Game system, computer program used therein, and control method

The game system addresses the inefficiency of static song selections by allowing dynamic adjustments based on real-time playing situations, improving the game's pace and excitement.

JP7662178B2Active Publication Date: 2025-04-15KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2021022355
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-16
Publication Date
2025-04-15
Estimated Expiration
2041-02-16

AI Technical Summary

Technical Problem

Existing music game systems struggle to dynamically adjust song selections based on real-time playing situations during matches, leading to inefficiencies and reduced game pace.

Method used

A game system that includes a music discrimination means for determining a song for one match based on music discrimination information and allowing users to instruct changes to song selections mid-match, enabling the reflection of playing situations in subsequent matches.

Benefits of technology

This solution allows users to dynamically adjust song selections based on real-time playing situations, enhancing the game's pace and excitement by reflecting the playing situation in subsequent matches.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system that allows a user's instruction during one battle to be reflected on music used after the battle.SOLUTION: A game machine 3 (game system) provides a music game as a battle type game including 12 battles using a total of 10 pieces of music, 5 pieces each being selected by a first user and a second user. The game machine 3 discriminates the music used sequentially in a total of 12 battles from the total of 10 pieces of music on the basis of order data OD before starting the battle. When a touch operation for giving an instruction for music "A5" of the 5 pieces selected by the first user is executed on a music presentation screen 60 during a fifth battle, for example, of the battles, the music "A5" is specified as music to be used in the next sixth battle instead of the music discriminated before the battle on the basis of the order data OD.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a game system or the like that is connected to an input means for inputting a user's play actions and a display means for displaying a guidance screen that guides the user to the execution timing of each play action in accordance with the rhythm of a piece of music based on sequence data describing the execution timing of each play action, and that provides a game in which, when the play action is actually performed by the user, the execution timing of the actual play action is evaluated based on the execution timing of the sequence data, as a competitive game including multiple battles using multiple pieces of music. [Background technology]

[0002] There is a game system that provides a game in which the execution timing of the actual play action is evaluated based on the execution timing of the sequence data when the play action is actually performed by the user, as a battle-type game including multiple battles using multiple songs, and is connected to an input means for inputting a user's play action and a display means for displaying a guide screen that guides the execution timing of each play action in accordance with the rhythm of a song based on sequence data in which the execution timing of each play action is described. For example, a game system that provides a music game as such a game is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6683322 Summary of the Invention [Problem to be solved by the invention]

[0004] The music game of Patent Document 1 may be provided as a battle-type game in which multiple users compete against each other. Such a battle-type game may include multiple battles. In such multiple battles, different music pieces are often used for each battle. In this case, the music pieces to be used in each battle must be determined before the start of each battle, but playing the music game is generally prioritized during the battle. For this reason, when a user playing a music game specifies music pieces for a battle, the user often specifies music pieces for all battles before the start of the first battle. Alternatively, if an interval is provided between each battle, the user may be able to specify music pieces for the next battle and thereafter during the interval. However, for example, if music pieces for all battles are specified before the start of the first battle, the user cannot reflect the play situation in each battle in the specification of music pieces to be used in the next and subsequent battles. Also, when music pieces for the next and subsequent battles are specified during the interval, a certain amount of interval time is provided for the specification, but if the interval time is too long, the game may not be able to proceed at a good tempo, or the game (or its flow) may not be exciting.

[0005] Therefore, an object of the present invention is to provide a game system etc. that can reflect user instructions during one battle in the music that will be used thereafter. [Means for solving the problem]

[0006] The game system of the present invention is connected to an input means for inputting a user's play action and a display means for displaying a guidance screen which displays a guidance screen for guiding each execution time of the play action in accordance with the rhythm of a piece of music based on sequence data describing the execution times of each of the play actions, and which provides a game in which the execution time of the actual play action as the play action is evaluated based on the execution time of the sequence data when the play action is actually performed by the user, as a competitive game including a plurality of matches using a plurality of pieces of music, and is equipped with a music discrimination means for discriminating the music of one of the plurality of matches based on music discrimination information for discriminating the music to be used in at least one of the plurality of matches, and a music identification means for identifying the one music piece as the music to be used in at least some of the matches following the one match, when an instruction action to indicate at least one of the plurality of songs is executed by one of a plurality of users competing through the competitive game during the course of the one match.

[0007] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the input means and the display means to function as each of the means of the game system described above.

[0008] In addition, the control method of the present invention causes a computer incorporated in a game system that provides a game, which is connected to an input means for inputting a user's play action and a display means for displaying a guidance screen that guides users to each execution time in accordance with the rhythm of a song based on sequence data describing the execution times of each play action, and in which the execution time of an actual play action as the play action when actually performed by the user is evaluated based on the execution time of the sequence data, as a competitive game including a plurality of matches using a plurality of songs, to execute: a song discrimination step for discriminating a song for one of the plurality of matches based on song discrimination information for discriminating a song to be used in at least one of the plurality of matches; and a song identification step for identifying the one song as a song to be used in at least some of the matches after the one match, when an instruction action to indicate at least one of the plurality of songs is executed by one of a plurality of users competing through the competitive game during the course of the one match. [Brief description of the drawings]

[0009] [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. 2 is a diagram showing a schematic view of the main parts of the game machine. [Diagram 3] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Figure 4] FIG. 13 is a diagram illustrating an example of a guide screen. [Diagram 5] FIG. 11 is an explanatory diagram for explaining the flow of a game in a battle mode. [Figure 6] An explanatory diagram to explain the relationship between each match and the songs used in them when ten songs are used in twelve matches. [Figure 7] FIG. 11 is an explanatory diagram for explaining a change in allocation of music pieces based on an instruction action. [Figure 8] FIG. 4 is a diagram illustrating an example of a music presentation screen. [Figure 9]FIG. 13 is an explanatory diagram for explaining the relationship between the results of each match and the match results in the match mode (overall match play). [Figure 10] FIG. 4 is a diagram showing an example of the configuration of order data. [Figure 11] 10 is a flowchart showing an example of a procedure of a music determination process. [Figure 12] 11 is a flowchart showing an example of a procedure for an order change process. [Figure 13] 11 is a flowchart showing an example of a procedure of a guidance process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.

[0011] As the game machine 3, an appropriate computer device that provides a game may be used. Such a computer device includes, for example, a user terminal device. The user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. For example, such a computer device includes a stationary or notebook type personal computer, a stationary home game machine, or a mobile terminal device such as a mobile phone (including a smartphone), a portable game machine, or a portable tablet terminal device. Although such various computer devices may be appropriately used as the game machine 3, in the example of FIG. 1, a commercial (commercial) game machine is used as the game machine 3. A commercial game machine is an example of a game device, and is a game machine that allows a user to play a game within a range corresponding to a predetermined play fee in exchange for the payment of the play fee. This type of game machine 3 is sometimes called an arcade game machine, and is installed in a predetermined facility such as a store 6 with the main purpose of making a large number of users play the game repeatedly and generating profits.

[0012] The game machine 3 provides a timing game. A timing game is a type of game that guides and evaluates the appropriate execution time of a play action. In a timing game, guidance of each execution time may be appropriately realized through various output devices, such as guidance through voice, but is generally realized through a game screen displayed on a display device. Such a game screen includes an indication mark corresponding to each execution time and a reference mark that functions as a reference for the current time, and guides each execution time by generating a relative displacement between these indication marks and the reference mark along a path so that the positions of these indication marks and the reference mark coincide at each execution time. The timing game is appropriately configured according to the type of play action required, the way of guiding the execution time, or the way of evaluation. The game machine 3 may provide such an appropriate timing game, but as an example, it provides a music game and is configured as a music game machine.

[0013] A music game is a type of timing game, and is a type of game that provides the timing for performing an appropriate play action together with a piece of music. Specifically, a music game uses a time that coincides with the rhythm of the music as the execution timing. In other words, a music game is a type of game that guides the user to the timing for performing an appropriate play action in accordance with the rhythm of the music, and evaluates the execution timing of the actual play action when the play action is actually performed. Also, for example, a music game has multiple pieces of music prepared for play, and a piece selected from them is used in the actual play. Details of music games will be described later.

[0014] The network 5 may be configured appropriately as long as it can connect the game machines 3 to the center server 2. As an example, the network 5 is configured to realize network communication using the TCP / IP protocol. Typically, the network 5 is constructed by connecting the Internet 5A as a WAN to LANs 5B and 5C that connect the center server 2 and the game machines 3 to the Internet 5A, respectively, via a router 5D. Note that a local server may be installed between the game machines 3 and the router 5D of the store 6, and the game machines 3 may be connected to the center server 2 so as to be able to communicate with the center server 2 via the local server. The server units 2A, 2B, etc. of the center server 2 may be connected to each other by a WAN 5A instead of or in addition to the LAN 5C.

[0015] The center server 2 provides various services for game machines to the game machines 3 or their users. The services for game machines include a matching service that matches multiple users when they play a music game via the network 5. Through such a matching service, various users may be appropriately matched, for example, as collaborators who play a music game together, or as opponents who compete in a music game. In other words, the music game may be provided as a cooperative game or a competitive game, but the following describes the case where it is provided as a competitive game.

[0016] The game machine services may also include a distribution service that distributes and updates programs or data for the game machine 3 via the network 5, a service that receives user identification information from the game machine 3 and authenticates the user, and a service that receives play data of the authenticated user from the game machine 3 and stores it, or provides the stored play data to the game machine 3. Furthermore, the game machine services may appropriately include a billing service that collects fees from users, etc.

