Program and computer system
The game program addresses monotony in conventional games by using time-dependent variable parameters to control gameplay, enabling strategic decision-making and enhancing player engagement.
Patent Information
- Application Number
- JP2021084148
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-18
- Publication Date
- 2025-10-24
- Estimated Expiration
- 2041-05-18
AI Technical Summary
Conventional games often become monotonous due to players focusing on switching modes rather than strategic gameplay, leading to a reduction in enjoyment and strategic depth.
A game program that controls gameplay progression based on user operations, utilizing variable parameters with time-dependent values, allowing players to make strategic decisions through object interactions and combinations, and imposing restrictions on object usage to enhance gameplay variety.
Enhances gameplay strategy and enjoyment by allowing players to make dynamic decisions based on variable parameters, providing a more engaging and interactive gaming experience.
Smart Images

Figure 0007759734000001 
Figure 0007759734000002 
Figure 0007759734000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program or the like for controlling the progress of a game based on user operations. [Background technology]
[0002] One technique in games is to provide a special mode that is different from the normal mode. A special mode is a mode that temporarily provides an advantage in gameplay, such as making it easier to accumulate scores, increasing movement speed, or making the player invincible compared to the normal mode. In order to switch from the normal mode to the special mode, the usual method is to force the player (user) to make some effort.
[0003] For example, Patent Document 1 discloses a technique in which, in order to switch to a special mode, fever mode, a special manual action is required multiple times to fill up a fever meter. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] International Publication No. 2018 / 042466 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in conventional technology, the normal mode tends to be a preparatory period, in which the player only plays the game with the aim of switching to the special mode. This causes the main purpose of the gameplay to be switching modes, resulting in a monotonous overall gameplay. In other words, the game can be conquered by a single strategy of switching modes, which can significantly reduce the game's enjoyment. Even if a player may gain a temporary advantage, a highly strategic game can be realized, resulting in a highly enjoyable game.
[0006] The problem to be solved by the present invention is to provide a technique that can realize a highly strategic game. [Means for solving the problem]
[0007] A first invention for solving the above problem is a program (e.g., game program 501 in FIG. 9) for causing a computer system to control the progress of a game based on user operations, the program causing the computer system to function as variable parameter display control means (e.g., music mood transition display control unit 215 in FIG. 9) that displays variable parameters whose parameter values change over time, and game progress control means (e.g., game progress control unit 220, skill activation control unit 225 in FIG. 9) that accepts user operations on objects to which action effects on game progress are set according to the parameter values of the variable parameters, and variably controls the action effects of the accepted objects based on the parameter values of the variable parameters, thereby controlling the progress of the game.
[0008] According to the first aspect of the present invention, the parameter values of variable parameters that change over time are displayed, and when an operation on an object in the game is accepted, the effects on the game progress set for the object are variably controlled based on the parameter values of the variable parameters, thereby enabling progress control of the game. This allows the user to refer to the display of the variable parameters and progress through the game while determining the timing of operations that will allow the game to proceed advantageously, thereby realizing the provision of a highly strategic game.
[0009] A second aspect of the present invention is the program according to the first aspect of the present invention, wherein the variable parameter display control means controls display of transitions in the parameter values of the variable parameters, including at least the current parameter values.
[0010] According to the second aspect of the present invention, it is possible to display the transition of the parameter value including the current parameter value of the variable parameter.
[0011] A third aspect of the present invention is the program according to the second aspect of the present invention, wherein the variable parameter display control means controls display of a transition of past parameter values of the variable parameters.
[0012] According to the third aspect of the present invention, it is possible to display the transition of the past parameter values of the variable parameters.
[0013] A fourth aspect of the present invention is the program according to the second or third aspect of the present invention, wherein the variable parameter display control means controls display of a transition of a future parameter value of the variable parameter.
[0014] According to the fourth aspect of the present invention, it is possible to display the transition of the future parameter value of the variable parameter.
[0015] A fifth invention is a program of any of the first to fourth inventions, wherein the object is capable of exerting the effect when it is designated as a selected object, and the game progress control means has a selected object determination means (e.g., a selected object determination unit 221 in Figure 9) that determines whether or not to designate the object as the selected object based on the user's operation, and controls the progress of the game based on the current selected object and the current parameter value of the variable parameter.
[0016] According to the fifth invention, the action and effect of the object determined as the selected object based on the user's operation is exerted, and the action and effect is variably controlled based on the current parameter value of the variable parameter, thereby controlling the progress of the game.
[0017] A sixth invention is a program according to the fifth invention, wherein the selected object determination means selects M (N≧M≧1) selected objects from among N (N≧2) objects based on the user's operation.
[0018] According to the sixth invention, one or more objects can be selected as selected objects from among a plurality of objects based on a user operation.
[0019] A seventh aspect of the present invention is the program according to the sixth aspect of the present invention, wherein the game progress control means controls the progress of the game based on a combination of the M selected objects.
[0020] According to the seventh aspect of the present invention, it is possible to control the progress of the game differently depending on the combination of objects selected as the selected object.
[0021] An eighth invention is a program according to the sixth or seventh invention, wherein the game progress control means controls the progress of the game based on the selection order of the objects that are set as the M selected objects.
[0022] According to the eighth aspect of the present invention, it is possible to control the progress of the game differently depending on the order in which the objects selected as the selected objects are selected.
[0023] A ninth invention is a program of any of the sixth to eighth inventions, further causing the computer system to function as an object pre-selection means (e.g., pre-selection unit 213 in FIG. 9) that selects N objects from among X (X>N) objects based on the user's operation before the game progress control means controls the game progress, and the selected object determination means selects M selected objects from the N objects selected by the object pre-selection means.
[0024] According to the ninth aspect of the present invention, it is possible to pre-select a predetermined number of objects to be actually used in the game from among a plurality of objects prepared in advance as objects that can be used in the game, based on user operation, and during the game, to select objects to be selected from among the pre-selected objects based on user operation.
[0025] Furthermore, a tenth aspect of the present invention is a program of the ninth aspect of the present invention for causing the computer system to further function as a variable parameter setting means (e.g., the game calculation unit 210 in Figure 9) that sets the variable content of the variable parameter based on the N objects selected by the object pre-selection means.
[0026] According to the tenth aspect, the variation content of the variable parameter can be set in accordance with the preselected object.
[0027] An eleventh invention is a program of the ninth invention for causing the computer system to further function as a unit game selection means (e.g., unit game selection unit 211 in Figure 9) that selects the unit game to be played by the user based on the user's selection operation, wherein the game has a plurality of unit games that the user can play, and each unit game is associated with a standard variation content of the variation parameters for game progress, and a variation content adjustment means (e.g., game calculation unit 210 in Figure 9) that adjusts the standard variation content corresponding to the unit game selected by the unit game selection means based on the N objects selected by the object pre-selection means.
[0028] According to the eleventh aspect, the standard variation content of the variation parameters prepared for each unit game is adjusted according to the selected object, and the action and effect of the selected object can be variably controlled.
[0029] In addition, a twelfth invention is a program of any of the fifth to eleventh inventions, wherein the game progress control means has a restriction imposing means (for example, the game calculation unit 210 of Figure 9) that imposes one of the following restrictions on when an object that has been set as the selected object can be selected again as the selected object: 1) a restriction on the time interval until it can be selected again, or 2) a reduction in the effect when it is selected again.
[0030] According to the twelfth aspect, a time limit can be imposed on the reselection of an object that has been selected as a selected object once, i.e., a time interval limit can be imposed before the reselection, or a limit can be imposed to reduce the effect of the reselection.
[0031] In addition, a 13th invention is a program of any of the 5th to 12th inventions, wherein the game progress control means has a first accumulated parameter value control means (for example, the stamina value control unit 223 of Figure 9) that consumes a given amount of a first accumulated parameter value when determining the object as the selected object, and restores the first accumulated parameter value as time passes and / or the game progresses.
[0032] According to the thirteenth aspect, the selected object can be determined in exchange for consuming a given amount of the first accumulated parameter value, while during the game, the first accumulated parameter value can be restored as time passes or the game progresses.
[0033] In addition, a 14th invention is a program of any of the 5th to 13th inventions, in which the type of effect that can be exerted is set for the object, and the selected object determination means determines the selected object based on the user's operation and also determines the effect to be exerted from the effect effects set for the selected object.
