Program, game device, game method
The game system synchronizes user-controlled singing performances by multiple characters through dynamic alignment of melodies and accompaniments, addressing the lack of interactive character performances in existing systems and enhancing game engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- IDEA FACTORY CO LTD
- Filing Date
- 2022-09-01
- Publication Date
- 2026-06-12
Smart Images

Figure 0007873439000001 
Figure 0007873439000002 
Figure 0007873439000003
Abstract
Description
【Technical Field】 【0001】 The present disclosure relates to a program, a game device, and a game method. 【Background Art】 【0002】 In Japanese Patent Application Laid-Open No. 2022-97020 (Patent Document 1), singing patterns (performances) different for each of a plurality of characters are prepared, and as a dance performance by each character, singing by each character used in a battle following the introduction of a music piece is provided in order as individual performances, and then a chorus by all characters is provided as a unit performance. However, the timing of singing or chorus by each character is fixed and not associated with the user's operation during the game progress. 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2022-97020 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 One of the objectives of the specific aspect according to the present disclosure is to provide a new method for using singing or the like by a plurality of characters as a game performance. 【Means for Solving the Problems】 【0005】 [1] A program according to one aspect of the present disclosure is a program executed on a computer including a processor, a storage unit, and an input unit capable of executing the program, wherein the processor performs a game progress processing step of controlling the progress of a game including a plurality of characters in a virtual space, The aforementioned game progress processing Step Image processing step that outputs an image corresponding to the progress of the game in response to the control, The aforementioned game progress processing Step A sound processing step that outputs sounds corresponding to the progress of the game in response to the control, This will cause it to execute, The aforementioned sound processing step is: A first step is to play the main melody and accompaniment of the first song associated with the first character, using the music data stored in the memory unit, when a first action relating to the first character, which is one of the plurality of characters, is activated. When a second action relating to a second character, which is one of the plurality of characters, is activated during playback of the first song, a second step is performed using the song data stored in the memory unit to synchronize playback of the main melody and accompaniment of the first song with the main melody of the second song associated with the second character, or synchronize playback of the main melody and accompaniment of the second song with the main melody of the first song. Includes, At least one of the first action and the second action is activated in response to an operation instruction from the user using the input unit. It is a program. [2] One embodiment of the game device relating to this disclosure is Memory unit and, An input unit that receives operation instructions from the user, A game progress processing unit that controls the progress of a game containing multiple characters in a virtual space, An image processing unit that outputs an image corresponding to the progress of the game in response to the control by the game progress processing unit, A sound processing unit that outputs sounds corresponding to the progress of the game in response to the control by the game progress processing unit, Includes, The aforementioned sound processing unit When a first action is activated relating to a first character, which is one of the aforementioned multiple characters, the main melody and accompaniment of the first song associated with that first character are played using the music data stored in the memory unit. When a second action relating to a second character, which is one of the multiple characters, is activated during playback of the first song, the system uses the song data stored in the memory unit to start synchronized playback of the main melody and accompaniment of the first song and the main melody of the second song associated with the second character, or synchronized playback of the main melody and accompaniment of the second song and the main melody of the first song. At least one of the first action and the second action is activated in response to an operation instruction from the user using the input unit. It is a game device. [3] One embodiment of the game device relating to this disclosure is Memory unit and, An input unit that receives operation instructions from the user, A processor that, by executing a program, controls the progress of a game containing multiple characters in a virtual space, outputs images according to the progress of the game, and outputs sounds according to the progress of the game. Includes, The aforementioned processor, When a first action is activated relating to a first character, which is one of the aforementioned multiple characters, the main melody and accompaniment of the first song associated with that first character are