[0017] The game machine 3 will be further described with reference to FIG. 2. FIG. 2 is a diagram showing a schematic view of the main parts of the game machine 3. The example of FIG. 2 shows the game machine 3 as viewed from the front. The game machine 3 includes a housing 7, a main monitor MO1, a sub-monitor MO2, and a speaker SP. The housing 7 is a portion that houses various devices such as a control unit 31 and a storage unit 32 (FIG. 3) described later. The housing 7 is provided with a control panel CP. The control panel CP is a type of input device (input means) arranged to form the upper surface of the housing 7. The control panel CP may be provided with various operation units, but in the example of FIG. 2, a start button CP1, four operation buttons CP2, two effect buttons CP3 operated to play effect sounds such as bass sounds and drum sounds, and two rotation devices CP4 that can be rotated are provided. A pressing operation is performed on the start button CP1, the operation button CP2, and the effect button CP3. A rotation operation is performed on the rotation device CP4 to rotate it left or right.

[0018] Various operation units such as the start button CP1 may be used appropriately, but as an example, they are used as follows. Specifically, the start button CP1 is used when starting a game, selecting a song, setting the game difficulty level, etc. When starting a game, the user operates the start button CP1 according to instructions on a start screen (a type of game screen). For example, the user selects various settings such as a song to be played, a game mode, and the game difficulty level. The user can also select a normal mode and a battle mode from among the game modes. When the normal mode is selected, the user plays one or more selected songs alone. When the battle mode is selected, the user selects multiple songs and plays a battle against other users (which may be an appropriate number of users) based on the selected multiple songs. Then, when the game is started, the user operates the operation button CP2, the effect button CP3, and the rotation device CP4 according to the operation procedure guided by the object moving on the game screen. The battle mode will be described in detail later.

[0019] The main monitor MO1 and the sub-monitor MO2 are both display devices (display means) that display various game screens. The game machine 3 may be provided with an appropriate number of monitors, but in the example of FIG. 2, two monitors, the main monitor MO1 and the sub-monitor MO2, are provided. These may be arranged in appropriate positions, but in the example of FIG. 2, the sub-monitor MO2 is arranged on the upper surface, similar to the control panel CP. More specifically, the sub-monitor MO2 is arranged so that its display surface forms a surface similar to that of the control panel CP on the back side (opposite the user's position during play) between various operation units such as the operation button CP2 as seen from the user. On the other hand, the main monitor MO1 is arranged at a position further back than the sub-monitor MO2 and perpendicular to the control panel CP so that it is located in front of the user during play. The main monitor MO1 and the sub-monitor MO2 may be used appropriately to display various game screens according to the purpose.

[0020] The speaker SP is a well-known audio output device for playing various sounds such as music and the sounds of musical instruments. The game machine 3 may be provided with an appropriate number of speakers SP, but in the example of Fig. 2, four speakers SP are provided. These speakers SP may be arranged as appropriate, but in the example of Fig. 2, two speakers SP are arranged on the left and right of the main monitor MO1 and two speakers SP on the left and right of the sub-monitor MO2, so as to sandwich the main monitor MO1 or the sub-monitor MO2, respectively.

[0021] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 3. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0022] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (a computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to distribute and store data on multiple storage units. The storage unit 22 records a server program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The storage unit 22 also records server data SD necessary for providing various services. The server data SD includes various data necessary for providing various services. Such data may include various data for a music game, such as a part or all of the game data GD described below, but the example of FIG. 3 shows play data PD and order data OD.

[0023] The play data PD is data that describes information about each user's past play results. The play data PD is used, for example, to carry over previous play results (past results) to the next time or later, or to carry over settings specific to each user. The order data OD is data for specifying the order in which multiple songs are used in a music game when the multiple songs are used. The order data OD will be described in detail later.

[0024] In addition, the control unit 21 is provided with various logical devices realized by a combination of the hardware resources of the control unit 21 and the server program PG1 as a software resource. The control unit 21 is appropriately provided with various logical devices, and the example of FIG. 3 shows a game machine service management unit 24. The game machine service management unit 24 is a logical device that executes processing for providing the above-mentioned game machine service. For example, such processing includes well-known processing for realizing the above-mentioned matching service. Note that an input device such as a keyboard, an output device such as a monitor, and the like can be connected to the control unit 21 as necessary. However, illustration of these is omitted.

[0025] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for its operation. The control unit 31 is provided with various logical devices that are realized by combining the hardware resources of the control unit 31 with the game program PG2 as a software resource, and in the example of Fig. 3, a music determination unit 36, an order determination unit 37, a guidance execution unit 38, and an evaluation unit 39 are shown.

[0026] The music determination unit 36 ​​is a logical device that executes various processes for determining music to be used in playing the music game. Music to be used in the music game (music for playing) may be determined appropriately, for example, a suitable part of a plurality of candidate music may be determined (selected) as a music for playing based on various conditions such as a lottery (random) or the convenience of the game, but as an example, the music for playing is selected and determined by the user. In addition, in the music game, an appropriate number of music may be used in playing in both the normal mode and the battle mode (play of a battle type game), but as an example, multiple music is used in playing in both. Furthermore, in the battle mode, some of the multiple users (including the case of a specific one person) may select all the music for playing, or all users may select an appropriate number of music for playing (including the case where the number of music selections differs for each user). In this way, multiple music may be selected appropriately in the battle mode, but as an example, music selection is performed by each user so that the total number of music selected by all users in equal numbers functions as the number of multiple music for playing. For this reason, the opportunity to select music is provided to select such multiple music. The process executed by the music determination unit 36 ​​includes a process of providing a music selection opportunity for selecting a music piece to be played from among a plurality of such candidate music pieces.

[0027] The order determination unit 37 is a logical device that executes various processes for determining the order of use of the multiple songs used in playing the music game. The order of use of the multiple songs may be determined appropriately, for example, by user specification, random, or according to the convenience of the game, and as an example, the order is determined by user specification in normal mode. On the other hand, in the battle mode, the order is determined so that the songs selected by each user are used alternately. In addition, the battle mode may use multiple songs appropriately, and may be realized as one battle using multiple songs, or as multiple battles using parts of multiple songs appropriately. In this way, the battle mode can be realized as an appropriate number of battles using multiple songs, and as an example, it is realized as multiple battles using one song each of the multiple songs. For this reason, the process executed by the order determination unit 37 includes a process for determining the song to be used for each battle of the multiple battles. For example, the order determination unit 37 executes a song discrimination process and an order change process as examples of such processes. The details of the procedures of the song discrimination process and the order change process will be described later.

[0028] The guidance execution unit 38 is a logical device that executes various processes for informing the user of the execution timing at which an appropriate play action should be performed. Each execution timing may be appropriately notified, and as an example, the guidance is given through a game screen including an instruction sign and a reference sign as described above (hereinafter, such a game screen may be referred to as a guidance screen). For this reason, the guidance execution unit 38 executes various processes for displaying such a guidance screen. Such processes may include various well-known processes, but also include guidance processes. In other words, the guidance execution unit 38 executes guidance processes as an example of such processes. The procedure of the guidance processes will be described in detail later.

[0029] The evaluation unit 39 is a logical device that executes various processes for evaluating the user's play behavior. Various play behaviors may be evaluated appropriately, but as an example, in a music game, pressing operations on the operation button CP2, the effect button CP3, or the rotation device CP4 are evaluated as play behaviors. For this reason, the evaluation unit 39 executes various processes for evaluating the appropriateness of operations on the operation button CP2, etc., and the actual timing of the operations.

[0030] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (a computer-readable storage medium) such as a hard disk or a semiconductor storage device. Various data are recorded in the storage unit 32 together with the above-mentioned game program PG2, and the example of FIG. 3 shows game data GD. The game data GD is data for allowing a user to play a predetermined music game in accordance with the game program PG2. The game data GD may include various data such as image data for displaying various images for the music game and BGM data for playing various BGMs, and the example of FIG. 3 shows play data PD, music data MD, sequence data QD, and order data OD.

[0031] The various game data GD such as the music data MD may be stored in the storage unit 32 by any suitable method, for example, it may be pre-installed in the game machine 3, or it may be stored in the storage unit 32 via any suitable recording medium. In this way, the music data MD etc. may be stored in the storage unit 32 by any suitable method, but as an example, the play data PD and turn data OD are provided from the center server 2 via a distribution service so as to include necessary portions, and the rest are pre-installed (however, they may be updated as appropriate via the distribution service).

[0032] The music data MD is data for playing music used in playing a music game. The sequence data QD is data describing each execution time when appropriate play actions should be performed in a music game. The sequence data QD is used to inform the user of each such execution time. Furthermore, when a play action is actually performed by the user, the play action is evaluated based on the execution time of the sequence data QD. In other words, the sequence data QD is used to inform and evaluate each execution time. For this reason, the sequence data QD describes each execution time and information on appropriate play actions to be performed at that execution time (information indicating each operation unit such as the operation button CP2) so that they are associated with each other. Furthermore, when multiple music pieces or multiple difficulty levels are prepared in a music game, the sequence data QD is prepared for each music piece or each difficulty level.

[0033] In addition, the game machine 3 may be provided with various output devices and input devices necessary for an arcade game machine as appropriate and connected to the control unit 31, and in the example of FIG. 3, the above-mentioned main monitor MO1, sub-monitor MO2, and speaker SP are connected as output devices. In other words, the output devices provided in the game machine 3 include the main monitor MO1, sub-monitor MO2, and speaker SP. The main monitor MO1, sub-monitor MO2, speaker SP, and control panel CP are as described above, and for example, the main monitor MO1 and sub-monitor MO2 display various game screens (images) for providing a music game according to an output signal from the control unit 31. Similarly, the speaker SP reproduces various sounds such as music according to an output signal from the control unit 31.

