Game console

The gaming machine addresses the lack of improved operability in conventional gaming machines by synchronizing sound output from upper and lower speakers, ensuring simultaneous sound perception and enhancing player engagement.

JP7697115B2Active Publication Date: 2025-06-23TAITO KABUSHIKI KAISHA
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Patent Information

Application Number
JP2024117248
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2019-06-06
Filing Date
2024-07-22
Publication Date
2025-06-23
Estimated Expiration
2040-06-08

AI Technical Summary

Technical Problem

Conventional gaming machines with touch panels lack improved operability, particularly in terms of sound output timing and player engagement.

Method used

A gaming machine with an upper speaker, a lower speaker, and a control unit that synchronizes the sound output timing from both speakers to ensure simultaneous sound perception by the player, enhancing the gaming experience.

Benefits of technology

The solution provides improved operability and engagement by ensuring that sounds from both speakers are heard simultaneously, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine with improved operability.SOLUTION: A game machine 301 executes a game in which a player touches a display unit 310 in response to an instruction displayed on the display unit 310 while outputting sound information of music, and includes a speaker 380u arranged above the player's head while the player is playing, a speaker 380d arranged above the player's head, and a control unit 386. The control unit 386 controls the output timing of the sound output from the speaker 380u and the output timing of the sound output from the speaker 380d so that the sound output from both speakers is heard by the player at the same time.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] The present invention relates to a gaming machine that accepts touch operations.

Background Art

[0002] Conventionally, there has been a gaming machine equipped with a touch panel (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the conventional gaming machine had room for improvement.

Means for Solving the Problems

[0005] One form of the present invention is, for example, a gaming machine that executes a game in which a player touches a display unit in response to an instruction displayed on the display unit while outputting music sound information, and includes an upper speaker disposed above the player's head, a lower speaker disposed above the player's head, and a control unit in a state where the player is playing. The control unit controls the output timing of the sound output from the upper speaker and the output timing of the sound output from the lower speaker so that the sounds output from both speakers can be heard by the player simultaneously.

Effects of the Invention

[0006] According to the present invention, a gaming machine with improved operability can be provided.

Brief Description of the Drawings

[0007]

Figure 1

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Best Mode for Carrying Out the Invention

[0008] (First Embodiment) Hereinafter, with reference to the drawings and the like, the first embodiment of the present invention will be described. In the embodiment and the drawings, an XYZ orthogonal coordinate system (left - right direction X, depth direction Y, up - down direction Z) is provided to facilitate explanation and understanding. As shown in FIG. 1, in this coordinate system, the plane parallel to the display screen of the display unit 10 is the ZX plane. The left - right direction X (left side X1, right side X2) is the left - right direction when the player P observes the display unit 10. The depth direction Y (front side Y1, back side Y2) is the thickness direction of the display unit 10 and also the observation direction. The up - down direction Z (lower side Z1, upper side Z2) is the vertical - side direction among the directions parallel to the display screen of the display unit 10. The left - right direction X and the up - down direction Z are directions parallel to the ZX plane and parallel to the surface (observation surface) of the central panel 40. The depth direction Y is a direction orthogonal to the ZX plane. Also, in the embodiment, the term "surface" refers to the surface on the front side Y1 of each member unless otherwise specified.

[0009] FIG. 1 is a perspective view of the game machine 1 according to the first embodiment. FIG. 1(A) is a perspective view of the entire game machine 1. FIG. 1(B) is an enlarged view of part 1B in FIG. 1(A). FIG. 2 is a view of the touch detection device 30 according to the first embodiment as seen from the front side Y1. FIG. 2(A) is an external view of the touch detection device 30. FIG. 2(B) is a view in which the detection unit 71 and the holder 70 are superimposed on the external view of the touch detection device 30. FIG. 3 is a cross - sectional view of the touch detection device 30 according to the first embodiment as seen from the lower side Z1 (the direction along the side where the transmissive surface is provided among the side portions of the observation surface). FIG. 3(A) is a cross - sectional view taken along line 3A - 3A in FIG. 2(B) and shows the range near the left and right ends of the touch detection device 30. FIG. 3(B) is a cross-sectional view taken along line 3B-3B of FIG. 2(B), and shows a range near the left and right ends of the touch detection device 30. FIG. 4 is a cross-sectional view of the touch detection device 30 of the first embodiment as viewed from the right side X2. FIG. 4(A) is a cross-sectional view taken along line 4A-4A of FIG. 2(B), and shows a range near the upper end of the touch detection device 30. FIG. 4(B) is a cross-sectional view taken along line 4B-4B of FIG. 2(B), and shows a range near the lower end of the touch detection device 30.

[0010] (Configuration of the gaming machine 1) As shown in FIG. 1, the gaming machine 1 is a large arcade game device installed in a store or the like. The store is an amusement facility, a game facility in a department store, or the like. The game executed on the gaming machine 1 is such that the player P located in front of the gaming machine 1 dances in accordance with the movement of the character C displayed on the display unit 10, or the player P moves by bringing his / her hand P1 into contact with the hand C1 of the character C displayed on the display unit 10.

[0011] As shown in FIGS. 1 to 4, the gaming machine 1 includes a case 2, a display unit 10, a touch detection device 30, a sound output unit 80, a camera 81 (imaging unit), a storage unit 85, and a control unit 86. The case 2 is the housing of the gaming machine 1. The case 2 includes a lower case 2a and an upper case 2b. The lower case 2a forms the lower configuration of the gaming machine 1. The lower case 2a is provided with a coin insertion slot 3, a storage unit 85, a control unit 86, and the like. Note that, for the sake of convenience, in FIG. 1, the storage unit 85 and the control unit 86 are shown outside the lower case 2a, but they are housed inside the lower case 2a. The upper case 2b has a flat outer shape and is provided so as to stand upright on the upper side Z2 of the upper case 2b. The upper case 2b is provided with a display unit 10, a touch detection device 30, a sound output unit 80, a camera 81, and the like.

[0012] The display unit 10 is a display device such as a liquid crystal display device that displays game images. In the embodiment, since the player P executes a game that operates in accordance with the character C, the display unit 10 arranges a large display device with a display range 11 of 55 inches or the like such that the vertical direction Z is the longitudinal direction. A bezel 12 is provided at the outer edge of the display range 11. Although detailed description is omitted, an elastic member such as a sponge is disposed between the bezel 12 and the frame portion 31 in the depth direction Y.

[0013] The unit including the touch detection device 30 and the display unit 10 is a touch panel that also serves as a display device and an input device, and also functions as an input device (game input device) of the game machine 1. The touch detection device 30 and the display unit 10 are disposed at an inclination in the depth direction Y so that the player can easily view and operate them. The inclination angle is, for example, about 5 degrees.

[0014] The touch detection device 30 includes a frame portion 31, a central panel 40, a right panel 50R, a left panel 50L, a lower panel 50D, an upper panel 50U, and a detection unit 71. The frame portion 31 is a member that serves as a base of the touch detection device 30. The frame portion 31 is a frame body that surrounds the four sides of the display unit 10. The frame portion 31 may include a light source (such as an LED) such as a backlight of the display unit 10.

[0015] A printed portion 31a is provided on a part of the surface of the frame portion 31 (see FIGS. 2 and 3(A)). The printed portion 31a has characters such as "1, 2, 3", which are information related to the selection of the game type, printed thereon. The printed portion 31a can be viewed from the front side Y1 through a transmissive portion 52 (described later) of the right panel 50R.

