereby providing a new hybrid game in which the results of the rhythm game are used as a resource to execute other games that control the activation and behavior of characters.
[0010] Therefore, the present invention, as a composite cooperation game, can maintain and increase the interest of the game for the player.
[0011] The "first game" is, for example, a game in which an input is performed at a specified timing, preferably a music game in which the input is performed while a piece of music is being played, but it may be any game in which the player performs operational input based on the rhythm.
[0012] The "second game" includes, for example, a fighting game, a role-playing game, a simulation game, or other game that progresses using characters.
[0013] In particular, the second game may be any game that progresses using the results of operational inputs from the first game, and may be, for example, a turn-based strategy game, or various games in which the player progresses the game using a player character that is the object of operation, such as a first-person shooter game (FPS) or action game. However, even in this case, it is preferable that the game be one in which the player strategically progresses the game from a commander or third-person perspective, and specifically, a real-time strategy game in which game processing is automated to a certain extent is preferable.
[0014] Also, a "composite linked game" refers to a game in which a first game and a second game are linked together, with each game based on different game elements (such as a rhythm game and a fighting game). However, a "composite linked game" is preferably a game in which two games are related to each other to build a single worldview, or a game that uses a common character, or the like.
[0015] Furthermore, the "operation timing instruction control process" includes, for example, controlling the display of objects for instructing the player's operation input and the operation content.
[0016] In addition to the above, the "operation input result" indicates, for example, the accuracy of the input timing based on the operation input contents of the specified player, and whether or not the operation contents match.
[0017] Furthermore, "the same time as the start timing when execution of the first game is started or a timing that is considered to be the same time as the start timing" does not have to be exactly the same timing, but may be approximately the same timing.
[0018] And, in the "activation control process" and the "action control process", (A1) Player character's attack (A2) Attacking the player character, and (A3) Using items These include actions and behaviors related to battles between the player character and other characters.
[0019] Then, "based on the result of the operation input by the player of the first game, a given character is gamed. The phrase "executing at least one of an activation control process for activating the character for use in the game, and an action control process for controlling the action of the character in the game" may mean, for example, controlling the execution of the activation control process or the action control process in the second game using the operation input result itself, controlling the execution of the activation control process or the action control process in the second game using an evaluation result evaluated based on the operation input result, or converting these into predetermined parameters, and controlling the execution of the activation control process or the action control process in the second game using the converted parameters.
[0020] Furthermore, "based on at least the result of the second game out of the result of the first game and the result of the second game" indicates being based only on the result of the second game, or being based on both the result of the first game and the result of the second game.
[0021] (2) The present invention also provides When the operation inputs of the plurality of players are accepted by the accepting process, The operation timing instruction control means Execute an operation timing instruction control process for instructing each player to input an operation timing, The first game control means
[0022] progressing the first game based on the results of operation inputs of each player input in accordance with operation timing instructions in the operation timing instruction control process for each player; The second game control means The system is configured to execute at least one of the activation control process and the action control process within a common game space or within each game space based on the results of operation input by each player of the first game.
[0023] With this configuration, when a game is played by multiple players, the present invention allows the players to enjoy their own play in the first game, while allowing the players to cooperate in playing the second game.
[0024] Therefore, the present invention can provide a new hybrid game in which the results of a rhythm game are used to execute another game in a multiplayer mode.
[0025] In addition, "controlling the second game by coordinating the operation input results of each player of the first game" means, for example, controlling the second game by adding up or integrating the operation input results of each player of the first game.
[0026] (3) The present invention also provides The apparatus further includes a display control means for simultaneously displaying on a display means an image relating to a first game for at least one specific player among the multiple players, which is executed based on the operation timing instruction control process, and an image relating to the second game based on the operation input results of the specific player and other players.
[0027] With this configuration, the present invention allows the first game and the second game to be viewed simultaneously, improving operability for the player and allowing the player to enjoy both games without having to perform complex operations.
[0028] In addition, since it says "an image related to the first game of at least one specific player," it also includes displaying images related to the first game of a plurality of players simultaneously with an image related to the first game.
[0029] (4) The present invention also provides The second game control means The game device has a configuration for controlling a game element related to the character based on the result of an operation input by a player of the first game, and executing at least one of the activation control process and the behavior control process.
[0030] With this configuration, the present invention can control the activation and behavior of a player character that is the target of operation by a player in a second game based on the input results of a rhythm game as a first game based on operation timing, thereby providing a new hybrid game in which other games are executed using the results of the rhythm game as resources.
[0031] In addition, "game elements" include, for example, (B1) The types of characters (e.g., player characters and enemy characters) appearing in the second game and the items used by the characters; (B2) Parameters related to the character or item, (B3) The position of the character in the game space; (B4) The type of character action (attack, defense, magic, etc.) and how to use items, (B5) the order in which actions (e.g. attack actions) are activated or taken when multiple characters appear, and (B6) Event type, content, and effect, etc.
[0032] (5) The present invention also provides The first game control means executing an evaluation value determination process for determining a plurality of graded evaluation values based on the result of an operation input by a player of the first game; The second game control means The system is configured to control game elements related to the character in accordance with a plurality of graded evaluation values determined by the evaluation value determination process, thereby executing at least one of the activation control process and the behavior control process.
[0033] With this configuration, the present invention can control the activation and behavior of the player character operated by the player in the second game based on a graded evaluation result (e.g., excellent, fair, etc.) determined by input to the rhythm game as a first game based on operation timing, thereby providing a new hybrid game in which other games are executed using the results of the rhythm game as resources.
[0034] In addition, the "graded evaluation value" is a value that indicates in stages whether the operation input result, such as excellent, good, or fair, matches the operation instruction in the operation timing instruction control process, and if it does not match, how close it is to the operation instruction.
[0035] (6) The present invention also provides The second game control means converting a result of an operation input by a player of the first game into a given conversion parameter; Based on the converted parameters, the game elements are controlled to execute at least one of the activation control process and the action control process. There are.
[0036] With this configuration, the present invention can consolidate different operational input results into a single parameter to control the activation contents and action contents in the second game, thereby simplifying the second game processing and enabling the player to easily understand and enjoy the game once they recognize the contents.
[0037] (7) The present invention also provides The second game control means converting the plurality of graded evaluation values determined by the evaluation value determination process into given conversion parameters; The game element is controlled based on the converted conversion parameters to execute at least one of the activation control process and the action control process.
[0038] With this configuration, the present invention can consolidate the gradual evaluation values into a single parameter to control the activation contents and action contents in the second game, thereby simplifying the second game processing and enabling the player to easily understand and enjoy the game once they recognize the contents.
[0039] (8) The present invention also provides The second game control means executing a determination process for determining whether or not the conversion parameter satisfies a given activation condition for the game element; When it is determined by the determination process that the activation condition is met, the game element is controlled to execute at least one of the activation control process and the behavior control process.
[0040] With this configuration, the present invention can smoothly execute the second game based on the rhythm game, thereby maintaining and increasing the interest of the game for the player.
[0041] In addition, the "given activation conditions" include: (C1) Having a predetermined point, evaluation value, or transformation parameter; (C2) In the case where multiple evaluation values are used in stages, a predetermined number of evaluation values is provided for each type of evaluation value; (C3) In the case of using multiple evaluation values in stages, whether or not the combination (including the number) of each evaluation value satisfies a predetermined condition; Includes:
[0042] (9) The present invention also provides The second game control means The game is configured to control the actions of the character within the game space and to control a game in which the character achieves a given objective as a second game.
[0043] With this configuration, the present invention can execute a battle game based on a rhythm game, for example, so that two such games can be constructed with a single world view or with common characters.
[0044] Therefore, the present invention is a composite cooperative game based on a rhythm game having novel features. This makes it possible to maintain and increase the interest of the game for the player.
[0045] In addition, "controlling the behavior of the character in the game space" means, for example, (D1) Battle with other characters, or (D2) Task execution, And so on.
[0046] (10) The present invention also provides The method further includes a setting means for setting in advance, before a start of the second game, a plurality of characters that can be activated or used in the second game as control target characters; The second game control means The control device is configured to execute at least one of the action control process and the behavior control process for the control target character based on the result of an operation input by a player of the first game.
[0047] With this configuration, the present invention allows a character to be controlled in a game, such as a deck, to be preset before the game begins, and the character can be automatically activated and acted in the game based on the results of operational input by the player of the first game, thereby improving user operability.
[0048] In this case, the activation control process and the action control process may be executed automatically, or may be executed with the permission of the player.
[0049] (11) The present invention also provides The first game control means executing a determination process for determining whether or not a result of an operation input by a player input in accordance with an operation timing instruction in the operation timing instruction control process satisfies a given specific condition; A given event in the first game is executed according to a result of the determination process.
[0050] With this configuration, the present invention can reflect events such as effects or effects that hinder the progress of the game, or effects or effects that give an advantage, in the game according to the player's operations, thereby providing the player with interest in the first game as well.
[0051] In addition, "given specific conditions" include: (E1) Operation input that matches the operation timing instructions was executed, (E2) The fact that a predetermined number of points or items have been acquired as a result of operational input; and (E3) The completion of a specific task, such as a combo input that requires multiple inputs, etc.
[0052] (12) The present invention also provides The second game control means controlling the second game based on a result of a first specific operation input by the player in the first game; The first game control means A second specific operation input result different from the first specific operation input result used in the second game. The determination process is executed based on a result of a certain operation input.
[0053] With this configuration, the present invention can provide the player with interest in both the first game and the second game by using the results of operational input to the first game in either the first game or the second game.
[0054] (13) The present invention also provides The second game control means When the operation input by the player in the first game is finished, the second game is ended.
[0055] With this configuration, the present invention allows the first game and the second game to end at approximately the same time, making it possible to provide a composite linked game without creating a sense of incongruity.
[0056] (14) In order to solve the above problems, the present invention provides A program for controlling a composite linked game including a first game and a second game different from the first game, A reception processing means for executing a reception process for receiving an operation input from a player; an operation timing instruction control means for executing an operation timing instruction control process for instructing the input of an operation timing of the player; a first game control means for progressing the first game based on a result of an operation input by a player input in accordance with an operation timing instruction in the operation timing instruction control process; a second game control means for controlling a second game which is started simultaneously with or at a timing considered to be simultaneously with the start of execution of the first game, the second game control means executing at least one of an activation control process for activating a given character for use in the game based on a result of an operation input by a player of the first game, and an action control process for controlling the action of the character in the game; an evaluation processing means for executing an evaluation process for evaluating a player of the composite coordinated game based on at least the result of the second game out of the result of the first game and the result of the second game; The present invention has a configuration that causes a computer to function as a
[0057] With this configuration, the present invention can use input from a rhythm game in which the game progresses based on timing input as a common operational input for multiple games based on different game elements, thereby providing a new hybrid game in which the results of the rhythm game are used as a resource to execute other games that control the activation and behavior of characters.