played using the music data stored in the memory unit. When a second action relating to a second character, which is one of the multiple characters, is activated during playback of the first song, the main melody and accompaniment of the first song are used with the song data stored in the memory unit. The Synchronized playback of the main melodies of two songs or associated with the second character The aforementioned This starts the synchronized playback of the main melody and accompaniment of the second piece and the main melody of the first piece. At least one of the first action and the second action is activated in response to an operation instruction from the user using the input unit. It is a game device. [4] One aspect of the game method relating to this disclosure is: A game method executed on a computer including a processor, a storage unit, and an input unit capable of executing a program, comprising: A game progress processing step in which the processor controls the progress of a game including a plurality of characters in a virtual space; An image processing step in which the processor outputs an image corresponding to the progress of the game in response to the game progress processing Step control; A sound processing step in which the processor outputs a sound corresponding to the progress of the game in response to the game progress processing Step control; including: The sound processing step includes: A first step of playing the main melody and accompaniment of a first music piece associated with a first character, which is one of the plurality of characters, using music piece data stored in the storage unit when a first action related to the first character is activated; A second step of performing synchronous playback of the main melody and accompaniment of the first music piece and the main melody of a second music piece associated with the second character or synchronous playback of the main melody and accompaniment of the second music piece and the main melody of the first music piece using the music piece data stored in the storage unit when a second action related to a second character, which is one of the plurality of characters, is activated during the playback of the first music piece; including: At least one of the first action and the second action is activated in response to an operation instruction by a user using the input unit. A game method. 【0006】 According to each of the above configurations, a new method for using singing or the like by a plurality of characters as a game effect is provided. 【Brief Description of Drawings】 【0007】 [Figure 1] FIG. 1 is a diagram showing the configuration of a game device according to an embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a functional block configuration of the game device. [Figure 3] Figure 3 is a diagram for schematically explaining an example of the content of a game provided by the game device. [Figure 4] Figure 4 is a conceptual diagram for explaining the configuration of music data. [Figure 5] Figure 5 is a conceptual diagram for explaining the configuration of switching point data. [Figure 6] Figure 6 is a conceptual diagram for explaining a method of synchronous playback using switching point data. [Figure 7] Figure 7 is a conceptual diagram for explaining a method of synchronous playback using switching point data. [Figure 8] Figure 8 is a flowchart showing an operation procedure related to synchronous playback of the game device. [Figure 9] Figure 9 is a conceptual diagram for explaining the configuration of music data. [Figure 10] Figure 10 is a conceptual diagram for explaining a method of synchronous playback using switching point data. [Figure 11] Figure 11 is a conceptual diagram for explaining a method of synchronous playback using switching point data. [Figure 12] Figure 12 is a conceptual diagram for explaining the configuration of music data. [Figure 13] Figure 13 is a conceptual diagram for explaining a method of synchronous playback using switching point data. [Figure 14] Figure 14 is a conceptual diagram for explaining a method of synchronous playback using switching point data. 【Embodiments for Carrying Out the Invention】 【0008】 Figure 1 shows the configuration of a game device according to one embodiment. The illustrated game device 1 is used in connection with a display device 2 such as a liquid crystal display device, and can be configured using a computer (computer system) that includes a processor 11, ROM 12, RAM 13, storage device 14, media drive 15, communication interface (IF) 16, output interface (IF) 17, and controller 18. The processor 11 and other components are connected to each other by a communication bus. The display device 2 has a built-in speaker 3. Although this example illustrates a case where the display device 2 and the game device 1 are configured separately, the display device 2 may also be built into the game device 1. 【0009】 The processor 11 performs various processing related to providing computer games by executing programs stored in the memory device 14. One or more types of processors can be used as this processor 11, such as a CPU (Central Processing Unit), GPU (Graphic Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit). 【0010】 ROM 12 stores the basic programs necessary for the operation of processor 11. RAM 13 temporarily stores data necessary for information processing in processor 11. 