[0034] On the other hand, as an example of an input device connected to the control unit 31, the example of FIG. 3 shows a touch panel TP and the above-mentioned control panel CP. That is, the input devices provided in the game machine 3 include the touch panel TP and the control panel CP. When an operation is performed on each operation unit such as the operation button CP2, the control panel CP outputs a signal corresponding to the operation unit to the control unit 31. Also, the touch panel TP is a well-known input device that outputs a signal corresponding to a touch operation (operation of touching with a finger) by a user. The number of touch panels TP may be appropriate, and may be appropriately arranged, for example, on both or either of the main monitor MO1 and the sub-monitor MO2. As an example, the touch panel TP is arranged on the sub-monitor MO2 so as to cover its display surface. Therefore, when a touch operation is performed on the game screen displayed on the sub-monitor MO2, the touch panel TP outputs a signal corresponding to the position of the touch operation to the control unit 31. Note that the game machine 3 may be provided with various other input devices and output devices that are provided in a game machine for commercial use. For example, such input devices include a fee collection device for collecting a predetermined fee. However, these are not illustrated.

[0035] Next, a music game provided by the game machine 3 will be described with reference to FIG. 4 to FIG. 9. FIG. 4 is a diagram showing an example of a guide screen (game screen). The guide screen may be displayed on either the main monitor MO1 or the sub-monitor MO2, but is displayed on the main monitor MO1 as an example. As shown in FIG. 4, the guide screen 50 includes an image imitating the control panel CP (various operation parts such as the operation button CP2) of the game machine 3 at the bottom. Between two of such images imitating the rotation device CP4, an operation line 51 extending in the left-right direction of the guide screen 50 is displayed. In addition, six lanes 52 extend in the up-down direction of the guide screen 50 in a direction intersecting the operation line 51. Various objects are appropriately displayed on these lanes 52, and in the example of FIG. 4, a normal object 53, a performance object 54, and a line object 55 are shown. All of these function as instruction signs, and as a result, each lane 52 functions as a movement path for each instruction sign.

[0036] Specifically, these objects (instruction signs) are displayed on each lane 52 at an appropriate time to guide the user through the operation procedure (play action) of the game, and move from the top of the screen toward the operation line 51 as a reference sign in time with the music played from the speaker SP. The user operates various operation units such as the operation button CP2 at the timing when these objects reach the operation line 51. When the timing of the user's operation and the timing of the object's arrival match, the user's score is added. The score is added according to the degree of match so that the shorter the time lag between the arrival timing of the object (the execution time described in the sequence data QD) and the timing of the user's operation (the time of the actual play action) is, the higher the score is. When the timing of the user's operation and the timing of the object's arrival match, a performance sound corresponding to the operation unit to be operated is played from the speaker SP.

[0037] The type of object indicates the type of appropriate play action required of the user at the time when the object arrives. Specifically, the normal objects 53 are objects arranged on each lane 52. The normal objects 53 correspond to the operation buttons CP2, and are displayed on any of the four lanes 52. The user is then required to press the corresponding operation button CP2 in time with the arrival of the normal object 53 at the operation line 51.

[0038] The effect object 54 is an object that is placed so as to straddle the two lanes. The effect object 54 corresponds to the effect button CP3. The user is required to press the corresponding effect button CP3 in synchronization with the timing at which the effect object 54 reaches the operation line 51.

[0039] The line object 55 is an object arranged so as to cross each lane 52 in the range from the lane 52 at one end to the lane 52 at the other end of the left and right ends of the guidance screen 50. The line object 55 is displayed, for example, with a different color, so as to correspond to the right-side rotation device CP4 and the left-side rotation device CP4, respectively. In addition, for example, a triangular operation sign (not shown) that moves in the left and right directions on the operation line 51 is displayed, so as to correspond to each line object 55. This operation sign is also displayed, for example, with a different color, so as to correspond to the left and right rotation devices CP4, respectively. Then, for example, the user is requested to perform an operation of rotating the right-side rotation device CP4 so that the left and right positions of the operation sign on the operation line 51 coincide with the line object 55 in accordance with the timing when the line object 55 in the right-side lane 52 reaches the operation line 51. In addition, the user is requested to perform an operation of rotating the right-side rotation device CP4 appropriately in the left or right direction according to the position where the line object 55 intersects with the operation line 51. Such an operation is similarly performed for the rotation device CP4 on the left side. When the position on the operation line 51 of the operation marker that moves within the screen as the user rotates the rotation device CP4 and the intersection position of the line object 55 with the operation line 51 have a predetermined relationship (for example, are within a predetermined range), a continuous performance sound is reproduced from the speaker SP.

[0040] To the right of the multiple lanes 52, there is a score display section 56 that displays the score obtained by the user. At the top of this score display section 56, there is a clear zone 57, and a gauge 58 that displays the score obtained by the user approaches the clear zone 57 as the score is added. When the game ends with the gauge 58 reaching the clear zone 57, the game is cleared. Also, above the multiple lanes 52, an icon 59 is displayed as an example of a specific display that identifies the song being played. For example, this icon 59 is an image that reminds the user of the song, and the user who sees the icon 59 can identify the song being played. Furthermore, the icon 59 allows viewers other than the user who viewed the game screen, for example, spectators watching around the user, to identify the song being played. Note that the specific display may be various displays such as a jacket image of the song, characters such as the song title, colors, and figures, as long as it reminds the user of the song.

[0041] FIG. 5 is an explanatory diagram for explaining the flow of the game in the battle mode. When the battle mode is selected, the music game is provided as a battle-type game. In the battle mode, any number of users may compete against each other, but the example of FIG. 5 shows a case where a battle is executed between two users. In this case, as shown in FIG. 5, the game range of the battle mode (the range corresponding to a predetermined compensation) may include various processes as appropriate, but as an example, it includes a matching process, a music selection process, and a battle process in that order.

[0042] The matching process is a process for determining an opponent in the battle mode. In the matching process, an opponent may be determined as appropriate, and as an example, an opponent is determined through a matching service as described above. The music selection process is a process for selecting a song to be used in the battle mode. For this reason, the above-mentioned music selection opportunity is provided in the music selection process. In the music selection opportunity, an appropriate number of songs may be selected for each user, and as an example, five songs (the same number of songs) are selected for each user. On the other hand, the battle process is a process for playing a music game as a battle-type game using multiple songs selected in the music selection process. In the battle process, an appropriate number of battles may be performed, and as an example, 12 battles are performed. In each battle, ten songs selected by two users may be used as appropriate, and as an example, one song is used for each battle. In this case, since the number of battles is greater than the number of songs, some songs are used in duplicate.

[0043] Furthermore, each match may be performed consecutively, and there may be no interval between each match, but as an example, a predetermined interval is provided between each match. The interval may be used as appropriate, but as an example, it is used to present the results of the immediately preceding match. Furthermore, if various settings by the user are permitted, the interval is also used as a period for executing such settings. For example, a music game may include various effects and skills as appropriate, and if such skills or the like activate their effects in accordance with user settings or selections, the interval is used for such settings or the like.

[0044] Specifically, the music game includes, as an example, a special skill that activates an effect that has a beneficial effect on the battle result. The special skill may be activated as appropriate, and as an example, is activated by consuming a predetermined amount of skill value for skill activation. For this reason, the interval is used to select whether or not to activate the special skill, in other words, whether or not to consume a predetermined amount of skill value. Such a selection may be realized as appropriate, and as an example, is realized by a predetermined operation for consumption during the interval (which may be an operation using the operation button CP2 or the like, or an appropriate operation such as a touch operation). In addition, the predetermined operation for consumption may be limited to the user who selected the music to be used in the next battle, but as an example, it is allowed by any user. In other words, the special skill is activated with the consumption of a predetermined amount of skill value, regardless of whether or not the battle is one in which the music selected by the user is used.

[0045] The remaining amount (possessed amount) of skill value may be presented as appropriate, and as an example, it is presented through an EX gauge. The EX gauge (not shown) is included in the game screen displayed during, for example, an interval. Furthermore, skill value may be given to each user as appropriate, and as an example, it is given according to the playing situation. For example, skill value is given when the user's play is highly evaluated above a certain level (evaluation corresponding to the time lag between the timing of the object's arrival and the timing of the user's operation being within a certain time), or according to the outcome of each match.

[0046] FIG. 6 is an explanatory diagram for explaining the relationship between each battle and the music used therein when ten songs are used in twelve battles. As shown in FIG. 6, when a total of ten songs are selected for play by two users, a first user and a second user, five songs each, one song each from the music selection results of each user is assigned to the first battle and the last battle, respectively. Specifically, when the first user selects (selects) five songs "A1" to "A5" and the second user selects five songs "B1" to "B5" for play in the music selection opportunity, one song from the music selection results of the first user and one song from the music selection results of the second user are assigned to the first battle (first battle) and the last battle (twelfth battle) of the twelve battles, respectively. The music assigned to the first battle and the last battle may correspond to the music selection results of either user, but in the example of FIG. 6, the music selection result of the second user ("B3") is assigned to the first battle, and the music selection result of the first user ("A2") is assigned to the last battle, respectively. The songs assigned to the first and final matches may be determined appropriately based on each user's song selection, for example, by the user's choice or based on game convenience, but as an example, they may be determined randomly.

