Game device, game program
By combining the design of puzzle games and music games in the game device, using objects and conditions in the puzzle games to trigger music games, the problems that exist independently in these two types of games in the existing technology are solved, and a richer and more interesting game experience is achieved.
Patent Information
- Application Number
- JP2023126000
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-02
- Publication Date
- 2025-04-14
- Estimated Expiration
- 2039-03-20
AI Technical Summary
In the prior art, puzzle games and music games are usually independent, and it is difficult to achieve an organic combination between the two, resulting in a lack of rich and interesting game experience.
By implementing a system that can both run puzzle games and music games in the game device, the objects and conditions in the puzzle game are used to trigger the beginning and end of the music game, and the game design is performed in the music game using a combination of operation time and music rhythm.
It realizes the organic combination of puzzle games and music games, enhances the fun and interactiveness of the game, and makes the game experience more rich and diverse.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game device and a game program. [Background technology]
[0002] Typically, a game device for executing a video game or a game program for executing a video game outputs background music (BGM) while the game is being executed. The BGM is not only output regardless of the execution status of the game, but also to make it easy to understand the operation timing for the game. For example, in a puzzle game in which multiple objects are combined by input operations, the BGM is output continuously while the input operations are being performed, regardless of the execution status of the game. Also, in music games and shooting games, marks indicating the type of input operation and the appropriate operation timing are displayed in sync with the BGM (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2012-205684 A Summary of the Invention [Problem to be solved by the invention]
[0004] Conventionally, puzzle games and music games are different games and are simply executed separately.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its object is to provide a game device and a game program capable of executing a more entertaining game that combines a puzzle game and a music game. [Means for solving the problem]
[0006] In order to solve the above-mentioned problems, a game device of the present invention includes a first game processing means for executing a puzzle game in which a plurality of objects displayed on a display screen are combined, and an image indicating an operation timing that changes over time in association with a display position of the object when the plurality of objects combined by the execution of the puzzle game satisfy a first preset condition. and a change in the image indicating the operation timing is displayed. and second game processing means for executing a rhythm game in which the player operates in accordance with the rhythm. Effect of the Invention
[0007] According to the present invention, it is possible to provide a game device and a game program capable of executing a more entertaining game that combines a puzzle game and a music game. [Brief description of the drawings]
[0008] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a diagram showing an example of the external configuration of a game device according to an embodiment of the present invention. [Diagram 3] 1 is a block diagram showing the configuration of a game device according to an embodiment of the present invention. [Figure 4] 4 is a flowchart showing a game process executed by the game device in the present embodiment. [Diagram 5] 4 is a flowchart showing a game process executed by the game device in the present embodiment. [Figure 6] 11 is a flowchart showing rhythm part processing during game processing. [Figure 7] FIG. 2 is a diagram showing an example of a game screen for a puzzle game displayed on a display 27 in this embodiment. [Figure 8] 1A to 1C are diagrams showing an example of a plurality of ball objects arranged on a game field and a cue ball being shot in this embodiment. [Figure 9] FIG. 13 is a diagram showing an example of how chained balls are eliminated. [Figure 10]FIG. 13 is a diagram showing an example of an arrangement of ball objects arranged on a game field before the cue ball is released. [Figure 11] 11 is a diagram showing a display example in which a chain object occurs as a result of the cue ball being shot at the ball object shown in FIG. 10; [Figure 12] 4A to 4C are diagrams for explaining the correspondence between erasing balls, music data, and operation timing in the present embodiment. [Figure 13] 5A to 5C are diagrams showing rhythmic images of operation timing in the present embodiment. [Figure 14] 5A and 5B are diagrams showing display examples of timing rings in the embodiment. [Figure 15] 5A to 5C are diagrams showing a series of display examples in the music game according to the embodiment. [Figure 16] FIG. 4 is a diagram showing an example of an image of a call display in the embodiment. [Figure 17] 6A and 6B are diagrams showing examples of displaying numbers indicating the number of operations in the embodiment. [Figure 18] FIG. 4 is a diagram showing an example of an image of a call display in the embodiment. [Figure 19] FIG. 4 is a diagram showing an example of an image of a call display in the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] Fig. 1 is a diagram showing a schematic configuration of a game system in this embodiment. As shown in Fig. 1, the game system in this embodiment includes a server 5, a network 8, and a plurality of game devices 10 (10-1, 10-2, ..., 10-n).
[0011] The server 5 provides a game service to the game devices 10 connected via the network 8. The server 5 provides a game program in response to a request from the game devices 10, and manages information about players who use the game service and data for controlling the games played by each player. The server 5 communicates with the game devices 10 as necessary while the game devices 10 execute game processing based on the game program.
[0012] The network 8 includes various communication means such as the Internet and public line networks (wired and wireless).
[0013] Fig. 2 is a diagram showing an example of the external configuration of the game device 10 in this embodiment. The game device 10 shown in Fig. 1 is realized by, for example, a smartphone. Note that the game device 10 is not limited to a smartphone, and can be realized by other electronic devices provided with a touch screen 12 as an input device operated by a user, such as a slate PC, a mobile phone, or a portable game machine.
[0014] 2, a touch screen 12 is provided on the top surface of the game device 10, and data corresponding to a touch position can be input in response to a user's touch operation on the input surface. The game device 10 in this embodiment executes a game program to execute a game controlled in response to data input from the touch screen 12.
[0015] Furthermore, the game device 10 may be operable not only by the touch screen 12 but also by external controllers 14-1, 14-2 connected by short-range wireless communication (e.g., Bluetooth (registered trademark)). The controllers 14-1, 14-2 may be provided with, for example, a touch screen, a button, a switch, a joystick, a key, or the like, as an input device operated by a user. The game device 10 receives data according to user operations from, for example, the two controllers 14-1, 14-2, thereby enabling a competitive game in which two users simultaneously play the game. Note that, although two controllers 14-1, 14-2 are shown in FIG. 2, three or more controllers 14 may be used simultaneously.
[0016] 2 shows a form in which a competitive game is executed using two controllers 14-1 and 14-2 on one game device 10, but the two game devices 10 may execute a competitive game by performing short-distance wireless communication with each other. In this case, one game device 10 executes a game by one player operating one controller 14-1, and displays an in-game screen for a competitive game in which a game area for the player and a game area for the opponent are provided. The two game devices 10 transmit and receive data indicating a game situation (such as operation data by the controller 14), and the game area for the player displays a game situation controlled according to the operation of the controller 14, and the game area for the other player displays a game situation by the other player according to the data indicating the game situation received from the other game device 10.