[0016] The central panel 40, the right panel 50R, the left panel 50L, the lower panel 50D, the upper panel 50U, and the detection unit 71 are fixed to the frame portion 31 by screwing, double-sided tape, or the like. Thereby, the touch detection device 30 can be handled as an independent assembly.

[0017] The center panel 40 is arranged to cover the surface of the display range 11 of the display unit 10. The center panel 40 is a transparent glass plate. Therefore, the player P can visually recognize the image of the display unit 10 through the center panel 40. Note that the center panel 40 may be formed of a transparent plate other than glass (such as a transparent resin plate). In the left - right direction X and the up - down direction Z, the length of the center panel 40 is slightly larger (by, for example, about the width of the bezel 12) than the length of the display range 11 of the display unit 10. The player P can observe the display video of the display range 11 through the surface (observation surface) of the center panel 40.

[0018] As shown in FIGS. 2 and 3(A), the right panel 50R and the left panel 50L are respectively provided on the right side X2 and the left side X1 of the center panel 40 and are arranged to be continuous with the center panel 40. The right panel 50R and the left panel 50L can be formed of a member through which the detection light O of the detection unit 71 can pass, and for example, can be formed of the same member as the center panel 40. The shape of the right panel 50R is an elongated plate shape in the up - down direction Z. In the up - down direction Z, the length of the right panel 50R and the length of the center panel 40 are substantially the same.

[0019] The right panel 50R is inclined so as to reach the front side Y1 as it reaches the outside in the left - right direction X. The surface (transmission surface) of the right panel 50R is arranged to be continuous with the outer edge portion of the surface of the center panel 40. Also, it is displaced so as to reach the front side Y1 (the player P side) as it reaches the outside in the left - right direction X (the observation - surface - parallel direction, which is a direction parallel to the observation surface). Note that in the embodiment, being continuous is not limited to a form of continuous without a gap, but is a concept including a form in which they are separated to such an extent that they have a function of guiding the hand P1 of the player P as described later. In the embodiment, the gap in the left - right direction X between the center panel 40 and the right panel 50R is, for example, within 5 mm. In the depth direction Y, the left end portion (the inner end portion in the left-right direction X) of the surface of the right panel 50R is positioned such that it does not protrude forward Y1 with respect to the outer end portion of the surface of the center panel 40, that is, it is positioned at the same level or on the rear side Y2. That is, as shown by the arrow 50a in Fig. 3(A), the left end portion of the right panel 50R is arranged at a recessed position with respect to the right end portion of the center panel 40.

[0020] The right panel 50R has a light-blocking printed portion 51 (non-transmissive portion) and a transmissive portion 52. The light-blocking printed portion 51 is the printed portion of the right panel 50R. The light-blocking printed portion 51 is subjected to solid printing (see thick line 51a) with an ink such as white having light-shielding properties. The transmissive portion 52 is the range through which the detection light O of the detection unit 71 passes. That is, for the transmissive portion 52, no printing or the like is performed, or when printing or the like is performed, an ink or the like that can transmit the detection light O is used.

[0021] The left panel 50L and the right panel 50R are similar members and are symmetric in the left-right direction X. A detailed description of the left panel 50L is omitted.

[0022] The lower panel 50D is a plate member elongated in the left-right direction X. The lower panel 50D can be formed of the same glass or the like as the center panel 40. The lower panel 50D is arranged along the lower side portion of the center panel 40. In the left-right direction X, the length of the lower panel 50D is slightly longer (for example, about 20 mm) than the length of the center panel 40 (see Fig. 2). In the depth direction Y, the inner (upper side Z2) range of the lower panel 50D, the holder 70 of the detection unit 71D, and the lower edge portion of the center panel 40 overlap (see the overlapping range L50D shown in Fig. 4(B)). The lower panel 50D is, for example, subjected to solid printing with white or the like having light-shielding properties. Thereby, the lower panel 50D can conceal the structures of the detection unit 71D and the lower edge portion of the display unit 10 so that they are difficult to be visually recognized from the front side Y1. The upper panel 50U and the lower panel 50D are similar members and are symmetric in the vertical direction Z (see FIGS. 4(A) and 4(B)). A detailed description of the upper panel 50U will be omitted.

[0023] As shown in FIGS. 2(B), 3, and 4, the holder 70 is a member that holds the detection unit 71. Since the detection unit 71 is arranged along the entire circumference of the back side (the surface on the back side Y2) of the central panel 40, the holder 70 is also arranged along the entire circumference of the back side of the central panel 40. The holder 70 is formed of a resin material that transmits the detection light O of the detection unit 71 and does not transmit visible light. Thereby, the holder 70 can hold the detection unit 71 so that it is difficult to visually recognize it from the outside.

[0024] The detection unit 71 is an infrared sensor that uses infrared rays as the detection light O. In the embodiment, an infrared sensor is used as the detection unit 71, but other optical sensors may be used. The detection unit 71 includes a light-emitting detection unit having a light-emitting element for the detection light O and a light-receiving detection unit having a light-receiving element that is arranged opposite to the light-emitting detection unit and detects the detection light O emitted by the light-emitting detection unit, and these are paired. The light-receiving detection unit is arranged at a position where it can receive the detection light O emitted by the light-emitting detection unit. The detection unit 71 can detect the presence of an object between the light-emitting detection unit and the light-receiving detection unit when the light-receiving detection unit cannot receive the detection light O emitted by the light-emitting detection unit. In the state seen from the front side Y1, the detection unit 71 is arranged outside the display range 11 of the display unit 10. In the depth direction Y, the position of the optical axis of the detection light O of the detection unit 71 is in the immediate vicinity of the central panel 40 (for example, within 10 mm). Thereby, the detection unit 71 can detect when the hand P1 of the player P touches the central panel 40 (see FIG. 3(A) etc.). In the embodiment, the hand mainly refers to the part beyond the wrist.

[0025] A plurality of detection units 71 are arranged in the vertical direction Z and the horizontal direction X. As a result, the detection unit 71 can detect the position of the hand P1 on the center panel 40 in the vertical direction Z and the horizontal direction X. In the example of FIG. 2, the interval between adjacent detection units 71 is about 100 mm, but it can be set as appropriate according to the game specifications and the like. In the embodiment, the detection units 71R on the right side X2 are light-emitting detection units and are arranged in a plurality along the vertical direction Z. On the other hand, the detection units 71L on the left side X1 are light-receiving detection units and are arranged along the vertical direction Z. Further, the detection units 71D on the lower side Z1 are light-emitting detection units and are arranged in a plurality along the horizontal direction X. On the other hand, the detection units 71U on the upper side Z2 are light-receiving detection units and are arranged along the horizontal direction X. Note that the arrangement of the light-emitting side and the light-receiving side in the horizontal direction X may be reversed. The same applies to the vertical direction Z. For the detection units 71R on the right side X2, the optical axis of the detection light O is parallel to the horizontal direction X, and the light-emitting direction is the left side X1. For the detection units 71L on the left side X1, the light-receiving direction is the right side X2. Since the detection units 71L are arranged on the optical axis of the detection light O, the detection light O can be received in a state where no object exists on the optical axis. Similarly, for the detection units 71D and 71U, the detection light O emitted by the detection unit 71D is arranged so that the detection unit 71U can receive it. Note that in the depth direction Y, the positions of all the detection units 71 are the same.

