Game Program

The game program integrates rhythm and role-playing elements by linking music timing with input to enhance gameplay engagement and prevent boredom, using an input unit, display unit, and speaker unit to create a dynamic experience.

JP7854727B2Active Publication Date: 2026-05-08RATATA ARTS CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
RATATA ARTS CO LTD
Filing Date
2024-03-06
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Existing game technologies based on the relationship between the movement of timing indices and input timing can lead to poor gameplay and user boredom.

Method used

A game program that integrates rhythm games with role-playing games by linking the outcome of character battles to the difference in timing between music output and input, using an input unit, display unit, and speaker unit to create a dynamic gameplay experience.

Benefits of technology

Improves gameplay engagement and prevents user boredom by combining rhythm and role-playing elements, enhancing user interaction through rhythmic input timing and character progression.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To prevent a user from feeling bored by improving a game property.SOLUTION: The present invention relates to a game program that causes, a computer of an information processing apparatus including an input unit 14 receiving a plurality of types of instructions by user inputs, a display unit 15 for displaying a game image including characters 101, 102, and a speaker unit 13 for outputting music, to execute: an input reception process S1 of receiving an instruction input to the input unit 14 during the progress of a game consisting of game images and music; a music output process S2 of outputting music from the speaker unit 13 in a rhythm associated with the type of instruction input in the input reception process S1; and a game progress process S3 in which the difference between the rhythm of the music output by the music output process S2 and the timing of input to the input unit 14 in accordance with the rhythm is correlated with the win or loss of the characters 101, 102 displayed on the display unit 15 while the game progresses.SELECTED DRAWING: Figure 1
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Description

Technical Field

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[0001] The present invention relates to a game program.

Background Art

[0002] Regarding the technology for advancing a game based on the input timing of a user, Patent Document 1 discloses a computer that functions as a first input detection unit for receiving a first input from a user, an index generation unit for displaying at least one timing index at a first position of a display unit based on the first input, an index movement unit for moving the timing index from the first position to a second position and from the second position to the first position, a second input detection unit for detecting whether a second input from the user has been input when the timing index reaches the first position from the second position, a third input detection unit for detecting whether a third input has been input so as to continue from the second input, a continuous input detection unit for detecting whether the third input has been continuously input for a predetermined time, and a character control unit for causing a character to execute a first action when the third input has been continuously input for the predetermined time. Thereby, it is possible to improve the gameability by maintaining a simple operation feeling while bringing about changes and preventing the user from feeling bored.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, since the technology of Patent Document 1 advances the game based on the relationship between the movement of the timing index displayed on the display unit and the input timing, there is room for improvement in that the gameability is poor and the user is likely to feel bored.

[0005] This invention has been made in view of the above circumstances, and its purpose is to provide a game program that can improve gameplay and prevent users from becoming bored. [Means for solving the problem]

[0006] To achieve the above objectives, the present invention comprises the following configuration.

[0007] A computer in an information processing device comprising an input unit that accepts multiple types of instructions from the user, a display unit that displays game images including characters, and a speaker unit that outputs music, During the progress of the game, which consists of the game images and the music, an input reception process is performed to receive the instruction input to the input unit, A music output process that outputs the music from the speaker unit in a rhythm corresponding to the type of instruction input in the input reception process, A game progression process that progresses the game by relating the difference between the rhythm of the music output by the music output process and the timing input to the input unit in accordance with the rhythm to the win or loss of the character displayed on the display unit, A game program that executes the game.