【0011】 The storage device 14 is a device capable of storing large amounts of data non-volatilely, and is configured using, for example, a hard disk drive or a solid-state drive. The program (game program) stored in the storage device 14 is read from, for example, an optical disk or semiconductor memory by a media drive 15. The program may also be downloaded in advance from an external server (not shown) via a communication interface 16 and stored in the storage device 14. 【0012】 Output IF17 outputs the image and audio signals generated by the processor 11 to the display device 2. Based on these image and audio signals, the display device 2 displays the image and outputs the audio. 【0013】 The controller 18 is used by the user to input various commands when playing the game (for example, character movement instructions, command selection, etc.). The input given to the controller 18 is sent to the processor 11. 【0014】 Figure 2 shows an example of the functional block configuration of a game device. Each functional block shown in Figure 2 clearly illustrates the function realized by the execution of a program by the processor 11 described above. Specifically, as shown in the figure, the game device 1 has a control unit 100 and a storage unit 101. The control unit 100 represents the function realized by the program execution by the processor 11 and has a game progress processing unit 110, an image processing unit 111, and a sound processing unit 112. The storage unit 101 represents the function realized by the ROM 12, RAM 13, and storage device 14 and stores image data 120, sound data (music data) 121, and switching point data 122. 【0015】 The game progression processing unit 110 performs various processes necessary for the game to progress. In this embodiment, the game provided to the user is assumed to be one in which the player's character, which acts in response to the user's input, and enemy characters, which act under program control, engage in battles involving various attacks and defenses in a virtual space (a space virtually constructed as the game world) (see Figure 3 below). In the course of the game as described above, the game progression processing unit 110 performs processes such as causing the player's character to perform various actions such as movement, attack, and defense in response to input from the controller 18, causing the enemy characters to perform various actions such as movement, attack, and defense, calculating damage based on the results of the battle, calculating scores, and processing related to the story progression. Note that the player's character and enemy characters correspond to "multiple characters". 【0016】 The image processing unit 111 generates and outputs an image to be displayed on the display device 2 using the image data stored in the memory unit 101, in accordance with the processing performed by the game progress processing unit 110. 【0017】 The sound processing unit 112 generates and outputs sound for output from the speaker 3 of the display device 2 using sound data and switching point data stored in the memory unit 101, in accordance with the processing performed by the game progress processing unit 110. "Sound" here includes background music (BGM), sound effects corresponding to situations such as battles, etc. Details of the switching point data will be described later. 【0018】 Figure 3 is a diagram illustrating an example of the game content provided by the game device. In this embodiment, the game features one diva 200 and multiple warriors 201, 202, 203, and 204 placed in a virtual space as player characters that act according to user input. Additionally, one enemy diva 300 and multiple enemy warriors 301, 302, 303, and 304 are placed in the virtual space as enemy characters that act according to program control. 【0019】 When the user commands the player's character, Diva 200, to perform a singing action, she will sing a pre-prepared song associated with her. While Diva 200 is singing, the warriors 201 and 203 located in a certain area 205 (a roughly octagonal area in the diagram) including Diva 200 will have their respective combat powers temporarily increased. 【0020】 Similarly, when the enemy diva 300 is instructed to perform a singing action by program control, she will sing a song that has been pre-arranged and associated with her. While the enemy diva 300 continues to sing, the enemy warriors 303 and 304 located in a certain area 305 (a roughly octagonal area in the diagram) that includes the enemy diva 300 will have their respective combat powers temporarily increased. 【0021】 Furthermore, in Area 405, where Area 205 (corresponding to Diva 200) and Area 305 (corresponding to Enemy Diva 300) overlap, the combat power of both Warrior 203 and Enemy Warrior 303 located in Area 405 will be further increased. 【0022】 Therefore, by considering the relative positions of Diva 200 and each of the Warriors 201, as well as the enemy Diva 300 and enemy Warrior 300, the user can gain a greater advantage in battle by directing Diva 200's singing actions. 【0023】 In this embodiment, the songs associated with Diva 200 and the songs associated with Enemy Diva 300 are separate and independent songs that can be enjoyed independently. Furthermore, in this embodiment, each song is configured such that, for example, if Diva 200's song (vocals and accompaniment) is being played, and Enemy Diva 300's song (vocals only) is being played in sync, the songs will still be enjoyable. The same applies in the reverse case, that is, if Enemy Diva 300's song (vocals and accompaniment) is being played, and Diva 200's song (vocals only) is being played in sync. 