[0017] Fig. 3 is a block diagram showing the configuration of the game device 10 in this embodiment. As shown in Fig. 3, the game device 10 has a CPU 20, a recording unit 21 (game program 22), a display control unit 23, an input control unit 24, a sound control unit 25, a communication control unit 26, a display 27, a touch panel 28, a speaker 29, a microphone 30, and a communication interface 31.
[0018] The CPU 20 is responsible for controlling the entire game device 10, and controls each section by executing a basic program and various application programs (including a game program 22) recorded in the recording section 21. By executing the game program 22 recorded in the recording section 21, the CPU 20 controls game processing in accordance with data input by touch operations on the touch screen 12 or data input from the controllers 14-1 and 14-2.
[0019] The game device 10 in this embodiment executes, for example, a puzzle game based on the program 22 downloaded from the server 5. The puzzle game is a game in which a plurality of objects displayed on a display screen are combined. When a preset condition is met during execution of the puzzle game, the game device 10 transitions to a music game (rhythm game) using objects used in the puzzle game, and resumes the puzzle game after the music game ends. The game device 10 outputs music in accordance with the execution of the puzzle game, and when a preset condition is met, stops the execution of the puzzle game while continuing to output the music during the puzzle game, and executes a music game in which an image indicating operation timing in accordance with the rhythm of the music is displayed on the display screen. After the music game ends, the game device 10 resumes the puzzle game while continuing to output the music.
[0020] In order to realize the game, the CPU 20 realizes, by the game program 22, a music output function for outputting music (BGM) according to music data during game execution, a display function for displaying game images on the display 27, a first game processing function for executing a puzzle game according to an input operation on the touch screen 12 (touch panel 28) by the player, and a second game processing function for executing a music game according to an input operation on the touch screen 12 (touch panel 28) when the game situation in the puzzle game satisfies a preset condition. The puzzle game is, for example, a game in which a plurality of types of objects are stacked in close contact with each other and are erased when a predetermined number or more of the same type of objects are arranged in succession (hereinafter, this state is referred to as a chain) (details will be described later). The condition for shifting to the music game is when the number of objects to be erased (the number of chains) is equal to or greater than a number preset as a condition for shifting to the music game. In the music game, the timing of operations is displayed in accordance with the rhythm of the music by using the plurality of objects to be erased (see FIG. 11).
[0021] The recording unit 21 records various application programs including a basic program and a game program 22, and various data. The game program 22 includes images of various objects and characters of a puzzle game for displaying game images, images (including still images and moving images) for displaying presentation images according to the game implementation status, images such as various icons and graphs, music (BGM) and presentation sound effects output during the game, and data for game control. In the game device 10 of this embodiment, music output in a puzzle game is output continuously when the game transitions to a music game, and action data indicating operation timing in accordance with the rhythm of the music indicated by the music data is set in association with the music data of the music. The action data is used to display an image indicating the operation timing, and is also used to determine the operation timing for an input operation. In addition, as data for game control, data such as the remaining game time, fever gauge value, the number of noise balls generated, the number of knockdowns, and the number of noise balls stocked, which change during game execution, are recorded in the recording unit 21 by the CPU 20. The data for game control is used for display control of a game screen SC to be described later, and for various determinations in game processing.
[0022] The display control unit 23 controls the display on the display 27 under the control of the CPU 20 .
[0023] Under the control of the CPU 20, the input control unit 24 controls data input in response to a touch operation on the touch panel 28. The input control unit 24 generates data indicating a touch position in response to a touch operation on the touch panel 28 by a user, and outputs the data to the CPU 20.
[0024] Under the control of the CPU 20, the audio control unit 25 controls audio output from the speaker 29 and audio input from the microphone 30.
[0025] The communication control unit 26 connects to the network 8 via the communication interface 31 and controls communications with other electronic devices.
[0026] A touch panel 28 is superimposed on the display surface of the display 27. In this way, the touch screen 12 is formed.
[0027] The communication interface 31 communicates with the server 5, other game devices 10, etc. via the network 8.
[0028] Next, the operation of the game device 10 in this embodiment will be described.
[0029] Figures 4 and 5 are flow charts showing the game processing executed by the game device 10 in this embodiment. Figure 6 is a flow chart showing the rhythm part processing during the game processing.
[0030] The CPU 20 starts game processing based on the game program 22 when execution of game processing is instructed by, for example, an operation on the touch panel 28.
[0031] The CPU 20 displays an in-game screen (main game screen) for executing the game on the display 27, and also outputs game music (BGM) from the speaker 29 by the audio control unit 25 in accordance with the music data (step A1). On the initial in-game screen, a minimum number of lines of ball objects (e.g., three lines) set in advance are displayed at the top of the game field P11. Multiple types of ball objects are randomly arranged on the game field P11.
[0032] Fig. 7 is a diagram showing an example of a game screen SC for a puzzle game displayed on the display 27 in this embodiment. The game screen SC shown in Fig. 7 shows an example of a game screen when a competitive game is played by two players. A game area P1 on the left side of the game screen SC is an area showing the game status of the player (own player) who operates the game device 10, and a game area P2 on the right side of the game screen SC is an area showing the game status of the opponent player (other player). The game area P2 shows the game status of the opponent player based on data showing the game status received from the game device 10 used by the opponent player.
[0033] The puzzle game executed by the game device 10 in this embodiment is a game in which a cue ball is shot from the bottom of a game field (puzzle area) to chain (arrange adjacently) a predetermined number of balls of the same type against a plurality of ball objects that are added sequentially from the top of the game field, thereby eliminating the chained ball objects and preventing the ball objects from reaching the downline DL arranged at the bottom of the game field. When the ball object reaches the downline DL, it is counted as a knockdown, the ball objects in the game field are reset, and the game is restarted.
[0034] FIG. 8 shows an example of multiple ball objects arranged on the game field in this embodiment and the launch of a cue ball MB. Multiple types of ball objects (e.g., five types) are randomly arranged on the game field. The multiple types of ball objects are displayed on the game field, for example, with different colors for each type. In addition, the type of the cue ball MB is determined randomly, and the launch direction can be arbitrarily specified by the player's operation.