[0034] According to the fourteenth aspect, the type of effect to be exerted by the selected object can be determined based on the user's operation.
[0035] In addition, a 15th invention is a program of any of the first to fourteenth inventions, in which the object has an activation effect set thereon, and the computer system further functions as an activation effect control means (for example, the active skill activation control unit 229, special appeal release control unit 233 in Figure 9) that activates the activation effect of the object based on the user's activation instruction operation on the object, and the game progress control means controls the progress of the game based on the activation effect activated by the activation effect control means.
[0036] According to the fifteenth aspect, when a user performs an activation instruction operation, the activation effect set for the object is activated, thereby controlling the progress of the game.
[0037] In addition, a 16th invention is a program of the 15th invention, wherein the game progress control means has an activation effect restriction imposing means (for example, the game calculation unit 210 of Figure 9) that imposes either 1) control of the time interval until the activation instruction operation can be performed again, or 2) control of the activation effect when it is activated again, as a restriction when the activation effect is activated again.
[0038] According to the sixteenth aspect of the present invention, once an activated effect has been activated, it is possible to impose restrictions on the reactivation of that effect. That is, restrictions can be imposed by controlling the time interval, such as by setting a time interval until the reactivation, or by controlling the activation cost, such as by reducing the effect at the time of the reactivation.
[0039] In addition, a 17th invention is a program of the 15th or 16th invention, in which the game progress control means has a second accumulated parameter value control means (e.g., the skill point control unit 227, the appeal point control unit 231 in Figure 9) that consumes a given amount of the second accumulated parameter value when activating the activation effect and restores the second accumulated parameter value as time passes and / or the game progresses.
[0040] According to the seventeenth aspect of the present invention, an effect set for an object can be activated in exchange for consuming a given amount of the second accumulated parameter value, while the second accumulated parameter value can be restored during the game as time passes or the game progresses.
[0041] In addition, an 18th invention is a computer system (e.g., game device 1500 in Figure 1) that controls the progress of a game based on user operation, comprising: a variable parameter display control means that displays a variable parameter whose parameter value changes over time; and a game progress control means that accepts the user's operation on an object having an action effect on the game progress set according to the parameter value of the variable parameter, and controls the action effect of the object that has been accepted variably based on the parameter value of the variable parameter, thereby controlling the progress of the game.
[0042] According to the eighteenth aspect, a computer system that provides the same effects as the first aspect can be realized. [Brief explanation of the drawings]
[0043] [Figure 1] FIG. 1 is a diagram showing an example of the device configuration of a game device. [Figure 2] FIG. 10 is a diagram showing an example of a unit formation screen. [Figure 3] FIG. 10 is a diagram showing an example of character parameter settings. [Figure 4] FIG. 10 is a diagram showing an example of a game screen. [Figure 5] FIG. 10 is a diagram illustrating a music mood value. [Figure 6] FIG. 3 is a schematic diagram for explaining game operations in an operation input area. [Figure 7] 10 is a flowchart showing the flow of a game progress control process. [Figure 8] FIG. 10 is a schematic diagram illustrating a specific example of control of the effect of skill activation. [Figure 9] FIG. 2 is a block diagram showing an example of the functional configuration of the game device. [Figure 10] FIG. 3 is a diagram showing an example of the data structure of music definition data. [Figure 11] FIG. 4 is a diagram showing an example of the data structure of character data; [Figure 12] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 13]10 is a flowchart showing the flow of processing performed by the game device. [Figure 14] 10A and 10B are diagrams showing examples of displaying transitions in mood of music in a modified example. [Figure 15] 10A and 10B are diagrams showing examples of displaying transitions in moods of music in another modified example. [Figure 16] 10A and 10B are diagrams showing examples of displaying transitions in moods of music in another modified example. [Figure 17] 10A and 10B are diagrams showing examples of displaying transitions in moods of music in another modified example. [Figure 18] FIG. 10 is a diagram showing an example of standard variation content. [Figure 19] FIG. 19 is a diagram showing an example of music mood value data for cool attribute generated from the standard variation content of FIG. 18. [Figure 20] FIG. 19 is a diagram showing an example of music mood value data for a hot attribute generated from the standard variation details of FIG. 18. [Figure 21] FIG. 10 is a diagram showing an example of a game screen in this modified example. DETAILED DESCRIPTION OF THE INVENTION
[0044] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.
[0045] Fig. 1 is a front view showing an example of the configuration of a game device 1500 according to this embodiment. The game device 1500 is a computer system that is used individually by a user to play a game. In Fig. 1, a device known as a smartphone is shown as the game device 1500, but a portable game device, a home game device, a tablet computer, a personal computer, etc. can also be used.
[0046] 1, game device 1500 includes directional input keys 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from and to a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, etc., which are not shown, are also provided.
[0047] Control board 1550 is equipped with various microprocessors such as CPU (Central Processing Unit) 1551, GPU (Graphics Processing Unit), DSP (Digital Signal Processor), etc., various IC memories 1552 such as VRAM, RAM, ROM, etc., wireless communication module 1553 for wireless communication with mobile phone base stations and wireless communication base stations connected to a network, interface circuit 1557, etc. Interface circuit 1557 includes a circuit for receiving signals from direction input keys 1502 and home key 1504, a driver circuit for touch panel 1506, an output amplifier circuit for outputting audio signals to speaker 1510, an audio signal generation circuit for generating audio signals collected by microphone 1512, a circuit for inputting image data of images captured by camera 1520, and a signal input / output circuit for memory card reader 1542. These elements equipped on control board 1550 are electrically connected to each other via bus circuits or the like, and are connected to enable reading and writing of data and sending and receiving of signals. Note that part or all of the control board 1550 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).
[0048] In this control board 1550, an IC memory 1552 stores a game program and various setting data required to execute this game program. The game program and the like are downloaded from the server system 1100 at an appropriate timing. Alternatively, the game program and the like may be read from a separately obtained storage medium such as a memory card 1540. The CPU 1551 and the like then execute the game program to perform arithmetic processing, and control each section of the game device 1500 in response to operational inputs made to the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling user 2 to play the game.
[0049] [detail] The game of this embodiment is made up of unit games for each song prepared in advance. The user first selects the song to be played, thereby selecting the unit game to be played. After selecting the song to be played, the user selects characters to be used (hereinafter also referred to as "characters to be used") from a plurality of characters prepared in advance as characters appearing in the game, and organizes a unit. A unit is a group made up of one or more characters. In this embodiment, one unit is made up of three characters. Figure 2 is a diagram showing an example of a unit organization screen. As shown in Figure 2, the unit organization screen includes a play song presentation area A11 and a character selection area A13.
[0050] The play song presentation area A11 displays the name of the play song to be played in the current unit game along with its song information, including the genre, melody, and development of the song.
[0051] The character selection area A13 accepts a user's operation to select, for example, three characters to be used and organize a unit. Specifically, when each selection frame 10 is tapped, a list of multiple characters (appearing characters) that can be selected as characters to be used is displayed as options along with the settings of their character parameters. The user organizes a unit by performing an operation for each selection frame 10 to select one of the appearing characters displayed in the list. Note that the number of characters that make up a unit is not limited to three, and may be two, four, or more. Also, the number of characters that make up a unit may vary depending on the song being played. However, it is preferable to have a unit made up of multiple characters.
[0052] 3 is a diagram showing an example of setting character parameters for one character C11. As shown in FIG. 3, each of the characters that can be used in the game has pre-set character parameters including attributes 541, skills 543, and active skills 545.
[0053] The attribute 541 is set as, for example, “hot” or “cool.” Of course, there may be three or more types of attributes.
[0054] Skill 543 is set with a basic effect of a skill that is activated in response to a style switching operation to "Act," which will be described later as one of the operations for a character, and an additional effect. The content of the basic effect is common to all characters, and is set, for example, as "awarding a score based on the standard score Sa." However, the value of the standard score Sa may be set differently for each character. On the other hand, the content of the additional effect is set individually for each character as appropriate. It is also possible to include characters that do not have an additional effect set.
[0055] In the active skill 545, the basic effect of the active skill that is activated in response to an active skill activation operation, which will be described later as one of the operations for the character, and an effect when a combo is formed are set as activation effects of the active skill activation operation.