[0008] With the above configuration, the game progresses by linking the outcome of the character's battle to the difference in timing between the rhythm of the music output from the speaker unit and the input to the input unit. This creates a game that combines rhythm games and role-playing games, improving gameplay and preventing users from getting bored. [Effects of the Invention]

[0009] According to the present invention, it is possible to improve the gameplay and prevent users from becoming bored. [Brief explanation of the drawing]

[0010] [Figure 1] Figure 1 is an explanatory diagram showing an example of the hardware and software configuration of the game device according to this embodiment. [Figure 2] Figure 2 is an explanatory diagram showing the button layout of a smartphone. [Figure 3] Figure 3 is an explanatory diagram of the command data table. [Figure 4] Figure 4 is an explanatory diagram of the music / audio data table. [Figure 5] Figure 5 is a flowchart of the input reception process. [Figure 6] Figure 6 is a flowchart of the music output processing. [Figure 7] Figure 7 is a flowchart of the game progression process. [Figure 8] Figure 8 is a flowchart of the game progression process. [Figure 9] Figure 9 is an explanatory diagram illustrating the game's overview. [Figure 10] Figure 10 is an explanatory diagram showing the state of combo completion in the timing part. [Figure 11] Figure 11 is an explanatory diagram illustrating the state of a failed combo in the timing part. [Modes for carrying out the invention]

[0011] The following describes in detail an example of an embodiment of the present invention with reference to the drawings.

[0012] (Game device 1) As shown in Figure 1, the game program according to this embodiment is executed in a computer mounted on a game device 1, which is an information processing device. The game device 1 includes an input unit 14 that accepts multiple types of instructions from the user, a display unit 15 that displays game images including characters 101 and 102, a speaker unit 13 that outputs music, and an arithmetic unit 10 (computer) that executes the game program.

[0013] The game device 1 may be a dedicated information processing device for home or commercial games, or may be a portable information processing device such as a smartphone, feature phone, or tablet computer. Further, the game device 1 may be an information processing device that is a stationary personal computer.

[0014] When the game device 1 is a dedicated information processing device for games, the input unit 14 includes an analog stick for moving characters 101 and 102 and moving the viewpoint, a cross key for moving characters 101 and 102 and selecting a menu, a select button for selecting an item from a menu or options, a B button, an X button, a Y button, a 1 button, a 2 button, a 3 button, etc. for performing operations necessary for the progress of the game. In the present embodiment, the function of one button in the input unit 14 is changed according to the setting screen or the game screen. For example, the input unit 14 has a function of enabling setting of music, voice, and rhythm by a combination of button types, and a function of determining the input timing. Further, for example, a specific button such as the B button of the input unit 14 is used as a button for determining an item from a menu or options, while in a shooting game level in a role-playing game, it may be used as a button for performing an attack or a special skill.

[0015] For the input unit 14, a specific example will be described. As basic operations, "movement" is associated with the A button, D button, and the left and right directions of the left stick. "Jump" is associated with the space button and A button. "Evade step" is associated with the shift button and RT button. "Rhythm command R" is associated with the 1 button and X button. "Rhythm command Z" is associated with the 2 button and B button. "Rhythm command Y" is associated with the 3 button and Y button. Note that for the rhythm commands R, Z, and Y, it is possible to use different operations according to input modes such as long pressing of buttons and continuous pressing. For example, for the rhythm command R, it is possible to distinguish between "alignment" and "emergency evasion", and for the rhythm command Z, it is possible to distinguish between "attack" and "special action". Details will be described in the command data table in Figure 2.

[0016] Also, "revive ally" is associated with the H button and RB button near a dead ally. "Camera mode switch (automatic / manual)" is associated with the F1 button and select button. "Zoom in / out" in the "operation in manual camera mode" is associated with the scroll of the mouse wheel, the up and down directions of the right analog stick, and the up and down arrow buttons. "Camera operation movement" in the "operation in manual camera mode" is associated with the left and right directions of the right analog stick and the left and right arrow buttons.

[0017] In addition, various commands for debugging may be registered for the input unit 14. Also, the types and names of buttons are not limited to those described above.

[0018] As shown in Figure 2, if the game device 1 is a general information processing device equipped with a touch panel 151, such as a smartphone, on the display unit 15, the button icons 141 to 146 of the input unit 14 may be displayed in a part of the touch panel 151, and the player can perform the same functions as the input unit 14 by touching the button icons 141 to 146. Alternatively, the same functions as the input unit 14 may be performed by a combination of the number of fingers touching the touch panel 151, the number of touches (taps), the touch duration, the touch position, the drag direction, and the drag length. Furthermore, in a rhythm game, the timing of the input may be the timing when the player touches the displayed characters 101, 102, etc., via the touch panel 151.