[0047] On the other hand, of the 12 matches, except for the first and last matches, the remaining 10 matches (2nd match to 11th match) are assigned one song each from the music selection results of each user (a total of 10 songs) so that the music selection results of each user are used alternately. Specifically, since one song is assigned from the music selection results of the second user to the first match, the second match is assigned from the music selection results of the first user. The same applies to the third match and onwards. Therefore, one song is assigned from the music selection results of the second user to odd-numbered matches such as the third match, and one song is assigned from the music selection results of the first user to even-numbered matches such as the second match. The songs assigned to each match may be appropriately determined in the same manner as the first match, or may be determined by a method different from that of the first match, depending on the user's selection, for example, but may be determined randomly in the same manner as the first match. As a result, the ten songs selected by the two users are alternately assigned to the ten matches from the second match to the eleventh match, and among the assigned songs, one selected by the first user overlaps with one selected by the second user with the first match. As an example, each song is assigned to each match so as to have such a relationship.

[0048] The allocation of the songs to be used in each match may be performed at an appropriate time before the start of each match in the match process, but is performed after the song selection opportunity in the song selection process, as an example. The allocation, i.e., the order in which the songs are used in each match, functions as a tentative order, and the songs are used in at least the first match in the match process according to the tentative order. On the other hand, if a change condition for changing the tentative order is satisfied during each match, the tentative order is changed. The change condition may be satisfied as appropriate, for example, randomly or according to a play situation such as an acquired score, but is satisfied as an example when an instruction action is executed by a user to instruct a change. Also, if the change condition is satisfied, that is, when an instruction action is executed, the songs (tentative order) to be used in an appropriate match after the match in which the instruction action was executed may be changed. In other words, the change of the tentative order based on the instruction action may be allowed in any appropriate match thereafter. In this way, the change of the tentative order based on the instruction action may be executed for an appropriate match, but is executed as an example for the next match following the match. In other words, if an instruction is executed during any of the 12 matches, the music for the next match will be changed from the music corresponding to the provisional order to another music based on that instruction.

[0049] FIG. 7 is an explanatory diagram for explaining the change in music allocation based on an instruction action. The example of FIG. 7 shows a case where each match in the match process is started according to the allocation in the example of FIG. 6. Also, the example of FIG. 7 shows a case where an instruction action is executed during (partway through) the fifth match. In this case, as shown in FIG. 7, music is used in each match according to a tentative order. Specifically, when matches are progressing from the first match to the fifth match (present), music is used in these matches according to the same allocation as in the example of FIG. 6.

[0050] On the other hand, based on an instruction action in the middle (current) of the fifth match, the music scheduled to be used in the sixth match is changed from the music ("A1") corresponding to the tentative order to another music ("A5"). Specifically, the instruction action may be executed at an appropriate time, but is executed in the middle of each match, for example. In the middle of each match, an appropriate time until the interval between each match is included, and includes, for example, guidance of each execution time through the guide screen 50, and an appropriate screen during evaluation or during playback of music for that purpose. The instruction action may be executed in the middle of each match (except the last match in this example), but is executed in the middle of the fifth match, that is, during the fifth match, in the example of FIG. 7. In addition, such an instruction action may be executed in the middle, but is executed to instruct the music "A5" for the eighth match in the example of FIG. 7. In this case, the music "A1" for the sixth match (next match) and the music "A5" for the eighth match are replaced. In other words, the song "A5" is assigned to the sixth match, and the song "A1" is assigned to the eighth match, and although there is no change in the other matches, the order of use after the instruction changes the order of "A1" and "A5" (the songs for the sixth and eighth matches). In this example, the fifth match functions as one match of the present invention. Also, the sixth match following the fifth match functions as the next match and part of the matches of the present invention. Similarly, "A5" and "A1" function as one song and the next song of the present invention, respectively.

[0051] The instruction action may be performed by either the first user or the second user, but in the example of FIG. 7, it is performed by the first user. In this case, the target may be limited to the selection result of the user (first user) or not. For example, the order of the songs selected by the second user (for example, "B2" to be used in the seventh match) may be changed by the first user. Furthermore, the destination of the change may not be limited to songs selected by the same user as the original (for example, "B2" to be used in the seventh match). In other words, it may be permitted to replace songs by the same user in succession, such as replacing "B2" to be used in the seventh match with "A5" song in the eighth match. In this way, the instruction action may be performed by an appropriate user on an appropriate target, but in the example of FIG. 7, it is performed so that the target is limited to the song selected by the first user (song selected by the user). In other words, the instruction action is performed so that the order in which the songs of each user are used alternately is maintained. Therefore, the first user is limited to five songs ("A1" to "A5") selected by the first user, and the second user is limited to five songs ("B1" to "B5") selected by the second user. In addition, restrictions on exclusion may be set according to other appropriate conditions, such as excluding the last battle, but as an example, each user is allowed to change the order (battle to be used) of any of the songs selected by the user without such conditions. In this example, the first user and the second user function as multiple users of the present invention. In addition, of these users, the first user functions as one user of the present invention.

[0052] FIG. 8 is a diagram showing an example of a music presentation screen. The music presentation screen 60 is a game screen for presenting music to be used in order in each battle. As an instruction action, an appropriate action including an operation on various operation units, etc. may be executed, and as an example, a touch operation on the music presentation screen 60 is executed. For this reason, the music presentation screen 60 may be displayed on either the main monitor MO1 or the sub-monitor MO2, and as an example, it is displayed on the sub-monitor MO2. In addition, the music presentation screen 60 may be started to be displayed appropriately, and various restrictions may be set on the display period, for example, during each battle, and as an example, it is displayed continuously from after the music selection opportunity until the end of all battles. The example of FIG. 8 shows the music presentation screen 60 displayed for the first user in such a case. In addition, the example of FIG. 8 shows a case where the instruction action in the example of FIG. 7 is executed. In this case, as shown in FIG. 8, the music presentation screen 60 includes a battle information area 61 and a music information column 62.

[0053] The song information column 62 is a column that displays information on songs used in each battle. The song information column 62 may be appropriately configured and may be configured to include information on a plurality of songs, but in the example of FIG. 8, one song information column 62 is provided for each song. The song presentation screen 60 may include song information columns 62 corresponding to songs selected by the opponent (the second user for the first user), that is, song information columns 62 for all users, but in the example of FIG. 8, it includes only song information columns 62 corresponding to songs selected by the user (the first user). Furthermore, such song information columns 62 are arranged according to the order (provisional order) of the battles to which each song corresponds. Specifically, the song presentation screen 60 includes six song information columns 62 corresponding to the even number of battles out of a total of 12 battles, and they are arranged according to the order of the battles. In addition, various arrangements may be appropriately adopted as an arrangement showing the order of such battles, but in the example of FIG. 8, the columns are arranged so that the number of battles increases from the bottom (the front side as seen from the user playing) to the top (the back side as seen from the user playing). As a result, the music presentation screen 60 functions as a screen that presents the order (provisional order) of the music to be used in the battle corresponding to the player's selection.

[0054] Each song information column 62 does not have to be displayed to distinguish between used songs (songs corresponding to past matches) and not used songs (songs corresponding to current and future matches), but as an example, they are displayed to distinguish between them. Also, such a distinction may be realized appropriately, but in the example of FIG. 8, used songs are distinguished from not used songs by the "completed" mark 63. Specifically, since the second and fourth matches have already ended (matches have been completed), the "A4" song and the "A3" song corresponding to these, respectively, are considered to be used. Therefore, the two song information columns 62 corresponding to these (the two at the bottom) include the display of the "completed" mark 63. On the other hand, the other song information columns 62 do not display the "completed" mark 63. In this way, the presence or absence of the "completed" mark 63 distinguishes between used songs (or past matches) and not used songs (or current and future matches).

[0055] Each music information column 62 also functions as a touch column indicating the range in which the touch operation (instruction operation) should be performed. That is, in each music information column 62, a touch operation for changing the order of music is performed. Since the change in order caused by the touch operation occurs for a plurality of music pieces (for example, "A5" and "A1" in the example of FIG. 7), such a touch operation may be performed for the plurality of music pieces, but as an example, it is performed for any one of them (for example, "A5" in the example of FIG. 7). In this case, the other music pieces (for example, "A1" in the example of FIG. 7) of the plurality of music pieces may be appropriately specified, and for example, the order may be changed so that the one music piece that has been touched is used in the next battle, and thereafter, the music pieces may be sequentially slid (shifted back one by one). In other words, the music pieces of each battle after the next battle in the tentative order may be specified as other music pieces so that such a slide movement is realized. In this way, an appropriate touch operation may be executed according to various change rules, and even when a replacement is executed as in the example of FIG. 7, for example, the touch operation may be executed so as to specify both the destination and the source of the change, but as an example, the touch operation is executed so as to specify only the destination of the change (for example, "A5" in the example of FIG. 7). In this case, the source of the change (for example, "A1" in the example of FIG. 7) is specified based on a predetermined specific condition. As such a specific condition, an appropriate condition may be used, and for example, various rules such as random or immediately before the destination of the change may be used, but as an example, a fixed position set in advance is used. An appropriate position may be set as the fixed position, and as an example, the next match after the current match (the match in which the instruction operation was executed) is set.