[0035] 9(A) and (B) show examples in which chained balls are eliminated. In FIG. 9(A) and (B), it is assumed that "three or more chains" is set as the condition for eliminating balls. Here, as shown in FIG. 9(A), it is assumed that the cue ball MB is shot out and placed in the game field and comes into close contact (placed adjacent to) with a ball object of the same type as the cue ball MB. As a result, as shown in FIG. 9(B), three chains are formed between the cue ball MB and the same type of ball object placed in the game field, and the three ball objects are eliminated.
[0036] Here, the game area P1 shown in Fig. 7 will be described. In the game area P1, a game field P11 is provided at the top, and multiple types of ball objects are randomly arranged and displayed. In addition, in the game area P11, a cue ball area P12, a direction guide P13, a reserve ball area P14, and a fever gauge P15 are provided at the bottom.
[0037] The cue ball display area P12 displays the next cue ball to be shot. The direction guide P13 indicates the direction in which the cue ball displayed in the cue ball display area P12 will be shot, and can be changed as desired by the player by operating a joystick or the like. The reserve ball area P14 displays a ball object that will be displayed as the cue ball next in the cue ball display area P12 after the cue ball displayed in the cue ball display area P12 has been shot.
[0038] The fever gauge P15 is used to determine whether a state in which a preset condition is satisfied in a puzzle game is reached, and is a gauge that is added according to the number of ball objects that are eliminated by chaining them together. When the fever gauge P15 reaches its maximum value, the game is shifted to a puzzle game in a fever mode that is different from the normal mode. The fever mode is a game mode that makes it easier to generate long chains of ball objects of the same type in the game field P11. When shifting from the normal mode to the fever mode, all ball objects that have been placed in the game field P11 up to that point are eliminated (reset), and the ball objects are rearranged according to a pattern that makes it easier to generate long chains. In the fever mode, patterns that make it easier to generate long chains are added sequentially. By increasing the number of long chains, it is easier to transition to a music game (rhythm part processing) to be described later, and it is also easier to play a long music game. The fever mode is terminated until a preset time (fever time) is ended, or when the ball object reaches the down line DL (knockdown).
[0039] Further, the game screen SC is provided with a skill display area P16, noise ball generation number areas P17, P27, knockdown number areas P18, P28, and noise ball stock number areas P19, P29.
[0040] The skill display area P16 is an area where, for example, by selecting a character when playing a puzzle game, a skill icon showing the type of skill corresponding to the character is displayed. The skill is used according to the player's operation, and an effect according to the type of skill is applied to the puzzle game. For example, the effect of the skill is the erasure of the ball object displayed in the game field P11.
[0041] The noise ball number area P17 displays the number of noise ball objects acquired when a preset condition is met by the player's most recent action during the game (an action to launch a cue ball, an action in a music game). Similarly, the noise ball number area P27 displays the number of noise ball objects acquired by other opponent players.
[0042] Noise ball objects are placed on the opponent's game field and are used to disrupt chains of ball objects. Conditions for acquiring noise ball objects include, for example, successful operation in a music game (rhythm part processing) (the more operations, the more acquired), successful elimination with four or more chains (the more chains, the more acquired). Noise ball objects may be acquired under other acquisition conditions.
[0043] The knockdown number areas P18 and P28 display the number of times the opponent knocked down (the ball object reached the down line DL) in the puzzle game. In the competitive game, for example, the player with the fewer knockdowns within the game time (music output time) is deemed to be the winner.
[0044] The noise ball stock number areas P19 and P29 display the number of noise balls sent by the opponent. In the example shown in FIG. 7, the total number of noise balls is represented by, for example, three types of balls of different sizes. For example, a small ball represents one noise ball, a medium ball represents five noise balls, and a large ball represents 25 or more noise balls. The noise balls are displayed in the noise ball stock number areas P19 and P29, and after a certain time has elapsed since the cue ball was released, they are released onto the game field P11 and are placed, for example, randomly so as to come into close contact with the ball object already displayed. Note that, in the noise ball stock number areas P19 and P29 shown in FIG. 7, the total number of noise balls is represented by a combination of multiple types of balls, but when the exact total number is not to be represented, the total number of noise balls (approximate number) may be simply represented by only one type of ball (for example, large ball).
[0045] The game screen SC also displays a remaining game time S10, a progress meter S11, and a current location bar S12 for notifying the player of the game progress. The remaining game time S10 is displayed as a countdown from the start of the game, with the game time for one game as the initial value. The game time corresponds to the time of music (BGM) output during the game. FIG. 7 shows that the remaining game time is "180 seconds". The progress meter S11 shows the game time in a graph (for example, a waveform line), with the horizontal direction representing time and the vertical direction representing the climax of the song. The high point of the waveform corresponds to, for example, the chorus part of the music. In the chorus part of the music, data indicating the operation timing is set so that the number of input operations is relatively large in the music game. In the music game, by performing more operations at the correct timing, the player can gain an advantage in the battle or obtain a high score. For this reason, the progress meter S11 can be used as a reference to transition to the music game at the chorus part. A current position bar S12 is added to the progress meter S11, and is displayed at the left end when the game starts, and as time passes, the display position moves rightward so that it reaches the right end when the music ends (when the game ends). Therefore, the player can easily grasp, from the display position of the current position bar S12, what position (time) the music is currently playing, whether it is the chorus part, etc.
[0046] In the game device 10 of this embodiment, when a combination of multiple ball objects satisfies a preset condition during execution of a puzzle game, the execution of the puzzle game is stopped without interrupting the music being output as background music, and the game transitions to a music game. The music game uses the combination of multiple ball objects that satisfies the conditions in the puzzle game to display an image showing the operation timing in accordance with the rhythm of the music, and judges the operation timing (action) by the player. When the operation timing is judged to be correct, for example, a noise ball object that can interfere with the opponent's puzzle game is generated, and the player can gain an advantage in the match.