[0019] The display unit 15 is a device that displays game images, and examples include liquid crystal displays, organic EL displays, and plasma displays. The display unit 15 may be built into the housing of the game device 1, or it may be an external television receiver or monitor. The display unit 15 may also be a projector that projects game images onto a wall or screen, or a head-mounted display that is worn on the player's head to display game images. Furthermore, the display unit 15 may be designed to allow combination of multiple display devices.

[0020] The speaker unit 13 may include small speakers, full-range speakers, soundbars, and multi-channel speaker systems such as 5.1ch or 7.1ch. The speaker unit 13 may also be integrally formed with the display unit 15. In this case, in small game devices such as portable game consoles and smartphones, the speaker unit 13 can be built into the display unit 15 to save space.

[0021] (Game content) The characters 101 and 102 displayed on the display unit 15 are the main character 101, "Ratatan," and multiple sub-characters 102, "Kobun," who act alongside the main character 101. The game in which these characters 101 and 102 appear is a combination of a rhythm game and a role-playing game, in which the player inputs various buttons on the input unit 14 in time with the rhythm of the music output from the speaker unit 13, and determines actions called rhythm commands based on the combination of the type of button input and the rhythm, thereby making the sub-characters 102, "Kobun," participate in the battle game, raising the level that indicates the strength of the sub-characters 102, and clearing game stages.

[0022] To explain in detail, as shown in Figure 9, the game unit consists of a set of a "transition part" and a "loop part" in multiple levels, mainly indicating the strength of the sub-character 102. The "transition part" is a period that appears when the game starts or the level changes. When the player operates the input unit 14 and presses a button during the "transition part," the music / sound data table in Figure 4 is referenced by the calculation unit 10, and music and sound are selected based on the button type and the level indicating the progress of the game. Then, the newly selected music and sound are output from the speaker unit 13 in place of the music and sound before the button operation. For example, the main character 101, Ratatan, says the word "Rattatta." After that, the music is maintained as background music as the game transitions to the "loop part." At the start of the game, the sub-character 102 is at level 1, indicating the weakest strength, and the level increases by one step each time a predetermined condition is met.

[0023] As shown in Figure 10, the "loop part" is divided into a timing part for executing the rhythm game and a command part for operating the sub-character 102 based on the results of the rhythm game. During the command part, button input to the input unit 14 is possible, allowing the audio and the operation of the sub-character 102 in the next timing part to be changed.

[0024] In the timing section, four median values ​​are set at 0.5-second intervals from the time of button input in the transition section. The range of 0.06 seconds before and after the median value is set as the just input range, and the range of 0.076 seconds before and after the just input range is set as the normal input range. Then, music is output, and button inputs to the input unit 14 are made four times in a row in time with the rhythm of the music, that is, to match the median values ​​at 0.5-second intervals. Each time an input is made, sound is output, and it is determined whether the input timing falls within the just input range or the normal input range. Alternatively, the game device 1 may be equipped with a microphone, and the player's voice may be input to the microphone along with the button inputs to the input unit 14, and the rhythm game may be played based on the timing of the voice and button inputs.

[0025] If the input timing falls within either the Just Input range or the Normal Input range for four consecutive times, a combo is achieved, and in the command part following the timing part, sub-character 102 operates in the manner corresponding to the command shown in Figure 3. If the combo continues for a predetermined number of times, sub-character 102 enters an enhanced Fever mode, and its level increases by one stage. Note that if the input timing is within the Just Input range, Fever mode is entered and the level increases by one stage in fewer combos than if the input timing is within the Normal Input range.

[0026] As shown in Figure 11, if the input timing falls outside of both the perfect input range and the normal input range, the combo fails, and sub-character 102 is reset to level 1, the lowest strength level. The music also changes according to the level. Note that the numbers used in the explanation of the game content are examples and can be freely changed. Also, if a combo fails, the current level may be reduced by one level.

