Game operation input device and game device

WO2026160184A1PCT designated stage Publication Date: 2026-07-30BANDAI NAMCO EXPERIENCE INC
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
BANDAI NAMCO EXPERIENCE INC
Filing Date
2026-01-09
Publication Date
2026-07-30

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Abstract

A game operation input device (50) of a game device (10) comprises a handy device (70) and a position detection unit (60). The position detection unit (60) has an operation surface (61) on which the handy device (70) can slide, and detects a device position including at least a position on the operation surface. The operation surface (61) has: a central flat surface part positioned in front of a player while the player is playing the game; a left curved surface part in which the height of the upper surface gradually increases from the central flat surface part toward the left end; and a right curved surface part in which the height of the upper surface gradually increases from the central flat surface part toward the right end.
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Description

Game operation input device and game device

[0001] The present invention relates to a game operation input device and the like.

[0002] There is a so-called timing game in which a player plays with the goal of matching the operation input timing to the target timing. In the game device of the timing game installed in amusement facilities and the like, it is important what operations to perform and what screen configuration to adopt in order to achieve differentiation as a product and improvement of interest.

[0003] In particular, in the game device of a so-called music game among timing games, it can be said that this tendency is strong, such as adopting a design modeled on musical instruments for a part of the game device (for example, see Patent Documents 1 and 2).

[0004] Japanese Patent Application Laid-Open No. 2011-67528, Japanese Patent Application Laid-Open No. 2001-145777

[0005] It is also important that the business-use game device installed in amusement facilities and the like has a game property that is easy for light users to access and is loved by more people regardless of age, gender, etc. Specifically, it is desired to have operability that is easy for beginners and audiences to understand and a new operation feeling. These problems can be said to be the same not only in the music game genre but also in a wider genre of timing games.

[0006] The problem to be solved by the present invention is to provide a technology for realizing a game operation input device having a new operation feeling while having relatively easy-to-understand operability.

[0007] A first invention for solving the above problems includes a handy device, and a position detection unit that has an operation surface on which the handy device can slide and detects a device position including at least a position on the operation surface. The operation surface has a central plane portion located in front of the player during game play, a left curved surface portion whose upper surface height gradually increases as it approaches the left end from the central plane portion, and a right curved surface portion whose upper surface height gradually increases as it approaches the right end from the central plane portion. It is a game operation input device.

[0008] According to the first invention, it is possible to realize a game control input device that is relatively easy to understand to operate while having a new sense of operation. Specifically, it is possible to provide a novel sense of operation that is not conventional, by sliding a handheld device on a unique operating surface whose height gradually increases from left to right. When the handheld device approaches the left or right edge of the operating surface during operation, the player can enjoy a unique sense of operation that makes it seem as if their hand and the handheld device are being lifted upward. This is similar to the pleasant feeling obtained from dance choreography where you swing your arm from shoulder to side with your elbow slightly bent, and it provides a unique and pleasant sense of operation.

[0009] The second invention is a game operation input device in which the handheld device comprises a right-hand handheld device and a left-hand handheld device, and the position detection unit detects the position of the right-hand handheld device and the left-hand handheld device, respectively.

[0010] The game operation input device of the second invention makes it possible to operate the game using two handheld devices, one for the right hand and one for the left hand.

[0011] The third invention is a game operation input device in which the handheld device has a ball caster at its lower end, and the position detection unit detects the contact position between the ball caster and the operating surface as the device position.

[0012] The game operation input device of the third invention reduces frictional resistance when operating a handheld device by sliding it on the operating surface, thereby providing a smooth operating feel.

[0013] The fourth invention is a game operation input device in which the handheld device has an elastic support portion that elastically supports the ball caster.

[0014] According to the game operation input device of the fourth invention, by elastically supporting the ball caster, it becomes possible to provide a comfortable operating feel with just the right amount of cushioning.

[0015] The fifth invention is a game operation input device in which the handheld device has a rod-like shape and a light-emitting part at the top.

[0016] According to the fifth invention's game control input device, the handheld device has an appearance reminiscent of a so-called "penlight." If the fifth invention's game control input device is used as an input device for playing music games, it is possible to create an atmosphere similar to cheering at a live concert and enhance the enjoyment of music games.

[0017] The sixth invention is a game device comprising a game operation input device according to any of the first to fifth inventions, a control unit, and a display unit.

[0018] According to the sixth invention, a game device having an operating system provided by the above-described game operation input device can be realized.

[0019] The seventh invention is a game device in which the handheld device has an inertial sensor, and the control unit executes a timing game that evaluates gameplay in real time using the device position and the measurement results of the inertial sensor.

[0020] The game device of the seventh invention makes it possible to evaluate the gameplay of a timing game based on "how the player moved the handheld device," which can be determined from the measurement results of an inertial sensor.

[0021] The eighth invention is a game device in which the handheld device has a vibrator, and the control unit executes a timing game that controls the operation of the vibrator.

[0022] The game device of the eighth invention can generate vibrations with a vibrator to provide players with various tactile feedback and haptic effects via a handheld device.

[0023] The ninth invention is a game device in which the control unit performs control to track and display an input position indicator at a display position corresponding to the device position.

[0024] The game device of the ninth invention is made possible by an input position indicator that can inform the player of the detected position of the handheld device being operated.

[0025] The tenth invention is a game device further comprising a corresponding position setting unit, which sets the display positions on a display screen corresponding to each position in the left-right direction of the operation surface that can be detected as the device position by the position detection unit.

[0026] The tenth invention's game device makes it possible to set corresponding positions on the game screen (display screen) for each position in the left-right direction of the control surface that can be detected as the device position. As a result, the correspondence between the left-right positional relationship on the control surface and the left-right positional relationship on the game screen becomes clear, allowing anyone to intuitively understand where on the left or right of the control surface to move the handheld device to input input to which part of the game.