[0047] 7, the game area P2 displays the game status of the opponent player based on data indicating the game status received from the game device 10 used by the opponent player. Therefore, direction guides and reserve ball areas for the other players to operate are not displayed. When two players operate the controllers 14-1 and 14-2 respectively to play a competitive game on one game device 10, the game area P2 also displays direction guides and reserve ball areas in the same manner as the game area P1, and is controlled according to the player's operation of the controller 14-2.
[0048] In addition, the game device 10 in this embodiment is capable of playing not only a competitive game but also a puzzle game in which one player plays alone. In this case, only the area corresponding to the game area P1 shown in Fig. 7 is displayed on the display 27, and clearing conditions and the like different from those of the competitive game are displayed.
[0049] In the above description, the game executed in the game device 10 is controlled by operating the controller 14, but it is also possible to control the game by operating the touch panel 28 without using the controller 14. For example, when designating the direction of the direction guide P13 on the game screen SC shown in FIG. 7, the game device 10 has the player touch anywhere in the game field P11. The game device 10 generates a straight line connecting the touched position and the center of the cue ball area P12 to indicate the direction in which the cue ball will be shot, and shoots the cue ball when the touch is released. Note that the operation method for controlling the game in the game device 10 is not limited to the above-mentioned method.
[0050] In the following, a case where a fighting game is executed by operating the controller 14 will be described.
[0051] When the game device 10 displays an in-game screen (step A1), it waits for input of operation data by operating any one of the joystick, main button, sub button, pause button, and third button of the controller 14 (step A2).
[0052] Here, when the joystick is operated (step A2, joystick), the CPU 20 changes the orientation of the direction guide P13 (the direction in which the cue ball is launched) according to the operation direction and amount indicated by the joystick operation data input from the controller 14.
[0053] Also, when the sub-button is operated (step A2, sub-button), the CPU 20 exchanges the cue ball displayed in the cue ball area P12 with the ball object displayed in the reserve ball area P14 in accordance with the sub-button operation data input from the controller 14.
[0054] Furthermore, when the pause button is operated (step A2, pause button), the CPU 20 pauses the progress of the game in response to the pause button operation data input from the controller 14 (step A5) and displays a pause screen on the display 27 (step A6). In the paused state, the output of music is also stopped and the time limit of the game does not progress. When the pause button operation data is input again (step A7), the CPU 20 resumes the game and enters an input waiting state.
[0055] Also, when the third button is operated (step A2, third button), the CPU 20 uses a skill according to the skill icon displayed in the skill display area P16 in response to the operation data of the third button input from the controller 14 (step A8), and applies the skill indicated by the skill icon displayed in the skill display area P16 to the ball object displayed in the game field P11 (step A9). When the ball object displayed in the game field P11 is erased by the effect of the skill (step A10, Yes), the CPU 20 increases the fever gauge P15 (step A11). Here, when the fever gauge P15 reaches the maximum value (step A12, Yes), the CPU 20 transitions to the fever mode (step A13). When the fever gauge P15 does not reach the maximum value (step A12, No), the CPU 20 returns to an input waiting state and executes the puzzle game in the normal mode.
[0056] When the main button is operated in the input waiting state (step A2, main button), the CPU 20 displays an image of the cue ball (ball object) displayed in the cue ball area P12 being shot in the direction indicated by the direction guide P13 (step A21) in accordance with the main button operation data input from the controller 14. When the cue ball (ball object) shot from the cue ball area P12 reaches the ball object placed in the game field P11, the CPU 20 displays the cue ball in close contact with the ball object placed at the position where the cue ball has arrived (step A22).
[0057] The CPU 20 executes a process according to which of the preset conditions is satisfied with respect to the number of ball objects of the same type that are chained by the close contact of the cue balls. For example, if the number of chained ball objects of the same type is less than three (step A23, No), the CPU 20 does not erase the ball objects displayed in the game field P11, and continues the game with the cue balls added.
[0058] Furthermore, when the number of chains is four or more (steps A23 and A24, Yes), the CPU 20 generates noise balls in a number according to the chain evaluation. In the chain evaluation, for example, the number of noise balls obtained (generated) increases as the number of chains increases.
[0059] If the number of chains is 3 or more but not 5 or more (step A26, No), the CPU 20 erases the chained ball objects from the game field P11 (step A31) and continues the game with the chained ball objects erased. If the number of chains is 5 or more, a rhythm part process (music game) may be executed, but the details of the rhythm part process will be described later.
[0060] If the CPU 20 is not in the fever mode (step A32, No), it increases the fever gauge P15 according to the number of erased ball objects (step A33). As a result, if the fever gauge P15 reaches its maximum value (step A34, Yes), the CPU 20 transitions to the fever mode (step A35). The CPU 20 also determines whether a noise ball object has been generated in the puzzle game by the opponent. In other words, it determines whether the number of noise balls sent from the opponent (noise ball stock number) is displayed in the noise ball stock number area P19.
[0061] If there are noise balls (step A36, Yes), the CPU 20 cancels out the noise balls generated by erasing the chained ball objects and the noise balls sent from the opponent (step A37).
[0062] As a result, if there are noise balls to send to the opponent (step A40, Yes), the CPU 20 sends noise balls to the opponent (step A41). That is, if the number of noise balls generated by eliminating the chained ball objects is greater than the number of noise balls sent from the opponent, the CPU 20 determines that there are noise balls to send to the opponent, adds them to the number of noise balls stocked by the opponent other player, and stores them in the recording unit 21.
[0063] On the other hand, if there are noise balls remaining as a result of the cancellation (step A42, Yes), the CPU 20 releases the noise balls into the game field P11 (step A45) unless the game is in fever mode (step A44, No). In other words, if the number of noise balls sent from the opponent is greater than the number of noise balls generated by erasing the chained ball objects, it is determined that there are noise balls remaining, and the noise balls sent from the opponent are released into the game field P11. After releasing the noise balls, the CPU 20 subtracts the number of released noise balls from the noise ball stock number and stores the result in the recording unit 21. Note that, during fever mode (step A44, Yes), noise balls are not released.
[0064] Here, if the condition for adding a ball object is met, the CPU 20 moves each ball object previously displayed in the game field P11 downward by one line, and adds one line of ball objects to the top of the game field P11 (step A52). The condition for adding a ball object is, for example, when the cumulative number of launched balls is a multiple of 5. If the cumulative number of launched balls is not a multiple of 5 (step A51, No), no ball object is added.