[0058] Therefore, the present invention, as a composite cooperation game, can maintain and increase the interest of the game for the player. [Brief description of the drawings]
[0059] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2]FIG. 1 is a functional block diagram of a game device main unit according to an embodiment; [Diagram 3] 11 is a diagram for explaining a game control process in a composite cooperation game that combines a rhythm game and a fighting game according to an embodiment. FIG. [Figure 4] 11A to 11C are diagrams illustrating an operation object movement control process according to an embodiment. [Diagram 5] FIG. 1 is a diagram (part 1) for explaining the evaluation process of the present embodiment of the present invention. [Figure 6] FIG. 2 is a diagram (part 2) for explaining the evaluation process of the present embodiment of the present embodiment. [Figure 7] FIG. 11 is a diagram (part 3) for explaining the evaluation process of the present embodiment of the present embodiment. [Figure 8] FIG. 4 is a diagram (part 4) for explaining the evaluation process of the present embodiment of the present embodiment. [Figure 9] 11A to 11C are diagrams for explaining the conversion process to activation control parameters and the activation control creation process of a competitive game in one embodiment. [Figure 10] FIG. 1 is an external configuration diagram of an example in which a game system according to an embodiment is applied to a store-based game system. [Figure 11] FIG. 1 is a diagram showing an example of a system configuration when a game system according to an embodiment is applied to a server system using a network. [Figure 12] 11 is a flowchart showing the operation of main game processing including game control processing of a first game executed by the game system of one embodiment. [Figure 13] 13 is a flowchart showing the operation of a game control process of a second game executed by the game system of an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0060] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0061] [1] Overview of the game system First, the outline and schematic configuration of the game system S of this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system S of this embodiment.
[0062] The game system S of this embodiment is a composite cooperative game that combines a music game in which multiple players cooperate to progress through the game with a competitive game, and is configured as a game system that controls a game (hereinafter also referred to as a "rhythm music game") in which the operation timing of each player is evaluated based on the operation input timing of the player input in accordance with the game's instructions, and a game (hereinafter referred to as a "composite cooperative game") that links a competitive game with other players using the operation results of the rhythm music game as resources.
[0063] Specifically, the game system S of this embodiment includes a plurality of controllers 30 operated by each player, a game device main body 10 that performs game processing, and a display 40 that displays game images.
[0064] The game system S is configured to execute the music game based on a game program or game data read from a memory, which is an information storage medium, or on operation signals input from the controller 30, so that each player can enjoy the music game while viewing the game screen displayed on the display 40.
[0065] For example, when the game system S receives operational input based on the joystick 32, cross key 33, and various buttons formed on the controller 30 operated by the player, it starts a game, executes various game settings, and evaluates each player based on the timing of the operational input received during game execution, and plays against other players (players who perform operational input to other controllers 30B connected to the game system S, players operating other game systems S connected via the network N, or the CPU).
[0066] In this embodiment, the controller 30 and the game device main body 10 transmit and receive information via wireless communication. However, for example, the controller 30 and the game device main body 10 may be connected by a communication cable, and information may be transmitted and received via the communication cable.
[0067] The game device main body 10 executes game processing based on operational inputs by the player (or multiple players if multiple controllers 30 are connected) via the controller 30, and based on the results of that processing, causes the display 40 to display various game images and causes the speaker (not shown) to output various sounds such as background music during the game.
[0068] The controller 30 is provided on the front surface with a joystick 32, a cross key 33, and a plurality of buttons 34, 36, 37, and 38 formed on the entire surface.
[0069] In addition, the controller 30 is configured to be able to recognize as a special operation input when a player operation is input simultaneously using multiple buttons, or when a player operation is input by a combination of a button and the direction in which the cross key 33 is pressed (including diagonal directions and neutral).
[0070] In addition to the above, the controller 30 has a plurality of buttons (not shown) on the side surface, etc.
[0071] In addition to the above, the controller 30 may also be configured with a steering wheel, a percussion controller (for example, reference numeral 30C in FIG. 1), a microphone, a touch panel display, an acceleration sensor, and the like.
[0072] [2] Game console Next, the configuration of the game device main body 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing an example of a functional block diagram of the game device main body 10 of this embodiment. Also, the game device main body 10 of this embodiment may have a configuration in which some of the components (parts) of Fig. 2 are omitted.
[0073] The card read / write unit 162 reads and writes data from and to the game card under the control of the processing unit 100 .
[0074] The storage unit 170 stores predefined programs and data, and serves as a work area for the processing unit 100, the communication unit 196, etc., and temporarily stores the results of calculations executed by the processing unit 100 in accordance with various programs, input data input from the controller 30, etc. This function can be realized by a RAM (VRAM) or the like.
[0075] In particular, the storage unit 170 includes a main memory unit 172 , an image buffer 174 , a music data storage unit 176 , and a player character information storage unit 178 .
[0076] The main memory unit 172 stores various data including a system program for implementing various functions that allow the processing unit 100 to comprehensively control the game system S, a game program required to execute a composite cooperative game, and image data such as characters and musical scores.
[0077] The music data storage unit 176 stores music data that are challenge songs for the rhythm music game, and corresponding score data that specifies the timing and operation contents for each player to execute operation input in accordance with each piece of music data.
[0078] In addition to the audio data, the song data includes bibliographic information such as the singer, composer and lyricist, the difficulty level or level, and information indicating the divisions of the bars, A-melody, B-melody, chorus and so on.
[0079] The music score data includes note information indicating the timing for the player to input operations in accordance with the music data, and the type of input (operation contents for the instrument) (for example, if the instrument is a drum, face strikes, edge strikes, and repeated face strikes, etc.).
[0080] The score data is extracted from the notes in the actual score of the corresponding music piece, taking into account the content of the notes that correspond to the characteristic sounds of the music piece, and the note objects are pre-formed as operation timing objects at the positions of the extracted notes in the score.
[0081] The player character information storage unit 178 stores, for each player, the player characters that each player can use and the items that the player characters are equipped with, and also registers character deck data and item deck data in which multiple player characters and multiple items to be used in the second game are set in correspondence with each player based on the player's instructions.
[0082] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0083] The information storage medium 180 can store a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit).
[0084] In addition, the information storage medium 180 may store, similarly to the memory unit 170, in place of the memory unit 170, or together with the memory unit 170, various data such as a system program for realizing various functions for the processing unit 100 to comprehensively control the game system S, a game program required for executing a composite cooperative game, and music data that will be the challenge songs in a rhythm music game.
[0085] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), etc. The display 40 in FIG. 1 corresponds to this.
[0086] The sound output unit 192 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.
[0087] The communication unit 196 performs various controls for communicating with the outside (for example, other game systems S, terminal devices such as communication end terminal devices such as smartphones, and server device 1 via the network N), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0088] The programs and data stored in the information storage medium or storage unit of the server device 1 for causing a computer to function as each unit of this embodiment may be received via a network, and the received programs and data may be stored in the information storage medium 180 or storage unit 170. Such cases of receiving programs and data and causing a terminal to function are also within the scope of the present invention. include.
[0089] On the other hand, the communication unit 196 executes various controls for communicating with one or more controllers 30 (for example, short-distance wireless communication).
[0090] Specifically, the communication unit 196 includes an antenna and a wireless module, and transmits and receives data to and from one or more controllers 30 using, for example, Bluetooth (registered trademark) technology.
[0091] For example, the communication unit 196 transmits sound data such as confirmation sounds and sound effects, and vibration signals to the controller 30, and receives information (such as acceleration vector values) detected by an acceleration sensor or operational input at the controller 30 at alternating intervals of 4 msec and 6 msec.
[0092] The processing unit 100 (processor) performs processes such as game processing, image generation processing, and sound generation processing based on input data from the controller 30 and the card read / write unit 162, programs, and the like.
[0093] In particular, the processing unit 100 performs various processes using the main memory unit 172 in the memory unit 170 as a work area. The processing unit 100 is realized by hardware such as various processors (CPU, DSP, etc.) and ASIC (gate array, etc.), and by programs, and executes various functions.
[0094] The processing unit 100 has a configuration for implementing various processes of this embodiment or various functions for rhythm music games and battle games based on programs (data) stored in the memory unit 170 or the information storage medium 180.
[0095] Specifically, the processing unit 100 includes a communication control unit 110, a game management unit 112, an operation input reception processing unit 113, a first game control unit 114, a first game evaluation processing unit 115, a second game control unit 116, a music playback unit 117, a display control unit 118, a drawing unit 120, and a sound processing unit 130. Note that a configuration in which some of these units are omitted may also be used.
[0096] For example, the game management unit 112 of this embodiment constitutes the evaluation processing means of the present invention, and the operation input reception processing unit 113 constitutes the reception processing means of the present invention. Also, for example, the first game control unit 114 of this embodiment constitutes the operation timing instruction control means and first game control means of the present invention, and the first game evaluation processing unit 115 constitutes the first game control means of the present invention. Furthermore, the second game control means of this embodiment constitutes the second game control means of the present invention, and the display control unit 118 constitutes the display control means of the present invention.
[0097] The communication control unit 110 performs processing for transmitting and receiving data to and from the server device 1 and terminal devices of other game systems and the like via a network.
[0098] In particular, when a competitive game is played based on information received from the server device 1, or when playing against other players via a network, the communication control unit 110 performs processing to receive various information transmitted from the server device 1 or other game systems S, and processing to transmit the information to the server device 1 or other game systems S.
[0099] In addition, in the game system S of this embodiment, network information required for communication control may be obtained from a server and management processing may be performed.
[0100] For example, the game system S may have a terminal device identifier that is individually assigned to each game system S. The system may also acquire and manage other information (an ID assigned individually to identify terminals that can participate in an online game) and destination information (such as an IP address) that specifies the destination of packets associated with the identification information of each game system S.