[0027] The eleventh invention is a game device in which the control unit controls the progress of the timing game by controlling the display of an operation instruction display body that instructs operation input by the handheld device, in a flowing manner from the top of the screen to the bottom of the screen at non-uniform positions in the left-right direction of the screen.

[0028] The game device of the eleventh invention makes it possible to advance a timing game by displaying operation instruction indicators in a flowing manner from the top of the screen to the bottom of the screen, and at non-uniform positions in the left-right direction of the screen.

[0029] The twelfth invention is a game device in which the above-described game device further comprises multiple sets of the handheld device and the position detection unit for multiple participating players, and the control unit comprises a game progress control unit that controls the progress of a multiplayer timing game, and an evaluation unit that evaluates the degree of synchronization of the operation inputs between each participating player based on the operation input from each of the handheld devices of the participating players.

[0030] The game device of the twelfth invention evaluates the degree of synchronization of the operation inputs between each participating player based on the operation inputs from each player's handheld device, and makes it possible to advance a multiplayer timing game.

[0031] The thirteenth invention is a game device in which the evaluation unit performs combo evaluation based on continuous operation inputs from different participating players.

[0032] A "combo" refers to a state in which multiple consecutive inputs, each judged as successful or unsuccessful, are successfully inputted. "Combo evaluation" is an evaluation based on how many consecutive successful inputs were obtained. The game device of the 13th invention makes it possible to advance a multiplayer timing game based on combo evaluation.

[0033] A perspective view showing an example of the configuration of a game device. A diagram illustrating an example of the structure related to the detection plate. A diagram showing the shape of the detection plate viewed from the front and back in a side view. An external view showing an example of the configuration of a handheld device. An internal structure diagram showing an example of the configuration of a handheld device. A diagram explaining the screen configuration of the game screen during single-player mode and game operation. An example of the game screen display at a time other than Figure 6. A diagram explaining the types of operation instruction indicators. A diagram explaining an example of the screen configuration of the game screen during multiplayer mode. A diagram showing an example of the programs and data stored by the game device. A diagram showing an example of the functional configuration of the game control unit. A diagram showing an example of the data configuration of play data. A flowchart explaining the flow of processing performed by the game device. A diagram explaining the physical burden involved in game operation. A diagram showing a modified version of the game device. A diagram showing a modified version of the handheld device.

[0034] Examples of embodiments of the present invention will be described below with reference to the drawings, but it goes without saying that the embodiments to which the present invention can be applied are not limited to the following embodiments.

[0035] [First Embodiment] Figure 1 is a perspective view showing an example of the configuration of the game device 10 of this embodiment. The game device 10 is installed in amusement facilities and the like to play a timing game, specifically a music game. The game device 10 includes one or more units 12 (12a, 12b). The number of units in the game device 10 can be set as appropriate.

[0036] Each unit 12 can be operated individually to function as a single game device 10. As shown in Figure 1, by connecting each unit 12 via a wired or wireless network 9, it is possible to configure a multiplayer game device 10. The game device 10 can also be referred to as a game system.

[0037] In a configuration including multiple units 12, one unit 12 operates as the master unit, and the other units 12 operate as slave units. The master unit functions as a man-machine interface for the first player and is responsible for integrated control related to game progression. The slave units function as man-machine interfaces for the nth player (where n is an integer of 2 or more). If viewed as a client-server model, the master unit corresponds to the game server and client terminal (user terminal), and the slave units correspond to the client terminals. The identification of the master unit / slave unit is appropriately achieved by predetermined setting operations (for example, switching settings in the software, switching DIP switches on the control board, etc.).

[0038] Unit 12 includes a display unit 14, a speaker 16, a control unit 30, and a game operation input device 50.

[0039] The display unit 14 is implemented by a device that displays the game screen (game image), such as a flat panel display or a projector, and its display is controlled by the control unit 30.

[0040] The speaker 16 is sound emission-controlled by the control unit 30 and emits game sounds (such as music, operation sounds, and production sounds).

[0041] The control unit 30 performs various controls for integrally functioning the game device 10. The control unit 30 is realized, for example, as a control board and is equipped with a CPU (Central Processing Unit) 31, various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), and various IC memories 32 such as VRAM, RAM, and ROM, and a communication device 33. Note that part or all of the functions mounted on the control unit 30 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).

[0042] The game operation input device 50 is a device that receives operation inputs from the player and has a position detection unit 60 and two handy devices 70 (a right-handed handy device 70R and a left-handed handy device 70L). The position detection unit 60, the two handy devices 70 (70R, 70L), and the control unit 30 are connected so as to be able to transmit and receive signals via a communication cable 18. Note that wireless communication may be used instead of wired communication such as the communication cable 18.

[0043] The position detection unit 60 has an operation surface 61 on which the right-handed handy device 70R and the left-handed handy device 70L slide, and is a device that detects the device position including at least the position on the operation surface 61 and outputs it to the control unit 30. Note that the operation surface 61 is the upper surface of a detection plate 62 (see FIG. 2) fixed to the upper end surface of the position detection unit 60 and is a surface on which the handy device 70 can slide.

[0044] The position detection unit 60 is installed at a waist-high position between the player and the display unit 14, with its longitudinal direction aligned with the left-right direction of the player and the display unit 14. Hereinafter, the longitudinal direction of the position detection unit 60 will be described as the left-right direction.

[0045] FIG. 2 is a diagram for explaining a structural example of the detection plate 62. The detection plate 62 is formed by sandwiching a sensor sheet 66 between a backsheet 64 and a protective sheet 65, and a rubber sheet 67 is attached or screwed to the upper surface of the protective sheet 65.

[0046] The player moves the lower end of the handy device 70 to a designated input position while sliding it against the operation surface 61. And depending on the type of designated operation input, there may be a "tapping" operation in which the handy device 70 is lifted slightly and then lowered at the moved position (details will be described later). The rubber sheet 67 mitigates the impact of the "tapping" operation and contributes to realizing a comfortable operation feeling.