[0065] Furthermore, when the number of lines in which ball objects are displayed in the game field P11 falls below a preset minimum number of lines to be displayed (step A53: Yes), the CPU 20 adds one line of ball objects to the game field P11 in the same manner as described above (step A54). For example, the minimum number of lines to be displayed is three. Therefore, when the number of lines of ball objects displayed in the game field P11 falls to two or less, ball objects are replenished regardless of the conditions for adding ball objects.
[0066] Here, the CPU 20 judges whether the ball object reaches the downline DL as a result of adding one row of ball objects based on the condition for adding the ball object. If it is judged that the ball object reaches the downline DL (step A55, Yes), the CPU 20 ends the fever mode and returns to the normal mode puzzle game (step A57) if the CPU 20 is in the fever mode (step A56, Yes). On the other hand, if the CPU 20 is not in the fever mode (step A56, No), the CPU 20 counts up the number of knockdowns (step A59). The CPU 20 also sets the remaining noise balls to "0" (step A60), returns to the input waiting state (step A2), and executes the normal mode puzzle game.
[0067] On the other hand, if it is determined that the ball object does not reach the downline DL as a result of adding one row of ball objects (step A55, No), if the CPU 20 is in fever mode (step A61, Yes), it continues the fever mode while the fever time remains (step A63, Yes) and returns to the input waiting state to execute the puzzle game. If there is no fever time remaining (step A63, No), the CPU 20 ends the fever mode (step A64), returns to the input waiting state, and returns to the normal mode puzzle game. Also, if the CPU 20 is not in fever mode (step A61, No), it returns to the input waiting state (step A2) and executes the normal mode puzzle game.
[0068] In the fever mode, ball objects are arranged in the game field P11 in a pattern that makes it easier to generate long chains than when the puzzle game is executed in the normal mode. In other words, a pattern in which the same type of objects are chained more than in the normal game is arranged. The rhythm part process (music game) is transitioned to when the cue ball is shot out and a preset number of chains or more (for example, 5 chains) is reached. Therefore, in the fever mode, it is easier to transition to the music game than in the puzzle game in the normal mode. In addition, since the music game is executed using a plurality of objects (eliminating balls) that are eliminated by chains, a long music game can be executed by generating a long chain and transitioning to the music game. In other words, executing a long music game increases the opportunities to perform many operations at the correct timing, so that it is possible to gain an advantage in a battle or obtain a high score.
[0069] Next, the music game that is transferred from the puzzle game will be described.
[0070] When five or more chains are generated by shooting the cue ball (step A26, Yes), the CPU 20 determines whether to proceed to rhythm part processing for playing a music game, based on the ball objects (elimination balls) to be eliminated that result in five or more chains.
[0071] For example, the CPU 20 determines the number of chained balls to be eliminated, and determines whether action data is set in association with music data during the time when all the balls are eliminated in sync with the rhythm. That is, when the game is switched to a music game, it determines whether action data is set indicating that an operation is to be performed in sync with the timing of eliminating any ball object during the time when all the balls are eliminated in sync with the rhythm of the music. As described above, for example, in the range of the chorus of the music, action data is set so that the number of input operations is relatively large in the music game, but in the range without excitement, action data may not be set. In particular, when the number of chains is small (in the case of the minimum of five chains), action data may not be set depending on the range of the music in which the music game is performed.
[0072] If the action data corresponding to the erased balls is not set (step A27, No), the CPU 20 does not proceed to the rhythm part process (music game) even if five or more chains occur. The CPU 20 erases the chained ball objects from the game field P11 (step A31), and continues the game with the chained ball objects erased.
[0073] On the other hand, if the CPU 20 determines that it should transition to rhythm part processing based on the ball objects (elimination balls) to be eliminated that have formed five or more chains (step A27, Yes), that is, if action data corresponding to one of the elimination balls has been set, it starts rhythm part processing (music game) (step A28).
[0074] In the above explanation, when five or more chains occur, the decision as to whether to proceed to rhythm part processing is based on whether or not action data corresponding to the erased balls is set, but the decision may also be based on other conditions.
[0075] For example, as a handicap, although normally the process transitions to rhythm part processing when five or more chains occur, the process transitions to rhythm part processing only when a larger number of chains (for example, nine chains) occur randomly or according to a preset condition. Also, the number of chains required to transition to rhythm part processing may be changed within a preset range (for example, a range of five to nine chains).
[0076] In particular, when a competitive game is being played, if the game history of the players can be recorded, the conditions for transitioning to the rhythm part processing may be set for each player based on the game history. Furthermore, the conditions for transitioning to the rhythm part processing may be changed according to the situation of the puzzle game. For example, it is possible to control the rhythm part processing to occur more easily in the final stage of the game than in the early stage, or to cause the rhythm part processing to occur more easily for a player at a disadvantage in the competitive game.
[0077] FIG. 6 shows a flowchart of the rhythm part processing.
[0078] First, when the rhythm part process is started, the CPU 20 hides the ball objects displayed in the game field P11 other than the ball objects (elimination balls) to be eliminated in five or more chains (step B1). That is, in the music game, the screen is switched to a music game screen using the ball objects (elimination balls) to be eliminated in five or more chains, which caused the switch to the music game in the puzzle game. Hereinafter, the multiple elimination balls used in the music game may be referred to as chain objects. The display position of the ball objects (chain objects) to be eliminated remains the same as in the puzzle game (see FIG. 11).
[0079] By hiding the ball objects other than the eliminating balls used in the music game, the player can recognize that the game has been switched from the puzzle game to the music game, and can clearly grasp the ball objects used in the music game, facilitating input operations.
[0080] The CPU 20 stops the puzzle game while continuing to output the music that was being output during the execution of the puzzle game, and transitions to the music game. In the music game, an image is displayed that indicates the operation timing in accordance with the rhythm of the music that is being continuously output from the puzzle game.
[0081] The CPU 20 sets a special ball for indicating the operation timing from the chain object based on the music data to which the action data is set (step B2), changes the display form to indicate the special ball (step B3), and displays a number indicating the number of balls to be eliminated contained in the chain object near the chain object. The CPU 20 also displays a timing ring for the special ball (step B5). The timing ring is intended to make it easier to understand the position of the special ball in the randomly placed chain object, and to make it easier to grasp the operation timing.