[0101] Specifically, the communication control unit 110 performs processes such as generating packets to be sent to other terminal devices or server device 1, specifying the IP address and port number of the terminal device or server device 1 to which the packets are to be sent, storing data contained in received packets in the memory unit 170, analyzing received packets, and other control processes related to the sending and receiving of packets.
[0102] In addition, the communication control unit 110 performs processing to transmit and receive data to and from multiple other game systems S or the server device 1 at a predetermined cycle (for example, at one-second cycles) from the time a communication connection is established until the communication connection is disconnected.
[0103] Furthermore, in the case of a network system constituted by multiple terminal devices such as a game system S, the communication control unit 110 may perform communication control using a peer-to-peer (so-called P2P) method in which an online game is played while transmitting and receiving data between multiple terminal devices, or may perform communication control using a client-server method in which each terminal device transmits and receives data (information) via the server device 1 to play an online game.
[0104] In the network system of this embodiment, data may be transmitted and received not only by wired communication but also by wireless communication.
[0105] On the other hand, the communication control unit 110 performs a process of acquiring input information from the controller 30. For example, the communication control unit 110 receives an operation input from the player based on the operation input timing.
[0106] The game management unit 103 performs overall management and control of a game that can be played simultaneously by multiple players (which may be in the same game space or in individual game spaces), a rhythm music game as a first game, and a competitive game as a second game, such as a real-time strategy game.
[0107] For example, the game management unit 103 executes a process for starting a game (or each game, if the games are executed individually; the same applies below) when a game start condition is met, a process for ending the game when a game end condition is met, and various processes related to the settings and linkage of each game.
[0108] The operation input reception processing unit 113 performs a recognition process to recognize the operation content and the timing thereof based on the input information input to the controller 30 by the player.
[0109] Specifically, the operation input reception processing unit 113 of this embodiment recognizes the operation instruction command input by the player based on the type of button input by the input unit 260, the number of times it is pressed, the lever instruction direction, the timing of pressing the button and the timing of the lever instruction, and a combination of these.
[0110] On the other hand, when a player's operation is input simultaneously using multiple buttons, or when a player's operation is input using a combination of the tilt angle of the camera or joystick 32 and each button, the operation input reception processing unit 113 recognizes it as a special operation input.
[0111] The first game control unit 114 executes processing related to the progress of the rhythm music game, which is the first game. For example, the first game control unit 114 executes a process for starting a game when a condition for starting a rhythm music game is satisfied, a game control process for controlling the progress of the rhythm music game in response to an operational input by the player, and a process for ending the rhythm music game when the playback of the music data has ended.
[0112] In particular, when a rhythm music game is played by multiple players, the first game control unit 114 executes, in accordance with the music data played by the music playback unit 117, an operation input timing determination marker object used to determine the operation input timing of each player, an operation timing object that indicates the operation input timing of each player, or an operation timing instruction control process that controls the movement of both objects, for each player.
[0113] Specifically, the first game control unit 114 moves the display positions of the operation input timing determination marker object and the operation timing object so as to match with each other at a predetermined reference timing in accordance with the music data based on the music score data.
[0114] The first game control unit 114 performs this process every frame (for example, 1 / 60 seconds). A frame is a unit of time for performing object movement and action processing and image generation processing.
[0115] The first game evaluation processing unit 115 executes an evaluation process for evaluating each player based on the accepted player's operation input timing and a given relationship between the operation input timing determination marker object and the operation timing object.
[0116] The second game control unit 116 executes various controls for executing a competitive game as the second game, such as a real-time strategy game, using as resources the results of operation input by the player of the music game as the first game.
[0117] The music playback unit 117 plays back music data that has been read into the music data storage unit 176 , and outputs a waveform of continuous music sounds to the sound output unit 192 .
[0118] The function of the music playback unit 117 can be realized by hardware such as an integrated circuit (sound source IC) that generates a waveform of music sound based on music data, a program, and the like.
[0119] The display control unit 118 controls the display of objects that are output and displayed on the display unit 190.
[0120] The display control unit 118 performs display control such as generating display objects (game characters, backgrounds, buildings, the ground, etc.), instructing the display positions of the display objects, and erasing the display objects.
[0121] That is, the display control unit 118 performs display control such as registering an object that has appeared in an object list, transferring the object list to the drawing unit 120, and deleting an object that has disappeared from the object list.
[0122] In particular, the display control unit 118 generates an image relating to a game having a first game display area for displaying a first game and a second game display area for displaying a second game, and performs display control for outputting and displaying the generated image on the display unit 190.
[0123] Specifically, the display control unit 118 controls the display unit 190 to simultaneously display an image relating to a rhythmic music game as the first game and an image relating to a competitive game as the second game. Perform display control.
[0124] Then, in the case of a rhythm music game, the display control unit 118 causes the drawing unit 108 to draw an operation input timing determination marker object, an operation timing object, or both objects, which are moved and controlled in accordance with the music data played by the music playback unit 104 for each player and move within the displayed operation object formation area.
[0125] In addition, the display control unit 118 displays on the display unit 190 a game space in which a competitive game in which multiple player characters compete against each other is played, and also displays, separately from the game space, a deck that is set as a player character whose behavior can be controlled within the game space from among the multiple player characters based on instructions from the player.
[0126] The drawing unit 120 executes a process of drawing (generating) an image based on various processes (game processes) performed by the processing unit 100, and outputs the drawn image to the display unit 190, and the function thereof can be realized by hardware such as a graphics processor (GPU), a program, etc. Then, the drawing unit 108 draws so-called two-dimensional images or three-dimensional images.
[0127] Specifically, the drawing unit 120 reads out display objects corresponding to the display object list transferred by the display control unit 118 from the main memory unit 172 or the like, and draws the objects in an image buffer 174 (a buffer such as a frame buffer or intermediate buffer; VRAM) that can store image information on a pixel-by-pixel basis.
[0128] Then, the drawing unit 120 updates the image information every frame (for example, every 1 / 30 seconds) to cause the display unit 190 to display a moving image.
[0129] In particular, the drawing unit 120 reads out from the main storage unit 172 a score image corresponding to the music data played by the music playback unit 104 in accordance with the playback of the music data, and draws the score image in the image buffer 174 .
[0130] The sound processing unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .
[0131] [3] Method of the present embodiment [3.1] Overview Next, a game control process method for the composite cooperation game that combines the rhythm music game and the battle game of this embodiment will be described with reference to FIG.
[0132] FIG. 3 is a diagram for explaining the game control process in the composite cooperation game that combines the rhythm music game and the battle game of this embodiment.
[0133] The game system S of this embodiment is a game system that links a first game and a second game that is different from the first game, and controls a composite linked game based on different game elements in each game, and is configured to execute a composite linked type game with a new value of executing the second game based on the results of a rhythmic music game as the first game.
[0134] In particular, the game system S of this embodiment executes, as a first game, a rhythm music game in which the timing of operation inputs made by one or more players along with a piece of music is evaluated, and based on the results of the input operations made in the rhythm music game, the one or more players are evaluated. The second game is a real-time strategy game in which the players cooperate with each other to strategically battle enemy characters.
[0135] Specifically, the game system S includes: (A1) A reception process for receiving operation input from a player; (A2) an operation timing instruction control process for instructing input of operation timing of a player; (A3) a first game control process for progressing a rhythmic music game as a first game based on a result of an operation input by a player input in accordance with an operation timing instruction in the operation timing instruction control process; (A4) A process for controlling a second game which is started simultaneously with a start timing at which execution of a first game is started or at a timing considered to be simultaneous with the start timing, the second game control process executing at least one of an activation control process for activating a given character for use in the game based on a result of an operation input by a player of the first game, and an action control process for controlling the action of the character in the game; and (A5) an evaluation process for evaluating a player of the composite link game based on at least the result of the second game out of the result of the first game and the result of the second game; The present invention has a configuration for executing the above.
[0136] Furthermore, the game system S of this embodiment has a configuration in which a first game is executed for each of a plurality of players (for example, two players) as a team, and a second game is executed as a team by adding up the operation input results of each player.
[0137] In particular, in this case, the game system S of this embodiment, as shown in FIG. (B1) as a first game, executing an operation timing instruction control process for instructing each player to input an operation timing, and progressing a rhythm music game based on the operation input results of each player that have been accepted in accordance with the operation timing instructions in the operation timing instruction control process for each player; (B2) controlling, as a second game, an activation control of a player character used in the second game or an action control within the second game, using the operation input results of each player of the first game; It has a configuration.
[0138] For example, the game system S may include, as shown in FIG. (C1) During execution of the first game, while referring to the game image displayed in the first game display area by the operation timing instruction control process, operation inputs are executed from the controller 30PA1 for player A and the controller 30PA2 for player B who belongs to the same team as player A. (C2) The operation input results of player A and player B for the first game are converted into activation control parameters, and when the converted activation control parameters (activation control parameters that are being accumulated) satisfy the deployment cost of the player characters that is set including the order in which they will be deployed on the deck of the second game, a display control process is executed to activate the player characters that meet the deployment cost into the game space and display them in the second game display area of the display unit 190.
[0139] In addition, in Figure 3, (D1) an operation object forming area PO1 in which an operation object for player A (an operation input timing determination marker object and an operation timing object) is formed by an operation timing instruction control process, and an operation object forming area PO2 in which an operation object for player B is formed in the second display area; and (D2) The activation control parameters converted based on the operation input results of the player A and the player B for the first game include the sortie costs of the player character PC1 set in the decks of the player A and the player B, and the enemy characters EC1 and EC2 are sortied (activated) in the game space where they have already appeared; and (D3) The activation control parameters are stored for the sortie cost of the player character PC2 set in the deck. This shows that.
[0140] In particular, in FIG. 3, a bar graph is used to compare the activation control parameter and the activation cost, and to illustrate that the activation cost is met when the parameters are the same value.
[0141] With this configuration, in this embodiment, the input of a rhythm music game, in which the game progresses based on timing inputs, can be used as a common operational input for multiple games based on different game elements, providing a new hybrid game in which the results of a rhythm music game are used as resources to execute other games, and as a result, it is possible to maintain and increase the interest of the game for players as a hybrid linked game.
[0142] In addition, as a composite linked game of this embodiment, it is preferable that the two games have something in common, such as the two games being related to each other to create a single world view, or the two games using common characters, but this is not limited to the above.
[0143] Furthermore, in this embodiment, a music game is used as the first game, but the first game may be any game in which the player performs operational input based on rhythm.