[0047] The sensor sheet 66 is a sheet-type sensor that detects the contact position or proximity position of the right-handed handy device 70R and the left-handed handy device 70L close to the sheet. The sensor sheet 66 is realized by using, for example, a capacitive touch panel sheet, and detects a change in capacitance through the protective sheet 65 and the rubber sheet 67, and outputs the XY position coordinates (X-axis: left-right direction, Y-axis: front-back direction) in the operation surface coordinate system. Or it may be detected and output only in the X-axis direction.

[0048] When viewed from above, the overall shape of the detection plate 62 forms a horizontally long rectangle with a width of about 50 cm to 80 cm in the left-right direction and a width of about 20 cm to 35 cm in the front-back direction (the direction of the player and the display unit 14). Note that the specific dimensions are determined in consideration of the physique of the assumed users (for example, children, adults, both children and adults, etc.).

[0049] As shown in FIG. 3, when viewed from the side in the front-back direction, the overall shape of the detection plate 62 has a central plane portion 63C located in front of the player during the game play, a left curved surface portion 63L, and a right curved surface portion 63R. The left curved surface portion 63L is continuous from the left end of the central plane portion 63C as viewed from the player, and is a portion where the height of the upper surface gradually increases as it approaches the left end. The right curved surface portion 63R is continuous from the right end of the central plane portion 63C, and is a portion where the height of the upper surface gradually increases as it approaches the right end. That is, the operation surface 61, which is the upper surface of the detection plate 62, gradually becomes higher upward at both the left and right ends.

[0050] The central flat portion 63C is almost flat, but it may be composed of a slightly curved surface. For example, the left curved portion 63L, the central flat portion 63C, and the right curved portion 63R may form a semi-elliptical shape or a similar shape with the central flat portion 63C as the base.

[0051] Figure 4 is an external view showing an example configuration of the handheld device 70, illustrating how the left-handed handheld device 70L is held in the player's left hand. Figure 5 is an internal structure diagram showing an example configuration of the handheld device 70.

[0052] The right-handed handheld device 70R and the left-handed handheld device 70L have the same configuration. The handheld device 70 is a rod-shaped device that is held by the player, and includes a gripping portion 71, a light-transmitting and diffusing portion 72 provided at the upper end of the gripping portion 71, and a ball caster 73 provided at the lower end of the gripping portion 71.

[0053] As shown in Figure 5, the grip portion 71 has a central tubular portion 711, an upper enlarged portion 712 located at the upper end of the central tubular portion 711 which corresponds to the "guard" of a sword, and a lower enlarged portion 713 located at the lower end of the central tubular portion 711 which corresponds to the "pommel" of a sword. The upper enlarged portion 712 and the lower enlarged portion 713 visually indicate where the player should hold the grip, preventing it from slipping out of the player's hand during gameplay.

[0054] Furthermore, the central tubular portion 711 may be provided with a finger loop for inserting a finger when the central tubular portion 711 is grasped, or a strap for putting it around the wrist.

[0055] The gripping section 71 incorporates a ball caster 73, a device control board 74, a vibrator 75, and a light-emitting section 76. The light-emitting section 76 preferably employs a multi-color LED unit.

[0056] The light-transmitting and diffusing section 72 is a component made of a light-transmitting resin material and is a hollow body that is given the property of diffusing light that passes through it.

[0057] The ball caster 73 is elastically supported by an elastic support portion 77 so that the ball can retract when it is in a position where it protrudes downward from the lower end of the grip portion 71. In the example shown in Figure 5, the elastic support portion 77 is a coil spring, but it may be an elastic material with restoring force (for example, a leaf spring, a rubber tube, etc.).

[0058] The ball protrusion direction of the ball caster 73 and the elastic displacement direction V1 of the ball caster 73 by the elastic support portion 77 (which is the same as the axial direction of the coil spring) are set to intersect with the longitudinal direction V2 of the handy device 70. Specifically, as shown in Figure 5, when the player holds the communication cable 18 connecting the handy device 70 and the control unit 30 toward the front of the player, and tilts the upper end of the handy device 70 slightly away from the body, the elastic displacement direction V1 becomes vertical.

[0059] The ball caster 73 reduces contact resistance when moving to the input position, contributing to a smooth and comfortable operating feel. The elastic support part 77 absorbs changes in the force with which the player presses the handheld device 70 against the operating surface 61, contributing to a smooth and comfortable operating feel. Furthermore, as mentioned above, players perform a "tapping" operation as one of the game operations, and the elastic support part 77 provides cushioning during this "tapping" operation, contributing to a comfortable operating feel.

[0060] The device control board 74 is connected to the control unit 30 via a communication cable 18, enabling signal transmission and reception. The device control board 74 outputs the measurement signal from the inertial sensor 78 to the control unit 30. The inertial sensor 78 includes an accelerometer and a gyroscope. The device control board 74 also receives an oscillation control signal from the control unit 30 and drives the vibrator 75. Furthermore, the device control board 74 receives a light emission control signal from the control unit 30 and controls the light emission of the light emission unit 76.

[0061] The vibration of the vibrator 75 is used for haptic control, notification of operation input evaluation results, and various tactile effects. For example, as haptic control, a slight vibration may be generated when the handheld device 70 is slid on the operating surface 61. As notification of operation input evaluation results, different vibrations may be generated depending on the evaluation result.

[0062] The light-emitting unit 76 emits light from inside the light-transmitting diffuser unit 72, illuminating the light-transmitting diffuser unit 72 from the inside, enabling operation guidance, notification of operation input evaluation results, and various light-emitting effects.

[0063] Figure 6 is a diagram illustrating the screen layout and game operation of the single-player game screen W6 (W6a). Figure 7 shows an example of a different game screen W6 (W6b) displayed during gameplay, distinct from Figure 6.

[0064] Game screen W6 is displayed along with the playback of the song being played, and it shows the player the timing for inputting controls in accordance with the timing of the song, the type of input, and whether to use the right or left hand to input those controls. The base of game screen W6 is generated using virtual space images taken by a virtual camera of objects placed in a virtual 3D space.