[0056] Specifically, for example, in the case of instructing to replace the song of the eighth match ("A5") with the song of the sixth match "A1" as in the example of FIG. 7, the first user executes a touch operation only on the song information column 62 corresponding to "A5" during the fifth match. As a result, "A5" by the touch operation is specified as the change destination, and "A1" (the song of the next sixth match) at the fixed position is specified as the change source. In this case, the order after the change does not have to be reflected on the song presentation screen 60, but is reflected as an example. Also, as described above, the song information column 62 displayed on the song presentation screen 60 is limited to the song selected by the first user (self). For this reason, the restriction of the change target is realized by restricting the target of the touch operation, not after the touch operation. In other words, the restriction of the target of the touch operation (instruction action) may be appropriately realized, for example, by determining whether the target of the touch operation corresponds to the selection result of the first user (determining whether or not the selection is possible after the selection), but as an example, it is realized by restricting the options to only the selection result of the first user (making the selection target only selectable).

[0057] Meanwhile, the battle information area 61 is an area that displays information on the battles assigned to each song. In the battle information area 61, information on each battle is displayed in the same order as in each song information field 62 so as to show the correspondence with each song information field 62. As an example, the instruction operation is realized through a touch operation on such a song presentation screen 60. In this example, the song presentation screen 60, which includes information indicating the relationship between the song selected by the first user and the battle in which the song is used, such as the song information field 62 and the battle information area 61, functions as the song information of the present invention. Also, "A1" to "A5" and "A5" among them function as the same number of songs and at least one of them, respectively, of the present invention.

[0058] FIG. 9 is an explanatory diagram for explaining the relationship between the results of each match and the results of the match in the match mode (the entire match play). As shown in FIG. 9, in each of the 12 matches, play is provided through the guide screen 50 for each match, and the winner of each match is determined based on the play result. The winner may be determined appropriately according to the method of counting the play (music game) in each match, and as an example, the winner is determined based on the size of the acquired score. In addition, in the match mode, different difficulty levels may be allowed to be selected among multiple users competing in the match mode, and in this case, a perfect score method is applied in which the perfect score is set to a common value (the same score is assigned to each object so that the perfect score is a common value). Then, the user with the most wins is determined as the winner of the entire match mode. For example, in the example of FIG. 9, the first user has seven wins (the number of wins in the example of FIG. 9) and the second user has five wins. In this case, the winner of the match in the match mode is determined to be the first user. The play results of each match and the match results of the entire match mode may be determined as appropriate, but as an example, they are determined according to the number of wins and losses determined for each match in this manner.

[0059] Furthermore, the special skill may activate an appropriate effect that has a favorable influence on the outcome of the match, and as an example, it activates an effect that affects the number of wins. Specifically, a win in a match in which a special skill is activated is appropriately weighted, such as twice as much as a win in a normal match, or five times as much. Therefore, a win in a match in which a special skill is activated is converted into two wins (two wins) in the case of a double weighting, and into five wins (five wins) in the case of a five-times weighting.

[0060] The effect of activating a special skill, that is, the weighting of the number of wins, may be uniform when the special skill is activated or may change according to various conditions, but as an example, it changes according to the amount of skill value consumed. The amount of skill value required to activate a special skill may be appropriately classified, but as an example, it is classified into three categories: when all of the EX gauge is consumed, when two-thirds is consumed, and when one-third is consumed. When all of the EX gauge is consumed, eight wins are generated as an effect of activating a special skill, when two-thirds is consumed, five wins are generated, and when one-third is consumed, two wins are generated.

[0061] In addition, the same evaluation criteria as in normal battles may be applied to battles in which special skills are activated, but as an example, stricter expert evaluation criteria than normal battles are applied so that the superiority or inferiority of skill is more easily reflected in the results. Such expert evaluation criteria may be implemented as appropriate, but are implemented, for example, by making the width of the operation line 51 in the time axis direction (the evaluation judgment width, in other words, the evaluation range of the time difference) narrower than in normal battles. Such expert evaluation criteria may be applied only to an appropriate portion of the users in the battle, such as only users who have activated special skills, but as an example, are applied uniformly to all users in the battle.

[0062] As described above, the skill value may be appropriately assigned according to the outcome of each match, but when weighting is applied to the number of wins, for example, the skill value is assigned so that it is greater for the loser than for the winner in order to create a balanced match (to encourage the loser to use a special skill). In addition, the amount of skill value assigned may be appropriately corrected depending on whether or not the match used a song selected by the player.

[0063] Next, the order data OD will be described in detail. FIG. 10 is a diagram showing an example of the configuration of the order data OD. The order data OD may be used appropriately when multiple songs are used in order, and may include various information depending on the purpose, but the example of FIG. 10 shows a part related to management of each song when multiple songs are used in a battle in the battle mode. In this case, as shown in FIG. 10, the order data OD includes an order record ODR that manages the order of each song for each play in the battle mode. In addition, in order to realize such management, the order record ODR includes information on "play ID", "user", "song", "selector", and "battle". In the order record ODR, these pieces of information are recorded so as to be mutually associated with each other.

[0064] The "play ID" is information indicating a unique play ID for each play opportunity in order to identify each play through the battle mode. The play ID is uniquely assigned for each game range, more specifically, for each battle mode including, for example, all 12 battles. The "user" is information indicating multiple users who compete in the battle mode. The "user" may describe appropriate information for identifying each user who competes in the battle mode, and as an example, information on a user ID uniquely assigned to each user is described. For example, in a battle mode in which a first user and a second user compete against each other, both the user ID corresponding to the first user and the user ID corresponding to the second user are described in the "user".

[0065] "Song" is information indicating each song to be used in the battle mode among multiple play candidate songs. "Song" may describe appropriate information that can identify each song, and as an example, information on a unique song ID for each song is described. Also, each song may be used in its entirety in each battle, or only an appropriate part (phrase) may be used. When only a part of each song is used in each battle, "Song" may include information indicating that part. In other words, for example, when a total of ten songs are used in a total of twelve battles, "Song" describes ten song IDs corresponding to those ten songs, and information on phrases to be used as each song (ten songs, or phrases may be different in the same song that overlaps, in which case twelve songs).

[0066] The "selector" is information indicating the selector (user) who selected each song. The "selector" may contain appropriate information that can identify each selector, and as an example, information on the user ID corresponding to each selector (user) is described. The "battle" is information indicating the battle in which each song should be used. The "battle" may contain appropriate information that can identify each battle, such as the first battle and the second battle, and as an example, information indicating a number (order) corresponding to each battle, such as the first battle and the second battle, is described. As a result, the "battle" information functions as information indicating the order in which each song is used, and when the order is changed based on an instruction action (touch operation), the "battle" information is also updated. Note that the order data OD is not limited to these, and appropriate information necessary for managing the order in which each song is used may be described. Alternatively, the above information may be omitted as appropriate.

[0067] Next, the music determination process, the order change process, and the guide process will be described with reference to Figs. 11 to 13. The music determination process is a process for determining the music to be used in each match (the provisional order of each music). In the music determination process, only the music to be used in an appropriate part of all 12 matches, such as only the first match, may be determined, but as an example, the music to be used in all 12 matches (the music to be assigned to all 12 matches) is determined before the start of the first match. In addition, when multiple game machines 3 are matched as opponents via the center server 2, the music selected in each game machine 3 is shared with the other game machines 3 via the center server 2. In this case, the allocation of music to each match may be performed in each game machine 3, and the result may be shared with the other game machines 3 via the center server 2, but the example of Fig. 11 shows the music determination process in which the allocation of music to all 12 matches is performed in the center server 2, and the allocation result is shared with each game machine 3. Furthermore, the results of this determination (the provisional order assigned to each match before play) may be presented as appropriate (including cases where it is not presented at all), but the example of Figure 11 shows a case where only the provisional order of the songs corresponding to the user's selection results is presented to the user.

[0068] The order determination unit 37 starts the music discrimination process of FIG. 11 every time the center server 2 transmits music selection information (selection result at each music selection opportunity), and first obtains the music selection information (step S101). The music selection information is information necessary for discriminating the music to be used in each match. The music selection information may include various information related to the allocation result by the center server 2 as appropriate, and includes, as an example, information on the ten music pieces (music pieces for playing) to be used in all matches and a provisional order. In addition, all or a part of each music piece may be used as appropriate in each match. When a part of each music piece is used in each match, the part may be appropriately determined based on various extraction conditions (including, for example, the play situation or the user's selection result) for extracting (identifying) the part, and the determination may be performed in either the center server 2 or the game machine 3, and as an example, a part (phrase) of the music piece to be used in each match is determined by the center server 2 based on a random condition (an example of an extraction condition). In this case, the music selection information also includes information identifying a part (phrase) of the music piece to be used in each match. More specifically, the order data OD is used as an example of the music selection information. That is, the order determination unit 37 acquires the order data OD as an example of the music selection information in step S101.

[0069] The extraction conditions may include, for example, a result of identification (discrimination) based on a predetermined algorithm. Such a predetermined algorithm may be configured to identify an appropriate phrase, but may also be configured to identify a part (phrase) that is well connected to a phrase of a previous song (battle). In other words, a phrase that is well connected to a phrase of a previous song may be identified as a phrase of a next song (battle) based on the extraction conditions (identification result by the algorithm). In this case, a seamless connection between battles can be produced. In addition, when a medley song described later is generated, the degree of completion of the medley song can be improved. Furthermore, such extraction conditions may be configured to identify each phrase forming each song under the same conditions, or may be configured to utilize appropriate weighting so that some phrases (for example, the chorus part) are more easily identified than other phrases.