[0144] Furthermore, in this embodiment, unless otherwise specified, the second game will be described using a competitive game (specifically, a real-time strategy game), but it is not limited to these and can also be applied to games that progress using characters, such as RPGs and simulation games, as long as the game progresses using the results of operational input from the first game.
[0145] In particular, the second game is preferably a competitive game, and may be a turn-based strategy game or any other type of game in which a player progresses through the game using a controlled player character, such as a first-person shooter game (FPS) or action game. Among such competitive games, it is preferable for the second game to be a game in which the player strategically progresses through the game from a commander or third-person perspective.
[0146] [3.2] Rhythm music game (game 1) [3.2.1] Basic principles of rhythm music games Next, the basic principle of the rhythm music game in this embodiment will be described.
[0147] The first game control unit 114 is configured to evaluate the timing of each of the multiple players' operation inputs during playback of specific music data, such as a song set for a player, and to provide the evaluation of each player as a resource for the second game while executing a rhythmic music game based on the evaluation of each player.
[0148] Specifically, the first game control unit 114, during playback of specific music data, (A1) an operation object movement control process for executing, for each player, at least one of a movement control process for moving an operation input timing determination marker object in a first direction and a movement control process for moving an operation timing object in a second direction opposite to the first direction; and (A2) for each player, an operation input timing when an operation input from the player is accepted; The apparatus is configured to execute an evaluation process for evaluating each player based on a given relationship (e.g., a timing relationship or a positional relationship within an operation object formation area) between the operation input timing determination marker object and the operation timing object at the operation input timing.
[0149] In particular, the first game control unit 114 may, as an operation object movement control process, move a marker object for determining operation input timing in a first direction, or move an operation timing object in a second direction, or may execute both.
[0150] Then, the first game control unit 114 provides the second game control unit 116 with the evaluation results of each player.
[0151] The first game control unit 114 may provide the input operation result as it is to the second game control unit 116 without executing an evaluation process for the first game of each player.
[0152] [3.2.2] Operation object movement control process Next, the operation object movement control process of this embodiment will be described with reference to FIG.
[0153] 4 is a diagram for explaining the operation object movement control process of this embodiment. The following explanation will be given taking as an example a case where the process is executed for each player belonging to a team.
[0154] The first game control unit 114 forms an operation object formation area for each player participating in the rhythm music game, and controls the movement of an operation input timing determination marker object and an operation timing object formed within the operation object formation area.
[0155] That is, the first game control unit 114 provides operation object formation areas corresponding to each player within the first game display area of the game screen displayed on the display unit 190 during game execution, and performs movement control of the operation input timing determination marker object and the operation timing object based on the music score data while matching it to the music data.
[0156] In particular, the first game control unit 114 executes movement control of an operation timing object which is an object for determining the timing of a player's operation and which indicates the operation content input by the player when it overlaps with the operation input timing determination sign object, based on a fixedly arranged position of the operation input timing determination sign object which is the reference for the operation input timing, together with the operation input timing determination sign object.
[0157] Specifically, the first game control unit 114 forms an operation object formation area in the game space (the first game display area displayed on the display unit 190) that extends from one end to the opposite end, and places a circular operation input timing determination marker object on one end side (e.g., the left side) of each operation object formation area.
[0158] Then, when the game is started, the first game control unit 114 moves a plurality of operation input timing objects having different operation types (i.e., different contents of operation input) at a constant speed from the other end side to the one end side in a first direction (i.e., toward the operation input timing determination marker object) along each operation object formation area in accordance with the music data and based on the score data, for each operation object formation area.
[0159] For example, the first game control unit 114 cooperates with the display control unit 118 to That is, before playback starts and no music data is being played, a horizontally long score image SP (an image of the operation object formation area OBAR formed including the display range and non-display range) is formed from the score data based on a marker object for determining the operation input timing (the position of the reference timing BL in the figure), as shown in Figure 4(A).
[0160] Then, the first game control unit 114, in cooperation with the display control unit 118, when playback of music data is started by the music playback unit 117, fixes the position of the operation input timing determination marker object in the display range DA (i.e., the position of the reference timing BL), and moves the music score image SP at a constant speed from the right side to the left in the figures as time T passes, as shown in Figures 4(A), (B) and (C), for a plurality of first operation timing objects IM1-1 to IM1-n (n is a natural number) and a plurality of second operation timing objects IM2-1 to IM2-n on the operation object formation area OBAR.
[0161] In particular, the first game control unit 114 controls the movement of each operation timing object IM in a first direction so that, for example, when the reference timing KT1 corresponding to the first operation timing object IM1-1 arrives, the first operation timing object IM1 moves to the position of the marker object for determining the operation input timing.
[0162] In addition, in Figures 4 (A), (B), and (C), the range displayed on the display unit 190 is shown as the display range DA, and in the above example, the display control unit 118 causes the display unit 190 to display a part of the range as the display range DA based on the marker object for determining the operation input timing.
[0163] In addition, in FIG. 4, the display range DA moves over time from left to right in the figure, but in an actual game, as described above, the music score image SP moves from right to left in the figure.
[0164] The above explanation using Fig. 4 is an example of the explanation in the case of single play. In particular, in the case of multiple play, the operation object movement control process is executed for each player in the same manner as in the above example. However, in such a case of multiple play, the operation object movement control process is not executed as different movement controls for each player, but is executed at the same timing that is completely linked.
[0165] That is, the first game control unit 114 controls the timing at which the same operation timing object arrives at each operation input timing determination marker object for each player at the same timing.
[0166] On the other hand, the first game control unit 114 may move the marker object for determining operation input timing from one end side to the other end side in a second direction opposite to the first direction (i.e., toward the operation input timing object) at a constant speed.
[0167] In this case, the first game control unit 114 fixes and arranges each operation timing object within the operation object formation area.
[0168] In addition, the first game control unit 114 may move the operation timing object in a first direction at a constant speed, while moving the marker object for determining operation input timing from one end side to the other end side in a second direction opposite to the first direction (i.e., toward the operation input timing object) at a constant speed.
[0169] [3.2.3] Evaluation process Next, the evaluation process of this embodiment will be described with reference to Fig. 5 to Fig. 8. Fig. 5 to Fig. 8 are diagrams for explaining the evaluation process of this embodiment.
[0170] (Basic principles of evaluation processing)
[0171] The first game evaluation processing unit 115 executes an evaluation process for each player to determine an evaluation of each player in the rhythmic music game as the first game, based on the movement control of the operation timing object and the operation input of each player, using the position of the marker object for determining operation input timing determined by the operation object movement control process as a reference.
[0172] That is, the first game evaluation processing unit 115 executes an evaluation process to determine an evaluation of each player in the rhythm music game based on the operation input timing when the player's operation input is received and a given relationship between the operation input timing determination marker object and the operation timing object at that operation input timing.
[0173] In particular, the first game evaluation processing unit 115 executes, as the evaluation process, an evaluation value determination process for determining a plurality of graded evaluation values based on the results of operation input by the player of the first game.
[0174] Specifically, the first game evaluation processing unit 115 executes evaluation processing (hereinafter referred to as "individual operation timing evaluation processing") at each individual evaluation timing based on the timing at which each movement-controlled operation timing object reaches the position of the operation input timing determination marker object (hereinafter referred to as "individual evaluation timing").
[0175] That is, the first game evaluation processing unit 115 performs the individual operation timing evaluation process by determining whether or not the player has input the instruction content of each operation timing object at the designated timing.
[0176] Then, the first game evaluation processing unit 115 adds up the individual operation timing evaluation processes for each player, and provides the second game control unit 116 with the result of the evaluation process as a team.
[0177] (Individual operation timing evaluation process) As the individual operation timing evaluation process, the first game evaluation processing unit 115 determines whether or not the player's operation result at the individual operation timing satisfies given conditions (hereinafter referred to as "evaluation conditions") as an evaluation result, and uses the result as the result of the evaluation process.
[0178] Specifically, the first game evaluation processing unit 115 compares, for each player, the operation input timing when the player's operation input is received with the timing at which the operation timing object reaches the operation input timing determination marker object at that operation input timing within the operation object formation area (i.e., the timing determined by the music data), and executes evaluation processing based on the comparison result.
[0179] In addition, the first game evaluation processing unit 115 determines, as the given evaluation condition, (A1) The input of the operation content indicated by the operation timing object is successful; (A2) The timing of the operation input by the player and a given relationship between the operation input timing determination marker object and the operation timing object at the operation input timing satisfy a predetermined success condition; or (A3) Both (A1) and (A2) are satisfied; is used.
[0180] In particular, the first game evaluation processing unit 115 may use a plurality of evaluation conditions from any of (A1) to (A3). In this case, it is preferable to assign a degree of difficulty in fulfilling each evaluation condition (e.g., easy to fulfill, difficult to fulfill, etc.) and to award evaluation values such as points in stages according to the degree of difficulty.
[0181] That is, in this case, the first game evaluation processing unit 115 executes an evaluation value determination process in which, when the evaluation conditions include a condition (A3) and multiple conditions for assigning graded evaluation values are used, if a first condition with a strict condition to be met is met, a first point (a relatively high point, for example, 5 points) is assigned, and if a second condition that is lenient than the first condition is met when the first condition is not met, a second point (a relatively low point, for example, 1 point) that is lower than the first point is assigned.
[0182] For example, as an individual operation timing evaluation process (i.e., evaluation value determination process), the first game evaluation processing unit 115 awards a relatively high point (i.e., 5 points) when the reference timing KT (e.g., 5 seconds after the start of music playback) at which the first operation timing object IM1-1 arrives (includes) at the position of the operation input timing judgment marker object (e.g., the position of the reference timing BL when the display range control process is not executed) matches the operation input timing on the controller 30 of the corresponding player, and when the operation content indicated by the first operation timing object IM1 (an operation instruction to input a "don" sound to strike the center of the drum) matches the operation content on the controller 30 of the corresponding player, as shown in FIG. 5(A).
[0183] Furthermore, as shown in FIG. 5(B), even if the reference timing KT and the operation input timing do not strictly match (are not completely identical), when the first operation timing object IM1 arrives during a reference period BT (e.g., 0.5 seconds before and after the reference timing), which is a period during which the first operation timing object IM1 passes through the operation input timing determination marker object BMC1 at a timing other than the reference timing KT, the first game evaluation processing unit 115 awards a relatively low point (i.e., 1 point).