[0065] At the bottom of the game screen W6, a corresponding position display line 90, which mimics the side view shape of the operation surface 61 (see Figure 3), is displayed across the left and right sides of the screen. Above the corresponding position display line 90, input position indicators 92 (92R, 92L) corresponding to the detection positions of each handheld device 70 detected by the position detection unit 60 are displayed.

[0066] The input position indicators 92 (92R, 92L) are controlled to follow the movement of the handheld device 70, moving left and right along the corresponding position indicator line 90. The input position indicators 92 show on the game screen W6 where the detected position coordinates of the corresponding handheld device 70 are set, or in other words, where the handheld device 70 is currently considered to be performing the input.

[0067] The display position of the input position indicator 92 is determined, for example, as follows. Position detection of the handheld devices 70 is constantly repeated at a sufficiently short detection cycle (for example, around 90 Hz to 120 Hz), and two position coordinates are detected for each of the left and right handheld devices 70 at one detection timing. The game device 10 adopts the nearest detection position among the current detection positions that are within a predetermined search range from the previous detection position of one handheld device 70 as the current detection position of that handheld device 70. The same applies to the other handheld device 70. If by chance there is a situation where the search range of one handheld device 70 and the search range of the other handheld device 70 overlap and two detection positions exist, the current detection position of one handheld device 70 may be determined first, and the remaining detection position may be used as the current detection position of the other handheld device 70.

[0068] The search range may be determined in advance by determining the distance between the two search positions that occur when the right hand holding the right-hand handheld device 70R and the left hand holding the left-hand handheld device 70L are in close contact, and defining the search range as a circular area with a radius equal to or slightly smaller than that distance.

[0069] The game device 10 continuously tracks the detection position of the right-hand handheld device 70R and the detection position of the left-hand handheld device 70L, respectively. The detection cycle is sufficiently short so that it can reliably track the detection position even if the player quickly slides the handheld device 70.

[0070] Of course, if the handheld device 70 moves upward from the sensor sheet 66 (see Figure 2) and out of the detection range, there will be no detection position, and the trace will be interrupted there. If detection resumes in the detection cycle after the traces of both handheld devices 70 have been interrupted, for example, the game device 10 will resume tracing using the current detection position on the right half of the operation surface 61 as the current detection position for the right-handed handheld device 70R. Also, it will resume tracing using the current detection position on the left half of the operation surface 61 as the current detection position for the left-handed handheld device 70L.

[0071] Furthermore, if the handheld device 70 is moved away from the operating surface 61 to above the sensor sheet 66 and outside the detection range, the input position indicator 92 is erased from the screen. Alternatively, it is temporarily held at the previous position in a predetermined display format indicating that it is outside the detection range, and then erased.

[0072] On the game screen W6, various types of operation instruction indicators 93 (called "notes" in music games) that indicate the types of valid inputs in the game are displayed (moved) in a flowing manner from the top of the screen to the bottom of the screen along the right-hand lane 94R or the left-hand lane 94L.

[0073] The right-hand lane 94R indicates that the operation input shown by the operation instruction display 93, which is displayed flowing along the lane, is to be input using the right-hand handheld device 70R. Similarly, the left-hand lane 94L indicates that the operation input shown by the operation instruction display 93, which is displayed flowing along the lane, is to be input using the left-hand handheld device 70L.

[0074] The right-hand lane 94R and the left-hand lane 94L are displayed in different colors for easy identification. In addition, the light-emitting part 76 of the right-hand handheld device 70R is basically controlled to emit light in the same color or a similar color as the right-hand lane 94R, and the light-emitting part 76 of the left-hand handheld device 70L is basically controlled to emit light in the same color or a similar color as the left-hand lane 94L. Of course, this does not apply to light emission for notifying evaluation results or for performance purposes.

[0075] The right-hand lane 94R and the left-hand lane 94L are displayed flowing from the top to the bottom of the screen, swaying from side to side. That is, the left-right width of the right-hand lane 94R and the left-hand lane 94L is corrected for perspective and gradually increases from the top to the bottom of the screen, making it appear to the player as if they are flowing from the back to the front of the three-dimensional space on the screen. The display size of the operation instruction display 93 on the right-hand lane 94R and the left-hand lane 94L gradually increases from the top to the bottom of the screen, making it appear to the player as if they are flowing from the back to the front of the three-dimensional space on the screen.

[0076] Specifically, strip-shaped objects for the right-hand lane 94R and the left-hand lane 94L are set along a predetermined plane in the virtual three-dimensional space, and the object of the operation instruction display 93 is placed on top of them. The virtual camera is then initially set to look down from above the starting end of the right-hand lane 94R and the left-hand lane 94L in the direction of the lane's length, and the virtual camera is controlled to move in the direction of the lane's length as the music plays. When a virtual space image captured by the virtual camera is generated, the operation instruction display 93 and the lanes 94 are displayed as flowing from the back of the screen towards the player (downward in the vertical direction of the screen).

[0077] The relative positions of the right-hand lane 94R and the left-hand lane 94L within the game screen W6 are basically such that the right-hand lane 94R is displayed on the right side of the screen and the left-hand lane 94L is displayed to the left of it, but the relative positions may be temporarily reversed (see Figure 7).

[0078] Figure 8 is a diagram illustrating the types of operation instruction indicators 93. The operation instruction indicator 93a corresponds to "tapping" or "pressing" operation inputs from the handheld device 70. The "tapping" operation involves slightly lifting the handheld device 70 straight up and dropping it onto the operation surface 61 as if tapping it. The "pressing" operation involves temporarily pressing the handheld device 70 against the operation surface 61 in place. In both cases, it is possible to determine that an operation has been performed from the detection result of the inertial sensor 78. The example shown in Figure 8 illustrates an example of instructing a single "tapping" or "pressing" operation, but there may also be types that instruct operations to be performed multiple times.