[0082] FIG. 10 shows an example of an arrangement of ball objects arranged on the game field P11 before the cue ball is shot. FIG. 11 shows an example of a state in which a chain object is generated by shooting the cue ball at the ball object shown in FIG. 10, special balls C1, C2, and C3 are set for the chain object, and timing rings R1, R2, and R3 are displayed on the special balls C1, C2, and C3, respectively. As shown in FIG. 11, when the game shifts from the puzzle game to the music game, the multiple ball objects used in the puzzle game are collectively converted into chain objects for the music game. The chain objects are objects that represent operation timing in the music game, and change one object at a time in sequence.
[0083] FIG. 12 is a diagram for explaining the correspondence between the erased balls, music data, and operation timing (action occurrence) in this embodiment. In the example shown in FIG. 12, one bar of music (BGM) is an eighth note. That is, the erased balls are erased one by one in accordance with the eighth note rhythm. FIG. 12(A) shows 24 ball objects as chain objects. FIG. 12(B) shows the timing at which action data is set with the rhythm shown by the music data (music score), for example, with a quarter note as one rhythm. FIG. 12(B) shows that action data indicating operation timing is set for the timing of rhythms 5, 9, 11, 13, 17, 19, 21, 23, 25, 29...
[0084] The leading rhythm 1 corresponding to the leading ball object 1 of the chained objects shown in FIG. 12(B) corresponds to the leading rhythm (quarter note) of the first bar of music that is continuously output from the time when a chained object of five or more chains is generated by shooting the cue ball, that is, from the time when the puzzle game is switched to the music game.
[0085] 12B shows an example in which the timing of transition to the music game coincides with the beginning rhythm of the first bar of the music, but the timing of transition to the music game may occur in the middle of a bar. In this case, the music game is controlled using the action data set in the music data from the timing of transition to the music game. Therefore, the number of rhythms from the start of the music game to the operation timing differs depending on the playback position of the music being output when 5 or more chains are generated.
[0086] However, as shown in Figures 12(B) and (C), the occurrence of actions (timing data) is set to correspond to the music data and to match the timing of half or quarter notes in a bar, and a timing ring is displayed for the special ball, so that when the player shifts from the puzzle game to the music game, he or she can smoothly start operations at the correct timing.
[0087] In a music game, for example, a lot of action data is set in the range of the chorus of the music. In this case, by generating 5 or more chains at the timing when the chorus part of the music is being output, a music game with a high number of operations can be executed. By successfully performing operations in a music game with a high number of operations, more noise balls can be generated, and an advantage can be gained in a competitive game.
[0088] FIG. 13 is a diagram showing an image of the rhythm of operation timing in this embodiment.
[0089] As shown in FIG. 13, in the music game of this embodiment, there is a basic operation timing (2 minutes) and an operation timing (4 minutes) that is faster than the basic operation timing (2 minutes). The 2 minute operation timing and the 4 minute operation timing are set in a mixed manner. For example, as described above, many 4 minute operation timings are set in the range of the chorus of the music. The 4 minute operation timing is assumed to occur, for example, two times (2 consecutive times) or more in succession. Note that the 4 minute operation timing may be set any number of times, such as three times (3 consecutive times) or more. Furthermore, even if action data is set in the music data for the rhythms corresponding to the first to fourth eliminated balls from the timing of the transition to the music game, it is invalid (rhythm action is unnecessary). In other words, even if an input operation is requested immediately after the timing of the transition to the music game, the player may not be able to prepare the operation for the music game in time, so the action data immediately after the timing of the transition to the music game is invalid. Therefore, for example, in FIG. 12(B), even if action data is set for rhythms 1 and 3, the actions corresponding to rhythms 1 and 3 are not required, and the rhythm action will occur at the earliest operation timing corresponding to the fifth eliminated ball from the timing of transition to the music game.
[0090] In addition, in the music game of this embodiment, since it is difficult for the player to grasp the fast operation timing (4 minutes), in order to make it easier for the player to grasp the operation timing, a specific sound (call) that warns the player of the start of the fast operation timing is output together with the music in the range (4 eliminated balls) immediately before the music in the range associated with the action data indicating the 4 minute operation timing is output.
[0091] For example, in this embodiment, a call (sound) is output to notify the player of the number of consecutive four-minute operation timings, and when there are two consecutive four-minute operation timings (two consecutive), the call "two" is output. Similarly, when there are four consecutive four-minute operation timings (four consecutive), the call "four" is output. When the first operation timing corresponding to the eliminated balls is a four-minute timing, calls are output in the range of four eliminated balls (first to fourth) from the beginning, invalidating the action data immediately after the timing of the transition to the music game.
[0092] In addition, the player can be notified in advance of the number of consecutive four-minute operation timings by sound, for example, "two," "three," "four," etc., depending on the number of consecutive four-minute operation timings, making operation easier for the player.
[0093] Furthermore, as described later, together with the output of the call for the four-minute operation timing, a display showing the number of consecutive times, for example, "2 consecutive," "3 consecutive," or "4 consecutive," is displayed. This allows the player to know how many consecutive fast four-minute operation timings there are, making operation easier for the player.
[0094] In Fig. 12(B), triplet 4-minute action data is set by rhythms 9, 11, and 13, and quadruple 4-minute action data is set by rhythms 17, 19, 21, and 23. Therefore, as shown in Fig. 12(C), the range of four eliminated balls (rhythms 5-8) just before rhythm 9 and the range of four eliminated balls (rhythms 13-16) just before rhythm 17 become the call timing (Fig. 16 shows an example of the display just before rhythm 9).
[0095] In the case of the music data shown in FIG. 12(B), the eliminated balls (5, 9, 11, 13, 17, 19, 21, 23) corresponding to the rhythms 5, 9, 11, 13, 17, 19, 21, 23, respectively, for which action data is set, are set as special balls.
[0096] FIG. 14 shows an example of the display of timing rings in this embodiment. In FIG. 14, the fifth and ninth balls are set as special balls. The CPU 20 first displays a timing ring with a large diameter centered on the special ball, and as shown by the arrow, shrinks it over time so that the diameter of the timing ring matches the special ball at the time of operation timing for the special ball. Therefore, the player can operate at the correct timing by operating at the timing when the large timing ring shrinks toward the special ball and matches the special ball. Note that a special decoration display (target mark) may be added to the special ball that needs to be operated first (the fifth special ball in FIG. 14) in order to clearly indicate what should be noted in order to grasp the operation timing. This makes it easier for the player to take the timing more accurately.