[0184] In addition, as shown in FIG. 6, if the first game evaluation processing unit 115 determines that the reference period BT for the first operation timing object IM1 does not include the operation timing executed by the player using the controller 30, or that the operation input to the controller 30 differs from the operation content, then no points will be awarded.
[0185] Then, the first game evaluation processing unit 115 executes an evaluation process to calculate the points awarded at each individual timing as the score of the corresponding player, and also adds up the individual operation timing evaluation processes for each player to provide the result of the evaluation process as a team to the second game control unit 116.
[0186] Moreover, the first game evaluation processing unit 115 may use evaluation indices such as excellent, good, or fair as the evaluation value instead of points.
[0187] On the other hand, the first game evaluation processing unit 115 of this embodiment may perform evaluation processing based on the positional relationship between the operation input timing determination marker object, the operation timing object, and two objects within the operation object forming area at the operation input timing for each player, instead of evaluation processing based on the arrival timing of the operation input timing and the operation object within the operation object forming area.
[0188] In this case, the first game evaluation processing unit 115 performs the following steps as shown in FIG. Each time, a hit check (contact within the operation object forming area) is performed between the operation input timing determination marker object and the operation timing object at the operation input timing when the operation input from the player is accepted.
[0189] Then, the first game evaluation processing unit 115 determines whether or not there is a hit and the situation thereof (i.e., whether the objects overlap within the operation object formation area, and, if so, the overlapping area or number of pixels), and determines the overlapping situation as the evaluation result.
[0190] For example, as shown in FIG. 7(A), the first game evaluation processing unit 115 determines that the operation input timing determination marker object BMC1 (strictly speaking, the face of the character) and the operation timing object IM1 have hit at the operation timing CT, and if the objects completely overlap within the operation object formation area, a relatively high point (i.e., 5 points) is awarded.
[0191] For example, as shown in FIG. 7(B), the first game evaluation processing unit 115 determines that the operation input timing determination marker object BMC1 (strictly speaking, the face of the character) and the operation timing object IM1 have hit at the operation timing CT, and if the objects do not overlap partially within the operation object formation area, a relatively low point (i.e., 1 point) is awarded.
[0192] In addition, if the first game evaluation processing unit 115 determines that the operation input timing determination marker object BMC1 (strictly speaking, the face part of the character) and the operation timing object IM1 do not hit at the operation timing CT, as shown in FIG. 8, then no points are awarded.
[0193] Then, the first game evaluation processing unit 115 executes an evaluation process to calculate the points awarded at each timing as the score of the corresponding player, in the same manner as in the case where timing is used.
[0194] On the other hand, the first game evaluation processing unit 115 of this embodiment uses, as the given evaluation conditions, that the input of the operation content indicated by the operation timing object is successful (hereinafter also referred to as the "first evaluation condition"), and that the timing of the player's operation input and the given relationship between the operation input timing determination marker object and the operation timing object at that operation input timing satisfy a predetermined success condition (hereinafter also referred to as the "second evaluation condition"). However, instead of or in addition to these, the evaluation conditions may also include that pre-set parameters such as the player's score or the number of items acquired satisfy a predetermined condition (hereinafter also referred to as the "third evaluation condition") (for example, the score has reached a predetermined value).
[0195] For example, the first game evaluation processing unit 115 of this embodiment may award relatively high points when the first evaluation condition, the second evaluation condition, and the third evaluation condition are met, and award relatively low points when only the first evaluation condition and the second evaluation condition are met.
[0196] Furthermore, the first game evaluation processing unit 115 may execute the evaluation process based on whether or not only the first evaluation condition, only the second evaluation condition, or only the third evaluation condition is met.
[0197] [3.3] Match Game (Game 2) [3.3.1] Basic principles of competitive games Next, the basic principle of the competitive game in this embodiment will be described.
[0198] The second game control unit 116 controls game elements relating to the character based on the result of the input operation for the rhythm music game, and executes a battle game (that is, a real-time strategy game, the second game) in which the player strategically battles an enemy character.
[0199] In other words, the second game control unit 116 is configured to control the activation or actions (e.g., battles with other characters or execution of tasks) of characters (particularly, the player character) within the game space as game elements, and to control a game in which a given objective, such as a battle, is achieved as the second game.
[0200] In particular, the second game control unit 116 controls the activation of the player's character (i.e., controls whether or not to launch an attack and the order in which to do so) as a game element related to the character based on multiple graduated evaluation values (in the case where multiple players play the second game as a team, the evaluation values of each player belonging to the same team) determined by the player's individual operation timing evaluation process, and executes a competitive game as the second game.
[0201] In addition, the second game control unit 116 converts the evaluation values of the individual timing evaluation processes of each player belonging to the same team as a result of input operations for the rhythm music game into parameters (hereinafter referred to as "activation control parameters") that serve as costs for activating player characters belonging to one's own team in the competitive game, and controls the competitive game based on the converted activation control parameters (hereinafter referred to as "conversion parameters").
[0202] In other words, the second game control unit 116 converts the operation input results in the first game of multiple player characters belonging to the same team into a single activation control parameter, and controls the second game by adding up or integrating the operation input results of the multiple player characters (including not only simple addition but also granting a bonus based on the added value or added status (evaluation type or number)).
[0203] Specifically, the second game control unit 116 executes game processing that refers to table data based on the activation control parameters, activates the corresponding player character set in the deck, and controls the competitive game using the activated player character.
[0204] In particular, the second game control unit 116 determines whether or not the activation control parameters satisfy the activation costs set for the player characters individually, according to a predetermined order or according to an order set (input) by the player.
[0205] At this time, the second game control unit 116 refers to the table data and determines whether or not the activation control parameters include the activation cost of the player character that will be activated next.
[0206] Then, the second game control unit 116 executes control to attack the enemy character in accordance with the activated ability and ability value of the player character.
[0207] Moreover, the second game control unit 116 executes various actions of the activated player character within the game field as automatic controls.
[0208] In this embodiment, instead of or in addition to controlling the movement of the player's character, action control of the player may be executed.
[0209] For example, the action control includes the player character's attack on an enemy character and the use of a specific item, which are used in a battle between the player character and another character. Preferably, action is included.
[0210] In particular, in the use of an item, the second game control unit 116 may control the activation (use) of the item on behalf of the player character based on the activation control parameters.
[0211] In this embodiment, instead of controlling the movement of the player character, the game element of the second game is (A1) The types of characters (e.g., player characters and enemy characters) appearing in the second game and the items used by those characters; (A2) The parameters of the character or item (hereinafter also referred to as "character / item parameters"), (A3) The position of the character in the game space; (A4) Character action types and item usage methods, (A5) When multiple characters appear, the order in which they act (for example, attack), or (A6) Event type, content, and effect, etc. may also be used.
[0212] For example, the second game control unit 116 performs the following as game elements of the second game, based on the conversion parameters: determining the items to be used by a character (specifically, a player character), determining the character's action type and the method of using items, determining the order in which the character will attack, and determining the type of event.
[0213] [3.3.2] Deck setup Next, the basic principle of the competitive game in this embodiment will be described.
[0214] Before the start of the composite cooperation game (specifically, before the start of the rhythmic music game as the first game), the second game control unit 116 sets, based on the player's instructions, multiple player characters (e.g., four characters) to be used in the competitive game from among the player's owned player characters in the deck.
[0215] In other words, the second game control unit 116 executes at least one of activation control processing and behavior control processing for a controlled character based on the player's operation input results (including evaluation value) of one game, so that before the second game starts, the second game control unit 116 pre-sets in the deck a number of characters that can be activated or used in the second game as controlled characters based on the player's operation, etc.
[0216] In particular, the deck indicates a group in which multiple player characters are set who will compete against enemy characters in a competitive game, and, for example, as shown in FIG. 3, the decks are arranged in groups by team at predetermined positions within the second game display area and displayed on the display unit 190.
[0217] Then, the second game control unit 116 refers to the table data, and when setting up the deck, sets, for each player character set in the deck, the cost for sortieing (participating) in the competitive game (i.e., the activation cost), the type of ability when executing an attack determined according to the attributes and the player's game level, an ability value parameter indicating the value of the ability, and a combo attack (continuous attack with another player character).
[0218] When a plurality of players play the second game as a team, the second game control unit 116 sets a deck for each team, either in cooperation with players belonging to the same team or based on instructions from a representative player.
[0219] For example, the deck of the player's team (ie, the player's own deck) is placed on the lower or left side of the display unit 190, and the deck of the opponent's team is placed on the upper or right side of the display unit 190.
[0220] Furthermore, the deck may be changed (including a new setting) at a predetermined timing of the composite cooperation game (i.e., during the game), and multiple decks may be set for each player.
[0221] Furthermore, in this embodiment, instead of or in addition to a deck for a player character, items owned by the player character, such as weapons, in-game currency, tools, or life energy, may be set as a deck.
[0222] [3.3.3] Conversion process to activation control parameters Next, the conversion process to the activation control parameters in this embodiment will be described with reference to Fig. 9. Fig. 9 is a diagram for explaining the conversion process to the activation control parameters and the activation control generation process of the fighting game in this embodiment.
[0223] The second game control unit 116 converts the evaluation result (specifically, evaluation value) of the individual operation timing evaluation process, which is provided as the input operation result of each player from the first game control unit 114, into an activation control parameter.
[0224] Specifically, the second game control unit 116 multiplies the evaluation result (score in the above example) of the individual operation timing evaluation process as a result of the input operation of a player (in the case of multiple players playing the second game as a team, each player belonging to the same team) by a value determined according to the player's level, the presence or absence of ability and its ability value, or the type of attribute, and sets (aggregates) the value obtained by a predetermined arithmetic formula as an activation control parameter of 1.
[0225] For example, as shown in FIG. 9, the second game control unit 116 multiplies the evaluation result of the individual operation timing evaluation process by the level of the corresponding player, and sets the result as the activation control parameter.
[0226] In addition, the second game control unit 116 may use the evaluation results of the individual operation timing evaluation process as activation control parameters directly to control the activation or behavior of the player character according to the multiple staged evaluation values determined by the evaluation value determination process.
[0227] [3.3.4] Activation control processing in fighting games Next, the activation control process of the fighting game in this embodiment will be described with reference to FIG.
[0228] The second game control unit 116 executes a judgment process to judge whether or not the activation control parameters converted as described above satisfy a given activation condition of the game element, and if the judgment process determines that the activation condition is satisfied, it controls the game element to execute activation control or action control of the player character.