【0024】 Such songs can be created by, for example, ensuring that the tempo and the number of measures in each section (the so-called A section, B section, chorus, etc.) are consistent, and by composing each song in the same key or its relative key so that the scales match. This makes it possible to harmonize the main melody sung by Enemy Diva 300 with the accompaniment of Diva 200's song, and also to harmonize the main melody sung by Diva 200 with the accompaniment of Enemy Diva 300's song. 【0025】 To make the keys parallel, for example, if you composed the song for Diva 200 in C major, you should compose the song for Diva 300 in A minor. Of course, there may be cases where the main melodies do not harmonize in part, but in such cases, you can adjust one or both of the main melodies as appropriate when composing. Also, if the keys are the same, you can use a compositional technique called counterpoint to make the main melody of Diva 200's song and the main melody of the rival Diva 300's song coexist. 【0026】 Figure 4 is a conceptual diagram illustrating the structure of the music data. Music data is a type of sound data as described above, and is prepared for each of the Diva 200 and Enemy Diva 300. In the following explanation, the music associated with Diva 200 will be referred to as "Music 1," and the music associated with Enemy Diva 300 will be referred to as "Music 2." 【0027】 In this embodiment, as song data for Song 1 by Diva 200, two types of song data are provided: one that includes Diva 200's singing (voice singing lyrics over the main melody) and accompaniment, as shown in Figure 4(A), and another that includes only Diva 200's singing and does not include accompaniment, as shown in Figure 4(B). The length of Song 1 is assumed to be 5 minutes as an example. 【0028】 Similarly, in this embodiment, as music data for song 2 of the enemy diva 300, two types of music data are provided: one that includes the enemy diva 300's singing and accompaniment, as shown in Figure 4(C), and another that includes only the enemy diva 300's singing and does not include accompaniment, as shown in Figure 4(D). Here, the length of song 2 is assumed to be the same as song 1, 5 minutes. 【0029】 As an example, both songs 1 and 2 will progress in the same order: an 8-bar intro, an 8-bar verse A, an 8-bar bridge B, a 16-bar chorus, and a 4-bar ending, and will have the same tempo. Furthermore, the keys of songs 1 and 2 will be relative keys. 【0030】 By using the above-mentioned music data, for example, by playing the "vocals and accompaniment" music data corresponding to Song 1 of Diva 200 (see Figure 4(A)) while simultaneously playing the "vocals only" music data corresponding to Song 2 of Enemy Diva 300 (see Figure 4(D)), it is possible to obtain a song in which the vocals of Song 1 and Song 2 are superimposed on the accompaniment of Song 1. Similarly, by playing the "vocals and accompaniment" music data corresponding to Song 2 of Enemy Diva 300 (see Figure 4(C)) while simultaneously playing the "vocals only" music data corresponding to Song 1 of Diva 200 (see Figure 4(B)), it is possible to obtain a song in which the vocals of Song 1 and Song 2 are superimposed on the accompaniment of Song 2. 【0031】 Figure 5 is a conceptual diagram illustrating the configuration of the switching point data. While this explanation assumes a single switching point data common to both songs 1 and 2, two separate switching point data sets corresponding to songs 1 and 2 may be provided. In this embodiment of the game, for example, after the playback of song 1 (vocals and accompaniment) by Diva 200 begins, synchronized playback of song 2 (vocals only) begins at any point. Synchronized playback here means that, for example, if 1 minute and 10 seconds have elapsed since the start of song 1 playback, song 2 will also begin playing at the same point after 1 minute and 10 seconds have elapsed (i.e., at a point in the middle of song 2 that corresponds to the current playback position of song 1). 【0032】 At this point, synchronized playback of songs 1 and 2 can be started at any point without any restrictions, but it is preferable to start synchronized playback at a natural break in the main melody of each song. A "natural break" here could be, for example, between musical sections (verse A, verse B, chorus, etc.), or, more specifically, between phrases (musical lines) contained within the main melody (the part where there is a gap at the end of a phrase). If using the break between phrases, for example, a section containing a rest of a certain length or longer (for example, an eighth rest or longer) could be used as the break between phrases. By starting synchronized playback of each song at such a "natural break," it is possible to prevent synchronized playback from starting from an awkward point in the melody or lyrics, and to reduce the sense of incongruity at the start of synchronized playback. 【0033】 Specifically, as shown in Figure 5, the transition point data includes multiple transition points P1, P2, P3, P4, P5...Pn (where n is an integer) between the start (0:00) and end (5:00) of the song. These transition points P1, etc., are set to correspond to the "convenient timings" mentioned above, and indicate positions within the song such as 1:00, 1:25, and 2:10. Next, we will explain how to use this transition point data. 