[0079] The operation instruction display unit 93b corresponds to the "swing" operation, which involves swinging the handheld device 70 up in place. The "swing" operation is the same as the initiation of the tapping operation, but the distance and time the handheld device 70 is held up are different, and the inertial sensor 78 can distinguish between the "tap" operation, the "push" operation, and the "swing" operation based on the detection results.

[0080] The operation instruction display 93c corresponds to a "swing" operation in which the upper end of the handheld device 70 is moved from side to side in place. This operation can be determined to have been performed based on the detection result of the inertial sensor 78. In the example shown in Figure 8, an example of instructing a left-to-right swing operation is shown, but there may also be a type that instructs a forward-and-backward swing operation.

[0081] The operation instruction display units 93d come in pairs, one for the right hand and one for the left hand, and are placed one in each lane (right-hand lane 94R and left-hand lane 94L) so that they overlap the corresponding position display line 90 simultaneously. One of the operation instruction display units 93d corresponds to a "one-sided tilt" operation, which tilts the upper end of the corresponding handheld device 70 to one side (left or right) in place, while the other corresponds to a "other-sided tilt" operation, which tilts the upper end of the corresponding handheld device 70 to the other side (left or right) in place. In other words, they instruct the operation to tilt the right-hand handheld device 70R and the left-hand handheld device 70L simultaneously in the specified direction. In the example shown in Figure 8, an example is shown instructing the operation to tilt the left and right handheld devices 70 so that their upper ends are brought together as viewed from the player, but there may also be types that instruct the operation to tilt them so that their upper ends are separated. The one-sided tilt and the other-sided tilt may be in the same direction.

[0082] The operation instruction display units 93e are arranged in pairs, one for the right hand and one for the left hand, with one placed in the right-hand lane 94R and one in the left-hand lane 94L, and are used so as to overlap the corresponding position display line 90 simultaneously. The operation instruction display units 93e instruct the two handheld devices 70 to "slide" simultaneously in the specified direction. In the example shown in Figure 8, an example is shown instructing the operation to slide the two handheld devices 70 simultaneously to the left, but there may also be types that instruct sliding to the right, sliding forward, sliding backward, etc.

[0083] Returning to Figure 6, the operation instruction display 93f instructs the user to perform a "press and slide" operation, which involves continuously pressing down on the handheld device 70 while sliding it.

[0084] The timing at which the operation instruction display 93 overlaps with the corresponding position display line 90 indicates the target input timing for performing the type of operation input indicated by the operation instruction display 93. The type of lane on which the operation instruction display 93 is located indicates the target type of operation, whether to perform the operation input corresponding to the operation instruction display 93 with the right hand or the left hand. The position (left-right position) at which the flowing operation instruction display 93 overlaps with the corresponding position display line 90 indicates the target input position (left-right position) on the operation surface 61 for performing the type of operation input indicated by the operation instruction display 93.

[0085] When the operation instruction display 93 approaches the corresponding position display line 90 to a predetermined distance, the game device 10 starts evaluating the operation input using the operation instruction display 93 as the evaluation criterion. The evaluation of the operation input is performed using the input position display 92 (and its corresponding handheld device 70) closest to the evaluation criterion operation instruction display 93 as the evaluation target.

[0086] Specifically, the evaluation is based on the following criteria (1) to (4): (1) The type of target operation indicated by the lane 94 on which the operation instruction display 93 of the evaluation criteria is placed is evaluated for similarity or difference between the left-hand / right-hand type of the handheld device 70 being evaluated. If they are the same type, it is a pass. (2) The type of target operation input indicated by the type of operation instruction display 93 of the evaluation criteria is evaluated for similarity or difference between the operation input type determined from the measurement results of the inertial sensor 78 of the handheld device 70 being evaluated. If they are the same type, it is a pass. (3) The discrepancy between the target input timing of the evaluation criteria and the operation input timing of the handheld device 70 being evaluated is evaluated. The larger the discrepancy, the lower the evaluation. (4) The positional discrepancy between the target input position of the evaluation criteria and the input position display 92 being evaluated is evaluated. The larger the discrepancy, the lower the evaluation. However, if ease of operation is prioritized, the central planar portion 63C may be divided into two regions, left and right, from the center, and the evaluation may be simplified by determining where the object to be evaluated is located within these four regions, which are obtained by adding the left curved portion 63L and the right curved portion 63R to the central portion.

[0087] The game device 10 assigns the lowest possible score if (1) and (2) are unsuccessful. If (1) and (2) are successful, (3) and (4) are evaluated separately, and an overall score is determined by combining the evaluations of (3) and (4). This is an evaluation that corresponds to individual evaluation criteria and is called an "individual evaluation." Individual evaluations are converted into individual scores and accumulated, and the accumulated scores are displayed in real time on the individual score display 95.

[0088] The game device 10 also evaluates the continuity of multiple individual evaluation results that occur consecutively in time. Specifically, multiple consecutive individual evaluation results that meet predetermined excellent evaluation conditions are called a "combo," and the number of consecutive occurrences is called the "combo count." The number of consecutive occurrences determined to be a combo is displayed in real time on the combo count display 96, and each time a combo is determined, the combo count at that time is converted into combo points and added to the accumulation of individual scores. A higher combo count results in a higher evaluation. This is called the "individual combo evaluation."

[0089] Figure 9 is a diagram illustrating an example of the screen configuration of the game screen W9 during multiplayer (first game screen W9a for the first player, and second game screen W9b for the second player).

[0090] In multiplayer mode, the evaluation of input timing is supplemented by an evaluation of the degree of synchronization of input timing among all participating players. The degree of synchronization is higher the less the timing difference between players' inputs is. This is called "synchronization evaluation."

[0091] The operation instruction display 93 for the operation input subject to synchronization evaluation is accompanied by a predetermined synchronization evaluation timing notification 97. The synchronization evaluation timing notification 97 is designed to start from the operation instruction display 93 for the operation input subject to synchronization evaluation and reach the side edge of the game screen W9, prompting the player to associate it with connections to other players outside the game screen W9.