[0027] (Storage unit 12: Data table) The game device 1 is equipped with a memory unit 12. The memory unit 12 stores game programs and various types of data. Specifically, the memory unit 12 stores table data in the form of a command data table and a music / sound data table.

[0028] (Command data table) As shown in Figure 3, the command data table has a command item that shows the name of the command executed in the game, an input item that shows the input method for executing the command (combination of button types, input time, etc.), and an effect item that shows the effect that occurs when the command is executed.

[0029] Specifically, the "Formation" command, when input is a combination of buttons 111 or XXX, has the effect of "The Kobun gather in a formation around Ratatan. If used near another character, "Chorus," Chorus can be transformed into a Kobun and made into an ally." The "Attack" command, when input is a combination of buttons 222 or BBB, has the effect of "If the Kobun recognize an enemy, they will position themselves and then attack. If they do not recognize an enemy, they will stop and display a "?" mark."

[0030] The Ratatan Skill (command) has the effect of "activating a Ratatan-specific skill" when the input is a combination of buttons 333 or YYY. The Emergency Evasion (command) has the effect of "Ratatan and Kobun leap back a great distance to the left" when the input is a combination of buttons 1 (hold) 1 (hold) or X (hold) X (hold). The Special Action (command) has the effect of "performing a special action corresponding to Kobun's weapon type" when the input is a combination of buttons 2 (hold) 2 (hold) or B (hold) B (hold).

[0031] This allows players to, for example, refer to the command data table to understand the name, input method, and effect of a command. Game developers can also refer to the command data table to verify the behavior and effects of commands.

[0032] Furthermore, as shown in Figure 2, in the case of a general information processing device equipped with a touch panel 151 on the display unit 15, the button icons 141 to 146 of the input unit 14 can be displayed in a part of the display unit 15 (touch panel 151), and the player can be instructed to perform the action of a command based on the command data table by touching each of the button icons 141 to 146. In addition, in the case of an information processing device equipped with a touch panel 151, the player can be instructed to touch characters 101 and 102 and move them in the drag direction by dragging, or the player can be instructed to tap characters 101 and 102 multiple times to make characters 101 and 102 perform special actions.

[0033] (Music / Audio Data Table) The music and audio data table lists the music and audio data that are played when different button operations are performed in each level of the game. Specifically, it has a level entry, a button type entry, a music data entry, and an audio data entry. The level entry indicates the difficulty level or stage of progression in the game. The button type entry indicates the type of button the player presses. The music data entry indicates the name of the music file corresponding to a specific level and button operation.

[0034] The level system consists of five stages, from Level 1 to Level 5. For example, as the level increases, more powerful sounds and music are played. The button types are configured differently for each level from 1 to 5, and each button type is configured to play different sounds and music at each level.

[0035] For example, if you press button 111 or XXX at level 2, the music file M21 and the audio file B21 will become playable. This allows the music / audio data table to play appropriate music according to the game's progress and the player's actions. For example, it can enhance the game's atmosphere and immersion, create a dramatic effect during gameplay, and increase the player's sense of accomplishment by playing exciting music when leveling up. It can also heighten the player's tension by playing tense music when a powerful enemy appears.

[0036] (Memory Unit 12: Game Program) The game program is stored in the memory unit 12 of the game device 1. The game program causes the computer (arithmetic unit 10) of the game device 1, which is an information processing device, to execute the following: an input reception process (S1) that accepts instructions to the input unit 14 during the progress of the game, which consists of game images and music; a music output process (S2) that outputs music from the speaker unit 13 in a rhythm corresponding to the type of instruction input in the input reception process (S1); and a game progress process (S3) that progresses the game by relating the difference between the rhythm of the music output by the music output process (S2) and the timing input to the input unit 14 in accordance with the rhythm to the win or loss of the characters 101 and 102 displayed on the display unit 15. Specifically, the game program causes the computer of the game device 1 to execute, during the progress of the role-playing game, an input reception process (S1), a music output process (S2) that outputs music from the speaker unit 13, and a game progression process (S3) that progresses the role-playing game by linking a rhythm game, based on the difference between the rhythm of the music output by the music output process (S2) and the timing input to the input unit 14 to match the rhythm, to the win or loss of characters 101 and 102 displayed on the display unit 15.