[0070] Next, the order determination unit 37 determines the songs to be played, the provisional order, and the phrases to be used in the battle as each song based on the song selection information (step S102). More specifically, the order determination unit 37 refers to the "songs" in the order data OD to determine the songs to be played (10 songs) and phrases (parts of each song), and also refers to the "battle" information to determine the provisional order (songs corresponding to each of the 12 battles in order). In this example, the order data OD (or the "songs" and "battle" information contained therein) functions as the song determination information of the present invention.

[0071] Next, the order determination unit 37 presents the tentative order (music corresponding to each battle in the order) determined in step S102 (step S103). The tentative order is presented through the music presentation screen 60 as described above as an example. For this reason, the order determination unit 37 realizes this presentation by displaying the music presentation screen 60 on the sub-monitor MO2. Then, after this presentation, the order determination unit 37 ends the current music determination process. As a result, the music to be played, the tentative order, and the phrases to be used in each battle are specified in the game machine 3. More specifically, through the order data OD, the result of the selection of music in each game machine 3, the result of the allocation of each music to each battle by the center server 2, and information on the phrases of the music to be used in each battle are shared, and the music to be played, the tentative order, and the phrases to be used in each battle are specified. Furthermore, the music presentation screen 60 including the tentative order and information on the music to be played is displayed based on the order data OD (or the result of the identification using the order data).

[0072] The music change process is a process for changing the music to be used in each match that was determined before the match started, in other words, the provisional order of each music. The example in FIG. 12 shows the music change process when the music of the next match following the match in which the touch operation was performed is changed through a touch operation on the music presentation screen 60. In this case, the order determination unit 37 starts the order change process in FIG. 12 every time a touch operation is performed on the music presentation screen 60 during each match, or every time the result of the change associated with an instruction action (touch operation) on the music presentation screen 60 on the opponent's game machine 3 is transmitted from the center server 2, and first determines whether the change condition is satisfied (step S201). Specifically, when a touch operation is performed on the music information column 62 on the music presentation screen 60 corresponding to a music that is not used other than the next match, the touch operation functions as an instruction action to change the music targeted by the touch operation to the music of the next match. For this reason, the order determination unit 37 determines that the change condition is satisfied when the user's touch operation corresponds to such a touch operation, or when the result of an instruction action executed on the opponent's game device 3 is transmitted from the center server 2. When the change condition is not satisfied, that is, when the touch operation does not correspond to an instruction action, such as when it is a touch operation on the music information column 62 corresponding to a used music piece, and the result of the instruction action by the opponent is not transmitted from the center server 2, the order determination unit 37 skips the subsequent processes and ends the current order change process.

[0073] On the other hand, if the change condition is met, the order determination unit 37 changes the music (step S202). Music corresponding to each battle is managed by the order data OD. Therefore, this change is realized, for example, by updating the order data OD. Specifically, the order determination unit 37 identifies the music corresponding to the music information column 62 for which the touch operation was performed, and updates the "battle" information in the order data OD so that the battle corresponding to that music becomes the next battle. Also, it updates the "battle" information in the order data OD so that the music that was scheduled to be used in the next battle before the update is associated with the battle in the music information column 62 for which the touch operation was performed.

[0074] Next, the order determination unit 37 transmits the change result to the center server 2 (step S203). More specifically, the order determination unit 37 transmits the updated order data OD to the center server 2 so that the change result of step S202 is shared with the opponent's game device 3. However, if the song has been changed based on an instruction action executed in the opponent's game device 3, the order determination unit 37 skips the process of step S203. Then, after transmitting the change result (or changing the song), the order determination unit 37 ends the current order change process. As a result, during the current match, the song for the next match is changed from the song in the tentative order to the song instructed by the user's instruction action.

[0075] The guidance process is a process for realizing guidance through the guidance screen 50 in each battle. Although the play results through each battle may not be saved, the example of FIG. 13 shows a guidance process in the case where the play results are saved as a remix (medley music) in which phrases from all battles are connected after all battles are completed. In this case, the guidance execution unit 38 starts the guidance of FIG. 13 every time a switching condition for switching each battle is satisfied, and first determines whether or not the playback of all music pieces, that is, all 12 battles, has been completed (step S401). The switching condition may be satisfied as appropriate, but as an example, it is satisfied when the playback of each music piece has been completed. For this reason, the guidance execution unit 38 executes the process of step S401 every time the playback of each music piece is completed. In addition, the instruction action may function only as an instruction to change music, but may also be used appropriately for other purposes, for example, it may function as an instruction to switch battles. In this case, the switching condition is satisfied with the execution of the instruction action (switching instruction), and the guidance execution unit 38 executes the process of step S401. In this case, the switching condition may appropriately include various requirements necessary for the end of the match other than the instruction action, such as the provision of a result screen, etc. Alternatively, when the match is switched based on the instruction action, the display of the result screen, etc. may be appropriately postponed to the next interval, or to the end of all matches, etc.

[0076] If playback of all the songs, i.e., all 12 matches, has not been completed, the guidance execution unit 38 acquires sequence data QD to be used in the next match (step S402). Specifically, the guidance execution unit 38 first identifies the song and phrase to be used in the next match based on the order data OD, and then identifies the sequence data QD of the portion of the song that corresponds to that phrase. The guidance execution unit 38 then acquires the identified sequence data QD.

[0077] Next, the guidance execution unit 38 executes guidance for each execution time by using the sequence data QD acquired in step S402 (step S403). Each execution time is realized through the guidance screen 50. For this reason, the guidance execution unit 38 realizes guidance for each execution time until the end of the song (sequence data QD) by displaying the guidance screen 50 on the main monitor MO1 through an appropriate well-known process. Moreover, this guidance is limited to a partial section (phrase) of each song. In other words, the guidance execution unit 38 provides guidance for each execution time through the guidance screen 50 in each battle so that it is limited to a specific phrase of each song (a partial section extracted based on the extraction conditions). Furthermore, the guidance execution unit 38 may realize guidance for each execution time so that an auxiliary section for assisting the execution of the instruction action is provided. Specifically, the guidance executing unit 38 may execute guidance through the guidance screen 50 so that various sections capable of assisting instruction actions, such as a section in which guidance for each execution time is omitted, a section in which the evaluation result for each execution time is automatically converted to a uniform evaluation result (an appropriate play action is automatically executed), or a section in which non-execution of a play action is permitted (even if a play action is not executed or even if it is an inappropriate play action, it is excluded from the evaluation target), are provided as auxiliary sections in the middle of the song (during playback) (battle). In addition, such auxiliary sections may be provided unconditionally or based on various conditions. For example, in a case where a predetermined value for determining whether or not an auxiliary section can be provided is provided in a game, consumption of such a predetermined value may be used as a condition for providing the auxiliary section. In other words, the guidance executing unit 38 may realize guidance for each execution time so that an auxiliary section is provided in association with consumption of such a predetermined value.

[0078] On the other hand, when the playback of all the music pieces, that is, all 12 battles, has ended, the guidance execution unit 38 saves a medley of all the music pieces in all 12 battles (step S404). That is, the guidance execution unit 38 generates a medley of all the 10 music pieces in the order in which they were used in all 12 battles. More specifically, the guidance execution unit 38 records the play situation during all 12 battles, and saves the recorded results as a medley of music pieces by connecting them in the order of the battles. Then, after saving the play situation, or after providing information on each execution time until the end of the music pieces, the guidance execution unit 38 ends the current guidance process. This allows the music game to be played through the guidance screen 50 for each battle. Also, such guidance for each battle through the guidance screen 50 is executed so as to be limited to a specific phrase (a part of the battle based on the extraction condition). Similarly, when an auxiliary section is prepared, guidance through the guidance screen 50 is realized so that such an auxiliary section is provided according to an appropriate condition such as consuming a predetermined value. Furthermore, if the instruction acts as a switching action, not only the music but also the battle can be switched through the instruction. After all battles are over, a medley of all the music used in all battles is saved (generated).

[0079] The medley music may be appropriately composed of various data, and includes music data MD and sequence data QD as an example. Therefore, the medley music can be used in playing a game, either for playing against other players or for playing alone. Alternatively, the medley music may be provided to other users so as to encourage their use. The medley music may be used for listening (or just listening) or for saving as an achievement, and in these cases, the sequence data QD may be omitted. Furthermore, the medley music may include information on the evaluation result when, for example, the guide screen 50 is displayed during play (in other words, such information on the evaluation result may be omitted when the guide screen 50 is not displayed).

[0080] As described above, according to this embodiment, a match is started so that each piece of music is used according to a tentative order randomly determined before the match starts. However, if an instruction action (a touch operation to indicate a piece of music on the music presentation screen 60) is performed during each match, the piece of music indicated by the instruction action is specified as the piece of music to be used in the next match following the match in which the instruction action was performed. Therefore, when an instruction action is performed, the piece of music corresponding to the instruction action of the user can be used for play in the next match instead of the tentative order (the order determined before the match). In other words, the instruction of the user during each match can be reflected in the piece of music to be used in the next match. This allows the user to reflect the playing situation in each match in the piece of music to be used in the next match. In addition, the interval between each match can be made shorter than when such an instruction action is performed during an interval. If the interval between each match is long (for example, when the next piece of music is selected during an interval), even if the time is supplemented by BGM or the like, there is a possibility that the "interval" (tension, concentration, etc.) will not be maintained and the excitement will be lost. However, by shortening the interval, this possibility can be reduced. This allows the game to proceed at a good tempo and liven up the game (or its flow). Furthermore, the music used in the next match can be used as a tool for tactics to decide whether to win or lose. As a result, the interest of the game can be improved.