[0229] In particular, when the second game control unit 116 of this embodiment determines through the determination process that the activation control parameters satisfy the activation conditions, it activates the player character for the fighting game and executes the fighting game or the like.
[0230] Specifically, when multiple player characters to be used in a competitive game are set on the deck as described above, the second game control unit 116 controls the activation of each player character based on the predetermined order in which the player characters are activated and the reference values (i.e., activation costs) of activation control parameters as activation conditions for each player character.
[0231] That is, the second game control unit 116 determines whether the activation control parameters converted from time to time based on the evaluation results of the individual operation timing evaluation process for each player have the activation cost determined for the next player character being prepared for activation (hereinafter referred to as the "next activation player character"), and activates the next activation player character if the activation control parameters have a reference value.
[0232] In addition, when the second game control unit 116 activates the next activation player character, it sets the next player character to be activated as the next activation player character, and repeats the above-mentioned determination process based on the activation cost and activation control parameters of the player character set for the next activation player character.
[0233] For example, as shown in FIG. 9, when the player character PC1 is set as the next activation player character, the second game control unit 116 executes a determination process to compare the activation control parameters converted at any time with the activation cost of the player character PC1, which is the next activation player character, and determine whether the activation control parameters meet a reference value.
[0234] Then, when the activation control parameters converted as required include the activation cost of the player character PC1 that is the next activation player character, the second game control unit 116 activates (dispatch) the player character PC1 into the game space.
[0235] In addition, when the second game control unit 116 activates the player character PC1, it compares the activation cost of the player character PC2 as the next activation player character with the activation control parameters converted thereafter, and executes a determination process to determine whether the activation control parameters meet a reference value.
[0236] Then, the second game control unit 116 compares the activation cost of the next activating player character with the subsequently converted activation control parameters each time the player character is activated in this manner, and activates the player characters in sequence in the game space.
[0237] In particular, in principle, when the second game control unit 116 activates a next activation player character, it subtracts the activation cost of the next activation player character from the activation control parameters, and executes a judgment process with the next next activation player character. However, the second game control unit 116 does not have to subtract the activation cost of the next activation player character from the activation control parameters when activating the next activation player character, and in this case, it is sufficient to execute the judgment process by comparing the next next activation player character with the activation control parameters.
[0238] On the other hand, after the activated player character finishes its offensive action in the fighting game, the second game control unit 116 resets the activated player character to the end of the activation order of the player characters waiting to be activated at that time.
[0239] That is, as shown in FIG. 9, the second game control unit 116 executes attack control for the player character activated in the game space, and sets the character to an activation standby state when the attack is completed. However, since the second game control unit 116 sets the activation order in the order in which the activation standby state was entered, the activation order from the second time onwards may be different from the activation order set before the start of the game, as shown in FIG.
[0240] Then, the second game control unit 116 executes control to repeat activation, attack, and standby until the competitive game ends.
[0241] Note that FIG. 9 shows an example in which the activation order, including the waiting period after activation, is player character PC1, player character PC2, player character PC3, player character PC4, player character PC2, player character PC1, player character PC4, and player character PC3.
[0242] In addition, the second game control unit 116 uses the value of a predetermined activation control parameter as the above activation condition. (A1) When the judgment process is performed according to the operation input result itself, the judgment process may be performed using a predetermined point or evaluation value. (A2) In the case where a plurality of evaluation values (e.g., excellent, good, fair) are used in stages, the condition may be a predetermined condition related to the number of each type of evaluation value (e.g., whether three consecutive operation input results are excellent, etc.), (A3) Similarly, when multiple evaluation values (for example, excellent, good, fair) are used in stages, the condition may be related to a combination of the evaluation values (for example, three or more excellent evaluations out of five evaluations).
[0243] On the other hand, the second game control unit 116 sets the value of the activation control parameter as follows: (B1) Evenly distribute the player characters set in each deck. (B2) According to the character level, the attributes of the player character, the characteristics of the player character (the presence or absence of abilities and ability values), the position of the player character set in the deck, and the role of the player character when set in the deck, or (B3) Randomly, The activation of the player character set in the deck may be controlled based on the allocated activation control parameters.
[0244] Specifically, the second game control unit 116 compares the activation cost set in the deck with the allocated activation control parameters, and if the allocated activation control parameters meet each activation cost set in the deck, activates the corresponding player character.
[0245] In this case, when the second game control unit 116 activates the player's character, it erases the activation control parameters to which the activation cost of the player's character has been allocated.
[0246] Moreover, similarly to the above, after the activated player character finishes its attacking action in the fighting game, the second game control unit 116 goes into a standby state again to prepare for the next activation.
[0247] Then, after the player character is activated, the second game control unit 116 may stop allocating the activation control parameters to the activated player character and resume the allocation when the attacking action ends and the character returns to the deck, or may not stop the allocation process and may continue the allocation process even if the deck has not been set (even if it is empty).
[0248] [3.3.5] Match control process Next, the battle control process in this embodiment will be described.
[0249] The second game control unit 116 is activated from the deck to execute a battle with a group of enemy characters using the player character, and executes a battle game in which parameters for determining whether the opponent wins or loses (hereinafter referred to as "win or lose parameters") are varied, or the opponent's enemy characters are annihilated.
[0250] In particular, the second game control unit 116 uses, as the win / lose parameter, a vitality parameter that is set in the deck and that is reduced by an attack from the opponent, or an attack parameter that defines the attack power received from the opponent.
[0251] Specifically, the second game control unit 116 calculates the attack power of the activated player character against the opponent during the game using the type of ability of the activated player character, the ability value, the activation timing, and the presence or absence of a coordinated attack (so-called combo attack), and varies the win / lose parameters based on the calculated attack power.
[0252] Then, the second game control unit 116 executes the battle control process until the rhythm music game as the first game is ended, until the rhythm music game is ended and the provision of the operation input results is ended, or until the rhythm music game is ended and the provision of the operation input results is ended, and further until the game control process for the second game is ended based on the provided operation input results.
[0253] When two or more player characters set in the deck are activated simultaneously, the second game control unit 116 may execute a coordinated attack (a so-called combo attack) by the multiple player characters activated simultaneously.
[0254] In particular, the second game control unit 116 may execute a coordinated attack (so-called combo attack) by multiple player characters activated simultaneously when the activation costs of two or more player characters whose converted activation control parameter values are set in the deck are activated simultaneously, or when the timing is judged to be simultaneous (for example, when an activation cost for one player character is acquired within ±3 seconds of an activation cost for another player character being acquired).
[0255] [3.4] Ending the game Next, the game end process of the compound cooperation game in this embodiment will be described.
[0256] When the first game ends, the game management unit 112 also ends the second game, thereby ending the games as a composite cooperative game.
[0257] Specifically, when the game management unit 112 receives a notification from the first game control unit 114 indicating that playback of the music in the music data has ended and the first rhythm music game has ended, the game management unit 112 instructs the second game control unit 116 to end the game.
[0258] The second game control unit 116 ends the second game based on a game end instruction from the game management unit 112.
[0259] That is, the second game control unit 116 ends the second game simultaneously with the end of the first game, and therefore, when the player's operation input in the first game ends, the second game control unit 116 ends the second game on the condition that the second game control unit 116 has not received a notification from the game management unit 112 and has not accepted the operation input result from the first game control unit 114 for a certain period of time. The second game may be ended.
[0260] On the other hand, when both the first game and the second game are completed, the game management unit 112 executes an evaluation process (hereinafter referred to as "player evaluation process") to evaluate the players of the composite coordinated game (in the case of a team battle, an evaluation of the team) based on at least the result of the second game out of the results of the first game and the second game.
[0261] Specifically, the game management unit 112 basically evaluates a player or team based on the score of the second game or the outcome of the competitive game (the superiority of win / loss parameters, the number of residues of the player character or the score calculated based on the number of residues, etc.) as a player evaluation process.
[0262] In other words, the game management unit 112 determines the result of the composite cooperation game only from the result of the second game, without using the result of the first game.
[0263] In this case, the game management section 112 may determine the outcome of the second game before the end of the first game.
[0264] In this case, the game management unit 112 may execute the first game until music playback based on the music data is completed, or may end the composite cooperation game when the outcome of the second game has been determined.
[0265] On the other hand, the game management unit 112 may determine the evaluation of the player of the composite cooperation game using the evaluation of the player in the first game in addition to the result of the second game.
[0266] Specifically, the game management unit 112 may add the score results of the first game to the score results of the second game to determine the player's final evaluation for the composite cooperative game, or, for example, may add an evaluation of a specific operation in the first game to the results of the second game to determine the player's evaluation.
[0267] [3.5] Display control processing Next, the display control process in this embodiment will be described.
[0268] The display control unit 118 executes a display control process to simultaneously display on the display unit 190 an image relating to a first game for at least one specific player among a plurality of players, which is executed based on the operation timing instruction control process, and an image relating to a second game which is executed by cooperating the operation input results of the specific player and other players.
[0269] Specifically, as illustrated in FIG. 3, the display control unit 118 causes the lower section of the display unit 190 to serve as a first display area in which an image relating to a first game is displayed, and causes the upper section of the display unit 190 to serve as a second display area in which an image relating to a second game is displayed.
[0270] In particular, the display control unit 118 displays in the first display area operation objects that have been subjected to operation timing instruction control processing for two players belonging to the same team, and displays in the second display area images of the deck and field related to the competitive game of that team.
[0271] The display control unit 118 displays information about both the first game and the second game, such as the score, in a display area other than the first display area and the second display area.
[0272] [3.6] Variations Next, a modification of this embodiment will be described with reference to FIGS.
[0273] FIG. 10 is an external configuration diagram of an example in which the game system of this embodiment is applied to a store-based game system, and FIG. 11 is a diagram showing an example of a system configuration in which the game system of this embodiment is applied to a server system using a network.
[0274] (Evaluation process based on evaluation period) In the above embodiment, the evaluation results of the individual operation timing evaluation process are used as the resources for the second game, but for each given period (hereinafter referred to as the "evaluation period"), an evaluation process for each evaluation period (hereinafter referred to as the "evaluation process based on the evaluation period") may be executed depending on the evaluation results of the individual operation timing evaluation process, and the evaluation process based on the evaluation period may be used as the resources for the second game.
[0275] For example, as an evaluation process, the first game evaluation processing unit 115 performs evaluation by varying parameters such as the score based on the number of successes, number of failures, degree of timing consistency, and number of consecutive successes (so-called combo number) of a specified operation during the evaluation period.