[0092] The results of the synchronization evaluation are clearly displayed on the screen as a graded evaluation of the degree of synchronization ("Rank A" in Figure 9). In addition, the results of the synchronization evaluation are converted into synchronization scores, and the accumulated synchronization scores are displayed in real time on the synchronization evaluation display 98.

[0093] Furthermore, in the conversion to synchronization scores, the score obtained when the degree of synchronization is rated at the highest level is set higher than the combined score obtained when all participating players' individual ratings are rated at the highest level. This emphasizes the importance of "working together" and "synchronizing" among all participating players in multiplayer, making it possible to give multiplayer a different kind of enjoyment compared to single-player.

[0094] In multiplayer mode, the continuity of multiple individual evaluation results obtained consecutively by all participating players is also evaluated. For example, if the first player obtains an individual evaluation result that meets the excellent evaluation criteria, and then the second player obtains an individual evaluation result that meets the excellent evaluation criteria, this is considered a "coordinated combo." The number of consecutive occurrences at the point when a coordinated combo is determined is called the "coordinated combo count." In this example, the coordinated combo count is "2." Of course, if the first player then obtains another individual evaluation result that meets the excellent evaluation criteria and this is considered a coordinated combo, the coordinated combo count will become "3."

[0095] In multiplayer mode, each time a linked combo is recognized, the combo count is converted into linked combo points and accumulated, which are displayed as linked combo points (99) on the game screen (W9). Incidentally, the combo count display (96) shows the number of linked combos.

[0096] Figure 10 shows an example of the program and data stored by the game device 10. The game device 10 stores the game program 501, game initial setup data 510, play data 600, and current date and time 900 in the IC memory 32. Of course, other data may also be stored as appropriate.

[0097] The game device 10 performs the game program 501 and calculates the results using the CPU 31, thereby realizing the function of a game control unit 200 as shown in Figure 11.

[0098] The game control unit 200 uses the device position, including the position of the handheld device 70 on the operating surface 61 detected by the sensor sheet 66, and the measurement results (detection results) of the inertial sensor 78 to execute and control the timing game, which evaluates gameplay in real time. Specifically, the game control unit 200 includes a corresponding position setting unit 204, a tracking display control unit 206, an operation input type determination unit 208, a game progress control unit 220, an evaluation unit 230, and a timing unit 290.

[0099] The corresponding position setting unit 204 sets the display position on the display screen that corresponds to each position in the left-right direction of the operation surface 61. Specifically, it sets the display position of the input position indicator 92 along the corresponding position display line 90 (see Figure 5).

[0100] The tracking display control unit 206 controls the input position display unit 92 to track and display at a display position corresponding to the device position.

[0101] The operation input type determination unit 208 determines the operation input type based on the measurement results of the inertial sensor 78.

[0102] The game progress control unit 220 controls the progress of the timing game by displaying the operation instruction display 93, which instructs operation input from the handheld device 70, in a flowing manner from the top to the bottom of the screen at non-uniform positions in the left-right direction of the screen. The reason for displaying it at non-uniform positions in the left-right direction of the screen is that if the flowing display were at a uniform position in the left-right direction of the screen, the operation instruction display 93 for the left and right handheld devices 70 would overlap, making it impossible for the player to visually recognize them. The game progress control unit 220 also accepts the selection of a game mode, and if the multiplayer mode is selected, it controls the progress of the timing game in multiplayer mode.

[0103] The game progress control unit 220 includes a synchronization evaluation target notification control unit 222, a light emission control unit 224, and a vibrator operation control unit 226.

[0104] The synchronization evaluation target notification control unit 222 controls the display of the evaluation timings that are subject to synchronization degree evaluation in a manner different from other evaluation timings. This is the display control of the synchronization evaluation timing notification unit 97 (see Figure 9).

[0105] The light emission control unit 224 controls the light emission of the light emission unit 76.

[0106] The vibrator operation control unit 226 controls the operation of the vibrator 75. This operation control includes haptic control.

[0107] The evaluation unit 230 performs various evaluations related to game progress and game performance. The evaluation unit 230 includes a synchronization evaluation unit 232 and a combo evaluation unit 234.

[0108] The synchronization evaluation unit 232 evaluates the degree of synchronization of the operation inputs between participating players in multiplayer mode, based on the operation inputs from each participating player's handheld device 70.

[0109] The combo evaluation unit 234 performs individual combo evaluations based on continuous input by a single player, and cooperative combo evaluations based on continuous input by different participating players in multiplayer.

[0110] The timing unit 290 uses the system clock to perform various timing operations, such as determining the current date and time 900 and timing related to game progress.

[0111] Returning to Figure 10, the game initial setup data 510 defines various initial settings necessary for running the game. For example, the game initial setup data 510 includes multiple play candidate song data 512, operation instruction display definition data 514, and score definition data 520.

[0112] A play candidate song data set 512 is prepared for each song that can be played on the game device 10. Each play candidate song data set 512 stores the song ID, song data, and score ID in association with each other.

[0113] Operation instruction display definition data 514 is prepared for each type of operation instruction display 93. Each operation instruction display definition data 514 stores the operation instruction display type and the display object data for displaying the operation instruction display 93 in association. If the operation instruction display 93 is of a type that changes the display color or display format during continuous display, then change control data for those changes is also included as appropriate.

[0114] The score definition data 520 is prepared for each pattern of flow display of the operation instruction display unit 93 and the lane 94, and stores various data necessary to realize that flow display. One score definition data 520 includes a score ID 522, right-hand lane object data 523 that defines the object for the right-hand lane 94R, and left-hand lane object data 524 that defines the object for the left-hand lane 94L.