[0026] The sound output unit 80 is a speaker that outputs game music and the like. The camera 81 is arranged on the upper side Z2 of the upper case 2b, and the imaging direction is to image the player P located in front of the game machine 1. By imaging the player P, the camera 81 detects the pose of the player P (that is, the posture in which the player consciously stops). The camera 81 can detect the pose of the player P, for example, when the player P raises a hand. Note that the camera 81 may be able to detect the continuous movement of the player.

[0027] The storage unit 85 is a storage device such as a hard disk or a semiconductor memory element for storing programs, information, etc. necessary for the operation of the game machine 1. The control unit 86 is a device for performing arithmetic processing necessary for the operation of the game machine 1 and for comprehensively controlling the game machine 1. The control unit 86 is composed of, for example, a CPU (Central Processing Unit) or the like. The control unit 86 realizes various functions of the embodiment by appropriately reading and executing various programs stored in the storage unit 85. In the embodiment, a computer refers to an information processing device equipped with a storage device, a control device, etc. The game machine 1 includes a storage unit 85 and a control unit 86 and is included in the concept of a computer.

[0028] (Positional relationship among the display unit 10, each panel, and the detection unit 71) As shown in FIG. 3(A), on the detection unit 71R side of the right side X2, in the depth direction Y, the optical axis of the detection light O emitted by the detection unit 71R (in the state before entering the transmission portion 52 of the right panel 50R) is in the range of Y2 on the back side of the light-shielding printed portion 51 and is located on the transmission portion 52. When the detection light O passes through the transmission portion 52, due to the relationship of the refraction angle, etc., in the depth direction Y, it exits from a position on the front side Y1 of the incident position. Then, the detection light O advances parallel to the left and right direction X from the front side Y1 of the surface of the central panel 40 toward the left side X1. On the detection unit 71L side of the left side X1, the light incident on the transmission portion 52 of the left panel 50L exits from a position on the back side Y2 of the incident position in the depth direction Y due to the relationship of the refraction angle, etc., and then advances parallel to the left and right direction X on the front side Y1 of the central panel 40 and is received by the detection unit 71L. As a result, in the depth direction Y, the optical axis of the detection light O advancing on the central panel 40 is on the front side Y1 compared to the optical axis from the detection unit 71R. That is, in the depth direction Y, the detection light O of the detection unit 71R can detect an object on the more front side Y1 by entering and exiting the inclined right panel 50R.

[0029] As a result, the detection units 71L and 71R can be arranged on the back side Y2 compared to a form in which they pass through a transparent glass or the like without refraction or the like, and the right panel 50R and the left panel 50L do not interfere with the respective detection units 71L and 71R even with a small inclination angle.

[0030] Describe the configuration of the portion outside the corner of the central panel 40. In the portion outside the corner of the central panel 40, the right panel 50R and the left panel 50L are provided with cutouts so as not to interfere with the lower panel 50D and the upper panel 50U.

[0031] As shown in FIGS. 1(B) and 3(B), in the state viewed from the lower side Z1, the optical axis of the detection light O1 of the detection unit 71D (transmission surface detection unit) disposed at the right end is located on the front side Y1 with respect to the surface of the right panel 50R. The detection light O1 of the detection unit 71D passes through the transmission unit 52 and then passes through the range directly above the surface of the right panel 50R. Further, the detection unit 71U disposed opposite to the detection unit 71D can receive the detection light O1 (see FIG. 2(B)). Therefore, the detection units 71D and 71U can detect an object located in a range wider than the display range 11 in the left-right direction X (a range corresponding to the width of the bezel 12) and in the range directly above the surface of the right panel 50R (the range closest to the front side Y1 of the surface of the right panel 50R). In the vertical direction Z, the detection units 71L and 71R can detect the position of an object on the surface of the right panel 50R.

[0032] As a result, the touch detection device 30 can detect an object in a range wider than the display range 11 of the display unit 10. Therefore, the game machine 1 can use, for example, a 60-inch touch detection device 30 that is slightly larger than a 55-inch display unit 10 to detect an object outside the display range 11. Note that when the touch detection device 30 detects a range wider than the display range 11 in this way, the attachment position of the touch detection device 30 to the game machine 1 may be set so that the detection position (the detection coordinate position on the ZX plane) corresponds to the display range 11.

[0033] (Operation of the game machine 1) Explain the operation of the game machine 1 while explaining the method of playing the game. FIG. 5 is a cross-sectional view for explaining the configuration near the right panel 50R of the first embodiment and the positional relationship with the hand P1 of the player P. (1) Acceptance of game type When the control unit 86 receives the charge from the player P, it receives the selection of the game type. As shown in FIG. 2(B), the player P may touch, with the hand P1, a range corresponding to the print of the desired game type on the surface of the right panel 50R. FIG. 2(B) shows an example in which the game type 1 is selected. As described above, since the detection unit 71 can detect the position of an object on the surface of the right panel 50R, it detects the position of the hand P1 of the player P touching the right panel 50R (see FIG. 5(A) etc.). The control unit 86 determines the game type selected by the player P based on the output of the detection unit 71.

[0034] Note that the game machine 1 may have a function such that the expression of the character C changes when the center panel 40 is touched in a state where no charge is received.

[0035] (2) Acceptance of input of the height of the player P The control unit 86 receives the input of the height from the player P. Although a detailed description of the input method is omitted, the control unit 86 may, for example, display a pull-down menu or the like on the display unit 10 and receive a touch operation from the player P. The control unit 86 sets the display position of the character C on the display unit 10 and the imaging position by the camera 81 in the processing during play, which will be described later, to positions corresponding to the input height.

[0036] (3) Processing during play The control unit 86 displays the character C corresponding to the game type selected by the player P on the display unit 10, and also outputs music from the sound output unit 80. The video of the character C is a moving video and a dance video. As shown in FIG. 2(A), the display unit 10 displays the hand C1 of the character C and the arrow A superimposed on the hand C1. The hand C1 of the character C moves in the direction of the arrow A. Accordingly, the player P may perform an operation of moving the hand P1 in contact with the surface of the central panel 40 in accordance with the arrow A. In addition to the hand C1, the character C also moves its body significantly. In the example of FIG. 2(A), the right arm is raised significantly upward. Accordingly, the player P may take a pose of raising the left arm significantly.

[0037] The detection unit 71 detects the position of the hand P1 of the player P on the central panel 40. Based on the output of the detection unit 71, the control unit 86 determines the position and movement of the hand P1 of the player P. Thereafter, the control unit 86 assigns points according to the degree of coincidence between the position and movement of the hand P1 of the player P and the position and movement of the hand C1 of the character C.

[0038] Also, based on the imaging information of the camera 81, the control unit 86 determines the pose of the player P. Thereafter, the control unit 86 assigns points according to the degree of coincidence between the pose of the player P and the pose of the character C.

[0039] While outputting the music, the control unit 86 repeats such operations of the character C and the point assignment of the player P. As shown in FIG. 5(B), among the repeatedly displayed images, there are those in which the hand C1 of the character C moves from the inside to the vicinity of the edge of the display unit 10 due to large movements of the character C. When such an image is displayed, in order to move his / her hand P1 in accordance with the hand C1 of the character C, the player P may move on the surface of the central panel 40 from the inside to the outside and move up to getting on the right panel 50R. As described above, since the surface of the right panel 50R is a slope continuous with the surface of the central panel 40, in such a case, the player P can smoothly move the hand P1 along the surface of the right panel 50R without catching the hand P1 on the edge of the central panel 40. Thus, the player P can smoothly move the hand P1 to the outer edge of the central panel 40 and then continue to move it so that it protrudes beyond the right side X2 of the central panel 40. Although detailed description is omitted, the same applies to the left panel 50L. On the other hand, if there is a step between the lower panel 50D, the upper panel 50U and the central panel 40, the hand P1 of the player P will catch on the step, thus inhibiting smooth movement.