[0276] Specifically, when the first game evaluation processing unit 115 executes the above-mentioned evaluation process for each individual operation timing, it executes an evaluation of each player for the corresponding evaluation period for each given evaluation period or after the evaluation period has elapsed.
[0277] In addition, the first game evaluation processing unit 115 sets the evaluation period as follows: (A1) In the case of a music game, one measure, or a period determined by the progress of the game, such as the A-melody, B-melody, or chorus, (A2) The period during which a specified event occurs, (A3) A period from a first timing to a second timing that is determined in advance during execution of a game, or (A4) A period designated by the player, etc. are used.
[0278] Then, the first game evaluation processing unit 115 counts up the evaluation results of the individual operation timing evaluation processing for each player and for each evaluation period or after the evaluation period has elapsed, and specifies the counted result as the evaluation of each player. However, the first game evaluation processing unit 115 may use, for each evaluation period, not only the evaluation results for the corresponding evaluation period alone, but also the evaluation results for all evaluation periods up to that point.
[0279] For example, in a rhythm music game, the first game evaluation processing unit 115 adds up, for each player and for each bar, the points evaluated at each individual operation timing as an evaluation for the period of each bar, as a score.
[0280] The first game evaluation processing unit 115 may calculate a total value of the evaluation results, or a statistical value such as an average value or a standard deviation.
[0281] (First game control and second game control according to type of operation input result of first game) In the above embodiment, the evaluation result of the individual operation timing evaluation process is used as the operation input result of the first game as the resource for the second game, but only the evaluation result of the individual operation timing evaluation process of a specific operation input result (hereinafter referred to as a "specific operation input result") of the player in the first game may be used as the resource for the second game.
[0282] In this case, an operation input result different from the specific operation input result, or all operation input results other than the specific operation input result, may be reflected in the first game.
[0283] That is, the second game control unit 116 executes a second game process for controlling the second game based on a specific operation input result of the player in the first game, and the first game control unit 114 executes a second game control process (including a determination process to be described later) based on an operation input result different from the specific operation input result used in the second game.
[0284] Specifically, the first game evaluation processing unit 115 provides the second game control unit 116 with the evaluation results of the individual operation timing evaluation processing for a specific operation input result, and provides the first game control unit 114 with the evaluation results of the individual operation timing evaluation processing for an operation input result other than the specific operation input result.
[0285] Then, the second game control unit 116 executes the activation control process and the match control process in the match game as described above, based on the evaluation result of the individual operation timing evaluation process for the provided specific operation input result.
[0286] In addition, the first game control unit 114 controls the presentation that is advantageous or disadvantageous to the player based on the evaluation result (hereinafter also referred to as the "evaluation result for the first game") of the individual operation timing evaluation process for an operation input result that is different from a specific operation input result (hereinafter also referred to as the "operation input result for the first game").
[0287] In particular, the first game control unit 114 executes a judgment process to judge whether or not the result of the operation input of the player for the first game input in accordance with the operation timing instruction in the operation timing instruction control process satisfies a given specific condition, and executes a given event in the first game depending on the result of the judgment process.
[0288] The first game control unit 114 determines, as the given specific condition, (B1) Operation input that matches the operation timing instructions was executed, (B2) The fact that a certain number of points or items have been acquired as a result of operational input, or (B3) A predetermined task, such as a combo input that requires multiple inputs, is successful. is used.
[0289] Furthermore, if the evaluation result for the first game does not satisfy a predetermined evaluation condition, the first game control unit 114 may, for example, execute a presentation that obstructs the display of an operation timing object, and if the evaluation result for the first game satisfies a predetermined evaluation condition, for example, may change the judgment criteria for the individual operation timing evaluation process to be advantageous to the player.
[0290] On the other hand, the second game control unit 116 may convert the evaluation result of the individual operation timing evaluation process for the specific operation input result into an activation control parameter, and control the second game, such as activation control of the player character, using the activation control parameter.
[0291] (Second game control process based on operation input result, etc.) In the above embodiment, instead of controlling the activation control parameter based on the evaluation result of the individual operation timing evaluation process, the operation input result of the player may be directly converted into the activation control parameter.
[0292] That is, the second game control unit 116 converts the operation input result of the player of the first game into a direct activation control parameter as a given conversion parameter, and executes the converted activation control parameter. Based on the data, the activation of a player character as a game element may be controlled to execute a given event using the character.
[0293] In this case, for example, the second game control unit 116 converts the types of operation inputs to which the individual operation timing evaluation process has not been applied (for example, a "don" hitting the center of the drum and a "kat" hitting the edge of the drum) and the number of times each is performed into activation control parameters (for example, one "don" is 5 points, and one "kat" is 3 points).
[0294] Then, the second game control unit 116 controls the second game based on the converted activated control parameters, similarly to the above-described embodiment.
[0295] (Game format for the second game) In the above embodiment, while specific music data is being played, a rhythm music game is played by multiple players, and a rhythm music game based on each player's evaluation in the first game is played, and a second game is played in which the players cooperate to play against an enemy character based on each evaluation. However, it is also possible for each player to play the first game (i.e., solo play), and provide an evaluation based on the game result of the first game played to the second game played by each player, and have the players play the second game and play against each other.
[0296] In this case, the outcome of the match between the players may be determined by the game result of the first game, or the outcome of the match between the players may be determined by the game result of the second game.
[0297] (Ghost play in game 2) In the above embodiment, the second game is started simultaneously with the start timing of the first game, but may be executed based on the activation history and action history that have already been executed and stored.
[0298] In other words, the first game control unit 114 may store the evaluation values of each player in chronological order as historical data when the first game is being played, and the second game control unit 116 may, at a later timing, read out the historical data of the evaluation values of each player in a specific game stored in the memory unit 117, and control the progress of the second game based on the read historical data.
[0299] (Store-based gaming system) The game system S of this embodiment can be applied to a home game system, and can also be realized as a store-based game system set up in a store (amusement park), for example, as shown in FIG.
[0300] For example, as shown in FIG. 10, such a game system S has a housing 12 that houses a processing unit (computer) 100 that performs game processing, etc., and on the front of the housing 12, there are provided two drum-shaped (an example of a musical instrument) operation input units 14, a display unit 190 that displays images, a sound output unit 192 that outputs sound, and a fee acceptance slot 20 that accepts game fees, and runs a music game.
[0301] In particular, the operation input unit 14 has a shape of a drum, and the player performs operation input by hitting it with a stick or with his / her hand.
[0302] Although not shown, the inside of the circular surface 22 of the operation input unit 14 is a circular A sensor is provided inside the periphery 24 of the skin surface 22 to detect when the player has hit the periphery 24 of the skin surface 22. Therefore, the game system S can determine whether the player has hit the skin surface 22 or the periphery 24 of the skin surface 22.
[0303] The game system S has a built-in system board 1000 on which a CPU, an image generation IC, a sound generation IC, etc. are mounted, and is configured to execute a rhythm music game based on a game program or game data read from a memory, which is an information storage medium, on the system board 1000, or on operation signals input from the operation input unit 14.
[0304] The game system S of this embodiment has two operation input units 14, allowing two players to play the music game simultaneously.
[0305] (Network Battle) The game system S of the present embodiment described above has a plurality of controllers 30, and a rhythm music game is established by each player operating each controller 30; however, by communicatively connecting the plurality of game systems S via a network, it is possible to control the player characters for each game system S, and to execute the above-mentioned configurations and controls by linking the various processes, including the first game control process and the second game control process, based on each game system S.
[0306] (Server system) In the above embodiment, as shown in FIG. 11, a server system 300 may be constructed using one server device 310 and the above game may be provided to one or more terminal devices 320 via a network N, or a server system 300 may be constructed by linking multiple server devices 310 and the game may be provided from the server system 300 to one or more terminal devices 320.
[0307] In particular, a plurality of terminal devices 320 are connected to the server system 300 via a network N by wire or wirelessly, and the server system 300 functions as the above-mentioned game system.
[0308] In addition, the server system 300 can also realize a game system by providing the corresponding terminal device 320 with game data (including only image data) for executing game control processing including an operational object movement control processing, an individual timing evaluation processing, a first game control processing, and a second game control processing, while accepting operation input from the player.
[0309] That is, in this case, the server system 300 (C1) A reception process for receiving operation input from a player; (C2) an operation timing instruction control process for instructing input of operation timing of a player; (C3) A first game control process for progressing the first game based on the result of the player's operation input input in accordance with the operation timing instruction in the operation timing instruction control process. (C4) A process for controlling a second game which is started simultaneously with or at a timing deemed to be simultaneous with the start of execution of a first game, the second game control process executing at least one of an activation control process for activating a given character for use in the game based on the result of an operation input by a player of the first game, and an action control process for controlling the action of the character in the game; and (C5) The result of the first game and the result of the second game, at least the second game An evaluation process for evaluating the players of the composite cooperative game based on the results of the evaluation process; The present invention has a configuration for executing the above.
[0310] In this embodiment, the game system of the present invention is applied to a server system 300 that operates in conjunction with a terminal device 320 via a network, but the game system of the present invention may also be applied to a tablet-type information terminal device or a personal computer.
[0311] [4] Operation of this embodiment [4.1] Main game processing including game control processing for the first game Next, the operation of the main game processing including the game control processing of the first game executed by the game system S of this embodiment will be described with reference to FIG.
[0312] FIG. 12 is a flowchart showing the operation of the main game processing including the game control processing of the first game executed by the game system S of this embodiment.
[0313] This operation is a game control process executed by a plurality of players, and is an operation specialized for operation object movement control processing and individual timing evaluation processing mainly related to the first game.
[0314] In addition, in this operation, it is assumed that predetermined music data has already been selected by the player, loaded together with the musical score data, and prepared for playback.
[0315] Furthermore, in this operation, for the second game, the order in which the player characters are activated is set in the deck, and the opponent player (including CPU battles) and the enemy player character have already been determined, and the enemy character has also been set in the deck.
[0316] First, when the game management unit 112 detects an instruction to start a composite cooperative game based on a player's instruction or the like (step S101), it instructs the first game control unit 114 to start a rhythm music game (first game) and instructs the second game control unit 116 to start a competitive game (second game) (step S102).
[0317] It should be noted that when the second game control unit 116 receives an instruction to start the second game from the game management unit 112, it starts a competitive game while waiting for the acquisition of evaluation values based on the operation input results of each player for the first game identified by the individual evaluation timing evaluation process.