【0034】 Figure 6 is a conceptual diagram illustrating a method of synchronized playback using switching point data. Here, we illustrate a case where song 2 of the enemy diva 300 is started playing first by program control, and then song 1 of the diva 200 is played in sync with song 2 in response to the user's operation of the controller 18. The processing procedure is the same even if song 1 is started playing first and song 2 is played later in sync. This synchronized playback is mainly performed by the sound processing unit 112 of the control unit 100. 【0035】 As shown in the diagram, for example, suppose that while song 2 (vocals and accompaniment) of enemy diva 300 is playing, the user activates diva 200's singing action (first action) between switching point P3 and switching point P4. In this case, song 1 (vocals only) is played synchronously at the timing indicated by switching point P4, which is temporally later than the action activation point but is the closest in time. For example, if the position in the song indicated by switching point P4 is "1:30 (1 minute 30 seconds)", then the portion of song 1 (vocals only) from 1:30 onwards will be played synchronously from the 1:30 position of song 2 (vocals and accompaniment). In this case, while song 2 (vocals and accompaniment) continues to play, song 1 (vocals only) is superimposed on top of it, and sound is output from the speaker 3 of the display device 2. 【0036】 Alternatively, as shown in another example in Figure 7, at the point indicated by the switching point P4 within the song, the portion of song 1 (vocals and accompaniment) from 1:30 onwards may be played, and song 2 may be changed from "vocals and accompaniment" to "vocals only" and played synchronously from 1:30 onwards. In this case, playback of song 2 (vocals and accompaniment) stops and switches to song 1 (vocals and accompaniment), with song 2 (vocals only) superimposed on top, and sound is output from the speaker 3 of the display device 2. 【0037】 Figure 8 is a flowchart showing the operation procedure for synchronized playback of the game device. The operation of the game device 1 in this embodiment will be described in detail following the flowchart. Note that the order of each process in the flowchart shown in Figure 8 is just an example and is not limited thereto. The order may be changed as appropriate, or other processes may be added, as long as no inconsistencies occur in the results of the information processing obtained. 【0038】 If the singing action of the enemy diva 300 is activated by program control by the game progress processing unit 110, or if the singing action of diva 200 is activated in response to the user's operation of the controller 18 (step S11; YES), the sound processing unit 112 plays the song (vocals and accompaniment) corresponding to the diva whose singing action was activated (here referred to as the "first diva") (step S12). 【0039】 For example, if the first diva is the enemy diva 300, the sound processing unit 112 plays song 2 (vocals and accompaniment) using the sound data stored in the memory unit 101. The audio of the played song 2 (vocals and accompaniment) is output from the speaker 3 of the display device 2. The same applies to diva 200. 【0040】 On the other hand, while the singing action by the first diva is not activated (step S11; NO), music playback does not begin. In this case, the sound processing unit 112 plays background music and generates sound effects as appropriate in accordance with the game's progress. 【0041】 Subsequently, if the singing action of the enemy diva 300 is activated by program control by the game progress processing unit 110, or if the singing action of the diva 200 is activated in response to the user's operation of the controller 18 (step S13; YES), the sound processing unit 112 uses the switching point data to set the switching point that is closest in time to the time the singing action was activated (step S14). 【0042】 In Step S13, the diva whose singing action is activated is called the "second diva." In Step S13, the first and second divas are complementary. That is, if the first diva has a diva level of 200, the second diva will have an enemy diva level of 300, and if the first diva has an enemy diva level of 300, the second diva will have a diva level of 200. 【0043】 Next, the sound processing unit 112 synchronizes playback of the first diva's song and the second diva's song from a timing determined based on the switching point (step S15). For example, if the first diva is enemy diva 300 and the second diva is diva 200, the sound processing unit 112 continues playback of song 2 (vocals and accompaniment) while synchronizing playback of song 1 (vocals only) from a timing determined by the switching point (see Figure 6). Alternatively, the sound processing unit 112 stops playback of song 2 (vocals and accompaniment) at a timing determined by the switching point and synchronizes playback of song 1 (vocals and accompaniment) and song 2 (vocals only) (see Figure 7). The audio of each synchronized song is output from the speaker 3 of the display device 2. 