[0037] To explain in more detail, the game program is executed by the computer, which is the arithmetic unit 10. The arithmetic unit 10 appears to execute the input reception process (S1), the music output process (S2), the game progression process (S3), and the music output process shown in Figure 6 in parallel through multitasking control.

[0038] As shown in Figure 5, the input reception process determines whether or not a button input has been received from the input unit 14 (S11). If there is no button input (S11: NO), S11 is repeated. On the other hand, if a button input is received (S11: YES), the type of button that was operated is obtained (S12). The button type is then temporarily stored in the button type storage area of ​​the storage unit 12 (S13). Note that there may be one type of button, or a combination of two or more types.

[0039] Next, a section showing the current progress appears when the game starts or the level changes, and it is determined whether or not it is a "transition section" where background music is set (S14). If it is not a "transition section" (S14: NO), S11 is re-executed. On the other hand, if it is a "transition section" (S14: YES), the game moves to a "loop section" where the rhythm game is played (S15), and S11 is re-executed.

[0040] As shown in Figure 6, in the music output process, it is determined whether or not a button input has been received (S21). If there is no button input (S21:NO), S21 is re-executed. On the other hand, if a button input has been received (S21:YES), it is then determined whether or not it is a "transition part" (S22). If it is a "transition part" (S22:YES), the current level is obtained (S23), and then the current button type is read (S24). Then, the music / audio data table in Figure 4 is referenced, and music data and audio data corresponding to the level and button type are read and output from the speaker unit 13.

[0041] On the other hand, if it is not a "transition part" (S22:NO), it is determined to be a loop part, and then it is determined whether or not it is a "command part" set in the latter half of the loop part (S26). If it is not a "command part" (S26:NO), S21 is executed again. If it is a "command part" (S26:YES), after the current level is obtained (S27), the current button type is read (S28). Then, the music / sound data table in Figure 4 is referenced, and the sound data corresponding to the level and button type is read and output from the speaker unit 13.

[0042] As shown in Figure 7, during the game progression process, it is determined whether or not a button input has occurred (S301). If there is no button input (S301:NO), S301 is re-executed. On the other hand, if there is a button input (S301:YES), it is then determined whether or not it is a "loop part" (S302). If it is not a "loop part" (S302:NO), S301 is re-executed. On the other hand, if it is a "loop part" (S302:YES), it is determined whether or not it is a timing part (S303).

[0043] If it is not the timing part (S303:NO), the button type is read (S304) as the sub-character 102 is in the command part operating in an action mode corresponding to the command, the character action corresponding to the button type is set (S305), and the command action processing is executed (S306). After this, the program moves to the timing part (S307).

[0044] On the other hand, if it is determined in S303 that it is a timing part (S303:YES), the button input time, which indicates the elapsed time since the start of the loop part when a button was pressed, is obtained (S308), as shown in Figure 8. Next, the number of button presses since the start of the loop part is obtained (S309). After this, it is determined whether the button input time is within the just input time range corresponding to the number of button presses (S310). If it is within the just input time range (S310:YES), just points such as 10 points are added to the combo points (S312), and then it is determined whether a combo has been achieved, indicating that the timing of all four button presses was within the just input time or within the normal input time (S313).

[0045] On the other hand, if the input time is outside the just input time range (S310: NO), it is determined whether the button input time is within the normal input time range corresponding to the number of button presses (S311). If it is outside the normal input time range (S311: NO), the rhythm game is considered to have failed, and the level is reset (S315). That is, if it is a rhythm game at level 1, the current level 1 is maintained. If it is a rhythm game at level 2 or higher, such as level 2 or level 3, it is moved to the lowest level, level 1. Then, after moving to the "transition part" (S320), S301 is executed.