[0081] Also, for example, when the instruction act also functions as a switching act, the instruction act can be used as an instruction to switch to the next match. This can add a strategic element of switching the match to the instruction act. Also, when the songs displayed on the music presentation screen 60 are limited to the user's selection, the target of the instruction act can be limited to the song selected by the user. Alternatively, when the music presentation screen 60 also includes information on the song selected by the opponent, each user can change the song for the next match while referring to the opponent's song. This can improve the interest of the bargaining (strategy) regarding the selection of songs. Specifically, for example, when it is determined that the opponent is shaken (not well adapted to the match) in the early stages of all 12 matches, a strategy can be adopted in which a song with high difficulty comes early on to overwhelm the opponent. Alternatively, a strategy can be adopted in which a song that is expected to get a high score is changed to a song that is expected to get a high score late on in order to aim for a sudden reversal using a special skill. In particular, in a match-type play, it is important to judge the key point of the match (the wave of the match, momentum, etc.) and a strategy based on that, and such a strategy (bargaining) can be realized. In addition, when a portion of a song is used randomly in each match, the section used in play will change randomly even if the same song is used, so it is possible to increase the variety (fluidity) of play without changing the number of songs.

[0082] On the other hand, while instructions during a match can be realized by simple touch operations, there is a possibility that they are difficult to a certain extent. For this reason, if an auxiliary section capable of assisting such instructions during a match is provided, the difficulty of the instruction can be reduced. Furthermore, if such an auxiliary section is provided in association with the consumption of a predetermined price, the formation of the auxiliary section, in other words, the possibility of the instruction (or the reduction of the difficulty) can be made strategic through the consumption of the predetermined price. Furthermore, if a medley music piece corresponding to the play content is generated after the play, the generation of such a medley music piece can be used to add interest to the game. The medley music piece may be generated so as not to include an interval, but even if it does include an interval, the interval between each match can be made short, so that each music piece can be connected at a relatively good tempo. Furthermore, even if the interval is omitted in the medley music piece, the longer the interval, the greater the difference between the playback mode of the music piece in the actual match (with an interval) and the playback mode of the medley music (without an interval) becomes, which may cause a sense of incongruity. By shortening the interval time, it is possible to reduce this discrepancy, and therefore to suppress the sense of incongruity. This allows for the creation of an attractive medley piece of music. As a result, this makes the game even more entertaining.

[0083] In the above embodiment, the order determination unit 37 of the game machine 3 functions as the music discrimination means and the relationship providing means of the present invention by executing the procedure of FIG. 11. Specifically, the order determination unit 37 functions as the music discrimination means by executing step S102 of FIG. 11, and as the relationship providing means by executing step S103. Also, the order determination unit 37 of the game machine 3 functions as the music specification means of the present invention by executing step S202 of the procedure of FIG. 12. Furthermore, the guidance execution unit 38 of the game machine 3 functions as the battle switching means, the time notification means, and the music generation means of the present invention by executing the procedure of FIG. 13. Specifically, the guidance execution unit 38 functions as the music generation means of the present invention by executing step S404 of FIG. 13. Also, if the switching condition includes an instruction action as a requirement, the guidance execution unit 38 functions as the battle switching means of the present invention by executing step S403 of FIG. 13. Furthermore, when a portion of a song is used in each battle, or when an auxiliary section is provided while the song is being played (during a battle), the guidance execution unit 38 further functions as a timing guidance means of the present invention by executing step S403 in FIG. 13.

[0084] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. For example, in the above-mentioned embodiment, when a touch operation instructing a change of music is executed during a match (when a change condition is satisfied), the music of the match following the match in which the touch operation was executed is changed. However, the present invention is not limited to such an embodiment. As described above, the music of an appropriate match after the match in which the touch operation was executed may be changed in response to the touch operation, and for example, the music of the match in which the touch operation was executed may be changed. In other words, the music of the match may be changed by the user's touch operation during the match. For example, if a certain time is required for such a change due to various processes such as transmission and reception of a change instruction in the match via the center server 2, such a change of music may be applied a certain time after the instruction of the touch operation.

[0085] In the above embodiment, the game machine 3 executes the processes of Figs. 11 to 13. As a result, the game machine 3 alone functions as the game system of the present invention. However, the present invention is not limited to such an embodiment. For example, the center server 2 may execute all or part of the role of the game machine 3 (for example, the processes of Figs. 11 to 13, etc.). Therefore, for example, when the center server 2 executes all of the processes of Figs. 11 to 13, the center server 2 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, conversely, the game machine 3 may execute all or part of the role of the center server 2. In this case, the center server 2 may be omitted.

[0086] In the above embodiment, the game machine 3 provides a music game. The instruction action is used to change the music used in each battle. Meanwhile, as a reference example, such an instruction action may be applied to various games. For example, such an instruction action may be applied to changing the appearance order of characters used in each battle in various battle games including multiple battles between multiple characters, such as a fighting game or a racing game. In other words, the above instruction action may be applied to changing the use order of multiple appropriate elements in various games in which the elements are used in sequence in multiple battles.

[0087] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0088] The game system of the present invention is a game system (3) that is connected to an input means (CP) for inputting a user's play action and a display means (MO1) for displaying a guidance screen (50) for informing each execution time in accordance with the rhythm of a piece of music based on sequence data (QD) describing each execution time when the play action should be executed, and provides a game in which the execution time of an actual play action as the play action is evaluated based on the execution time of the sequence data when the play action is actually executed by the user, as a competitive game including a plurality of battles (e.g., 12 battles) using a plurality of pieces of music (e.g., ten pieces of music). The game system is equipped with a music discrimination means (37) that discriminates a music piece (e.g., "A1") of one of the plurality of battles based on music discrimination information (OD) for discriminating a music piece to be used in at least one battle (e.g., the fifth battle) of the plurality of battles, and a music identification means (37) that identifies the one music piece as a music piece to be used in at least some battles (e.g., the sixth battle) after the one battle, when an instruction action of instructing at least one music piece (e.g., "A5") of the plurality of music pieces is executed by one of a plurality of users competing through the competitive game during the one battle.

[0089] According to the present invention, a piece of music designated by an instruction action is specified as a piece of music to be used in at least some of the matches following the one in which the instruction action was executed. Therefore, the piece of music corresponding to such an instruction action of the user can be used in play in some of the matches. In other words, the instruction of the user during one match can be reflected in the music to be used thereafter. This allows the user to reflect the playing situation in each match in the music to be used in the subsequent matches. Also, compared to the case where the instruction action is executed during the interval, the interval between each match can be made shorter, including the case where the interval is omitted. This allows the game to proceed at a good tempo and the atmosphere (or flow) of the game to be livened up. As a result, the interest of the game can be improved.

[0090] The partial match may be an appropriate match following the first match. The partial match may be one or more than one. For example, in one aspect of the game system of the present invention, the music identification means may identify the one music piece as a music piece to be used in the next match following the first match, so that the next match functions as the partial match. Alternatively, in one aspect of the game system of the present invention, the music identification means may change the music piece of the first match to the one music piece in the middle of the first match, so that the first match functions as the partial match.

[0091] A piece of music to be used in an appropriate match may be determined based on the music discrimination information. That is, only a piece of music to be used in one match may be determined before the match based on the music discrimination information, or two or more pieces of music to be used in one match and two or more appropriate matches, such as the next match, may be determined before the matches. For this reason, a piece of music to be used in the next match may or may not be determined before the first match. Also, before the first match, pieces of music for all matches may be determined based on the music discrimination information. Specifically, for example, in a mode in which the next match is used as a part of the matches, the music discrimination means may determine one of the plurality of pieces of music as a piece of music to be used in the next match based on the music discrimination information before the next match, and the music identification means may change the piece of music to be used in the next match from the next piece of music to the one piece of music so that the one piece of music is used instead of the next piece of music as the piece of music for the next match determined based on the music discrimination information.

[0092] Furthermore, the multiple songs used in the multiple matches may be different for each match, or may be used overlappingly in appropriate matches. Thus, the multiple songs may correspond to each of the multiple matches, or the number of the multiple songs may be less than the number of the multiple matches. For example, in an aspect in which a song to be used in the next match is also determined based on the song determination information, the song determination means may determine a song to be used in each match in all of the multiple matches before the start of the first match, such that two songs out of the multiple songs are used overlappingly in the first match and the last match of the multiple matches.

[0093] The multiple songs may be determined appropriately. For example, the multiple songs may be determined according to appropriate conditions such as randomly, various play situations, or user selection results. Furthermore, when the multiple songs are determined by user selection, the multiple songs may be determined by an appropriate portion of the multiple users playing the battle-type game. Therefore, for example, all of the multiple songs may be determined by one user. Furthermore, when the multiple songs are determined by two or more users, the number of songs determined by each user may be appropriate. Therefore, the number of songs determined by each user may be the same or different. Furthermore, when the multiple songs are determined by two or more users, the songs selected by each user may be used in each battle as appropriate. In other words, two or more songs selected by the same user may be used consecutively in one battle and the next battle. Specifically, for example, in a mode in which the songs to be used in each match for all of a plurality of songs are determined based on song determination information, the song determination means may determine the songs to be used in each match so that the songs selected by each user are used alternately in each match when the plurality of users are provided with a song selection opportunity to select from the plurality of songs so that the sum (e.g., ten songs) of the same number of songs (e.g., five songs) selected by each of the plurality of users functions as the number of the plurality of songs.