[0056] The content of the basic effect is, for example, "granting score Sb when active skill is activated," and the effect when a combo is formed is set, for example, as "increasing score Sb when active skill is activated according to the number of combos (number of characters that formed a combo)." In addition, special effects that specify the combination of characters that formed a combo and the order in which the combos were formed (i.e., the order in which each character that formed a combo was selected as the selected object) are set as appropriate for the effect when a combo is formed. The presence or absence of a special effect and its content can be set differently for each character that appears.
[0057] The score awarded when the skill is activated reflects a song mood value (described later) as a parameter value of a variable parameter and compatibility with the controlled character. In this embodiment, this is achieved by increasing or decreasing the reference score Sa according to the compatibility and awarding the resulting score. Specifically, the song mood value is set in association with the playback time from the start to the end of the song being played, and as will be described later with reference to FIG. 5 , the song mood value is divided into a "hot" zone, which is an attribute assigned to a higher value, and a "cool" zone, which is an attribute assigned to a lower value. If the attribute of the song mood value at the time of the style switch operation to "act" matches the attribute of the controlled character, the compatibility is considered good and the reference score Sa is increased. If they do not match, the compatibility is considered bad and the reference score Sa is decreased.
[0058] In other words, when playing a song whose overall song mood value is on the hot side (spending a long time in the hot zone), it is easier to earn a score if you organize a team with many characters whose attribute is hot, and when playing a song whose overall song mood value is on the cool side (spending a long time in the cool zone), it is easier to earn a score if you organize a team with many characters whose attribute is cool. Therefore, on the unit organization screen in Figure 2, the user selects characters to use while predicting the trend of the song mood value, referring to the song information of the play song presented.
[0059] Once the formation of units has been completed as described above, a game screen is displayed, the song to be played is played, and the unit game for that song begins. The unit game progresses by accepting game operations from the user as needed on the game screen while the song to be played is being played. If the score acquired by the time the song to be played finishes being played reaches a predetermined reference value, the game is cleared and a clear reward such as an item is awarded to the user. FIG. 4 is a diagram showing an example of a game screen. As shown in FIG. 4, the game screen includes a stage display area A21, a song mood transition display area A23, and an operation input area A25.
[0060] The stage display area A21 displays, for example, the corresponding characters C11, C13, and C15 performing on stage, singing songs, dancing, and other performances, imitating a live performance by the characters selected on the unit formation screen as a unit.
[0061] The music mood transition display area A23 displays the changes in the music mood value set for the play song, i.e., the transition of the music mood value (music mood transition) from the start of the game (start of playback of the play song) to the end (end of playback).
[0062] The operation input area A25 is provided with three icon sections 20 (20a, 20b, 20c) corresponding to the characters C11, C13, and C15 in the stage display area A21, respectively, and a special appeal gauge 30, and accepts various game operations including operations that target the characters C11, C13, and C15.
[0063] When playing a game on this game screen, the game device 1500 performs a process of controlling the display of music mood transition in the music mood transition display area A23 (music mood transition display control process), a process of accepting game operations in the operation input area A25 (operation input acceptance process), and a process of generating an effect according to the accepted game operation to control the progress of the game (game progress control process).
[0064] 1. Song Mood Value First, the music mood value will be described. The music mood value is preset as a value that changes over time from the start to the end of music playback, in accordance with the melody of the music and the specific development of the music.
[0065] Here, as shown in FIG. 5, the music mood value is set to a value within a range of, for example, "0" to "10." Each value is assigned an attribute of "hot," "cool," or "none," and its attribute level (hot level and cool level) is also defined. In the example of FIG. 5, the range above the boundary of "5" (for example, music mood value of "6" or more) is set to the hot zone, and the range below (for example, music mood value of "4" or less) is set to the cool zone. Each value is assigned an attribute of either hot (≧6), cool (≦4), or no attribute (=5). The hot level is set to "0" for a music mood value of "5," and is set to "1" to "5" in ascending order for each value in the hot zone. The cool level is set to "0" for a music mood value of "5," and is set to "1" to "5" in ascending order for each value in the cool zone.
[0066] Then, music mood transition data that sets the variation of the music mood value is prepared for each song that can be selected as a play song. Specifically, the music mood value for each playback time is determined based on the music melody, music development, etc., and is set in advance as music mood transition data 525 (see FIG. 10) for that song. For example, for a bright pop song, the music mood value may be set to be hotter overall, with the music mood value in the chorus part shifting at a higher hot level; for a ballad song, the music mood value may be set to be cooler overall, with the music mood value in the chorus part shifting at a higher cool level, and so on.
[0067] 2.Music mood transition display control processing In the music mood transition display control process, the music mood transition data 525 of the played song is read out, and the music mood transition is displayed in the music mood transition display area A23 on the game screen, and a playback position marker MK indicating the playback position of the played song is moved on the horizontal time axis (see Figure 4).
[0068] 3. Operation input reception process In the operation input acceptance process, the game device 1500 accepts a user's game operation in the operation input area A25. FIG. 6 is a schematic diagram for explaining the game operation in the operation input area A25, and shows one icon section 20 (icon section 20a of character C11 in FIG. 6) and a special appeal gauge 30. As shown in FIG. 6, each icon section 20 is composed of a character icon 21 of the corresponding playable character (character C11 in FIG. 6) to be operated, and an attribute indicator 22, a style indicator 23, a stamina gauge 24, and a skill gauge 25 arranged around the character icon 21. During the game, the user performs various game operations while accumulating the gauges 24, 25, and 30 for each playable character.
[0069] The attribute display 22 displays the attributes of the character to be operated.
[0070] The stamina gauge 24 displays the accumulation status (remaining amount) of stamina value, which is an accumulation parameter required for the controlled character to activate a skill. When the stamina value accumulates to a predetermined value, the display of the stamina gauge 24 becomes full.
[0071] The skill gauge 25 displays the accumulated skill points, which are an accumulation parameter required for the controlled character to activate an active skill. When the skill points reach a predetermined value, the display of the skill gauge 25 becomes full.
[0072] The special appeal gauge 30 displays the accumulation status of appeal points, which are accumulation parameters required for each used character to release a special appeal. When the appeal points accumulate to a predetermined value, the display of the special appeal gauge 30 becomes full.
[0073] In the operation input acceptance process of this embodiment, a style switching operation, an active skill activation operation, and a special appeal release operation are accepted as game operations.
[0074] 3-1. Style switching operation The style switching operation is performed by tapping the character icon 21. This style switching operation is an operation for selecting the controlled character as a selected object and for switching its state (style) between "STAY" and "ACT." Repeated tapping of the character icon 21 alternates the style, switching between a selected state (ACT) in which the controlled character is the selected object and a release of the selected state (STAY). The style display 23 then displays the current style of the controlled character (the selection state of whether the character is selected as the selected object) that is switched by this style switching operation. The upper row of FIG. 6 shows the "STAY" state, and the lower row shows the "ACT" state. As will be described later, when the style is switched to "ACT," the controlled character activates a skill. Therefore, the style switching operation to "ACT" corresponds to an operation for activating a skill.
[0075] 3-2. Active Skill Activation Operation The active skill activation operation is performed by tapping the skill gauge 25. This active skill activation operation is an operation to activate the active skill of the controlled character. The skill gauge 25 becomes ready to accept the active skill activation operation on the condition that the skill points reach a predetermined value and become full. The user waits until the skill gauge 25 is full and then performs the active skill activation operation.
[0076] 3-3. Special Appeal Release Operation The special appeal release operation is performed by tapping the special appeal gauge 30. This special appeal release operation is an operation that causes each used character to release a special appeal. The special appeal gauge 30 becomes ready to accept the special appeal release operation on the condition that the appeal points reach a predetermined value and become full. The user waits until the special appeal gauge 30 is full before performing the special appeal release operation.
[0077] 4. Game progress control processing In the game progress control process, the generation of effects for game progress is controlled in response to game operations accepted in the operation input acceptance process, thereby controlling the progress of the game. Depending on the type of accepted game operation, the effects related to the game operation are variably controlled using the music mood value at the timing of the operation, etc., to progress the game. Figure 7 is a flowchart showing the flow of the game progress control process.