[0040] (4) Processing after the end of play When the reproduction of the music ends, the control unit 86 displays the total score as the play result on the display unit 10 (illustration is omitted).

[0041] As described above, even when the player P makes an operation such that the hand P1 moves so as to protrude from the central panel 40, the game machine 1 of the present embodiment does not interfere with the movement of the hand P1 of the player P and has good operability.

[0042] (Second Embodiment) Next, a second embodiment of the present invention will be described. In the second embodiment, various displays of the display unit will be described. FIG. 6 is a diagram for explaining a suggestive effect of the pause timing in the second embodiment. That is, the player plays so as to make the same pose as the character at the pause timing. FIG. 6 is an example showing the pose and its timing to the player. In pattern 1 of FIG. 6(A), from 3 seconds before the pause timing, the character C pauses and becomes stationary. In Pattern 2 of FIG. 6(B), a pose image is displayed over the video of character C starting 3 seconds before the pose timing. Note that the pose image may be gradually enlarged according to the passage of time. In Pattern 3 of FIG. 6(C), starting 3 seconds before the pose timing, in addition to character C, a small pose image C10 is displayed. By performing the display as in Patterns 1 to 3, the game machine according to the present embodiment can suggest the pose and its timing to the player.

[0043] FIGS. 7 and 8 are diagrams showing display examples of various notes in the second embodiment. In the example of FIG. 7(A), a circle surrounding the note is displayed. The circle gradually shrinks and overlaps the outer shape of the note. This timing is the best timing, and the player can obtain a high score by touching the note at this timing. If the note is not touched, the circle shrinks until the timing of a miss.

[0044] FIG. 7(B) is a display example of a slash note. In the example of FIG. 7(B), an arrow indicating the slash direction is displayed inside the note of FIG. 7(A). The player touches the note at the same timing as in FIG. 7(A), and in the touched state, move the hand in the slash direction.

[0045] FIG. 8(A) is a display example of a trace note. FIG. 8(A) displays a trace image extending from the same note as in FIG. 7(A). The player touches the note at the same timing as in FIG. 7(A), and in the touched state, move the hand according to the movement of the note. FIG. 8(B) is a display example of a hold note. As shown in FIG. 8(B), the player touches the note at the same timing as in FIG. 7(A), and then releases the hand at the timing when the gauge is completely filled.

[0046] (Third Embodiment) Next, a third embodiment of the present invention will be described. In the following description and drawings, parts that perform the same functions as those in the above-described embodiments are appropriately assigned the same reference numerals or reference numerals with the same last two digits, and redundant descriptions are appropriately omitted. In addition, this embodiment and the above-described embodiments have some overlapping configurations. In this embodiment, mainly various controls and processes will be described.

[0047] FIG. 9 is a view of the gaming machine 301 of the third embodiment as seen from the front side Y1 and a schematic view as seen from the right side X2. The gaming machine 301 includes a curtain 305, a mat 306, and a card reader 307. The curtains 305 are respectively provided on the left and right sides of the gaming machine 301. The curtain 305 is suspended from a rail 305a provided on the upper case 2b of the gaming machine 301. The rail 305a is provided so as to extend from the left and right end portions of the upper part of the upper case 2b to the front side Y1. Therefore, the curtain 305 can be opened and closed along the rail 305a. FIG. 9 shows a state in which the curtain 305 is in a closed state. Illustration of a state in which the curtain 305 is in an open state is omitted. In a state where the left and right curtains 305 are arranged at the closed positions, the left and right curtains 305 are arranged so as to cover the upper part Z2 of the area (also referred to as the play area in the embodiment) where the player P plays on the front side Y1 of the gaming machine 301 from the left and right outsides. If the player P does not want the upper body during play to be seen from the surroundings, the player may arrange the left and right curtains 305 in a closed state before starting the play. Also, in a multiplayer game where two players play simultaneously using two adjacent gaming machines 301, the situation of the adjacent player can be confirmed by opening the curtain 305.

[0048] Note that the game machine 301 is provided with a detection unit (such as an optical sensor or a limit switch) for detecting the opening and closing of the curtain 305, and the control unit 386 may change the character effects and the like according to the output of the curtain 305 of the detection unit. In this case, when the curtain 305 is in the closed state, the control unit 386 may control the character effects so that the intimacy increases, or may control the notes so that the operation of the touch operation becomes smaller so that the hand P1 of the player P does not touch the curtain 305 during play. On the other hand, when the curtain 305 is in the open state, the control unit 386 may control the notes so that the operation of the player during play becomes larger.

[0049] The mat 306 is arranged on the floor surface on the front side Y1 of the game machine 301. The mat 306 is arranged at a position corresponding to the player P located in the play area. Note that during play, the player P may need to move within the play area. The outer shape of the mat 306 is slightly larger than the movement range of the player P. Therefore, before the start of play or the like, by standing on the mat 306, the player can stand at an appropriate play position.

[0050] The card reader 307 is a device that reads the information of the game card 307a issued to each player P. Although illustration and the like are omitted, the game card 307a includes an IC chip that stores player identification information for identifying the player P. In addition, the control unit 386 of the game machine 301 can communicate with a server that manages the play information (status such as player name, play history, play skills, etc.) of the player P via a communication network. The server stores the play information of each player P in association with each player identification information. Therefore, the control unit 386 of the game machine 301 can read the player identification information from the IC chip of the game card 307a via the card reader 307, and based on this player identification information, obtain the play information of each player P from the server.

[0051] Note that the IC chip of the game card 307a may be capable of storing player information. In this case, the game machine 301 does not need to communicate sequentially with the server even if it communicates with the game card 307a. For example, the communication information with the game card 307a may be stored in the storage unit 385, and the game machine 301 may communicate with the server about once a day. Further, the game machine 301 may be provided with a reader / writer or the like capable of communicating with an IC card with an electronic money function such as a prepaid type as a charging unit.

[0052] (Pre-play processing) The flow of pre-play processing, which is the processing from after charging the play fee until the start of play, will be described. FIG. 10 is a diagram for explaining the screen transition of the display unit 310 in the pre-play processing, which is the processing from after charging by the player P with a coin or the like until the start of the music game in the third embodiment. As pre-play processing, the control unit 386 of the game machine 301 performs the following character selection processing and standby processing. Note that the order of the pre-play processing flow may be changed as appropriate.

[0053] Although illustration and the like are omitted, when the player P plays, the player P pays the play fee by inserting a coin into the coin insertion slot 3 or the like, and if the player P has the game card 307a, the player holds it over the reader / writer. As pre-processing of the pre-play processing related to FIG. 10, the control unit 386 of the game machine 301, after receiving charging from the player P by coin insertion or the like, reads the player identification information of the game card 307a via the reader / writer. When the control unit 386 of the game machine 301 acquires the player identification information, the control unit 386 transmits the player identification information to the server to acquire player information from the server. Note that when the control unit 386 cannot acquire the player identification information for reasons such as the player P not owning the game card 307a, the control unit 386 performs the next processing without performing these processes related to the player identification information.