[0115] Furthermore, one score definition data 520 includes operation instruction data 525 for each operation instruction display unit 93 on the lane 94. Each operation instruction data 525 stores the operation instruction display unit type, the lane to be displayed, the display position, and the synchronization evaluation target flag in association with each other. The synchronization evaluation flag is set when a synchronization evaluation timing notification unit 97 (see Figure 9) is displayed in conjunction with the operation instruction display unit 93 defined by the data.

[0116] The play data 600 stores various data necessary for controlling the game's progress, as well as various data describing the latest progress. For example, the play data 600 includes playback control data for the song being played, object control data for the lane 94 used for the song being played, which is placed in a virtual three-dimensional space. It also includes object control data for the operation instruction display 93 placed in the lane 94, virtual camera control data, and so on.

[0117] Furthermore, as shown in Figure 12, the play data 600 includes the play mode 610, the play song ID 612, the used score ID 614, the song playback time counter 616, player-specific data 620, evaluation-related data 630, and evaluation display control data 632. Of course, other data may also be included as appropriate.

[0118] Player-specific data 620 is prepared for each player. One set of player-specific data 620 includes player ID 621, device position trace data 622, input position display control data 623, device motion data 624, operation input type determination result 626, and flow display control data 627. Of course, other data may also be included as appropriate.

[0119] Device position trace data 622 is created each time a detection occurs on the operating surface 61 of the handheld device 70, and the latest predetermined amount of data is updated and retained. One device position trace data 622 includes the detection timing, the right-hand device detection position corresponding to the right-hand handheld device 70R, and the left-hand device detection position corresponding to the left-hand handheld device 70L.

[0120] The input position display control data 623 is created each time a detection occurs on the operating surface 61 of the handheld device 70, and the latest predetermined amount of data is updated and retained. One input position display control data 623 includes the display position of the right-hand input position display unit 92R on the game screen (right-hand input position display coordinates) and the display position of the left-hand input position display unit 92L on the game screen (left-hand input position display coordinates).

[0121] Device motion data 624 is created each time a detection occurs on the operating surface 61 of the handheld device 70, and the latest predetermined amount of data is updated and retained. One piece of device motion data 624 includes the detection timing, right-hand motion data, and left-hand motion data.

[0122] The right-hand motion data and left-hand motion data are the detection and measurement data from the inertial sensors 78 of the right-hand handheld device 70R and the left-hand handheld device 70L, respectively.

[0123] The operation input type determination result 626 stores the right-hand operation input type corresponding to the right-hand handheld device 70R and the left-hand operation input type corresponding to the left-hand handheld device 70L.

[0124] The flow display control data 627 stores various data for realizing the flow display of the operation instruction display 93 and lanes 94 on the game screen. For example, when the base of the game screen is generated as 3DCG, it stores the following: right-hand lane display control data, left-hand lane display control data, operation instruction display control data per display, synchronized target notification display control data, virtual camera control data, and so on.

[0125] The evaluation-related data 630 stores various data for performing various evaluations related to operation input. For example, it stores individual evaluation data per player, cumulative individual score per player, combo count per player, synchronization level, cumulative synchronization score, cooperative combo evaluation data, cumulative cooperative combo score, and so on.

[0126] The evaluation display control data 632 stores data related to the display control of various evaluation results and scores based on those evaluation results. For example, it stores data related to the display of individual scores 95 and combo counts 96 (see Figure 6), synchronized evaluation display 98 and linked combo score display 99 (see Figure 9).

[0127] Figure 13 is a flowchart illustrating the processing flow performed by the game device 10. The game device 10 first accepts the selection of the game mode (single player / multiplayer) (step S10), and then accepts the selection of the song to play (step S12).

[0128] Next, the game device 10 starts position detection of the handheld device 70, motion detection of the handheld device 70, haptic control, and light emission control (step S14). Specifically, it starts acquiring position detection data from the sensor sheet 66 and detection data / measurement data from the inertial sensor 78 for each position detection cycle. It also starts oscillation control of the vibrator 75 and light emission control of the light emission unit 76 if the detection data / measurement data from the inertial sensor 78 matches the target of predetermined haptic control.

[0129] Next, the game device 10 starts controlling the progress of the game (step S16). Accordingly, the game device 10 starts playing the music and starts counting on the music playback time counter 616. It also starts controlling the display of the game screen. That is, it starts displaying the flow of the operation instruction display 93 and lanes 94 based on the score definition data 520 (see Figure 10) used for the music being played (see Figures 6, 7, and 9). The game device 10 also starts controlling various evaluations and their results, the accumulation of scores based on the evaluation results, and the display of the accumulated scores.

[0130] Then, once the song being played has finished, the play results are displayed (step S18), and the series of processes is terminated.

[0131] In summary, this embodiment makes it possible to realize a game control input device that offers a relatively easy-to-understand operability while providing a new sense of control. Its operability is also relatively easy to understand for beginners and audiences.

[0132] In other words, the game operation input device 50 of the game device 10 can provide a new operating sensation by sliding the handheld device 70 over a unique operating surface 61 whose height gradually increases from left to right.

[0133] Figure 14 is a diagram illustrating the physical burden on the player during game operation. As shown to the right of the long dashed line in Figure 14 (with curved sections at the left and right ends), when the handheld device 70 approaches the left or right end of the operation surface 61 during operation, the player 2 can enjoy a unique operating sensation as if their hand, along with the handheld device 70, is being lifted upward. This is similar to the pleasant feeling obtained from dance choreography where the arm is slightly bent at the elbow and swung from the shoulder to the left, resulting in a unique and enjoyable operating sensation.

[0134] Furthermore, it also has the effect of reducing fatigue even during long play sessions. Specifically, as shown to the left of the long dashed line, if there are no curved surfaces on the left and right ends of the operating surface 61, the closer the handheld device 70 is to the end, the more it is necessary to perform two actions in parallel: rotating the arm outward from the shoulder and extending the forearm. In contrast, as shown to the right of the long dashed line, in this embodiment, where there are curved surfaces on the left and right ends of the operating surface 61, the handheld device 70 can be easily moved to the left and right ends of the operating surface 61 simply by swinging the arm from the shoulder. Conversely, it can be said that the game device 10 has a detection plate 62 and an operating surface 61 that allow the handheld device 70 to be easily moved to the left and right ends of the operating surface 61 simply by swinging the arm from the shoulder.