[0078] As shown in FIG. 7, in the game progress control process, if a style switching operation from "Act" to "Stay" is accepted in the operation input acceptance process (step S201: YES), a stamina recovery process for the controlled character is initiated (step S203). This stamina recovery process recovers the controlled character's stamina value by a predetermined unit recovery amount every predetermined unit time (e.g., every second). Therefore, as indicated by the arrow A31 attached to the upper icon section 20 in FIG. 6, if character C11 is kept in "Stay," the stamina gauge 24 will increase.
[0079] Next, if a style switching operation from "Stay" to "Act" is received in the operation input reception process (step S205: YES), the controlled character is determined as the selected object on the condition that the stamina value equivalent to the activation consumption amount remains (step S207). Then, the stamina recovery process for the controlled character that has been set as the selected object is completed (step S209), and the controlled character's stamina consumption process (step S211) and skill activation process (step S213) are performed. Through each process here, the controlled character's skill can be activated in exchange for consuming stamina value.
[0080] Specifically, in the stamina consumption process in step S211, the stamina value of the controlled character is deducted by the activation consumption amount, which is determined as the consumption amount required to activate a skill once. Therefore, as shown by the arrow A33 attached to the lower icon section 20 in Figure 6, the stamina gauge 24 is depleted each time the character C11 is set to "Act" and a skill is activated.
[0081] Then, in the skill activation process of the following step S213, the skill of the operation target character is activated in accordance with the setting of the skill 543 of the operation target character (see FIG. 3).
[0082] As a procedure, first, a music mood value at the timing of the style switching operation accepted in step S205 is acquired, and then the acquired music mood value is used to increase or decrease the reference score Sa, thereby variably controlling the action and effect related to the game operation (skill activation).
[0083] FIG. 8 is a schematic diagram illustrating a specific example of control of the effect described here, showing the correspondence between the hot level and / or cool level predefined for each music mood value and the adjustment value used to adjust the reference score Sa by multiplying the level. The adjustment value is predefined for each music mood value and for each character attribute as a value corresponding to the cool level or hot level of the music mood value. Specifically, the adjustment value for the hot attribute increases as the music mood value's hot level increases and decreases as the cool level increases. The adjustment value for the cool attribute increases as the music mood value's cool level increases and decreases as the hot level increases. Therefore, for a character with a hot attribute, switching to an act when the music mood value is in the hot zone can earn a higher score. Conversely, for a character with a cool attribute, switching to an act when the music mood value is in the cool zone can earn a higher score.
[0084] Furthermore, in the skill activation process, if an additional effect is set in the skill 543 of the controlled character, the corresponding process is performed. The example of the additional effect shown in Figure 3 is a process of doubling the first appeal point unit recovery amount added to the appeal points in step S217.
[0085] 7, when a skill is activated as described above, the skill points of the controlled character are recovered by adding the skill point unit recovery amount to the skill points of the controlled character (step S215). Therefore, as shown by the arrow A35 attached to the lower icon section 20 in FIG. 6, the skill gauge 25 increases each time the character C11 is set to "Act" and a skill is activated.
[0086] Also, the appeal points are recovered by adding the first appeal point unit recovery amount to the appeal points (step S217). Therefore, as shown by arrow A37 in Figure 6, the special appeal gauge 30 increases every time the character C11 is set to "Act" and a skill is activated.
[0087] The amount of stamina consumed when a skill is activated need not necessarily be a fixed amount, but may be variable. For example, if the attribute of the music mood value matches the attribute of the controlled character (in the case of good compatibility) at the time of the style switch operation to "Act," the amount of stamina consumed when the skill is activated may be reduced by a predetermined amount. In this case, by activating a skill at a time when the attribute of the music mood value matches the attribute of the controlled character, the amount of stamina consumed when the skill is activated can be reduced in addition to increasing the standard score Sa.
[0088] Next, if an active skill activation operation is received in the operation input reception process (step S219: YES), the controlled character is determined as the selected object (step S221). Then, the controlled character's skill points are set to 0 and all of them are consumed (step S223), and the active skill activation process is performed (step S225). Through each process here, the controlled character can activate the active skill in exchange for consuming skill points.
[0089] Then, in the active skill activation process of step S225, the active skill of the operation target character is activated in accordance with the setting of the active skill 545 of the operation target character (see FIG. 3).
[0090] The procedure begins by determining whether a combo has been successful. A combo is formed when, for example, active skills are activated on different characters within a predetermined time interval. In other words, a combo is when active skills are activated one after another on different characters. The number of consecutive activated active skills is the combo count. If a combo has not been achieved, the basic effect is activated and an active skill activation score Sb is awarded.
[0091] On the other hand, when a combo is formed, a combo formation effect is activated, and the active skill activation score Sb is increased and awarded. For example, an increase corresponding to the number of combos is added to the active skill activation score Sb and awarded. Also, if there is a special effect that meets the specified conditions, the corresponding processing is performed. In the example of Figure 3, when a combo is formed with a specified character or when the activation order (i.e., the order in which the skill gauge 25 related to the active skill activation processing is tapped) is the specified order, the active skill activation score Sb is further increased and awarded.
[0092] When an active skill is activated as described above, the appeal points are recovered by adding the second appeal point unit recovery amount to the appeal points (step S227). Therefore, in addition to when a skill is activated for character C11, the special appeal gauge 30 also increases when an active skill is activated (arrow A37 in FIG. 6).
[0093] Next, if a special appeal release operation is accepted in the operation input acceptance process (step S229: YES), the appeal points are set to 0 and all are consumed (step S231), and then the special appeal release process is performed (step S233). Through each process here, each used character can be made to release a special appeal in exchange for consuming appeal points.
[0094] Then, in the special appeal release process of step S233, a chance time is set for a predetermined period of time after the special appeal release operation is accepted. During this chance time, the standard score Sa and the active skill activation score Sb are increased, for example, by doubling them.
[0095] Thereafter, a determination is made as to whether the game is to be ended, and until the game is ended (step S235: NO), the process returns to step S201 and the above-described processing is repeated.
[0096] [Function Configuration] 9 is a block diagram showing an example of the functional configuration of a game device 1500 according to this embodiment. As shown in FIG. 9, the game device 1500 includes an operation input unit 100, a processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a storage unit 500.
[0097] The operation input unit 100 is used by the user to input various operations, and can be realized by, for example, a button switch, a joystick, a touchpad, a trackball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In Fig. 1, this corresponds to the direction input keys 1502, the home key 1504, and the touch panel 1506.
[0098] The processing unit 200 can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an electronic component such as an IC memory, and controls input and output of data between the various components of the device, including the operation input unit 100 and the storage unit 500. The processing unit 200 performs various types of arithmetic processing based on predetermined programs, data, operation input signals from the operation input unit 100, and the like, and controls the overall operation of the game device 1500. In FIG. 1, this corresponds to the control board 1550 and its CPU 1551.
[0099] The processing unit 200 includes a game calculation unit 210 , a timing unit 280 , an image generation unit 290 , a sound generation unit 292 , and a communication control unit 294 .
[0100] The game calculation unit 210 performs various processes related to game progress control. In this embodiment, the game calculation unit 210 includes a unit game selection unit 211, a pre-selection unit 213, a music mood transition display control unit 215, an operation input reception unit 217, and a game progress control unit 220.
[0101] The unit game selection unit 211 accepts a selection operation for a song to be played and selects a unit game to be played by the user.
[0102] The pre-selection unit 213 selects characters to be used in the unit game based on a user operation before controlling the progress of the game (before the unit game selected by the unit game selection unit 211 starts). In this embodiment, N characters (N≧2; 3 in the example of FIG. 4) to be used in the game are selected as characters to be used from X characters (X>N) that are prepared in advance, and a unit is organized.
[0103] The music mood transition display control unit 215 is a functional unit that performs music mood transition display control processing, and controls the display of music mood transitions indicating the fluctuations in the music mood value in the music mood transition display area A23 in accordance with the music mood transition data 525 (see Figure 10) of the played song.
[0104] The operation input reception unit 217 is a functional unit that performs operation input reception processing and receives game operations from the user. In this embodiment, the operation input reception unit 217 receives a style switching operation, an active skill activation operation, and a special appeal release operation.