【0044】 On the other hand, as long as the singing action by the second diva is not activated (Step S13; NO), the playback of the song corresponding to the first diva continues until playback is complete (Step S16; NO). If the playback of the song is completed in this state (Step S16; YES), the process returns to Step S11. 【0045】 Similarly, after the synchronized playback of the songs corresponding to the first and second divas begins, playback of each song continues until playback is complete (step S17; NO), and once playback of each song is complete (step S17; YES), the process returns to step S11. 【0046】 You may compose both Track 1 and Track 2 in a state where they can be looped. In this case, the looped playback of the tracks will continue unless an action or other event is triggered within the game. Looped playback, as used here, means that after the track has finished playing, it will start playing again from the beginning without any interruption in the sound. 【0047】 The above-described embodiment provides a new method for using singing by multiple characters as a game effect. Specifically, according to this embodiment, it is possible to interactively start singing in response to the user's operation of the controller 18. Furthermore, it is possible to mash up songs that each have independent main melodies at any timing and let the user listen to them. In addition, by using switching point data, the sense of unease for the user when switching to mashed-up songs can be further reduced. 【0048】 This disclosure is not limited to the embodiments described above, and can be implemented in various modified forms within the scope of the gist of this disclosure. For example, in the embodiments described above, it was assumed that the main melody was played by the singing of each diva (i.e., human voice), but the main melody may be played by a simulated voice generated by a voice synthesis program. Furthermore, the main melody is not limited to human voice (including simulated voice), but may be played by other instruments (e.g., wind instruments, guitars, pianos, synthesizers, etc.). 【0049】 Furthermore, the structure of the music data is not limited to the examples described above. For example, in the embodiments described above, for each song 1 and 2, music data including vocals and accompaniment, and music data with only vocals were prepared. However, as shown in Figures 9(A) to 9(D), for each song 1 and 2, music data with only vocals and music data with only accompaniment may be prepared. In this case, for example, as shown in Figure 10, the music data with only vocals and the music data with only accompaniment for song 2 can be played synchronously, and then the music data with only vocals for song 1 can be played synchronously from a position corresponding to the switching point. Alternatively, as shown in Figure 11, the music data with only vocals and the music data with only accompaniment for song 2 can be played synchronously, and then the music data with only accompaniment for song 2 can be stopped from a position corresponding to the switching point, while the music data with only vocals and the music data with only accompaniment for song 1 can be played synchronously. 【0050】 Furthermore, as for the structure of the music data, for example, as shown in Figures 12(A) to 12(D), music data including vocals and accompaniment for song 1, music data including vocals and accompaniment for song 1 and vocals for song 2, music data including vocals and accompaniment for song 2, and music data including vocals and accompaniment for song 2 and vocals for song 1 may be prepared. In this case, for example, as shown in Figure 13, music data with only vocals and music data with only accompaniment for song 2 can be played, and from the position corresponding to the switching point, the music data including vocals and accompaniment for song 2 and vocals for song 1 can be switched, thereby synchronizing the playback of vocals and accompaniment for song 2 and vocals for song 1. Alternatively, as shown in Figure 14, music data with only vocals and music data with only accompaniment for song 2 can be played, and from the position corresponding to the switching point, the music data including vocals and accompaniment for song 1 and vocals for song 2 can be switched, thereby synchronizing the playback of vocals and accompaniment for song 1 and vocals for song 2. 【0051】 Furthermore, in each of the embodiments described above, when songs 1 and 2 are played synchronously, the vocals of each song may be distributed to the left and right speakers 3 for playback. For example, the sound localization can be set so that the vocal part of song 1 is output at a louder volume from the left speaker of speaker 3, and the vocal part of song 2 is output at a louder volume from the right speaker. 【0052】 Furthermore, in each of the embodiments described above, the activation of the singing action by the enemy diva 300 was performed by program control, but this is not limited to this. The enemy diva 300 may be operated by a user different from the user operating the diva 200, and the singing action by the enemy diva 300 may be activated by the user operating the diva 200. 【0053】 Furthermore, in each of the embodiments described above, in order to make the explanation easier to understand, one song was assigned to each of the divas 200 and the enemy diva 300. However, multiple songs may be prepared for each diva, and the song to be played may be selected according to the situation, such as the progress of the game. In this case, as with songs 1 and 2 described above, multiple pairs of songs that are musically coherent when played in sync should be prepared. [Explanation of Symbols] 【0054】 1: Game device, 2: Display device, 3: Speaker, 11: Processor, 12: ROM, 13: RAM, 14: Memory device, 15: Media drive, 16: Communication interface, 17: Output interface, 18: Controller, 100: Control unit, 101: Memory unit, 110: Game progress processing unit, 111: Image processing unit, 112: Sound processing unit, 120: Image data, 121: Sound data, 122: Switching point data