[0054] (1) Character selection processing As shown in FIG. 10(A), in the character selection process, the control unit 386 displays the character selection screen 311 on the display unit 310. The character selection screen 311 displays a player level display section 311a, a remaining time display section 311b, character selection buttons 311c, and a selected character display section 311d. The player level display section 311a displays the level (skill) of the player P based on the player information acquired from the server. The player level display section 311a is displayed on the display unit 310 until the play ends.

[0055] The remaining time display section 311b displays the remaining time of the pre-play process. In the embodiment, the time of the pre-play process, that is, the time given for the player P to make various settings before starting the play, is set to 30 seconds. The remaining time display section 311b displays this remaining time. The remaining time display section 311b is displayed on the display unit 310 until the play starts. The character selection buttons 311c are buttons for accepting from the player P the selection of a character to be used during play from among a plurality of characters. In the embodiment, three characters C001 to C003 are prepared, and one selection from among them is to be accepted. For this reason, the character selection screen 311 displays three character selection buttons 311c corresponding to the three characters C001 to C003.

[0056] Note that although the three characters C001 to C003 have different appearances such as faces and clothes (the illustrations of characters C002 and C003 are omitted), they may share data such as skeletons. In this case, the control unit 386 may commonly control the movement between the characters and only change the clothes, appearance, etc.

[0057] The selected character display section 311d displays the video of the character selected by the character selection button 311c. The player P can confirm the appearance etc. of the selected character by selecting the character selection button 311c. FIG. 10(A) shows an example in which the appearance of character C001 is displayed on the selected character display section 311d when the character selection button 311c for selecting character C001 is selected and operated.

[0058] If player P wants to determine the selected character, after operating the character selection button 311c, the determination button may be displayed. The control unit 386 displays the determined character on the display section 310 during the remaining time of the pre-play process, and uses the determined character in the music play after the pre-play process. Hereinafter, an example in which character C001 is selected will be described.

[0059] (2) Height input process As shown in FIG. 10(B), in the height input process, the control unit 386 displays the height input screen 312 on the display section 310. The height input screen 312 displays a pull-down display 312a that allows player P to input his / her own height. After player P inputs the height and selects the determination button, the height can be determined. The control unit 386 performs processes such as pose determination during play based on the determined height.

[0060] (3) Display height setting process As shown in FIG. 10(C), in the display height setting process, the control unit 386 displays the display height input screen 313 on the display section 310. The height input screen 313 displays a slider 313a that is elongated in the vertical direction Z. The player P can adjust the display positions of the character C001 and the notes in the vertical direction Z by operating the slider 313a. That is, when the control unit 386 receives an operation to raise the slider 313a, it moves the display positions of the character C001 and the notes closer to the upper side Z2 so that a tall player P1 can play easily. On the other hand, when the control unit 386 receives an operation to lower the slider 313a, it moves the display positions of the character C001 and the notes closer to the lower side Z1 so that a short player P1 can play easily. After the player operates the slider 313a, the player can determine this display position by selecting the determination button. During play, the control unit 386 displays the character C001 at the determined display position in the vertical direction Z. For this reason, the control unit 386 also displays various notes based on this display position. Therefore, the player P can adjust the position of the character C001 on the height input screen 313 in advance to a position that is easy to operate during subsequent play.

[0061] Note that the modes of the height input process and the display height setting process can be changed as appropriate. For example, the input operation of the slider 313a on the display height input screen 313 in the display height setting process may be used for the process of setting the height of the player P in the height input process.

[0062] (4) Music selection process As shown in FIG. 10(D), in the music selection process, the control unit 386 displays the music selection screen 314 on the display unit 310. The music selection screen 314 displays music selection buttons 314a. The music selection buttons 314a are buttons for receiving a selection of a music to be used during play from the player P among a plurality of music pieces. In the embodiment, three music pieces M1 to M3 are prepared, and one selection is received from among them. For this reason, the music selection screen 314 displays three music selection buttons 314a corresponding to the three music pieces M1 to M3. When the player P wants to determine the selected music piece, after operating the music piece selection button 314a, the player may operate the determination button.

[0063] (5) Difficulty selection process As shown in FIG. 10(E), in the difficulty selection process, the control unit 386 displays the difficulty selection screen 315 on the display unit 310. The difficulty selection screen 315 displays the difficulty selection buttons 315a. The difficulty selection buttons 315a are three buttons for receiving from the player P the selection of the difficulty level to be applied during play from among the three difficulty levels of easy, medium, and hard. When the player P wants to determine the selected difficulty level, after operating the difficulty selection button 315a, the player may operate the determination button.

[0064] (6) Play start standby process As shown in FIG. 10(F), in the play start standby process, the control unit 386 displays the standby screen 316 on the display unit 310. The play start standby process displays the standby screen 316 during the time from after the difficulty setting process until the play starts, that is, until the remaining time ends. The standby screen 316 displays the video of the character C001 determined in the character selection process. The video of the character C001 on the standby screen 316 is set to perform different actions, mannerisms, etc. from the video of the character C001 during play. Therefore, the player P can enjoy the video of the character C001 different from that during play on the standby screen 316. The effects of the characters C001 to C003 on the standby screen 316 may be different for each character. Thereby, the game machine 301 can impress the player with the personalities, etc. of the characters C001 to C003.

[0065] When the player P wants to start the play without waiting for the end of the remaining time, the player may operate the skip button 316a. When the skip button 316a is operated, the control unit 386 shifts to the process during play without waiting for the end of the remaining time.

[0066] (Processing during play) The control unit 386 starts the processing during play in response to the expiration of the remaining time of the pre-play processing or the operation of the skip button 316a (see FIG. 10(F)). In the processing during play, the music play processing is executed based on various conditions determined in the pre-play processing. In the music play, while outputting the sound of the music determined in the pre-play processing to the speakers 380u and 380d, the control unit 386 displays on the display unit 310 a video in which the character C001 determined in the pre-play processing dances in accordance with this music.

[0067] The player P takes a pause or touches the display unit 310 in response to the instructions displayed on the display unit 310. Although detailed description regarding the pause is omitted, as described in the above embodiment, after the control unit 386 displays on the display unit 310 a suggestive image of the pause timing (see FIG. 6), the control unit 386 acquires the imaging information of the player P in the paused state from the camera 81. Then, the control unit 386 evaluates the play of the player P based on this imaging information.

[0068] (Touch operation determination processing) FIG. 11 is a diagram for explaining the transition of the play screen during the hit notes processing of the third embodiment. FIG. 12 is a diagram for explaining the transition of the play screen during the slash notes processing of the third embodiment. FIG. 13 is a diagram for explaining the transition of the play screen during the trace notes processing of the third embodiment. FIG. 14 is a diagram for explaining another form of the trace notes of the third embodiment. FIG. 15 is a diagram for explaining the transition of the play screen during the hold notes processing of the third embodiment. In FIGS. 11 to 15, FIG. 11(A) illustrates the entire play screen of the display unit 310, and the other figures illustrate a partial range including notes in the play, omitting the illustration of the entire play screen. In the embodiment, the term "note" is used in the sense of a display such as a mark or symbol displayed on the display screen to instruct the player P of the operation timing, touch position, operation after the touch operation, etc. according to the progress of the music.