[0105] The game progression control unit 220 is a functional unit that performs game progression control processing, and generates effects in the game progression according to the user's game operations to control the progress of the game. This game progression control unit 220 includes a selected object determination unit 221, a stamina value control unit 223, a skill activation control unit 225, a skill point control unit 227, an active skill activation control unit 229, an appeal point control unit 231, and a special appeal release control unit 233.
[0106] The selected object determination unit 221 selects M (N≧M≧1) playable characters from among the N playable characters based on a user operation and determines them as selected objects. In this embodiment, in response to a style switching operation to "act" for the playable character, the playable character is set as the selected object. In addition, in response to an active skill activation operation for the playable character, the playable character is set as the selected object. In this case, the success or failure of a combo is determined, and the multiple (M) playable characters (combo-established characters) related to the active skill activation operation that established the combo are set as the selected objects.
[0107] The stamina value control unit 223 consumes the activation consumption amount from the stamina value 574 (see FIG. 12) of the selected object operation target character. In addition, the stamina value control unit 223 starts a stamina recovery process in response to a style switching operation to "stay", and recovers the stamina value 574 of the operation target character by a unit recovery amount per unit time until a style switching operation to "act" is performed.
[0108] The skill activation control unit 225 performs skill activation processing for the selected object, activating the skill of the controlled character. At that time, the generated action effect is variably controlled by adjusting the standard score Sa to be assigned according to the relationship between the music mood value at the timing of the style switching operation to the corresponding "act" and the attribute of the controlled character.
[0109] In response to an active skill activation operation, the skill point control unit 227 consumes all of the skill points 575 (see FIG. 12) of the operated character. Additionally, each time a character activates a skill as a result of the skill activation control unit 225 performing a skill activation process, the skill point control unit 227 recovers the skill points 575 of that character by the skill point unit recovery amount.
[0110] The active skill activation control unit 229 performs active skill activation processing in response to an active skill activation operation, and activates the active skill of the operated character. At that time, the active skill activation control unit 229 variably controls the action and effect depending on whether the selected object determination unit 221 determines that a combo has been established or not. Furthermore, when a combo is established, the active skill activation control unit 229 variably controls the action and effect depending on the number and combination of characters that have established the combo and the order in which the combo is established.
[0111] In response to a special appeal release operation, the appeal point control unit 231 consumes all of the appeal points 581 (see FIG. 12) of the operated character. The appeal point control unit 231 also recovers appeal points 581 by adding a first appeal point unit recovery amount each time a character activates a skill as a result of the skill activation control unit 225 performing skill activation processing, and by adding a second appeal point unit recovery amount each time a character activates an active skill as a result of the active skill activation control unit 229 performing active skill activation processing.
[0112] The special appeal release control unit 233 performs special appeal release processing in response to a special appeal release operation, and causes each character to release a special appeal.
[0113] The image generation unit 290 generates image data for various display screens such as a unit formation screen (see FIG. 2) and a game screen (see FIG. 4), and controls the generation and output of image signals for displaying these images on the image display unit 390. In FIG. 1, this corresponds to the GPU mounted on the control board 1550.
[0114] The sound generation unit 292 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for reproducing audio files, etc., and generates audio signals such as sound effects, operation sounds, background music, etc., and outputs them to the sound output unit 392. It also controls reproduction and sound emission based on music audio data 523 of the played song.
[0115] The communication control unit 294 performs communication connection and data processing for data communication with an external device via the communication unit 394, thereby realizing data exchange with the external device.
[0116] The image display unit 390 displays various screens, such as a game screen, based on the image signal input from the image generation unit 290. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 1, this corresponds to the touch panel 1506.
[0117] The sound output unit 392 is realized by a device that outputs (emits) sound based on the audio signal input from the sound generation unit 292. In FIG.
[0118] The communication unit 394 connects to a network to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 1, this corresponds to the wireless communication module 1553.
[0119] The storage unit 500 stores in advance or temporarily stores each time processing is performed programs for operating the game device 1500 and implementing functions of the game device 1500, as well as data used during execution of the programs. For example, this can be implemented by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In FIG. 1, this corresponds to the IC memory 1552 or memory card 1540. A configuration using online storage is also possible.
[0120] This storage unit 500 pre-stores a game program 501 and game initial setting data 510. It also stores play data 560 as data that is generated and managed sequentially. In addition, necessary data such as timers, counters, various tables, thresholds, flags, etc. are stored as appropriate.
[0121] The game program 501 is a program for causing the processing unit 200 to function as the game calculation unit 210. Note that it may also include programs for causing the image generation unit 290, sound generation unit 292, and communication control unit 294 to function as appropriate.
[0122] The game initial setting data 510 stores various initial setting data for executing the game. In this embodiment, this data includes music definition data 520, character data 530, and music mood value definition data 550. Of course, other data may also be included as appropriate.
[0123] Music definition data 520 is prepared for each song that can be played in a game, and stores various initial setting data related to the unit game of that song. For example, as shown in Fig. 10, one piece of music definition data 520 includes a song ID 521, music audio data 523, and music mood transition data 525. Of course, other data may also be included as appropriate.
[0124] The music mood transition data 525 stores the music mood value for each playback time from the start to the end of the music playback.
[0125] 9, character data 530 is prepared for each character that can be selected as a playable character, and stores various initial setting data related to that character. For example, one character data 530 includes character ID 531, display object data 533, and character parameters 540, as shown in FIG. 11. In addition, character model data, motion data used to control the character's movements, and the like may also be included as appropriate.
[0126] As described with reference to FIG. 3, the character parameters 540 store the setting contents of the attributes 541, skills 543, active skills 545, and the like.
[0127] Returning to FIG. 9, the music mood value definition data 550 stores the attributes and attribute levels described with reference to FIG. 5 and the adjustment values for each attribute described with reference to FIG. 8 in association with each possible value.
[0128] The play data 560 stores various data describing the progress of the unit game being executed, etc. For example, one piece of play data 560 includes, as shown in Fig. 12, a song ID 561 of the song being played, elapsed time from the start of the game (play time of the song being played) 563, used character data 570, appeal points 581, and acquired score 583.
[0129] The character data 570 is prepared for each character selected as the character to be used (characters C11, C13, and C15 in the example of Figure 4), and stores the character's character ID 571, attributes 572, current style 573 indicating whether the character is "stay" or "act," stamina value 574, skill points 575, etc.
[0130] [Processing flow] 13 is a flowchart showing the flow of processing in the game device 1500 of this embodiment. The processing described here is realized by the processing section 200 reading and executing the game program 501.
[0131] In the game processing, first, the unit game selection unit 211 selects one unit game from among the unit games for each song (step S1). This selection is made, for example, by accepting an operation by the user to select a song to play. Next, the pre-selection unit 213 accepts an operation by the user and selects a character to be used in the current unit game (step S3).
[0132] Thereafter, the game screen is displayed, playback of the played song is started, and the game begins (step S5). At this time, the song mood transition display control unit 215 performs song mood transition display control processing, displays the song mood transition in the song mood transition display area A23 according to the song mood transition data 525 of the played song, and controls the movement display of the playback position marker MK synchronized with the playback of the played song (step S7).
[0133] Then, the operation input acceptance unit 217 starts the operation input acceptance process (step S9). In this operation input acceptance process, as described above, various game operations such as a style switching operation, an active skill activation operation, and a special appeal release operation are accepted until the playback of the play song is completed.
[0134] The game progress control unit 220 also starts the game progress control process described with reference to Fig. 7 (step S11). In the game progress control process, the generation of effects according to the game operations accepted in the operation input acceptance process is controlled to control the progress of the game.
[0135] Then, when playback of the play song has finished (step S13: YES), the game is ended by determining whether the current unit game has been cleared based on the final score 583, and awarding a reward according to the determination result (step S15).
[0136] As described above, according to this embodiment, it is possible to provide a highly strategic game. More specifically, it is possible to realize a game in which a user may be temporarily in an advantageous position, but which is not monotonous and is rich in entertainment value.
[0137] The forms to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or modified as appropriate.
[0138] [Variation 1] For example, in the above embodiment, the music mood transition display area A23 is configured to display the entire music mood transition from the start to the end of playback of the song being played. Alternatively, the music mood transition may be configured to display only a portion of the music mood transition, including the current music mood value. For example, as shown in FIG. 14 , a range of a predetermined time before and after the current playback position may be set as the display range, and the music mood transition for that range may be displayed. Because only a portion of the entire game time is displayed, it becomes difficult for the user to plan a strategy that takes into account the entire game, resulting in a suspenseful and thrilling gameplay experience.