Claims
[Claim 1] A program that is executed in a computer having a program-executable processor, memory unit and input unit, The aforementioned processor, A game progression processing step that controls the progress of a game involving multiple characters in a virtual space. An image processing step that outputs an image corresponding to the progress of the game in response to the control in the game progress processing step, A sound processing step that outputs a sound corresponding to the progress of the game in response to the control in the game progression processing step, This will cause it to execute, The aforementioned sound processing step is: A first step is to play the main melody and accompaniment of the first song associated with the first character, using the music data stored in the memory unit, when a first action relating to the first character, which is one of the plurality of characters, is activated. When a second action relating to a second character, which is one of the plurality of characters, is activated during playback of the first song, a second step is performed using the song data stored in the memory unit to synchronize playback of the main melody and accompaniment of the first song with the main melody of the second song associated with the second character, or synchronize playback of the main melody and accompaniment of the second song with the main melody of the first song. Includes, At least one of the first action and the second action is activated in response to an operation instruction from the user using the input unit. program. [Claim 2] The memory unit stores switching point data indicating the switching position of the playback content in the sound processing step when the second action is activated. The aforementioned switching point data includes a plurality of switching points that indicate suitable timings for switching the playback content between the beginning and end of the first and second songs. The second step, based on the switching point data, starts synchronized playback of the main melody and accompaniment of the first song and the main melody of the second song, or synchronized playback of the main melody and accompaniment of the second song and the main melody of the first song, from a timing indicated by the switching point that is temporally later and closest to the time when the second action was activated. The program according to claim 1. [Claim 3] The aforementioned multiple switching points are set to correspond to the intervals between musical phrases included in the first and second musical pieces and / or the intervals between phrases included in the respective main melodies of the first and second musical pieces. The program according to claim 2. [Claim 4] The first and second musical pieces are composed in the same number of musical phrases, the same number of measures in each phrase, the same order in which the phrases progress, the same tempo, and are composed in the same key or parallel key. The program according to any one of claims 1 to 3. [Claim 5] The aforementioned music data, The first data includes the main melody and accompaniment of the first musical piece. The second data includes the main melody of the first musical piece. The third data includes the main melody and accompaniment of the second song mentioned above. The fourth data, which includes the main melody of the second song, Includes, The second step described above is: When playing back the main melody and accompaniment of the first musical piece, the first data is used. When performing synchronized playback of the main melody and accompaniment of the first musical piece and the main melody of the second musical piece, the first data and the fourth data are used. When performing synchronized playback of the main melody and accompaniment of the second piece and the main melody of the first piece, the second data and the third data are used. The program according to any one of claims 1 to 3. [Claim 6] The aforementioned music data, First data including the main melody of the first musical piece, The second data includes the accompaniment of the first musical piece. The third data includes the main melody of the second song, The fourth data includes the accompaniment of the second musical piece, The second step described above is: When playing back the main melody and accompaniment of the first musical piece, the first data and the second data are used. When performing synchronized playback of the main melody and accompaniment of the first piece and the main melody of the second piece, the first data, the second data, and the third data are used. When synchronizing the main melody and accompaniment of the second piece of music with the main melody of the first piece of music, the first data, the third data, and the fourth data are