[0069] In the music play of the embodiment, the control unit 386 performs hit note processing, slash note processing, trace note processing, and hold note processing as touch operation determination processing. In one music play, the control unit 386 performs each process a plurality of times according to the melody of the music. The control unit 386 evaluates the operation result in each process. Depending on the difficulty level, the number of times of each process is different, and the difficulty level of the operation of each process is also different. The specifications of the difficulty level are different in each process. For example, in the case of hit note processing, the time from when the inner note 321a is displayed until the touch operation is performed is different according to the difficulty level, and in the case of trace note processing, the moving speed of the guide note 323c is different according to the difficulty level.

[0070] The details of each touch operation determination process will be described. As shown in FIGS. 11 to 13 and FIG. 15, in each process, the control unit 386 displays inner notes 321a, 322a, 323a, 324a (touch position display) and outer notes 321b, 322b, 323b, 324b that have a shape corresponding to the inner notes and are larger in outer shape than the inner notes on the play screen in order to instruct the player P to perform a touch operation.

[0071] (1) Hit note processing As shown in FIG. 11, the hit note 321 is a note that instructs the player P to touch a specified position on the surface of the display unit 310 for a short time (for example, within 1 second). As shown in FIG. 11(A), the inner note 321a is circular. The display position of the inner note 321a is the touch position of the player P, that is, it indicates the touch position. The outer note 321b is circular and concentric with the inner note 321a. The outer note 321b is displayed so as to surround the inner note 321a. The outer note 321b and the inner note 321a may be displayed simultaneously, or the outer note 321b may be displayed at a timing slightly later than the inner note 321a (for example, a delay within 0.5 seconds). As shown in FIGS. 11(A) to 11(C), the outer shape of the inner note 321a is constant without changing according to the passage of time. On the other hand, the outer shape of the outer note 321b gradually becomes smaller according to the passage of time so as to match the outer shape of the inner note 321a. The timing at which the outer shape of this outer note 321b coincides with the outer shape of the inner note 321a is the timing at which the player P touches the display position of the inner note 321a. Thereby, the outer note 321b instructs the player P of an appropriate touch timing (also referred to as an appropriate timing in the embodiment).

[0072] As shown in FIG. 11(C), the player P may touch the portion of the surface of the display unit 310 where the inner note 321a is displayed (simply referred to as the inner note 321a in the embodiment) at this appropriate timing. Further, the control unit 386 displays an image in which the hand C1 of the character C001 touches the inner note 321a at the appropriate timing. For this reason, the player P can experience a feeling that his or her hand P1 and the hand C1 of the character C001 are joined by touching the inner note 321a at the appropriate timing. Since the playing mode during the hit note process is not a continuous touch operation, the player P may immediately remove the hand P1 from the screen after touching the inner note 321a.

[0073] The control unit 386 makes a higher evaluation determination as the deviation between the appropriate timing and the timing at which the player P touches the inner note 321a is smaller. As shown in FIG. 11(D), the control unit 386 displays the determination result 321r on the play screen after erasing the inner note 321a, and adds points to the score according to the determination result (not shown).

[0074] Note that the control unit 386 may clearly inform the player P of the current touch position by displaying the portion touched by the player P on the display unit 310 brighter than the surroundings. Further, the control unit 386 may clearly inform the player P that the appropriate timing has been reached by increasing the brightness of the inside, outer contour line, etc. of the inner note 321a at the appropriate timing. These deformation processes are the same in other note processes described later.

[0075] (2) Slash note process As shown in FIG. 12, the slash note 322 is a note that instructs the player P to touch the display unit 310 so as to swipe from a designated position on the surface of the display unit 310 in the indicated direction, and is also referred to as a flick note or the like. Since it is an operation in which the player P swipes the hand P1, the time when the player P touches the display unit 310 is a short time (for example, less than 1 second).

[0076] As shown in FIG. 12(A), the shape of the inner note 322a is substantially rectangular. One end side in the longitudinal direction of the inner note 322a is the tip side on the swiping direction side, and it has a pointed corner on the swiping direction side. Inside the tip of the inner note 322a, a mark having a vertex in the swiping direction side (indicated direction) is displayed. The inner note 322a gradually increases in width toward the swiping direction side. The rear end side of the inner note 322a is a semi-circular portion 322c formed in a semi-circular shape. Thereby, the inner note 322a can clearly instruct the player P to touch the hand P1 to the semi-circular portion 322c on the rear end side and then swipe it toward the front end side.

[0077] The outer note 322b has the same shape as the inner note 322a, but is larger than the inner note 322a. And the outer note 322b of the slash note process gradually becomes smaller over time so as to match the outer shape of the inner note 322a, similar to the touch note process. The timing when the outer shape of the outer note 322b matches the outer shape of the inner note 322a is the timing when the player P touches the semi-circular portion 322c of the inner note 322a. Thereby, the outer note 322b indicates the appropriate timing to the player P.

[0078] As shown in FIG. 12(C), the player P may swipe the hand P1 along the surface of the display unit 310 in the paying direction indicated by the inner note 322a after touching the semi-circular portion 322c of the inner note 322a at this appropriate timing. As described in the above embodiment, since the touch detection device 30 detects an object that blocks the detection light on the front side Y1 of the display unit 310, the control unit 386 can accurately determine whether the hand P1 of the player P is moving in the paying direction even when the hand P1 of the player P is slightly floating from the surface of the display unit 310 during the paying operation of the player P.

[0079] As shown in FIGS. 12(D) to 12(E), also, the control unit 386 displays an image in which the hand C1 of the character C001 touches the semi-circular portion 322c of the inner note 322a at the appropriate timing, and then displays an image of swiping in the indicated direction of the inner note 322a. Therefore, the player P can operate by touching the semi-circular portion 322c of the inner note 322a at the appropriate timing and then swiping the hand P1 in the paying instruction direction of the inner note 322a, so as to synchronize with the character C001 and experience the feeling of swiping together.

[0080] The control unit 386 makes a higher evaluation determination as the deviation between the appropriate timing and the timing when the player P touches the semi-circular portion 322c of the inner note 322a is smaller, and also makes a higher evaluation determination as the deviation between the payment direction indicated by the inner note 322a and the payment direction of the hand P1 of the player P is smaller. As shown in FIG. 12(E), the control unit 386 displays the determination result 322r on the play screen after erasing the inner note 322a, and adds points to the score according to the determination result.

[0081] (3) Trace Note Processing As shown in FIG. 13, the trace note 323 is a note that instructs the player P to touch so as to trace the tracing line 323d (designated line) from a designated position on the surface of the display unit 310. Since the operation is such that the player P traces the hand P1 along the tracing line 323d, the time when the player P touches the display unit 310 is a long time (for example, 0.5 seconds or more).

[0082] As shown in FIG. 13(A), the shapes of the inner note 323a and the outer note 323b at the start of the trace note process are the same as those of the inner note 321a and the outer note 321b at the start of the hit note process, that is, the play screen displays a circular inner note 323a and an outer note 323b that is larger than the inner note 323a and surrounds the inner note 323a. However, inside the inner note 323a, a mark having a vertex in the first tracing direction immediately after touching is displayed. Thereby, the inner note 323a can clearly instruct the player P to move the hand P1 in the tracing direction immediately after touching the inner note 323a.

[0083] As shown in FIGS. 13(B) and 13(C), the outer note 323b of the trace note 323 gradually becomes smaller so that its outer shape coincides with the outer shape of the inner note 323a, similar to the outer note 321b of the hit note 321. Thereby, the outer note 323b instructs the player P of the appropriate timing to the inner note 323a. At the same time as the control unit 386 displays the external notes 323b so as to gradually decrease, it also displays the thick tracing line 323d so as to gradually extend from the internal notes 323a. Thereby, the player P can check the tracing direction immediately after touching while measuring the appropriate timing for the internal notes 323a.