[0139] Also, a music mood transition relating to past music mood values may be displayed as shown in Fig. 15. Alternatively, a music mood transition relating to future music mood values may be displayed as shown in Fig. 16.
[0140] Also, as shown in FIG. 17, ranges of intermittent playback time may be set as display ranges, and the transition of music moods for each range may be displayed.
[0141] [Variation 2] In the above embodiment, an example was shown in which a skill can be repeatedly activated as long as the stamina value required for activation remains. However, a configuration may be adopted in which a restriction is imposed on the reactivation of a skill (i.e., when the controlled character is selected again as the selected object). This can be realized by the game calculation unit 210 in the game device 1500 performing processing for this purpose.
[0142] Specifically, (1) a restriction may be imposed by controlling the time interval until a skill can be reactivated. For example, a single activation of a skill may consume all stamina, similar to the consumption of skill points when an active skill is activated. This can be realized by allowing a style switch operation to "Act" to be accepted on the condition that a predetermined time has passed and the stamina has recovered to a predetermined value. Alternatively, a condition may be that a predetermined time must pass before a skill can be reactivated.
[0143] Furthermore, (2) a restriction may be imposed by controlling the effect of reactivation. For example, the restriction adjustment may be performed by increasing the amount of reduction in the standard score Sa as the number of times a skill is activated increases. Then, the reduced standard score Sa may be further adjusted using the music mood value to assign a score.
[0144] Alternatively, restrictions that combine (1) and (2) may be applied. For example, as in the above embodiment, a configuration may be adopted in which a skill can be activated if there is remaining stamina. Then, when the skill is activated again, a restriction adjustment is made to reduce the standard score Sa according to the accumulation status of the stamina gauge 24. When the stamina gauge 24 is full, no adjustment is made, and the lower the remaining stamina value, the greater the reduction.
[0145] [Variation 3] In the above embodiment, the stamina recovery process is exemplified as a process of recovering stamina values over time. However, the process may be one in which the stamina values are recovered in accordance with the progress of the game. For example, the recovery timing may be set to the timing when the acquired score exceeds a predetermined value that is set in advance, and the stamina values may be recovered by a predetermined amount at that recovery timing. The recovery timing is not limited to a timing based on the acquired score, and may be set appropriately in accordance with the progress of the game.
[0146] Alternatively, a stamina recovery process may be performed that combines recovery according to the progress of the game and recovery according to the passage of time.
[0147] [Variation 4] Furthermore, restrictions may be imposed on the reactivation of an active skill or the re-release of a special appeal by (1) controlling the time interval. This can be achieved by the game calculation unit 210 performing processing for this purpose. That is, in the above embodiment, the activation of skills and active skills is given as an example of game progression, and a configuration has been described in which skill points and appeal points are accumulated as the game progresses. In contrast, skill points / appeal points may be accumulated (recovered) as time passes. Then, an active skill activation operation / special appeal release operation may be made acceptable on the condition that a predetermined time has passed and the skill points / appeal points have recovered to a predetermined value. Of course, recovery based on the time passage and recovery based on game progression may be combined to achieve recovery.
[0148] The game calculation unit 210 may also impose a restriction by controlling the effect of (2) reactivation / release. This can be achieved by adjusting the restriction to reduce the effect related to the activation / release. Alternatively, a restriction that combines (1) and (2) may be imposed in the same manner as in Modification 2.
[0149] [Variation 5] In the above embodiment, an example was described in which the score, which is an effect, is variably controlled using an adjustment value (see FIG. 8) that is defined to be large when the attribute of the character and the attribute of the music mood value match and are compatible, and to be small when they do not match and are compatible. That is, although an example was shown in which compatibility is determined when the attributes of both characters match, compatibility may also be determined based on the combination of attributes. For example, attribute combinations that are compatible and attribute combinations that are incompatible may be set in advance. Then, the effect (e.g., score) may be variably controlled by increasing the adjustment value if the combination is compatible and decreasing the adjustment value if the combination is incompatible.
[0150] [Variation 6] In the above embodiment, one type of music mood transition data 525 is prepared for each song in advance, and the music mood value at the timing of the style switching operation to "Act" is used to variably control the effects on the game progression. However, a configuration may be adopted in which multiple types of music mood transition data are selectively used. This can be realized by the game calculation unit 210 performing the processing for that purpose.
[0151] For example, music mood transition data for each character's attribute (hot or cool) is prepared for each song. Then, by selectively using the music mood transition data for the corresponding attribute according to the attribute of the character being used, the music mood value transition (variation of the variable parameters) for the current unit game can be set according to the character being used. In that case, for example, when a style switching operation to "act" is performed, the music mood value at the timing of the operation is read from the music mood transition data for the attribute of the character being operated and used to control the action and effect.
[0152] Furthermore, in a configuration in which multiple types of music mood transition data are prepared, the user may be allowed to specify which music mood transition data to use. For example, whether to use music mood transition data in which the music mood value shifts more toward hotter or music mood transition data in which the music mood value shifts more toward cooler may be set by accepting a user's specifying operation before the start of the game. It is also possible to accept a user's specifying operation not only before the start of the game but also during the game, thereby switching at any time between the music mood transition data that shifts more toward hotter or the music mood transition data that shifts more toward cooler.
[0153] [Variation 7] Furthermore, standard variation details of the music mood value may be determined for each unit game. The game calculation unit 210 may then adjust and use the standard variation details depending on the character being used to control the effects. For example, the music mood transition data 525 (see FIG. 10 ) described in the above embodiment may be used as the standard variation details of the music mood value for game progress, and the standard variation details may be adjusted depending on the attributes of the controlled character. This can be achieved by presetting the standard variation details, adjusted for each attribute, as music mood transition data for each attribute. FIG. 18 is a diagram showing the standard variation details. FIG. 19 is a diagram showing an example of music mood value data for a cool attribute, and FIG. 20 is a diagram showing an example of music mood value data for a hot attribute. For comparison, the standard variation details of FIG. 18 are superimposed and indicated by dashed lines in FIGS. 19 and 20.
[0154] In this modified example, music mood value data for each attribute is generated and set by partially modifying the standard variation content. For example, in the standard variation content of Fig. 18, a high value section 41 (a section at or above a predetermined level (here, "3") in terms of hot level) in which the music mood value maintains a high value above a predetermined value (e.g., "8" or above) for a predetermined time or longer, and a low value section 43 (a section at or below a predetermined level (here, "2") in terms of cool level) in which the music mood value maintains a low value below a predetermined value (e.g., "2" or below) for a predetermined time or longer, are extracted. Then, the high value section 41 is shortened and the low value section 43 is lengthened to obtain music mood value data for cool as shown in Fig. 19, and the high value section 41 is lengthened and the low value section 43 is shortened to obtain music mood value data for hot as shown in Fig. 20.
[0155] Then, during the game, as in variant example 6, when a style switching operation to "Act" is performed, the music mood value at the timing of the operation is read from the music mood transition data 525 for the attributes of the character being controlled, and used to control the action and effect.
[0156] While the example given here shows a modification in which the high value section 41 and the low value section 43 are extracted from the standard variation content and modified in part, the standard variation content may also be modified as a whole. For example, the music mood value of the standard variation content may be modified to increase overall to generate music mood value data for a hot attribute, and the music mood value of the standard variation content may be modified to decrease overall to generate music mood value data for a cool attribute. Furthermore, the standard variation content may be used as is for one of the content types, and modified to generate and set the other.
[0157] [Variation 8] In addition, in Variation 7, an example was described in which music mood transition data 525 (see FIG. 10) used to control effects for each character attribute is prepared, and music mood transition is adjusted according to the attribute of the character being operated. Alternatively, music mood transition may be adjusted according to the user's game level. For example, this can be achieved by setting music mood transition data for three levels, which are divided into beginner level, intermediate level, and advanced level, in order from lowest to highest.
[0158] Specifically, music mood transition data for each classification level is generated and set by modifying the standard variation content in the same manner as in Modification Example 7. For example, the high value section 41 and low value section 43 of the standard variation content shown in Fig. 18 may be modified to be longer the higher the classification level (shorter the lower the classification level), or conversely, the high value section 41 and low value section 43 may be modified to be shorter the higher the classification level (longer the lower the classification level). Modification is not limited to changing a portion of the standard variation content; the entire standard variation content may also be modified.