[0097] The CPU 20 starts removing the first ball from the chain object in time with the rhythm of the music (2 minutes or 4 minutes) (step B5). The CPU 20 also determines whether it is the call timing to output a call to notify the operation timing of 4 minutes, depending on whether the ball to be removed is the first ball that corresponds to the call timing (see FIG. 12(C)) described above.
[0098] If it is not the timing to shout (step B7, No), and if there is no input operation by the player (step B9, No), the CPU 20 reduces and displays the timing ring attached to the special ball, and erases the next erased ball, proceeding with the music game (steps B5 to B7).
[0099] When the CPU 20 detects an operation of the buttons of the controller 14 (or an operation of the touch panel 28) by the player (step B9, Yes), it executes a timing judgment based on the timing of the input operation and the action data associated with the music data (step B10). For example, when the input operation is performed within a predetermined time range around the playback time of the music indicated by the action data, the CPU 20 judges that the operation timing is correct and matches the timing indicated by the action data.
[0100] When the CPU 20 does not determine that the operation timing matches the timing indicated by the action data (step B11, No), it does not perform any special processing for the input operation and continues to progress with the music game in the same manner as described above (steps B5 to B11).
[0101] On the other hand, if the CPU 20 determines that the operation timing matches the timing indicated by the action data (step B11, Yes), it displays a visual effect (and outputs sound effects, etc.) to indicate that the input operation was successful (step B12), and places a bomb object on the game field P11 as a special process for a correct input operation (step B13). The bomb object can, for example, be used to eliminate multiple ball objects placed in the vicinity at once by hitting it with a cue ball, and can give an advantage in the puzzle game after the music game is over.
[0102] FIG. 15 shows an example of a series of displays in a music game.
[0103] For example, assume that a cue ball B1 of the same type is launched and placed in close contact with a game field P11 shown in Fig. 15(B) on which eight ball objects of the same type are arranged as shown in Fig. 15(A). In this case, as shown in Fig. 15(C), for example, the fifth ball object B5 and the ninth ball object B9 are set as special balls C1 and C2, and the display form is changed. In addition, timing rings R1 and R2 are attached to the special balls C1 and C2, respectively, and as the ball objects B1 and B2 are erased as the game progresses, they are reduced in size as indicated by the arrows in the figure.
[0104] As shown in Fig. 15(E), when the input operation T1 is performed at a timing when the size of the timing ring R1 coincides with the size of the special ball C1, as an effect display, for example, a plurality of coin objects C3 are displayed as if they have been popped around the position where the special ball C1 was displayed, as shown in Fig. 15(F). Also, a bomb object BM1 is placed on the game field P11.
[0105] 15(G), when the input operation T2 is performed at a timing when the size of the timing ring R2 coincides with the size of the special ball C2, a plurality of coin objects C4 are displayed as if they have been popped around the position where the special ball C2 was displayed. Also, a bomb object BM2 is placed on the game field P11.
[0106] In addition, in Figures 15 (E) and (G), a touch operation (operation on the touch panel 28) is performed at the display position of the special balls C1 and C2, but a touch may be performed at any position on the touch panel 28, or any button operation on the controller 14 may be performed.
[0107] The effects displayed in the music game and the processing contents when the input operation is successful (or unsuccessful) are not limited to those described above. For example, the score may be displayed and the score may be added according to the judgment result of the input operation.
[0108] Next, a display example when the call timing is reached as the game progresses will be described.
[0109] When the CPU 20 determines that it is time to shout (step B7, Yes), it outputs a voice and a display of a shout notifying the start of the four-minute operation timing (step B8). For example, the CPU 20 causes the display 27 to display an image notifying the start of the four-minute operation timing, and causes the speaker 29 to output a voice of a shout notifying the number of consecutive four-minute operation timings.
[0110] Fig. 16 shows an example of an image of a call display "3 in a row" displayed on the touch screen 12 (game field P11). For the sake of explanation, Fig. 16 shows all of the chain objects used in the music game with numbers indicating their order. In an actual music game, the objects are eliminated in the order indicated by the numbers.
[0111] For example, as shown in FIG. 12(B), if 4-minute action data is set for rhythms 9, 11, and 13 in the music data, while the four balls (rhythms 5 to 8) immediately before rhythm 9 are being erased in order in accordance with the game progress, an image of "triple" is displayed to notify the number of consecutive operation timings, and the call "three" is output.
[0112] Therefore, the player can easily perform operations at the correct timing according to the action data corresponding to rhythms 9, 11, and 13 by performing three consecutive input operations at fast operation timing (4 minutes) when the call of "three" ends.
[0113] 17, the CPU 20 displays the image of "triple", and then displays the number "1" indicating the number of operations in synchronization with the operation timing (rhythm 9) and outputs the voice of the call "ichi". Similarly, the CPU 20 displays the number "2" indicating the number of operations in synchronization with the operation timing (rhythm 11) and outputs the voice of the call "ni", and displays the number "3" indicating the number of operations in synchronization with the operation timing (rhythm 13) and outputs the voice of the call "san".
[0114] In the same way, in the range of four erased balls (rhythms 13-16) immediately preceding rhythms 17, 19, 21, and 23 shown in Fig. 12(B), the image "four in a row" is displayed and the voice of the call "four" is output. Similarly, the numbers "1", "2", "3", and "4" indicating the number of operations are displayed in accordance with each operation timing (rhythm 17, 19, and 21), and the voice of the call "one", "two", "three", and "four" is output. This allows the player to grasp the number of operations based on the display of the numbers indicating the number of operations and the call representing the numbers, and to operate at the correct timing for more appropriate fast operation timing.
[0115] In the above explanation, when four-minute action data is set, an image (e.g., "three in a row") is displayed to notify the number of consecutive operation timings, and a voice call (e.g., "three") indicating the number is output (FIG. 16), but a different display format can also be used.