[0084] As shown in FIG. 13(C), at the appropriate timing, similar to the hit notes process, an image is displayed on the play screen such that the hand C1 of the character C001 touches the internal notes 323a. After the player P touches the internal notes 323a at the appropriate timing, the touched hand P1 may be moved along the tracing line 323d. In this case, the control unit 386 displays a guide note 323c that moves the tracing line 323d at an appropriate moving speed in order to guide the tracing operation of the player P. The guide note 323c is a note having the same shape as the internal notes 323a. Also, the control unit 386 displays an image on the play screen in which the hand C1 of the character C001 moves along the tracing line 323d at an appropriate moving speed while touching the guide note 323c. Therefore, in addition to the guide note 323c, the hand C1 of the character C001 can guide the movement of the hand P1 of the player P. The player P may move his own hand P1 in accordance with the hand C1 of the character C001. Therefore, the player P can experience a feeling of moving while his own hand P1 and the hand C1 of the character C001 are joined together by tracing along the tracing line 323d in accordance with the movement of the guide note 323c.

[0085] As shown in FIG. 13(D), the control unit 386 erases the traced portion of the tracing line 323d (that is, the portion of the tracing line 323d where the guide note 323c has moved) in accordance with the tracing operation of the player P. Thereby, only the remaining portion of the tracing line 323d is displayed on the play screen during the tracing operation of the player P. As shown in FIG. 13(E), when the guide note 323c reaches the end of the tracing line 323d, the control unit 386 erases the entire tracing line 323d from the play screen.

[0086] The control unit 386 makes a higher evaluation as the deviation between the movement of the hand P1 during the tracing operation of the player P and the movement of the guide note 323c becomes smaller. As shown in FIG. 13(E), after erasing the tracing line 323d, the control unit 386 displays the determination result 323e on the play screen and adds points to the score according to the determination result.

[0087] Note that, as shown in FIG. 14(A), the game machine 301 may display two tracing lines 323d or the like on the display unit 310 so that the player P can perform tracing operations with both hands simultaneously. In this case, the control unit 386 may perform operation determination regarding the two tracing lines 323d individually. Also, as shown in FIG. 14(B), the game machine 301 may make the shape of the tracing line 323d complex or change the moving speed of the guide note 323c. FIG. 14(B) shows an example in which the moving speed of the guide note 323c moving on the Z-shaped tracing line 323d changes from "fast → slow → fast" in the order of "the first frame → the second frame → the third frame". In this case, the player P has to match the speed and timing with the movement of the hand C1 of the character C on the display screen. Also, the control unit 386 displays the tracing line 323d in different modes (color, shape, etc.) according to high speed, medium speed, and low speed.

[0088] (4) Hold Note Processing As shown in FIG. 15, the hold note 324 is a note that instructs the player P to maintain the touched state for an instructed time (for example, 0.5 seconds or more) after touching a specified position on the surface of the display unit 310. In the embodiment, maintaining the touched state is also referred to as a hold, and the time for holding is also referred to as the hold time.

[0089] As shown in FIGS. 15(A) to 15(C), in the hold notes process, the control unit 386 displays inner notes 324a and outer notes 324b similar to the hit notes 321, and also instructs the proper timing to the player P at the timing when the outer shape of the outer notes 324b coincides with the inner notes 324a. However, the outer shape of the inner notes 324a of the hold notes 324 is a thick line and is an annular part 324c in an annular shape. Therefore, the player P can distinguish whether it is the inner notes 324a of the hold notes 324 or the inner notes 321a of the hit notes 321 by checking the outer shape of the inner notes 321a, 324a.

[0090] As shown in FIG. 15(C), in response to reaching the proper timing, a part of the filled part of the annular part 324c decreases. And the remaining part of the filled part indicates the hold time. As shown in FIG. 15(D), after reaching the proper timing, the remaining part decreases with the passage of time. As shown in FIG. 15(E), when the hold time becomes zero, the filled part of the annular part 324c disappears. In this way, the annular part 324c can show the state where the remaining time of the hold time gradually decreases with the passage of time in a circular gauge.

[0091] As shown in FIG. 15(C), the control unit 386 also displays an image such that the hand C1 of the character C001 touches the inner notes 324a at the proper timing for the hold notes 324 as well as for the hit notes 321. Also, as shown in FIGS. 15(D) and 15(E), the control unit 386 displays an image such that the hand C1 of the character C001 touches the inner notes 324a until the filled part of the annular part 324c disappears. Therefore, the player P can experience the feeling of matching with the hand C1 of the character C001 until the hold time disappears by touching the inner notes 324a until the hold time disappears.

[0092] The control unit 386 makes a higher evaluation as the deviation between the hold time and the time when the player P touches the inner note 324a becomes smaller. As shown in FIG. 15(F), after erasing the hold note 324, the control unit 386 displays the determination result 324r on the play screen, and although not shown in the figure, adds points to the score according to the determination result.

[0093] Note that the form of notifying the hold time can be changed as appropriate. For example, as in the second embodiment (see FIG. 8(B)), a gauge larger than the inner note 324a may be displayed in response to the arrival of the appropriate timing. In this case, since the hand P1 of the player P touching the inner note 324a can reduce the area covering the gauge, the visibility of the gauge can be improved.

[0094] As described above, in addition to instructing the player P about the appropriate timing and the like with the inner notes and outer notes, the game machine 301 of the present embodiment can be instructed by the hand C1 of the character C001. Thereby, the game machine 301 can give the player P a feeling of dancing together with the character C001, a feeling of being supported by the character C001, etc., and thus can improve the play motivation.

[0095] (Sound output processing) FIG. 16 is a graph for explaining the frequency characteristics of the speaker 380u on the upper side Z2 and the frequency characteristics of the speaker 380d on the lower side Z1 in the third embodiment. As shown in FIG. 9(B), the distance L380u between the speaker 380u on the upper side Z2 and the head of the player P is shorter than the distance L380d between the speaker 380d on the lower side Z1 and the head of the player P. Therefore, when outputting the sound of the music, in the mode where the output timing of the speaker 380u on the upper side Z2 and the output timing of the speaker 380d on the lower side Z1 are the same, the sound output by the speaker 380d on the lower side Z1 will be heard by the player P with a delay compared to the sound output by the speaker 380u on the upper side Z2. For this reason, this mode gives the player P a sense of discomfort.

[0096] Therefore, the control unit 386 delays the output timing of the speaker 380u on the upper side Z2 by the difference between the distances L380d and L380u compared to the output timing of the speaker 380d on the lower side Z1. As a result, the sounds output simultaneously by the upper and lower speakers 380u and 380d will reach the ears of the player P at the same time, and it is possible to suppress giving a sense of discomfort to the player P. In this case, the control unit 386 may adjust the delay time of the output of the speaker 380u on the upper side Z2 according to the height of the player P set in the pre-play processing. That is, the greater the height of the player P, the greater the difference between the distances L380d and L380u. For this reason, the control unit 386 can make the sounds of the upper and lower speakers 380u and 380d reach the ears of the player P at the same time regardless of the height of the player P by increasing the delay time of the output of the speaker 380u on the upper side Z2 as the height of the player P increases.