used. The program according to any one of claims 1 to 3. [Claim 7] The aforementioned music data, The first data includes the main melody and accompaniment of the first musical piece. Second data including the main melody and accompaniment of the first musical piece and the main melody of the second musical piece, The third data includes the main melody and accompaniment of the second song mentioned above. A fourth data set including the main melody and accompaniment of the second musical piece and the main melody of the first musical piece, Includes, The second step described above is: When playing back the main melody and accompaniment of the first musical piece, the first data is used. When performing synchronized playback of the main melody and accompaniment of the first piece and the main melody of the second piece, the second data is used. When synchronizing the main melody and accompaniment of the second piece of music with the main melody of the first piece of music, the fourth data is used. The program according to any one of claims 1 to 3. [Claim 8] Memory unit and, An input unit that receives operation instructions from the user, A game progress processing unit that controls the progress of a game containing multiple characters in a virtual space, An image processing unit that outputs an image corresponding to the progress of the game in response to the control by the game progress processing unit, A sound processing unit that outputs sounds corresponding to the progress of the game in response to the control by the game progress processing unit, Includes, The aforementioned sound processing unit When a first action is activated relating to a first character, which is one of the aforementioned multiple characters, the main melody and accompaniment of the first song associated with that first character are played using the music data stored in the memory unit. When a second action relating to a second character, which is one of the multiple characters, is activated during playback of the first song, the system uses the song data stored in the memory unit to start synchronized playback of the main melody and accompaniment of the first song and the main melody of the second song associated with the second character, or synchronized playback of the main melody and accompaniment of the second song and the main melody of the first song. At least one of the first action and the second action is activated in response to an operation instruction from the user using the input unit. Game device. [Claim 9] Memory unit and, An input unit that receives operation instructions from the user, A processor that, by executing a program, controls the progress of a game containing multiple characters in a virtual space, outputs images according to the progress of the game, and outputs sounds according to the progress of the game. Includes, The aforementioned processor, When a first action is activated relating to a first character, which is one of the aforementioned multiple characters, the main melody and accompaniment of the first song associated with that first character are played using the music data stored in the memory unit. When a second action relating to a second character, which is one of the plurality of characters, is activated during playback of the first song, the system uses the song data stored in the memory unit to start synchronized playback of the main melody and accompaniment of the first song with the main melody of the second song, or synchronized playback of the main melody and accompaniment of the second song associated with the second character with the main melody of the first song. At least one of the first action and the second action is activated in response to an operation instruction from the user using the input unit. Game device. [Claim 10] A game method to be executed on a computer equipped with a program-executable processor, memory unit and input unit, The processor performs a game progression processing step that controls the progress of a game containing multiple characters in a virtual space, The processor includes an image processing step that outputs an image corresponding to the progress of the game in response to the control in the game progress processing step, The processor includes a sound processing step that outputs a sound corresponding to the progress of the game in response to the control in the game progress processing step, Includes, The aforementioned sound processing step is: A first step is to play the main melody and accompaniment of the first song associated with the first character, using the music data stored in the memory unit, when a first action relating to the first character, which is one of the plurality of characters, is activated. When a second action relating to a second character, which is one of the plurality of characters, is activated during playback of the first song, a second step is performed using the song data stored in the memory unit to synchronize playback of the main melody and accompaniment of the first song with the main melody of the second song associated with the second character, or synchronize playback of the main melody and accompaniment of the second song with the main melody of the first song. Includes, At least one of the first action and the second action is activated in response to an operation instruction from the user using the input unit. How to play.