[0159] [Variation 9] Furthermore, the music mood transition data used to control the effects may be changed as the game progresses. For example, when an event occurs, the music mood transition data to be referenced may be changed to a different data from the initial data. In this case, music mood transition data for normal use and music mood transition data for when an event occurs are prepared in advance. Then, when the game starts, the music mood transition data for normal use is referenced, and when an event occurs, the music mood transition data for when the event occurs is referenced. Events may be generated randomly during the game, or may be generated when a user's game play meets a predetermined generation condition.
[0160] Alternatively, when a user's gameplay meets a predetermined change condition, the music mood transition data to be referenced may be changed from the initial data. In this case, normally used music mood transition data and condition-satisfied music mood transition data to be referenced when the change condition is met are prepared in advance. The normally used music mood transition data is referenced at the start of the game, while the condition-satisfied music mood transition data is referenced when the change condition is met. The change condition may be set as various gameplay conditions, such as an acquired score exceeding a predetermined number, an achieved combo count exceeding a predetermined number, a relationship between a character's attribute and a music mood value attribute satisfying a predetermined condition, or a character activating a predetermined skill, or a combination of such conditions. Furthermore, music mood transition data may be set for one change condition, or music mood transition data may be set for multiple change conditions, and the referenced music mood transition data may be switched depending on which change condition is met.
[0161] Furthermore, when a user competes against other users or a computer-controlled opponent to compete for the highest score, the music mood transition data used to control the opponent's effects may be changeable. For example, if the user is progressing favorably in the game, the music mood transition data related to the opponent may be changed in response to a user operation.
[0162] [Variation 10] Furthermore, while the above embodiment shows an example in which attributes are assigned to the character itself, a configuration in which attributes are assigned to techniques, skills, etc. that the character can use may also be used. In this case, attributes such as "hot" and "cool" may be assigned to variable parameter values in the same manner as in the above embodiment, and the compatibility between the attributes of these variable parameter values and the technique attributes may be set in advance. Then, when a variable parameter value is in the hot zone and an operation to activate an attribute technique that is compatible with the variable parameter value is performed, the attack power of the technique may be adjusted to be increased, while when an operation to activate an attribute technique that is incompatible with the variable parameter value is performed, the attack power may be adjusted to be decreased.
[0163] In this case, the attack power may be adjusted based on the variable parameter value only for a specific technique among multiple techniques that the character can use. The number of specific techniques may be one, or two or more. Which techniques are designated as specific techniques (which techniques are adjusted based on the variable parameter value when activated) may be set by accepting a user's designated operation before the start of the game, or may be set in advance for each character.
[0164] [Variation 11] Furthermore, in the above embodiment, an example was described in which the score (reference score Sa) awarded when a skill is activated is variably controlled according to the music mood value at the time of activation. In contrast, the basic effect and combo-achieving effect activated when an active skill is activated may also be variably controlled according to the music mood value at the time of activation. In this case, adjustments may be made based on the music mood value for both the basic effect and the combo-achieving effect, or only one of them. Which effect is to be adjusted may be set in advance for each character, or may be determined by a user's designated operation before the start of the game, for example.
[0165] Similarly, the control of the increase in the standard score Sa when a special appeal is released and the score Sb when an active skill is activated may be configured so that the degree of increase is variably controlled depending on the music mood value at the time of release.
[0166] [Variation 12] In the above embodiment, the success or failure of a combo is determined when an active skill is activated. However, the success or failure of a combo may also be determined when a skill is activated, and the effect may be variably controlled depending on the number and combination of characters that form the combo, and the order in which the combo is formed.
[0167] [Variation 13] Furthermore, in the above embodiment, an example was shown in which a plurality of characters (for example, three) were selected, a unit was organized, and a game was played, but the number of characters used in the game may be one.
[0168] Furthermore, while multiple characters are selected to organize a unit, the characters that can be selected as selectable objects during the game may be limited to a certain number of characters. In the example of the embodiment described above, for example, a period during which a style switching operation performed by tapping on each of the three character icons 21 (see FIG. 4) can be accepted is set. Then, during the game, each character icon 21 may accept a style switching operation only during that period, thereby limiting the characters that can be selected. In this case, each character may be made to appear in the stage display area A21 only during that period, and control may be exercised so that the character appears in the game when the period during which the operation can be accepted begins.
[0169] The setting of the acceptable period for each character may be configured so that the user sets it before the start of the game, or may be configured so that it is set in advance for each song. For example, a song may be divided into three periods, namely, the beginning, middle, and end, each of which is designated as an acceptable period, and one character may be assigned to each acceptable period. Then, during the game, style switching operations may be accepted for each character in turn. Also, the acceptable periods for each character may be set so that they overlap with each other. For example, one character may be allowed to accept style switching operations throughout the entire song, while the remaining two characters may be allowed to accept style switching operations only during the chorus parts.
[0170] [Variation 14] Furthermore, games to which the present invention can be applied are not limited to the games exemplified in the above embodiment. For example, the present invention can also be applied to a music game in which operation inputs are made in accordance with the display of a musical score. Fig. 21 is a diagram showing an example of a game screen in this modified example. As shown in Fig. 21, the game screen includes a variable parameter transition display area A41 and a musical score display section A43.
[0171] The variable parameter transition display area A41 displays the transition of the variable parameter value (variable parameter transition) 5 that changes over time.
[0172] The musical score display section A43 displays musical notes N, which are objects for instructing the user on the timing of operational input. Specifically, the musical notes N appear from the right end of the musical score display section A43 in synchronization with the playback of the song being played, and move in a flowing manner toward the judgment frame F on the left end. The user performs operational inputs aimed at the timing when the musical notes N reach the judgment frame F, and sequentially selects the musical notes N flowing across the musical score display section A43 as selected objects.
[0173] The game of this embodiment progresses by evaluating the user's operation input for each note N that is sequentially selected as a selected object as described above, and awarding a score based on the evaluation result. Specifically, the operation input is first evaluated using the time difference between the instruction timing and the input timing, and a score is provisionally determined based on the evaluation result. Next, the parameter value of the variable parameter at the input timing is obtained from the variable parameter transition 5, and the provisionally determined score is adjusted by multiplying the variable parameter value by an adjustment value corresponding to the variable parameter value, for example. The adjusted score is then awarded.
[0174] According to this modification, even if the time difference between the instruction timing and the input timing is short and the operation input is highly evaluated, if the variable parameter value at the input timing is large, the score is adjusted higher, whereas if the variable parameter value is small, the score is adjusted lower. For example, even if the user's operation input for note Na that has reached judgment frame F in the situation of Fig. 21 is highly evaluated, the score is adjusted lower because the variable parameter value 51 at the current playback position is small. Conversely, even if the input timing is incorrect and the operation input is poorly evaluated, the score will be adjusted higher if the input is made at a timing with a large variable parameter value.
[0175] Furthermore, if a flick operation can be accepted as an operation input, the attribute of the operation input may be determined based on the flick direction of the flick operation. For example, a flick operation with an upward flick direction is determined as an operation input with a hot attribute, and a flick operation with a downward flick direction is determined as an operation input with a cool attribute. The evaluation is performed by first evaluating the operation input using the time difference between the instruction timing and the input timing, and provisionally determining a score based on the evaluation result. Next, the parameter value of the variable parameter at the input timing is obtained from the variable parameter transition 5, and the provisionally determined score is multiplied by an adjustment value based on the compatibility between the variable parameter value and the attribute of the operation input (hot attribute or cool attribute). The adjusted score is then assigned. If the input timing is correct and the operation input has a compatible attribute, the score will be large.