[0097] Also, if the frequency characteristics of the upper and lower speakers 380u and 380d are the same, the sounds output from the upper and lower speakers 380u and 380d are likely to interfere. In this case as well, it gives a sense of discomfort to the player P. Therefore, when outputting the sound of the music, the control unit 386 processes the frequency characteristics of the speaker 380u on the upper side Z2 and the frequency characteristics of the speaker 380d on the lower side Z1 to be different. FIG. 16 is an example in which the control unit 386 extremely processes the sound when reproducing the information of the sound source in order to make the difference in the frequency characteristics of the upper and lower speakers 380u and 380d easy to understand. The sound processing mode is not limited to the example in FIG. 16, and it is sufficient that the sounds of the upper and lower speakers 380u and 380d are not likely to interfere.

[0098] In this way, the game machine 301 can make the player P hear a natural sound without a sense of discomfort. Note that regarding the sound, the control unit 386 may control the illumination such as the lamp of the game machine 301 according to the volume (sound pressure) of the reproduced sound, etc.

[0099] The embodiments of the present invention have been described above. However, the present invention is not limited to the foregoing embodiments, and various modifications and changes, such as the modified forms described later, are possible and are also within the technical scope of the present invention. Also, the effects described in the embodiments are merely an enumeration of the most suitable effects resulting from the present invention, and the effects of the present invention are not limited to those described in the embodiments. Note that the configurations of the foregoing embodiments and the modified forms described later can be used by using only a part of them or by appropriately combining them, but detailed descriptions thereof are omitted.

[0100] (Modified Form) (1) In the embodiment, an example where the panels continuously inclined to the central panel are only the right panel and the left panel has been shown, but it is not limited thereto. For example, panels continuously inclined to the central panel may be provided also below and above the central panel.

[0101] (2) In the embodiment, an example where the input device (touch panel) including the display unit and the touch detection device is integrated with the game machine has been shown, but it is not limited thereto. The input device may be independent of the game machine main body. In this case, the input device can be used as an input device for a home game machine or the like.

[0102] (3) In the embodiment, an example where the touch detection device is a device that detects the position of the player's hand has been shown, but it is not limited thereto. The touch detection device only needs to be able to detect the position of a part of the player's body, and for example, it may be a device that detects positions such as the buttocks and the waist.

[0103] (4) In the embodiment, an example where the game machine determines the player's actions and poses based on the player's touch operations and the player's imaging information has been shown, but it is not limited thereto. In addition to these determinations, the game machine may, for example, provide a pressure sensor or the like on the floor surface to detect the player's position on the floor surface, thereby determining the player's actions and the like.

[0104] (5) In the embodiment, an example where the central panel is a stationary plate material has been shown, but it is not limited thereto. The central panel may be provided with a vibration unit. In this case, by vibrating the central panel according to the movement of the character, it is possible to produce an effect as if the player's hand and the character's hand are actually in contact.

[0105] (6) In the embodiment, an example where the printing unit 31a, the right panel 50R, and the detection unit 71 that detects the hand touched on the right panel 50R are used for the selection operation of the game type has been shown, but it is not limited thereto. These devices may be used for other input operations (for example, an operation for changing the display video, an operation for storing the display image (screen shot), etc.).

[0106] (7) In the embodiment, an example where the right panel and the left panel are flat plates and their surfaces are flat has been shown, but it is not limited thereto. The right panel and the left panel may have a curved shape. In this case, the curved shape can be made into a shape having an optical function such that the detection light is parallel to the surface of the central panel, or an object on the central panel can be detected by adjusting the light emission direction and the light reception direction of the detection unit.

[0107] (8) In the embodiment, an example where the touch detection device can detect an object on the right panel and the left panel in addition to the central panel has been shown, but it is not limited thereto. The touch detection device may be configured to detect only an object on the central panel. In this case, only the detection unit capable of detecting the display range of the display unit may be used without using the detection units near both left and right ends of the touch detection device. Also, the detection range of the touch detection device (such as origin adjustment) may be adjusted so that the display range of the display unit and the detection range of the touch detection device coincide.

[0108] (9) In the embodiment, an example was shown in which the control unit performs display control of characters of the same type in the same manner regardless of which player it is, but the present invention is not limited to this. The control unit may change the display of the character according to the play history of each player. For example, depending on the selection frequency of a specific character of the player, the expression of the character may be changed, or an item such as a hat may be worn on the character.

[0109] (10) The control unit may be able to switch the input of the touch detection device between single touch and multi-touch on the initial setting screen or the like. In the case of single touch, when touching with five fingers, the finger that touched first is determined. In the case of multi-touch, when touching with five fingers, all fingers are determined. Further, the control unit may determine the direction of the player's finger or the like based on the output of the touch detection device.

[0110] (11) The game machine may be provided with a pause function that temporarily stops the video of the play screen and displays it on the display unit. In this case, even if the movement of the character is fast, the player can confirm the details by temporarily stopping the video. Also, during the pause, the play may proceed in the background. (12) The control unit may determine the position of the player's head based on the imaging information of the camera, and display an image on the display unit such that the line of sight of the character faces the player's head.

[0111] (13) When multiple types of note processes are processed simultaneously, such as when the same type of note process is processed simultaneously or when multiple types of note processes are processed simultaneously, when the notes of multiple processes overlap and are displayed on the display unit, the control unit may prioritize the note process of the note that overlaps on the upper side. (14) In the embodiment, an example was shown in which the touch panel includes an optical touch detection device, but the present invention is not limited to this. The touch panel may include, for example, a capacitive type, a resistive film type, or other touch detection devices.

Explanation of Signs

[0112] 1…Game machine 10…Display unit 30…Touch detection device 31…Frame part 31a…Printing part 40…Central panel 50D…Lower panel 50L…Left panel 50R…Right panel 50U…Upper panel 50a…Arrow 51…Blindfold printing part 52…Transparent part 70…Holder 71, 71D, 71L, 71R, 71U…Detection part C: Character C1, P1: Hand O, O1: Detection light

[0113] 301…Game machine 305…Curtain 310…Display unit 321…Hit notes 321a, 322a, 323a, 324a…Inner notes 321b, 322b, 323b, 324b…Outer notes 322c…Semicircular part 323c…Guide notes 323d…Trace line 324c…Annular part 324r…Judgment result 380d…Speaker 380u…Speaker 385…Memory unit 386…Control unit

Claims

1. A game machine that executes a game in which a player touches a display unit in response to an instruction displayed on the display unit while outputting sound information of a musical piece, and the game can be played with the player's face positioned directly in front of the display unit, an upper speaker disposed so as to be located above the head of a player while the player is playing; a lower speaker disposed so as to be located below the head of the player while the player is playing; A control unit. The control unit is By shifting the output timing of both speakers by a time corresponding to the difference between the distance between the upper speaker and the player's head and the distance between the lower speaker and the player's head, the sounds output from both speakers are controlled so that the player can hear them simultaneously. A gaming machine characterized by:

2. The control unit acquires a difference between a distance between the upper speaker and the head of the player and a distance between the lower speaker and the head of the player based on a height of the player, and controls an output timing of the sound output from the upper speaker and an output timing of the sound output from the lower speaker.

2. The game machine according to claim 1 .

3. The control unit is Accept the player's height input, Calculate the difference between the distance between the upper speaker and the player's head and the distance between the lower speaker and the player's head.

3. The game machine according to claim 2.

4. The sound output from the upper speaker and the sound output from the lower speaker have different frequency characteristics to such an extent that they are unlikely to interfere with each other.

3. The game machine according to claim 1 or 2.

Citation Information

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