[0094] When a song to be used in the next match is determined based on the song determination information, a change based on an instruction action of a song to be used in the next match may or may not be limited to a song selected by a user who performed the instruction action. In other words, the change based on an instruction action may be limited to a song corresponding to the user's selection result, or may be permitted for a song corresponding to a selection result of another user. In addition, when the change based on an instruction action is limited to a song corresponding to the user's selection result, a determination may be made as to whether or not the song corresponds to the user's selection result, or the target of the instruction action may be limited to a song corresponding to the user's selection result. Specifically, for example, in a mode in which each user selects the same number of songs through a song selection opportunity, the instruction action may be performed on at least one of the same number of songs (e.g., "A1" to "A5") selected by the user such that at least one (e.g., "A5") of the same number of songs functions as the one song. In this case, the target of the instruction action can be limited to a song selected by the user.

[0095] Information on the music of each battle determined based on the music discrimination information may or may not be provided to each user. For example, when such information is provided to users, the users to whom the information is provided may be limited as appropriate, or may not be limited. In other words, information on the music of each battle determined based on the music discrimination information may be provided only to an appropriate part of the multiple users playing the battle-type game, or may be provided to all users. When the provision of information is limited to some users, the information provided to each user may be only information on the music selected by the user, or conversely, only information on the music selected by other users. In other words, each user may be provided with appropriate information. For example, as an embodiment in which the target of the instruction action is limited to the music selected by the user, an embodiment may be adopted in which a relationship providing means (37) is provided to the one user with music information (60) relating to the relationship between at least the music selected by the one user and each battle among the music of each battle determined based on the music discrimination information. In this embodiment, the relationship providing means may provide information on the relationship between the multiple music and each battle as the music information to each of the multiple users.

[0096] The entire music piece may be used in each match, or an appropriate portion may be used. When a portion of each music piece is used in a match, the portion may be determined based on appropriate conditions such as random, play status, or user selection. For example, one aspect of the game system of the present invention may include a time notification means (38) that notifies each execution time through the notification screen in each match, so that notification of each execution time in each match is limited to a partial section extracted based on extraction conditions for extracting the partial section of each music piece.

[0097] The instruction actions may be executed appropriately, and various auxiliary sections may be provided during a match to assist such instruction actions, such as a section in which guidance for each execution time is omitted, a section in which the evaluation result for each execution time is automatically converted to a uniform evaluation result (appropriate play actions are automatically executed), or a section in which non-execution of a play action is permitted (even if a play action is not executed or is inappropriate, it is excluded from the evaluation target). The auxiliary section may be provided unconditionally, or may be provided in exchange for various types of compensation. For example, as one aspect of the game system of the present invention, a mode may be adopted in which a time notification means (38) is provided to notify each execution time through the guidance screen in one match so that an auxiliary section for assisting the execution of the instruction action is provided during the reproduction of a piece of music used in the one match. In this aspect, the time notification means may provide guidance for each execution time through the guidance screen in one match so that the auxiliary section is provided in association with the consumption of a predetermined value provided in the match-type game. In this case, the formation of the auxiliary section, in other words, the possibility of performing an instruction action, can be made strategic through the consumption of a predetermined compensation.

[0098] The information on the multiple songs may or may not be recorded as a result of playing the game. The information on the multiple songs may include appropriate information. For example, such information may include information on the order in which the songs were used in each battle. Specifically, for example, as one aspect of the game system of the present invention, a mode may be adopted in which a music generating means (38) is provided for generating a medley song by connecting the multiple songs in the order in which they were used in the multiple battles as a result of playing the battle-type game. In this case, the generation of the medley song can be used to add interest to the game. In particular, even if an interval is provided between battles, the interval can be made short (including the case where it is omitted), so that the songs can be connected at a good tempo. This makes it possible to generate an attractive medley song.

[0099] On the other hand, the computer program (PG2) of the present invention is configured to cause a computer (31) connected to the input means and the display means to function as each of the means of the above-mentioned game system.

[0100] The control method of the present invention is also a control method for providing a game system (3) that is connected to an input means (CP) for inputting a user's play action and a display means (MO1) for displaying a guide screen (50) for informing the user of each execution time in accordance with the rhythm of a piece of music based on sequence data (QD) in which each execution time when the play action should be executed is described, and that evaluates the execution time of an actual play action as the play action based on the execution time of the sequence data when the play action is actually executed by the user, as a competitive game including multiple battles (e.g. 12 battles) using multiple pieces of music (e.g. 10 pieces of music). A computer (31) is caused to execute a song discrimination procedure for discriminating a song (e.g., "A1") for at least one of the multiple matches (e.g., the fifth match) based on song discrimination information (OD) for discriminating a song to be used in that one match, and a song identification procedure for identifying, when an instruction action to indicate at least one song (e.g., "A5") of the multiple songs is executed by one of the multiple users competing in the competitive game during the one match, identifying the one song as a song to be used in at least some matches (e.g., the sixth match) after the one match. By executing the computer program or control method of the present invention, the game system of the present invention can be realized. [Explanation of symbols]

[0101] 3. Game consoles (game systems) 31 Control unit (computer) 37 Order determination unit (music discrimination means, music identification means, relationship providing means) 38 Guidance execution unit (time notification means, music generation means) 50 Information screen 60 Song display screen (song information) CP Control Panel (input means) OD order data (music identification information) QD sequence data MO1 Main monitor (display means) PG2 Game Program (Computer Program)

Claims

1. 1. A game system that is connected to an input means for inputting a user's play action and a display means for displaying a guidance screen for informing the user of the execution timing of each play action in accordance with the rhythm of a piece of music based on sequence data describing the execution timing of each play action, and that provides a game in which, when the user actually executes the play action, the execution timing of the actual play action as the play action is evaluated based on the execution timing of the sequence data, as a competitive game including multiple battles using multiple pieces of music, a music determination means for determining a music piece to be used in at least one of the plurality of matches based on music determination information; a music identification means for, when an instruction action for indicating at least one of the plurality of music pieces is executed by one of the plurality of users competing in the competitive game during the at least one of the competitions, identifying the at least one music piece as a music piece to be used in at least some of the competitions following the competition in which the instruction action was executed; A game system comprising:

2. The game system according to claim 1 , wherein the at least some of the matches includes a next match following one of the matches in which the instruction action was executed.

3. The game system according to claim 1 , wherein the music specifying means changes the music of one of the matches in which the instruction action was executed, during the course of the one of the matches in which the instruction action was executed.

4. the music determining means determines, prior to the next battle, one of the plurality of music pieces as a music piece to be used in the next battle based on the music determining information; The game system according to claim 2 , wherein the music identification means changes the next music piece as the music piece for the next battle determined based on the music determination information to another music piece included in the at least one music piece.

5. The game system according to claim 4, wherein the music determination means determines the music to be used in each of all of the multiple matches before the start of the first match, so that two of the multiple matches are used overlappingly in the first match and the last match of the multiple matches.

6. The game system described in claim 5, wherein when the multiple users are provided with a song selection opportunity to select the multiple songs so that the sum of the same number of songs selected by each of the multiple users functions as the number of the multiple songs, the song determination means determines the songs to be used in each match so that the songs selected by each user are used alternately in each match.

7. The game system according to claim 6 , wherein the instruction action is performed for at least one of the same number of songs selected by the one user so that at least one of the songs functions as the at least one song.

8. The game system according to claim 7, further comprising a relationship providing means for providing said one user with music information regarding a relationship between at least a song selected by said one user from among the songs of each battle determined based on said music determination information and each battle.

9. The game system according to claim 8 , wherein the relationship providing means provides, as the song information, information regarding a relationship between the plurality of songs and each battle, to each of the plurality of users.

10. A game system as claimed in any one of claims 1 to 9, further comprising a timing notification means for notifying each execution time in each battle through the notification screen so that the notification of each execution time in each battle is limited to the partial section extracted based on extraction conditions for extracting the partial section of each song.

11. A game system as claimed in any one of claims 1 to 10, further comprising a timing guidance means for providing guidance on each execution timing in at least one of the battles through the guidance screen, so that an auxiliary section for assisting in the execution of the instruction action is provided during playback of the music used in the at least one of the battles.

12. The game system according to claim 11, wherein the timing notification means notifies each execution time in the at least one battle through the notification screen so that the auxiliary section is set in association with consumption of a predetermined value set in the battle-type game.

13. A game system according to any one of claims 1 to 12, further comprising a music generation means for generating a medley music piece by connecting the plurality of pieces of music in the order in which they were used in the plurality of battles as a result of playing the competitive game.

14. A computer program configured to cause a computer connected to said input means and said display means to function as each of the means of the game system according to any one of claims 1 to 13.

15. a computer connected to an input means for inputting a user's play action and a display means for displaying a guidance screen for informing the user of the execution timing of each play action in accordance with the rhythm of a piece of music based on sequence data describing the execution timing of each play action, and providing a game in which, when the user actually executes the play action, the execution timing of the actual play action as the play action is evaluated based on the execution timing of the sequence data as a competitive game including multiple battles using multiple pieces of music; a music identification step of identifying a music piece to be used in at least one of the plurality of matches based on music identification information; a music identification step of, when an instruction action to indicate at least one of the plurality of music pieces is executed by one of the plurality of users competing in the competitive game during the at least one competition, identifying the at least one music piece as a music piece to be used in at least some competitions following the competition in which the instruction action was executed; A control method for executing the above.

Citation Information

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