[0046] On the other hand, if the input time is within the normal input time range (S311:YES), then it is determined whether a combo has been achieved (S313). For example, if a "combo" is achieved where the button input time is within the just input time range for four consecutive times (S313:YES), then combo achievement points such as 20 points are added to the combo points (S314). Then it is determined whether the combo points are equal to or greater than the fever achievement points (S316). For example, if the combo points are equal to or greater than the fever achievement points, such as 110 combo points and 100 fever achievement points (S316:YES), then the level is counted up by 1 (S319), and then S301 is executed.

[0047] On the other hand, in S316, if the combo points are not equal to or greater than the fever activation points, for example, if the combo points are 70 points and the fever activation points are 100 points (S316: NO), it is determined whether the conditions for ending the timing part have been met (S317). If the conditions for ending the timing part have been met (S317: YES), the rhythm game for this round is considered complete, and the game moves to the command part (S321). Sub-character 102 then operates in a manner corresponding to the command, executes a fighting game, and fight points are increased or decreased depending on the outcome. After this, S301 is executed again. On the other hand, if the conditions for ending the timing part have not been met (S317: NO), the rhythm game for this round is considered incomplete, the button input count is increased by 1 (S318), and then S301 is executed again. Note that the conditions for ending the timing part (conditions for moving to the command part) are not particularly limited. Examples of such conditions include a condition that the timing part ends when a certain amount of time (e.g., 2 seconds) has elapsed since transitioning to the timing part, or a condition that the timing part ends when the number of button presses reaches a predetermined number (e.g., 1-8 times). In order to make the user feel a stronger connection to the rhythm, it is preferable that the conditions for ending the timing part include time-based conditions that correspond to the passage of time, which is considered important in rhythm games. The "certain amount of time" in time-based conditions is not particularly limited. In order to make the user feel the rhythm, it is preferable that the time is an integer multiple of the interval between beats (e.g., 0.5 seconds) (for example, if the interval between beats is 0.5 seconds, it is 2 seconds corresponding to 4 beats, 4 seconds corresponding to 8 beats, etc.). Furthermore, in order to make the user feel a stronger connection to the input, it is also preferable that the conditions for ending the timing part include conditions that correspond to button input operations, which are considered important in games in general, using the number of button presses. The "predetermined number" in conditions using the number of button presses is not particularly limited.In order to give the user a sense of rhythm, the predetermined number of presses is preferably the number of beats in one measure of the background music (2, 3, 4, 6, 8, 12, 16, etc.), an integer multiple of that number of beats (2, 4, etc.), or an integer fraction of that number of beats (1 / 2, 1 / 3, 1 / 4, etc.), or a number corresponding to other rhythms. In this case, in order to prevent the rhythm from being disrupted by a long press, it is preferable that "long press of a button" is interpreted as the number of presses corresponding to a long press exemplified by two presses, etc. In addition, in order to give the user a variety of command options with different numbers of button presses, it is preferable that the condition for ending the timing part includes the condition that the timing part ends when a series of inputs has been made that constitute a command at the current level and do not result in other commands being derived by subsequent inputs. In this case, in order to match the timing of the completion of the input with the rhythm, it is preferable that the condition includes the condition that the timing part ends when a series of inputs that constitute a command at that level has been made and the timing has reached a point corresponding to the beat of the background music.

[0048] (summary) As described above, the game program according to this embodiment causes the computer (arithmetic unit 10) of the game device 1, which is an information processing device equipped with an input unit 14 that accepts multiple types of instructions from the user, a display unit 15 that displays game images including characters 101 and 102, and a speaker unit 13 that outputs music, to execute an input acceptance process (S1) that accepts instructions to be input to the input unit 14 during the progress of a game consisting of game images and music, a music output process (S2) that causes music to be output from the speaker unit 13 in a rhythm corresponding to the type of instruction input in the input acceptance process (S1), and a game progress process (S3) that progresses the game while relating the difference between the rhythm of the music output by the music output process (S2) and the timing input to the input unit 14 in accordance with the rhythm to the win or loss of characters 101 and 102 displayed on the display unit 15.

[0049] With the above configuration, the game progresses by linking the win / loss of characters 101 and 102 to the difference in timing between the rhythm of the music output from the speaker unit 13 and the input to the input unit 14 (button input), thereby realizing a game that combines rhythm games and role-playing games. This improves gameplay and prevents users from getting bored.