[0176] In addition to music games, the present invention can also be applied to battle games in which a user controls a character to battle an enemy. In such cases, a variable parameter transition display area A41, as shown in FIG. 21, is added to the game screen to present the variable parameter transition to the user during play. When the user performs an attack operation against an enemy, the attack power may be adjusted by multiplying the variable parameter value by an adjustment value corresponding to the variable parameter value at the timing of the operation. If the variable parameter value is large, the attack power is increased, and if the variable parameter value is small, the attack power is decreased. [Explanation of symbols]
[0177] 1500...Gaming device 100...Operation input section 200...Processing section 210...Game calculation unit 211...Unit Game Selection Section 213…Pre-selection Section 215...Music mood transition display control unit 217...Operation input reception unit 220...Game progress control unit 221...Selected object determination unit 223...Stamina value control unit 225...Skill activation control unit 227...Skill point control unit 229...Active skill activation control unit 231...Appeal point control section 233...Special appeal release control unit 290...Image generation unit 292...Sound generation section 294...Communication control unit 390...Image display unit 392...Sound output unit 394…Communications Department 500...Storage section 501...Game Program 510... Game initial setting data 520...Music definition data 523...Music audio data 525...Music mood transition data 530...Character data 540...Character parameters 541...Attribute 543...Skills 545...Active Skill 550...Music mood value definition data 560...Play data 563...Elapsed time 570...Character data used 572...Attribute 573...Current style 574...Stamina value 575...Skill points 581...Appealing points 583...Acquired score A21...Stage display area C11, C13, C15...Character A23: Music mood transition display area MK: Playback position marker A25: Operation input area 20(20a, 20b, 20c)...Icon section 21...Character icon 22…Attribute display body 23...Style indicator 24...Stamina gauge 25...Skill Gauge 30...Special Appeal Gauge
Claims
1. A program for causing a computer system to control the progress of a game related to a given play song based on a user's operation, a variable parameter display control means for displaying a transition of the parameter value so as to show at least the current parameter value of the variable parameter whose value is set to vary according to the progress of the played music; a game progress control means for controlling the progress of the game by receiving an operation by the user with respect to an object to which 1) an object attribute and 2) an action / effect on the progress of the game corresponding to a given compatibility are set, and variably controlling the action / effect of the object that has been received, with the compatibility between the attribute corresponding to the parameter value of the variable parameter at the time of receiving the operation being the given compatibility; A program for causing the computer system to function as a
2. the parameter value of the variable parameter varies in a plurality of stages corresponding to the degree of the given compatibility; the variable parameter display control means controls display of the transition of the parameter value varying in the plurality of stages; The program according to claim 1.
3. the variable parameter display control means controls display of a transition of past parameter values of the variable parameters; The program according to claim 2.
4. the variable parameter display control means controls display of a transition of a future parameter value of the variable parameter; The program according to claim 2 or 3.
5. A program for causing a computer system to control the progress of a game related to a given play song based on a user's operation, a variable parameter display control means for displaying variable parameters whose parameter values are set to vary in accordance with the progress of the played music; a game progress control means for receiving an operation by the user on an object to which an action effect on the progress of the game corresponding to the parameter value of the variable parameter is set, and for variably controlling the action effect of the object that has been received based on the parameter value of the variable parameter, thereby controlling the progress of the game; causing the computer system to function as When the object is selected as a selected object, the effect can be exerted. the game progress control means includes a selected object determination means for determining whether or not the object is to be the selected object based on an operation by the user, and controls the progress of the game based on the currently selected object and the current parameter value of the variable parameter; program.
6. the selected object determination means selects M (N≧M≧1) selected objects from among N (N≧2) objects based on an operation by the user; The program according to claim 5.
7. the game progress control means controls the progress of the game based on a combination of the M selected objects. The program according to claim 6.
8. the game progress control means controls the progress of the game based on the selection order of the M selected objects. The program according to claim 6 or 7.
9. an object pre-selection means for selecting N objects from among X (X>N) objects based on an operation by the user before the game progress control means controls the progress of the game; and further causing the computer system to function as the selected object determination means selects M selected objects from among the N objects selected by the object pre-selection means; The program according to any one of claims 6 to 8.
10. a variable parameter setting means for setting the variation content of the variable parameters based on the N objects selected by the object pre-selection means; 10. The program according to claim 9, for causing the computer system to further function as:
11. The game includes a plurality of unit games that the user can play, a standard variation content of the variation parameter with respect to game progress is associated with the unit game; a unit game selection means for selecting the unit game to be played by the user based on a selection operation by the user; a variation content adjusting means for adjusting the standard variation content corresponding to the unit game selected by the unit game selecting means, based on the N objects selected by the object pre-selecting means; 10. The program according to claim 9, for causing the computer system to further function as:
12. the game progress control means includes a restriction imposing means for imposing, as a restriction on a case where the object set as the selected object can be selected again as the selected object, either 1) a restriction on the time interval until the object can be selected again, or 2) a reduction in the effect when the object is selected again. The program according to any one of claims 5 to 11.
13. the game progress control means comprises first accumulated parameter value control means for consuming a first accumulated parameter value by a given consumption amount when determining the object as the selected object, and for recovering the first accumulated parameter value in accordance with the passage of time and / or the progress of the game; The program according to any one of claims 5 to 12.
14. The object is set with a type of the effect that it can exert, the selected object determination means determines the selected object and determines an effect to be exerted from among the effects set for the selected object, based on an operation by the user; The program according to any one of claims 5 to 13.
15. A program for causing a computer system to control the progress of a game related to a given play song based on a user's operation, a variable parameter display control means for displaying variable parameters whose parameter values are set to vary in accordance with the progress of the played music; a game progress control means for receiving an operation by the user on an object to which an action effect in the progress of the game corresponding to the parameter value of the variable parameter is set, the object having an action effect that can be activated, and for controlling the progress of the game by variably controlling the action effect of the object that has been received based on the parameter value of the variable parameter; an activation effect control means for activating the activation effect of the object based on an activation instruction operation by the user with respect to the object; causing the computer system to function as the game progress control means controls the progress of the game based on the activated effect activated by the activated effect control means. program.
16. The game progress control means includes activation effect restriction imposing restrictions on reactivation of the activated effect, the restrictions being either: 1) controlling the time interval until the activation instruction operation can be performed again; or 2) controlling the activated effect when reactivating the effect. The program according to claim 15.
17. the game progress control means includes second accumulated parameter value control means for consuming a given consumption amount of a second accumulated parameter value when activating the activation effect, and for recovering the second accumulated parameter value in accordance with the passage of time and / or the progress of the game; 17. The program according to claim 15 or 16.
18. A computer system that controls the progress of a game related to a given play song based on a user's operation, a variable parameter display control means for displaying a current parameter value of the variable parameter, the parameter value being set to vary with the progress of the played music, and a transition of the parameter value; a game progress control means for controlling the progress of the game by receiving an operation by the user with respect to an object to which 1) an object attribute and 2) an action / effect on game progress corresponding to a given compatibility are set, and variably controlling the action / effect of the object that has been received, with the compatibility between the attribute corresponding to the parameter value of the variable parameter at the time of receiving the operation / effect and the object attribute being the given compatibility; A computer system comprising:
19. A computer system that controls the progress of a game related to a given play song based on a user's operation, a variable parameter display control means for displaying variable parameters having parameter values that vary according to the progress of the played music; a game progress control means for controlling the progress of the game by receiving an operation by the user on an object to which an action effect on the progress of the game corresponding to the parameter value of the variable parameter is set, and variably controlling the action effect of the object that has been received based on the parameter value of the variable parameter; Equipped with When the object is selected as a selected object, the effect can be exerted. the game progress control means includes a selected object determination means for determining whether or not the object is to be the selected object based on an operation by the user, and controls the progress of the game based on the currently selected object and the current parameter value of the variable parameter; A computer system.
20. A computer system that controls the progress of a game related to a given play song based on a user's operation, a variable parameter display control means for displaying variable parameters having parameter values that vary according to the progress of the played music; a game progress control means for receiving an operation by the user on an object to which an action effect in the progress of the game corresponding to the parameter value of the variable parameter is set, the object having an action effect that can be activated, and for controlling the progress of the game by variably controlling the action effect of the object that has been received based on the parameter value of the variable parameter; an activation effect control means for activating the activation effect of the object based on an activation instruction operation by the user with respect to the object; Equipped with the game progress control means controls the progress of the game based on the activated effect activated by the activated effect control means. Computer system.
Citation Information
Patent Citations
Game program, and game device
JP2017060666A
Game program and game system
JP2018075273A
Program, game providing method, and game device
JP2019136206A
Terminal device, progress control method, and program
JP2021019990A
Game program, game processing method, game system, and game device
WO2018042466A1