[0116] For example, when the number of consecutive times for which four-minute action data is set is predetermined, the same image may be displayed and the same voice call may be output as a notice of the four-minute operation timing. When the number of consecutive times for which four-minute action data is set is fixed at three, as shown in Fig. 18, at the call timing immediately before the start of the four-minute operation timing, an image of "Ready, set, go!" is displayed on display 27 and the voice call of "Ready, set, go!" is output from speaker 29.
[0117] In other words, when the number of consecutive four-minute operation timings is fixed, the player does not need to be conscious of the number of operations each time a four-minute operation timing occurs, and can easily grasp the timing to start an operation based on the simple display and the output of a call.
[0118] In the above description, the numbers indicating the number of operations are displayed in sequence in accordance with the operation timing (FIG. 17), but the same image may be displayed and the same call may be output for each operation timing. For example, as shown in FIG. 19, an image of "Yes!" is displayed and a voice call of "Yes!" is output for each four-minute operation timing. If the number of consecutive four-minute operation timings is fixed, the number of operations can be easily memorized by playing the game multiple times. Therefore, the player does not need to be conscious of the number of operations, and only needs to pay attention to each operation timing. Therefore, the simple display and the output of the call allow the player to easily grasp the correct operation timing. By simplifying the operation of the music game in this way, even if the operation changes when moving from a puzzle game to a music game, it is possible to enjoy the music game with light and easy operation.
[0119] When all the ball objects of the chain object are erased as the game progresses (step B14, Yes), the CPU 20 ends the rhythm part process (music game).
[0120] When a correct operation is performed in the rhythm part (music game) (rhythm part success) (step A29, Yes), the CPU 20 generates noise balls according to the evaluation of the operation (step A30). For example, the CPU 20 generates a preset number of noise balls when a correct operation is performed for each special ball (operation timing) set in the chain object used in the music game. Also, the later the order of the special ball (operation timing) set in the chain object, the more noise balls are generated. For example, five noise balls are generated for the first operation timing, and seven noise balls are generated for the third operation timing. In other words, when the number of times an input operation must be performed increases, it becomes more difficult to perform a correct operation at the later operation timings. Therefore, when an input operation is successful, more noise balls are generated to give the player an advantage.
[0121] After the rhythm part process (music game) is finished, the puzzle game is resumed in the state where the ball objects are placed on the game field P11 after the chain objects used in the music game are deleted. As for the music output during the game, the puzzle game is resumed with the music (BGM) output during the music game being output without interruption.
[0122] This makes it possible to execute a more entertaining game that combines a puzzle game and a music game by executing a music game that utilizes the ball object (chain object) used in the puzzle game and the music (BGM) output in the puzzle game, rather than simply switching between the puzzle game and the music game in sequence.
[0123] In the above description, the puzzle game is resumed after the rhythm part process (music game) is completed, but the puzzle game may not be resumed after the music game is completed. For example, in the music game, if a result that satisfies a preset condition (such as winning a match) is obtained, the game is ended without resuming the puzzle game.
[0124] Furthermore, the present invention is not limited to the above-described embodiment as it is, and in the implementation stage, the components can be modified and embodied without departing from the gist of the invention. Furthermore, various inventions can be formed by appropriately combining the multiple components disclosed in the above-described embodiment. For example, some components may be deleted from all the components shown in the embodiment. Furthermore, components from different embodiments may be appropriately combined.
[0125] The method described in the embodiment can be stored as a program (software means) that can be executed by a computer on a recording medium such as a magnetic disk (flexible disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, Blu-ray (registered trademark), etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.), and can also be distributed by transmitting it via a communication medium. The program stored on the medium side also includes a setting program that configures the software means (including not only execution programs but also tables and data structures) that the computer executes within the computer. The computer that realizes this device reads the program recorded on the recording medium, and in some cases, constructs the software means by the setting program, and executes the above-mentioned processing by controlling the operation of the software means. Note that the recording medium referred to in this specification is not limited to a recording medium for distribution, but also includes a storage medium such as a magnetic disk or semiconductor memory provided inside the computer or in a device connected via a network. [Explanation of symbols]
[0126] 10...game device, 12...touch screen, 20...CPU, 21...recording unit, 22...game program, 23...display control unit, 24...input control unit, 25...audio control unit, 26...communication control unit, 27...display, 28...touch panel, 29...speaker, 30...microphone, 31...communication interface.
Claims
1. a first game processing means for executing a puzzle game for combining a plurality of objects displayed on a display screen; a second game processing means for executing a rhythm game in which, when a plurality of the objects combined by execution of the puzzle game satisfy a preset first condition, an image indicating an operation timing that changes over time in correspondence with a display position of the object is displayed, and the player is caused to perform an operation in accordance with the change in the image indicating the operation timing; A game device having the above configuration.
2. a music output means for outputting music in accordance with the puzzle game and the rhythm game; the first game processing means stops the puzzle game when the first condition is satisfied; 2. The game device according to claim 1, wherein the second game processing means displays an image indicating the operation timing for any one of a plurality of the objects that satisfy the first condition, changes the image indicating the operation timing in accordance with the rhythm of the music, and executes the rhythm game.
3. action data indicating operation timing in accordance with the rhythm of the music is stored; The game device according to claim 2, wherein the second game processing means displays an image indicating the operation timing based on action data indicating the operation timing in accordance with the rhythm of the music outputted after the combination of the objects satisfies the first condition set in advance.
4. the action data associated with the music includes first action data corresponding to a first rhythm for the music, and second action data corresponding to a second rhythm faster than the first rhythm; 4. The game device according to claim 3, wherein the second game processing means outputs a specific sound together with the music in a range immediately before the music in the range associated with the second action data is output.
5. A game device according to any one of claims 1 to 4, wherein the first game processing means, when a state in which a preset second condition is satisfied in the puzzle game, displays on a display screen a plurality of objects that make it easier to satisfy the first condition than before the state in which the second condition is satisfied.
6. Computer, a first game processing means for executing a puzzle game for combining a plurality of objects displayed on a display screen; A game program for functioning as a second game processing means for executing a rhythm game in which, when a plurality of objects combined by execution of the puzzle game satisfy a preset condition, an image indicating an operation timing that changes over time in correspondence with the display position of the objects is displayed, and the player operates in accordance with the change in the image indicating the operation timing.
Citation Information
Patent Citations
Program, information storage medium, and game device
JP2012205684A
Game device and game program
JP2020151251A