[0050] Furthermore, the game progression process (S3) awards combo points according to the difference between the rhythm of the music and the timing input to the input unit 14. When the total value of the combo points reaches a predetermined value (fever activation point), the game transitions from the current game level (e.g., level 1) to the next game level (e.g., level 2), and includes a level transition process (S312, S314, S316, S319) which executes the input acceptance process (S1) and the music output process (S2). The system is configured to have the computer execute the level transition process (S312, S314, S316, S319).

[0051] According to the above configuration, when the total value of combo points reaches a predetermined value, the game transitions from the current game level to the next game level, thereby improving gameplay and preventing users from becoming bored.

[0052] Furthermore, the game progression process (S3) determines whether the difference between the rhythm of the music and the timing input to the input unit 14 is within a predetermined range. If the determination result is within the predetermined range for a first predetermined number of consecutive times (S313), the system performs character operation processing (S304, S305, S306) to operate the characters 101 and 102 displayed on the display unit 15 in an operation mode corresponding to the type of instruction input in the input acceptance process (S1). The system is configured to cause the computer to execute the character operation processing (S304, S305, S306).

[0053] According to the above configuration, when the timing difference between the music rhythm and the input to the input unit 14 occurs for a first predetermined number of consecutive times, the behavior of characters 101 and 102 is determined, thereby allowing the elements of a rhythm game to be fully incorporated into the game's progression.

[0054] Furthermore, the game progression process (S3) includes a level transition process (S316, S319, Fever mode in Figure 9) which, when the character movement processes (S304, S305, S306) occur a predetermined number of times in a row, transitions to a special level (Level 2, Level 3, etc.) where the probability of characters 101 and 102 winning increases, and the computer is instructed to execute the level transition process.

[0055] With the above configuration, the gameplay of the rhythm game can be improved and users can avoid getting bored by having them pay attention to the timing of inputs to the input unit 14 in order to move to a special level where the probability of the character winning is higher.

[0056] Furthermore, the game progression process (S3) includes a process (S310-S312) where the number of specified actions decreases as the range of timing differences decreases. With the above configuration, by having the user pay attention to the timing of input to the input unit 14 in order to advance the transition to a special level, the gameplay of the rhythm game can be improved and the user can be kept from getting bored.

[0057] Furthermore, the game progression process (S3) includes a character voice output process (S29) that allows input to the input unit 14 from the time of transitioning to a new game level (level 1, level 2, level 3, etc.) indicating the stage of game progression until the first period (transition part) has elapsed, and causes characters 101 and 102 to speak according to the type of input in accordance with the input to the input unit 14, and the computer is instructed to execute the character voice output process (S29).

[0058] With the above configuration, the character's voice can be changed depending on the input type each time the game moves to a new level, and the voice can be made to speak in time with the music's rhythm, further preventing users from getting bored.

[0059] In the above explanation, we have described the process when a game program is executed on a single game device 1, but this is not the only way to go. The game program may also include processes for operating multiple game devices 1 in cooperation with each other. For example, multiple game devices 1 may be connected via long-distance communication such as the internet or short-distance communication such as Wi-Fi to enable data communication, and various points may be supplied from other game devices 1 to a specific game device 1 to increase its level or strengthen characters 101 and 102.

[0060] Furthermore, the game device 1 may be equipped with a communication unit that transmits data to a mobile terminal that collects exercise information such as the user's step count, walking distance, and running distance. In the game progression process (S3), the game program may include a process that associates the exercise information collected on the mobile terminal with the win / loss of characters 101 and 102 and with the rhythm game. Here, "mobile terminal" can be exemplified by a smartphone, fitness tracker, smartwatch, sports watch, or pocket pedometer. For example, if a predetermined number of steps or more are received as rhythm information, the level may be increased by one step, or the just input range or normal input range may be expanded. In this case, the user's awareness of exercise can be increased by associating the user's exercise information collected on the mobile terminal with the win / loss of characters 101 and 102 and with the rhythm game.