[0135] [Modifications] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and components can be added, omitted, or modified as appropriate.

[0136] (Modification 1) In the above embodiment, the game device 10 is exemplified as a device installed in an amusement facility or the like, in which a display unit 14, a speaker 16, a control unit 30, and a game operation input device 50 are integrally provided, but it is not limited to this.

[0137] For example, as shown in Figure 15, the game input device 50B may be provided as a game controller for the home game console 1200, so that the home game console 1200 (which has a control unit body 1201 and a monitor device 1203) and the game input device 50B constitute the game console 10B. When playing multiplayer, the number of game input devices 50B connected to the home game console 1200 is equal to the number of players.

[0138] (Modification 2) The configuration of the handheld device 70 is not limited to the above embodiment. For example, as shown in Figure 16, the light-transmitting diffusion section 72 may be omitted and the light-emitting section 76 may be exposed and used as a substitute.

[0139] Alternatively, a momentary switch or a push switch with momentary function may be used as the elastic support part 77B, and the switch ON may be used as the operation input for determining the type of operation input. In this configuration, in determining the type of operation input that requires the measurement of acceleration in the direction of gravity that is greater than or equal to a reference value by the inertial sensor 78, the requirement may be replaced with turning the detection switch ON instead of measuring acceleration in the direction of gravity. Depending on the setting of the operation input type, the inertial sensor 78 may be omitted as a result.

[0140] Alternatively, the device may have a configuration such as the handheld device 70B, with a joystick 102 (universal switch, multi-directional switch) located above the gripping portion 71, which is accessible to the thumb of the hand holding the device. In this configuration, the motion of the device, determined from the measurement results of the inertial sensor 78, may be associated with the input type of the joystick 102. Depending on the settings for the operation input type, the inertial sensor 78 may be omitted.

[0141] 10...Game device 14...Display unit 30...Control unit 50...Game operation input device 60...Position detection unit 61...Operation surface 62...Detection plate 63C...Central flat part 63L...Left curved part 63R...Right curved part 70...Handheld device 70L...Handheld device for left hand 70R...Handheld device for right hand 71...Gripping part 73...Ball caster 75...Vibrator 76...Light-emitting part 77...Elastic support part 78...Inertial sensor 90...Corresponding position display line 92...Input position display unit 93...Operation instruction display unit 94...Lane 97...Synchronization evaluation timing notification unit 98...Synchronization evaluation display 200...Game control unit 204...Corresponding position setting unit 206...Tracking display control unit 208...Operation input type determination unit 220...Game progress control unit 222...Synchronization evaluation target notification control unit 224...Light emission control unit 226...Vibrator operation control unit 230...Evaluation unit 232...Synchronization degree evaluation unit 234...Combo evaluation unit 501...Game program 510...Game initial setting data 514...Operation instruction display definition data 520...Score definition data 600...Play data 622...Device position trace data 623...Input position display control data 624...Device motion data 626...Operation input type determination result 627...Display control data 630...Evaluation-related data 632...Evaluation display control data

Claims

1. A game operation input device comprising: a handheld device; a position detection unit having a sliding operating surface on which the handheld device can slide, and detecting the device position including at least a position on the operating surface, wherein the operating surface has: a central flat portion located in front of the player during gameplay; a leftward curved portion whose upper surface height gradually increases as it approaches the left end from the central flat portion; and a rightward curved portion whose upper surface height gradually increases as it approaches the right end from the central flat portion.

2. The game operation input device according to claim 1, wherein the handheld device comprises a handheld device for the right hand and a handheld device for the left hand, and the position detection unit detects the position of the right handheld device and the left handheld device, respectively.

3. The handheld device has a ball caster at its lower end, and the position detection unit detects the contact position between the ball caster and the operating surface as the device position, as described in claim 1 or 2.

4. The game operation input device according to claim 3, wherein the handheld device has an elastic support portion that elastically supports the ball caster.

5. The handheld device has a rod-like shape and a light-emitting part at its upper part, as described in claim 3 or 4.

6. A game device comprising: a game operation input device according to any one of claims 1 to 5; a control unit; and a display unit.

7. The game device according to claim 6, wherein the handheld device has an inertial sensor, and the control unit executes a timing game that evaluates gameplay in real time using the device position and the detection results of the inertial sensor.

8. The game device according to claim 6 or 7, wherein the handheld device has a vibrator, and the control unit executes a timing game to control the operation of the vibrator.

9. The game device according to any one of claims 6 to 8, wherein the control unit performs control to display the input position indicator at a display position corresponding to the device position.

10. The game device according to claim 9, further comprising: a corresponding position setting unit that sets the display position on the display screen corresponding to each position in the left-right direction of the operating surface that the position detection unit can detect as the device position.

11. The game device according to claim 10, wherein the control unit has a game progress control unit that controls the progress of the timing game by controlling the display of an operation instruction display body that instructs operation input by the handheld device, in a flowing manner from the top of the screen to the bottom of the screen at non-uniform positions in the left-right direction of the screen.

12. The game device according to any one of claims 6 to 11, further comprising multiple sets of the handheld device and the position detection unit for multiple participating players, wherein the control unit comprises a game progress control unit that controls the progress of a multiplayer timing game, and an evaluation unit that evaluates the degree of synchronization of the operation inputs between each participating player based on the operation input from each of the handheld devices of the participating players.

13. The game device according to claim 12, wherein the control unit performs control to display the evaluation timing to be evaluated for the degree of synchronization in a manner different from other evaluation timings.

14. The game device according to claim 12 or 13, wherein the evaluation unit performs combo evaluation based on continuous operation inputs from different participating players.