[0318] Next, when the first game control unit 114 receives an instruction to start the first game from the game management unit 112, it starts playing the music data identified by the music playback unit 117, and starts an operation object movement control process to make operation timing objects appear sequentially in accordance with the music data being played based on the score data, and move them toward the marker object for determining the operation input timing in the first direction (step S103).
[0319] Next, the music playback unit 117 determines whether or not the playback of the music data has ended (step S104).
[0320] At this time, if the music playback unit 117 determines that the playback of the music data has ended, it transitions to the process of step S111, and if it determines that the playback of the music data has not ended, it transitions to the process of step S105.
[0321] Next, the first game evaluation processing unit 115 determines the operation input timing based on the music data. It is determined whether or not it is the individual evaluation timing at which each of the movement-controlled operation timing objects reaches the position of the evaluation marker object (step S105).
[0322] At this time, if the first game evaluation processing unit 115 determines that it is not the individual evaluation time, it proceeds to the process of step S103, and if it determines that it is the individual evaluation time, it proceeds to the process of step S106.
[0323] Next, if the first game evaluation processing unit 115 determines that it is the individual evaluation timing, it executes an individual operation timing evaluation process to evaluate the operation input results (including no operation input) of each player, outputs the evaluation result of the individual operation timing evaluation process to the second game control unit 116 as an evaluation value (step S108), and returns to the processing of step S103.
[0324] Meanwhile, the game management unit 112 executes an end process for causing the first game control unit 114 and the second game control unit 116 to end the operations of the rhythm music game and the fighting game (step S111).
[0325] Next, the game management unit 112 identifies an end result of the second game (for example, a total score), and determines the identified end result as an evaluation of the team to which the player belongs in the composite cooperation game (step S112).
[0326] Finally, the game management section 112 causes the display control section 118 to execute a display control process for displaying the team evaluation in a predetermined area of the display section 190 (step S113), and ends this operation.
[0327] [4.2] Game control process for the second game Next, the operation of the game control process of the second game executed by the game system S of this embodiment will be described with reference to FIG.
[0328] FIG. 13 is a flowchart showing the operation of the game control process of the second game executed by the game system S of this embodiment.
[0329] This action is executed in conjunction with the above-mentioned main process, and is an action specialized for controlling the movement of the player character.
[0330] In addition, in this operation, it is assumed that the order in which the player characters are activated for the first time has already been set when the deck is set.
[0331] First, when the second game control unit 116 receives an instruction to start a competitive game (step S201), it starts the competitive game while waiting for acquisition of evaluation values based on the operation input results of each player for the first game identified by the individual evaluation timing evaluation process (step S202).
[0332] When the second game control unit 116 starts a competitive game, it appropriately executes processes related to the competitive game for activated player characters (management of attacks, withdrawals, and the period during which activation is not permitted after withdrawal (cool down)), deck management (management of activation order), activation control for enemy characters, the competitive game related to the enemy characters, and other progress control of the second game.
[0333] Next, the second game control unit 116 starts a conversion process for converting the input operation result in the first game into an activated control parameter on an ongoing basis (step S203).
[0334] Next, the second game control unit 116 sets the next activation player character (step S204).
[0335] Next, the second game control unit 116 determines whether or not any of the player characters currently active in the game space has finished attacking (hereinafter, referred to as "attack-finished character") (step S205).
[0336] At this time, if the second game control unit 116 determines that there is an attack-ending character, it sets the attack-ending character to the end of the player characters waiting to be activated (hereinafter referred to as "activation-waiting characters") (step S206) and proceeds to processing in step S207, and if it determines that there is no attack-ending character, it proceeds directly to processing in step S207.
[0337] Next, the second game control unit 116 determines whether or not a game end instruction has been received (step S207), and if it is determined that the game end instruction has been received, ends this operation, and if it is determined that the game end instruction has not been received, proceeds to processing in step S208.
[0338] Next, the second game control unit 116 determines whether or not the activation control parameters include the activation cost of the next activation player character to be activated next (step S208).
[0339] At this time, if the second game control unit 116 determines that the activation control parameters do not include the activation cost of the next activation player character to be activated, it proceeds to processing of step S202, and if it determines that the activation control parameters include the activation cost of the next activation player character to be activated, it proceeds to processing of step S209.
[0340] Next, when the second game control unit 116 determines that the activation control parameters include the activation cost of the next activation player character to be activated next, it activates the next activation player character (step S209).
[0341] Next, the second game control unit 116 starts action processing related to the activated player character, such as an attack by the activated player character against an enemy character (step S210), and proceeds to the processing of step S204.
[0342] [5] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.
[0343] The game of this embodiment has been described using a game such as a music game (rhythm game) in which the player performs operations in time with sounds and rhythms and the accuracy of the timing of the player's operation inputs is evaluated, but the present invention can be applied to any game in which the timing of the player's operations can be evaluated.
[0344] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0345] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0346] S: Game System 1: Server device 10: Game device 30: Controller 40: Display 100: Processing section 103: Game Management Department 104: Music playback section 108: Drawing section 110: Communication control unit 112: Game Management Department 113: Operation input reception processing unit 114: First game control unit 115: First game evaluation processing unit 116: Second game control unit 117: Music playback section 118: Display control unit 120: Drawing section 130: Sound processing section 162: Read / write section 170: Storage section 172: Main memory 174: Image buffer 176: Music data storage unit 178: Player character information storage unit 180: Information storage medium 190:Display section 192: Sound output section 196: Communications Department 260: Input section 300: Server system 310: Server device 320: Terminal equipment 1000: System Board
Claims
1. A game system for controlling a composite linked game including a first game and a second game different from the first game, a reception processing means for executing a reception process for receiving an operation input from a player; an operation timing instruction control means for executing an operation timing instruction control process for instructing the input of an operation timing of the player; a first game control means for progressing the first game based on a result of an operation input by a player input in accordance with an operation timing instruction in the operation timing instruction control process; a second game control means for executing a behavior control process for controlling the in-game behavior of a plurality of given characters based on a result of an operation input by a player of the first game, the behavior control process being a process for controlling a second game which is started simultaneously with a start timing at which execution of the first game is started or at a timing considered to be simultaneous with the start timing; an evaluation processing means for executing an evaluation process for evaluating a player of the composite cooperation game based on at least the result of the second game out of the result of the first game and the result of the second game; Equipped with The second game control means a game system including: controlling an order of actions of the plurality of characters in the second game based on a result of an operation input by a player of the first game;
2. 2. The game system according to claim 1, When the operation inputs of the plurality of players are accepted by the accepting process, The operation timing instruction control means Execute an operation timing instruction control process for instructing each player to input an operation timing, The first game control means progressing the first game based on the results of operation inputs of each player input in accordance with operation timing instructions in the operation timing instruction control process for each player; The second game control means A game system which executes the action control process within a common game space or within each game space based on the results of operation inputs by each player of the first game.
3. 3. The game system according to claim 2, The game system further comprises a display control means for simultaneously displaying on a display means an image relating to a first game for at least one specific player among the multiple players, which is executed based on the operation timing instruction control process, and an image relating to the second game based on operation input results of the specific player and other players.
4. In the game system according to any one of claims 1 to 3, The second game control means The game system executes the behavior control process by controlling game elements related to the character based on the result of an operation input by a player of the first game.
5. In the game system according to any one of claims 1 to 3, The first game control means executing an evaluation value determination process for determining a plurality of graded evaluation values based on an operation input result of a player of the first game; The second game control means The game system executes the behavior control process by controlling game elements related to the character in accordance with the multiple graded evaluation values determined by the evaluation value determination process.
6. 5. The game system according to claim 4, The second game control means converting a result of an operation input by a player of the first game into a given conversion parameter; A game system that controls the game elements based on the converted conversion parameters to execute the action control process.
7. 6. The game system according to claim 5, The second game control means converting the plurality of graded evaluation values determined by the evaluation value determination process into given conversion parameters; A game system that controls the game elements based on the converted conversion parameters to execute the action control process.
8. 8. The game system according to claim 6, The second game control means executing a determination process for determining whether or not the conversion parameter satisfies a given activation condition for the game element; When it is determined by the determination process that the activation condition is met, the game system controls the game elements to execute the action control process.
9. In the game system according to any one of claims 1 to 8, The second game control means The game system controls the actions of the character within a game space and controls a game in which the character achieves a given objective as a second game.
10. In the game system according to any one of claims 1 to 9, a setting means for setting in advance, before a start of the second game, a plurality of characters that can be activated or used in the game as control target characters; The second game control means The game system executes the behavior control process for the controllable character based on the result of an operation input by a player of the first game.
11. In the game system according to any one of claims 1 to 10, The first game control means executing a determination process for determining whether or not a result of an operation input by a player input in accordance with an operation timing instruction in the operation timing instruction control process satisfies a given specific condition; A game system that executes a given event in the first game depending on a result of the determination process.
12. The game system according to claim 11, The second game control means controlling the second game based on a result of a first specific operation input by the player in the first game; The first game control means The game system executes the determination process based on a second specific operation input result different from the first specific operation input result used in the second game.
13. In the game system according to any one of claims 1 to 12, The second game control means The game system terminates the second game when the player's operation input in the first game is terminated.
14. A program for controlling a composite linked game including a first game and a second game different from the first game, A reception processing means for executing a reception process for receiving an operation input from a player; an operation timing instruction control means for executing an operation timing instruction control process for instructing the input of an operation timing of the player; a first game control means for progressing the first game based on a result of an operation input by a player input in accordance with an operation timing instruction in the operation timing instruction control process; a second game control means for executing a process for controlling a second game which is started simultaneously with a start timing at which execution of the first game is started or at a timing considered to be simultaneous with the start timing, the second game control means executing a behavior control process for controlling in-game behaviors of a given number of characters based on a result of an operation input by a player of the first game; and an evaluation processing means for executing an evaluation process for evaluating a player of the composite cooperation game based on at least the result of the second game out of the result of the first game and the result of the second game; The computer functions as The second game control means The program, as the action control process, controls an order of actions of the plurality of characters in the second game based on a result of an operation input by a player of the first game.
15. New In the game system according to any one of claims 1 to 12, The second game control means A game system comprising: a competitive game in which a plurality of players compete against each other; and, as the action control process, controlling the order of actions of a plurality of player's own characters in the second game based on the results of operation input by the player in the first game.
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