[0061] The game program, configured as described above, can be installed on an information processing device such as a personal computer or tablet terminal, allowing the device to function as game device 1. The program may be distributed on a computer-readable storage medium such as a CD-ROM or USB memory, or via a two-way communication network or communication line such as the internet or a one-way communication network such as television broadcasting.

[0062] (Game control method) Some or all steps in a game program may be configured by hardware. The game device 1, which operates using a combination of software and hardware, implements a game control method in which the computer mounted on the game device 1 executes the following: an input reception process (S1) that accepts instructions to the input unit 14 during the progress of a game consisting of game images and music; a music output process (S2) that outputs music from the speaker unit 13 in a rhythm corresponding to the type of instruction input in the input reception process (S1); and a game progress process (S3) that progresses the game by relating the difference between the rhythm of the music output by the music output process (S2) and the timing input to the input unit 14 in accordance with the rhythm to the win or loss of the characters 101 and 102 displayed on the display unit 15. Furthermore, the game device 1 implements a game control method in which the computer also executes each processing step of the input reception process in Figure 5, each processing step of the music output process in Figure 6, and each processing step of the game progress process in Figures 7 and 8.

[0063] Within the scope of the concept of this invention, those skilled in the art can conceive of various modifications and alterations. Therefore, such modifications and alterations are understood to fall within the scope of this invention. For example, any addition, deletion, or design change of components, or addition, omission, or modification of processes, made by a person skilled in the art to the above-described embodiments, is also included within the scope of this invention, as long as it retains the essence of this invention. [Explanation of symbols]

[0064] 1 Game device 10 Arithmetic section 101 Main Characters 102 subcharacters 12 Storage section 13. Speaker section 14 Input section 141-146 Button Icons 15 Display section 151 Touch Panel

Claims

1. The computer of the information processing device executes a game that combines a rhythm game and a role-playing game, comprising: an input unit that accepts multiple types of instructions from the user; a display unit that displays game images including characters; and a speaker unit that outputs music. The game features a main character and sub-characters who act alongside the main character, and the user inputs various buttons on the input unit in time with the rhythm of the music. The combination of the input button type and the rhythm determines rhythm commands, which allow the sub-characters to participate in the battle game. The computer then increases the sub-characters' strength levels across multiple stages, thereby clearing game stages. During the progress of the game, which consists of the game images and the music, an input reception process is performed to receive button inputs of the instructions to the input unit, In accordance with the type of button input in the input reception process, a music output process is performed to output music or sound from the speaker unit, In a loop section divided into a timing section for executing the rhythm game and a command section for operating the sub-character based on the results of the rhythm game, In the timing part, the system determines whether the input timing based on the input timing of multiple button inputs to the input unit falls within the just input range or the normal input range, relative to the median of multiple intervals set in beat intervals from the start of the timing part by the button input to the input unit in the transition part, which is a period that appears when the game starts or the level changes. Based on the result of this determination, if it falls within the just input range, the system adds just points to the combo points. Then, it determines whether a combo has been formed indicating that all of the multiple input timings are within the just input range or the normal input range. If a combo has been formed, the system adds combo points to the combo points. If the input timing is not within the specified just input range, it is determined whether the input timing is within the specified normal input range. If the input timing is within the specified normal input range, it is determined whether the combo has been completed. If the combo has been completed, the combo completion points are added to the combo points. If the aforementioned combo points are equal to or greater than the points required to activate Fever, the aforementioned level is increased by one count. In the command part, which is set after the timing part, the command data table is referenced based on the button type to set the operation mode corresponding to the command, the character operation processing of the sub-character is executed, and if the total value of the combo points is equal to or greater than the fever activation point, a level transition process is executed to transition to a special level in which the probability of the character winning increases, and the game progress processing is performed. A game program that executes the game.

2. The level transition process is further executed when the character motion process is performed a predetermined number of times consecutively. The game program according to claim 1.

3. The game program according to claim 2, wherein the smaller the predetermined range for determining whether the difference in input timing in the game progression process is within a predetermined range, the fewer the predetermined number of times the process is performed.

Citation Information

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